Kenshi
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Race Calibrations
   
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190.896 KB
May 5 @ 6:13pm
May 8 @ 6:35pm
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Race Calibrations

In 1 collection by Joeythehomie
Joey's Vanilla+ Experience
151 items
Description
New balanced and realistic race stats are now available! This mod attempts to balance race and animal run speeds, hitpoints, skill bonuses, and much more to bring a more realistic atmosphere to vanilla Kenshi. The amount of changes are vast, so below are many of the additions, changes, and fixes brought on by Race Calibrations.
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ADDITIONS
- Race descriptions for all vanilla races and animals

CHANGES
- Unlocks all races as playable characters
- Race names are more cohesive (Log-Head to Soldierbot)
- Realistic run speeds (run speeds have been generally lowered with exceptions)
- Increased carrying bodyweight
- King Gurgler changes from Alpha Fishman (subrace) to King Fishman (subrace)
- Realistic race blood colors (according to real life insects, arachnids, and crustaceans)
- Fogmen have Acid and Gas immunities
- Balances to skill xp rates
- Balances to hitpoints
- Slight increase to world athletics xp rate
- Crimpers now rarely spawn roaming the Ashlands

FIXES
- Swamp Turtle attack animation
- Skimmers now eat corpses
- Crimpers now eat bodies
- All animals can now eat food off the floor
- Animal inventories now spawn all death items (King specifically)
- Some Cannibals, Deadhive, and Fishmen now eat Raw Meat, Foul Raw Meat, and/or Human Teeth

If you only want the race descriptions, check out my Race Descriptions mod.
https://steamcommunity.com/sharedfiles/filedetails/?id=3401158328
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BIG THANKS TO THE FOLLOWING MODS FOR ASSETS AND INSPIRATION

Playable Races Unlocked - https://steamcommunity.com/sharedfiles/filedetails/?id=1701635693

Jaeger's Mods - https://steamcommunity.com/sharedfiles/filedetails/?id=2367760373
Realistic Skeletons
Realistic Racial Bonuses
Realistic Run Speeds

Please feel free to leave any questions/suggestions in the comments. I would love to improve this mod and add some flavor to the lore!
8 Comments
UnHealedHead May 23 @ 8:24pm 
Skeletons is OP (overpowered) in this mod. Too much HP they have and running speed is too fast.
Skolokiroptera May 8 @ 7:09pm 
Same. Lord knows the game desperately needs it. Keep up the good work my dude!
Joeythehomie  [author] May 8 @ 5:36pm 
@Put your grasses on Thank you for this comment! Iv'e honestly always been intimidated by the modding process, but then decided to give it a go since this is one of my favorite games of all time. I also, wanted to polish up aspects of the game that seemed inconsistent and unrealistic!
Joeythehomie  [author] May 8 @ 5:32pm 
@Mad Marl Yeah I get that, I was thinking of giving them different stats, but I decided to keep stat bonuses consistent through the Skeleton series and instead make MKIs tankier and MKIIs faster (lighter metal) versions
Skolokiroptera May 8 @ 7:29am 
I've had a similar unreleased mod focused on the sentient races on the back burner while I focus on my main project. Besides the fixes, it's kinda cool to see another person has so many similar ideas regarding flavor changes/additions!
Mad Marl May 8 @ 6:44am 
Yeah I'm aware. I guess I'm just used to mods that give each them completely different stats lol
Joeythehomie  [author] May 7 @ 7:03pm 
@Mad Marl Well from what I've learned in-game they are the same classification. For some reason they just don't follow the same naming convention as the other Skeletons (i.e. P4 Unit MKI > P4 Unit MKII). This is a bit of a potential lore spoiler, but the Skeleton MKI series are thought to have originated from the First Empire while the MKII series were produced during the Second Empire.
Mad Marl May 7 @ 4:26pm 
arent log-heads different from soldierbots? like Agnu is a soldierbot whereas the log-heads are what the sniperbots use i thought