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Originally posted by NotWendy April 24, 2024
At the moment, zealot robes provide a very powerful effect for a clothes slot, combining the functionality of husk genes with passive healing and making husked enemies neutral to the wearer.
They are also very easily accessible through stealing and can be acquired very early in the campaign, which people generally point at as the biggest problem with the item.
I suggest removing the husk infection immunity stat from the robes, instead making them synergize with husk genes/symbiosis. They'll support husked players by giving them health regeneration, but will still require you to find a way to make husk infection not kill you.
Which is probably an oversight, the effect of the Cultist robe is less powerful, yet they're both available at 70 rep and 150 mks.
Aside from buying these when reputation is high enough (reaching 70 rep actually seems quite hard to me for the husk cult), the robes are also worn by cultist leader, allowing it to be accessed earlier.
abandonedoutposthusks Mission f.e. has a cultist leader.
Abandoned outpost is already quite common by the 2nd biome.
commonnessperzone="1: 0, 2: 0.8, 3: 0.8, 4: 0.5, 5: 0.5, 6: 0"
A couple of steps could be taken here: <entitydescription.zealotrobes>A dark garment worn by esteemed members of the Church of Husk. Embedded with genetic technology and hormone injectors that give the wearer heightened regenerative capabilities of their symbiote, while keeping the symbiote docile.</entitydescription.zealotrobes>
The technology and hormone injectors could require some upkeep (alien power cell, batteries, some medicine that needs refreshing?)
abandonedoutposthusks mission given a mindifficulty
huskcult merchants wearing cultist robe instead of zealot robe
"They are also very easily accessible through stealing" You can acquire them by killing the husk merchant through any number of means, my go to being overdosing them. You can then yoink the cloak and leave the outpost before anyone can react through either switching characters in singleplayer or having the captain ready to go in multiplayer. You'll lose maybe 1-2 rep and get a very powerful item very quickly.
Also as a side note, the rep requirements for the minor faction merchants is really bonkers and makes no sense imo. You might want to do a pass on the rep requirements and spread the items out more instead of having 3 or so break points where a bunch of items become available at the same time.
Discussed in #13812
Originally posted by NotWendy April 24, 2024
At the moment, zealot robes provide a very powerful effect for a clothes slot, combining the functionality of husk genes with passive healing and making husked enemies neutral to the wearer.
They are also very easily accessible through stealing and can be acquired very early in the campaign, which people generally point at as the biggest problem with the item.
I suggest removing the husk infection immunity stat from the robes, instead making them synergize with husk genes/symbiosis. They'll support husked players by giving them health regeneration, but will still require you to find a way to make husk infection not kill you.
Main issues:
Note, cultist robe and zealot robe both have
Which is probably an oversight, the effect of the Cultist robe is less powerful, yet they're both available at 70 rep and 150 mks.
Aside from buying these when reputation is high enough (reaching 70 rep actually seems quite hard to me for the husk cult), the robes are also worn by cultist leader, allowing it to be accessed earlier.
abandonedoutposthusks Mission f.e. has a cultist leader.
Abandoned outpost is already quite common by the 2nd biome.
commonnessperzone="1: 0, 2: 0.8, 3: 0.8, 4: 0.5, 5: 0.5, 6: 0"
A couple of steps could be taken here:
<entitydescription.zealotrobes>A dark garment worn by esteemed members of the Church of Husk. Embedded with genetic technology and hormone injectors that give the wearer heightened regenerative capabilities of their symbiote, while keeping the symbiote docile.</entitydescription.zealotrobes>
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