I copied all the Act 2 hireables in hirelings.txt and pasted them as new rows at the bottom. So I think the act column is linked to the column the hireling uses in pettypes.txt 1 in the act row changes all mercenary types to the rouge which can only be hired in act 1, 2 changes to desert merc and can only be hired in act 2, and so on. I just now tested it out but to no avail.Īfter that testing, it seems the hireling type is determined by the Act column in hirelings.txt now. ![]() ![]() Hmm, I never really payed any attention to the 2hs barbs.Īlso, nix the idea about having any act hireable seller selling all the hirelings. Just make sure you leave the description blank so you can know the difference between them if you copy the original ones to make your new ones, or increase the price to hire them.Īlso, if you intend to enable the 2 weapon Barbarian Hireable, you'll have to add his icon to the hireable row in pettypes.txt or it'll show up as a rouge icon.Īre you sure? I always tought that barbarians doubled his damage with every weapon you give them. In other words, I made a Magic Arrow Rouge hireable, and left the Fire and Cold arrow ones like they were, and when I loaded the game up and brought up Kashya's hire screen, the magic arrow one was listed with the fire and cold arrow mercs. Now you can make new ones at the bottom of the file, and as long as you give them a different ID #, they will be available in the hire screen. You either had to make the new ones over the old ones, or just tweak the existing ones. ![]() You couldn't make new hirelings and leave the old ones, cause the vendors would only let you hire the types that were already there. I remember this was a problem with new types of hirelings in 1.09. I found out yesterday evening that you can make a new hireling in hireling.txt that uses different skills, leave the original ones, and the vendors that sell the type you made will actually sell them now.
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