Empire of Sin

Empire of Sin

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Hirable Goons [BETA]
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4 Oct, 2022 @ 1:49am
20 May, 2023 @ 3:18pm
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Hirable Goons [BETA]

Description
Tired of the AI sending endless small armies at you while you only have a handful of mortal gangsters? Not feeling much like a mob boss, because you are doing all the dirty work yourself? Well, now you can hire goons of your own!

This mod adds 80 new gangsters to the blackbook, covering most male variants and classes, across all 5 ranks. These new hires are meant to emulate your normal guards that, traditionally can only help on defence. But now, if you have the funds, you can cobble together a small army just like the AI can! The gangsters still cost a flat cost to hire, (They come pre-equipped, and gear costs money!) but as they are intended to be a part of your normal work force, they don't take any additional take off the top. Furthermore, if they die, you can just hire more! Goons are expendable!

DISCLAIMER:
It should be noted that while I did test for general compatability, there are a lot of moving parts with how gangsters work, so it's almost likely there are some bugs. That said, it's definently playable. I normally don't like idea of releasing something that might have bugs but in this case I do believe I'd benefit from more people playing and testing it. If you find something weird going on, do send me a report! :)

THINGS TO NOTE:
1. Because the gangsters in the black book are meant to be memerable characters who form connections and have traits and all that stuff, there are some things I need to work around to make it work cohesively with my goal of allowing you to re-hire goons endlessly. Namely, when you rehire a goon, it's technichly the same "person". (even if they died previously) Currently their loyalty and moral don't reset on death, that's something I'm hoping to fix. Same for reseting any traits or relationships they aquire over time.
2. Right now every goon is named "Hired Gun". This is a placeholder and I'll release an update at some point to make it a bit better. But you can rename them manually yourself in-game if you so wish.
3. You might notice that all the goons have a negative notoriety requirement. This is just to keep them all organized and clumped together in the black book, separate from the other gangsters! You may also notice the UI is a bit smaller in the black book. This is by neccisity. Hopefully later I can get a working scroll bar in there instead lol.
4. You will need to start a new save to get the new gangsters in the black book. It should be fine to load old saves, but you won't have the new gangsters so it kinda ruins whole point.

IDEAL FUTURE PLANS:
1. Reset a goons stats/traits/relationships on death more throughly.
2. Fix any bugs people stumble on
3. Balance changes as suggested
4. Random generation of names and biographies (I see a way to do this but its a bit unconventional)

KNOWN BUGS:
1. It seems that you can hire the goons even if you lack the needed funds. Needless to say, this will be fixed once I get the chance.
2. Renaming one goon will rename ALL the goons. (Edit: Patched!)

Please report other bugs you find in the discussions threads!

Also, this mod is fully compatable with my other mod, Demographic Tweaks! (If interested, you can check it out here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2814013173)
Popular Discussions View All (5)
9
27 Jun @ 8:21pm
missing goons in blackbook
Blooming onions from outback
6
17 May, 2023 @ 10:07am
Names of hired guns
suN-_-Ny
3
17 Apr, 2023 @ 1:54pm
Models for Hired Gun class
suN-_-Ny
157 Comments
TacticalFaux  [author] 18 hours ago 
@Rey

I'm likely going to want to rework large portions of this mod as I update it. I will be updating more urgently once mods are patched on the main branch. (Right now they only work on patch-test beta branch to my knowledge)

But very soon I'm going to be leaving the country and getting married. So my mods will not be getting updates for a bit. I will be looking more at updating them when I return, especially if the main branch of EoS has been patched.
Rey 8 Aug @ 4:15pm 
Any updates!?
VaporwaveVince 26 Jul @ 5:37pm 
BTW does anyone have an issue where when a factiopn leader dies, you cant click off the pop up that says "so and so leader has died"? it locks the screen and i cant contunie the game
VaporwaveVince 26 Jul @ 5:05pm 
Any progress with the update? I love this mod and barely was able to play it before the update borked it lol.
Vasanum 21 Jul @ 2:25pm 
With the latest update on the beta version, all TacticalFaux mods (Except hireable goons) are currently working. You may have to unsubscribe and resubscribe.
Chief 21 Jul @ 1:53pm 
Nice. Thx for your effort and great work :BEheart:
MEXICAN BANDITO 20 Jul @ 11:53pm 
:) ok
TacticalFaux  [author] 20 Jul @ 10:25am 
Update: So, they've solved part of the issue and on a private beta branch they've given me access to. They are hopefully going to publish an updated version of the modtools next week so that I can patch my end of things to match. And if that all goes well then when things go public it should all hopefully work again.

Let it be known that the dev I've been working with has been very responsive and also seems commited to making sure they don't leave us hanging with the mods. So just try to be kind and patient with them, everyone. :)
Rey 11 Jul @ 3:42pm 
I know this game aint nothing special, but you guys who made these mods deserve a lot of credit for making it playable. I wish you luck. Thank you for everything.
Chief 8 Jul @ 3:19am 
I wrote this about the news for beta patch.

I hope you support the modders so they can update their mods and please fix the modding stuff you broke in the last patch (DLC) and may also expand mod tools. Above all, the modder https://steamhost.cn/steamcommunity_com/id/TacticalFaux is willing to update his mods. His mods are the top 3 mods "Demographic Tweaks", "Hirable Goons" and "Increased Crew Size".