Kenshi
Symbiosis: An Animal Overhaul
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Update: 1 May @ 6:20pm

Spawn changes for the Crags, Crater, Great Desert and Swamp.

Crags: Swapped mountain wolves out for normal bonedogs.

Crater: Increased gutter nest ratio and added medium beak squads at a 3% rate.

The GD: Slightly increased behemoth herd rate.

The Swamp: Reduced wandering river raptor spawns, added river raptor nests. Reduced wandering baby blood spider swarms. Added in large swamp turtle herds and loners.

Update: 1 May @ 5:47pm

Spawn adjustments to Okran's Gulf, Pride and Valley, Purple Sands and Sinkuun

OG: Slightly increased bull spawns. Added garru families to the spawn pool.

OP: Added small goat herds to the spawn pool.

OV: Added lone skimmers to spawn pool at a 1% chance. This marks their first and probably only zone expansion.

PS: Slightly reduced garru family spawns.

Sinkuun: Halved lone skimmer spawn rates. Halved garru spawns.

Update: 1 May @ 3:55pm

Adjusted spawns for Greebeach, Gut, Hidden Forest, High Bonefields and Leviathan Coast.

GB: Slightly reduced goats, halved gorillo spawns. Removed Black Gorillo Nests.

Gut: Introduced some varience in Beak Thing squad size. 7/10 times they will be medium sized squads, 3/10 times small squads. Still 10% spawn rate total.

HF: Halved White Gorillo spawns.

High BF: Removed Mountain Dogs, and increased Boneyard Wolf nests accordingly. Bull herds now equal chance to be a regular sized herd or a mega herd. Halved Beak Thing nests and removed Elder BT, they are now exclusive to the (low) Bonefields. The logic here was to distinguish which species has dominance over the highlands and the lowlands respectively, (not counting the third faction of Skin Spiders of course.)

LC: Reduced River Raptor and Garru spawns somewhat.

Update: 1 May @ 3:15pm

Spawn zone pass for Border Zone, Burning Forest, Cannibal Plains and Darkfinger.

BZ: slightly lowered goat spawns.

BF: decreased adult Blood Spider spawn rates. Still the most common but should be less ubiquitous.

CP: lowered Garru rates by 5%. They and bulls have an equal spawn chance of 15% for the region.

DF: reduced goats by 5%. Still the most common by far at 25%, but shouldn't stand out to much with the relatively small list of other homeless spawn options (wolves, bulls, behemoth loners, cannibals) and nests in the area.

Update: 1 May @ 1:26pm

Redid spawn rates in Shem and Skinner's Roam. Garru and Bulls where both far too common in each and have been dialed back drastically.

Shem now has a 10% cumulative chance to spawn Garru (5% family, 5% herd). Also dialed back bulls to be rarer at only 2% and nerfed Gutter spawns from 10% to 3%.

Skinner's Roam has Bulls set to spawn at a cumulative 14% (10% for regular herds, 2% each for small family groups and mega herds). Also boosted Starving Bandit Mobs and Escaped Holy servents percentage to be roughly equal to bulls (giant mobs only at 3% compared to regular mobs 10%). In vanilla, several regions have all spawns at 1%, and SR is one of them. The region should still maintain it's desolate feel while spawning these two groups in equal proportions now.

EDIT: I will continue to reevaluate zone spawns in batches and release updates accordingly. Efforts to get animal retreat behavior to function is ongoing. I don't want to simply set Goats and Garru to have 'Run Away' AI at all times but make it dependent on the threat they face, plus keeping the Kenshi experience of getting wrecked by wild goats is borderline sacred.

Update: 28 Apr @ 6:09am

Some minor dialogue tweaks. More species will be called out by guards/farmers and a few more colorful terms for them have been added to the text pool.

Experimenting with predator AI currently. Trying to get certain animals to prioritize eating corpses before starting fights with other neutral squads. May not be possilbe in the long run based on AI goal urgency levels, but that is yet to be seen. Currently only aggressive Swamp Raptor herds have this new AI package. Will continue to test.

Update: 27 Apr @ 2:50am

Removed Mountain Dog spawns from Rebirth as it made that start far more unfair than it already is.

Update: 26 Apr @ 10:44pm

Accidentally introduced some wacky spawn rates I was using for testing purposes. Sorry about the hordes of gorillos and bone wolves in the Border Zone; they're gone now! :P

Update: 26 Apr @ 6:39pm

Nerfed spider swim speed multiplier from 0.5 to 0.2. Skin spiders are more hesitant to cross water as well.

Roving packs of Boneyard wolves will avoid towns. Still hostile to civilized factions though, so will attack patrols.

Wild Dogs faction now coexist with Slave Traders faction. Should prevent packs from killing themselves trying to take on their heavily armed samurai guards now.

Update: 26 Apr @ 5:08pm

Added Swamp Turtles spawn to the Hook.

Leviathan families now have a chance of spawning with a pack of river raptors following behind. Inspired by cattle egrets.

Great migratory mixedspecies herds of behemoths and garru will rarely spawn in the Great Desert now.