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Encumbrance trainning stuck at 12%?
Posted: Mon Jan 06, 2014 1:09 am
by TacticalMaster
I overloaded my character at 98% so it might make them earn strength quickly with heavy encumbrance. But I apparently noticed something: It's at 12%? Even if the character is nearly overloaded to nearly the point when they can't move at all... The maximum encumbrance is 12%?
Re: Encumbrance trainning stuck at 12%
Posted: Mon Jan 06, 2014 2:43 am
by Hatsune_Neko
thats Xp bonus
max is 12%
Re: Encumbrance trainning stuck at 12%?
Posted: Tue Jan 07, 2014 3:38 pm
by ChiefNinja
Worth noting that in combat it can go way higher than 12%. When one of my guys was using a fragment axe, I saw it get up to about 110% I think.
Re: Encumbrance trainning stuck at 12%?
Posted: Tue Jan 07, 2014 4:16 pm
by Tolwrath
Yeah the walking encumbered strength gain was dialed down significantly. It used to cap at 50%, which meant you could get a 90 strength character with very little effort. When you start getting that strong you start doing enough damage to kill in one hit. As in more than 200 damage.
Re: Encumbrance trainning stuck at 12%?
Posted: Tue Jan 07, 2014 7:30 pm
by hbrown
ChiefNinja wrote:Worth noting that in combat it can go way higher than 12%. When one of my guys was using a fragment axe, I saw it get up to about 110% I think.
You might be mistaking the combat strengh with the emcubrance

, at least to me that seems to always be at 10%, never noticed different value than that
Re: Encumbrance trainning stuck at 12%?
Posted: Tue Jan 07, 2014 9:42 pm
by Hatsune_Neko
at its current rate, it makes it a long journey to get to max stats
which to me is perfect.
once you hit 20 in prime stats ( with a 5 person squad ) you can take on squads of hungry bandits and dust bandits and win. ( with large amounts of damage to you )
At 30 Sand ninjas
at 40 Holy Empire
at 50 it becomes rare that any of your 5 person squad gets knocked out.
Re: Encumbrance trainning stuck at 12%?
Posted: Fri Jan 10, 2014 3:07 am
by philthymcnasty
Hatsune_Neko wrote:at its current rate, it makes it a long journey to get to max stats
which to me is perfect.
once you hit 20 in prime stats ( with a 5 person squad ) you can take on squads of hungry bandits and dust bandits and win. ( with large amounts of damage to you )
At 30 Sand ninjas
at 40 Holy Empire
at 50 it becomes rare that any of your 5 person squad gets knocked out.
At 60 strength and a plank or fragment axe, you can solo cannibals. Make sure you are wearing heavy armor though.
Re: Encumbrance trainning stuck at 12%?
Posted: Mon Jan 13, 2014 4:08 pm
by Set
Before 0.58 max exp % bonus was 15% but now yep...12% is the max but that isn't bad!
Re: Encumbrance trainning stuck at 12%?
Posted: Sun Jan 19, 2014 7:27 pm
by CptData
If you really ask me, the game needs a gym. Right now, training someone's strength takes a tad too long for my taste - you can train labor & co much faster.
I know this is not the suggestions forums, but what about that little proposal:
Strength is used for most tasks. More strength means better performance in some cases, like labor. Depending on the type of labor (farmer, distilling alcohol, miner, ...) your strength may have more or less impact on the work's performance. However, certain work also contributes to your strength stat: a miner may have a better gain of strength (and endurance) than a distiller, for example. A farmer doesn't need that much strength, but endurance, ... you get it. Depending on the labor, your strength stat grows and also that labor profits as well.
And, of course: I'd like to see some sort of gym. Put your PCs in there and they'll become better and better. Of course, give us multiple "marks" - Gym MK I, Gym MK II, Gym MK III - and each gym level grants up to 5 levels, like training dummies.
Speaking about those: I'd love to see training dummies improving weapon skill as well. Means: if you use a Katana on a training dummy, your Katana skill grows. Using a Hacker class, the Hacker skill grows and so on.
Last but not least: a nice small arena. Pit your PCs in on vs on matches and allow 'em to grow their stats used in combat. It may grow their stats up to 25 or so, then you have to go out and deal with real foes. But that -really- should be enough for most guys.
Re: Encumbrance trainning stuck at 12%?
Posted: Sun Jan 19, 2014 8:01 pm
by Hatsune_Neko
a Gym of a few different types has already been suggested
try using search Gym
Re: Encumbrance trainning stuck at 12%?
Posted: Sun Jan 19, 2014 8:58 pm
by CptData
Hatsune_Neko wrote:a Gym of a few different types has already been suggested
try using search Gym
Guess so - that's why it's not about a gym only, but also different ways to increase strength.
Right now I have a pack mule that's usually delivering booze to a nearby town. He got strengt 26 or so - it took two ingame months to get him that far.

Which is a bit odd.
Re: Encumbrance trainning stuck at 12%?
Posted: Sun Feb 09, 2014 3:47 am
by SilverCephas
Really? One in game month in and my main guy (The Pack Mule) is at 72 strength, It takes AGES to increase it past then. About 1 real life hours to raise it by 1.
