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https://kenshi.fandom.com/wiki/Broken_Ones
I actually went to this area with a 95+ science dude his (my main runner aka looter) and I found this and all they said was "ERROR" when I tried talking with them.
MAKE SURE TO SAY MOD PLEASE!
If I WAS going to try and make them useful, I would probably have them imprint on someone who is never going to be out with my main group such as a smith and then let them guard my outpost. I have a feeling they might attack any tax men or caravans that swing by on sight, though.
I am not using any mode that allows recruiting.
I imprisoned a broken skeleton that I talked to it. At the first there are dialogue choices you have to make then after you succeed, it gives you the choice to make it guard outpost (as NPC) follow you or join your squad
It was all more bother than it was worth, and I ended up locking them all up, and leaving them standing in cages in a house I built for this purpose.
If you put them in cages you can loot them and swap out their gear and armour to your preference. To change their 'master' you pick them up from their cage and put them down again, at which point they reboot. When they get back up again be sure to just leave their new 'master' in the room with them and hey presto!
I gave mine some high grade pole arms as almost all fighting will take place outdoors (assuming anything even gets through my gate). I am also trying to collect lanterns of radiance so at night I can see if they have buggered off anywhere they are not supposed to <3
(SPOILERS obviously)
Once I was convinced they weren't going to turn on me - which took a while - I took them to a nearby Lost Armory where they disposed of the three security spiders for me.
Then I started taking them to my base, but quickly discovered they're not particularly picky about who they attack, as a few of them ran off to cause some trouble in Black Desert City. I picked them back up and patched them up, though. (Luckily I had brought my one guy who has some Robotics skill, and a few repair kits. He got a bunch more levels last night, heheh.)
Since my base is close to a Hive village, and judging from the distance they aggro at, the village is close enough so they'd run over there and attack the Hive, so that plan is out.
So, for now I have them parked in a "supply shack" I had built ages ago near that Tiny Settlement where there were a bunch of building materials on the ground. Getting them there was slow going with all the Hungry Bandit and Dust Bandit squads around, but at least there's rarely anyone friendly there.
I discovered that you can pick them up and then a second person can loot them while they're over the shoulder, so I'm currently giving the new Pack Bull pup some athletics training and shipping armor and weapons to them, to outfit them in some decent gear.
Because there's a couple of towers nearby that I've left alone for now. But I've kinda outgrown the Dust Bandits and the Black Dragon Ninjas, so I was planning on paying at least the Dusty ones a visit in the near future anyway. Might as well let my 27 new friends go say hello to them first.
After that, I'm not sure what I'll do with them.
I have a bunch of robotics components stored, so repair kits aren't an issue. I figure I can get a few guys nicely leveled in Robotics in a more fun way than crafting motors and what not, just with these two tower adventures nearby I have lined up.
But they're tethered to my main ranger/lockpicking guy, which is far from ideal...
Interesting to read up above that there's a way to re-master them, though. I might make use of that.
This certainly isn't a world annihilation playthrough, but I do have quite a large crew, and I was planning, at some point in the future, to take on the HN. I'm not at that point yet though, but perhaps if I can re-assign these guys to one of my skeleton recruits and park the lot in that distant shack for the time being...
In any case, it's a fun, unexpected twist in my game. I'll see where it takes me.
I'm halfway through slapping some gear on them. Interesting how there's a few different types. Most seem either high STR low DEX or vice versa, though there's a couple that are kinda in the middle as well. Wish I could see their weapon type stats, but I guess it's not that important. Some specialist armor and a variety of MKI and II weapons should be enough to make them plenty lethal, at least against the first few targets on my list.
I've been playing around with them for the past several days. Quite a fun change of pace.
Here's what I've been doing with them, with some observations/tips etc sprinkled in...
I initially parked them in a shack near the "Tiny Settlement," halfway between Hub and the Deadlands. There, I put them all in some decent armor and gave them half-decent weapons.
- You can access their inventory by "looting" them. You can loot them when you pick them up and they're on your shoulder, or right after putting them down, as they then reboot briefly.
- There seems to be a potential bug, however. When I pick up one particular Broken One, all the others disappear. Not quite sure yet on exact parameters.
From that shack, I used them to clear out the Dust King tower and the Black Dragon Ninja tower.
This was overkill, especially with armor and weapons on them, and especially the Dust Bandit tower.
They did storm the Dust tower gate and broke it down. (I was curious if they'd do that or freeze, unable to reach the gunners.) Well, a handful of them broke down the gate. The other 20 or so stormed the gate, then turned back right when they got there, to go kill some Dust Bandit with both arms missing that just regained consciousness at the bottom of the mountain.
