Search found 29 matches
- 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 ...
- 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...
- 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...
- 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. ))
- 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...
- 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...
- 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...
- 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"...
- 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...
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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...
- 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.
- 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...
- 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.)
- 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...
- 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...