Search found 29 matches

by Maldrak
Tue Aug 07, 2018 9:48 pm
Forum: Feature Requests
Topic: Highlight Containers with loot (including unconscious/dead bodies)
Replies: 5
Views: 968

Re: Highlight Containers with loot (including unconscious/dead bodies)

How would you know what is in a container you haven't actually looked through? I suppose with fallen enemies you see things like fallen weapons and all that. I think they should keep meta-info to a minimum. The idea is that if you CAN loot it, then it should highlight - it's just saving the PLAYER ...
by Maldrak
Tue Aug 07, 2018 12:00 am
Forum: Feature Requests
Topic: Highlight Containers with loot (including unconscious/dead bodies)
Replies: 5
Views: 968

Re: Highlight Containers with loot (including unconscious/dead bodies)

highlighting enemies would defeat the stealth feature or the surprise factor that the game has when enemies/NPC's sneak up on you. Since it would only highlight visible enemies (ie, non-stealthed enemies, or those discovered by perceptive party members), this would not be the case. Stealthing enemi...
by Maldrak
Mon Aug 06, 2018 4:55 pm
Forum: Feature Requests
Topic: Highlight Containers with loot (including unconscious/dead bodies)
Replies: 5
Views: 968

Highlight Containers with loot (including unconscious/dead bodies)

Sometimes when you are looking around it becomes very difficult to see enemies/loot-able corpses, etc (because they mostly fell through the geometry, or are UNDER WATER, or are really small to start with, look like the machinery around them, or are otherwise completely invisible except to "pixe...
by Maldrak
Mon Aug 06, 2018 3:45 pm
Forum: Feature Requests
Topic: Armor suggestion (very long winded, but detailed, sorry)
Replies: 4
Views: 777

Re: Armor suggestion (very long winded, but detailed, sorry)

(( Going to reserve this post for actual final balancing numbers if it gets there - this is the post that will include actual numbers as people do experimentation and post replies/etc. ))
by Maldrak
Mon Aug 06, 2018 3:16 pm
Forum: Feature Requests
Topic: Armor suggestion (very long winded, but detailed, sorry)
Replies: 4
Views: 777

Re: Armor suggestion (very long winded, but detailed, sorry)

"Full" Plate/Heaviest Armor example: Let's try a heavy plate with heavy chain, Heavy Leather and Full Padding to get a feel for what this armor mechanic can make possible: (though realize, all but the strongest characters should be moving like molasses and no character is going to be dodgi...
by Maldrak
Mon Aug 06, 2018 2:09 pm
Forum: Feature Requests
Topic: Armor suggestion (very long winded, but detailed, sorry)
Replies: 4
Views: 777

Re: Armor suggestion

Just realized, I should probably give at least an example of what a few pieces of armor might look like in the tool-tip (all numbers are meant to be demonstrative, not quantitative, balancing is beyond the scope of this post unless/until more interest is expressed, making the investment of time wort...
by Maldrak
Mon Aug 06, 2018 12:35 pm
Forum: Feature Requests
Topic: Armor suggestion (very long winded, but detailed, sorry)
Replies: 4
Views: 777

Re: Armor suggestion

One last THOUGHT about the above, attack skill vs. defense skill can change the ratios of coverage. So, for instance, a high attack skill vs. low defense is more likely to hit the weakest area, and high defense vs low attack is more likely to direct attacks into the heaviest coverage. Ie, to a low a...
by Maldrak
Mon Aug 06, 2018 12:31 pm
Forum: Feature Requests
Topic: Armor suggestion (very long winded, but detailed, sorry)
Replies: 4
Views: 777

Armor suggestion (very long winded, but detailed, sorry)

Since there seems to be some struggle balancing armor, and I really don't like the idea of plate armor not having complete coverage (there's a reason plates are attached to leather or chain-mail under-layers)... Each armor would be made of Coverage of each part by material, and "thickness"...
by Maldrak
Mon Aug 06, 2018 10:36 am
Forum: Feature Requests
Topic: Supply, Use, Harvest, and Work jobs for every building (as appropriate)
Replies: 0
Views: 330

Supply, Use, Harvest, and Work jobs for every building (as appropriate)

The automatic jobs thing needs a little tweaking/fine tuning, and I'd like to recommend the following: Each building would have (up to) 4 job options (right-click hold menu) as follows: Supply: Anyone with this job will try to keep the building fully supplied (gathering items from storage around the...
by Maldrak
Mon Aug 06, 2018 10:18 am
Forum: Feature Requests
Topic: "Gear Sets"
Replies: 1
Views: 656

"Gear Sets"

I want the ability to create "outfits" or "Gear Sets" either by simply having a "lock" option on inventory slots or having outfits that can be created and stored (even just a "snap shot of the current inventory layout" would be much appreciated), then attached...
by Maldrak
Mon Aug 06, 2018 10:03 am
Forum: Feature Requests
Topic: Request: "Next Squad Member" keybinding
Replies: 3
Views: 865

