Kenshi
Interesting Recruits!
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Update: Nov 1, 2024 @ 8:05pm

**Version 3.8a**
- Hotfix for Gnume's 3A dialogue.

Update: Nov 1, 2024 @ 7:43pm

**Version 3.8**
- Biome shouts.
- Palach/Orphis raids should work again, both friendly and hostile. At some point I accidentally deleted them from the Factions possible campaigns; likely during the last rework.
- Removed the Slezkh test Start.
- The Hub will now spawn mercenaries from the mod; previously I was spawning two additional Vanilla mercenaries.
- Tortuga no longer has a 15% chance to ignore you and potentially disappear from existence when speaking with you. With any luck, his attachment to this plane is no longer circumspect.
- Genesis Mod Compatibility. Removed references to the "wool hat" from all characters. Optic will now wear the Ashland Hat, because we all know you're going to change his look anyway. Heroes start now uses the Bonedog instead of Pet Dog. All references on Interesting Recruits! characters for backpacks removed with Genesis have been removed. Altis Failover squad and Albanh are now switched to Vagrants faction. Ordis's faction before recruitment switched to Drifters.
- Removed Mesilla from the Unique Recruits list. Apathy makes for poor artistry. I may return to making her later.
- Palach no longer has mild dementia when seeing Orphis. Courtesy of https://steamcommunity.com/id/bihlbo.
- Washed Up and Veteran Holy Nation recruits race now forced to Greenlander. Why it wasn't in the first place, I will never know. Courtesy of https://steamcommunity.com/profiles/76561198120761570
- Removed Black Tower override. Working on moving the Agents of Narko into being actual Residents of the Hub; this should improve general compatibility and make them less of a nuisance.
- Added a bunch of lines to Delend while re-working his dialogue.
- Grimm will now properly say his lines instead of deferring to another team member, courtesy of https://steamcommunity.com/id/GY5e3/.

Update: Aug 22, 2024 @ 7:49pm

**Version 3.8**
- Biome shouts.
- Palach/Orphis raids should work again, both friendly and hostile. At some point I accidentally deleted them from the Factions possible campaigns; likely during the last rework.
- Removed the Slezkh test Start.
- The Hub will now spawn mercenaries from the mod; previously I was spawning two additional Vanilla mercenaries.
- Tortuga no longer has a 15% chance to ignore you and potentially disappear from existence when speaking with you. With any luck, his attachment to this plane is no longer circumspect.
- Genesis Mod Compatibility. Removed references to the "wool hat" from all characters. Optic will now wear the Ashland Hat, because we all know you're going to change his look anyway. Heroes start now uses the Bonedog instead of Pet Dog. All references on Interesting Recruits! characters for backpacks removed with Genesis have been removed. Altis Failover squad and Albanh are now switched to Vagrants faction. Ordis's faction before recruitment switched to Drifters.
- Removed Mesilla from the Unique Recruits list. Apathy makes for poor artistry. I may return to making her later.
- Palach no longer has mild dementia when seeing Orphis. Courtesy of https://steamcommunity.com/id/bihlbo.
- The Holy Nation's military and recruitment centres will no longer be infiltrated by non-humans. Courtesy of https://steamcommunity.com/profiles/76561198120761570
- Removed Black Tower override. Working on moving the Agents of Narko into being actual Residents of the Hub; this should improve general compatibility and make them less of a nuisance.
- Added a bunch of lines to Delend while re-working his dialogue.

Update: Aug 16, 2023 @ 5:32pm

**Version 3.7**
- Armoursmiths, Weaponsmiths, and Fletchers are now properly added to all spawning lists.
- Shek Recruit lists expanded to include formerly mentioned craftsmen/women
- Deadcat towns/villages have now been corrected to spawn Interesting Recruits instead of an additional group of Vanilla Characters
- Stopgap to address Slezkh being unrecruitable through the originally designed method; all of his paid for options have been set to 100% for the time being.
- Changes to Kazakh's sword's description to better point out that it's just a quest item.
-Dumptrucks of Biome shouts.
- Increased Priority of ZIrritatedHivePrince spawn that was moved to Western Hive in previous update. This should ensure spawning of Pepssim and Opsmit. Since this kicks out a Hive Soldier squad, I've added a similarly sized squad2 to the Irritated Hive Prince which will wander town with him. This should ensure no reduction in fighting power.
- Hotfix for Potpourri's 5B dialogue; 2nd random chance option on 5B properly links to the PayEnd. Correction to 5C Dialogue to properly weight LuckyEnd option to 34%. Thanks to https://steamcommunity.com/id/GY5e3/ for finding these while working on the Russian Translation.

