Lumbrada Mercenaries 1.3

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Author: pnciampo

Last revision: 28 Jan, 2024 at 16:33 UTC

File size: 488.45 KB

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Description:

1.0 Mercenary Network. Adds a town and faction. Expanded ally mercenary options. Allying them causes them and 5 other factions (if neutral/ally) to send you random base protection. To be honest, I haven’t tested the campaigns, but I didn’t see any mistakes. Will test asap.

*Note: The town is the only place the regular mercs spawn and you’re limited to 2 groups.

1.1 Ally Campaign "Contracts" tested and fixed to work properly. You now have 6 factions (depending on your relations) who will send base guards to your outpost automatically. Mongrel, HN Outlaws (Trade Ninjas), Black Dog, Hounds, Tech Hunters and of course, Lumbrada themselves. Enjoy.

1.2 Tested lowering the campaign chance per day, from 0.7 to 0.4. For this update I’ve decreased it to 0.2 – untested. The idea is to have them arrive often enough to relieve eachother, not to congest your base completely. Also, next update I’m going to decrease the amount of guards per visit, since some of these factions have characters with 60’s in stats. Maybe 5 max per contract visit.

1.2.1 Tested chance per day rate of 0.2. Acceptable. I’ve changed the squad sizes to be smaller, though I noticed HNO Trade Ninjas arrived with 2 squads. I’m not sure why that’s happening. The rate feels good but I may raise it up to 0.25.

1.2.2 Chance per day changed to 0.25. I’ve also overlooked a variable repeat limit, which I’ve set to a ridiculous number thats a stand in for infinity. The events should loop forever.

1.2.3 Added an Escaped Ronin start. Added loot to Sylphon’s buildings, as well as converted the General Storage building into an armory with a vendor. Added recruits to the bar squads.

1.3 Greatly improved the town AI. The gate guards are dedicated to the gate and static town guards, the police station are dedicated to patrolling and making arrests, there is a squad of 2 for the gate turrets, the residential tower is set to stay home/protect the tower. It all functions a lot better, especially with less glitching (as before, gate guards would "arrest," but just pick up and put down unconscious troublemakers).