Kenshi
The Metalheads: Bast Edition
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Update: 14 May, 2019 @ 2:52pm

Fixed used clothing shop to say "Stitch's"

Should be last tweak to Bast unless I find something big.

Update: 14 May, 2019 @ 1:58pm

Final tweak to monster squads... made them smaller and gave a second unit to the storm house to increase the likelyhood of attacking the player. Had an issue where they occasionally saw a squirrel and ran off the wrong way, not triggering the fight.

Worked consistently over multiple tests.

Also removed law enforcer from their AI package... gonna have to re-look having them place bounties. Currently it makes a ton of problems since slavers frequently commit kidnapping. Leads to a battle royal in the middle of town (same thing when the hounds escape). May put some small squads of metalhead lawdogs out in the world (slaver scouts?) with the ability, but that would require some more "honest" settlements and take slavery out of the equation -- waystations might work... Honestly though, not sure if this problem can be solved. Need to find a mechanic that ignores their own faction when enforcing laws. I really don't think it exists.

Other than that, they should trigger the opening fight in The Squatters consistently now.

Update: 14 May, 2019 @ 1:13pm

Minor adjustment to metalhead monster unit. set to run and now with short cleavers. Also removed the hound from the group.

They are now little suicide missiles.

Update: 14 May, 2019 @ 5:26am

increased the strength and combat stats of the hound units to 40 -- these guys are chosen to be the best hunters, now it reflects this.

Edit - Caused the issue again with escaping slaves and was changed back to 25 in update.

Update: 13 May, 2019 @ 8:36pm

Added Rebirth to the NOGO list for metalheads. Everything seems to be in order.

A couple adjustments to squad size for metalhead, leatherstrip and ripper jack. Beefed them up to survive their voyages.

Added lone hound slave to monster units to make the start, um, better?

Update: 13 May, 2019 @ 6:47pm

actually really fixed. they walk calmly out the gate now.

Update: 13 May, 2019 @ 6:07pm

fixed it. finally.

had the wrong AI package for the hounds.

Update: 13 May, 2019 @ 5:48pm

last tweak. turned them back into slaves to fit back in. Gave them shackles... that should do it.

Update: 13 May, 2019 @ 5:45pm

More AI tweaks. The town should be stable now.

Got rid of slave status on hounds to prevent the great escape from tearing the town up.

Replaced an AI with a custom AI that gets rid of law enforcement in the town. Now it won't affect other police stations.

This may have prevented the units in town from assigning bounties... I want a lawless feel, but I also want them to make it rough on their enemies. I'll look at adding more bounty targets in the future if I can't get this part resolved. The old guards tended to attack the slavers whenever they kidnapped someone (a rather important function for a slaver).

Update: 13 May, 2019 @ 5:26pm

removed law enforcement from the AI packages to prevent a weird metalhead battle royal. Almost there.