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a cultist or Sanguophage orbital platform would be cool!
Another good idea is an overgrown habitat, full of plants and animals, or a hollowed asteroid, which is an asteroid with plants and animals from a random biome.
Maybe even a mausoleum habitat, with a few loots from the sarcophagus's.
the doors seem set up wrong, in that the player can claim them anytime, not just when there's no hostiles left, and they need to to move through them ..which makes mechs unable to move through them because the player claimed the doors; minor oversight, not too bad of an impact
I did (mistakingly) think this was a mechanitor crypt and not ''just'' a mechanitor resource dungeon, I'd suggest adding an orbital mechanitor crypt as well, either as a seperate orbital platform or add a chance for this one to contain it, as getting a mechlink in a space only run would be great
I will say the mechanitor stations feel way too powerful with how many implants and subcores are present. I think it would be better if the loot was closer to something like an orbital stash where you have one storeroom with 1-3 mechanitor items and the rest is normal crates and components and stuff.
Btw do mechanitor platforms ever spawn with the other two mechanoid bosses? I've only seen the diabolus so far. That would be a good alternative route for progressing through Biotech since you can't summon mech raids while in orbit, and it would add a bit more of a threat to balance out the loot if you visit one too early.
A team of scientists identified and restrained an anomalous entity but it seems something has gone wrong, you have received a distress signal, when you arrive, there is blood and corpses everywhere (like the intro to deadspace) and you find what killed the scientists, their experiment after escaping from its restraints.
the entity you discover could be one of several, Revenant, shamblers, clone obelisk, etc.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3527726648
This is easily verifyable in: Core\Defs\Storyteller\Storytellers.xml
So there is actually only two explanations possible now for your claim of non in 30 years:
A) you already have either the mechanitor ship or the mechanitor complex and have missed it
B) you are using a modded, and very likely very outdated, custom storyteller.
Another ideas for DLC integrations could be (like others said)
Anomaly:
- containment breached labs or study labs
-- with flesh infested labs
-- deadlife outbreak in a prison like testing lab
-- devourers in large enclosed observation pen
But I also think that Royalty deserves some attention.
Maybe a destroyed royal space station? With throne, gold and some riches primarily in buildings rather than loose loot.
With small chance of techprints to be found?
Infested gravship wrecks would go so hard
Abandoned Colonies, General gravship wrecks you can salvage out, Warzones, Ruined Munitions factories (to avoid certain legalities on the world), Ruined Factories in general
All of those would be pretty neat to stumble upon on asteroids/platforms in space imo
@Salty Slothy - I have tested with both ancient uplink and orbital scanner can you give me the log or error I haven't gotten any failed generations yet on my end.
I'd also like to suggest an orbital gene lab, perhaps similar to the abandoned gene labs added by Alpha Genes. As a separate consideration from this, Odyssey adds a new xenotype specifically designed for working on space stations, so for space sites that aren't guarded by mechs you could give the defenders a higher chance to spawn as that xenotype. They're not very good at fighting unfortunately, but it'd be cool.
For that matter, you could get a lot of mileage out of space sites being themed around individual xenotypes. Hussars and genies being the other ones that come to mind as suitable for this; one for armories/military installations, the other for laboratories.