Kenshi
144 ratings
Sensible AoE
   
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31 Jan, 2019 @ 12:53am
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Sensible AoE

Description
often times i found that battles would devolve into "WHO GETS THE BETTER RNG AND LAUNCHES MORE AOE ATTACK ANIMATIONS", so i cut out almost all the AoE from weapons.

go outside and smack a metal lightpole with a piece of rebar. did your tiny piece of rebar slice through the lightpole and hit 3 other lightpoles near it? i mean, if it did, nice. but i really doubt it. AoE has been nerfed for all weapons except Heavy - there is still some limited AoE (max of two targets) for sabers, hackers, and polearms, and martial arts is unchanged, but aside from one attack which can hit two, blunt weapons and katanas only hit one. blunt weapons were meant to be knight killers - they are designed for taking down high-value highly armored targets, they are not meant for starving bandits and fogmen to cleave like some f‎‎u‎‎c‎‎k‎in berserker stance warrior from WoW.
this also, in my opinion, makes heavy weapons more worth the effort of training up with them. i rarely bothered using them since i could get almost the exact same effect with a hacker (which weighs less and is easier to train) or with martial arts (which is juuuuuuuuuuuuust b‎ul‎l‎sh‎‎‎i‎t and at level 70 you become kenshiro)

while you could argue this makes some swarm enemies less dangerous, it also makes them MORE dangerous, since unless you have a heavy weapons guy, you are dead, not big surprise


this mod changes the animation properties (since in the game files, the animation file determines what counts as AoE) so any mod that changes/adds animations will conflict, base game animations are the only things this mod touches
36 Comments
Trinity 21 Apr, 2022 @ 3:53am 
Powerful, Sensible, and Funny gamer
FUTALOVING COCKMASTER  [author] 25 Mar, 2022 @ 12:37pm 
@Anti Pilkington it won't work with animation mods because each animation has its own AoE definition — i.e. "swing #2" has a max of 3 targets, etc. I don't think it should cause any crashes or anything like that, it just won't change animations added by mods
Pilkington 25 Mar, 2022 @ 9:38am 
Does this majorly fuck with/conflict with the popular animation mods ?
0utlaw 10 Aug, 2020 @ 10:09pm 
Great mod by the way, AOE are just silly over the top here, there was a reason close knit tight formations won the battle vs. wildmen swinging massive weapons in all directions. If there were some endurance stat to keep heavy weapons in check it would be cool, but since you can swing 40lbs of steel with reckless abandon and never get tired it's a bit much.
Endgunner 29 Oct, 2019 @ 8:00pm 
Still can`t get over the TF2 ref XD
Visigoth 29 Oct, 2019 @ 7:49pm 
FUCKING AWESOME!
I had the same complaint (and found just what I was looking for with this mod) Y(>.<)Y
wendigo 27 Sep, 2019 @ 6:39pm 
great mod unless playing a solo run without aoe it is so much harder
Skrymaster 23 Sep, 2019 @ 4:16am 
Hmm, I've actually seen katanas hitting 2 people quite consistently with this mod on. Was it changed? The other weapons behave as advertised, and I'm fine with katanas hitting 2 people as well.
¤ Nova 28 Jul, 2019 @ 12:33pm 
@VaeVictus Don't know, been a long time. Look up mod making for kenshi and it'll probably show you the tool. You just use that on this mod and it's basically as easy as changing numbers in wordpad. I.e. look at the sabre animations and find what has the "2" value vs katana animations which will have "1" instead. That will be AoE. Then change everything to your liking.
Hoggle 28 Jul, 2019 @ 7:51am 
@¤ Nova How would you go about editing this mod?