Kenshi
Enhanced Survival Challenged 2.61 (increased difficulty)
Sembo 30 Nov, 2019 @ 1:02pm
More suggestions
If you are looking for suggestions I have a few. I'm not a modder but I've messed around in the FCS a bit. If some of these things aren't possible it's my ignorance.
1: Medical supplies. Currently useless but when I started this game I collected them thinking I would need them. Instead of hemp as the secondary component in the medical bench require these things. They are sold by hives and general shops occasionally but are found mostly in ruins. Advanced medkits and such might require many of them. I would rather see these in ruins instead of advanced med/splint kits. That would make crafting them actually worth while. Especially if the price of advanced med/splint kits were boosted.
2: Wrenches & Tools. I totally thought tools would be more useful than they turned out to be my first playthrough. Hacksaws are fine the way they are but tools sawing off locks? I guess... Really I think they should be used in building things. Wrenches too. I don't think wrenches are sold anywhere but are fairly common in ruins and regular houses. Perhaps as a requirement for advanced machinery? Ideally I would like to see them as a requirement for repairing things (like gates). I know that creating item dependencies is not so easy to mod in this game tho.
3: Weapon/Armor degradation. I'm fairly certain this can't be done but it's a nice thought. Anything below Cross Meitou has a chance while using it to degrade. Degradation would simply lower it a level. (Catun 3 -> Catun 2, Specialist -> High grade, etc). The lower the grade the more likely this will happen (although it still shouldn't happen too often.). I don't think items should be upgraded after degradation either. Finally scraped up the cats for a nice Edge 3 from Black Rock? Enjoy it while it lasts...
4: Repair beds. Skeletons are completely OP in this game and I never play them or recruit them. I do however use cybernetics. It sorta bothered me that repair beds were fairly easy to research and build. I love that you have made them much more difficult but I think they should require resources (like generators require fuel). Maybe something simple like steel bars and/or iron plates. Also, bed rentals should not require the resources but should be much more expensive. I would say minimum 2000 cats. It would help immersion and also make keeping limbs operational more difficult.
5: Speaking of which. If 4 is possible, a way to make skeletons more playable would be to vastly reduce their HP (I know this is possible as many of the modded races have adjusted HP). Also increase the "rust" damage to something above negligible. With the increased cost/resources of beds these two would make skeletons more playable. Another thing would be to remove the racial bonuses to stats (Not skills, just STR, DEX, CON, PER). I would be a proponent of is making them all -20% in fact as a trade off for being immune to MA limb damage, hunger and hazards. Upgrading robotics should be more costly and time consuming as that is the advantage of meat and bone.
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Sembo 30 Nov, 2019 @ 1:18pm 
Oh! Stealth/Assassination is broken in this game. I know that there isn't a lot to be done about it but don't think clothing should give a bonus to stealth above 1.05 (if at all). I do not think armor should have stealth bonuses at all. If you want stealth bonus, you should have to give up protection. Stealth Legs should be nerfed too. 50% bonus for two MW legs is ridiculous. I wouldn't go above 20% and I would greatly reduce the hp of stealth legs for using ultralight materials. Same with scout legs although they are already fairly low. That would make stealth less OP. If there is a way I would also triple the bonus that CON gives to resist Assassination. That would make bosses like Bugmaster, Golem, Phoenix, etc immune to it even with 100 skill and Assassin's Rags (another OP item that should not give an armor value at all.). I think it's cute that wearing nothing gives a 20% bonus to stealth, I would allow that just for the pleasure of knowing if I want a solid bonus to stealth my rogues have to be nekkid.
DreadLordNaf  [developer] 1 Dec, 2019 @ 7:04am 
1. In my last full play through I was really happy with how the balance lasted throughout the game but I did notice an overabundance of bandages and never had to craft a single one. I do want to make them more rare and harder to get somehow. So this idea is one way. Need to think on this.

2. I hear ya, my goal wasnt to give every item a purpose with the research/base progression concept, so many still have no purpose. But yeah the construction set doesnt allow things like scripting to create new mechanics unfortunately. It's not hard though to make wrenches and tools be ingredients in other buildings if it adds to the concept of base/research progression. I just need to take stock of the more common items and see how they could be incorporated like I did for gears in a way that makes the game more fun and interesting, versus just more item requirements for that sake.

3. Yup I would love this, but not doable right now given the modding limitations.

4. Totally agree. I'm honestly contemplating just removing them being buildable given how high tech they are. Then just balance things around the price you pay at NPC beds.

5. You can adjust race stats to some extent. I would need to study this more and if done implement them in conjunction with some other balances for skels.

6. Stealth and assassination are another thing that is hardcoded in, so hard to change. The only thing I cant think of would be to give EVERY armor a significant scaled stealth penalty, like heavy armors have, then only the cloth ones with no armor would be stealth friendly. What are you referring to with "CON" assassination resist?

Anyway I work on the mod in my spare time usually in a cycle. A ton when I get super motivated then don't do a whole lot for months. There are def good ideas here so will keep them in play during my next mod work upswing. Appreciate the thoughtful feedback.
Sembo 1 Dec, 2019 @ 5:45pm 
oh, I'm a pencil and paper gamer too on occasion. D&D was on my mind when writing this. I think the game calls it toughness. The difficulty to knock someone out with assissination is based on the target's toughness stat. Higher toughness creatures are harder to assassinate. once you reach near 100 skill and are using assassin's rags there isn't anything in the game that has lower than 70%. I suppose just raising the toughness stat above 100 might work as the damage reduction caps at 65%. I wouldn't be surprised if the assassination resistance capped out as well tho.
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