Your feedback: Base Attacks & Campaigns

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.

How are you finding raids on your base?

Too frequent, it's annoying
16
22%
Okay, but they're too weak and easy
18
25%
Perfect, I like it the way it is
18
25%
Too few raids, it's a little dull
7
10%
What raids? I'm getting no action
0
No votes
Other (please comment below)
13
18%
 
Total votes: 72
Messala
Posts: 45
Joined: Mon May 22, 2017 7:36 pm

Wed May 30, 2018 7:30 am

My Base is in Howler Maze, squad of 33 with all of them 30-50 att and def. I only got raided once by Slavers, although I'm not sure why? they kind of teleported into my base as well and claimed "You have something of ours!" and started attacking. (They got destroyed). And I can also attest for bases in Leviathan Coast, it's very much a cake walk once you get settled as every single raid I had experienced there just fell victim to garru's and the Leviathans. They never reach the player's base if you build on top of one of the two larger mountains there. Could be intentional though cause I actually planned for that to happen which was why I chose to make a base there, I think it's cool.

I remember reading about base's having levels in one of the Kenshi blogs, is that feature being dropped? Because I assumed with that feature the size, strength, and context of the raids would be calibrated depending upon the base's level

rashaverak
Posts: 1
Joined: Thu May 31, 2018 1:14 pm

Thu May 31, 2018 1:18 pm

newbie here, setup in Ocran valley, priest came to pray and I went to visit him with a member of my squad of obviously wrong race, priest got upset telling me about informing the high Inquisitor and left. After some time raid came to remove my base from holy lands, I was excited, I would not have chance so I left my outpost and was watching from distance, they just run a few seconds there and back in my base and then left. Everything stayed untouched. That left a lot of bitter taste to be honest, would expect much more. Too easy.

Grieferbastard
Posts: 2
Joined: Sat Jun 02, 2018 7:12 pm

Sat Jun 02, 2018 7:33 pm

I like them but feel that especially the weenie rush ones like hungry bandits need some sort of "clearly this isn't working" indicator. I've wiped out hungry/desert bandit attacks every other day at least for a month.

It would be good if any/all raids had an indicator for prior success. Did they bypass the gates? How much damage did they do? Have they ever gotten anything from a raid? If you're constantly smashing a faction outside your gates they should stop trying to raid for a month at least. In fact they should try to make peace/truce - dust bandits should want at least semi-peaceful relations with neighbors who keep trouncing them for example. Maybe major factions will just keep ramping it up but UC, bandit factions? Why are they constantly suiciding against enemies they can't beat?

Messala
Posts: 45
Joined: Mon May 22, 2017 7:36 pm

Sat Jun 02, 2018 9:48 pm

Grieferbastard wrote:
Sat Jun 02, 2018 7:33 pm
Why are they constantly suiciding against enemies they can't beat?
I agree with this general idea too. If it's not possible to change that's okay. But if it "can" be changed or altered that'd be cool too. It just feels a bit odd when these fairly intelligent factions that have grown to power keep making suicide missions as if a 5 year old was their commander. Maybe the raids could get exponentially stronger until at one point they send truce which stops all raids against the player's base but adds or minus's like 75 faction relations with the player depending on how the player responds to the truce

SavageNZL
Posts: 4
Joined: Sun May 27, 2018 1:28 am

Sun Jun 03, 2018 11:39 am

When I first set up in holy nation area I was getting attacked faster then my guys could heal in beds, so they come in k0 everyone and leave and then id pick everyone up and heal and put to bed and then get attacked again by like 5 inquisitors + pallys and just get walked over.
But now I never get attacked at all, and the odd time I do get attacked my allies never show up or show up after the fight so its a bit weird

Comrade
Posts: 13
Joined: Mon Aug 19, 2013 7:16 pm

Sun Jun 17, 2018 10:21 am

I would definitely appreciate a slider that allowed me to scale raid frequency up or down depending on what type of game I want to play.

