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Genetic world torrent

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genetic world torrent

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Rob Papen - RG 1. Rob Papen - Predator 2 and 1 1. Rob Papen - Go2 1. Rob Papen - Blade 1. ReFX - Vanguard 1. Novation - Bass Station 2. I've added multiple new interiors to moor houses. All can now spawn with "Residential" interiors. I hope people like limbs and heads Sallet , the city what was, that is now First village again now properly has the beat your meat wizard replaced properly so he can come beat your meat furiously.

Cannibal towns will now cage up multiple factions including their own. Variants 2 was removed. This should help keep lore in check as the cannibals only have shoddy "imitations" of the old deadcat tools. Variants 3 now called "Deadcat lost relics" can only be found in "cannibal HQ's".

All other cannibals will carry variants 1 and the weapons will be much weaker. This should keep the damage high for humans but short of the outright numbers make cannibal weapon forging much more believable as the weapons look like scrap thrown together.

For clarification this will make police have "medic" squads who will heal you and others as well as gate guards. This should help keep cities clean as well as make all guards and police able to stay alive longer. Bear in mine this is a blanket removal.

They can and will be added back in with more purpose in the future. Once you have hit rank 3 in the future a new squad will spawn and replace the current squad. You'll be able to receive thieving missions and targets culminating in heists from capitals.

Link and Single. They are now properly named in pathing so the textures will show as well. Drew the quartermaster now spawns in his own building next to Cross. Cross as the leader of the faction will now have an appropriate faction HQ.

They now use the dummy item types so they are not limited to specific items and will instead shop for all item types. All other guards now wear the "knight set". Locked them to shek now. This should allow for more use of the package overall without misspeaks. While the players may not notice them overall those who like to mod things will. Short of the holy nation which will need human only citizens the citizens will start to show up more and more as i cycle out the old city citizens in favor of the new ones.

This will allow changes for one cities citizens to then be allowed grandscale across the map. This will also allow for an easier time attaching a general world dialogue package to everyone across the world because i wont have to add it to different squads but only a small handful of squads. Which will make managing everything overall much easier.

This change is a little more aesthetically pleasing and makes more sense for them basically controlling the whole region. Killing them will now have side affects. Dust bandits may dissapear but starving bandits will start to roam farther and will become a larger and worse nuisance in other bordering regions. This should allow a little easier loading in the borderzone. I will update other towns in the area as well.

I now respond. This does NOT include the artifact list. Scraphouse can and might spawn multiple sets throughout its interior -adjusted the vendor lists of the scraphouse. There are only two lists now. The main list has been expanded and completely overhauled to now focus on materials players will need in future updates. Blueprints are rarer but still high enough to present a decent chance for "rare" gear to appear this list will be expanded over time. This means in total the option to get limbs is now about.

This means players will no longer be able to simply "wait" for things to respawn. The scraphouse now restocks every 2 weeks instead of every 72 hours. This should be a much more reasonable time and logical as the skeletons are not exactly It's now fixed. With an increase of loot to buy and possibly steal the player needs an incentive to not splurge. With an increase in guards that solves stealing but having a larger loot table means more "rare items" to spawn.

The cannibal weapons are now much weaker than they were previously. This should appease god man kenshi dev vaati as well -deleted the ronin weapons blueprints. Now you just need to buy ONE blueprint multiple times just kidding, i'm lazy it's one blueprint. A lot of them have 2x or 3x and some even had 4x radius for no reason.

I'll also probably adjust the name. I'll also be looking to tweak some UC slave farms to center around specific resources iron camp, stone camp, slave market, slave farm etc. Made the "house" much more accesible and noticeable. It's now a little more "town" like. It will be further changed in the future. Adding it to the "inherit" allows NPC's to roam around outside and use benchs and tables as they see fit.

This should allow for much greater realism when entering towns. This should make any and all bar squads able to use outside furniture as well. NOTE this does and will for now apply to any and all unique recruits. It's now a functional bar and shrine -added a generic "gate" building for outpost ramps. Will replace all current ones and ensure that gates that are meant to be open will be open. THey now rotate as fast as generic marketsall vendors do, have the same amount of money BUT, have much less stock 5 -edited foliage layers in the swamp.

