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WaterIsCold

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WaterIsCold

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About this mod

This mod changes the Exp rates of Strength, Toughness, Athletics, Field medic. It adds a few combat related changes to make playthroughs more challenging.

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"True Kenshi - Combat and Exp" is the third of a series of small mods aimed at better defining items and characters roles and reflecting my personal vision of the Kenshi universe.

The main motive of this mod was to reduce the "jack of all trades" effect where all your character levels the same stats and wear the same armor by making roles clearer as a result of the increased resource requirements for training certain stats (making it more crucial to decide who levels what skill).
Although this mod caters more towards the "hardcore" players,  anyone can enjoy a personalized experience with the complements of Global Exp mods, weapons and armor mods or simply by adjusting the ingame difficulty settings.

Compatibility: Mods that add a stagger animation might conflict with the balance of this mod. Locate this mod below any mods which adds animations.
                         Compatible with global Exp mods.



Brief overview:

- Block chance decreased .
- Bleeding is a more serious issue.
- Less stagger animation stun lock.
- Strength Exp is less tedious to level in combat.
- Carrying a person is much more heavy and give less Strength Exp.
- Athletics Exp gain nerfed
- Toughness overall is less effective.
- Field medic skill nerfed
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Detailed description:

General combat and combat exp changes:
- Block and attack chance in a mirror match changes from [70% block chances/30%hit chance] to => [50% block chance/50% attack chance]. same skill level = same chance to hit.
- Blocking rear attacks is now unlocked at level 60, making positioning more impactful in most fights.
- Exp gain range when fighting opponent with lower skill level increase from [25] to => [50]. making most targets, even much lower, a good opportunity to level.
- Bleeding is now far more dangerous, and untreated wounds will worsen much faster. Don't expect the bleeding to stop on its own; you will need a skilled medic to patch you up.
- There will be a 70% chance you will get a very light stagger when hit by a blow dealing less damage than your stumble damage (related to toughness level), reducing stunlock chances. (ie: toothpick spam)
             Note: mods that add a stagger animation might conflict with the balance of this mod.
- Carry person weight changed from [30] to => [120]. Kidnappings are now harder to pull off and reduce the effectiveness of carrying an overloaded character. In contrast, it gives you a chance to rescue your own characters from kidnapping (fogman/cannibal/slavers).
- Attack slot increased from [1] => [2]
    

Strength:                 
- Strength Exp gain by walking reduced from [50%] to => [25%]
- Pack bull and pack beast racial bonus Exp in strength increased to compensate the decrease in walking strength Exp gain.
- The swing speed penalty while using a weapon too heavy for your character has been halved.
- Max Exp gained from combat while using a weapon too heavy for your character increased from [110%] to => [200%]. This makes combat an actual effective way to level your strength.

          Note: The Exp gain rate remains unchanged, it simply goes up to 200% instead of 110%. [See chart]


Toughness:
- Significantly decreased the overall effect of toughness at high levels.
- Small increase in the overall effect of toughness at low levels.

           Note : The addition of a very light stagger makes toughness too powerful at high levels, why the nerf in overall effect.
- Increase toughness Exp gain rate by [20%]
           Note: Because of the increased effectiveness of bleeds, getting up from "playing dead" becomes a very risky levelling strategy that might easily kill your character. The Exp gain rate has been adjusted to balance risk vs reward.
     

Athletics:
 - Athletics Exp gain rate decreased by [50%]
            Note: Athletics levels incredibly fast since you run around constantly, The Exp gain rate has been adjusted.
     
 
Field medic/Robotic:
- Field medic Exp gain rate decreased at low level by [25%]
- Increase med kit charge used at low level by [50%]. Leveling a dedicated medics becomes a very important investment.
- Medic heal rate increased by [25%]
- Robot heal rate decreased by [40%]