Search found 4 matches

by Banlish
Tue Jan 19, 2021 8:17 am
Forum: Feature Requests
Topic: [Kenshi 2] Exploitation 'Trips' of an Area
Replies: 0
Views: 1370

[Kenshi 2] Exploitation 'Trips' of an Area

First paragraph is my little attempt to make Devs not hate these suggestions. Then the second paragraph jumps into the gist of the idea. Third Paragraph and onwards goes into detail. So dev's don't hate it. Instead of something that will be a nightmare for the devs to code, I wanted to suggest somet...
by Banlish
Thu Sep 24, 2020 8:46 am
Forum: Feature Requests
Topic: [Kenshi 2] New DEPLETABLE resource nodes
Replies: 0
Views: 1100

[Kenshi 2] New DEPLETABLE resource nodes

Since the game will be set 1000 years in the past, a few ideas come out that might be easy to implement and enjoyable for the players. Depletable resource nodes High Quality wood node (think of a very straight and densely packed area of trees) Uses for the resource: - These would be good for making ...
by Banlish
Wed Sep 16, 2020 10:34 am
Forum: Feature Requests
Topic: [Kenshi 2] Specialized inventory slots (plz read/suggest)
Replies: 0
Views: 1214

[Kenshi 2] Specialized inventory slots (plz read/suggest)

Instead of something that will be a nightmare for the devs to code, I wanted to suggest something simple that hopefully achieves a few things. 1. Devs don't pull hair out reading it thinking of the 100,000 lines of code that could be required (aka they might want to build it) 2. Players think it's a...
by Banlish
Fri Feb 21, 2020 2:26 pm
Forum: General
Topic: Kenshi 2 Announced
Replies: 48
Views: 297700

Re: Kenshi 2 Announced

rrory wrote:
Tue Dec 03, 2019 10:47 am
oh thank god no more beak things
Beak thing precursors! \o/

Just imagine if you will.

Current Beak things are the 'lesser' version of whatever came 1,000 years ago. Which is why robotics were so prevalent, to STOP those precursors.

.......

Yeah..... I went there.
;)