TBH, i dont actually know what is what, everything isn't super detailed in it's name. So some buildings may need updating in placement because of the trees. I didn't edit them by alot mostly values down. This should allow a little better spacing in the swamps as well as a little less loading. This includes arach, shun and areas around the crater -culled some of the crater's foliage resources. Replaced the previous citizens with the moor citizens. The straight the town was on is now clear for those who want to base there.

The city is now next to directly next to the manhunter base. The manhunters and ghillie have a trade agreement and are now allied and coexist. This also means they can trade slaves. The prophet now has stay at home AI. They'll now be tied in with the prophet and his questline. The world states themselves now simply flip based on conditions. The towers are now much more beneficial to players who join the guild.

Enemies will be a little weaker throughout but this should prevent players out right walking into "wealth". This should make all races, factions and dialogue recognize all skeletons in genesis as skeletons. The downside of this is that it might make starting a little messier and harder to do if picking skeletons,which may mean that i'll remove more skeletons from being playable in the future.

The default Whistler still is. Should cut load times and help people with slower computers run the city a little more efficiently. Smaller city and less civilians is showing less peaks on ram usage looking around the city. This should prevent players AI from eating them randomly when not intended as reported by BottomLine -fixed the alpha pelt for grim hounds as indicated by Ilumil the names will properly match.

The rework isn't much different. Just some minor changes to interior setups and some reworks to how the navmesh is handled in the area and how buildings are placed over and under things. So far after about two hours of playing in the city i'm seeing less hang ups on ramps and that goes for AI as well. This should let him move around more naturally in all his armor. Available in foglands. It now shares home with iron and copper among metallic debris. They all have a chance of spawning and being part of the debris found across the entirety of the map.

Adjusted its altitude spawn parameters this should make it spawn much less in dreg. This will however make it a little more rare to find naturally. Working currently on a solution for this -boneyard resources are no longer part of the death yard spawns. And can no longer be built or placed this is an error for now, i want players to be able to place them but i need to duplicate the building and replace some parts for it -attempted another pass at fixing the top part of brink.

The great library is now BUT they do not sell anything worth much or of quality. I have NOT balanced them at all. They are as the were originally in their mod. They will be tweaked according to feedback in the future. They can be looted and used or sold for profit. It's now worth much less and has 2 less width and stacks 1 less. This should make it worth looting without basically being the reason you kill scavengers. Merc's will now also spawn with medics that do a range of tasks.

They will shop for all medical supplies, they will heal, repair and splint and they should also burn bodies at your base IF you have a corpse furnace and ONLY while they are at your base. And will be used by swordran knights mixed with samurai stuff. It now can be farmed in and has much more rich resource diversity but the altitude plays a huge factor. The higher you go the poorer everything gets. This will make armor variation much easier. It also makes sense as the black is meant to be the "stealth" variant.

So less "plating" on the jacket makes sense -changed how the "knight" plate is researched. Players can now craft Black carapace armor. Players can now properly craft all bolts. This will replace ALL limbs excluding leviathan limbs as i'm currently waiting on custom assets for those.

Moved it north west of it's original location -finished iron haven. Properly assigned the right classifications. Hope you guys like well thought out towns. Nestled in the valley between to massive cliff faces lies the slave farm. As guards patrol and watch from turrets on high the slaves toil in the hot swampy waters to produce massive amounts of riceweed and raw materials.

Also lessened the armor a bit. This will probably have some unnoticed effects. This should fix the whistler issues on the experimental branch -cleaned up the mercenary bodyguard dialogue. Turns out the squad AI is irrelevant. Compressed all the AI into the leader packages. This should fix the mercenary issue. They now stack, are worth less overall but can be sold more easily.

This should fix the map, the loading and title screens -Fixed the missing meshes for the new update. Should now allow all dogs to properly use there textures and hair's correctly. Fog heads are meant to be practically worthless everywhere else in the world excluding mongrel. You can find a profit for most Lost Libraries now spawn with more Common artifacts at a higher chance.

Updated and tweaked a little. Thieves tower now properly has most benches. Patched the dog races being playable. Was testing the race editor for the dogs and forgot to remove this change Unsure if this was causing an issue with them eating from the animal feeder but according to another modders report could be worthwhile to check out.

