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T2: Tox Adaption: For each tile of pollution absorbed withing a the given range the caster gains a bonus to their Tox Immunity. The buff is permanent but upon using it it also gives the caster a level of Toxic Buildup relative to the amount of pollution absorbed during casting.
The overall idea being the caster is pulling the toxins from the space around them and using their body and Psychic prowess to break it down. With the example I gave its the based on the idea of drinking a small or survivable amount of a poison until you gain a full immunity but drink to much all at once and you'll die.
I love your psychic expanded series and I hope this helps!
T7:
Tox Catalyst:
Force the toxins present within the target creature/corpse/wastepack to burst out in the form of a cloud of noxious gas, dealing acid damage to nearby creatures depending on the severity of the target's toxic buildup or the amount of wastepacks in the stack.
T8:
Wastepack Nuke:
Unleash a large-scale explosion of various chemical agents, covering the land with great amounts of pollution and toxic gas. The radius of the explosion scales with psychic sensitivity (800% sensitivity = maxed out, resulting in a 60 cells pollution radius, and a 80 cells gas radius.)
Misc:
Muted toxic shock's effecter.
Reduced the cost of the reactor summon ability to 70% psyfocus.
New psycasts:
T3:
Waste Focus:
Absorb the primary chemical present within wastepacks and convert it into psyfocus, the process will cause leftover chemicals to pollute the nearby area.
T6:
Polluswarm:
Trigger a chemical reaction at the target location, causing a swarm of insectoids to set up cocoons at this position, the insectoids will attack anyone that disturbs these cocoons. The infestation will be twice as big if used on a polluted area.
New psycast for Biohazard tree:
T5:
Toxic Shell:
Release a deadly toxic gas in the target area.
Consider including wastepacks somewhere in either tree. Wastepack infestations on demand would be more useful than anything in the biohazard tree. Maybe except using toxin skip to take down overpowered critters from other mods.
I frequently enjoy fucking with the environment during my mechhive runs
and my dumbass friend provoked something else that involves NOT fucking the environment
one might even say - unfucking the environment
ANYWAYS, I'm able to do both with this mod!
Thank you Sentinel!
I'll make it so the friendly deathpall resurrects shamblers faster than normal pall, that way T6 is a perma shambler spell for a day
Honestly, I feel like if you do make a necromancer psycast path your biggest focus should be on either allowing for more powerful versions of "undead", allowing the caster to keep an endless momentum as everything that dies just gets right back up and keeps going, or turning the colony into a beautiful necropolis of sheer undead efficiency. (Some combat psycasts maybe?)
Sorry for the rant lol, I just really love the idea of a necromancer psycast path to satisfy my evil all powerful lich urges.
ideas I had was take the tecnomancy golems.
Sword skeleton is like the steel golem but high damage and low tanky
worker skeleton is like the stone but can do jobs like building cleaning crafting farming and so on but it's like level 5
skeleton gunner is pretty much the sword one but uses a lever action rifle
Shield skeleton really tanky but low damage
Ghost knight pretty much think the ghost army from lord of the rings. They are really good at tank and damage but would cost more upkeep.
Living armor like the ghost knight but is better for safety. Maybe not as strong but has some healing it can do with a medical of 8
Skeleton king He is just raw power. High damage high def, summons his own sword skeletons like a warqueen would drones but really costly upkeep.
I've got some ideas already for now
T1:
Release deadlife dust ability
T2:
???
T3:
???
T4:
Summon structure that spews out deadlife dust, useful for ranged reanimation.
T5:
Resurrect from Necropath without the finger loss, the drawback would be a "Psychic burnout" that makes your psysensitivy capped to 0 for a day or two.
T6:
Friendly death pall