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Chi: Conduits - Global Changes (v1.1)
   
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16 Dec, 2020 @ 8:08pm
17 Oct, 2021 @ 9:28am
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Chi: Conduits - Global Changes (v1.1)

In 1 collection by Vanaukas
Project Chi: Mod series
9 items
Description
What does this mod do?
This mod brings a lot of changes in terms of balance, lights and a lot of stuff trying to bring a more inmersive experience for players that loves the "early game" of Kenshi and want a more difficult experience overall.

Important Changes Explanation:
  • Damage balance: Focused on blood loss, physical damage and overall increased recovery times for everything. You will lose a little less blood than vanilla but the bleeding clot rate has been reduced drastically, so untreated severe bloddloss will often result in death for low level characters (as it should be). This blood damage is accumulative since I've reduced the recovery time for blood by a little more than half, so you can't force characters to fight endlessly after a single hour of sleep (trying to emulate anemic states). Weak characters will be punished by stronger characters. Natural selection improved!

  • Light balance: I've reduced a little the max exposure to avoid my eyes being hurt by too strong lights and I've changed the ambient map to create darker shadows but no so dark. You can still see in the night and in the shadows of buildings. Both changes creates a "more realistic light" (in my subjective opinion) and Kenshi looks nicer without needing a shader.

  • Enviromental hazards balance: I've doubled the damage on acidic water and grounds based on vanilla numbers. I've drastically increased the damage from the Sky beams (aka Venge beams), you won't survive one hit from them and if you do, you'll probably die from blood loss. 100% protection or a really good coordination is required to traverse in daylight Venge.

  • Economy balance: Stolen loot or gear will be less valued than your own creations or non-stolen goods. I didn't touched any base item price or changed any Trade good from what they are. Risky activities (such as ruin scavenging, stealing beak thing eggs) will be more rewarding than looting corpses, as it should be.

  • Experience gain balance: I've reduced the global experience gain and butchered the athletics gain. You'll need to plan your trips and probably make stops on neutral or allied places to heal or buy stuff. I've reduced a little the strength you gain from walking and increased in the same rate the strength you gain from battle.

  • Burn AI fix: A lot of mods adds too many threats in robotic areas and our poor Burn always suffers the consequences if you don't recruit him. I like that char but I don't like feel forced to add him to the party to save him from certain death. This change should keep Burn in his home (which also makes stealing from him a little more difficult).

  • Time changes: Sunrise now it's at 7 AM and Sunset starts at 21 PM. Venge beams were changed to those values to match exact daylight (like in vanilla). Stores opening and closing times remains unchanged.

  • Research and Building times were increased.

  • Combat balance: Increased attacking chance and also blocking chance, attack slots unlocked. Groups of weaklings can face a strong char, safety in numbers!
There are even more changes! Please, look into the STATS thread (you can also check the pictures or scroll down until you find it) to have a comprehensive list of what was changed.

Future Balance
Some changes had been tested for more than 2 years, I'm open to review the balance until this becomes a"hard but no so hard"experience, because that is my intention behind this. I've tested this with just vanilla and also with mods like More Combat Animation or Legendary of Kenshi.

Dependencies:
This mod doesn't have any dependency, this is only for the people interested in more difficulty.

Load Order
This mod should be under mods that change the same values or change the ambient map. In fact it should be very low in the mod order to be completely sure that you are using my values (written in the Stats thread and the images above)

IMPORT IS NOT REQUIRED

Project Chi
You can check the series here! Project Chi: Mod series


I hope you like and enjoy this, let me know your impressions, bugs or suggestions in the comments section! Thank you for your time.

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Popular Discussions View All (1)
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16 Dec, 2020 @ 8:09pm
PINNED: STATS
Vanaukas
3 Comments
Vanaukas  [author] 17 Oct, 2021 @ 9:36am 
Update deployed!

IMPORT SHOULDN'T BE REQUIRED!

(But if you spot Burn outside, please import... If the issue persist after the import, then you'll have to import without the tick in "import dead NPCs", that should end any conflict, but use it as last resource since it'll reset your kills if you killed someone unique)
Vanaukas  [author] 16 Oct, 2021 @ 8:36pm 
@GoingBatty

Was never needed mate! Just for those who wanted more difficulty. But if you are interested, right now I'll be uploading 2 mods based on this one, one for the burn AI fix and other for the darker shadows and less bright lights.
CyberBatty7 16 Oct, 2021 @ 8:32pm 
Is this still needed?