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ahh thank you so much! I just got this game and it's annoying that you're a grown character who's been surviving in the world and there's no start where you can actually survive being attacked by any groups of anything! Especially since there are never groups of less than like 5-10 enemies and if it's a lone enemy you can pretty much be assured it's going to slaughter you.
My goal is to make them able to hold off a 8 man group of dust bandits with 50% knocked out or less - this at first might seem more over powered but when you figure in heal rates and not being able to heal before the next wave so that you can slowly be chipped away if not carefull and over extend yourself
I'm actually populating the town now and testing a new start in it that will let someone start in the town and to make sure it works properly - has 2 bars 1 of which will be mostly skells the other mostly errants - I'm working on a spider vendor similar to the holy empires farm animal vendor as well
I made 2 that looked great till a few large monsters over ran the town eating the npc's and if its to big and heavily fortified it doesnt' fit the feel of a small group of people (under 2000 compared to the empire of millions
but the phase is -
phase 1 city / shops / bar stocked with errants
phase 2 errant patrolls between mongrel and their city as well as in foglands
phase 3 caravans in other parts of the world with secret errants (will have some defining atribute)
phase 4 new texture packs for the new weapons armor and such
phase 5 full dialogue and lore
the short version is they don't have a problem really with anyone as a race - most errants are actually human and skelletons
I'm hopeing to allow for some new weapons and armor as well and quest when the frame work comes out for them
as for lore yes some is already in game hidden but I can't really say much but they will be kind of a group that has some desperate moral choices of what they are willing to do to survive
Example - one of the things with them I'm trying is a bit of play on warhammer 40ks servitors in short they will be a kenshi themed version - it kind of goes to the whole if your world is being threatened what dark places would you go to preserve it from others - and they have merged tech and man into a horrible if slow and stupid creature - they will be strong and hard to kill but expensive to hire on as soldiers they also will heal faster and require robotics to repair them - even been working on a custom skin for them
the faction mod I'm actually working on now and have a city planned NW of foglands (since in theroy no one should be since there is no resources) I'm hopeing to make it look like a outpost more then a completed city and it will sell blueprints for some anti robot weapons that I'm really wanting to make however I'm trying to get in all the ideas first then I'm planning to add the textures over the new weapons and armors to make them their own
after that I plan to keep expanding my buildings mod to add more advanced / low tech items then hopefully adding new textures / looks for them by mix and matching other buildings
I did however already add some errants to the line up of recruits you can get in citys they are not as powerfull but should be easily spotted by the masks
I've got a few other ideas but its kind of like what Is possible vrs whats in my head and how to combine them
there actually is 3 types of gas mask - fog mask and mask 1 and mask 2 (or 2 and 3 can't remember) not kidding they are called mask #
I've actually been trying to combine a fog mask model and a hood (the actual hood helmet) but for some reason it keeps smushing the characters face in - its part for theme (it keeps the stats of the hood / masks greatest atributes)
I am however thinking of a reskin of a mask for ironclad errants as well as a merc armor to go with this - was thinking of adding our cog and mask icon we use as our flag in games with a grey / black theme with a slight increase in armor as well as cost to make to show its upgraded status
all the rest of the updates have been updated as well - workers will now get staffs - tech guards polearms and heavy tech guards cleavers - as well as long swords being added as well to take advantage of the new weapons / look and feel of the game
this way people can choose where they want to start for several different building experiences and can really test the system
Leader - now has a cap and a Plank Sword for easier to Notice and to increase the attack power of the squad
Doctor - now has a unique look to locate him easier also now in lighter armor to make him less encumbered.