Also, someone mentioned this earlier, but I want to reiterate it: I like having secret bases, and it feels a bit unrealistic that the HN would know exactly where my base is as soon as it's built. It would be cool if they learned about it through a) stumbling upon it woth patrols, b) through word of mouth from traders, or c) from captured PCs or allies. Additionally, it'd be cool if after a patrol stumbles upon my base, I could have the option of killing them all to maintain my secrecy. That'd give me a reason to set up patrols and scouts around my base to keep spies from discovering my hideout. Perhaps there could even be varying levels of "accuracy" to their intel, where the search the area with patrols, and leave after a certain time period (for instance, if they run out of food)

Also, I have trained up a squad of ninjas, and have nothing to do with them. It would be cool if my own raids and targeted assassinations had an effect on raid frequency.

TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Sun Jul 22, 2018 3:33 am

Comrade wrote:
Sun Jun 17, 2018 10:21 am
I would definitely appreciate a slider that allowed me to scale raid frequency up or down depending on what type of game I want to play.

Also, someone mentioned this earlier, but I want to reiterate it: I like having secret bases, and it feels a bit unrealistic that the HN would know exactly where my base is as soon as it's built. It would be cool if they learned about it through a) stumbling upon it woth patrols, b) through word of mouth from traders, or c) from captured PCs or allies. Additionally, it'd be cool if after a patrol stumbles upon my base, I could have the option of killing them all to maintain my secrecy. That'd give me a reason to set up patrols and scouts around my base to keep spies from discovering my hideout. Perhaps there could even be varying levels of "accuracy" to their intel, where the search the area with patrols, and leave after a certain time period (for instance, if they run out of food)

Also, I have trained up a squad of ninjas, and have nothing to do with them. It would be cool if my own raids and targeted assassinations had an effect on raid frequency.

I'm not sure if this was a mod generated event but for the HN i once saw a "chosen one" fighting in the skimsands region agains UC scouts. Maybe they could add random patrols that might stumble upon your base by accident and unless you kill them, they will report your base to the nearest headquarter of that nation. It'd be a cool thing to see.
...and so my legacy continues...

Lehanius
Posts: 3
Joined: Fri Jul 13, 2018 4:41 am

Sun Jul 22, 2018 11:10 am

I've had very different (both nice and terrible) experiences with different bases and relations with other factions.

In my first game, I built a copper ore storage just outside The Hub towards the stormhouse to the north and then there came Black Dragon Ninjas and Band of Bones to attack my single ore storage. I thought "wow, they really want my ores", and then they either stayed there for a while and left or engaged with the troops at The Hub (I occasionally ran there to protect myself). Needless to say, it felt very weird.
Then I built another base a little bit to the west, between The Hub and the first Hive and removed my ore storage (because the ninjas were still trying to attack it and were simply ignoring my real base). Ninjas and Dust Bandits very frequently beat my guys, but it was cool since I could heal my people and I saw they were getting stronger, though the ninjas just got around some food furniture doing nothing (which gave me a chance against them but didn't feel right, specially after I bought a bull that just trampled them all while they were busy dancing 'round my food). Even so, it was kinda funny and there were nice fights after I engaged them.


Second game I settled close (almost inside) to the first hive west to The Hub. Main problem were the Beak Things, they were constantly KOing some of my guys (I had about 5 or 6). I could avoid some of them by sending my people to work on stealth mode yet once in a while I had to rescue someone from being eaten. It was chaotic and very nice, I even took a beak thing to help me train, until it grew to Elder and it was no longer safe to train with it. Then after I provoked the HN, they started sending raids to me. It was really challenging to defend their first 5 or 6 assaults but then I built a watchtower, double gate, one turret MKII and had 2 of my guys (70-80 skills) shoot them with crossbows through the gates. They could still break through the gates but then I could finish them off on melee. It was very cool when they sent one or more inquisitors, cause they were really hard to take, but then they stopped sending them and it became too easy.


