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Where are you encountering him? He should be rare. Did you change your squad spawn rate in the options menu? That could make him much more common. I think you also asked in the suggestions post, I went into more depth there to help trouble shoot why you're encountering him more than I intended.
he does, but he also spawns every new location I travel to.
I'm not sure forcing the same combat every 20 minutes will end up fun.
Good mod apart from that, but the shifty man gives me urges to just uninstall the mod.
Maybe I got unlucky with his spawnrate.
I also just sent out a patch so that if the Hub's world state is changed, you can find a wandering lustful cultist who can activate the apocalypse as well.
It doesn't effect any world states, so it should be.
Do you have any mods that change the Hub extravagantly? I don't think there should be any conflicts but maybe there's an issue with the population of the Hub? His only AI package is to sit in a bar so that's the only place you should find him barring right after game start.
You may also need to import if adding to a previous save (without dead NPCs).
he spawns in the town center and proceeds to walk to the bar.
If your hub has 2 or more bars be sure to check them all. Bakeries also count as bars.
The skinners setting up camps around the map sounds particularly frightening.
One idea i'd love to see is the ashland skeletons marching fourth to re-conquer the continent, the threat that the bugmaster has been preparing the spiders for. Maybe even turn the swamps in a huge battlefield with the spiders coming from the east and the legion from the west, then you have the swampers in the middle.
The only way you could stop the invasion is by taking out the ringleaders in ashlands... Or potentially help them by taking out the bugmaster... I just so much potential in this mod and cant wait to see where you take it next.
I think I did give them more men. Are they still too easy? I'll look into what I can do. I did make the starver big mob more common than the smaller groups and added the hungry bandit army to a few new biomes, at the very least. My idea is to just give them a non-0 chance of not being equipped at all, give them cheaper weapons, then increase their combat abilities so that they're a little more dangerous but not over whelming. They're meant to still remain a newb faction for you to train fodder on.
I'll fiddle with world states and figure out how to add optional triggers to stuff like that. I have a good idea on how to do it. You'll eventually be able to speak to Apocaly about adding more challenging aspects to the world that even expert Kenshi players will find difficult at best and impossible at worst.
I'm currently trying to balance those guys. If I give them even a modicrum of strength they start to overwhelm literally everything and become too dangerous, but because of their martial arts skill they'd be even more dangerous without it. The logic behind giving them a high martial arts skill is that they're so often left with a broken arm that they resort to martial arts - which turns a relatively harmless character into a deadly foe as they become more and more damaged.
I wrote a lot more on how I want to balance them but it was too long :(