Darkwind
More resources on tiles!

*sam*


Posted Jun 12, 2020, 2:45 pm
Harry and I have been working out some extra resources that will be added to map tiles. These are all based on the original plans we had when making the map.

So you should now see a bunch of extra descriptions on various tiles (notably, towns and villages - but also some other named tiles).

I have not actually implemented any of these but will start to do so very soon.

Some typical examples:
- Recruitment boosts: members of camp will have a chance of recruiting 50-skill characters, if the characters are recruited at camp (which will soon be possible)
- Recruitment boosts also include strength, speed and courage (a new character may get a boost in these, even putting them over 100)
- Recruitment boosts also include an increased chance of getting mutants if you request one
- Training boosts: characters at camp will train very well in the specified skill
- In a few cases, pre-upgraded ('chromed') hardware may be manufactured at a camp which controls a tile
- In a few cases, we have increased the DW$ value of a tile or boosted its strategy value a little

There's some unique ones:
- Camp members have an extra chance of trucing (Texan)
- Camp gets an MR boost (Sarsfield)
- The 'boneyard' tiles near firelight yield car parts and randomly yield random chassis (in a very poor state).

Another unique one: "Brass Keep" (tile 20,7) is an ancient fortress which gives not only +200 CR to the defender, but also +20% of their deployed CR.  This will also be rolled out in a new feature we want to add, which is players building fortifications on tiles. (When I say we want to add, I mean Harry wants to take the glory and make me do the work).

A couple of regions will also have 'lithium' which will be a new ultra rare resource (not yet implemented) which will be useful in manufacturing (perhaps to create EPs, or perhaps as a component of certain weapons)

Please note:
1. None of the above is yet implemented, even though the map now mentions them. I'll be working on them over the coming weeks.
2. Any village with no benefits yet will definitely be getting something. We have ideas that we're still figuring out. (I.e. Harry has nice ideas which I'm resisting until I figure out a less onerous way of implementing them).
ShawnFireDragon
coldmolasses@live.ca

Posted Jun 12, 2020, 3:13 pm
:) Very cool Sam. Two thumbs up.
*Rev. V*


Posted Jun 12, 2020, 4:06 pm
Awesome!

I haven't seen this much forum activity since you nerfed the sniper spec!
Only this is WAYYYYY better than that was!
Grimm Sykes


Posted Jun 12, 2020, 4:15 pm
Lithium? is that a chrome ingredient?
Krakhedd


Posted Jun 12, 2020, 4:27 pm
Can we finally do away w/ waiting 24 hours to fire a crappy hire or otherwise having them commit suicide? Can we get drastically, or at least significantly, higher weekly training?
*sam*


Posted Jun 12, 2020, 4:43 pm
Grimm Sykes said:
Lithium? is that a chrome ingredient?


No, it will be either an EPs ingredient, or its own ingredient.
Effy


Posted Jun 12, 2020, 5:20 pm
Those goodies seem good enough to lit people's greed.
(Unless they can just truce, make both owners be members of both camps and share the boosts as the good friends they are)

Is there any limit to pvp camp membership?

Or may "this" bring an orgy of "shared bonus" between friends/friendly "groups"?
*sam*


Posted Jun 12, 2020, 6:04 pm
Effy said:
Those goodies seem good enough to lit people's greed.
(Unless they can just truce, make both owners be members of both camps and share the boosts as the good friends they are)

Is there any limit to pvp camp membership?

Or may "this" bring an orgy of "shared bonus" between friends/friendly "groups"?


Very possible we'll see a shared orgy in some parts of the map.
Krak suggested we could have lesser benefits for members than owners/managers, which would help.

Some limit may be needed, you're right. Or at least, a limit to the number you can be in for orgy purposes.
*Rev. V*


Posted Jun 12, 2020, 6:05 pm
"a limit to the number you can be in for orgy purposes. "


The Nuns won't like that....
*The X Man*


Posted Jun 13, 2020, 5:32 am
Any updates to the medicine changes everyone voted for and could they be added in as part of the resources for special hex tiles??
darthspanky


Posted Jun 13, 2020, 8:20 am
thanks for all the hard work.
*sam*


Posted Jun 13, 2020, 9:11 am
*The X Man* said:
Any updates to the medicine changes everyone voted for and could they be added in as part of the resources for special hex tiles??