Re: Encumbrance trainning stuck at 12%?
Posted: Sun Feb 09, 2014 4:49 am
by Hatsune_Neko
SilverCephas wrote:Really? One in game month in and my main guy (The Pack Mule) is at 72 strength, It takes AGES to increase it past then. About 1 real life hours to raise it by 1.
sounds about right.
gets harder the higher up you get
Re: Encumbrance trainning stuck at 12%?
Posted: Thu Feb 27, 2014 1:41 am
by SilverCephas
Hatsune_Neko wrote:
sounds about right.
gets harder the higher up you get
Tell me about it. It just took me around 10 hours on speed 4 to go from 98 to 99 strength.
Re: Encumbrance trainning stuck at 12%?
Posted: Thu Feb 27, 2014 6:34 am
by kenshiman
how do you calculate blunt damage based off strength
Re: Encumbrance trainning stuck at 12%?
Posted: Thu Feb 27, 2014 7:25 am
by SilverCephas
kenshiman wrote:how do you calculate blunt damage based off strength
I'm not sure how accurate this is, but so far I have a strength of 99. I'm using a heavy club with a blunt damage of 1x, everytime I attack an unarmoured enemy I take off around 198 in strength damage.
Not sure if that's helpful at all. It doesn't affect katanas at all.
Re: Encumbrance trainning stuck at 12%?
Posted: Sun Mar 02, 2014 8:44 pm
by Kekspar
I have found an interesting way to train strength with little effort while my people labor. Simply give them a backpack loaded with iron, rocks, etc and set them to harvest or procure materials from one side of my town, and presses is on the other side... Letting my rookies do this trick with looms and hemp farms I can train a 700c merc to level 25 strength in about a two hour session while I'm off adventuring with my other characters.
This also trains athletics.
Re: Encumbrance trainning stuck at 12%?
Posted: Sun Aug 03, 2014 5:10 pm
by halafradrimx
By the way, I have right now a party of about 18 squad members.
All of them are using Ninja Garbs, the ones Sand Ninja uses. I can defeat any type of party with no problem at all, from Hungry Bandits to Cannibals.
I noticed couple of things in Kenshi, which are these :
- It is unclear which types of weapons train strenght and which do not. This is a fact.
- If you press C, check any WEIGHTLESS character and hover the cursor on strenght stat, it will always say that combat is at 100% strenght trainning, no matter which weapon
- If you overload any character's inventory and check the strenght trainning modifiers, it'll say the overload will DECREASE the combat strenght xp gain.
- Weapons with the word "light" - Like the light katanas the ninjas carry with them - seem to train strenght very slowly. My main character battled many times with it and it only have 11 of strengh
- Any sort of sabre, like katanas, also train strenght VERY SLOWLY. One of my squad members used a Sabre all the time and did many strikes with it. She began with 15 strenght, she only have 22 now, a very low raise in her overrall strenght level.
Now, to the problems :
- Trainning anything other than athletics takes TOO MUCH TIME. Combat seems almost innefective to train strenght. Even with the big reduction of the overload walking cap to 12% in strenght, it is still better than fighting off bandits and cannibals. You don't have to search them, no need to heal, you can do trade meanwhile and it is constant, unlike combat.
- Toughness and Dexterity are somewhat balanced, while lacking a bit of leverage in their trainning. Dexterity is pretty clear how to train, always use katanas to train it rather than sabres, but I fear that strenght needs to be clarified on how much and how each weapon trains each stat with visible numeric modifiers.
Example :
Sabres would train at 100% potential with strenght, but would be mere 65% at dexterity.
Katanas would train at 100% dexterity, but merely at 65% strenght.
"Light" weapons would have some clear show of how they difer in trainning than the rest of the weapons or their "normal" counterparts.
And so on and on.
I am seriously thinking about quiting fighting bandits, getting some backpacks and walking from town to town just to get my strenght up. Seriously, combat gives little to no stat raise whatsoever.
Re: Encumbrance trainning stuck at 12%?
Posted: Thu Dec 18, 2014 5:46 pm
by Aereto
halafradrimx wrote:I am seriously thinking about quiting fighting bandits, getting some backpacks and walking from town to town just to get my strenght up. Seriously, combat gives little to no stat raise whatsoever.
Would have to contest that, since there is that little quirk that at least one person with 'chase' on tends to keep swinging swords at enemies when they are on bed and unconscious. At every whiff and miss, they still gain strength, though dexterity does not seem to benefit well from it, even with light katanas and ninja blades.
If weapon weight is more than half (or 2/3 or 3/4, I lost track) the wielder's max capacity, either club or heavy weapon, strength experience gain goes at 110% and further affected by 100% strength gain modifier if fighting while weightless or not encumbered.
Effectively trying to beat up (and miss at every swing) an enemy your unit picked up and put to bed resulted in a jump in strength, attack skill, and wielded weapon skill provided if someone's careful in 4x speed and enemy's health stats to ensure that it would not be killed at the next hit when unit stats and weapon stats deal enough damage to bring critical parts past -100.
Version .67 as reference.