So, in the third game my experience was absolutely terrible. I was willing to make a base at the heart of the HN (around the barycenter of Stack, Blister Hill and Bad Teeth, by the river), then fight some weaker troops, get my guys good, build up my defenses with turrets and then provoke the HN to see how I would hold up. I think it would have been a great experience if there weren't so many bugs (basically undesired behavior). Instead it was really really terrible: river raptors attacked my gates, my guards wouldn't shoot them with the turrets so they broke in, got to my crops then killed or dismembered half of my 20 guys (with stats 1-20). Then there came dust bandits or black dragon ninjas, the gates were already broken (turret guards wouldn't shoot at them anyway, I had to manually tell them to, almost enemy by enemy). Then sometimes HN guys would decide to fight me too (dunno if they got struck by a turret bolt or what) and then I was being attacked by 3 neutral factions and the raptors (which are also neutral) with no chance to defend my gates cause the guards just wouldn't shoot. On top of that, raptors and HN troops spawned inside my town or somehow got to the top of my walls with no ramps and then their friends would come and strike at my gates so I could either leave them open (or broken - and eventually get butchered) or shoot the paladins and get butchered immediately. I still was able to defend against some announced attacks, because then I could see them coming and manually tell my guards to shoot. I imported the game several times, used F12 to change town position (which actually fixed spawning inside my base but not people and animals climbing(?) my walls). Eventually, some of these neutral factions turned hostile and were shot on sight, which made things much better. Also, river raptors didn't show up much anymore and then the game was playable.


I'd boil it all down to:
- raids are fun, need a bit of scaling to keep it challenging, sliders to adjust them is a nice idea to customize the experience, AI needs improvement;
- bugs can make it hell: neutral factions like raptors, slavers and trapped guys that shouldn't be there attack gates and doors and very often the guards won't auto-engage them (or they could, but... in some cases, should other people really be attacking the gates and doors? Why are they committing crimes, being hostile?)
- in the case of raptors, (and other factions too, maybe) it would be nice to be able to set them as a hostile faction so that they would be engaged on sight instead of waiting for them to break gates and eat the crops.

Overall, I think the players already get a chance to avoid (or make) some enemies, like paying dust bandits, giving in to prayer days or just choosing another location to settle, which is a very cool built-in difficulty selector. I think you should keep that design in mind to offer the player ways to adjust (with trade-offs) by whom and how hard they want to be attacked. And if someone builds a feminist non-human hashish empire at the heart of the HN, one should known what to expect.

PTTG
Posts: 33
Joined: Mon Jul 02, 2018 12:28 am

Mon Jul 23, 2018 1:58 am

My problem is the wild animals deciding they want to go into my base, knocking down my door, and then killing everybody.

The base attacks were a minor concern in comparison.

ronvandorp
Posts: 58
Joined: Thu Mar 01, 2018 12:32 pm

Tue Jul 24, 2018 2:39 pm

I have 3 bases that are all continuously occupied.

Faction relations
Allied to the Shinobi Thieves, Shek Kingdom and the Slave Traders
Neutral to the Trader's Guild, Holy Nation
Enemies of the Hounds, United Cities, Hive

where your base is located
Base 1: No walls. The Swamp, north east side where biomes meet and all crop types grow. Possibly the best location for a base in the game.
Base 2: No walls. The Grand Desert, between Heng, Stoat and Heft
Base 3: Walls and mounted crossbows. Leviathan Coast, south east side

who has attacked/ visited you
Base 1: Swamp Ninjas most often. Wandering Red Sabres groups attack frequently, but those are not raids. After I kidnapped the Western Hive Queen, I got attacked by Hive raids a lot. Also the Hounds.
Base 2: I warred with the Trader's Guild, United Cities and The Hive a lot. Eyegore also attacked.
Base 3: Exclusively Cannibal raids

the size and average levels of your squad
Base 1: 12 mêlee, average stats mid 40's, Specialist Gear or better, all have Edge Type 1 or 2 weaponry or Masterwork crossbows
Base 2: 9 mêlée (stats 60's-80's, 6 have Meitou weapons, 3 have Edge Type 3), 4 crossbowmen (stats 70's), 1 martial artist (stats 80's) and 1 bull (stats 70's).
Base 3: 8 martial artists with skill improving clothing, no armour, Masterwork crossbows to complement, stats mid 30's

challenge
Base 1: I have some challenge from The Hive, who attack in great numbers and have decent stats. The Swamp Ninjas ignore my people and go straight for the good, then stand there idly. You can slaughter them with no resistance. Bug?
Base 2: My characters are so far beyond my opponents, only Eyegore provided some challenge. A Holy Nation attack might have been interesting, but they never attacked even when I was at war with them over using the Holy Lord as a punching bag. When I later caged his holiness, beat him up again and then healed him, they were no longer hostile, so no attacks after that either. The Hive and the Tax Evasion groups get absolutely slaughtered, with one character on full dismembered limb disposal duty. One hit tends to one-hit-kill three Hive at the same time.
Base 3: A lot of challenge in the beginning since my martial artists are less skilled and less numerous than the people in my other bases. But since only the Cannibals attack, the attacks get easier every time as my characters increase their stats.

