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Mist Ghouls Balance Tweak
   
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25 Apr, 2024 @ 12:39pm
4 Aug, 2024 @ 4:53am
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Mist Ghouls Balance Tweak

Description
A significant nerf with some other balance adjustments for the Mist Ghouls mod.

I think the original mod is very cool, and I respect the idea behind it. However, the balance of the Mist Creatures does not feel viable to me, and more often than not results in strange, awkward situations.
The idea of giving an NPC high attack but low defense rarely ever works out for the game's balance. Your attack stat determines how often you get to attack, similar to getting more actions in a turn-based game. Therefore an NPC with 100+ attack will always be absurdly powerful in the realm of Kenshi.

While I'm not a balance expert, I chose to give the different Mist Creatures stats which resemble vanilla enemies, which will then be altered by their racial bonuses (meaning their attack is still high, and their defense is still low).
They will have drastically lower attack than they originally did, but I have actually INCREASED their defense, allowing them to fend off lesser threats such as fogmen. However, due to their racial penalty, players should still find them manageable.

In addition to that, I also fixed some small gripes I had with grammar in the mod.

Changelist:
  • Changed all Mist Creatures' stat randomization from 5 to 3.
  • Gave Mist Fiends base combat stats close to Holy Sentinels (40 in most stats, 50 in attack, previously 75)
  • Gave Mist Ghouls the base combat stats of Paladins (50, previously 60)
  • Gave Mist Horrors the base combat stats of High Paladins (65, previously 90)
  • Gave Mist Guardians the base combat stats of Inquisitors (already had 75 attack, now the other stats match)
  • Gave some basic defense to the redacted entity.
  • Fixed the "legand" typo in the ghoul bar chatter and changed its frequency from 48 hours to 1 week.
  • Added spaces to the Mist Creatures' race names in the character creator (this is purely visual).
Please remember that all listed stats will be affected by the aforementioned racial bonuses & penalties. Melee attack will be 20% higher, while melee defense will be 20% lower.

If there's anything I could do better, I am open to feedback.
19 Comments
Pico  [author] 14 Jun @ 9:29am 
I think the teeth are actually fine as they are, if not a bit too LOW in value. They're totally outshined by the fog prince heads, which you can get tons of by luring out princes with corpses on poles.
Mist creatures are a tad rarer, and obviously sometimes they're a bit too prevalent and will march into Mongrel. But I think the value is okay for now. This addon was mostly aimed at changing their combat stats.
Kraut Kontrol 14 Jun @ 9:25am 
Pico: Can you also nerf the Ghoul Teeth as a source of way-too-easy income? As it is, at 600 Cats per tooth, you can get rich trivially easy simply off of looting the bodies of the Mist Ghouls that the Mongrel guards leave behind. I think something like 120 Cats per tooth would be much more reasonable.
Anrhaa 19 May @ 11:42am 
Why the f it autocorrected to 'hell' lol
HELLO
Pico  [author] 19 May @ 11:03am 
That's okay with me, yeah. These are mainly just number adjustments, after all.
Anrhaa 19 May @ 10:46am 
Hell Pico, can I make an UWE version of your patch? So there isn't any 'missing mod' warnings when using UWE
The Orange 18 May @ 7:32am 
Thank you for answer. Seems like I need to ask Dr.Igor directly about ghoul raids - I just installed very popular pack and followed instructions on seting it up. I will then try to manually adjust attributes, I hope it would stop growing after certain point
Majorita 18 May @ 7:01am 
I think I read someone saying, in a different mod, that Kenshi's XP formula is a bell curve or something, so once you hit roughly 100 or 104 if you have a mod for it, all of a sudden XP starts getting easier and easier to earn, to the point where you start gaining levels extremely fast...
Pico  [author] 18 May @ 6:31am 
Whether this addon is compatible with UWE depends on whether it uses all of the same string IDs. But also, in the original mod, Mist Creatures are set to be "not real" in their faction details, which prevents them from spawning base raids to begin with. It's really important to double-check whether what you're dealing with is from the original mod, or is caused by the modpacks you are using.

And as for the recruited ghoul... no idea what's going on there. I haven't seen stat growth in that way, but maybe it's some kind of math problem due to how Kenshi starts rounding down XP - I imagine if the stat is too high, the XP math might bug out and start giving you wacky gains?
But like you said, this isn't related to my addon.
You can use save editing to lower the stats to a fair level. Some guides exist for this. I also imagine this math issue wouldn't happen if the ghoul's stats were lower, which my addon ensures.
The Orange 18 May @ 5:58am 
I have a bit of strange extra problem regarding ghouls, it doesn't really related to your mod, but perhaps you can give some advice what to do?:

I'm using Dr.Igor's mod pack, and as I discovered you can with some lowish chance recruit captured fogmen, this includes ghouls. With some dumb luck (no save abuse) I was able to recruit ghoul that was used as punching bag in my prisoner arena, and for some reason this blud now has over 600 dexterity (800 with robotics) and deals about 500+ damage with single katana swing. I have no idea why dexterity on ghouls continues to level past the 100 "cap", but this is extremely ridiculous and probably some kind of bug or overlook. I really don't want to dump my new recruit, but I also don't really want to play with character that oneshots everything with so little investment - perhaps you or someone can give an advice if is there any way to reset 100+ stats to 100 and hard cap it? Or do something with it without straight deleting the character?
The Orange 18 May @ 5:57am 
Hey there.

I had similar problems as other people in comment section, including that when mist ghouls decide to attack my settlement (Base in fog islands) for some reason the whole squad of 15-20 ghouls mixed with horrors rushing through my base, and the only solution to not let all people die (not KO) horribly in about 15 seconds is to move all people on the cliff away from settlement, enter sneak and wait. This sucks, so really thanks for your mod, I hope it will help a little bit with that. (It should work with ghouls from UWE without installing the original mod, right?)

But I need some kind of advice regarding ghouls, check next comment.