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I've just realized that after starting my first game of Kenshi I ran from my Cannibal Captors from Cannibal Country all the way down to Flat lagoon and it took me 2 ish very tense real time hours to get there. Now I'm all settled and I've been able to buy a lot of maps I've realised my initial escape and trek took me directly down the middle of the map avoiding every civilisation I could have called home. Flats lagoon isnt even that good a place to call home but it's my home. Also it's well defended and gets attacked by animals a lot so it's a good place to vulture hides whilst I train my guys up.
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# ? Dec 21, 2018 12:58 |
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# ? Jun 3, 2024 11:48 |
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Fewd posted:Lots of blood spiders to see. Lots of beak things to... see. Just beak things, Vain doesn't have blood spiders. Vain is a cakewalk compared to the loving swamp. You're lucky to get to shark without losing a leg. I'm not overly worried about Beak things to be honest. If you want you can always set up a small storm house and fill it with beds/put turrets on top. You'll murder most things before they get to you.
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# ? Dec 21, 2018 14:54 |
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Vain does have one pack of the mini security spiders and they look identical to blood spiders. If you have cleared those hen the library is clear, that can have loot work 30,000 or more lying around.
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# ? Dec 21, 2018 15:15 |
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dogstile posted:Just beak things, Vain doesn't have blood spiders. It did for me, at least in one certain ruin location. However, the lordship over that said ruin ended up being solved in a team deathmatch between couple gorillos, swarm of bloodspiders, group of beak things and my very fast running steath dude. I won by hiding and staying the. gently caress. out. of. it. goddamn
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# ? Dec 21, 2018 15:24 |
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Gorillos remind me of the yeti from Skifree, just charging from out of nowhere and loving up your day.
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# ? Dec 21, 2018 15:35 |
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Dandywalken posted:How moddable is this game? Im definitely intrigued by it. Is there a possibility for new races, combat skills etc? Moddable to an extent. The game comes bundled with mod tools which allow you to tweak numbers and attributes. It is possible to create new dialogue trees with new character/squads. The bundled mod tools also allow you to post from the tool to steam workshop, which is fun. New races are possible, but apparently a bit of an asspain to get working correctly. Skills are hard coded, not sure you can change those around. The ones that exist work well though. If you are interested in modding at all, check out the Kenshi discord. There is a pretty active modding community there. https://discord.gg/3A4Wump
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# ? Dec 21, 2018 16:21 |
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I fondly remember capturing the cannibal leader of Kenshiland (and chopping off his leg in the process) and throwing him into acid water. He didn't die because his regen was just ever so slightly higher than the acid damage, despite being KO'd. It was seemingly impossible to deal a fatal blow before he would get KO'd. After like half an hour of trying to kill this dude, I had my strongest and fastest guy carry him and throw him to beak things. They eventually ate him and he was gone forever. god bless
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# ? Dec 21, 2018 17:32 |
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buglord posted:I fondly remember capturing the cannibal leader of Kenshiland (and chopping off his leg in the process) and throwing him into acid water. He didn't die because his regen was just ever so slightly higher than the acid damage, despite being KO'd. It was seemingly impossible to deal a fatal blow before he would get KO'd. Waiting for things to die is the main reason I seriously ramped up the "chance of death" thing when starting a new game. It speeds up how fast everything dies from wounds. Although that cannibal dude sounds ridiculous. He probably regenerated out of a steaming pile of beak thing poo poo on the plains.
