Kenshi
Fantasy Races and other stuff
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Update: 7 Jan, 2019 @ 1:44pm

You can carry ogres now

Update: 25 Dec, 2018 @ 8:49am

Adjust roaming ogre spawn rates per feedback.

Update: 24 Dec, 2018 @ 12:58pm

- Toned down wild ogres a bit. Combat stats and strength had a base of 40/60/80. This is now 25/50/75. They all still have a randomization value of +/- 20. Young ogres can potentially be significantly easier. Ancients only got a tiny nerf.

- Tweaked trolls.
- Regen rate increased from 3 to 10.
- Hunger rate increased from 2 to 3
- Equalized HP on all body parts.
- Equalized hit percentage on all body parts. Most races are weighted to have a higher chance for their torso and stomach to be hit. Trolls are not because I felt like it. Their arms are not significantly more likely to be hit now either.

Update: 20 Dec, 2018 @ 3:10pm

Added a new heavy weapon: The Trunk

Added aggresive wandering ogres that drop the new heavy weapon.

Update: 18 Dec, 2018 @ 4:18pm

V2 - 2018/12/18
- Added dark elves, goblins, orcs, ogres, and trolls to most (maybe all?) of the agro dialogues with the Holy Nation that Sheks and Hives were on.

The other races probably still trigger the DC_IS_SAME_RACE_AS_ME condition tag but they were not added to the race list under effects. My test ogre did not trigger gate guard agro without being on that list so we'll see how goes.

- Added races to many of the "sword for hire" character templates. They've been weighted semi-arbitrarily depending on what sword for hire list it was. For example, tech hunters see more gnomes and goblins and outlaws are weighted more toward the "evil" races.

Update: 16 Dec, 2018 @ 6:09pm

Update: 16 Dec, 2018 @ 6:03pm