some notes
Right now it makes total sense to turtle up. It is the safest way to level your characters. Enemies just come to you.
Some attacks are super strong early in the game, especially Holy Nation. It gives real consequences to waging war. Once you reach the point where I am in the game, I can war everybody at the same time without consequences.

RedRunningFox
Posts: 5
Joined: Thu Aug 02, 2018 2:59 am

Thu Aug 02, 2018 3:35 am

I am a new player (loving it so far) only about 50 hours or so under the belt, still working things out. I didn't vote, because I can see how its going to go when my "team" gets strong enough. At the moment I have a "team" of 8 and really all they can handle is a group of wandering dust bandits 5-9 or so, anything else and everyone is dead, I have to reload and abandon base before they arrive. But I can see, as my followers get better ranked, after each one they survive, I am going to be keen on the harder raids. Also, I had a cool thing happen the other day, where a bunch of ninja wandered through, and got caught in a bandit raid, bodies everywhere, and about 20k of loot all up. I don't mind abandoning base, because I have all my training gear set up in town, so I can train, or I can do a run to the next town to up athletics levels. Never a wasted moment in the game. I have also found, that if you can run fast enough, you can "bait" groups of bandits to follow you into the heavily fortified towns, whose guards attack them, then you can turn around and get in on the action, without risking loosing a man or getting overwhelmed. I have pulled this trick a couple of times now, and there are less bandit camps around the town.. kind of a shame, maybe have them gradually build up their numbers after a couple of weeks after destroying their camps?

samortal
Posts: 1
Joined: Sun Sep 30, 2018 1:06 am

Sun Sep 30, 2018 1:15 am

My base is on the edge of the swamp pretty close to the center of the map near the Waystation and right next to what will be the new continent on the next release. I found the attacks here are too frequent. Sometimes I have a band of Swamp Raptors eating my crops while Ninja or Red Sabers are attacking and I have a Tax man trying to get 6000cats. I also have dust bandit raids, and Holy Nation prayer day or raids.

There is literally some sort of invasionary force on an almost daily basis in this location.

The positive of this constant threat is through many hours of unconsciousness I'm in-game day 164 and my troops are now strong enough to stand up to even the Tax Evasion hit squads. I just wish I had more opportunity to explore without having to constantly send my warriors back to the base to defend from some attack or another.

dragonalumni
Posts: 101
Joined: Sat Apr 22, 2017 1:10 am

Sun Sep 30, 2018 7:27 am

Halfway between Hubb and the Stack on a hilldside with copper, iron and water, but arid af.

I build a single small hut. Suddenly I'm a target for every faction on the map every few hours. (why?)
Visits are so frequent I can have 2 different kinds of bandits and Holy Nation at the same time.
Holy nation does nothing about bandits demanding loot or threatening a friendly settlement.
Several groups bug out and never leave. Aggro Ninjas (Shinobis?) have been in my base like 3 days.
Had a similar situation with whatever those neutral roamers are called with a couple of pack animals that you can't interact with.
Please tone down the number of visits for straight up vanilla games, also I would really like to see a frequency modifier on the options.
Also, I just hope the code can be finished. Holy Nation and 3 kinds of bandits and nobody even notices the other factions.

The most annoying fact is how badly the scripts are working.
base attack ends but they just run around in circle in my base darting in and out of buildings for endless hours
sometimes they don't leave and I have to reimport my game (Ie the game is busted) (the game said they are leaving)
holy nation doesn't registered prayer sessions 100%, one time I went through the motions and I went back to work and
it started the "aversion to prayer script, reporting".. so I reloaded.

