Kenshi
Hazard Unit Balance Patch
57 Comments
Boze-o 7 Feb @ 6:38pm 
@ToxicCalamari

Thanks for the answer!
ToxicCalamari  [author] 7 Feb @ 1:51pm 
@Boze-o

Yes and No. I was an active member in Kenshi's unofficial community discord and had discussed this mod publicly there. IdeaDork was present in the server at the time and gave his full support, but I never directly asked him.
Boze-o 6 Feb @ 4:34pm 
Did you have to ask the author's permission to publish this? I was thinking of doing similar for the Mist Ghouls mod but wasn't sure what the etiquette was. I like the hazard units but I don't at the same time. I made it a goal to wipe out the Oni because every time I'm training some newbies in Skinner's Roam I tend to run into groups of them, and thats rough.
ToxicCalamari  [author] 27 Nov, 2024 @ 7:26pm 
He do a lil rollin
Cyber Witch ~ 27 Nov, 2024 @ 1:23am 
8ball be like "let's roll"
VA 11 May, 2024 @ 3:23am 
you know, i was tested original Mod, 10 of that harazd Units cant beat the most powerfull bosses ingame. So i came here for this cind of mod. Thx author!
Sullis 20 Mar, 2024 @ 9:57pm 
Thank you.
ToxicCalamari  [author] 20 Mar, 2024 @ 7:42pm 
As far as I know, no the mod is not obsolete, as I haven't seen any changes to the vanilla mod to include them. You're welcome to see for yourself, though
Sullis 20 Mar, 2024 @ 1:19pm 
Am I understanding the comments correctly, that this mod is now obsolete?
ToxicCalamari  [author] 31 Mar, 2023 @ 10:13pm 
Not saying I'm against updating it, I probably should some time, but I'd need to sit down and set aside a good chunk of time doing so, since FCS is a mess to navigate
ToxicCalamari  [author] 31 Mar, 2023 @ 10:11pm 
Most of those people likely aren't using this mod, if they're complaining about how OP they are. This mod nerfs most hazard units to have stats in the 65 to 75 range, which is strong but not blatantly game breakling. I also no longer have the original file so I would have to sit down and do it all by hand again.
Auren 31 Mar, 2023 @ 9:35pm 
Any chance you can update this mod, based on Pury's feedback, to nerf the Onis even further? I still see a lot of complaints about how OP they are and it makes me hesitant to try the original mod frankly. Kind of wish there was simply a stand-alone version of the subrace.
ToxicCalamari  [author] 25 Jan, 2023 @ 4:30pm 
He assisted me back when I made this, so I wouldn't be shocked if he did.
Pury 25 Jan, 2023 @ 4:06pm 
I opened it on the FCS. They are all included it seems. The changes are exactly what you had patched, so if I'm bold enought to say, the OC probally used it as reference to nerf the things.
ToxicCalamari  [author] 25 Jan, 2023 @ 3:57pm 
If it's on the nexus version I will leave this up for ease of use with the steam version.

If the steam version now includes these changes, I will simply put that this mod is Unneccessary now.
Pury 24 Jan, 2023 @ 10:56pm 
This changes are, right now, included on the main mod. At least on the Nexus version. Actually, this mod have a higher squad change, making it harder.
ToxicCalamari  [author] 24 Dec, 2022 @ 2:19pm 
Just coming back to say this, but I am honored to see my Balance Patch has been included in almost 190 different collections, and is being used by almost 3000 people right now...

