Kenshi
nex Aug 10, 2018 @ 5:25am
skeleton wear damage
how bad can it get? i just sent a skeleton with 52 head health pool at "full charge" of the bar to the repair bed.

can it go negative or does the skeleton die when it reaches some level of damage on a critical hardpoint?

i hope in the future skeletons will choose to sleep when they are damaged that much.. after all my city has all the repair bed they could ask for..
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Showing 1-13 of 13 comments
Locklave Aug 10, 2018 @ 9:45am 
It doesn't stop going down as far as I can tell, I had a -92 on my chest a one point.

edit:
The bed idea should be in game. You should post that in suggestions sir.
Last edited by Locklave; Aug 10, 2018 @ 9:46am
nex Aug 10, 2018 @ 10:12am 
Originally posted by Locklave:
The bed idea should be in game. You should post that in suggestions sir.
is there a thread for that? or just in gameplay balance forum? (because that i did already)
Locklave Aug 10, 2018 @ 10:28am 
Balance for sure, good stuff. I really do hope they use that idea.
Last edited by Locklave; Aug 10, 2018 @ 10:28am
Aereto Aug 10, 2018 @ 11:44am 
There are things I understand so far:

- Skeleton wear damage reduces Max HP for that part. Sourced from a percentage of damage received.
- Max HP reduction also reduces the negative value needed to hit the lethal health status (kills to head, chest, stomach; limb loss to others)
- Skeleton Repair Beds heals the wear damage if Skeleton or someone with prosthetics sleep on those kinds of beds, in addition to bed heal boost. Unlike regular beds, they need power to heal.
- Wear damage gets converted to cut damage, needing repair kits.
- Repair kits immediate heals cut damage to health, unlike first aid kits.
- Blunt damage cannot be healed by repair kits; only heals by natural recovery (boosted by beds).

While I did not recall encountering such situations, if your Skeleton has wear damage to the head that reduces max HP to 52, it'll take -52 head HP to kill. If you put wear damage to extreme levels, leaving at even 1 Max HP, -1 HP is definitely lethal. I used that to my advantage when fighting mechanical opponents if their toughness makes them difficult to send into coma.

If AI settings for bed rest is on, Skeletons should be able to go to a repair bed if they are idle if sufficiently injured. Emphasis on sufficiently. They don't take wear damage into account when deciding to go to bed to recuperate, just overall damage in proportion to Max HP.

Unless there are AI behavior changes in the recent patches, my knowledge seems to work for now.
nex Aug 10, 2018 @ 11:50am 
Originally posted by Aereto:
They don't take wear damage into account when deciding to go to bed to recuperate
thats the problem in a nutshell..
Aereto Aug 10, 2018 @ 12:07pm 
Originally posted by nex:
Originally posted by Aereto:
They don't take wear damage into account when deciding to go to bed to recuperate
thats the problem in a nutshell..
Pretty much, just ordering them to go to the repair bed will do. It may be a bit of an RTS hassle, even if they are supposed to be on guard duty, but keeping them in reasonable shape is worth the trouble.
nex Aug 10, 2018 @ 1:32pm 
i have 32 skeletons.. it gets tedious especially since i have lots of wildlife attacks.. my organic recruits just go to sleep on their own its great.. i'm hope the devs read this and change it so that at some wear damage level they try to sleep.
Mora Nov 25, 2018 @ 3:06pm 
Well this problem still going is annoying to be babysitting skeletons and send them to bed for repairs.
nex Nov 25, 2018 @ 3:14pm 
if i had to name one issue i had to name with kenshi in terms of game fun it would be this. the micro-management is the reason i barely touch my main save anymore.

kind of sad since i spent years dreaming of a time when my PC could handle the amount of recruits (112 currently) than the main save contains. now i have a good enough machine and i only ever play the solo human save because its less tedious.

the basic functionality for resting is in the game after all.

but because i have my recruits "tethered" to a static recruit on a guardpost (to prevent them running off because ranged is turned on in addition to the "attack enemies" job) they won't use the rest command.

i can remedy this (for organics at least) by temporarily putting the static "center of my base" to sleep but it would be soo cool if it worked for skeletons. just set a amount of degredation that triggers the resting job.

devs?
Mora Nov 25, 2018 @ 5:04pm 
You should copy paste this on bugs and Balance Forums maybe they will see it.
Welkon Mar 26, 2019 @ 3:25am 
Is there not a mod out for this kind of thing?
nex Mar 26, 2019 @ 3:34am 
yeah actually a few days ago i found one:

https://steamcommunity.com/sharedfiles/filedetails/?id=1631666279

it disables the wear damage completely and so skeletons regen until they are whole again. i started using it because putting the skeletons in beds manually got too much of a hassle..
Mora Mar 26, 2019 @ 7:04am 
Too bad the devs never fix this many players had to deal with this since day one of the skeletons but nobody in this forum reported it as a problem.

Its fine with 2 or 3 skeletons but if you have 20 or more it becomes the whole game sending them to bed one by one by the time the last one repair the next wave is at the gates lol.
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Date Posted: Aug 10, 2018 @ 5:25am
Posts: 13