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I honestly don't see why the one person didn't just make her 18+, or remove that line rather than removing her completely. Male or female, I tend to want to help characters in need. Be they disgraced faction members, wandering slaves/escaped slaved, or just starving bandits. Even if she was 60, I like the idea of helping her escape and have a better life. Even if it's just hanging out at my crappy base and eating free food.
You're on the money for the "depth" of the interaction i.e. barely there. I'm unsure if it even fired correctly, but it was also supposed to be punitive for being a creep in that a crime alarm was supposed to fire and you were to be assigned a bounty by the local faction. Quoting myself, "I simply thought it was an edgy way to provide the player some agency in being the bad guy."
I am in no way condoning underage sex and/or prostitution. I guess I just don't find this little optional exchange any more distasteful than than some of the other dark and brutal stuff in the vanilla game. Again, not saying it's ok or justified, just that stuff like getting turned into a skin suit, eaten alive, literally hacked to pieces, sold into actual slavery, and/or attacked for being the wrong race and/or gender seems pretty bad too...
La traduction n'est pas parfaite et il y a certainement des fautes, Il suffira de faire remonter le problème si le mod est mis en ligne ;)
I made a FR patch, I'm just asking if FR people want him or not ;)
@theo: Appreciate the assist in getting around to things I don't have the wherewithal to do. I will not delete the character just because the dialogue from the original creation of this mod is distasteful. It'd be irresponsible of me to simply erase my mistakes, I feel. So it'll either remain for posterity, or I'll get around to re-writing the character when I'm not dead inside.
@Wirewing: I haven't updated it in a while... not sure if it'll get updated again.
@Shachaf8: All of Slezkh's options for payment are set to 100% because the betrayal doesn't always work since the first FCS update after launch.
@Ser_Long_Stickus: Then don't select that option. /s. In all seriousness, I know; it probably won't get rewritten as further development has effectively stopped. See my previous response. There's no excuse or justification, but the fact of the matter is that the mod was officially posted originally on the Lo-Fi forum in September of 2015. I was 18 at the time, and "I simply thought it was an edgy way to provide the player some agency in being the bad guy." Didn't age well, I know. We live and learn.
That all notwithstanding, Yunomi's dialogue is no longer upto my standards, artistically or ethically. There's a fair chance now that I won't ever rewrite it though - I just don't have the motivation to continue my art when my head's still not in a good place given the last 4 months of tumult and personal upheaval. The future holds surprises for everyone, I suppose.
Also sorry for your lost Josef Senpai, may she rest in peace
- Hotfix for Gnume's 3A dialogue.
- 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/ .
- 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 .
- 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.
@CyberSpiderRU: Unfortunately, Slezkh's "beat 'em up" recruitment option is no longer working at this time. I need to rework it into a dialogue/item, now that I think about it. His "standard" recruitment options are set to 100% until I get something worked up.
@Rayn: Give it a try after the Genesis Mod compatibility update and see if it continue.
@Kaiser Zero: Bhujerba's failover may be broken. I *was* working on remedying that... Try to recruit him from the Black Tower if you can.
@Slomega: No that's the right dialogue option. I didn't notice before but it's only set to a 10% chance of running the dialogue, instead of 90%. I got it backwards- I'll run a quick hotfix for that.
I defeated Slezkh in 1vs1 when he tried to rob me, but when he wakes up...there is no dialoge at all. He's just going to bar and that's it.
About Rayn issue, I just went to World End today and got Orphis and his mates. Maybe you could try to save before enter the city or reach the crashing point and load again, i had this kind of crashes a lot (idk which mod causing it) but saving and loading usually works for me, sometimes it takes 2 try. I also use Reactive World tho, hope this helps!
- Added a bunch of lines to Delend while re-working his dialogue.
- 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
- 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.
Ex Caravan Guards can spawn in virtually any bar that has recruits. As an example, in a UC bar, Interesting Recruits! will spawn a minimum of 1 basic follower from the mod, with anywhere from 0 to 2 additional spawns- with each instance choosing from a list of 16 of the basic followers. I think that's 1/16, or 6.25% chance to spawn for each instance that the game loads.