Kenshi
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Shrieking Bandits Expanded Readjustment
   
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18 Feb, 2022 @ 12:10pm
19 Feb, 2022 @ 4:16pm
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Shrieking Bandits Expanded Readjustment

Description
Original mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1648289968 respect.
日本語化はこちら: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2757643672

I love the original mod. Some tweaks I want.
Now can craft all shrieking armors and get easier cool designed shrieking weapons with highest tiers.
And rebalanced much so that feel more fairly.


Characters

- Nerfed shrieking leaders.

In the original mod, their stats are somewhat higher than the difficulty level expected in the northwest area. Sometimes it causes unexpected limb loss, instant death from a single blow, and the easy destruction of cannibal villages by shrieking bandits (even with Cannibals Expanded).

< Details >
Overall: -5 ~ -15
Red Howler: strength 90 -> 60
Footman: combat stats 70 ~ 80 -> 40 ~ 50


- Changed spawn rate of shrieking bandit squads in each biome except the Shrieking Forest.

Especially, reduced spawn rate of shrieking bandits in Cannibal Planes. And added slight trends of squad types to each biome, so that you can somewhat expect to get equipments you want.

< Trends details >
Cannibal Planes: Babblers squads, and reduced the total spawn rate of shrieking bandits as much as vanilla. And no more Footmen.
Purple Sands: Howlers squads
Berserker Country: Samurai and Beast squads



- Mobs in each squad now have the same athletic stat as their leader.

When only the leader of a squad has high athletic, only the leader will go far away from mobs, so sometimes it is difficult to find their leader.


- Now there are all types of lost leaders that roam alone in areas farther away from the Shrieking Forest. In addition, the stats of these lost leaders is not nerfed, remain as they are in the original mod. And they equip one rank higher quality armor from normal leaders.

In the original mod, there are only Lost Wise Babbler and Lost Red Howler. Now Foolish, Yellow, Samurai, Beast, and Footman (need a world state change) will newly appear as lonely lost squads.


- Changed where lost leaders spawn.

In the original mod, lost leaders are set to spawn in kinda wide areas. Now in 3 (and +1 after a world state change) biomes they spawn. These biomes are relatively a little less other npcs spawn, so you can expect to get equipments you want by staying there.

< Spawn areas details >
Northern Coast: Babblers
Iron Trail: Howlers
Leviathan Coast: Samurai and Beast

No more lost leaders: Hidden Forest, Skimsands, The Hook


- Changed Footman of original stats (danger!) to spawn as a lonely lost squad, with a low chance after the game has progressed to a certain degree. Also, this Footman is set less aggressive.

Footman of original stats is end-game level and too dangerous to be encountered casually. This Footman won't attack you when spots you, and won't interfere in a battle with other shrieking bandits, but will fight back when you take offensive action. It is safe to turn on Passive.

< How to spawn >
After killing or imprisoning Cannibal Grand Wizard, this lonely lost Footman will rarely spawn in the Shrieking Forest.


Weapons

- Changed the highest grade weapon easier to get.

In the original mod's caption, they are extremely rare, but they are literally, seriously extremely rare. In my experience, it took me a few months to complete them.

< Chance details >
Before: Leaders have the highest grade weapon with about 2.4% chance.
After: 7%.


- Changed Stats of some shrieking weapons to be more fair compared with vanilla.

Shrieking weapons are so unique, I love them. I tried to make them a little more differentiated.

< Disc Saber >
slightly cutting down and blunt up
Its description says, "A shaped disk at the end of the blade that allows it to act somewhat like an axe."

< Beaked Cleaver >
40% armor penetration -> 60%
Even at the highest grade, its cutting and blunt value is like Edge 1 cleavers of vanilla, its reach is mediocre as hacker class, and its vs robot damage is lower than any hackers. By increased its armor penetration, I tried to make it more unique position that the maximum damage is low but can still deal stable damage to heavily armored opponents.

< Split Blade Polearm >
Blood loss 1 -> 1.2
The stats of the highest grade one is like meitou Heavy Polearm with lesser bonuses. And its description says, "its large split blade allows it to chop effectively."


Armors

- Fixed typo; Wise Babbler helmet -> Wise Babbler Helmet


- Fixed Wise Babbler Helmet to be craftable.

In the original mod, Wise Babbler Helmet is in the research but not in the list of Heavy Armor Smithy. Added.


- Add a new research; Shrieking Armor Parts.

Now can craft all shrieking armor worn by mobs with less coverage after complete this research. This research requires many costs because it is not allowed in the original mod.
If you will bother about a long list of unwanted armors in the heavy armor smithy, do not research and leave them.


- Deleted a void research from the original mod.
15 Comments
Buttnuttz 14 Jun @ 9:03pm 
Well done with the mod! I love the level of detail in the description!
Toe Taster 7 Jan @ 5:57am 
Who thought Lost howlers doing 150 damage per hit was a good idea
Lazern 9 May, 2024 @ 11:02pm 
Great mod! Didn't know I needed this until that footguy instagibbed 10 squadmembers in an instant, playing with 2.0x damage multiplier aswell lol
ChunkyLover-01 28 Nov, 2023 @ 9:43pm 
Thank you so much for this mod mane
Edge 16 Nov, 2023 @ 2:33pm 
I wonder if theres a mod that does the opposite and makes the footman equipment stronger? Because Im trying to make a monsterously strong martial artist and Foothands are proving to be hands down the best for that, alongside Animal Beast Shrieker heads for helms
AZTAGA 17 Aug, 2023 @ 6:56pm 
@Momayo thanks for the reply, I really appreciate it. I haven't had any issues so far, but I'll drop another comment if anything funky happens
Momayo  [author] 5 Aug, 2023 @ 6:49pm 
@AZTAGA
Reactive World: Dunno but if the original mod of this mod works well, this mod should work well too. Shrieking Bandit Ex and this mod are not touched town overriding things so they don't conflict with Reactive World's reactive-ing things at least.
Anim mods: Completely no conflicts. It's okay to use them at the same time.
AZTAGA 5 Aug, 2023 @ 6:14pm 
Does anyone know if this mod is compatible with Reactive World, MCA, or any of the other animation mods? god if available i just wanna hear what it works with
Citrus 11 Feb, 2023 @ 10:43am 
thx for this mod
Samnite 15 Aug, 2022 @ 9:19pm 
Thank you so much. Footmen were OP.