Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm running Enhanced shopping economy, 256 followers and more names mods alongside Kaizo, so nothing special in them.
This crash is fixed in the current version, although an import will still be needed for current saves.
Update: The crash was caused by the 'Deadcat shacks' building replacement, which replaced the Cannibal Shack with Junk Pile A. This is removed from the current version.
Here are some old test results, for the interested:
Test 1 - Control run, version 17. Cleared Deadcat, killed Meat Lord.
Game crashes on approach to Deadcat.
Test 2 - Changed world state to only require Meat Lord killed, imported save in First Village, killed Meat Lord.
No crash, override functioned as expected.
Test 3 - Removed all building replacements from Charred Skull Tribe faction, killed cannibal leaders.
Crashed on approach to Deadcat after killing Meat Lord.
Test 4 - Removed all building replacements from Deadcat faction, killed cannibal leaders.
No crash, override functioned as expected.
Test 5 - Repeated Test 4, test mod merged with main branch.
No crash, override functioned as expected.
I tested this with only Kaizo enabled and could repeat the same results each time. However, when I tested in Slave Farm South, they could run the cage enslaving script as normal. So it could be location dependant. I noticed you mention the shopping AI priority so perhaps this is related.
None of the Stone Camp residents have Shopping goals, so it must be a roaming squad passing through. Getting stuck near a building entrance and flipping between tasks may be a pathfinding issue, you might have luck with Ctrl+Shift+F11.
So I think there's no issue. Thanks for looking into it.
The Shark Civil War has been a part of the base game for some time. The following links can provide more detail:
https://steamhost.cn/steamcommunity_com/app/233860/discussions/0/1694922526912272888/
https://steamhost.cn/steamcommunity_com/app/233860/discussions/0/2666627464744741627/
Testing shows Deadcat working as expected in the current version (v. 24) - https://i.lensdump.com/i/jAMMp9.jpg
There was someone that appeared to be the boss called "Harvey" who we killed, but the items in the Raider HQ belonged to "Smith the Powerful" when we stole them and when we came back to the tiny settlement a few days later the town still belonged to the dust raiders
I should mention I've done many re-imports of this save, disabling the option to import dead npcs so I could get a certain mod working, so I'm not sure if that could have possibly caused an issue where the original raider boss got overwrote with a new one but the old one retained the diplomatic status(?)
Thanks for the report. Can you say which override you are looking to trigger? The current version doesn't have an override for just the Raider Boss (though the next version will add one).
The Raider Boss has always been the same character, the name strangeness is due to the name data changing over the course of updates (those are random names, meant for placeholding - just haven't come up with a good name for him yet). I'm reconsidering the choice of using random names for unique NPCs, though when generated in current versions he is titled as 'Boss' which should make clearer who's in charge.
Thanks for the report. It sounds like Robun was killed. The replacement spawn is using his dialogue because it's part of a package assigned to the squad leader rather than the character. This bug will be fixed in the next version.
I'm not sure what is causing your issue with the cannibal town overrides. Robun being alive or dead doesn't affect them. The override should take effect after your characters leave the area. Have you tried importing the save?