Kenshi
Mist Ghouls Balance Tweak
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.
Pico  [author] 18 May @ 4:45am 
Heya. As I wrote in the description, this will help with stats, yes. Fiends have had their dexterity reduced from 100 to 40, and ghouls from 75 to 50. The rest of them already had lower values.
Note that these stats will still be increased by 20% due to a racial bonus.

As for the spawns, it's difficult to fine-tune spawns in Kenshi, and I didn't change the values myself because I would have to change the ratios of fogmen spawns if I really wanted to make the ghouls rarer.
Ghouls in the fog islands currently have the lowest possible spawn weight (1 x 2 squads). In vanilla, the fogmen squads by comparison have a combined weight of 49. Ghoul nests can also spawn, but the weight is 1 vs. fog nests having 100.
So the ghouls are rare, but you're likely to notice them more due to their tendency to breach into Mongrel.

Obedience has WAYY more ghouls in it, though. The original mod strongly tilts it in that direction with nests, and the weights now being 2 ghouls vs. 4 other things.
Majorita 18 May @ 3:39am 
Will this also help with stats too?

I found a Mist Fiend with, OVER TWO HUNDRED (200) DEXTERITY. I was like 'nope'.

I agree also, like, the original mod is cool but... I kind of expected they'd be like rarer enemies that are actually dangerous, not whatever this nonsense is.

Also they run at like 29km/h? So you can basically only escape them with severely cranked athletics or scout legs or something? Well, that's great.

Also, regarding spawns. Basically twice I looked into Fog Islands and Obedience since installing the mod, both times I found Mist Ghoul enemies. That's pretty common for what I expected to be a 'rare' enemy.
Yar 18 May @ 2:32am 
So happy I found this mod, I removed Mist Ghouls back in the day because they would practically take over holy nation cities
Pico  [author] 10 Feb @ 9:48am 
I'm glad I can help, I feel much better doing runs with these mods when they seem balanced.
Laughing Forest 10 Feb @ 4:54am 
I was about to do all of this in my own patch and then just discovered this by chance. Awesome stuff thanks for the work :beeped:
Kaiser Zero 29 Apr, 2024 @ 12:38pm 
lol Steam can be weird with long comments. I see your point(s) though.

On the RNG side, when you have a base pretty much anywhere the RNG algorithm goes crazy, as mobs will spawn faster and in greater numbers.

In all my playthroughs, I never had a base in the Fog Islands (yet!), but some people have said that Fogmen tripled in number after planting the flag. RNG is just plain weird at times
Pico  [author] 29 Apr, 2024 @ 12:33pm 
*I meant to say having endgame enemies randomly-respawning in that area would be a bad idea.

Steam cut off my comment as well, but I was also going to say I felt increasing the creatures' defense was one of the most important changes, since I had a run-in with a fogmen nest that was imprisoning 2 creatures at the same time, including a Horror. As long as they can fend off fodder enemies like fogmen, they should be a much more appropriate NPC encounter.
Pico  [author] 29 Apr, 2024 @ 12:31pm 
The criticism is welcome, although the part about the rarity of the Mist Creatures can really be skewed by RNG. When I had a base in Mongrel recently, I lost count of how many creatures would wade into the town each day, frequently with 2 or more at once being surrounded by guards.

Aside from that, I'm personally okay with not having all of the Mist Creatures act as endgame enemies. I don't feel having enemies with potentially 100+ attack be randomly-respawning in an area like the Fog Islands, and when you're going off the in-game lore texts, they're never stated to actually be that deadly either.
The one thing I was already doubting was whether I made the Fiend too weak, as what I've done would only give it a maximum of 51 attack after racial bonuses (with good randomization). I might make them stronger again.
Kaiser Zero 29 Apr, 2024 @ 12:24pm 
This is just my criticism, take it with a grain of salt

I (think) I understand your point of view about balancing. That said, the original mod was pretty balanced when it came to the creatures.

Firstly, they are rarely encountered in the Fog Islands. In my case, while wandering the Islands, I fought 3 fiends, 1 Ghoul, and 1 Horror over the course of 15 days, though I was actively looking for them too. In other words, they are meant to be like the boogeymen moreso than the Fogmen are.

Second, most of the Mist Creatures can be overpowered with numbers, which you should have anyway when going into the islands due to the Fogmen. The sole exception to this are the Guardians which you only see when near the Mist Queen (iirc)

Thirdly, with the change in the stats it could make them too easy in the endgame (basically they are endgame mobs) to the point you could have a character solo one with enough stats and gear