Commonly misread game mechanicsReport
English:Commonly misread game mechanics · Other
Kenshi has a set of mechanics that read one way and work another. Only two kinds of thing are collected here, the ones with hard numbers from the game files or from testing, and the ones a player is bound to misread from the name or the in-game description alone.
- Weather: the name describes the phenomenon, the damage does not always follow
- "Immune" is not all-or-nothing
- What happens after you go down depends on whose ground you fell on
- "Hostile on sight" ignores relations
- Things players assume are there and are not
- The official map's markers have nothing to do with place names
- See also
# Commonly misread game mechanics
The confusable translations table deals with clashing names. This page deals with clashing concepts, meaning mechanics whose name or description says one thing while the mechanic does another.
Weather: the name describes the phenomenon, the damage does not always follow
| What you see | What you assume | What actually happens |
|---|---|---|
| Dust storm | It hurts you | No damage at all. What it takes is accuracy: at strength 1.0, −10 Melee Attack and Martial Arts, −33.5% Perception and Precision Shooting. The arm-over-the-eyes animation is cosmetic and blocks none of the penalty. |
| Acid rain | You need 100% protection | One dustcoat (80%) is enough. Past 80% you regenerate faster than the acid takes, so the last 20% buys no extra safety. |
| Venge's beams | They can catch you at any hour | Daylight only. Enter around 23:00, be indoors before 05:00, and take zero. It is also the only weather in the game that deals Cut damage. |
| Poison gas | A good helmet will do | Only three head items in the game block it fully. Without one, nobody lasts much more than ten minutes. |
| Tents | Camping shelters you from the weather | A tent stops acid rain and nothing else. All-weather immunity means going indoors, and a rooftop counts. |
"Immune" is not all-or-nothing
- Skeletons and animals ignore every weather type. But the real value of skeleton immunity is elsewhere: they have no head, shirt or footwear slots at all, only armour and trousers, so immunity frees those two slots for combat armour.
- Hivers are immune to acid but not to gas. Hive drones cannot wear helmets at all, which caps their gas protection at the Swamp Ninja rag's 20%, so a run into the Ashlands or the Black Desert has to be crewed by members who can wear a helmet.
- Any shoes make acid ground completely harmless, whatever the type. But in acid water, armour's weather protection is not counted at all. The two rules have near-identical names and opposite behaviour.
What happens after you go down depends on whose ground you fell on
Being knocked out is not an ending in Kenshi, it is a fork:
- Down on slaver or bounty-hunter ground → sold
- Down on cannibal ground → eaten
- Down on Skin Bandit ground → skinned
There is a second distinction inside "will they eat me": only a recovery coma, the long unconsciousness after heavy injury, gets you eaten. A normal KO wakes you the moment they bite.
"Hostile on sight" ignores relations
Cannibals, Fogmen, Starving Bandits and their kind attack on sight without consulting your relations with them, so diplomacy, reputation and gifts all do nothing. The answer is to run, not to fight.
By the same logic, an enemy-uniform disguise only works as a full set. One looted piece is worse than none, because it marks you as a traitor outright.
Things players assume are there and are not
- Food never spoils. How much you carry depends only on your slots, and there is no need to worry about it sitting around. Skeletons eat nothing.
- You cannot drown. Water is slow but not lethal, and it will shake off humanoid pursuers. Water with spiders in it is the exception, and that is a dead end.
- Toughness does nothing against weather damage, it only governs combat.
- Every percent of encumbrance costs a percent of run speed, and by default nobody waits for the slowest runner.
The official map's markers have nothing to do with place names
This came out of comparing the game's UI resource file (Kenshi_MapMarkers) against the official world map one marker at a time: the marker the game draws comes from its own taxonomy, and has nothing to do with what the place is called.
| Place name | What the name suggests | What the official map draws |
|---|---|---|
| Guard Outpost, Scout Post, Watchtower, Tower Of Ninjas | An outpost, a tower | A small cross (SmallPlace) |
| Cannibal Village, Crab Village | A village | A tower over crossed blades (Outpost) |
| Eyesocket, Stone Camp | A town, a camp | Crossed hammers (Workcamp) |
| The whole Holy Farm and Holy Mines families | A farm, a mine | A cluster of huts (Village) |
Worth adding: the ints.type field on town records in gamedata.base is not a size taxonomy either. Type 1 holds Barren Village, Capital and Megaprison all at once, so reading "village or city" off it will give you the wrong answer.
See also
- Confusable Chinese translations (confusion at the name level)
- Environmental hazards
- Game mechanics
- Sources and reliability