Posted November 13, 2018
high rated
0.99.14
Improved some aggro/law based stuff:
-Neutral "Military" NPCs no longer have legal immunity unless they are from a town resident faction
-The act of enslaving now counts as a crime, but only when it's in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
-Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn't mean you can just attack them unprovoked though.
-Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
-Slaver caravans won't take slaves from cages in towns that aren't slavery friendly
-Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
-Anti-slavery factions will fight to free their allies from slavers if they see them get captured
-Fixed some AI bugs where law enforcers wouldn't deliver their catches to cages and would get stuck in other tasks
-Fixed a crash with NPC AI looting
-GUI buttons no longer pressed on mouseup after drag-selecting
-Added import Relations option to import game
Improved some aggro/law based stuff:
-Neutral "Military" NPCs no longer have legal immunity unless they are from a town resident faction
-The act of enslaving now counts as a crime, but only when it's in the town of a faction that is anti-slavery. This means you can attack the slaver in self defence (at the right moment) without getting yourself in trouble. Town guards will stay out of it.
-Slavers now have their own NPC type classification. Law enforcers will stay out of any conflicts involving slavers, instead of helping them (unless they are allies of course, like the United Cities). This doesn't mean you can just attack them unprovoked though.
-Town guards will only attack slavers caught in the act if they are anti-slavery and the victim is an ally, otherwise they will not bother with it.
-Slaver caravans won't take slaves from cages in towns that aren't slavery friendly
-Removed Holy Nation patrol from Nothern Coast to stop them wiping out the fishing village
-Anti-slavery factions will fight to free their allies from slavers if they see them get captured
-Fixed some AI bugs where law enforcers wouldn't deliver their catches to cages and would get stuck in other tasks
-Fixed a crash with NPC AI looting
-GUI buttons no longer pressed on mouseup after drag-selecting
-Added import Relations option to import game