Sets up parameters to enable use of a factions system across all compatible maps, and replaces a player loadout for a faction specific one when selected. Any CPU based opponents will also select a random faction, just go to your Pg2 Research panel to select a faction. If you dont see sparkles on your spell tab, it means the mod did not load and there is a issue.
Here is a list of the currently supported and eventual playable factions...
• Keeper
• Heroes
• DK2 Keeper
• Cultists
• Silent Hill
• DK2 Heroes (Coming Soon...)
• Cenobites (TBA)
• DeathTrap Dungeon (TBA)
• Guardians (TBA)
• Beasts (TBA)
• Undead (TBA)
• Demons (TBA)
• Creatures (TBA)
Recommended Mods
• Texture Packs
• Torturer
• Scavenger Eye
Rules
I have taken the liberty and applied some new game rules and creature edits for the purpose of balance.
Mod Conflictions
Will conflict with any mod that uses ...
[Power 49>55] - [Hand: 1>4] - [Column2001>2034] - [Cubes 998>1023] - [Objects 999>1020] - [Slabs 199>210] - [Room 50>55]
Licensing
By utilising this mod, you agree to provide attribution to its creator for personal use. Any custom made content is strictly for non-commercial use only, "as is" without warranty.
Special thanks to the KeeperFX community espically to qqluqq & Loobinex for their help.
On its own, this mod does nothing, you will need the recommended mods for the complete experience. Some maps may be incompatible with this mod and imbalanced, please report any issues you are having.

At moment in Keeper FX v1.3.25134 Alpha, only Keeper and Heroes faction do work. Other factions result into removal of workers from the map and new ones do not spawn. Can this be fixed?
Currently no.
Other than the 2 default factions (heroes and keeper), the others are simply there as a demonstration until their assets have been completed. If your wondering then what's the point, it's a modular system, a foundation to be built on. it's safe to play with the ai tho, the ai should not pick any incomplete faction. I hope this clarifies everything 😊