Kenshi
Symbiosis: An Animal Overhaul
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Update: 19 May @ 4:18am

Fixed nests not spawning in the Shrieking Forest.

Update: 18 May @ 9:48am

Final spawn rebalance.

The Black Desert: no change

The Crags: no change

The Crater: reduced Blood Spider spawns slightly. They are the most prevalent spawn but not by too much and serve as a good food source for the larger predators.
Blood Spiders - 43%
Beak Things - 33%
Swamp Raptors (non nesting) and Skin Spiders - 13% each.

The Eye: another area with overly large spawn rates. Halved all the big ones to much more manageble levels.
Skimmers - 31%
Garrus - 12%
Wolves - 6%

The Great Desert: yet another area with ridiculous vaue spreads. Everything either low single digits or 40-70. Totalled far too much so the double digit values were halved across the board.
Skimmers - 25%
Garru - 6%
Behemoths - 3%
Great Migratory Herd - 1%

The Grid: no change

The Hook: the worst inflated list yet. Vanilla has a total spawn pool value of 310 before world states and over 1000 post world state triggers. Everything has been reduced by an order of magnitude, a zero shaved off of each number. I then have adjusted animal values acordingly.
Goats - 12%
Bulls - 10%
Behemoths - 8%
Blood Spiders, Garru, Swamp Raptors, Swamp Turtles and Wolves - 6% each
White Gorillos and Crabs - 4%
Skin Spiders - 2%
River Raptors (non nesting) 1%

The Iron Trail: no change

The Outlands: slightly reduced goat and wolf percentages, otherwise no change.

The Pits: no change

The Pits East: no change

The Shrieking Forest: reduced standard goat spawns somewhat.

The Swamp:
Blood Spiders (cumulative/non nesting) - 31%
River Raptors (non nesting) - 23%
Swamp Turtles - 13%
Swamp Raptors (non nesting) - 5%

The Unwanted Zone: no change

Vain: small decrease in River Raptor rates.

Venge: no change

Watcher's Rim: no change

Wend: no change

That wraps up the repass. Spawn rates should make more sense in general now.

Update: 18 May @ 8:26am

Spawn rebalance continued.

Shem: changed the ratio of small to large garru herds from 5:5 to 8:2 respectively. Percentages unchanged but the aggressive crop seeking herds are less common now.

Shun:
Skin Spiders (cumulative) - 24%
Blood Spiders (cumulative) - 18%
Garrus and Goats - 12% each
Bulls - 9%
River Raptors - 7%
Wolves and Gorillos - 6% each
Behemoths - 5%

Sinkuun:
Wild Goats - 16%
Garru - 10%
Wolves, Lone Skimmer and Behemoths - 6%

Skimsands: skimmer values were gigantic while everything else was single digits. So I halved them to give the rarer spawns some difference so they aren't all 1% each.
Skimmers - 69% (down from 86% in vanilla)
Garru (cumulative) - 7%

Skinner's Roam: Reverted most values to vanilla barring a few.
Bulls (cumulative) - 27%
Wild Goats - 20% (identical to Starving Bandits)
Lone Wolf - 13%
Wolf Swarm and Boneyard Wolves - 7% each.

Sniper Valley: no change

Sonorous Dark: increase to Landbat Swarm rates. Both they and Black Gorillos spawn at a 5% chance.

South Wetlands: all vanilla values reverted, added homeless spawn values decreased somewhat to be more in line with them.
River Raptors - 24%
Swamp Raptors, Swamp Turtles and Bulls - 10% each
Garru, Gorillos and Wolves - 8% each
Blood Spiders (non nesting) - 6%
Skin Spiders and Behemoths - 5% each
Beak Things - 2%

Spider Plains: decreased all spider squads a bit as well as herbivore values to allow for a better spread of odds for all squads.
Skin Spiders (cumulative) - 39%
Blood Spiders (cumulative) - 6%
Garru, Wolves, Bulls and Goats - 4% each
Behemoths - 2%

Spine Canyon: removed vanilla wolf pack and increased mountain wolf value by the same amount.
Goats - 50%
Mountain Wolves - 15%

Stenn Desert: tweaked a few values.
Wolves (cumulative) - 12%
Garru and Skin Spiders - 9% each
Goats - 8% (most NPC squads are identical to this)
Bulls - 4%

Stobe's Gamble: slightly redistributed values between landbat squads and black gorillos. Otherwise no changes.

Stobe's Garden: decreased a few values slightly. Otherwise no change.

Stormgap Coast: slightly reduced goat spawns. Otherwise no change.

Update: 18 May @ 6:34am

Continuing the rebalance pass.

Heng: was a lot like Dreg in that I needed to reduce most of the vanilla spawns due to the absolutely bloated vanilla values leading to an egregiously high total and plunging all single digit spawns into the shadow realm. Everything with double digits including world state changes was halved, (skimmers being the only exception). Even so, this gets the total pool ONLY down to 200 pre-world state spawn changes.
Skimmers (cumulative) - 27%
Garrus (cumulative) - 12%
Behemoths (cumulative) - 5%
Wolf Pack - 2%
Great Migratory Herd (Behemoth and Garru mix) - 1%

Hidden Forest: no change

High Bonefields: slight reduction in Skin Spider spawns.

Howler Maze: no change

Iron Valleys: added Crimpers to the region, occuring at a 3% rate.

Leviathan Coast:
Garrus (cumulative) - 27%
Bull Herd - 17%
River Raptors (cumulative, non nesting) - 17%
Behemoths and Leviathans- 10% each
Wolves and Swamp Raptors (non nesting) - 7%
Beak Things - 3%

Northern Coast: no change

Obediance: no change

Okran's Gulf: no change

Okran's Pride: no change

Okran's Valley: no change

Purple Sands: no change

Raptor Island: no change

Rebirth: no change

Royal Valley: halfed wild goat spawns. All others slightly boosted as a result.

