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YARR - Yet Another Racial Revision
   
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6 Jan, 2022 @ 3:02am
12 Oct, 2022 @ 1:07am
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YARR - Yet Another Racial Revision

In 1 collection by Metallumere
Metall's UWE Patches
6 items
Description
-Groan-, another race overhaul mod...
But wait, come back! I've got a colorful spreadsheet!

Oh yes. If you thought there wasn't enough racial overhauls for vanilla out there, here's another.
And here's a spreadsheet for you, with some extra information from UWE to perhaps entice you to try it out with my UWE Racial Overhaul mod, which uses YARR as a baseline for the new subraces:
https://docs.google.com/spreadsheets/d/1Ryb7N20WcpgruJ6MZlebKs8SOwhDaPzm-2q6yHLOWIo/edit?usp=sharing

Okay, so why?
Well, like any other race overhaul mod, this one aims for two things: Create greater racial disparity, and fix up some that were too strong or too weak.

There are some limitations however, a small range of skills are actually broken as penalties or bonuses: Melee defense, martial arts, and all non-crossbow weapon skills do not behave as expected. Hopefully this gets fixed one day, but for now these skills were exluded and normalized at x1 across all races.

Greenlanders are pretty much unchanged, aside from a correction to their arm hit-chance. However, their bonuses are now unique to them. No other playable race gets their bonus to science, farming, or cooking. Creative and ingenious, their now-unique niche reflects that.

I felt like Scorchlanders were an objective upgrade to Greenlanders. 10% penalty to strength was nothing compared to the benefits. So, I widened it a bit. They now better fill a swift and dex-y niche, while still not being such a far cry from Greenlanders.

Next, I felt like Shek didn't really exemplify what they're all about: STREMPH. Hopefully a 30% bonus will fix that, I also felt as-if just a little bit more health didn't exactly do it for them, so I further increased their leg health and reduced their leg hit-chance a bit. Now, they should die on their feet like true warriors.

Hivers were a little weird, so now they're more obvious.
They all get a dodge and swimming bonus, because chitin is light and bouyant... I guess. It's something!
Southern hivers were given a natural ashland gas immunity, thanks to their general proximity to it. They are also a little more strength and melee-focused than their western counterparts.

Soldiers are made to be tanks, while still having that signature leg-be-gone weakness that hivers are known for. Their arm, chest, and head health was increased, and their heal-rate was upped to x1.5. Their eyesight is poorer, but they have a natural dust storm immunity in exchange.

Princes are still crossbow and medic kings, but lose their toughness, athletics, and science bonus, and heal at a slower rate. Instead, they get a crossbow smithing bonus, something which was almost non-existent in vanilla. Princes were fairly OP, but this hopefully sticks them into a niche spot a little better.

Workers are still the hardest little laborers and builders, but are now worse at most anything else. If I could up their labor and engineering values to +50%, I would. But alas, we will have to wait for either an FCS update or a hack for that.

Finally, Skeletons were made to be worse at organic tasks, that's pretty much it. Oh, and they're bad at swimming now. Haha.
Soldierbots are mostly the same, just better at melee and crossbows but worse at other tasks.
15 Comments
brickhead 3 Aug @ 6:50pm 
gotcha:cactusrum::beeped:
Metallumere  [author] 3 Aug @ 4:53pm 
Nope, this actually leaves the P4 units unchanged! I figured they were cool as-is.
brickhead 3 Aug @ 4:23pm 
Does this effect the P4 Unit (mk1) skeletons at all? Its possible to recruit them in the vanilla game if a skeleton generic recruit spawns as one, just unlikely. Dont want the eggheaded skeletons to not actually be smart anymore
Dr. Igor Dolvich 26 Jun, 2023 @ 11:00pm 
Great job!
Metallumere  [author] 17 Mar, 2022 @ 6:38am 
It only edits vanilla race entries, so yes, it should work just fine with any modded races~
Mazz 16 Mar, 2022 @ 6:06pm 
Hi , does this work with mod races ?
Rhode987 23 Jan, 2022 @ 3:40am 
Ah, fair enough. I'll try putting it at the far bottom and see if it works.
Metallumere  [author] 23 Jan, 2022 @ 3:26am 
Mmm, well, I've checked both just now, both in-game and in the editor.
Soldiers have athletics, and Scorchlanders have smithing.

It sounds like you may have a mod overriding this one. Try placing it at the bottom of your load order. It only edits the stat entries, so if you have anything editing heads or skin textures or whatever, it should be compatible.
Rhode987 23 Jan, 2022 @ 2:22am 
I think the spreadsheet might be wrong in regards to hive soldiers, as tin-game, they do not have an athletics bonus. At least that is the case with southern hivers.
Rhode987 23 Jan, 2022 @ 2:06am 
I believe schorchlander weaponsmithing and armorsmithing bonuses are not working properly, unless it's intended for them not to have those anymore. Otherwise, pretty good mod!