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# ? Dec 21, 2018 18:00 |
buglord posted:I fondly remember capturing the cannibal leader of Kenshiland (and chopping off his leg in the process) and throwing him into acid water. He didn't die because his regen was just ever so slightly higher than the acid damage, despite being KO'd. It was seemingly impossible to deal a fatal blow before he would get KO'd. Yeah I remember feeding that guy to beak things. For important characters you want to die like faction leader types you can just give a bleeding wound and throw them in a cage/carry them around until they eventually die usually. Don't have to go through the trouble of feeding them to animals, fogmen or w/e
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# ? Dec 21, 2018 18:52 |
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I'm really enjoying this, even though I'm not sure what I want to do with my character. I've been hanging out with Hobbs in Stack. We've bought a shack and researched a few things, built a training dummy and lockpick practice. Our money comes from picking hides and meat off the corpses of bonedogs who attack the gates, and filling our inventory from the local copper node. We have a cook stove now, so we can make our own jerky! Not sure what I want to do next. My fellas are still outrageously weak. Maybe raise enough money to recruit a few more people, maybe set up shop somewhere that isn't xenophobic Holy Nation territory. I really like the lack of urgency to move along a story path. Building a settlement sounds appealing, but I get the feeling I'm a long way away from standing up to a stiff breeze.
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# ? Dec 21, 2018 19:57 |
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Power Walrus posted:I'm really enjoying this, even though I'm not sure what I want to do with my character. I've been hanging out with Hobbs in Stack. We've bought a shack and researched a few things, built a training dummy and lockpick practice. Our money comes from picking hides and meat off the corpses of bonedogs who attack the gates, and filling our inventory from the local copper node. We have a cook stove now, so we can make our own jerky! You can hire Mercs for 2000 cat a day at most bars and use them to help you explore. They follow you around and you can use them to fight hostile groups as you run about. Loot the enemies the Mercs kill and use it to recruit more dudes. You should easily be able to make your money back and then some. You'll need to be careful at first but when the Mercs have the enemies weakened down join in the fight to get some training. Ranged weapons are an option too. I mostly did this on my start. Eventually my group was big enough and trained up enough to not need the Mercs.
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# ? Dec 21, 2018 22:59 |
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axelord posted:You'll need to be careful at first but when the Mercs have the enemies weakened down join in the fight to get some training. Ranged weapons are an option too. If you start playing around with ranged weapons, make sure a relatively skilled healer is around. At least when I was training harpoons, more often than not my archer headshotted a few of our own people by accident. There's a separate ranged skill to avoid shooting friends accidentally, but you can probably guess how its leveled bring bandages
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# ? Dec 21, 2018 23:28 |
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Yeah to level crossbows start off by just equipping your guys with looted junkbows and toothpicks so the friendly fire doesnt kill all your guys.
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# ? Dec 22, 2018 03:16 |
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Do you think it's best to get started in The Hub or do you think it's worth it to buy a house and get established somewhere else with a more robust market/population? I've got three houses in the hub now, slowly working my way up the tech tree to get a jump on things before I strike out into the wastes to form my doomed communist utopia, but I feel like I'm starting to get bottlenecked by the limited supplies on sale and dearth of recruitable dudes.
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# ? Dec 22, 2018 03:38 |
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puberty worked me over fucked around with this message at 07:36 on Jan 4, 2020 |
# ? Dec 22, 2018 05:34 |
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Riatsala posted:Do you think it's best to get started in The Hub or do you think it's worth it to buy a house and get established somewhere else with a more robust market/population? I think at the very beginning the Hub is a decent place to buy a house for research and storage since it's cheap and you can easily sell stolen goods to the barman. After a while I bought a place in Squin to set up some craftsmen and my leather armorer has easily paid for it and supplies many, many times over in addition to providing my gang with excellent gear. Squin is also nice because there's a waystation nearby to the southwest where you can buy lots of supplies in bulk to provide for crafting and stockpiling for when you want to start a base.
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# ? Dec 22, 2018 07:59 |
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After getting a feel for things and getting comfortable, I recommend Skinners Roam as a basing location. I set up my first base outside of the Hub there, you get massive gangs of starving boys to whip on, no taxes, and a tech hunter post not too far away. The ninja raids aren't too bad either with mercs or turrets.
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# ? Dec 22, 2018 08:17 |
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puberty worked me over fucked around with this message at 07:36 on Jan 4, 2020 |
# ? Dec 22, 2018 12:15 |
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puberty worked me over posted:Is there really no way to get a high bounty off your head other than declaring all out war and annihilating the faction you have a bounty with? You can smooth over faction relations but the same individual won't help you get the bounty off your back. Strip your guy with the bounty. Throw him over a shoulder. Then, make sure you’ve smoothed relations with the faction. Then, go turn him in and claim the bounty yourself. Then, bust him out of prison. Bounty gone.
