Less Shit Slaves

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Author: Snicks

Last revision: 18 Sep, 2023 at 03:52 UTC

File size: 343.04 KB

On Steam Workshop

Description:

Enhances slave dialogue and statistics and allows slaves that could not be recruited or leave their cages to do so under correct conditions.

Specifically:
Some characters completely lacking the ability to react to being freed should now have them. If any such cases are found please report them here, and I will add the appropriate dialogue to their packages

Slaves who are bought from shops should no longer loot bodies on their way out before they ditch or join the player. Slaves escaping as part of a raid or breakout will.

Slaves have generally had their stats improved. They are by no means strong, but are now on par with a starving bandit or other very early game enemy. There’s absolutely no way a nation is operating off of slave labour if their slaves can’t swing a stick around at full speed. This also increases purchasing cost, but as this mod makes purchasing a more viable form of gaining recruits, all’s fair.

Purchasing slaves will now sometimes yield a recruit even for people deemed too powerful by the game – but only if you’re stronger than them.

Most escaped slaves (not purchased) have had their recruitable tags either removed, or had an alternative dialogue added if you’re stronger than them to join you. Cannibal rescues already often ignored the recruitable tag, as did some Shek.

Fewer characters will outright refuse to leave, and those characters can now be made to leave with persistence. They will leave sooner (i.e. more likely to agree with each attempt) if you are stronger than them or have a large squad.

Hive Slaves can now be pushed into leaving their cages with enough persistence. There is no benefit for additional strength, but if you are also Hive, they will be more likely to agree to leave sooner.

Released slaves will no longer run around like shrieking bandits if they do not join up with you. They’ll wander around towns and bars like a dismissed character or drifter would – independent escapees and runners will still full sprint away.

Purchased slaves now have more expansive dialogue, instead of just being a more or less ~50% joinup chance for recruitable characters. Their exact dialogue will depend on faction affiliation and race, complete with obligatory unprompted skeleton philosophical rambling. Hivers also have a considerably higher chance of joining, as they are significantly less likely to have family or outside associations (other than the hive, who would consider them lost)

Escaping slaves will now react differently if you are a slave or are an interloper, as well as commenting on potential faction implications (they may recognize a known anti-slaver or react with surprise if a UC ally is breaking them free. Shek will also recognize their battle-born, etc)

Characters who use the Shek Warrior base have had their recruitable tag entirely removed from their purchasing dialogue. They already only have a 35% chance of being even potentially recruitable in this fashion at all.

Mod in the images is the currently unreleased indev build of a total Hive overhaul mod. It will take a while, and I have another mod or two in waiting before I release that.