Re: Request: "Next Squad Member" keybinding

I don't know about individuals but "Tab" cycles squads. OMG - now that it's mentioned I've been tabbing through squads with Tab forever now, and just wans't even thinking about it - holy freak muscle memory is scary! LOL. But yeah, through each squad member would be nice - I find I freque...
by Maldrak
Sun Aug 05, 2018 5:33 pm
Forum: Feature Requests
Topic: Request: "Next Squad Member" keybinding
Replies: 3
Views: 865

Request: "Next Squad Member" keybinding

Previous Squad Member would be nice too, but squads are small enough to allow a wrap-around functionality instead. Basically, i find myself scrolling through my squad members often enough, with squads bigger than 10 (so can't just use the number keys to get those last few members). A keybinding for ...
by Maldrak
Sun Aug 05, 2018 5:30 pm
Forum: Feature Requests
Topic: Advanced mod loading options
Replies: 3
Views: 915

Re: Advanced mod loading options

A fairly simple solution might be to simply prompt when loading a save with mods different than those currently loaded/selected in the loader... Something like the following message popping up when you try to load a save game with a different mod list/order than is currently loaded (obviously, isn't...
by Maldrak
Sun Aug 05, 2018 3:16 pm
Forum: Bug reports
Topic: 98.38 Unit stops Healing/Repairing itself when healed by another
Replies: 0
Views: 206

98.38 Unit stops Healing/Repairing itself when healed by another

A unit member that has been healing/repairing itself will stop repairing itself when someone else DECIDES to heal them (whether they're anywhere near to doing it or not.) Even if that other person is much worse (slower) at healing. I understand the need to make them stop moving while being healed so...
by Maldrak
Sun Aug 05, 2018 1:31 pm
Forum: Bug reports
Topic: 98.38 Manning a Turret from inside the water = Invincible Win
Replies: 1
Views: 257

Re: 98.38 Manning a Turret from inside the water = Invincible Win

Realized right after I posted this that I could probably exploit the load delay to resolve the issue. It worked, but that too is a bit of a bug/exploit (perhaps unavoidable though...) How to Resolve this issue if you encounter it in 3 easy steps (workaround/exploit): Step 1) Get someone up to the tu...
by Maldrak
Sun Aug 05, 2018 1:08 pm
Forum: Bug reports
Topic: 98.38 Manning a Turret from inside the water = Invincible Win
Replies: 1
Views: 257

98.38 Manning a Turret from inside the water = Invincible Win

I encountered a Ruin that had a turret being manned by a guy in the water. The turret fired at me, but I could not attack, stun, or otherwise fight the operator. Screenshot attached.
KenshiInvulnerableHarpoon.jpg
KenshiInvulnerableHarpoon.jpg (258.58 KiB) Viewed 257 times
by Maldrak
Sat Aug 04, 2018 7:58 pm
Forum: Bug reports
Topic: 98.46 Carried Corpses disappear from my shoulder...
Replies: 2
Views: 294

Re: 98.46 Carried Corpses disappear from my shoulder...

dead despawn over time. Yeah, of course, but it's happening really quickly (a few in game hours, as opposed to days in the non-experimental) since this last patch (maybe having something to do with the new save system?) And it really shouldn't happen at all while on screen or being carried. In fact...
by Maldrak
Sat Aug 04, 2018 1:01 pm
Forum: Bug reports
Topic: 98.38, 98.46 Recruits with negative skills
Replies: 4
Views: 487

Re: 98.38, 98.46 Recruits with negative skills

Just did a complete clean re-install (uninstall via steam, then re-install) of Kenshi to non-experimental version (98.38 I believe), and it's happening there as well (and added 98.38 to version list of bug title.)
by Maldrak
Sat Aug 04, 2018 12:57 pm
Forum: Bug reports
Topic: 98.38, 98.46 Recruits with negative skills
Replies: 4
Views: 487

Re: 98.46 Recruits with negative skills

Did some testing with the FCS, and it looks like this is being caused by the "Stats Randomize" stat on the characters. If I set that to zero, then no negatives. Might I suggest changing the "Stats Randomize" to addition only, since you can create the same range, but without the n...
by Maldrak
Sat Aug 04, 2018 9:58 am
Forum: Bug reports
Topic: 98.38, 98.46 Recruits with negative skills
Replies: 4
Views: 487

Re: 98.46 Recruits with negative skills

This honestly sounds more like a feature than a bug. It'd probably be cool, except for a few issues: 1) Once negative, all training/practice seems to make the skill more negative, so if say Dodge is negative, the more this guy gets attacked, the more negative it goes... It'd be fine if it just mean...