Word's can't express how happy I am that I made something people actually agree is useful. <3
immortalartisan 23 Dec, 2022 @ 10:34pm 
You know at first I was alright with them being extrmely powerful since the ONI were only really in venge but then I made a settlement in the deadlands and expereinced warth of the oni. and watched them steam roll my entire 20 or something of 50s skeleton and drag away beep. im sorry but these guys basically make the most thematic skeleton location virtually unsettle-able despite it being one the major features of it being a lack of strong raids. SO I WELCOME THIS
ToxicCalamari  [author] 23 Jul, 2022 @ 3:55pm 
I haven't touched this in forever, but they're at a point now that most npc guards can handle them, and a mid-game squad can as well. I do believe I went in and actually nerfed their squad sizes as well but still tried to keep them challenging.
Some Dog 23 Jul, 2022 @ 2:20pm 
Oh! been looking for something like this! my problem though is less how strong they are but rather how common they are. this would probably be harder to make but I think if the hazard units were integrated into less factions and more uncommon I think that would be a good compromise
oiguri3 1 Jul, 2021 @ 8:40pm 
Excellent, I want to thank you.
ToxicCalamari  [author] 17 Dec, 2020 @ 4:52pm 
Thats nothing to do with my mod sadly. That is an issue related directly to IdeaDork's mod. I just adjust stats, I haven't touched the models
◢Damania◣ 17 Dec, 2020 @ 4:34pm 
There is something wrong with the shoulders on hazard units who have lost their limbs, a part of the shoulder from the lost arm remains floating.
ToxicCalamari  [author] 15 Dec, 2020 @ 8:31pm 
TBF the mod as a whole is just hilariously OP as a whole. But parts of it are inline with my own mod list. I can def bring it down to be in value with vanilla
Gratuitous Lurking 15 Dec, 2020 @ 1:52am 
It was just a brainstorm idea I had, no need to do so if you wish. Can't say I've ran into the really big things like leviathans yet, so maybe I'm missing a big reason why the default hazard limb health was so high.
ToxicCalamari  [author] 14 Dec, 2020 @ 8:42pm 
I can do that, but I use a mod that buffs skeleton body health due to them not being particularly stealthy or capable of wearing armor, just so they survive easier.

If I do, I can split the mod in two, one for increased limb health across the board and one where it's inline with vanilla.
Gratuitous Lurking 14 Dec, 2020 @ 12:52am 
Coming back to comment on things now that I had it installed for a bit. As far as another potentially logical nerf, how about cranking down the health of the limb parts? It seems odd that those spindly hydraulic arms have 300 hp (and the right arm 400, for... reasons), which even further skews combat balance of the Oni considering that arms and legs tend not to get hit as much as the areas covered by the shell. My suggestion would be to crank those down to the 200-250 range, put them in the same ballpark as vanilla skeletons at least and make an obvious weak point getting into close ranged combat would be worth it for. I've yet to set up a base thus far but I have to say, the swamp ogre and onis don't seem to be as ballshard in single member groups at around 30-40 main stat range now, so that's already a massive improvement.
Gratuitous Lurking 2 Dec, 2020 @ 2:08pm 
I got 8-Ball during my last run and was honestly surprised that not only was his STR at 100, but actually even further beyond it. So having it cut down to be non-superhuman is nice atop that.I didn't have as much an issue with them being super tanky (especially as their limbs were completely exposed and thus offered some weakspots) but I suppose it is an added bonus at least.
ToxicCalamari  [author] 20 Feb, 2020 @ 3:02pm 
I've been wanting to update this but work and real life has been killing me. I have time set aside tomorrow to finally make the changes. Please look forward to it,
ToxicCalamari  [author] 20 Feb, 2020 @ 3:00pm 
As for other mods. I balanced this without mods like Legendary Enemies in mind. Its not a mod catered to my interests so I have not taken it into account here. This patch is mostly for bringing the oni in line with the rest of a vanilla or lightly modded worlds strength
ToxicCalamari  [author] 20 Feb, 2020 @ 2:58pm 
I am planning on cutting 8-Balls starter strength in half from 150 to 75. And nerfing the stat growth from x2 to x1,5 or x1.2, not sure yet.

I plan to also fix the coverage problems with the armor
mahatmadandy 6 Feb, 2020 @ 10:49am 
Yes. These mods work mostly globaly - Oni are afected too. You need to conpansate with patch :)
Loki 6 Feb, 2020 @ 10:25am 
@mahatmadandy If you're running the mods you mentioned, do you need a balance patch for the Oni at all?
◢Damania◣ 4 Feb, 2020 @ 2:12pm 
My 8-Ball has about 950 strength with MW robotic arms and one-shots most enemies with 1100-1700 damage per hit on normal 1x damage multiplier. This is nothing compared to my recruited Executioner Tsep (South Hive Praetorian) and Bugmaster, who both have Heavy weapons, attack, strength, toughness and dexterity at 550+ and hit for over 2k per hit.

