Kenshi
Symbiosis: An Animal Overhaul
Showing 51-58 of 58 entries
< 1  2  3  4  5  >
Update: 25 Apr @ 9:12pm

Changed skin spider spawning a bit. Added two new squad types: 1-2 duos of adults and 4-11 gangs of juveniles. The standard spider squads of 1-10 are either absent or extremely rare outside of their vanilla spawn regions, and the duos and small juvi squads take their place in the regions at the edge of their territory. Juvi gangs are to provide a quantity over quality enemy squad to the random spawns in their home territories. Also expanded spawn zone to include Greyshelf, with slim chances to spawn duos and small juvi squads. Should result in a few random scraps with gorillos and landbats to watch.

Update: 25 Apr @ 7:08pm

Forgot to change goat weapon type when I reverted their attack type. Fixed for real this time!

Update: 25 Apr @ 6:09pm

Reverted goat attack type as they weren't attacking at all. Will do further species testing to make sure other critters aren't going through this.

Update: 24 Apr @ 8:41pm

Added a 1% chance of small gutter squads to spawn in the Hook, South Wetlands and Greyshelf.

Behemoths/Cage Beasts now roam in the southwest corner of the map, (South Wetlands, the Hook, Shun and Spider Plains.) The idea is that this population was cut off from the rest after the incident in Stobe's Gamble so now they are isolated and don't attempt to cross it or the Bonefields.

Update: 24 Apr @ 4:47pm

Nests will now spawn in Arms of Okran and Wend.

Accidental duplicated item removed.

Update: 24 Apr @ 2:31am

Gave large garru herds a unique AI so they will protect goat buddies while also eating crops.

Removed redundant AI pack from bull herd.

Custom AI created for holy farm dogs. Good boys will now defend their home and family from attackers.

Update: 23 Apr @ 11:08pm

Added in some AoE combat technique tweaks I initially forgot.

Update: 23 Apr @ 8:39pm

Initial release!!!