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You can still assign the throneroom and get the proper alerts for the pawn's Empire title even though the throne will continue to claim it's trying to satisfy the reqs for a different type of title. I wish I had an actual fix for it, but because it's a bug in the vanilla code any solution I try to come up with risks causing more problems than I solve.
If you aren't using any mods that change the Empire's throne reqs, the throneroom requirements are the same between the two similar tiers (i.e. Acolyte and Tier 2 are mostly the same, Knight and Tier 3, etc), with the main exception being that villains don't mind Anomaly buildings.
Occasionally (quite often) the superheroes and villains send me the camp quests to clear, or other types of quests, but the variables don't seem to work properly. This happened across multiple playthroughs, some with less mods, some with more mods. I know in the description of the core (?) of this mod it said it shouldn't give out many quests, but I keep getting flooded by them sometimes.
Sorry again for the bother as it could be a mod mismatch, and thank you for your hard work on this mod!
https://imgur.com/a/z7ZxkFM
https://gist.github.com/HugsLibRecordKeeper/74351080a1d508fcac852b048f4bac56
- Reworded some quests to hopefully be more clear
- Villain traders and settlements now have a chance to include slaves
- More Villains should spawn with tiers now
What's a villain without some henchmen
I've also added a setting for those using the Supers Everywhere setting called Mutations Anywhere, which gives all non-custom xenotypes the same chance as any other super to have a mutation when created.
https://pastebin.com/RbYbRJkL
At least you'll consider PROTOTYPE / inFAMOUS powers for future updates, and that's enough for me.
Also, thanks for the upcoming superhero faction.