Kenshi
Enhanced Survival Challenged 2.61 (increased difficulty)
DreadLordNaf  [developer] 4 Oct, 2019 @ 5:20pm
Differing resources by difficulty
Differing resources scaled by difficulty
A more in-depth description of how I've changed the resources. I iterate on this a lot, all with the goal of making easier places to base in less rewarding and harder places more rewarding.

  • Baseline stone levels reduced by half in most areas except polluted ones, then modified again as detailed below.
  • Water reduced by half or more in most places.
  • Iron and Copper reduced by half or more in most places, the over-industrialization of the old world depleted most of the easy to access resources.. It is now very slow to mine in most places. You will need to rely on ruins items and smelting looted gear to get iron faster. Otherwise you will need to build in a harder or polluted area.
  • Easier places to live like borders lands have had minerals, fertility, and stone reduced.
  • Easier desert areas in the NE have had fertility reduced, but still have decent minerals and ultra low water.
  • Forested areas with medium challenge creatures still have good green fertility and decent water, but have had copper and iron reduced significantly.
  • Swamp is still highest water area in game with good fertility, but now significantly reduced minerals and almost non-existent stone.
  • Green Holy lands still have great green fertility and second highest water area in games, but reduced minerals now.
  • Most harder places like areas with fogmen, roaming gorillos, crab raiders, reavers, etc, have the best all around resources.
  • Vain has slightly reduced minerals (still more than borderlands now) but keeps decent water levels.
  • Ashlands has default vanilla setup which means it has the best minerals in the game but no fertility, no water, and no stone.
  • Darkfinger was a little too good before for the risk, so all things there have now been reduced.
  • Stormgap Coast has had all resources buffed given the difficulty if creatures there.
  • Polluted regions and some areas with no food but with hard creatures have had their mineral amounts doubled and stone increased some. Hence there is now a reason to try and build in these polluted no-food places.
Last edited by DreadLordNaf; 4 Oct, 2019 @ 5:20pm
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Showing 1-2 of 2 comments
Tuprewm 15 Jan, 2021 @ 1:23pm 
My only issues with this bevy of changes are two things:
One, the lands with Fogmen aren't difficult. They're laughably easy to set up in, even with high attack slots, since fogmen aren't exactly difficult enemies. The bases set up within those areas also don't really face many threats, since raids are rare in the foglands.
Otherwise, some changes don't make sense, like the borderlands having low stone. Low minerals, low water, that makes sense, but the borderlands is primarily a rocky canyon. This and other changes don't make much sense with the actual terrain.
Otherwise, though, I can appreciate it
DreadLordNaf  [developer] 16 Jan, 2021 @ 10:16am 
Hi Tuprewm - That's good feedback. This differing resources aspect was the most interesting to me but the hardest to balance. I wasn't really going for realism, the vanilla values already had that. I was aiming to make the risk/reward ratio more challenging to make settling in easier raid areas not as rewarding. Ideally I would like to make the perfect risk/reward ratio AND make it realistic, but this was among the hardest changes to do comprehensive balance testing on so I mainly rely on feedback from you all.

That is a good point on the fogmen area, it might need some tweaks. In a few weeks I will have more IRL time and I might take a look at that along with some other minor fixes I been meaning to make. If you have settled in other areas and have feedback on them feel free to post.


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