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# ? Dec 22, 2018 13:15 |
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I love the absurd sort of problem-solving Kenshi allows and encourages.
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# ? Dec 22, 2018 14:15 |
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Elder beak things rip in piece Miu's both arms
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# ? Dec 22, 2018 15:30 |
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Escaped from blood spiders only to get her arms ate by beak things.
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# ? Dec 22, 2018 15:59 |
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Now you can make Jax.
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# ? Dec 22, 2018 17:36 |
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I made anustart and you aren't an important person. But everyone has to follow the same rules. I talked poo poo back to some guys, they drew their weapons, city guards took them out. And I could loot them. 10 minutes in the game and I have good basic armor and 5k from selling their stuff.
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# ? Dec 22, 2018 18:03 |
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I'm thinking about a new way of harrassing paladins called dino defamation. The goal is to collect dying raptors like pokemon, heal them up and put them in a corral located between 3 holy farms. Once there is enough raptors I can release a mega creep wave, possibly using makeshift walls as a funnel to make sure they all attack the same location. If my amusement part gets attacked it makes the whole thing even better. The bandits will trigger farm guards and patrols and provide additional pressure. Obviously works best with holy farm overhaul enabled, but can possibly be viable in vanilla.
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# ? Dec 22, 2018 21:01 |
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Skin spiders. I hate you. I killed an Elder Beak Thing (barely, thankfully nobody lost a limb but my main character almost had their head bitten off). I healed up, I then killed about 15 regular Beak Things in a knock down drawn out brawl where I only triumphed due to the aforementioned first character having a high grade Falling Sun and Specialist level heavy armour plus decent skills. She ended up surrounded by a half dozen of them but would not go down and kept steadily hacking them to death. Then as I am finishing up cleaning up the corpses, collecting the skins, etc. A dozen or so skin spiders arrive and rip everything to pieces, including multiple limb removals on people who were injured fighting the Beak Thing mob. Dammit.
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# ? Dec 22, 2018 22:37 |
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What’s the lore explanation for why blood spiders are so deadly those things are so small yet so terrifyingly dangerous. Are their fangs red hot knives? Also second tip for new guys: if you want to kill an unconscious animal or beast, loot their body and take one of their meat or furs or something. They won’t wake back up. Same goes with robots.
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# ? Dec 22, 2018 22:56 |
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buglord posted:Same goes with robots.
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# ? Dec 23, 2018 01:54 |
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puberty worked me over fucked around with this message at 07:36 on Jan 4, 2020 |
# ? Dec 23, 2018 04:50 |
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puberty worked me over posted:Not going to spoil anything but do not underestimate the fog zone and its foggy inhabitants. Very well designed zone. Especially the portions where pack animals can get through the bypasses. The tragic thing is that some areas in the fog zone are perfect settlement bases with plentiful iron and copper, great fertility and water. But then night comes, you forget you have lanterns and it's Pitch Black all over again.
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# ? Dec 23, 2018 15:39 |
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this game is great - having a real good time building up the hub with thievery
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# ? Dec 23, 2018 16:03 |
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I decided to set up a settlement, but am doing so rather 'mid game', with a dozen+ strong team of skilled, armoured and armed people who can reliably hit the less guarded ancient ruins and also with a huge budget. I still drastically underestimated how many iron plates I was going to need to get things going and ninja raids turn out to be far more interesting when most of your real fighters are out on a supply run collecting more. Fortunately it turns out that it requires an effectively infinite number of half competent ninja to deal with a skill 50ish person in Specialist grade samauri armour and wielding a high tier Falling Sun. She just sort of shrugged at their 3 damage plinks whilst doing 60-70 damage to three at a time with her huge swings then ended up surrounded by twenty mangled idiots with only moderate injuries sustained.