Update: Apr 1, 2023 @ 9:04pm

**Version 3.6**
- Gnume will no longer pretend he doesn't know a Female/Skeleton/etc. individual if they've spoken to him before.
- Added a line where you can now ask Gnume how much his tab is, to prevent some confusion.
- Moved Arach arrival dialogue entries out of vanilla locations to improve compatibility with "More Speech" mods.
- Removed Acid Rain spam from Yunomi's dialogue.
- Corrected T_INTERJECTOR2 node requirement for existing Bhujerba Arach shout. Should now get the full dialogue.
- Corrected Delend's 3rd Arach shout to require that the player has killed Bugmaster; this should make the line make far more sense.
- New Arach Shouts: Eldritch(Interaction with Potpourri, Okuro, Mikael); Elizabeth (Interaction with Tortuga,Random Greenlander, Bard/Eldritch); Gnume (Interaction with Grimm); Grimm (Interaction with Yunomi); Irdat (Interaction with Katharciss and Kazakh); Josef (Interaction with Yiannas and L'Cie); Kastor (Interaction with Kazakh); L'Cie/Mikael (Interaction with Kazakh and all. I really like this one); Okuro (Interaction with Optic); Optic; Orphis; Palach; Pepssim (Interaction with Opsmit); Slezkh (Interaction with Kazakh); Tyran (Interaction with Beep); Tortuga (Interaction with Elizabeth)
- Modified Grimm's dialogue to use a word swap for his recruitment line.
- Elizabeth will now only spawn in Port South, Port North, World's End, or Mongrel bars
- Tortuga will now only spawn in the Fishing Village bars, or Swamper bars.
- New Arm of Okran Shouts: Yunomi (Interaction with Potpourri); Grimm (Interaction with Yunomi, Delend, and Katharciss); Katharciss (Interaction with Delend and Orphis); Optic (Interaction with Random Skeleton); Palach; Gnume (Interaction with Random Skeleton, and Delend); Arien; Tortuga/Elizabeth (Interaction with Elizabeth or Tortuga and Sadneil); Delend (Interaction with Orphis).
- Corrected Vain shouts for Opsmit and Pepssim. Full dialogue should work now.
- New Vain Shout between Irdat and Bhujerba.
- Fixed some spelling and grammatical errors.
- Merged Arm of Okran and Okran's Valley shouts, due to proximity.
- Extension to Tortuga's Wend shout.
- Reordered Arrival shouts for Wend to try and ensure Tortuga's dialogue shout takes precedence over vanilla shouts, since it only runs once. Probably won't work. May affect compatibility with "More Dialogue" mods for this area.
- Officially giving up on Incapped Recruits. Removed all references.
- Corrected Kazakh's Spawns; he is now properly weighted for Bast/Great Desert

Update: Feb 27, 2023 @ 5:30pm

Lo-Fi Games Forum and Nexus Mods have also been updated to this version.

**Version 3.5**

- Removed a non-functional effect from Bhujerba's dialogue in order to ensure proper monologue. Bhujerba should be recruitable again.
- Bhujerba's bounty should actually be applicable to the Agents of Narko. This not only ensures he doesn't have a random bounty, but also ensures his cost is appropriate.
- Added Bhujerba's recruit dialogue to being freed/purchased from slavery; this allows him to be sprung from jail without interacting with the Keeper, (In the odd event she's incapped but not dead somewhere in the world), while also allowing sneaky characters to simply release him. Increasing his cost to 20,000 cats to encourage this type of recruitment. This also encourages, or otherwise (traditionally) reduces the desirability of going to Mongrel due to the Agents of Narko presence there.
- Forgot that The Keeper's heavy armour reduces her combat skills. Increased associated stats.
- Relocated Pepssim and Opsmit to the Western Hive to improve compatibility with Hivers Expanded
- World states for Kazakh's quest NPCs were reversed and have been corrected. This should get his questline working again.
- Small correction to the Tinfist Wannabe dialogue.
- Correction to Vain shout for Pepssim
- Significant increase to Broken Thralls spawn, spawn now contingent on defeat of Venge boss.
- Small changes to Slezkh's dialogue to improve speech variety.
- Heroes Start now contains all unique characters added or modified by the mod.
- Removed Slezkh's non-hostile responses post-contract. Slezkh will absolutely attack you immediately after the end of the contract now. Recruitment post-battle is broken at the moment, however.
- Added missing character conditionals so Yiannas doesn't say Josef's lines.
- Civilian recruits should no longer randomly start begging and starting fights. Thanks to @kenpachi85 for pointing that one out.
- Beggar recruits should now start picking fights over food. No, they don't spawn in BDC.
- BDC recruits are now set to "Drifters" faction, which means that if they do start fights, it won't cause the whole town to come down on you.

