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Patch 4.0.4 - The Liberators

kinggath

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Patch 4.0.4 is now live! It includes updates for Sim Settlements, Three in One, and Conqueror. As well as a 1.1.3 patch for Workshop Framework.

- Introduces the Liberator mechanics. These are a "Good Guy" counter to the gameplay you're accustomed to from Jammer's Gang. Rather than beating down settlers, you'll be rescuing them as captives of an enemy faction. Currently, the Minutemen Faction Pack available on Nexus offers the first Liberator faction.

- Fixes TONS of bugs in SS and Conqueror, see the full patch notes for details.

Full patch notes:
Sim Settlements 4.0.4 Patch Notes
Conqueror 4.0.4 Patch Notes
 
Just wanted to confirm that the checkpoint plot now builds and refreshes properly as noted in the patch notes, however, the other plots that were also reported in this thread, which I think first brought up and confirmed the checkpoint bug, are still broken. I just wanted to mention this in case this you weren't aware of the other plots that have issues @kinggath .
 
Can you PM me a list? That's quite the giant thread...
 
Scrap heap
Checkpoint
Toupee Shack
Outdoorsman
Fresh Supplies
Dead end weapons

Some of these are fine at level 1, but have problems at level 2 or 3. For example, the Toupee Shack.
 
So is the liberator its own system or still part of the conquer system in which we are the big bad boss raider, but if we tell a raider in an outpost to a vassal settlement or vice versa they be all, nah stuff you.
 
If we load supermutant, red guard and minuteman faction packs. We choose to play minutemen. When we go to liberate a settlement it will possibly be a super mutant, or red guard outpost we are liberating? Or is that a future patch?
 
So is the liberator its own system or still part of the conquer system in which we are the big bad boss raider, but if we tell a raider in an outpost to a vassal settlement or vice versa they be all, nah stuff you.
Each faction pack tags its faction as a Liberator or Conqueror. The raiders from Jammer's gang are Conquerors, so the Liberator mechanics won't apply.
 
If we load supermutant, red guard and minuteman faction packs. We choose to play minutemen. When we go to liberate a settlement it will possibly be a super mutant, or red guard outpost we are liberating? Or is that a future patch?
It's possible that those factions will be the defenders, so long as the Minutemen faction pack creator included them in their list of enemies, or used the reverse enemy system (ie. everyone not in my friend list is an enemy).
 
It's possible that those factions will be the defenders, so long as the Minutemen faction pack creator included them in their list of enemies, or used the reverse enemy system (ie. everyone not in my friend list is an enemy).

It would be really awesome if the enemy factions slowly took over settlements you don't have and the more they gained the tougher they became. Really would give more end game content. Atm in back of my mind I ask myself why raid more towns when you already having nothing to spend all these caps on. Defeating growing enemies would be a better incentive.
 
Fresh Supplies
Dead end weapons

I wasn't able to identify any problems with these 2. At all levels, the shopkeeper functioned, the clutter appeared, and the construction completed fine.
 
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