- Mar 25, 2020
- 413
- 694
Yuti does the Overkill+Yuti mod, so only when they are ready with Yuti's mod and Overkill is in a stable state (it's in beta, and it is fairly easy to encounter bugs) they'll even consider updating. And before that they'll only start updating Yuti's mod when the majority of bugfixes for Didnapper 2 have been patched. So who knows whenever that'll be.
Yuti's mod basically adds the mechanics from Didnapper 1 back in. To be specific:
Is it essential? No and I find the way some of the UI and scripting to be clumsily realised:
But keep in mind: Should another Didnapper 2 update release (they've said they wanted to include the side stuff they hadn't implemented yet in the next update) you'd have to wait for the mods to update again.
It's safest to have a completed vanilla playthrough and only then apply the mods and start another modded-playthrough or enjoy the post-game with mods.
Yuti's mod basically adds the mechanics from Didnapper 1 back in. To be specific:
- Capturing damsels, i.e. after you chloroform or defeat the female bandits you get the option to bring them to your own new slavers corporation located in your camp
- "training" damsels (it's just one option and all you do is wait for one stat to increase over time. You have no further input or CG for that)
- selling your damsels for a price based on how much you've trained them
- the ability to sell your own party members as damsels
- and a consequent rescue mission in the Edelstein manor
- the mechanic isn't well integrated, so your party members still show up in fights unless you're in the rescue mission
- A place to put a range of kidnapped named characters from the game as well your party members (Private cells) with the option to play the interrogation minigame with them at will
- a couple of sidequests mostly revolving around the new content and methods to capture and bring the bandits into your private cells.
- They don't feel that out of place with the rest of the game - the justification for why the princess is fine with slavery notwithstanding
- a couple of them have some not-so-subtle references to Didnapper 1
Is it essential? No and I find the way some of the UI and scripting to be clumsily realised:
- lots of unnecessary dialog to set the sale up,
- bad auto teleports when you're trying to raise the value of your merchandise,
- time a.k.a. pure grind to raise the value,
- the sale takes its time since it is an interactive cutscene (which is nice the first couple of times but after that you just want your buyers to decide on who they want quicker)
But keep in mind: Should another Didnapper 2 update release (they've said they wanted to include the side stuff they hadn't implemented yet in the next update) you'd have to wait for the mods to update again.
It's safest to have a completed vanilla playthrough and only then apply the mods and start another modded-playthrough or enjoy the post-game with mods.