MULTIPLE FACTIONS SHOWING UP YOUR BASE SHOULD INTERACT IN A TOTALLY HILARIOUS WAY.
paladins should wipe out most unwanted raids.
thieves and devilhorn bandits should fight each other.

but more or less frequency is too high, I have absolutely nothing to steal yet I get 2-3 visits a day.

User avatar
philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Thu Oct 04, 2018 8:41 am

Messala wrote:
Wed May 30, 2018 7:30 am
My Base is in Howler Maze, squad of 33 with all of them 30-50 att and def. I only got raided once by Slavers, although I'm not sure why? they kind of teleported into my base as well and claimed "You have something of ours!" and started attacking. (They got destroyed). And I can also attest for bases in Leviathan Coast, it's very much a cake walk once you get settled as every single raid I had experienced there just fell victim to garru's and the Leviathans. They never reach the player's base if you build on top of one of the two larger mountains there. Could be intentional though cause I actually planned for that to happen which was why I chose to make a base there, I think it's cool.

I remember reading about base's having levels in one of the Kenshi blogs, is that feature being dropped? Because I assumed with that feature the size, strength, and context of the raids would be calibrated depending upon the base's level
The levithian coast is the best base location. Steam user "ancient biblical hentai" has these insane screenshots and descriptions of the levithians "stomping cannibals like grapes as if it was old time wine making" this was before blood was added. It was an amazing screenshot. just piles of dead cannibals that died before they were half way to that base. It would be a river of blood if it happened now. From what i understand squad size and nest size was maxed out, so tons of cannibals and levithians.

but yeah, Levithain coast is an easy place to set up an outpost, very easy in fact. if you are playing with a very small squad, you can loot all the materials you need off of the ruins, and build a very good base at no cost. Keep your squad size small, then wall the base off, and the levithians will keep you from being bothered. tons of books near by, and close to worlds end so researching is easy.

Depending on the mods installed, you may need a base there for pearls to craft with. the ground is 100% arid and green, so growing crops is very easy. the only downside is no merchants will visit you, but for several play styles that is a plus.

since playing 99.1 i have had incidents of both prayer day AND imperial tax collectors bothering me in the border zone, along with dragon bandits complaining about having to bring back stuff. apparently the border zone is very contested. It's weird because this happened a few minutes after i built the shack. I was contemplating sticking around long enough for the tax man and the inquisitors to show up and see who would win the fight. that may be a whole new level of game play where you aggro both nations into a fight and sneak back to loot the dead. all you need is a tiny shack, a farm, and patience to wait long enough to trigger the two events.

Base levels is something that should happen. It should be triggered by both base size and faction affinity. If a faction likes you, then they would not want to send the tax man so much. If they hate your guts, then they will send a large force to burn your isolated settlement to the ground. If you have a stupid high bounty, then everyone should be coming for you in droves.

dragonalumni
Posts: 101
Joined: Sat Apr 22, 2017 1:10 am

Thu Oct 04, 2018 11:50 am

re: leviathan coast

I recently moved out the boderlands, not because I wanted too or anything but I wanted to check to see if I could get anything out of an armory. I found enough mats to make a basic stone mine, basic material builder and and an iron plate machine so I decided to stick around.
I must be in a a different spot than other reports because a leviathan has never helped me. I often get attacked by cannibals and have been visited by one hive trader.

All and and all I can just say that it's not a perfect spot, I'm a million miles from a town the raids still can be serious, but they are not often. One hive farmer trader visited me and now I've got a hemp and wheat farm going and raptors try to sneak in and eat it, so I don't have to go out for leathers. Ends up being pretty good as now I can make meatwraps, and I'm stocked full of animals skins and meat thanks to those raptor raids.

Raptors and cannibal raids are still fairly serious for my 7 man group but now I've finally got a full out production going with a lot less interruptions.

Serptonius
Posts: 3
Joined: Mon Sep 17, 2018 12:06 am

Thu Oct 04, 2018 11:06 pm

I think it has to do with location. i am watching a lets play by Nookrium and he gets a constant flow of attacks. he built his main base between the hub and squin. i built my first base in the cove due southwest of adnag and I saw only a single attack in my whole play through. This play through i am trying to rebuilding the hub and have seen quite a few hungry and dust bandit groups.