This area near the Tiny settlement and the towers was ok to roam around in with them - not a lot of friendlies or neutrals. One nomad animal trader caravan got in the way at one point, and I was too late to heal one of the pup bonedogs. :(
- You don't lose faction reputation if you don't get involved in the fights yourself. But from a RP perspective, I wanted to minimize the collateral damage, so I've been using them in areas with few friendlies so far, and patching up everyone neutral or friendly. I actually gained some rep with a few factions, so this is actually a slightly cumbersome but potentially fun way to "arrange" for some neutrals for you to heal, to gain some faction points.
After the two towers, I took them down the river, along the western edge of the swamp, south to the Band of Bones Exile camp and cleared that as well. Also a breeze.
Then I took them further south to the Berserker Village. There's one ruined stormhouse for sale there. I had spent some time on that long ago, fixed it up, put a fan on the roof to power a few harpoons etc. That became the new Broken Ones' home. I put a Skeleton bed in it.
- You can repair them in a Skeleton bed, but it's a bit convoluted in that typical Kenshi way. If you pick them up and put them in the bed, they get out of it straight away. So you have to drop them on the ground first, as that starts them on a 26 second reboot, and then you can quickly pick them up again and put them in the bed, getting a solid 23 seconds of healing before they wake up and get out. (For dedicated people only. :)
- There are generally a few idle Berserkers sitting inside the ruined buildings in the village. One time, one Broken One got into one building and beat up the two squatters there, but generally they ignore them. I suspect it's a line of sight thing.
Since basing them in that village, I've been taking them on trips down into The Grid and The Crater. They're brilliant for that. I'm mainly aiming to reach/clear the ruins in that area, but I can't resist all the hides/meat/foul meat either, so I've been hauling loads of that back as well and building extra storage. And still need to leave a bunch of stuff behind each time to keep the traveling to an acceptable level, even with two pack animals.
A few more general observations about dealing with them/"controlling" them:
- They don't attack non-hostile wildlife on sight.
- If you put a repair kit on them, they heal themselves and each other. I tried putting a med kit on a few of them, but they don't seem to use those, neither on the person they're attached to or any others in the squad. (Their Robotics skill tends to be very low though, it was -5 for one of them, but it raises pretty fast.)
- I only put repair kits on a few of them, because I'm partially using this to skill up a few guys in Robotics. While it's obviously not as effective as putting someone on a robotics bench 24/7, it's still pretty good, and less boring. And since I heal all neutrals or friendlies they beat up, we're getting some bonus medic skills as well.
Even though I want to repair most of them myself, for the skilling, it's still useful to give a couple of them repair kits, as that's an easy way to see which one is injured - just repair whoever they start repairing, rather than having to click 20+ metal heads all bunched up in a tight group.
- One funny little thing: a couple of them got into it with a Shek Warrior patrol at one point, and lost (I managed to steer the bullk of them out of the way.) And one of the Shek looted the fancy Specialist armor I had equippen on one of the Broken ones. He left his weapon though.
- From a RP perspective, the way I'm using them is obviously in a bit of a moral grey area. And rather dark grey at that. Sure, I'm patching up all the innocents afterwards, but I did fail to save a few. I'm not too strict on that stuff, so I can easily bend my compass a little, but it does feel a bit wrong to (accidentally) wipe out three Bounty Hunter camps at once, yet gain about 3 points in rep from patching up all the wounded.
I think that's about it for now. I didn't try the prison cell method yet to re-owner them, perhaps I'll test that out at some point.
Every playthrough is a lost potential for world annihilation!
Train them up to 70s (or higher), and unleash them upon the world. It's for the best, really ;)
For bonus points, train them well enough to storm Blister Hill. For the eevulz ;)
(I do wish they mirrored faction standings of the player's faction for utility's sake, but that would make them outright broken balance-wise)
Please send the save and report to LoFi. It's those rare issues that generally don't occur that they need the most help with resolving.
Yep, planning on it. I found a topic about it from a few months ago, but there are no replies to it, so not sure what the status of that is.
I made several save files along the way, but since this is indeed a rather uncommon one, I was trying to nail down some exact parameters so I could give an as accurate description as possible. (I'm basically hoping to nail down if it's just picking him up that bugs it out, or equipping something on him as well - hoping he'll get knocked out soon so I can try to put something on him without picking him up and see if that bugs it out as well. But if it takes too long, I'll send it sooner.)