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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.
Just pretty funny to see a super buff Hive Prince Black Panther screaming "WAKANDA FOREVER" in game
@chozu: That's the weirdest conflict I've seen thus far. I'm not even certain how that would happen. I'll take a look at it if I can, but I'm exhausted just trying to figure out the conflict with Genesis.
@charlie.hall.0111: Not random, completely intended even outside of Reactive World. They're supposed to move to Mongrel, but the failover is currently broken. Also mulling straight up removal of the Black Tower at this stage just due to the chaos it's wrought. I dunno.
@Mythril: Yes and no in that order. They should only be Greenlanders, but I'm guessing I broke something. I'll see if I can't fix that.