Kenshi
27 个评价
Mist Ghouls Balance Tweak
   
奖励
收藏
已收藏
取消收藏
文件大小
发表于
更新日期
344.516 KB
2024 年 4 月 25 日 下午 12:39
2024 年 8 月 4 日 上午 4:53
4 项改动说明 ( 查看 )

订阅以下载
Mist Ghouls Balance Tweak

描述
A significant nerf with some other balance adjustments for the Mist Ghouls mod.

I think the original mod is very cool, and I respect the idea behind it. However, the balance of the Mist Creatures does not feel viable to me, and more often than not results in strange, awkward situations.
The idea of giving an NPC high attack but low defense rarely ever works out for the game's balance. Your attack stat determines how often you get to attack, similar to getting more actions in a turn-based game. Therefore an NPC with 100+ attack will always be absurdly powerful in the realm of Kenshi.

While I'm not a balance expert, I chose to give the different Mist Creatures stats which resemble vanilla enemies, which will then be altered by their racial bonuses (meaning their attack is still high, and their defense is still low).
They will have drastically lower attack than they originally did, but I have actually INCREASED their defense, allowing them to fend off lesser threats such as fogmen. However, due to their racial penalty, players should still find them manageable.

In addition to that, I also fixed some small gripes I had with grammar in the mod.

Changelist:
  • Changed all Mist Creatures' stat randomization from 5 to 3.
  • Gave Mist Fiends base combat stats close to Holy Sentinels (40 in most stats, 50 in attack, previously 75)
  • Gave Mist Ghouls the base combat stats of Paladins (50, previously 60)
  • Gave Mist Horrors the base combat stats of High Paladins (65, previously 90)
  • Gave Mist Guardians the base combat stats of Inquisitors (already had 75 attack, now the other stats match)
  • Gave some basic defense to the redacted entity.
  • Fixed the "legand" typo in the ghoul bar chatter and changed its frequency from 48 hours to 1 week.
  • Added spaces to the Mist Creatures' race names in the character creator (this is purely visual).
Please remember that all listed stats will be affected by the aforementioned racial bonuses & penalties. Melee attack will be 20% higher, while melee defense will be 20% lower.

If there's anything I could do better, I am open to feedback.
22 条留言
Pico  [作者] 9 月 9 日 上午 6:32 
@toetruckthetrain
It reduces the toughness of fiends, ghouls, horrors, and terrors. If you encounter issues beyond that, that sounds like the resistance mod's fault. Keep in mind there are vanilla NPCs who can spawn with 100 toughness.
toetruckthetrain 9 月 9 日 上午 5:56 
does this also affect their toughness? i play with 99% damage resist so youre never even really supposed to reach 90 toughness but them having over 100 means they never take any damage
Mr.Hive 8 月 3 日 上午 9:57 
@Anrhaa
Are you still working on that patch?
Pico  [作者] 6 月 14 日 上午 9:29 
I think the teeth are actually fine as they are, if not a bit too LOW in value. They're totally outshined by the fog prince heads, which you can get tons of by luring out princes with corpses on poles.
Mist creatures are a tad rarer, and obviously sometimes they're a bit too prevalent and will march into Mongrel. But I think the value is okay for now. This addon was mostly aimed at changing their combat stats.
Kraut Kontrol 6 月 14 日 上午 9:25 
Pico: Can you also nerf the Ghoul Teeth as a source of way-too-easy income? As it is, at 600 Cats per tooth, you can get rich trivially easy simply off of looting the bodies of the Mist Ghouls that the Mongrel guards leave behind. I think something like 120 Cats per tooth would be much more reasonable.
Anrhaa 5 月 19 日 上午 11:42 
Why the f it autocorrected to 'hell' lol
HELLO
Pico  [作者] 5 月 19 日 上午 11:03 
That's okay with me, yeah. These are mainly just number adjustments, after all.
Anrhaa 5 月 19 日 上午 10:46 
Hell Pico, can I make an UWE version of your patch? So there isn't any 'missing mod' warnings when using UWE
The Orange 5 月 18 日 上午 7:32 
Thank you for answer. Seems like I need to ask Dr.Igor directly about ghoul raids - I just installed very popular pack and followed instructions on seting it up. I will then try to manually adjust attributes, I hope it would stop growing after certain point
Majorita 5 月 18 日 上午 7:01 
I think I read someone saying, in a different mod, that Kenshi's XP formula is a bell curve or something, so once you hit roughly 100 or 104 if you have a mod for it, all of a sudden XP starts getting easier and easier to earn, to the point where you start gaining levels extremely fast...