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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.
HELLO
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.
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?
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.
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.
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.
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
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.
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.
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