Have we got details somewhere handy?
*sam*


Posted Jun 13, 2020, 9:12 am
darthspanky said:
thanks for all the hard work.


B)
*Bastille*


Posted Jun 13, 2020, 10:47 am
Good work harry  ;)

(When I say we want to add, I mean Harry wants to take the glory and make me do the work).
Grimm Sykes


Posted Jun 13, 2020, 3:37 pm
if there is to be hex decay and rare resources like this, that means that there's really no chance for some camps to gain certain resources while other camps will almost be guaranteed these resources.

I can see this causing a lot of jealousy, frustration, claims of Sam giving favor-ship to some players, and causing a lot of hurt feelings which will not be conducive to long term player base.
*The X Man*


Posted Jun 13, 2020, 7:04 pm
*sam* said:
*The X Man* said:
Any updates to the medicine changes everyone voted for and could they be added in as part of the resources for special hex tiles??


Have we got details somewhere handy?


I sent it to you in an email 4-10-20 with the poll info. I can resend if needed.
Wuulf


Posted Jun 13, 2020, 7:30 pm
Grimm Sykes said:
if there is to be hex decay and rare resources like this, that means that there's really no chance for some camps to gain certain resources while other camps will almost be guaranteed these resources.

I can see this causing a lot of jealousy, frustration, claims of Sam giving favor-ship to some players, and causing a lot of hurt feelings which will not be conducive to long term player base.


Could build in something where anyone who contributes above a certain amount (MR or resources) to a camp gets some element of the bonus controlled by that camp, then players at all levels / locations can benefit. Or maybe add some resources that relocate over time - like a trading caravan or travelling circus
Grimm Sykes


Posted Jun 14, 2020, 2:26 pm
Wuulf said:
Grimm Sykes said:
if there is to be hex decay and rare resources like this, that means that there's really no chance for some camps to gain certain resources while other camps will almost be guaranteed these resources.

I can see this causing a lot of jealousy, frustration, claims of Sam giving favor-ship to some players, and causing a lot of hurt feelings which will not be conducive to long term player base.


Could build in something where anyone who contributes above a certain amount (MR or resources) to a camp gets some element of the bonus controlled by that camp, then players at all levels / locations can benefit. Or maybe add some resources that relocate over time - like a trading caravan or travelling circus


What about contribution to the combats
*Shonufff*
dixon.shogun@gmail.com

Posted Jun 18, 2020, 12:15 pm
Great job Everyone!
*HarryRed*


Posted Jun 18, 2020, 12:21 pm
Wuulf said:
Grimm Sykes said:
if there is to be hex decay and rare resources like this, that means that there's really no chance for some camps to gain certain resources while other camps will almost be guaranteed these resources.

I can see this causing a lot of jealousy, frustration, claims of Sam giving favor-ship to some players, and causing a lot of hurt feelings which will not be conducive to long term player base.


Could build in something where anyone who contributes above a certain amount (MR or resources) to a camp gets some element of the bonus controlled by that camp, then players at all levels / locations can benefit. Or maybe add some resources that relocate over time - like a trading caravan or travelling circus


the training bonuses definetly will be sharable with team mates although probobly to a limited number of people to avoid the somerset hugbox from abusing it and just joining each others camps. As for bonuses like upgraded weapons production and raw materials - it doesnt seem like something we should need to hard code in. If you want more of a cut from a camp you can negotiate that with the camp owner.