Update: Feb 2, 2023 @ 3:38am

**Version 3.4**
- A few minour grammatical/spelling errors fixed that I noticed while playing.
- Altis failover spawn in the Border Zone if he's "okay" but the Dust King isn't, since he seems to be the failure point for most people. He will have the "Wander from Town to Town" and the "Hang out in a Bar" Ai packages set at 1 and 0 priority respectively. In threory this means he should end up either at the bar outside the Hub or at the Hub if he doesn't get murdered. Should help with an import, assuming he's not flagged as dead, (But then the conversation failover should kick in.)
- Unique Character spawns are now "themed". While they can spawn anywhere, they now have a higher chance to spawn in locations that make sense. E.G. You're not likely to find Grimm in UC territory.
- The Keeper relocates to Mongrel if the Dust King is killed, and enslaves Bhujerba. That way his dialogue still makes some sense. Should also help with Reactive World compatibility a wee bit. May require an import to work. (Reactive World is technically compatible in the first place, but overrides break the mod a little bit.)
- Mesilla now has a chance to spawn at most bars.
- Added a few Cannibal Fields barks.
- Added a dialogue interaction between Gnume and Delend
- Josef and Yiannas Recruitment Dialogue complete.
- Civilian-type recruits' dialogue package inherits from Vanilla Dialogue Packages, allowing for cross-compatibility between mods that add/increase speech frequency and content. Additionally, this means Civilian-type recruits will have a cohesive voice package. Currently affects Weaponsmiths, Out of Luck Shopkeepers, Fletchers, Bored Shop Guards, Bored Citizens, Bored Farmers, Beggars, and Armoursmiths. A few of these previously inherited from the "Medic" template, but overall this should result in more interaction from these characters.
- All basic recruits were assigned to player-style Dialogue Packages if they didn't already have one. They should all be more talkative with general situations.
- AI Goal change to Broken Thralls. They should stand still now. Also, should have hopefully fixed their dialogue.
- Orphis and Palach's dialogue choices when spoken to should force you into combat with them if the other has been hired.
- Made some additional changes to the Palach/Orphis raids to force them to fire. Please let me know if this has broken anything.
- Incapacitated Recruits have been removed pending changes.

Update: May 7, 2022 @ 1:41pm

**Hotfix 3.2a**

-Small update to the mod description.
-Fixed some spelling errors with Bhujerba's dialogue.

Update: May 7, 2022 @ 1:28pm

**Version 3.2**

-Potpourri's dialogue should work properly now. I missed a single lock/unlock trigger for the next set of dialogue.
- Gnume is now only free if you kill/kidnap Phoenix. Changes will only apply on a new game/import.
-New Cannibal Fields barks from Grimm.
-Expanded Yunomi's dialogue package.
-New Arach barks.
-Changes to Palach/Orphis raids so that they're hopefully more consistent.
-Corrected Yiannas' getting treated as an escaped slave; New Footwear Item unique to her: "Prisoner" Shackles. Basically the same with significantly less negative bonuses and a small amount of leg coverage.
-Black Tower will override to a generic Dust Bandit occupation as opposed to a Holy Nation occupation if the Keeper is killed.
-Increased Albanh et al's combat stats by ~10 to improve general survivability against cannibals.
-Speak to Kastor after recruiting Kazakh with him in your squad. Fun stuff!
-Reduced equipment strength of Incapped Recruits so that finding them doesn't become an exploit for equipment.
-Incapped recruits inherit from other escaped dialogue now, so they should now have a chance to be recruited when freed from cannibal/fogmen prisoner poles as well.
-BDC recruits should now properly hang out in the bar.
- The Keeper's assassination level has been increased to prevent cheese as well as pave way for later recruitment setup.

Update: Jul 17, 2020 @ 7:35pm

Hotfix in Kazakh's new contingency dialogue. Added a few missing lines and made sure he was recruitable.