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Combat Tweaks - Deadly, Balanced, and Fun!
   
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2023 年 5 月 31 日 上午 6:12
2023 年 7 月 23 日 上午 9:33
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Combat Tweaks - Deadly, Balanced, and Fun!

在 Dr. Igor Dolvich 的 1 个合集中
Lore Friendly Role-Playing Experience v1.9.8.1 (2025)
496 件物品
描述
A small combat tweak based on various other combat related mods I've tried. It's essentially a merge between "Bleeding Requires Aid Kits", "Realistic Combat", and "Battle Hardened - Hardcore Combat" with some personal tweaks based off testing, focusing on small group RPG style play (Solo works fine as well). The overall goal for this mod is to help alleviate the need to save scum your deaths, while keeping it semi-realistic. An "Ironman" type of playthrough!

All of these settings (besides the two animation changes) are "Global Constants" which should be compatible with any mod. Not many mods (outside of the ones listed above or other similar ones) change those specific settings. Worst case scenario, you can load it towards the bottom.

Below are a lot of words if you're curious of methods of how/why I adjusted things.

Please let me know if you have any suggestions!

General Overview:

  • Bleeding is more significant, leading to a quicker death if left untreated. Heavily tested this particular tweak, generally I like to tend to wounds of everyone after combat (works well if used with "Improve Relationships by Healing" or other similar mods). Depending on types of wounds and force of impact, you may be better off equiping higher quality armor (heavy armor is better, but High/Specialist Grade light armor is fine too). Blunt weapons can "bruise" you (permanent damage, non bleeding which can lead to knockouts), while bladed weapons will immediately make you bleed. Arrows also have a lasting impact, you can cause someone to have a blood loss KO in the middle of combat with a couple of archers.

Overall, this is the most important change. The new bleeding rates will help prevent zombie mobs of dust bandits self reviving in the middle of combat, even after you cut off one of their arms. Now, low level bandits will have bloodloss KOs more often, while battle hardened Shek warriors may stand up one or two times before finally succumbing to their wounds. Do you choose to leave your fallen attackers behind, or do you turn back and save some of the starving vagrants from their fate? You only have a moment to decide.

The balance I attempted to achieve was through testing in large brush strokes before dialing it back to keep it balanced and engaging. First, by starting off with a straight doubling/tripling of rates, it made it nearly impossible to actually save anyone unless you had very high toughness levels (made the 0-50 Toughness levels very difficult, normally total party wipes). Slowly after testing different brackets, I found a good middle ground which is fair for both you and your opponents. With these changes, you'll have a lot of dramatic moments where you have seconds to revive and save your teammates, before it's too late!

  • Combat between characters is more dangerous if opponents are higher level! Blocking has been changed to reflect this. Your base chance to block has been increased, while successfully blocking is more difficult. This makes for more flashier engagements where you can trade blocks much more often, occasionally landing hits. In turn, this actually increases your knowledge of Melee Defense much faster! Makes it more important to keep a faster sidearm for heavy weapon users, might need to switch weapons in order to take down your opponent quickly.

  • Damage resistance has been tweaked. Generally everyone can resist some type of damage, based on armor and toughness levels. Higher end enemies will require a group effort to take down, or a very skilled fighter.

  • Attack Slots has been increased to 5, as that's the limit. This adds dangers (and rewards) for using longer range weapons, you can hit as many targets as your polearm can reach! Archers do not count towards this limit. A group of archers can drastically change the results of a battle, as in real life. Animals do count towards the limit, so you may need to direct your Bone Dogs to attack the enemy archers while your main tank focuses the Beak Thing!

  • Increased body weight for carrying other people to 80kg, this is to account for wearing armor, weapons, inventory, etc. Original value was 30kg regardless of what you're wearing. Makes Strength training easier without requiring cheesing (carrying 12000 rocks in your pocket), while making it more important for when you actually need it to flee a fight.

  • Changed the level requirement for Rear Blocking, the original value is set to -100 for both animations. It didn't make sense that everyone, to include starving bandits, could rear block. At 50 Melee Defense, you'll be able to rear block an attack. You will need to pay attention to not get flanked. This idea was inspired by "Battle Hardened - Hardcore Combat", I may change other animations in the future, but the base game (and various animation mods), are generally balanced.

  • The lower your Medical skill, the more of the bandages you'll use. It's very important to practice! At level 1 Medical, you're using almost double the supplies to treat even basic wounds. At higher levels, you will be able to proficiently use your resources. A simple bandage might heal a single limb, while Standard and Advanced kits can heal multiple limbs. At higher levels, this should balance out.