OdinsMonocle
Posts: 1
Joined: Fri Oct 05, 2018 9:34 pm

Fri Oct 05, 2018 9:59 pm

I have two bases at the moment that I journey between.

One I set up south of the foglands on the edge of the mist but I did not realise I was right next to a death yard so i expected the constant attacks from fogmen and they sometimes ambush the HN assaults when they are attacking so it helps.

The other is more central on the map near the tiny settlement and I get a variety of attacks from dust and starving bandits, holy nation (messed up Seta and claimed his bounty they were not pleased) and black dragon bandits but they are yet to breach my defence.

All in all the raids are decent Good job so far and keep up the great work!. :mrgreen:

sionathan
Posts: 1
Joined: Sat Feb 27, 2016 11:31 pm

Mon Oct 08, 2018 4:52 am

There needs to be a way to select a default response, so that (for example) when the Holy Nation Prayer Day comes by, you can designate a guy with a Holy Flame in his inventory to automatically accept the event and move on.

It seems like if i don't manually tab back to that base and click through the lengthy dialogs manually, it defaults to rejecting the prayer day event and the HN starts sending inquisitors to raid me. My base is strong enough to reject their assaults (dozen, manned double-barrel turrets; 90ish people in base with 20-60 stats & great gear), but i don't want to have negative relations with the HN in the first place.

I go through a lot of trouble to (on occasion) build positive kharma with my neighbors since i have multiple sites edging their territory, but if i fail to notice the all-too-frequent notices about incoming events, or if i have activity going on elsewhere and don't want to click back to walk through it, then a battle happens, i slaughter them, and my relations drop into the toilet.

Slam Jones
Posts: 12
Joined: Sat May 27, 2017 4:07 am

Mon Oct 08, 2018 9:15 pm

Summary
As I've found, the raids are difficult at first but quickly become trivial with a high-level gate and a few harpoon turrets. In the swamp, in my experience, the biggest threat are the spiders eating my people and raptors eating my crops, rather than the local gangs demanding money. It makes a real struggle to keep all your limbs and get established, but pretty rewarding once you finally do.

where your base is located
In my most recent playthrough, I've set up in the swamp, a short walk due west of Shark. Intention is to produce hashish and sake and sell them to far-flung UC cities such as Sho-Battai.

who has attacked/ visited you
I've seen a lot of organized Red Sabre raids, a good number of Bandit Demand attempts from Dust Bandits, the occasional lone Swamp Ninja (though no organized raids yet), and sometimes a Band of Bones raid. I am allied with the Hounds (did the job for their leader to smuggle hash to Clownsteady) so they often show up with reinforcements around the same time as the Red Sabre raids (I am closer to the Red Sabre hideout than I am to the Hound village of Rot, so the Sabres usually get to my base first). The most dangerous has actually been the red spiders, which seem to like lurking outside my gates and rushing in as soon as they open, or ambushing my caravans at inopportune times.

- the size and average levels of your squad
My base has about 10 guards with base stats (Str, Dex, Tough) between 20-50 (turret stats now up to 80+ due to so many raids), 8 farmers with base stats in the 10-30 range, and about 12 craftsmen with base stats similar to the farmers. The caravan squad has about 12 warriors with stats of 40+, but are often away from the base. All are outfitted with mid-tier armor and weapons.

Lifferds
Posts: 5
Joined: Wed Oct 10, 2018 1:02 pm

Wed Oct 10, 2018 1:31 pm

The freq and size settings make those parameters fully acceptable, what I find to be worse is the cluster nature of the raids, SBs followed immediately by DBs, followed immediately by Black Dragons then Prayer Day. I was able to defend against SBs and DBs but got beat up and gates are now gone. With the BDs coming I left town for the way station SW of Tiny Village (I am east of Tiny Village, south of Holy Mines). While the Dragons are still there running around Prayer Day occurs and because I am not there (raid still going on) they leave to get the inquisitor. Paladin should come into outpost, look around, realize no one is home and return another day.

This was not the first nor probably the last cluster of raids.

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