The Legendary enemies mod adds many enemies with stats around 150. The power levels are insane in my game, literal gods walking around and some small fry bug here and there thinking they have any chance. When you see a Starving Bandit with -2400 hp on his chest, you know your game is busted.
◢Damania◣ 4 Feb, 2020 @ 2:12pm 
Many mods add characters with strength over 100. Every skill in this game works in such a way that it becomes harder to level the closer it is to 100. Once a character gets strength over 200, it levels faster than level 1 to 2. After 300 it ticks several levels per weapon swing/ minute ran over-encumbered and stops at 553-559 depending on game lag.

As with many things in Kenshi, it is up to the player to moderate their own power.
mahatmadandy 4 Feb, 2020 @ 12:19pm 
One must be very carefull balancing further this patch; e.g. limiting str to 100 is quite bad, as it does not allow this patch to work properly with mods like Stronger Group Combat etc....
Loki 4 Feb, 2020 @ 12:04pm 
Awesome! Looking forward to the rebalance. Your tweaks let me keep the mod in my game. Oni wipe player bases but also NPC towns... which sucks. Players can run, kite, or otherwise deal with them. NPCs can't.

I think the stats in your mod are pretty good. I like that they can be KO'd by a stealthy character, kited by PCs too. Can you make the XP multiplier for strength be 0? Over 100 the strength stat continues to grow, without a way to stop it, and it makes them too OP to use as PCs. If not I'd suggest that strength be at 100 or below.

Armor with 100% head and torso coverage but no limb coverage is good. It means that NPCs have a fighting chance, so no more towns getting wiped. Especially with 3x attack slots... the roaming Oni can get stunlocked. Then have their limbs chopped off. Which is something they all deserve. It makes the armor useful with a downside.

mahatmadandy 4 Feb, 2020 @ 3:23am 
1000 x thank you :)
ToxicCalamari  [author] 3 Feb, 2020 @ 10:39pm 
@mahatmadandy
I intend to tweak the balance patch come this friday when I have a day off. so expect an update then!
mahatmadandy 31 Jan, 2020 @ 4:32am 
Very usefull mod . Thanks a lot. I agree with Damania - could you please rearrange stats, please? Also No Cut Efficiency patch would bring many new users, due to more clear damage distribution.
Loki 23 Jan, 2020 @ 9:37am 
Thank you for this! I love the mod's additions, but I was just about to make my own balance patch.
ToxicCalamari  [author] 17 Jan, 2020 @ 3:46pm 
I made it like that in thinking of how the lower half looks on it's own, which covers almost nothing. I could tweak it next time I get the chance.
◢Damania◣ 7 Jan, 2020 @ 12:35pm 
Also in this mod, you made the upper and lower have 50% and 40% stomach coverage. This means the attack on a stomach has .5x.6= 30% chance of totally missing the armor and hitting full damage to the stomach.
◢Damania◣ 7 Jan, 2020 @ 12:20pm 
Considering 8-Ball says he has never lost a fight, mainly because they tire of hitting him and the way the shell ball looks, a better way of distributing the coverage of the upper and lower parts should be 100% head and chest for the upper, then 100% stomach for the lower, while giving 0% for the limbs, meaning sooner or later the balls will be unable to move or attack, but their body is still protected inside the ball very well.

Also there needs to be a No Cut Efficiency mod for the Hazard Shells
InsideOutlander 3 Jan, 2020 @ 4:26am 
Solo Oni tactics in base mod are basically kite, kite, and kite harder. If you have some tank characters or nearby enemies to bait into running interference, all the better. You will need a lot of ammo.
Group of Oni or an actual raid in base game? Fuggetabowtit. YOU DIED.
So gonna give this a try.
ToxicCalamari  [author] 18 Dec, 2019 @ 1:31am 
I am debating nerfing their strength game stat from a sold 2x to around 1.5 or 1.8x, thoughts?
Gaz 15 Dec, 2019 @ 3:08am 
I enjoy the base mod but they are just too game breaking. I find this to balance them in a manner that lets them still be extremely strong but able to be defeated. 5/5
Bones 14 Nov, 2019 @ 6:01pm 
Oh my god thank you! I haven't tired it yet, but I had 40+ mid/high level get completely wiped, by around 10 or 15 of these bastards!
ToxicCalamari  [author] 13 Nov, 2019 @ 7:14pm 
I am not sure, but most likely, given it's a direct editing of NPC stats. When installing new mods it's always a good idea to import.
Statwise 13 Nov, 2019 @ 9:39am 
Does this require an import?