Kenshi
Weapon Rebalance Specialization
26 Comments
XCreation  [author] 13 Jul, 2022 @ 8:23pm 
2. The main reason I made this mod was to give all of the vanilla weapons a unique niche, or at least a reason to use them. The New Weapons mod actually does a pretty good job of giving all of its weapons an interesting niche, so if you use both this and that mod, you should have a colorful range of options, and may still find the old weapons worth using!
3. I would need permission from the author, and would need to keep the mod up to date with the original or else risk it being deprecated if or whenever the original is updated, which is a whole issue on its own.

I recommend trying out the New Weapons mod alongside this mod, and seeing how it plays! And, if you still find yourself wanting more balance, then maybe try installing the Kenshi modding tool and making whatever changes you see fit! It's surprisingly easy to make weapon changes, even I could do it ;)
Cheers! (1/1)
XCreation  [author] 13 Jul, 2022 @ 8:23pm 
@The Gentleman Gostronaut I'm really glad you're enjoying it! I actually used the New Weapons mod alongside this mod, when I still played Kenshi. I appreciate your confidence that I could balance that mod (which has considerably more weapons than base Kenshi!), but I must respectfully decline for a few reasons:

1. I haven't played Kenshi in over a year, and making a balance patch for that mod would be quite an undertaking. New Weapons seems less interested in balance and more interested in adding bizarre and interesting weapons to play with. This means any balancing would require either nerfing the new weapons (no fun!) or buffing the old weapons to match the insanity of the mod, which...is that even balance? (0/1)
Ectoplasmoth 13 Jul, 2022 @ 2:20pm 
I just discovered this mod and I gotta say, I love it so much, thank you for your work, XCreation.
There's a weapon pack called "New Weapons Dissemination Mod" by Ikahurula, would it be possible for you to possibly do a balance patch for that too, please?
XCreation  [author] 29 Jun, 2022 @ 7:27pm 
@<< Z Raider >> Yep, and that's exactly why I made this mod! All the weapons in Kenshi are too cool to be made irrelevant by damage numbers :beeped:
<< Z Raider >> 29 Jun, 2022 @ 6:44am 
I think the balance is good as it is, now using the cool-looking cleaver won't make me lose out on damage! :steamhappy:
Colter Grimm 27 Jun, 2022 @ 7:37pm 
@XCreation Thx i will look into your mod ^^
XCreation  [author] 27 Jun, 2022 @ 7:00pm 
@NickTheSniper It's been a long time since I thought about Kenshi modding, and I don't remember how bad it is to have conflicting changes. If genesis makes modifications to the weapons in the base game, then this mod will likely conflict with it, because those are the only modifications in this mod. Otherwise (and maybe even still, if you can have one mod overwrite the other), it should be fine.
That being said, since it looks like Genesis adds 40 something weapons to the game (I haven't used it, but that's going off the mod page), this mod will probably be overshadowed by the new weapons, because it focuses on relatively small changes to try to give certain weapons more of an edge, or at least a niche. Especially considering the insanity of some weapon mods, with 70% armor negation or 3.3 bleed on some weapons, these changes might not do enough to matter much.
Best of luck with whatever you go with!
Colter Grimm 27 Jun, 2022 @ 3:31pm 
@Xcreation is the mod useable with genesis ?
XCreation  [author] 7 Dec, 2020 @ 8:59pm 
Finally got around to fixing the weight issue, and have tried to increase blunt weapon damage through other means, such as race-specific damage multipliers and armor piercing. See change notes for more details, and if anyone has have questions/problems, let me know
ODLI 10 Sep, 2019 @ 10:58am 
I dont think there is any way to change the weight making it easier to use without reducing the blunt damage, since the difficulty to use a weapon is directly tied to it. It is really weird that the [weight mult] doesnt work tho, because it did promise to "change the weight without affecting blunt dmg", yet that doesnt do shit.
so yeah, blunt weapon are doomed to be very hard to use.
Perhaps keeping the fragment axe' blunt damage at 1.8, an increase the cut damage instead? that should improve the overall performance while keeping it usable.

I figured out a way to let my Seto use her mother's weapon (without turning cyborg), but is basically cheating, I made a item that hugely increase the combat speed to compensate the huge penalty....
XCreation  [author] 8 Sep, 2019 @ 11:54am 
@ODLI Well, that's very disappointing. I guess that explains why the club wielders in my squads were always attacking in slow motion, no matter what their strength was.
Is there any way to affect the apparent weight, or are blunt weapons just doomed to be bad?

I stopped working on this mod a while back because I kind of lost interest in Kenshi, but if there's something I can do about this that wouldn't require something ridiculous, then I'd be happy to! ...Or maybe we'll just have to wait for Kenshi 2.
ODLI 3 Sep, 2019 @ 9:22pm 
I dont know if your are still working on this mod, but just saying that by changing the [weight mult] does not make fragment axe any easier to use. In fact, the speed a character can swing a weapon is determined by the "actual weight" generated by the blunt damage, istead of the " apparent weight" generated by the [weight mult].
for example, a meitou staff has 1.6 blunt damage and only weight 8kg, but in fact you need 64 strenght to swing it a max speed. this is because the staff's actual weight is "1.6 * 20 =32kg", but it's apparent weight is affected by his [weight mult], making it "32 * 0.25 = 8"
so yeah, by making the fragment axe's blunt damage 2.0, your just made a meitou weapon that is literally impossible to use, since it would require at least 160 strenght.
saddly, CHANGING THE WEIGHT MULT DOESNT REALLY HELP.:steamsad:
Mr. Bear 14 Apr, 2019 @ 12:53am 
@Tovias Its Horse Chopper because it was made by a guy named Horse.
DarK 13 Feb, 2019 @ 3:18pm 
Its already on reddit :) Its just falling down the page because memes get more upvotes.

