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Seriously, I broke my rules on the circumstances under which I recruit and create pawns (psycasts expanded goes brrr) just so I could get more bait for him. When I kill him I think I'm getting back like... 20 or more pawns.
AHH I AM A FOOL!
For the sake of fellow fools like myself, would you consider adding that a captured collector can somehow be studied to find the location of his lair? For example, you learn from studying him that a flesh chunk acts as a biological homing beacon, and either you just then know where the lair is, or you need to do a surgery and/or execution to get the flesh chunk out and then you use that?
Issues:
- It being able to just instantly scoop up your colonist and disappear.
- Colonists being permanently lost if some bullshittery undoes the collector.
Theorized fixes to first issue:
- Collector has to beat up and down your pawn before running off with them. Perhaps it has anesthetic in its claws and is itself quite tanky, so even pretty tough meleeists will be downed and yoinked, but at the very least there's more of a warning and possibility to prevent a kidnapping at all.*
- Hypnotising like the revenant. This feels like it'd make the Collector into a Revenant 2.0 and seem kinda lazy, though.
*tfw your level 20, strong melee gene, wielding a lobotomy-corp persona weapon, transcendent reflexes trait meleeist with advanced bionic arms just lets themselves get scooped up without even fighting back by a clearly hostile entity.
Theorized fix to second issue:
- Have dealing with a 2nd collector be a good way to get victims of the first.
**Entity Suggestion**
The Trickster.
Similar to that mimic from Alpha Genes in concept.
The trickster will join your colony without warning or event, so you might not even notice them if you don't pay attention or have many colonists. They'll be identical to another colonist, including in work priorities, work schedule.
They cause some kind of anomaly-related trouble, or are just a goofy lil prankster who occasionally ques up and does pranks.
Anomalous weapons:
Weapons that randomly binds themselves to a wielder, they are all indestructible
1. A gun that can swap between sniper/bolt action rifle, shotgun and assault rifle, with stats slightly above legendary
2. A long range minigun, that randomly decides to target friendly pawns in close distance
3. A monosword that gives all the good persona traits but all mental breaks are replaced with murder, using the weapon
4. Mutator sword, rarely causes the wielder to get mutations from the obelisk, but pawns killed with it drop bioferite, and rarely shards.
5. A long range rifle that applies petrification to its enemies, at first slowing and if the hediff reaches 100% it turns the target into a stone pillar, with really high beauty and terror value. Small animals like rabbits get turned into stone with a single shot, humanlikes need 3 shots and bigger enemies require 6. It very slowly applies the hediff to its wielder.
6. Cursed Blade, an enemy that appears and once killed drops a weapon, that if not regularly used for killing people creates the enemy again. Superior stats to legendary persona monosword.
All the weapons if studied get their negative effects decreased. And if number 1 gets studied the player can create copies of it, performing slightly lower then the counterpart (assuming same quality).