Kenshi
Universal Wasteland Expansion
TreadLightly77  [developer] 13 Aug, 2020 @ 4:14pm
Mod Balance Suggestions, Ideas, and Notes
I have created this discussion thread to address any balance suggestions, ideas, or notes that users may come across as they utilize my mod.

These balance suggestions, ideas, or notes can be about armor, weapons, squads, factions, spawns, dialogue, or whatever else you may come across within the modded game that seems to be imbalanced or in need of refinement. (There has been much polishing on the balancing of the above items already, however, user input is always welcome.)

Feel free to be as detailed as possible, as this will aid in the decision to make a balance change in stats or such within the mod.



Thanks,
Tread
< >
Showing 1-15 of 204 comments
blot 21 Nov, 2020 @ 1:31am 
I've noticed that some weapons got so many race damage modifiers that the tooltip covers the screen from top to bottom and it's still not enough to show the full information, sometimes cutting off right before weight, value, description and manufacturer/tier.

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.
Last edited by blot; 21 Nov, 2020 @ 1:49am
TreadLightly77  [developer] 21 Nov, 2020 @ 8:33am 
I appreciate the feedback... I have gone and made adjustments to those above weapons. Perfect timing, right before an update too.
Airwolf 21 Nov, 2020 @ 2:17pm 
TreadLightly, sorry for being slightly off topic but i want to quickly say how incredibly impressed I am of your imagination, hard work and dedication. You should be proud of yourself. Do you have a patreon/paypal of some sort I can show this appreciation?
TreadLightly77  [developer] 21 Nov, 2020 @ 2:30pm 
I appreciate it Airwolf, there has definitely been many hours poured into this mod, to polish it to it's current form. I also appreciate the sentiment, glad to hear you like the mod that much. However, there have been many people along the way who have also contributed to this mod and it was decided long ago to share this mod with the community, without the outlook of monetizing the endeavor.
Khalunka 6 Dec, 2020 @ 6:27pm 
Would It be possible while creating a new character, to show some information about the race like wiki does, maybe In the same panel that speak about the learning % of skills?

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.
Last edited by Khalunka; 6 Dec, 2020 @ 6:28pm
Khalunka 8 Dec, 2020 @ 5:48am 
I think It Is in "mod balance" or "suggestion'' category, either way.

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?
Last edited by Khalunka; 8 Dec, 2020 @ 6:03am
TreadLightly77  [developer] 8 Dec, 2020 @ 9:40am 
Not sure what you are asking about the character editor is even possible... outside of there already being numbers for all the races' positive and negative skills...

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...
Khalunka 8 Dec, 2020 @ 11:33am 
Played vanilla for a long time, there were always wanderer skeletons near Wend and the Ruins. Some even with a 2000 bounty to Holy Nation. There were 30's with Nodachis. They would walk far away from Blister Hill, also never saw them near the gate of Blister Hill before, or Holy Paladins that much In the mountains either. The change Is not bad. These same skeletons are now 70's with Planks, I think It's really nice, so players dont exploit the easy Nodachis they had before. The only problem Is that they are now patrolling near Blister Hill, which before, I never saw that happen. But If you think that's impossible to duplicate, It's ok.

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.
Last edited by Khalunka; 8 Dec, 2020 @ 11:37am
TreadLightly77  [developer] 8 Dec, 2020 @ 11:52am 
Yeah, I definitely do not think you are lying about it or anything... I just have been unable to duplicate it.

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.

Last edited by TreadLightly77; 8 Dec, 2020 @ 11:53am
Khalunka 8 Dec, 2020 @ 12:11pm 
Great to know about the shopkeepers <3 . -happy noises-
Khalunka 13 Dec, 2020 @ 12:28pm 
@Tread Hello again my friend. Just making sure, the mod also respawn mercenaries, or they are like vanilla? once dead, only import for them to appear again.
TreadLightly77  [developer] 13 Dec, 2020 @ 3:11pm 
In the next update, mercenary squads will indeed "respawn" thanks to your question and weighing and testing the balance of such an addition...

The mercenary squads will "respawn" at the towns where they can be recruited, not within a mercenary squad hired by the player...
Khalunka 14 Dec, 2020 @ 2:22pm 
Amazing. I am waiting for that update more than the people were waiting for cyberpunk. #Kenshi for the win.
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
Last edited by Khalunka; 14 Dec, 2020 @ 2:28pm
Samgie 14 Dec, 2020 @ 5:28pm 
So now that the Mist Ghouls are in by default, does the MC Mist Ghouls compatibility patch still work?
TreadLightly77  [developer] 14 Dec, 2020 @ 7:23pm 
The Mist Ghouls are included within my UWE - MC Compatibility patch...
< >
Showing 1-15 of 204 comments
Per page: 1530 50