The idea of a moving tile bonus is interesting. There will probobly be a town hall soon to discuss the new resources and their placement - we can talk about it there
*sam*


Posted Jun 18, 2020, 12:41 pm
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps: all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.
FireFly


Posted Jun 18, 2020, 12:42 pm
That's pretty great! Is it going to be limited to the 5 day free hire or hires in general?
Tez


Posted Jun 18, 2020, 1:09 pm
Can we have a notification in camp activities whenever it's used?
*sam*


Posted Jun 18, 2020, 1:18 pm
Tez said:
Can we have a notification in camp activities whenever it's used?


Yep. I had that in mind already.
*goat starer*


Posted Jun 18, 2020, 2:00 pm
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


are you still adding them? there seems to be a significant bias towards SS in the existing ones that risks working against encouraging gangs to leave the north.
*HarryRed*


Posted Jun 18, 2020, 2:10 pm
*goat starer* said:
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


are you still adding them? there seems to be a significant bias towards SS in the existing ones that risks working against encouraging gangs to leave the north.


The villages are only half the story - theres gonna be other stuff too.
*sam*


Posted Jun 18, 2020, 2:22 pm
*goat starer* said:
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


are you still adding them? there seems to be a significant bias towards SS in the existing ones that risks working against encouraging gangs to leave the north.


Yes. The general rule is there will be good stuff everywhere.
They might be slightly more concentrated in the north since that will always be a more populated area. But I don't want to leave anywhere barren. E.g. much of Badlands still needs some resources.. I have plans.
*sam*


Posted Jun 18, 2020, 3:15 pm
You can now recruit characters from camp (only 'free' hires).
This is of course necessary for the upcoming hiring perks from certain tiles.
Grimm Sykes


Posted Jun 18, 2020, 3:34 pm
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


associate camp members can not exit their vehicles, unload cargo, do repairs, or donate anything. Only thing an associate member can do is travel to and from camp. This feels like you are trying to force us to run a camp with fewer players in order to participate in camp wars.

Maybe you could create a new class of camp member so that all the members can still contribute even if they are not gaining benefits from the new resources?
*sam*


Posted Jun 18, 2020, 4:28 pm
Grimm Sykes said:
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


associate camp members can not exit their vehicles, unload cargo, do repairs, or donate anything. Only thing an associate member can do is travel to and from camp. This feels like you are trying to force us to run a camp with fewer players in order to participate in camp wars.

Maybe you could create a new class of camp member so that all the members can still contribute even if they are not gaining benefits from the new resources?



- associate members can never gain these perks
- normal (full) camps members can gain these perks if the owner lets them
- the owner/managers can always gain these perks

Are you saying you want associate members to be able to get these perks? That's the only train of logic I can glean from your comment.
*sam*


Posted Jun 18, 2020, 4:31 pm
Boosted recruits code is in place.

Let me know if it works/bugs etc. (there's a surprisingly large amount of code involved).
FireFly


Posted Jun 18, 2020, 4:56 pm
Gee, wish I'd known before I spent my free hire earlier today. :rolleyes:
Grimm Sykes


Posted Jun 18, 2020, 5:01 pm
*sam* said:
Grimm Sykes said:
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


associate camp members can not exit their vehicles, unload cargo, do repairs, or donate anything. Only thing an associate member can do is travel to and from camp. This feels like you are trying to force us to run a camp with fewer players in order to participate in camp wars.

Maybe you could create a new class of camp member so that all the members can still contribute even if they are not gaining benefits from the new resources?



- associate members can never gain these perks
- normal (full) camps members can gain these perks if the owner lets them
- the owner/managers can always gain these perks

Are you saying you want associate members to be able to get these perks? That's the only train of logic I can glean from your comment.


