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UPD: Import fixed it
I haven't used the guns yet, since I suspect they're overpowered as all hell, though I did like that the ammo could only be used/held by the specific backpack. I'm not sure if you glanced at the Thresher mod, but it has a similar sort of super longweapon, and yours is basically twice its damage. I'll have to test, but Crossbows are already Op as is, these might be a little overtuned.
On another note, I love that the Walkers come loaded with thematic gear. I don't know if I love every weapon being Masterwork (unless you can't craft the weapons, of course. I haven't gotten that far yet).
Thank you for the extended feedback, very much appreciate it!
For the walkers: As you said, they border on being overpowered depending on the situation. I balanced their damage around heavy armor enemies you'd face in the late game, because animal damage does not level up and stays static. So there was the choice of either going with stats similar to vanilla or creating something capable of being somewhat useful in late game. Will definitely keep your feedback in mind and adjust their damage down later on, though. Because in late game combat situations you rarely bring your animals, and depending on how early you get them in your playthrough i can see them throwing balance off.
For the crossbows: The normal rifles are quite balanced in my opinion, being higher damage (around 5-10% IIRC) than a spring bat, with a longer reload and the necessity to handcraft all your ammo. From my experience they play like a sidegrade to a high quality MKII bow.
The big rifle is tuned in a way where a hit always guarantees close to 100 damage on heavy armor, high toughness targets, which the eagle's cross fails to do. I see them as very late game weapons you would only really use for the last sieges of a playthrough, especially since they are hard to keep supplied and transport, due to their backpack and ammo restrictions. I encourage you to play around with them, but i reckon they could be tuned down. At the end of the day i think it's up the player to decide how they want to play, and most seem okay with this balancing idea. I will have another look at them and their damage model for V2, and maybe tone it down a bit.
For now, the walkers supply you with an absurd amount of masterwork stuff because the bows are not craftable. I am honestly unsure if i want to keep it this way, which would limit the amount of these a player can use, or make them craftable and in turn reduce the amount and quality of bows you get from walkers. If you have an opinion on that, feel free to share it, would love to hear what others think about this issue!
C:\Program Files (x86)\Steam\steamapps\workshop\content\233860
C:\Program Files (x86)\Steam\steamapps\common\Kenshi\mods
Again, do make sure you're Unsubscribed or your local Mod will be overwritten. You can't open any of the Mods in the workshop folder without adding them to the local mod folder in the FCS. Do make sure to favorite it though, so you can check if its been updated or such!
If you're using something like Genesis, you could add Genesis to your local folder as well, have both Driftmetal Remnants and it checkmarked (with Driftmetal being active). And instead of adding it to the Robotics bench, you could add it to Genesis' Limb Bench instead of the Robotics bench. Regardless, this is your fix. The Mod author just likely forgot by accident.
I am sorry for the radio silence for the past few days, an Uni study is eating up all my free time again.
Walker 40 has been moved to Mongrel (Town) instead of belonging to their faction. Really was a bad oversight, thanks for pointing it out @Boss. I sadly do not have the time to playtest this change currently, but it should fix the issue (for everyone else, considering you seem pretty confident in using the FCS yourself lol)
I suggest significantly nerfing its combat stats (maybe down to 10 or max 15) and instead buff some of its Trades/Sciences abilities.
It's a cool looking character, but unnecessarily strong overpowered.
A normal worker drone with those stats? are you running anything like "stronger group combat" or anything else that changes the basic recruit stats? I will look into it ASAP, drones should spawn with like 1-10 stats at max, something definitely is wrong here. Will update if the issue comes from my side, pardon the inconvenience.
I wanna take a second look at this, and maybe change that in the future, but for now you'll have to use those backpacks or make yourself a small patch that allows both rifles to use the same ammo. I couldn't think of any mod that would mess up how your character utilizes ranged weapons, so i think it might be related to what i wrote above. Hope that helps!