Kenshi
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Shek Un-nerfed (updated to refine the stats)
   
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20 Sep, 2020 @ 11:10pm
21 Sep, 2020 @ 6:34pm
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Shek Un-nerfed (updated to refine the stats)

In 1 collection by theigabod
Igabod's Kenshi Mods
37 items
Description
What this mod does:
I edited the vanilla shek race to make them less nerfed. Got tired of a supposed warrior race having so many weaknesses and so few bonuses to combat itself. So I tweaked them a little. They still have weakness in labour and intellectual pursuits. But they don't have any combat related weaknesses and have a few more bonuses to combat skills. Plus I boosted their hitpoints by 25 to 150 on each body part. These are supposed to be decendants from a specially bred race of warriors dating back to the old empire. So they now have stats that match that backstory better.

The following changes have been made to the vanilla shek race:

  • Hitpoints of all bodyparts +25 (up to 150 now from 125)
  • Weaknesses to dodge and dexterity removed
  • Bonuses added for Athletics, Melee_Defence, Weapons, Martial Arts, and Strength.
  • Heal rate set to 1 instead of 0.9 because you would think at least they would heal at the same rate as the humans they were originally modified from and not have a worse heal rate considering they are specially bred to be warriors.



This should be compatible with anything that doesn't alter Shek race stats or combat anatomy. If there are any problems please let me know so I can at least mention it in the description if not fix it.



Version 2 removed the bonuses to dodge and dexterity because someone pointed out that they are beefcakes, not nimble flyweights. A bonus to Strength was added also. So the thumbnail is outdated but I don't have the motivation to change it just this moment.
10 Comments
Xeonzs 15 Mar @ 3:27pm 
I'm gonna necro the last necro, your concern is valid and I also realized this when reading the wiki for their core stats.
However if you then consider that skeletons have 200 health AND 2 health regen, it suddenly becomes a non-issue imho.

Where do I find this "version 2" mentioned in the notes? I would prefer that version as I don't consider the shek a mobile versus let's say hivers or scorchers.
badmrbongo 29 Aug, 2024 @ 12:41pm 
so i know this is necro, but the sheks lower healing rate actually meant that they healed at the same rate as greenlanders due to their higher limb health, so really it should be at like 0.8 to be on par
mëghr 26 May, 2023 @ 10:56am 
perfect:CirnoDoll:
Goldenbuffalo 7 Oct, 2022 @ 7:09pm 
I love this so much, being a warrior race i want the shek to feel more like a threat on the battlefield. This mod dose just that for me, I've also downloaded mods that buff warrior drones for the same reasons. Now both shek and warrior drones feel more like real threats to my teams lives. Oh its just a group of bandits, wait the bandit boss is a shek oh sh*t!
Myuwo 16 Nov, 2020 @ 6:53am 
I like this, powerful Sheks.
theigabod  [author] 21 Sep, 2020 @ 6:36pm 
Okay, yeah there is no way to give them just a flat learning rate bonus that I could find. So I just removed the bonuses to dodge and dexterity and added one for strength. Hopefully that makes them a little more fitting to their type. I'm open to any further suggestions you might have.
theigabod  [author] 21 Sep, 2020 @ 6:20pm 
I'm not sure I know how to do that in the FCS for just one race. I'll have to look into it. But I see what you mean about them not being so nimble. Even if I can't do the flat learning rate increase I could at least remove their bonuses to dodge and dexterity. That would still be better than the penalty they got in vanilla.
Roodwick 21 Sep, 2020 @ 5:51pm 
Instead of giving them learning bonuses in so many things, a flat learning rate would be acceptable. They're beefcakes, not nimble flyweights.
theigabod  [author] 21 Sep, 2020 @ 4:50pm 
I wouldn't call them "massively" overpowered. Just slightly. The way they should be if they are designed in a lab to be warriors like their lore suggests. If I was going for "massively" I would have made their heal rate 2 instead of 1 and I would have made hit points 300 and I would have made them heal on their own. And I would have removed all weaknesses completely. I think I did a pretty good job of being restrained. But what would you suggest for a change to make them less massively overpowered? Should I revert them back to 125 hp instead of 150?
Roodwick 21 Sep, 2020 @ 1:46pm 
"tweaked them a little"
- proceeds to make them massively overpowered