NO, I am saying that there needs to be something between associate and full. I got members who I want to be able to get these benefits, but i dont trust them to make them managers,

If I demote everyone else to associate then they can't donate anything to my camp
Grimm Sykes


Posted Jun 18, 2020, 5:05 pm
I can try to explain what I mean a different way if need be
Tez


Posted Jun 18, 2020, 5:16 pm
Ah, like war buddies who are full members who get the bonuses?
*The X Man*


Posted Jun 18, 2020, 6:21 pm
Grimm Sykes said:

NO, I am saying that there needs to be something between associate and full. I got members who I want to be able to get these benefits, but i dont trust them to make them managers,

If I demote everyone else to associate then they can't donate anything to my camp


Honestly, they shouldn't even be allowed to walk thru your front door if that's how you view them. But if you still decide to bring them aboard, that is a risk you have to live with when you approve their membership.
darthspanky


Posted Jun 18, 2020, 6:37 pm
wonders if this was the all important thing he wanted to pause the camp war fight to tell sam while getting hit with my car cannons.
*sam*


Posted Jun 18, 2020, 6:49 pm
Grimm please re read my post above. The situation you're asking for is already covered.
darthspanky


Posted Jun 18, 2020, 6:56 pm


- normal (full) camps members can gain these perks if the owner lets them

where can we allow them to take these bonuses, i cant use them as im over my ganger limit and want them to get it before camp closes?

*sam*


Posted Jun 18, 2020, 7:30 pm
darthspanky said:


- normal (full) camps members can gain these perks if the owner lets them

where can we allow them to take these bonuses, i cant use them as im over my ganger limit and want them to get it before camp closes?



Camp page, resources section, new checkbox.
*sam*


Posted Jun 18, 2020, 9:18 pm
OK, the boosted training code is in place now too.

This runs as part of the weekly camp updates (from 4.50am server time Fridays) rather than the training updates (which is 3.45am server time Fridays).

To gain from the boosted training a camp can offer from its hex resources, the character has to be be in camp and has to be training the correct skill. Training this way will not go above the character's skill cap.

5 characters are randomly picked from those eligible, for each skillboost hex, each week.
*Longo*


Posted Jun 18, 2020, 9:31 pm
how does recruiting bonus work?
*sam*


Posted Jun 18, 2020, 9:34 pm
*Longo* said:
how does recruiting bonus work?


If you get a new recruit from camp, then there's a chance it will be boosted in the skill mentioned in the hex.

At camps you can only get free recruits (so this stops someone from spamming the system and stealing all boosted recruits).

Each hex yields a maximum number of these boosts per week (so it doesn't matter how many camp members there are, there will still be the same number of boosts).
Grimm Sykes


Posted Jun 18, 2020, 10:39 pm
*sam* said:
Grimm Sykes said:
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


associate camp members can not exit their vehicles, unload cargo, do repairs, or donate anything. Only thing an associate member can do is travel to and from camp. This feels like you are trying to force us to run a camp with fewer players in order to participate in camp wars.

Maybe you could create a new class of camp member so that all the members can still contribute even if they are not gaining benefits from the new resources?

- associate members can never gain these perks
- normal (full) camps members can gain these perks if the owner lets them
- the owner/managers can always gain these perks

Are you saying you want associate members to be able to get these perks? That's the only train of logic I can glean from your comment.


I can see I have to explain in MUCH greater detail.

in this example, I have myself and 3 other players at camp. all of whom provide bulk goods donations and mechanics. we will call them mr yellow mr green and mr blue

I have to make all 3 of them full members in order for them to unload crews or donate goods. I only want mr blue and mr green to receive the benefits of the new resources though  I can't make mr green a manager because he has too much envy and I cant make mr yellow a associate because then he won't be able to donate goods.

So how do i allow blue and green to receive benefits without mr yellow getting them?

maybe a better way to do this would be at the bottom where it shows metrics, have a check box next to each player so we can pick who gets  the resource benefits and who does not
Grimm Sykes


Posted Jun 18, 2020, 10:44 pm
*The X Man* said:
Grimm Sykes said:

NO, I am saying that there needs to be something between associate and full. I got members who I want to be able to get these benefits, but i dont trust them to make them managers,

If I demote everyone else to associate then they can't donate anything to my camp


Honestly, they shouldn't even be allowed to walk thru your front door if that's how you view them. But if you still decide to bring them aboard, that is a risk you have to live with when you approve their membership.