Re: the paladin's cross, it always gets that hidden bonus to cut damage and becomes a cut weapon. The only place there's no bonus is meitou, and that tier gives a 1.1 bonus to cut from the manufacturer. In any case, the formula that checks for primary damage type is a < or >, if they were equal both should fail and you'd get 2ndary damage from blunt and cut. So... don't do that. lol.

Here's something interesting, the Plank in FCS is a 3:2 ratio Blunt weapon, but it remains a cut weapon until Old Refitted blade tier, because of that cut bonus.
XCreation  [author] 12 Feb, 2019 @ 8:10pm 
@DarKcyde Wow, you went above and beyond. You should definitely post that to Reddit or something so that everyone can use it! The weird thing is, what happens when a weapon like Paladin's Cross has the same value for both cut and blunt? Does it get the benefits of primary damage on both, or neither, or something else? I might make every weapon have different cut and blunt values just so I can predict what will happen.

@Teridax Interesting, so blunt really gets the short end of the stick...that, and the limitations of weapons with only one damage type due to primary and secondary damage scaling will make balancing very difficult. I hesitate to do something like make Meitou and Edge have 1x modifiers on both blunt and cut in what should just be a stat balance mod, but it might have to come to that.
DarK 12 Feb, 2019 @ 5:20pm 
Teridax 10 Feb, 2019 @ 10:40am 
You can see the bonuses of manufacturers in the fcs under items => weapons => manufacturer.

Mk quality is made by the skeleton smiths and they actually got a 1 multiplier with all stats except for price which is 1.2.
Edge and cross got 1.1 multipliers with cutting damage which gives the falling sun an advantage over plank and fragment axe.
Catun got 1.2 with blunt but like i said in the vanilla game you would always pick an edgewalker blunt weapon over a catun one.

Here is a link to the mod which pointed that fact out for me when i was searching the workshop for my mods to improve the game further for me.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1582916056&searchtext=smith
DarK 10 Feb, 2019 @ 9:30am 
See this mod for info and changes to weapon manufacturers: Better Smiths of Kenshi
XCreation  [author] 9 Feb, 2019 @ 5:15pm 
@moonracer I hope it helps!

@DarKcyde Yeah, I thought it was weird that there wasn't already a spreadsheet for weapon damage, usually games that have been out this long have one, maybe there was one and I just couldn't find it.

@Teridax No, I had no idea! No wonder the damage numbers seemed off. Does Mk do anything with cut? For some weapons, the MkI stats seemed to be exactly the same as their damage multipliers, and others had random bonuses or maluses.

@Tovias Indeed. I had a real hard time figuring out what to do with it, because while the name implied animal damage, it's also a super basic starting weapon, so giving it some kind of exotic damage bonus seemed wrong. We'll see.
Tovias 9 Feb, 2019 @ 6:14am 
Gonna try this out
Also, why is it called Horse Chopper if there are no horses?
Hmmmmmmmmmmm
Teridax 9 Feb, 2019 @ 12:15am 
You are likely aware already but another reason why the falling sun is the best weapon in the vanilla game is because certain weapon manufacturers provide an additional bonus.
For example catun provides a buff to blunt damage while both edge walkers and cross got a 10% cutting damage bonus.
Problem is...nobody would pick a catun blunt damage over an edge walker or even meitou blunt one.

Since the falling sun got the highest cutting damage it benefits the most from edge and cross.

There is another mod which allows other weapon makers to make weapons equal to edge walkers but you might want to add a blunt bonus for edge and cross in your own mod.
DarK 8 Feb, 2019 @ 10:45pm 
I love you just for the spreadsheet. <3 I like where this is going too.
moonracer 8 Feb, 2019 @ 12:49pm 
Looks good, I'll give it a try, As someone who doesn't want to min max and just wants to have a variety troops with different equipment this should be good.
XCreation  [author] 8 Feb, 2019 @ 10:23am 
@ILoveKimchi Thanks for the support, I appreciate it!
@Silent Crucifixion Yeah, that's why I wanted to make every weapon that didn't really hold its own before better, so that not only would min/maxers have a more diverse selection, people who didn't care too much about the little details wouldn't be handicapped as much by choosing less powerful weapons.
Silent Crucifixion 8 Feb, 2019 @ 9:04am 
I tend to not be picky about weapons and give my squad members whatever an upgrade of their currently equipped weapon is. With that in mind, all of my recruits tend to carry pretty much 1 of every weapon type in the vanilla game.
I'm going to try this out later. It should help make every recruit at least closer to equal. Thanks for this!
Yefreitor 8 Feb, 2019 @ 3:03am 
Cool, thanks for a good mod.