  • Stumbling (the animation where you fall backwards) has its theoretical "Max" increased. This will require you to have a finely crafted blade (or mace) in order to stagger opponents completely. Your rusty sword won't be able to knock over an Empire Samurai!


Note: Due to these changes, if you're having difficulty in the very early game (0-20 toughness), you can adjust the "Death Chance" on New Game or by Importing your save to 0.90. This will make it slightly easier for those levels, later levels will still be balanced. I also generally recommend increasing the overall population of your world (1.5 population / 1.25 squad size in "Gameplay Settings") to account for all these changes. With the increased attack slots, it's very easy to gang up on people. With this increase, you'll find larger squads roaming around to match you toe-to-toe in combat.
82 条留言
Dr. Igor Dolvich  [作者] 11 月 30 日 上午 4:25 
Good luck! Try not to get discouraged early on, your first few fights might not be fair at all lol. I normally start in Rebirth just for the option to (mostly) get healed back up and trying again if necessary. Starting in the Hub, etc. might have less forgiving outcomes! :crusader_helmet::cactusrum::beeped:
Raega 11 月 30 日 上午 2:26 
Thanks for your replies, okay sound like exactly what I'm looking for :)

I will give the collection a try. Thanks for organising it and making a mod for this in general, super cool!
Dr. Igor Dolvich  [作者] 11 月 29 日 下午 11:40 
Another example if you're curious with the Roleplaying collection, go towards the Shek Kingdom and you can see what mid-level Toughness looks like. Shek Warriors constantly battle each other and eventually they succumb to their wounds, but they may stand up once or twice after getting KOed.

Animals more than likely bleed out if they aren't patched up, this can make trade convoys attractive targets with archers since arrows almost always cause bleeding.

Also, if you're playing with the Roleplay collection, try traveling up to Bast if you want to see large scale battles with armored opponents (ie. Multi-front, multiple factions - 100s of combatants dueling it out for territory)
Dr. Igor Dolvich  [作者] 11 月 29 日 下午 11:32 
I would probably leave everything set to the Default (ie. Death chance, bleeding, etc.). You can always update this in the future and do an Import.

This mod was built around the default rates, so 4x'ing it would certainly make it untenable lol. With the current setup, you won't really need to adjust the rates in my opinion since you'd more than likely bleed out at <20-30 Toughness and it slowly scales to "manageable" after that. The mod is designed around teetering on the edge of death or surviving to make it more engaging. You can see this in action even in the Hub with bandits dying after battles instead of standing back up with a missing arm lol. :beeped:
Raega 11 月 29 日 下午 12:55 
Hi! I am looking at trying out your realistic UWE collection, but I was a bit apprehensive about this mod as I'm not fully sure how it would change the regarding bleeding.

I usually like a very challenging experience, and tend to play with death chance set to 4x. Usually I will play with Hivers, and 4x death chance is already quite punishing, where losing a limb or two can mean your characters bleed out very quickly, or sometimes die immediately.

With the changes from this mod, would you recommend lowering death chance, or do you think 4x would still be doable while playing hive? I don't mind a punishing experience, but I would want to avoid the situation where losing a single limb is always an instant death due to the bleed changes.
Dr. Igor Dolvich  [作者] 11 月 28 日 上午 8:37 
You can modify the .mod file directly to change the attack slots, or you can use something like RE_Kenshi [www.nexusmods.com] to modify the attack slots dynamically. You'd need to Import after changing anything though, just to ensure the save file recognizes the changes. :cactusrum:
Беломор клубничный 11 月 28 日 上午 3:41 
is it possible to change attack slots to 3 ?
Dr. Igor Dolvich  [作者] 8 月 30 日 下午 3:48 
Haha no problem bro, good luck! ⚔️
Cross 8 月 30 日 下午 3:38 
Thanks for the quick reply! Tried it out and it's working pretty well so far. I happened to be in the Fog Islands when I subbed to this mod so I felt its effects pretty quickly! :beeped: Though considering the fog men's low bleed rate I might have to venture out to test out the new bleeding mechanics :D

Thanks for the mod, very cool
Dr. Igor Dolvich  [作者] 8 月 30 日 上午 1:46 
Also this mod was made specifically for the play style you said with small group sizes and more "RP" type tone lol. You can read my giant tedtalk about it in the description, but I wanted it to play better as an "Ironman" type playthrough focusing on smaller squad tactics. Similar to older cRPGs and such ✨🧙‍♂️