Kenshi
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Many More Mercenaries!
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23 Jun, 2021 @ 12:58am
2 Mar, 2023 @ 3:03pm
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Many More Mercenaries!

Description
I've always thought that the amount of mercenaries was pretty low for a world such as Kenshi, this mod aims to fix that by adding 25 new ones with unique identities and purposes!
Particularly, I wanted mercs that were part of the game's factions. People that, through ideology or circumstances, ended up affiliated with them despite remaining freelancers. I tried to keep it as vanilla/lore friendly as possible!
The fancy hood + mask combo in the thumbnail was made by a friend and is the only truly unique item this mod adds, don't expect anything fancy!

This mod adds bar squads depending on towns and their overrides and roaming squads as well, which I tried to keep rare enough. Some squads from a given faction may start invading their enemies' territories and have a greater likelyhood to spawn, however!
If you don't like a particular roaming squad and want to see it gone, each squad leader should carry a lore note giving you some clues about who they are and which noble/officer is encouraging/funding their little expeditions!

Do keep in mind that these mercenaries usually retain their faction's relations, so raiding a territory with mercs that are linked with the faction holding power there will likely not go very well!


In particular, this mod adds:
-4 United Cities Groups
-3 Neutral Groups (regular mercenaries)
-3 Holy Nation Groups
-2 Shek Kingdom Groups
-2 Flotsam Ninjas Groups
-2 Mongrel Groups
-1 Deadcat Group
-1 Rebel Farmers Group
-1 Anti Slaver Group
-1 Crab Raiders Group
-1 Skeletons Group
-1 Machinists Group
-1 Swampers Group
-1 West Hive Group
-1 South Hive Group

Some neutral or mostly neutral roaming squads (mongrel, deadcat, skeletons, swampers and neutrals) do not have leaders that can be slain if you want them to stop spawning, which makes sense considering how decentralized they are. If you still want to have someone to kill to remove them, I made a patch adding roaming unique leaders for each of them: https://steamproxy.com/sharedfiles/filedetails/?id=2532591086

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I'd recommend you use my patch that fixes the dialogue for vanilla roaming mercenaries. This mod uses the vanilla merc dialogue and in vanilla, some roaming mercs may not be recruitable. It isn't very noticeable in vanilla but should become apparent with this mod, considering the amount it adds.
https://steamproxy.com/sharedfiles/filedetails/?id=2523899045
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Import is required for full effect!

Should not actively conflict with anything and should be compatible with mods like Better Mercenary Contracts.
Other mods may conflict with it to some degree though I don't expect anything gamebreaking.

EVERYONE IS FREE TO TAKE THE MOD AND EXPAND UPON IT IN ANY WAY THEY WISH

I am unlikely to keep working on it, and even if I do return I don't mind people making their own mods out of this one!
No need to ask for permission!
Popular Discussions View All (1)
11
2 Mar, 2023 @ 3:03pm
Feedback / Bug reports / Known issues !
Pix
76 Comments
Dunknight 10 Nov @ 11:27pm 
You've still did a great job by making this mod, I have never seen such a variety of mercenaries with unique features in other mods. Maybe i should try to do some changes from my side and make adjustments that suits me, but overall, great mod, you have made a great contribution to the modding community
Pix  [author] 10 Nov @ 10:18pm 
Yeah, I do plan to do a complete rebalance... whenever I return to Kenshi! Tune stats and spawns way down!

Not sure when that will be, though, and as stated everyone is free to take the mod, tweak and expand it as they wish, no need to ask for permission even.

I made the mod with a fairly bloated pre-existing modlist on my end that dilluted spawn rates and tweaked leader stats, so it did end up unbalanced in many aspects, especially from a vanilla-ish perspective. I had hoped it would somewhat self-balance, by adding opposing mercenary patrols to counteract, but eh. The snowballing aspect might make it harder for one faction to "come back", too, as the loss of their leaders will lessen or remove their squads and intensify their oponent's spawns. But then again, coming back is impossible by kenshi designs, unless one imports saves to reset world states, and it was a design choice to try and tweak spawns depending on world states to make the world a bit more reactive.
Pix  [author] 10 Nov @ 10:17pm 
It would be exceedingly simple to tweak the values yourself, though, and remove spawns! Check a tutorial on how the FCS works, can take but five minutes with zero preexisting technical knowledge, select my mod, go to the list of things it adds and play with numbers until it suits you!

The only reason I'm not doing it myself is that I'm no longer playing, so would be tweaking things blindly and without testing, might make things worse while also messing with the people who are satisfied with the current state. Will do the rebalance... Eventually™, and by then I'll likely leave this version as a deprecated one not to annoy those who like it as is.
Dunknight 10 Nov @ 10:31am 
Hey! I really like this mod, but damn, there are still TOO MANY mercenary squads despite the description. Especially near Holy Nation cities.

I mean, I like the idea of random city sieges caused by various mercenaries from other factions, but compared to vanilla Holy Nation guards, they spawn too often near HN cities, like, REALLY. (Not to mention that the Toughness of the mercenaries squad leaders and some squad members around 60-80). This leads to quick extermination one of the major factions thanks to mercenary squads of the Shek kingdom and the Mongrel constantly doing absurdly big massacres killing important characters and changing world states on their own really fast.

Mod still feels unbalanced because of that. Maybe it would be a good idea to cut their spawn rates even more?... Or maybe at least completely cut spawn of Mongrel mercenaries on the lands of HN for example?
Komunistof 2 Apr @ 3:00am 
Hey man love the mod, the mercenary troops look awesome and I love how hivers have tamed beast and also I love the notes explaining the reasons of them becoming mercs, pretty good and stable mod and makes the world feel more alive because now there are other adventurers and not only you. 10/10
Pix  [author] 3 Mar @ 10:51pm 
It won't break anything, but I don't know if they'll have the cage dialog added by the recruit prisoner mod, that depends on how they do it!
Monkey Punisher 3 Mar @ 1:31pm 
Is this compatible with recruit prisioners?
MikaBoy 5 Jan @ 10:28pm 
Thanks for the quick reply! Just wanted to let you know that the translation is now available. I've made sure to include all credits to your original work. If there’s anything wrong or if you notice any issues, feel free to let me know, and I’ll be happy to fix it!

https://steamproxy.com/sharedfiles/filedetails/?id=3401741209
Pix  [author] 30 Dec, 2024 @ 11:46pm 
Of course, no worries! Thanks for finding interest!
MikaBoy 29 Dec, 2024 @ 10:26am 
Hey there!

First off, thanks so much for the amazing work on this mod. I’ve really enjoyed it and would love to translate it into Spanish so more people can enjoy it. Of course, all credit will go to you.

I’m a bit of a beginner when it comes to modding, and I’m still learning the ropes, but I’d love to contribute by making this translation available. Would it be alright if I upload it here on Steam? I’ll make sure to link back to the original mod so others can support it too.

Cheers.