Finding a Skeleton buddy
I survived the transition north. Am currently camped out in the flood lands, fighting off iron spiders and rogue skeletons. Is there any current way to recruit skeletons? I'll keep exploring. I expect I'll find a skeleton city tucked away somewhere.
Hello,
There are some Skeletons(Beginner stat and 10 stats) in the recruit list for "outlaw town generic" which is currently only used by the Hub.
There's a Skeleton drifter in the recruit list for Mongrel. And there are some more in various spawning lists. They do have the dialogue bit for joining after being rescued.
It seems there will be some Skeletons to recruit from Shark when it is unlocked (Swamper recruit list).
I took those informations from FCS and did not verify those ingame.
Regards.
Albibak
Edit : Swords for hire in World's End also have a chance of being Skeletons
Edit 2 : Skeleton drifters in Mongrel are not hireable.
There are some Skeletons(Beginner stat and 10 stats) in the recruit list for "outlaw town generic" which is currently only used by the Hub.
There's a Skeleton drifter in the recruit list for Mongrel. And there are some more in various spawning lists. They do have the dialogue bit for joining after being rescued.
It seems there will be some Skeletons to recruit from Shark when it is unlocked (Swamper recruit list).
I took those informations from FCS and did not verify those ingame.
Regards.
Albibak
Edit : Swords for hire in World's End also have a chance of being Skeletons
Edit 2 : Skeleton drifters in Mongrel are not hireable.
Last edited by Albibak on Sun Sep 04, 2016 6:02 pm, edited 2 times in total.
Maybe it's bad luck but I have started a lot of times (fresh start and imports) and I didn't see any skeletons in The Hub and/or Rebel Base (well this "bar" is just to trade and buy food because it's empty except for some guards and the shopkeeper)Albibak wrote:There are some Skeletons(Beginner stat and 10 stats) in the recruit list for "outlaw town generic" which is currently only used by the Hub.
In Mongrel.....I just went once but I didn't see one of them
- kevinflemming
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They have a very low chance of spawning. That's probably why you haven't seen any. Combined with the bar squads changing every couple of days, you could easily miss them.
Worth changing that with the FCS, if you don't mind starting again. A fresh game is needed for the changes to take effect properly.
Worth changing that with the FCS, if you don't mind starting again. A fresh game is needed for the changes to take effect properly.
strangely I have two games that every time I load them, they have the same spawns in the same bars.
My robot game will not spawn robots in the hub, waystation or mongral, but I have another game that always spawns one in each. Usually they has the same names as well. I wondered if spawns were locked in a recent update, but it sound like they should be changing.
My robot game will not spawn robots in the hub, waystation or mongral, but I have another game that always spawns one in each. Usually they has the same names as well. I wondered if spawns were locked in a recent update, but it sound like they should be changing.
Hello,
However, I was not able to test this due to a problem I describe below.
As far as I can tell, the rebel base shouldn't have any recruits.
There's a recruit list for the bar but tests in other place suggest those list aren't used anymore (recruitable NPCs spawn in the town and then move to the bar unlike the shopkeeper and the guards who do spawn in the bar)
I get the same 2 recruitable NPCs (Same "generic" name, same look) and the same bar thug 1 (with the same 1505 cats bounty).
I don't know if it is a bug, a feature or if I screwed something using the FCS(some of those tests were made without any mod active though).
Not needing food could make them great workers for an outpost if there were more to recruit.
The only time I tried using one "adventuring", I thought the need for special medkits far outweighed any advantage they may have but it was early game and soon after the release of the new map/beta(plus I did recruit him in Holy Nation territory which did not help).
Regards.
Albibak
If my understanding is correct, there should be a 10% chance that the bar in The Hub hold a squad with some recruitable NPCs. If it does, those NPCs should have 7/48 chances of being Skeletons (5 chances of newbie stats and 2 of stat 10).Set wrote:Maybe it's bad luck but I have started a lot of times (fresh start and imports) and I didn't see any skeletons in The Hub and/or Rebel Base (well this "bar" is just to trade and buy food because it's empty except for some guards and the shopkeeper)
However, I was not able to test this due to a problem I describe below.
As far as I can tell, the rebel base shouldn't have any recruits.
There's a recruit list for the bar but tests in other place suggest those list aren't used anymore (recruitable NPCs spawn in the town and then move to the bar unlike the shopkeeper and the guards who do spawn in the bar)
I noticed the same "problem" when testing the spawn in The Hub with the gamestarts "The Retired Captain" and "Nobodies"(that both start there).swillo wrote:strangely I have two games that every time I load them, they have the same spawns in the same bars.
I get the same 2 recruitable NPCs (Same "generic" name, same look) and the same bar thug 1 (with the same 1505 cats bounty).
I don't know if it is a bug, a feature or if I screwed something using the FCS(some of those tests were made without any mod active though).
I would use them as turret defense. They have a bonus for it, that would keep them relatively out of harm's way and they can stay on guard 24/24 as they don't need to go and fetch food.Abek wrote:I found em. Very cool kids, but quite limited. They would make extraordinary front line guards once my technology improves.
Not needing food could make them great workers for an outpost if there were more to recruit.
The only time I tried using one "adventuring", I thought the need for special medkits far outweighed any advantage they may have but it was early game and soon after the release of the new map/beta(plus I did recruit him in Holy Nation territory which did not help).
Regards.
Albibak
Maybe I didn't explained it correctly.....everytime I go to The Hub I see recruits but no Skeletons.....so 100% chance to new recruits (some good ones and some bad ones) and 0% of Skeletons for me....Albibak wrote:Hello,
If my understanding is correct, there should be a 10% chance that the bar in The Hub hold a squad with some recruitable NPCs. If it does, those NPCs should have 7/48 chances of being Skeletons (5 chances of newbie stats and 2 of stat 10).Set wrote:Maybe it's bad luck but I have started a lot of times (fresh start and imports) and I didn't see any skeletons in The Hub and/or Rebel Base (well this "bar" is just to trade and buy food because it's empty except for some guards and the shopkeeper)
However, I was not able to test this due to a problem I describe below.
As far as I can tell, the rebel base shouldn't have any recruits.
There's a recruit list for the bar but tests in other place suggest those list aren't used anymore (recruitable NPCs spawn in the town and then move to the bar unlike the shopkeeper and the guards who do spawn in the bar)
And yes I know about the Rebel Base "Bar"....no recruit spawn in the zone, the only customers you will often find are slavers, so.....if you have an ex-slave character, avoid that Rebel Base at all cost
okay since .22 I went to the hub and have found 2 new skel recurits spawned there. Not only in my Robots game, but in two other games as well. And they both have the same names and load outs in all three games. Not sure what happened but I'm not looking the gift horse in the mouth. In fact I'm giving him an apple. Good boy! 
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