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# ? Dec 24, 2018 00:54 |
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I may have really pissed off the Holy Empire they sent the High Inquisitor to take me out. Was a named dude with a 40,000 cat bounty. His little attack party was made up of Inquisitors too, the guys who up to this point were the leaders of the other attack groups. He's sitting in a cage waiting for my guys to heal up to turn him in. Of course the UC reinforcements arrived right after the battle and the Leader shook me down for 5,000 cats because of my Hemp farms.
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# ? Dec 24, 2018 06:37 |
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I have been playing this game for some days and would like to introduce you all to the pinnacle of man vs man design, the Manfucker 6000: If you can't tell, that is an extremely lovely image of a double gate flanked by 6 mounted crossbows. It doesn't work that well, but it's okay for thinning the horde as they push through to sack my base. Thank you all for your time and please post if you would like for me to share more of my inspired engineering marvels.
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# ? Dec 24, 2018 18:43 |
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The double gate death trap is great, only problem I had when I was doing those was how difficult it is to renovate. The wall system seems to hate trying to mess with gates in front and back in my experience, and would fight me from setting in proper. Didn't help that the area I was in had like a 5% gradient decline.
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# ? Dec 24, 2018 20:04 |
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Moonshine Rhyme posted:The double gate death trap is great, only problem I had when I was doing those was how difficult it is to renovate. The wall system seems to hate trying to mess with gates in front and back in my experience, and would fight me from setting in proper. Didn't help that the area I was in had like a 5% gradient decline. Thinking back it definitely did take me a million years to get the walls to connect the right way. I would rotate the wall one way, try to get it to face in, then as soon as I'd snap it to the gate to build out, it would rotate it the other direction 180 degrees. Now that I think about it, I need to throw some spotlights in there... These days though my colonists seem to be able to just kung fu/cut invading dudes to death even if they're a little outnumbered. Early game was rough.
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# ? Dec 25, 2018 02:41 |
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puberty worked me over posted:Not going to spoil anything but do not underestimate the fog zone and its foggy inhabitants. Very well designed zone. Especially the portions where pack animals can get through the bypasses. Last time I played this is where we stopped our play through (also release was imminent), I’m going to build a home in it this time. Get rich from frog wars or be wiped out
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# ? Dec 25, 2018 04:00 |
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So what's the requirement for the medic job to actually work? Do they have to be within a specific tiny radius of the medic? I've got one dude assigned as a medic in my outpost and he's got plenty of medkits but he has never healed anyone of his own volition. Meanwhile, the guys in my main adventuring squad will auto medic just fine when someone gets hurt.
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# ? Dec 25, 2018 17:47 |
Gobblecoque posted:So what's the requirement for the medic job to actually work? Do they have to be within a specific tiny radius of the medic? I've got one dude assigned as a medic in my outpost and he's got plenty of medkits but he has never healed anyone of his own volition. Meanwhile, the guys in my main adventuring squad will auto medic just fine when someone gets hurt. Try clearing the job and re-adding it. Try rebuilding navmesh (ctrl+shift+F11) in case it's a pathing issue. Make sure he's not too busy with other jobs or move it to the top of the list. Try moving him next to a wounded character to see if he'll heal of his own volition.
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# ? Dec 25, 2018 17:58 |
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# ? Jun 3, 2024 11:48 |
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Fewd posted:It did for me, at least in one certain ruin location. However, the lordship over that said ruin ended up being solved in a team deathmatch between couple gorillos, swarm of bloodspiders, group of beak things and my very fast running steath dude. I won Yeah I hit that ruin last night. No casualties, had to deal with some gorillos and beak things after. Dragged everyone inside because only a few people were still up, I'm currently waiting for like 15 people to stand back up and be ready to move on. Got a ton of AI cores (not from that ruin) so I need to get back to a base, but I also need to sell some poo poo. My current base is a place that doesn't get attacked near the crater. Cant farm, but the beak things dying against my walls means I can afford to sit there and heal/research forever. Also got my armoursmith/weaponsmith training pretty hard there. Going to have a full set of specialist armour for everyone by the time I get out.
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# ? Dec 25, 2018 18:19 |