The Mourn must survive

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Author: Stilldoll

Last revision: 10 Nov, 2019 at 01:33 UTC

File size: 3.42 MB

On Steam Workshop

Description:
This mod will change the NPC town of Mourn into a comfortable town.

The changes are the following two points.

1. Changed so that a building can be built next to Mourn.

Construction is possible up to near Mourn.
A part of the wall on the west side of Mourn has been removed. The wall can be connected to the player’s wall.
* In the first construction, it is necessary to build the player’s base in a slightly distant position.
This is because the player’s base does not overlap with the Mourn town range.
* Be careful not to overlap the player base range with the Mourn town range.
If the ranges overlap, the NPC on the Mourn side will not correctly recognize the travel route and will be stuck on the spot.
(It is within the allowable range until the ranges are in close contact with each other or overlap slightly)
* The range of player bases can be changed by deleting the building or rebuilding it to another location.
* By connecting the wall of Mourn to the wall of the player and covering the player base with the wall, it is possible to limit the entrance to the east side of the town of Mourn.
(Visitors of the campaign will use the entrance of the mountain)

2. By talking to the tavern owner and paying money, we have added facilities such as gatekeepers and barracks to Mourn.

Four facilities can be added. The facility will be added to the town building.
Gatekeeper (Defensive Gate IV)
Place a soldier at the gate. Prevent enemies from entering.

Barracks ( Watchtower)
Add barracks to the town. There are more than a dozen soldiers in the barracks and go around the town.
If there is power in the town, security using turrets is also provided.
Soldiers also have specialists who incinerate medic and corpses.

Power Station (Small Shack)
Streetlights, turrets, and production facilities can be used when power plants are added.

Workers’ dormitory (outpost IV)
Add labor facilities and hire workers.
Workers dig ore and cultivate fields to produce materials.
You can purchase what the workers produce.
Also, when materials are sold to labor facilities, workers process and sell them.
(For example, when iron ore is sold, it is sold as an iron plate, steel bullion, armor plate)
Manufacturing facilities are installed in the worker’s dormitory.
If you are friendly with Tech Hunters, you can register recipes in the manufacturing facility.
Workers produce and sell weapons and armor only when the recipes and ingredients are available.
(For example, if you register a sword for a blacksmith (weapon), you will consume steel bullion and fabric to produce and sell the sword)

Residents
If you add one of Mourn’s facilities, residents will live in Mourn’s vacant house.
Residents have low combat ability and no production ability.
In the daytime, you can hang around in the house or around the town, and at night, lock your house and sleep.
You can talk with the residents if there is a player base near Mourn. The inhabitants who talked will come to the player base for shopping.

* Facilities may not be added if the player has purchased a Mourn building.
* Relationship is related to the facility in the town. If you do not take over the relation in the import, the facility in the town will be initialized.
* Addition of facilities can be made at any time, but the state of the town will be initialized each time a facility is added.
* Workers’ production takes a considerable amount of time. If you live in a place near Mourn, the product lineup will gradually increase. However, assortment is initialized when importing.
* Trader has a lot of money because the assortment and money in the labor dormitory has never been updated.

important point

* If you have been to Mourn before using this mod (if you have already entered the import range), you need to import it.
* In addition to this mod, if you use a mod that modifies the building of Mourn, problems such as overlapping of buildings may occur.
* In addition to this mod, if you use a mod that changes Mourn in the world situation, only one mod will work.
(If A’s MOD changes Mourn, it will not be affected by B’s MOD thereafter)
* The Great White Goriro will disappear when you add a facility.
(It will be treated as a dead NPC)

Other

Made compatible with other mods.
Cattle: Dairy cattle will settle when facilities are added.
Chickens: Chickens will settle when facilities are added.
Family Dog: Dogs settle down when facilities are added.
Factions Quest: The client stays at the bar when the facility is added.
A general shop belonging to a ninja merchant is added to the town.
NPC Town Guard Mission: Security guards will stay in the tavern once facilities are added.

日本語化はこちら
The Mourn must survive JP
https://steamcommunity.com/sharedfiles/filedetails/?id=1909787167