Question on materials/weight classes and stat generation

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Mattk50
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Location: A far away land where bug testing is entertainment.

Wed Apr 06, 2016 3:36 am

I was trying to dig into the construction set to find out what the defense rating of the shek's natural armor was, and after finding the value i realized that even the natural armor is a generated item. Shek armor is generated from material type MATERIAL_METAL_PLATE and weight classs GEAR_LIGHT, and probably also has a quality component as do all other ingame armors (standard, shoddy, etc). Unfortunatley i can't find any other mentions of any of the material types, weight classes, or quality levels in the construction set, and i can't discern what armor sheks actually have as a result, though with some ingame experimentation i could figure out what the weight classes and material types are i feel like im missing something.

Anywho, can any veteren kenshi modders point me in the right direction? I'd really love to know what modifiers weight clases and materials have, as well as how to tell what quality native shek armor will end up with.

thedethbot
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Joined: Tue May 26, 2015 6:38 am

Fri Apr 08, 2016 7:24 am

Alright, so like you, I have no idea where the quality modifiers are located, (I.E. - Standard, Shoddy, Specialist, etc.)

Now, I could be wrong about materials, but it appears that they, modifiers, control the various texture maps and how the resulting mesh ultimately ends up looking, as well as applying a multiplier to the defense variables that are specified for the actual armour items. (Which is also where coverage is also applied.)

These material types are located under the "Material" tab under the "Items" tab right beneath "Bags".

Now, I'm relatively certain that the material type class and the gear class are both hard-coded, as I also find nowhere where these are referenced beyond in the actual armour items within the FCS. What I am *relatively* certain these classes do is exhibit a multiplier to each specified variable that results in the defense rating and multipliers present on each armour item in-game.

Now, the Shek armour is listed as a "natural armour" inside the FCS under their race bit; considering I have no idea how this works, I can only assume that it works the same way that clothing/armour does and comes "equipped" on the Shek when they are spawned at a random quality based on the armour grade level specified on the character, with a chance for it being a step better based on the upgrade chance, (E.G. A citizen has the grade "GEAR_CHEAP" which means they spawn with "Shoddy" rated gear and have a 5% chance for it to be "Standard" grade."

I'm going to create a quick mod that'll take the stats and modifiers for the Shek armour and apply it to the white Gi and see what'll result, I'll edit this post with the stats that come out once I finish and test it.

SWEET SHITAKE MUSHROOMs EDIT: TL;DR- Material classes directly affect cost, protection, weight, and affects the stealth multiplier. Also affects colouration/texturization. Gear classes directly affect the stealth, athletics, and combat speed multipliers. It does not affect weight, but correlates with material to give you value and the defense assumption. Shek natural armour likely comes in at Shoddy grade with these values: Blunt- .12, Cut- .29, Harpoon Resist- 29 points, Stealth- .54x, Weight- 21kg, Value- 3339 cats.

EDIT: Alright, so weight is definitely affected, with the cloth Gi going upto 21kg, The blunt rating went upto .24 and the cut rating went upto .42 with 50% into stun. Additionally, the stealth multiplier was down to 0.58x. Value was also at 11420~. This is Standard grade. Glitchy dark black texture/colouration. Can already gather that material affects texture. Harpoon resistance at 59 points.

MOAR EDIT: Now at Chain Material value, blunt is now at .06 cut at .19 weight at 12 kg and value at 3185. This is at Shoddy grade. Harpoon resistance at 11 points. Irregardless of the grade, you can clearly tell that Material value directly affects cost, protection, weight, and affects the stealth multiplier. Also has glitchy texture/colouration.

EVEN MOAR EDIT: Shoddy Armour grade, back at Metal Plate material. Blunt at .12, Cut at .29, Harpoon resist at 29 points, stealth at .54x, value at 3339. Weight at 21kg. This is what I *ASSUME* that Shek natural armour sits at for the majority of characters. I could be wrong, however I'm quite certain that Shek armour has these stats, as the modded armour shares the modifiers and stats of the Shek armor.

SWEET SHITAKE MUSHROOMS EVEN MOAR EDIT: Shoddy Armour grade, Metal Plate Material, Heavy Gear Class. Blunt at .12, Cut at .36, Harpoon resist at 29, Stealth at .24x, Athletics at .8x, Combat Speed at .87 x, weight still at 21kg, Value now at 4299. With this, we can assume that gear classes directly affect the stealth, athletics, and combat speed multipliers, with better grades reducing the penalties of the gear. It does not affect weight, but correlates with material to give you value and the defense assumption.

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Mattk50
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Fri Apr 08, 2016 8:57 am

It's strange that there is a negative stealth multiplier on the modded gi but not on a naked shek, i think that points to the idea that there's quite a bit of extra hardcoding thats nullifying stealth and athletics penalties going on with the shek's natural armor. I think its a likely that instead of being randomized per character (it would be very strange to be gambling with race stats), there's also some sort of hardcoded quality level for the shek armor when it generates, but to find out for sure i feel would involve tons of sitting there hitting characters with weapons over and over and trying to do it in a way so that skill doesnt increase while doing it and mess it up.

I was digging into the kenshi files more, specifically the .exe itself, but i didn't find anything of note, or anything i could access with text editors or the FCS at all.

Great testing you've done, knowing what gear class and material class does is very cool. I have an idea for testing the quality level more precisely that involves sticking a naked shek and a human wearing the modded gi next to eachother while an NPC hits them, will report back if it works.

edit: okay, so, based on the initial results of my somewhat unscientific test i think there's a good chance that the shek's natural armor is prototype grade or not working at all. My method was, i took a fogman prisoner, gave him a katana, and let him loose on a naked human and a naked shek both with stats within 1 point of eachother. I bunched them up to force the same swing to hit both of them at the same time, and every time the damage numbers were exactly the same. Additionally, because the fogman was using a katana with just cutting damage, if the shek's armor was actually working there would have been at least a sliver of that damage converted into stun damage, as the shek armor has a .5 stun conversion on it's cutting resist. Unfortunatley its clear the shek armor isn't working at all right now, screenshot from my quick test: https://dl.dropboxusercontent.com/u/169 ... 18_249.png

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Mattk50
Posts: 1039
Joined: Thu Nov 03, 2011 3:22 pm
Location: A far away land where bug testing is entertainment.

Thu Apr 14, 2016 4:02 pm

after being told how to use the FCS on save files, i looked at the inventory/armor values of a few of my shek characters, none of them are associated with a shek natural armor which corroberates my tests that say the natural armor is either bugged or isnt fully implemented yet, and doesnt work at all.

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