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Rogue Work

Medieval Things: Rogue Work adds a collection of morally questionable, socially manipulative professions to your colony. These non-violent specialists use charm, deception, and subtle exploitation to benefit your colony in underhanded ways — all without swinging a sword. ◆ Pickpocket Targets visitors and pack animals, stealing items from their inventory (excluding silver). Prefers caravan animals over pawns. Base success chance: 75% — increases with each success. Failure may result in a social fight. ◆ Poacher Attempts to poach caravan animals at night. Only targets animals not carrying inventory. Base success chance: 50%, improved by Animal skill. Failure may result in a social fight. ◆ Silver-Tongue Initiates formal, faction-respecting conversations with visitors to improve goodwill. Base success chance: 40%, improved by Social skill and beauty. Failure results in awkward rejection and a mood debuff. ◆ Swindler Trades the cheapest item in their inventory for a higher-value item with visitors. Always succeeds, but Social skill affects the quality of the outcome. Does not attempt to act without a tradeable item, requires at least one item in inventory. ◆ Smuggler Secretly obtains Psylink Neuroformers from Empire visitors — for a price. Only activates if the colony has enough silver to pay the smuggling fee. Requires the [b]Royalty DLC[/b] to smuggle Neuroformers, but modders can extend this system for other items and factions. ◆ Grave Robber Searches corpses for salvageable implants before burial or decay. Only interacts with a corpse once; stops immediately on the first failed extraction. Can extract up to a limited number of implants per body, configurable in mod settings. Each extraction attempt has diminishing success chances, improved by Medical skill. Once a corpse has been searched, no other rogue can interact with it. ◆ Scavenger Quietly searches corpses for hidden weapons overlooked by others. If successful, weapon quality starts at Excellent, with a configurable chance to upgrade to Masterwork or Legendary. Once a corpse has been searched, no other rogue can interact with it. All rogue professions are handled through a unified Roguework system. These pawns are not assassins or warriors — they are manipulative opportunists operating in the social shadows of your colony. Roguework is primarily trait-driven and autonomous. Pawns with Rogue traits will opportunistically perform Rogue actions when conditions allow, without requiring manual work assignments. An optional per-pawn Roguework toggle can be enabled in mod settings for players who prefer direct control. Rogue actions are time-sensitive and prioritize short windows of opportunity, such as visiting non-hostile factions or passing caravans. Updates: 02/04/2026 [list] [*] Pickpocketing and Poaching failures can now lead to a social fight instead of a mood debuff [/list] 01/26/2026 [list] [*] Fixed an issue where rogues would not perform their first job. [/list] 01/23/2026 [list] [*] Added Grave Robber [*] Added Scavenger [*] Fixed an error introduced in 1.0.2 when loading a new game. [/list] 01/21/2026 [list] [*] 1.6 support. [*] Removed "Roguework" from Work tab. [*] Made Rogues more autonomous. [*] Added mod setting to enable or disable an individual pawn from rogue work. This is off by default. [/list] ⚠ Safe to add mid-save ❌ Not safe to remove mid-save (uses custom comps and job drivers). You can just uncheck the Roguework job category for all pawns. [url=https://steamcommunity.com/linkfilter/?u=http%3A%2F%2Fpatreon.com%2FSalvador143][img]https://i.imgur.com/62pjOJ7.png[/img][/url][patreon.com]