Kenshi
Symbiosis: An Animal Overhaul
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Update: 4 Nov @ 8:05pm

A few of Miu's lines about spiders only affected Skin Spiders but not Blood Spiders. Changed so both species proc them.

Update: 4 Nov @ 7:33pm

Reverted a few changes that were unnecessary. Including purchase value changes since they don't function and gender variants for skimmers and both spiders. Turns out that it causes MORE trouble than it's worth as I'm currently working on a submod integrating custom skins and multiple genders results in a larger file size for skin DDS dupes. This update is simply to free up space for others.

Update: 4 Nov @ 5:00am

Adjusted Colossothere/Cage Beast anatomy hit chances a bit.

Gave Cornelius a little love with a +10% max size increase. He's truly unique from all other goats now! :)

Update: 4 Nov @ 2:16am

Balance change, I noticed that animal purchase price is identical across species, only slightly affected by age and stat spread. Considering the various buffs and nerfs certain animals have received in Symbiosis, I've altered the price on a per species basis (only for animals normally purchaseable in game for now, others will be edited if needed for submods in the future). Price value changes and accompanying rational are as follows:

Goats: 100 > 50 (despite the buffs they received to health and altered weapon damage I wanted to emphasize their nature as basic livestock and make purchasing them more worthwhile. This goes in tandem with the halved hunger values they received recently.)

Garru and Domestic Bulls: 100 > 150 (to compensate for the buffs they received, and better reflect how important and vital pack animals are in game.)

Wild/Pack Bulls: 100 > 200 (their buffs to health combined with better weapon damage makes them more dangerous and tankier then previously, had to reference that in their value as both cargo and assault beasts.)

Crabs: No change. Vanilla value is 200 and the only changes they received in the mod just made them harder to bleed and easier to feed.

Bonedogs: 100 > 85 (cheaper reasoning was based on understanding how most ancient societies tended to view dogs: useful helpers and friends but less vital for survival than most livestock.)

Horse Dogs: No change. With bonedogs being cheaper it makes sense that a larger more fearsome breed is more costly to purchase.

Mountain Dogs: 100 > 120 (similar logic to the horse dog; they're a larger more dangerous species of canine with a 10% damage boost against humanoids and a slight hint of exoticness being otherwise rare.)

Also changed race name of 'Bull (domesticated)' to 'Domesticated Bull' for future submod naming convention purposes.

Update: 3 Nov @ 9:21pm

Updated a few more voicelines to cover interaction with more animal types (for example, Sundemon lines will proc for Blood Spiders in addition to regular Skin Spiders).

Saw that the Desert Sabre and Falling Sun had no bonus against Boneyard Wolves and Black Gorillos respectively. Applied combat bonus against both but at a reduced rate compared to their smaller kin do to these larger species being bigger and tougher in comparison.

There may be some more small patches like this down the line. I'm currently working on several submods for other animals mods on the workshop right now and I'm catching little things I've missed in the main mod as I go along.

Update: 3 Nov @ 3:00am

Merely updated a dialogue line referencing dogs to also reference mountain dogs.

Update: 26 Oct @ 11:04pm

Small tweaks mostly to hunger. Halved goat hunger to 0.5 to make them more worthwhile to keep (plus helps to get accross the point that they're grazing on what's around them most of the time.) Reverted Landbat hunger to vanilla 1.7 value. Slightly increased Swamp Turtle to 1.25. Bumped Cage Beasts/Colossotheres up to 5. Also added a 50 chance for crabs, skimmers and both species of spider to be female. May come in handy down the line for future changes.

Things are little more stable for me again so I'm trying to get back into modding, however I'm also dealing with the imminent passing of my mother, so I make no promises on releases soon as I did previously. Thanks for y'all's paitience.

Update: 19 Aug @ 2:42am

Changed Lone Wolf and Mountain Wolf Pair AI to be strictly nocturnal and diurnal respectively.

More Dogs patch is in final phases BTW!

Update: 13 Aug @ 1:37pm

It was pointed out to me that the term was 'Behemoth' was already in usage elsewhere in the game. I already knew this but completely spaced the fact. Renamed the cage beasts from 'Behemoth' to 'Colossothere' which carries the same idea and pays respects to their real world inspiration without directly using the same name.

Update: 1 Aug @ 10:48pm

Changed faction importance of Garru from 1 to 0.

Changed faction importance of Pack Beast from 1 to 0.5.

Changed faction importance of Pack bull from 0 to 0.5.

Should prevent wild garru from permanently becoming enemies. And makes the value of the pack animals logical compared to traders and guards. (Less or equal to the trader depending on faction, usually more important than the guards.)