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The ronin hatchet for example has 23 race damage modifiers, all robotic races with the same % bonus damage. Wouldn't it be better to just increase the damage to robots modifier?
Another example would be the garru chopper. Not sure how that one can be changed without nerfing, a.k.a. removing some of the races.
Let me get an example, of the Fishman:
Hunger rate: 1
Vision Range: 1
Blood: 75 - 125
Bleed rate: 1
Heal rate: 1
Movement Statistics
Max Speed: 16.875 mph
Min Speed: 14.625 mph
Combat move speed multi: 1
For example, a person creating/starting with this one, would not be surprised by the extremely slow speed and would be informed about all the other things too.
I was able to find some In the wiki of the possible races the mod give to us like the fishman and cannibal,, but others no clue. For example, mechanical hive, I assume It's the same for the normal hive?
By the way, I am sorry In case I make too many mistakes while writing In english, It's not my first language. I hope It's enough to understand.
I liked the buff Skeletons near Wend got. I was really surprised to see those stats. What a murderous bunch they have become with those planks.
But, I dont know If their route changed or If the holy sentinels/paladins quantity Is that changed, but they are always getting into encounters with the new skeletons. (In vanilla, I never saw that happen).
There are a bunch of those skeletons inside blister hill, slaughtering many people, even shop keepers (one of them just lost a arm, poor guy) .
Another thing Is that new mechanic (at least for me, i never saw it before) the "tech discovery" event from outpost. After visiting me , they tried to leave by walking inside blister hill...
another slaughter.. since tech hunters have many non-humans...
Well, I understand the lore behind It, but I dont think tech hunters would be that stupid to walk inside blister hill...
or powerful skeletons would be too stupid to walk near the gate of blister hill..
It was quite a sad sight.
Edit: Just confirmed, the owner of the central bar Is dead. Rip.
Edit 2: Also, forgot to mention. Is intended to happen those mechanical spiders invade blister hill?
As for skeletons "attacking" Blister Hill... I have never seen this occur and am unable to duplicate, as the skeletons entirely avoid any "Okran" lands, based on it being a "no-go zone" for the entire Skeletons faction...
The Tech Discovery event is only causing them to walk through Blister Hill bcuz I take it you have your outpost near there...
Most, if not all of this stuff you have brought up here are based upon the engine that Kenshi uses...
Hmm, Tech Discovery Is a interesting event so far. And yes, my outpost was In Okran's Pride, a bit far from Blister Hill. The problem was the party of tech hunters actually tried to pass In Blister Hill. Like, they really went for that road inside the city, to one gate to another. Would It be possible to set tech hunters to avoid that road or a particular area near Blister Hill, or even... Okran's Pride outposts ? (Of course some players may not like It, I just don't think It would make sense for them to risk their lives pretty much going inside the Capital of the Holy Land).
About your no-go zone, well, It happened. I am not lying. I dont have any other mod that changes factions, bandits, or anything. Probably happened because In vanilla, their "Patrol area" Is already near Blister Hil... I have no idea, I am just reporting what happened.
If anything of those things are impossible to change or not necessary, would be possible to set the shop keepers to passive by default? At least when a killing happens, would not lose these important NPC's.
Although Is funny to see the "Shop Guard" In the place of the former owner, shame tho he doesnt assume the businnes. Just stay there, watching everything haha.
Edit: Just be sure, I am loving the experience so far. <3 ... Only giving some feedback on what I found weird to happen.
I believe, in the Skeleton squads' case, it may be a squad lured from The Wend, whereupon they have a "second city" of sorts and some biome spawns... However, they shouldn't be making the trek into the Okranite lands, but it is possible if they took part in a series of "battles" drawing them into Blister Hill.
I will have to test this some more, to see if I can duplicate it and then address it from there. It is definitely not necessarily intended to have the Skeletons patrolling as far as Blister Hill.
As for the Tech Hunters... not really anything can be done about that at all... except changing the positioning of your outpost, as the faction campaigns spawn from the faction's town that is closest to the player outpost.
By the way, with UWE... most if not all of the important shopkeeper NPC's will re-spawn, if killed. You just have to leave the town/biome for a few hours/days and then come back to find the shopkeeper back and alive.
The mercenary squads will "respawn" at the towns where they can be recruited, not within a mercenary squad hired by the player...
I am also starting to study Blender so I could able to create some mods I always wanted. (Some people already said It's a tough road of learning).
Random suggestion: Giving Bandage to Dust Bandits, like Band of Bones have. (Or Kral's Chosen, etc).
Dust Bandits hit each other a lot with their bad crossbow. And they just bleed to death In their camps. Or after any confront, once they are hurt, they are done for. Always bleeding to death.
I know I can mod my own game pretty easily with this suggestion, but wanted to share. Have a nice day my friend.
Edit: Just loved the Mechanical Hive Mercenaries, they are not skilled at all, like normal mercenaries, but to be able to repair them to fight again, helps a lot! Also, they look amazing In mercenary armor haha :D
Poor Bandit: https://imgur.com/a/jrlQdMp