This should make all animals a serious threat without them hitting damage. So despite using the same textures as other dogs you should see a lot more colors and hair patterns across the direwolves. Though with this change i will probably add farm shops back in certain areas. They gave to much of a boost to the bandits MA and provided to much of a power imbalance for early game players -added some lighting to the settled nomads village -adjusted the adventurers guild rally outside of locke in shem.

Rengo is now a housemate thus ensuring both spawns have priority to the building without replacing one or the other. Legendary weapons Vendor Kratch is now a housemate. Show allow proper spawning without issue. They will now use the same NPC type in vains pass and be auto assigned the same faction of the town String faction. Swamp turtles now have a stomp attack. It should auto adjust enough to look proper on the new dog types -readjusted UC cities to have more recruit lists and merc guild recruits as was the case in vanilla.

Changed the weighting of some bar squads so that some are less frequent and the "more common" are indeed more common. You will now spawn at all included waystations -adjusted the inn in clownsteady. Armor King says "Best armor in the world, No thieves allowed The containers will now carry monk clothes, food, and various healing supplies which should allow an easier "escape".

There should be a total of 8 of these guards. This should help AI slightly. This should allow certain NPC's that deal directly with the "slave" squads to act without a housemate overriding there AI. He should be able to prioritize his "building" in case a "full" house cannot properly adjust for the amount of squads in rebirth. This change will not affect guards who use turrets or have specific building schedules. This should allow moving around in rebirth to be a little bit easier. This should help players be more mobile in rebirth once again.

They should now properly harvest and use the resources around the town. This should make them "viable" to steal from. They all upgraded into turret training dummies and not there respective training dummies. They will now properly be upgraded into their own mk1 and mk2 versions -fixed a name issue with the locksmith training box.

Even those of there own families! Brains, Limbs, Raw meat? It's all on the menu now!! Be careful who you hunt bounties with though! There love for fish now extends to all types of fish. MMM Crunchy heads and limbs. All weapons will now be assigned as the back weapon. This should help properly balance the weapons. Starving bandit leaders are unaffected by this.

You'll find more useless items indicating it's been raided and broken down over time. Increased various raw materials. You'll find more useful loot here. Removed various raw materials. Skeleton faction will no longer be hostile but the skeletons that are meant to be will be. They no longer have in there names. They will have names like "compact" or "dagger".

This should bring it more inline with how the weapon appears this will affect damage -removed animal bag blueprints. This is in Prep for texture rework so players can easily identify what armor is what in menus when crafting it. Crimson Rogues will still wear red armor -merged in Vanilla Azuchi re texture:.

This Camp should actually rival rebirth. This should also be more believable as to where the united city gets there slaves. For those who dont like creating bases. Of course, this is genesis, Not some other kind of insert insult here mod, No reward without risk!! The 3 houses have been moved to the eastern side of the city. They now follow the naming convention of the british royal order of the bath. This should allow players to kite easier and work there way through the hoards.

Thus allowing even lower level players and squads the ability to get to the alpha fishman. Thus the homage to the cities name. Fish isles,, black desert etc. This should clean up the gear format. Besides weather this gear provides 0 bonuses and has 0 coverage. NPC gear is a little odd looking with some setups.

This fits more with the lore of kenshi but still gives avalon the unique flair it orginally had. Tinfists main HQ is now inside the middle of the city again , the secondary HQ is now along the eastern edge. Double checked in game to ensure it works. Should prevent the player running out of power should the build within the town. Will be adjusted as needed. Edited town settings so that the random camps only appear in shem and okrans valley.

Removed heavy weather areas like BDC, burning forest etc. Placed the "guard" bar squads into roaming squads and changed how squads spawned within the town to further enhance town security without detracting from the "nomads" town feel. With Locke being so close it makes sense that the nomads would have the mercs roaming the area and or in the town. They now properly spawn an exotic animal trader.

They should now appropriately get in caves, work, and use items. Some slaves will still work 24h's but much much less will work non-stop. Increased the potential weapon list to favor more blunt weapons with more chances between weapons. They are still weighted very slightly to have cut weapons. They will still favor cut weapons. This should make players weigh their fights very slightly towards targeting the leader early game to ensure they are taken out of the fight early.

This means that every town in game will only buy them for cats. Will introduce a specific character at a later date to allow for an upcharge. This should allow all squads to spawn properly. This should allow them to spawn and travel "safer" -added various "outposts" around the map at the rally point.

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