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HOWEVER: Martial arts appears to be bugged when fighting, at least from the front. It's not the weapon reach as MA is longer than the shortest swords, but something causes MA to lock up when head to head with an elder Behemoth, and I'm thinking it may be related to the animal's animation jank.
Additional to remove the death items added to Pet Dog and Settler's Dog. They not having meat make them harder to kill and easier to take care, since starving bandits could not butcher them.
If you have any questions or concerns about the translation, please feel free to contact me.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3531285689
In the future I'd like to do a separate mod dedicated to adding several new breeds of domestic dogs to Kenshi. Kind of like More Dogs, but I'm talking more specialized working breeds for the different factions (guard dogs, war dogs, hunting dogs, herding dogs, etc.). Though that'll have to wait till I'm fully comfortable with GIMP and quite frankly I'm not there yet and won't be for a while. But it's something I want to do!
If you load the mod "Swish Mods : Bandara Standalone" before Symbiosis you should be able to buy the backpack for Cafe Beasts from Nomads.
At the beginning of my playthrough, I bought a Horse Dog and, as I didn't read the details of the mod yet, I thought they were a race that was faster than average, only to discover later that no, all dogs were like that. So I thought that it would be cool to change their stats a bit to have each race have their specialty, like Mountain Dogs being tougher but slower, Horse Dogs being faster but a bit more fragile, and Bone Dogs being a middle ground. I don't know if that would make sense from a biological standpoint, but gameplay-wise, it would be cool to make specialized pack units, for example, and would give sense to searching the land for the dog we want!
Another detail I would suggest is reducing the amount of leather goats drop by one, as they're about the same size as Bone Dogs, and those drop one while being more dangerous.
Again, thank you for this wonderful mod! Cheers!
Thanks for pointing out Howler's Maze balance for me (the one region I haven't gone to in my current play through spanning the entire east of the map LOL). I've implemented the suggested changes alongside a couple of other spawn tweaks.
The only thing that felt off to me so far is that Howler Maze seemed a bit crabless when I settled there. I patched it on my end by halving the garru and goat spawns and that's been good enough for me. Thought I'd mention it since you've been tweaking spawn rates. Anyway thanks for all the work you've put into this already!
The Fog Island gorillos were born out of a pun admittedly, but I'm really happy with them. One of the things I really wanted to emulate was a population of animals otherwise identical to the rest of their species that specializes in a unique niche and food source, like the wolves in coastal Alaska and Canada that specialize in hunting salmon. It'll be tricky to keep balance in the area with future patches for fog fiends and fog spiders.
I noticed the relative rarity of BTs in Vain as well and have adjusted nest spawns accordingly. Details in the latest change note!
Love the addition of gorillos to the Fog Islands. Sometimes it's utter mayhem with gorillos, fogmen, and outlaws all fighting each other.
Because of the new spawns of raptors, bonedogs, and garrus in Vain, there are very few beakthings compared to before. Vain is suddenly a much easier and more diverse biome. To preserve the difficulty of the biome, the spawn rate of beakthings could be increased. If the difficulty is of no concern, then Vain is a much more beginner-friendly biome as it is.
Just my two cents to help with making the mod even better.
I have found just one immersion-breaking change. In Wend, Bone Dogs spawn in the river and cross its full length in huge numbers. It would be better to have no bonedogs in Wend at all, rather than having them swim through the river as whole packs.
I did my own changes too like reducing the spawn rates of tainted garrus, i still don't decide whether i want them in my game or not. And deleting spectral backpack, but those are my preferences.
That said I've gotten a lot of the planning parts already done for Radiant and several others (like how I'd like to expand animal ranges or unique relation statuses). For example, all the different spiders from vanilla and multiple mods I'm looking at have very different ranges per species but combined make one big continuous range, just like how geographic distribution displays speciation amongst unique kinds in our world!
The harsh world of wonderful mods! I love the other one, but I also really want to apply your rework!
More Dogs: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2377416273
That makes my day! I'm always trying to improve on my work and enrich my and others gameplay as much as I can! Thank you!
@Shidan You know I distinctly remember having a similar train of logic when I was creating the crop eating behavior for the herbis; I didn't want pets to cause trouble. Not sure how I missed that with carnivores and smell, but I've gone through and changed to apply to squads only. There's a couple of other random AI race changes that I'll probably need to go back and swap over too squad as well now that I think about it.
You should virtually never add AI to a race, because you don't know if it will be fitting for every possible scenario that race might be present in. You can control where squads will be, so they are the best place for AI to be assigned
By the way, I love your mod, its become a new permanent staple of my load order. Kenshis wildlife is one of my favorite parts of the game and this just makes it better!
Once I get more comfortable using GIMP, I'd like to go back and make death items more unique per species, at least visually speaking with custom icons.
@Thunderous, no problem mate. It was a lot quicker to do than I thought it would be!
I was referring to the new cat race of UWE.
Mogwai mods are really well done and is possible to create a separate patch for them.
If you haver thinked about to insert taming, this mechanics are really nice:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1593914893