That is not at all what I meant. So are you saying that everyone you let in your house, you would trust to hold your money? trust is not a 100% thing with anyone. There's people you can trust with secret, people you can trust with your car, and people you can trust with your money. very rarely can you trust anyone with everything
Grimm Sykes


Posted Jun 18, 2020, 10:46 pm
darthspanky said:
wonders if this was the all important thing he wanted to pause the camp war fight to tell sam while getting hit with my car cannons.


it was about the glitch where if you undo turn to change your orders the turn ends anyways if everyone else taps in. If you had bothered to pay any attention, you would have read that, and that was about 30 turns after you shot me, please try to focus and not twist things around to create drama that does not exist.

I never even fired on you, because I honored our agreement even if you were being a backstabbing liar anyhow.
Grimm Sykes


Posted Jun 18, 2020, 10:52 pm
*sam* said:
Grimm please re read my post above. The situation you're asking for is already covered.



I have, it doesn't and I laid it out in an example to point out what I am saying
Grimm Sykes


Posted Jun 18, 2020, 11:22 pm
*sam* said:
You can now recruit characters from camp (only 'free' hires).
This is of course necessary for the upcoming hiring perks from certain tiles.


I looked on all 5 tabs of the camp, I looked in the marketplace the tavern and the mechanic shop. I see no place to recruit anyone. Where is it?

The only action that's listed in the tavern is "Remove All Characters from Vehicles"
*Longo*


Posted Jun 19, 2020, 12:59 am
Grimm Sykes said:
*sam* said:
You can now recruit characters from camp (only 'free' hires).
This is of course necessary for the upcoming hiring perks from certain tiles.


I looked on all 5 tabs of the camp, I looked in the marketplace the tavern and the mechanic shop. I see no place to recruit anyone. Where is it?

The only action that's listed in the tavern is "Remove All Characters from Vehicles"


Do you have an open slot? Because if you don’t, the option may not appear, as like a town local tavern?
Grimm Sykes


Posted Jun 19, 2020, 1:10 am
*Longo* said:
Do you have an open slot? Because if you don’t, the option may not appear, as like a town local tavern?


Yes, my gang limit is 60. I fired someone, then looked at my data to verify i had only 59 members then went to camp to look for the recruit button.
*Longo*


Posted Jun 19, 2020, 1:19 am
Anyone else try to recruit on camp yet? I am full don’t can’t myself.
Grimm Sykes


Posted Jun 19, 2020, 1:24 am
maybe because I don't qualify for a free one? There's no way t tell when that will happen.
Grimm Sykes


Posted Jun 19, 2020, 1:29 am
*sam* said:
5 characters are randomly picked from those eligible, for each skillboost hex, each week.


How do we know which hexes boost skills?
darthspanky


Posted Jun 19, 2020, 1:30 am
or maybe you cant do it because your camp doesnt control a hex with
a city or town that offers the bonus
:rolleyes:
joemcfarnham


Posted Jun 19, 2020, 1:51 am
It works, only for the free recruit as per, but can confirm it works.
*Rev. V*


Posted Jun 19, 2020, 4:47 am
Totally works, just got a new gunnery hire....with a 55 mech rating.
Her gunnery skill blows, but I'll take a ready to spec mech!
*sam*


Posted Jun 19, 2020, 7:16 am
*Longo* said:
Anyone else try to recruit on camp yet? I am full don’t can’t myself.


I've tested it, it works.

It's for free hires only, which is one every few days.
*sam*


Posted Jun 19, 2020, 7:17 am
Grimm Sykes said:
*sam* said:
Grimm Sykes said:
*sam* said:
I'm just working on these. They should start be available over the next few days.

I figured out a way to stop the northern "group huggers" from exploiting perks such as training boosts by joining each other's camps:  all perks will have a limited number of times that they will trigger per week (and they'll trigger only for full camp members or, if the owner decides, only for the owner and managers). The weekly number is irrespective of number of camp members.


associate camp members can not exit their vehicles, unload cargo, do repairs, or donate anything. Only thing an associate member can do is travel to and from camp. This feels like you are trying to force us to run a camp with fewer players in order to participate in camp wars.

