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Wandering Squads - Hollering Mercenaries
   
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6.552 MB
Nov 27, 2016 @ 12:06pm
Oct 1, 2017 @ 6:20pm
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Wandering Squads - Hollering Mercenaries

Description
Wandering mercenaries looking to be hired for bodyguarding or protecting your town. They allow peddle for services in a non-intrusive way, so you will always notice them when they are around. However, it isn't simply limited to that.

There is also some diplomacy added to your interactions with the mercenaries. Souring relationships will make them charge more for services or even disband future services. Positive relations allow you to benefit from lower or free services. You can increase relations quickly using money but beware, the worse your relations are with them, the costlier it is to get them back up again.

Mercenaries races are based upon regions, so Shek mercs in Shek territories, hiver mercs in vain and so on.

Spawn rates:

6% for cannibal infested areas and skeleton areas, 8% elsewhere. None in uninhabited southeastern region.

Link for those who want to modify it to their taste (if you want to upload a modded version of this, no need to ask, just give credit where due):

https://www.lofigames.com/phpBB3/viewtopic.php?f=11&t=11223&p=55889#p55889
10 Comments
Tiberius May 15, 2024 @ 6:15am 
To those whose wondering if this mod or the alternative Non-Hollering Mercenaries work with either Longer Mercenary Contract, Better Mercenary Contract or More Mercenary Contract Options. Unfortunately it does not and as far as patches go, we don't have one.
zartury  [author] Jun 12, 2018 @ 2:40pm 
The hollering mod is where the mercenary will approach your guys and make dialogues bubbles on screen (the non-hollering mod just has them wandering by). It helps people recognize that they are there, rather than search and forget to look for those guys if they pass by. Others would rather not see those bubbles, so that why I made two different kinds.
zartury  [author] Apr 18, 2018 @ 3:56pm 
It might, depending on if he modifies the existing AI that runs it. If he creates a new AI to run them, then no.
Bantichai Apr 18, 2018 @ 4:59am 
Would this also work with Shidan's Longer Mercenary Contracts?
zartury  [author] Apr 1, 2018 @ 6:19am 
No problem, it just so happened I was just in the middle of updating for one of the mods I got here (putting pictures up, that is). So, no biggie.
Truthowl Apr 1, 2018 @ 6:03am 
Thanks @zartury for answering and doing so so quickly. much appreciated.
zartury  [author] Apr 1, 2018 @ 6:00am 
Yes, it is pretty much up to date, except for three areas that have recently been added/changed ( no idea if its part of the unreleased map or not).

Whether experimental or not, it is up to date for both (the spawn engine is what needs to be up to date with the game, since this mod relies on it). It uses existing mercenaires in the base game to create squads and then spawn them. So depends how the developers modify said mercenaries, but I haven't seen any of them use bows. I was considering modding in bows for them to use, but the issue is that they will have a hard time replenishing their ammo.

This mod you can remove any time, just be aware that if you got one of those squads to guard your guy or base, they will disappear once the mod is removed.
Truthowl Apr 1, 2018 @ 2:14am 
Is this still up to date? Is it up to date with experimental? Also, can I remove it at any time?
zartury  [author] Oct 1, 2017 @ 6:27pm 
Alright, so as of now, this mod should be up-to-date based on factional make-up of the spawnable area. It will be tweaked once I get time to look at every city/town more thoroughly.
zartury  [author] Sep 29, 2017 @ 4:00pm 
For anyone wondering, this mod has had squads added to unreleased areas , like the great desert and a few others. However, will be performing an update for anything missed either tomorrow night or Sunday.