Update: 18 May @ 4:55am

Continuing my spawn (re)rebalance.

Cannibal Plains: no change (I feel it's relavant to point out that in Symbiosis cannibals have a 23% spawn rate compared to Vanilla's 48%, this is mainly down to the additional animal spawns increasing the overall size of the spawn pool value, but I'm happy with this as they are still very present in the region.)

Cheaters Run: no change

Darkfinger:
Wild Goats - 35%
Bulls (cumulative) - 27%
Wolves (cumulative) - 21%
Behemoths and roaming cannibal squads - 7% each
70% of all nests are still cannibal camps as per vanilla.

Deadlands: no change

Dreg: This area was reworked entirely. Vanilla has values for common spawns in the hundreds and tens leading to ridiculously high values, reduced everything by an order of magnitude to bring it all in line with the other regions. NPC (non animal) spawns are roughly half of what they were, except the rare ones which are slightly higher or equal to their previous values. Animal spawns take up just over half of the pool, which I'm fine with as Dreg has 0 in vanilla which is just dumb.
Goats (cumulative) - 19%
Bulls (cumulative) - 15%
Wolves (cumulative) - 12%
White Gorillos (cumulative) - 4%
River Raptors (non nesting) - 3%
Swamp Raptors (non nesting) - 1%

Fishman Island: small nerf to Gurgler Nest rates to accomodate River and Crab nests. That's it.

Flats Lagoon: no change

Floodlands: no change

Fog Islands: no change

Forbidden Isle: no change

Greenbeach: miniscule reduction in goat rates, otherwise no change.

Grey Desert: no change

Greyshelf: halfed goat spawns, now 17%, everything else slightly boosted as a result.

Gut: no change

Update: 18 May @ 3:45am

Spawn rebalance pass. Previously I was working with mistaken concepts on how spawn rates are calculated, I've since learned and am rectifying my miscalculations. Below I've listed relavant squads at the rates they should actually spawn. Spawns with equivalant rates will be lumped together. Values are all based off of pre-world state changes and rounded to the nearst whole number. Areas listed as "no change" have values in line with the others already, feel free to ask me for a percentage breakdown in the comments.

Arach:
Spider squad (1-10 adults) - 29%
Small blood spider squad (1-3) & small spider squad (1-3) - 18% each
Spider juvi gang, blood spider squad and Spider Swarm - 12% each

Arm of Okran: no change

Ashlands: no change

Bast: no change

Berserker Country:
Wild Goats - 28%
Bulls and Mountain Wolves - 19% each
Garru family - 10%
White Gorillo - 2%

Bonefields:
All Beak Things (cumulative) - 28%
Bull Mega Herds - 22%
All spiders - 21%
All wolves - 12%
Garru Mega Herds - 4%
Elder Beak Things and Leviathans - 2%
Nest values tweaked.

Border Zone: no change

Burning Forest:
All blood spiders - 62% (vanilla is 78%)
Swamp Turtles (cumulative) - 12%
Swamp Rapters - 10%
Skin Spiders (cumulative), Bulls, White Gorillos - 4% each
Beak Things and Boneyard wolfs (not including nests) - 2% each.

Further passes are on the way.

Update: 18 May @ 1:52am

Some small balance changes based off of feedback.

Bonedogs no longer have coexistence with certain factions (the exception being the Black Dog extortioners, as it felt fluffy). This should prevent Rebirth and Slaver guards standing idly by while their slaves are mauled to death. I'll see if I can implement a method via dialogue for wolves to avoid heavily armed patrols instead.

Generic crimpers no longer drop AI Cores. Initially I added them to keep some parity with the King's item drops and because Cleanser Units also drop them and they respawn. However it becomes much to easy to farm them at the edge of the Deadlands for what should be an incredibly rare end game resource.

A lantern-less alternative to the garru backpack is now available in stores. It's a little bit cheaper, so might come in handy when you're stretched for cats, but this is mostly just a fluff addition for the world.

Update: 1 May @ 7:51pm

Final round of zone spawn passes (for now).

Bonefields: removed mountain dog spawns. Lowered bull mega herd from 30% to 25%.

Flats Lagoon: lowered lone wolf spawns, slightly increased river raptor horde spawns.

Heng: Increased Garrru and Behemoth rates. Added the giant mixed herd of the two at 1% chance.

South Wetlands: added Behemoth loners to the spawn pool.

Spider Plains: removed lone wolf spawn. Doesn't make sense for them to stick around the area without a pack for protection.

Update: 1 May @ 6:20pm

Spawn changes for the Crags, Crater, Great Desert and Swamp.

Crags: Swapped mountain wolves out for normal bonedogs.

Crater: Increased gutter nest ratio and added medium beak squads at a 3% rate.

The GD: Slightly increased behemoth herd rate.

The Swamp: Reduced wandering river raptor spawns, added river raptor nests. Reduced wandering baby blood spider swarms. Added in large swamp turtle herds and loners.

Update: 1 May @ 5:47pm

Spawn adjustments to Okran's Gulf, Pride and Valley, Purple Sands and Sinkuun

OG: Slightly increased bull spawns. Added garru families to the spawn pool.

OP: Added small goat herds to the spawn pool.

OV: Added lone skimmers to spawn pool at a 1% chance. This marks their first and probably only zone expansion.

PS: Slightly reduced garru family spawns.

Sinkuun: Halved lone skimmer spawn rates. Halved garru spawns.