Maybe you could create a new class of camp member so that all the members can still contribute even if they are not gaining benefits from the new resources?

- associate members can never gain these perks
- normal (full) camps members can gain these perks if the owner lets them
- the owner/managers can always gain these perks

Are you saying you want associate members to be able to get these perks? That's the only train of logic I can glean from your comment.


I can see I have to explain in MUCH greater detail.

in this example, I have myself and 3 other players at camp. all of whom provide bulk goods donations and mechanics. we will call them mr yellow mr green and mr blue

I have to make all 3 of them full members in order for them to unload crews or donate goods. I only want mr blue and mr green to receive the benefits of the new resources though  I can't make mr green a manager because he has too much envy and I cant make mr yellow a associate because then he won't be able to donate goods.

So how do i allow blue and green to receive benefits without mr yellow getting them?

maybe a better way to do this would be at the bottom where it shows metrics, have a check box next to each player so we can pick who gets  the resource benefits and who does not



OK, I see. That makes sense. That would need a checkbox for each player then yes.
*sam*


Posted Jun 19, 2020, 8:09 am
I have checked the database, and the training boosts did work in this morning's weekly update (for example, 5 mechs at darth's camp gained extra mech training due to the perk from the Shantyville tile) - however the code that logged these as activities in the camp had a bug so it's not appearing there. Should work from next week.
Grimm Sykes


Posted Jun 19, 2020, 2:51 pm
Sorry for my confusion, and thanks for all the hard work
*Dark Tempest*


Posted Jun 20, 2020, 2:56 am
I do see the option to recruit from camp so I assume if I do so I will get the boost for the Alley.
*Longo*


Posted Jun 20, 2020, 2:59 am
I chance to is what I understand. Its random. Up to 5 a week can get bonus. Only full members or above.
*Dark Tempest*


Posted Jun 20, 2020, 3:52 am
So if it's a chance but there's only 2 or 3 of us recruiting there's a strong chance no bonus is awarded? Does it show up somehow if we do get the bonus?
*Longo*


Posted Jun 20, 2020, 3:58 am
*Dark Tempest* said:
So if it's a chance but there's only 2 or 3 of us recruiting there's a strong chance no bonus is awarded? Does it show up somehow if we do get the bonus?


I think you will know immediately by the stats/skills
*Dark Tempest*


Posted Jun 20, 2020, 4:11 am
Looks like it, 80 some speed. No other notice.
*sam*


Posted Jun 20, 2020, 4:34 am
*Dark Tempest* said:
Looks like it, 80 some speed. No other notice.


There's a notice in the camp activities list.
*Dark Tempest*


Posted Jun 20, 2020, 5:11 am
I dont see a notice. Was I just very lucky to get a high speed ganger without the hiring bonus?
Joel Autobaun


Posted Jun 20, 2020, 3:40 pm
*sam* said:
*Dark Tempest* said:
Looks like it, 80 some speed. No other notice.


There's a notice in the camp activities list.


Maybe the players gang activities? It's not on camp.
*sam*


Posted Jun 20, 2020, 4:32 pm
Joel Autobaun said:
*sam* said:
*Dark Tempest* said:
Looks like it, 80 some speed. No other notice.


There's a notice in the camp activities list.


Maybe the players gang activities? It's not on camp.



Yes, on the camp - but only if it actually gave the player a boosted hire. It only works sometimes.
*Rev. V*


Posted Jun 20, 2020, 4:36 pm
Yeah the message I saw was something like “Cestus Dei recruited an extraordinarily skilled ganger” or something to that effect.
It was on the camp activities page.
Joel Autobaun


Posted Jun 20, 2020, 6:03 pm
ahhh k
Grimm Sykes


Posted Jun 21, 2020, 1:53 pm
I got a guy with 5 specialisms but he is so old he only has the skill remaining to allow for 3. It says he belonged to Dr. Meat and was released from his gang 3 years ago. Is there any way to reassign these specialisms?

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