Radiant Unique Recruits New Stats

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Author: Shirohô

Last revision: 25 Jan, 2022 at 14:14 UTC

File size: 122.88 KB

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Description:

This mod alter the unique recruits stats tables in order to make them more special and more unique. Just for your info, vanilla game just tosses each of them in one of the twelve generic stat box. Sometimes 3 or 4 recruits fall together with the same stats, sometimes some are even left with nothing at all and i have to say i find that sloppy, dull and impersonal for something called "unique". These new stats will now fit accordingly their respective lore and of course everything i will add with my upcoming dialogue mod. Final result will feel diverse, balanced, accurate and cool i promise.

~~~~~~~~~~~~~~~~~~~ MOD CONTENT ~~~~~~~~~~~~~~~~~~~

This mod works hand in hand with "Radiant Better Face and eyes" and can’t be activated alone. "Radiant Unique Recruits Dialogues" mod is also strongly recommended.

First, few words for those who might think the mod make the game easier. Nothing is crazy here, the main goal is gaining complexity and diversity. I looked closely at vanillas tables and understood what is an overpowered character and what is not. Even a good starting stat in my books will still require you to do a hard work to get capped to 100, and in a difficulty point of view no crazy bonus appear under 35 anyways. I am aware that in Kenshi a wide pleasure come from "pexing" and leveling, so i tried to stay away from giving too much or too big starting values. As an exemple : Infinite Wingwang who became has a "sabre ace" will get 38 in that skill and it’s by far his most powerful value. That still leaves for you 2/3 of the number to bring it to 100 if you want him on that path, considering leveling is extremly long in last 20 levels (60% of the total amount) you should not worry much about missing any funny farm/training.

  • Unique Recruit new stats : Each one of them gain a unique independant skill table instead of sticking to a generic one, see screenshots for more details (Headshot and Bard are not covered). Don’t forget each character has different inner stat randomization when it spawn (the value can oscillate around 0 to 5 from what i set).
  • Unique Recruit starting weapon fix : Some starting weapons have been modified and now will fit UR’s lores and/or prefered skills. I saw a lot of complaints about cases in which a character start with a weapon while being crappy with it while having other weapon skill risen.
  • Skeletons Skill learning Affinities rework : These are completely rebuild from scratch in a more logical way (i just kept the big ideas), i spent days to study the best possibilities and i think you will appreciate the final result. See the screenshots for more details. Agnu, Burn and Sadneil now have their own unique skeleton subraces. Take note that Agnu won’t have a starting 50 strength but instead his new specific skeleton race will allow him to level faster his strengh (by 25%). Sadneil have been moved to a Skeleton P4 mk II physical appearance for a more interresting/fitting lore and skill affinity variety.
  • Other Skill learning Affinities changes : A few have been altered for the sake of logic, immersion and realism. As such, Greenlanders gain Field Medic +20% (human knowledge about medecine is top notch, period) / Hive soldier drones gain dodge +20% (thin stick people moving like insects are horrible to hit) / Scorchlanders gain Assassination +20% but loose dodge +20% (they are shorter and have their body mass packed downward especially for females and won’t help for fast dodge moves, on another page their discretion, dark skin and anatomy favors assassination).
  • What didn’t change much : "Ultimate" recruits like Yamdu, Bo, or luquin, will have their stats left around the same with only one or two logical change. Already extremly high vanilla values (lvl70 for some) i didn’t feel nerfing nor buffing them.
  • Yamdu changes : He won’t be non-unique anymore, preventing the famous glitch to clone him indefinitely ruining immersion and game difficulty.
  • Cornelius changes : The mighty goat will be now recruited at elder age (old goat) for around 18050 cats instead of adult age for less. For better stat immediate clarity and also better fit for its lore and my upcoming dialogue mod. As a "super goat" Cornelius now also has a unique bonus of 20% health.

~~~~~~~~~~~~~~~~~~~ FORTHCOMING ~~~~~~~~~~~~~~~~~~~

Version 1.0 launched on 1/10/2021

It’s up to you if you want me to work more on this mod, you know what i would like you to do if you read this to the end !

~~~~~~~~~~~~~~~~~~~ COMPATIBILITY ~~~~~~~~~~~~~~~~~~~

Tested with 50+ mods, this game has a pretty simple data architecture. It should be compatible with any other mods.
I made sure the game doesn’t glitch on bad skill tables, such as the high attribute glitch who prevents you to recruit.

~~ Recommended brother mods for the best experience ever ! ~~

Radiant Better Faces and Eyes : Link here

~~~~~~~~ ABOUT RADIANT MODS & REWARDING ME ~~~~~~~~

Even if they represent hundred of working hours, i’m sharing my mods for free like most of mod creators. But deep down i’m really expecting you to do that little thing that would help me in my life : Liking my facebook artist page here [www.facebook.com]. Just that really ! It’s free and only taking few seconds of your time. I’m a comic/manga artist irl and as one, i struggle a lot to put my personal project on the saddle, by liking this page you will see my work & updates but no worry, i’m not a spam guy. Please, understand this is my biggest motivation fuel to make more new mods, otherwise i’m just loosing it. I deeply hope to see you guys joining me there, any new soldier in my ranks means a big deal to me.

For those who really want to make a donation, here is my paypal : [email protected].

You can find all my mods by searching "Radiant" in steam workshop, nexus, or civfanatics, which is a recurrent word in all my mod’s tittles.

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Radiant Better Faces & EyesSteam Workshop