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Anomaly Uses #2
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Assuming you meant to say 'are not useful for a tribal faction', I think for the serums and interesting way to do those would be with a 'tonic table' and you still get access to all the serums, but now they have to be made with beer. You get a slightly weaker form of the serum, along with being intoxicated since a tribal/medieval tech likely would not be able to suppress the negative effects of injecting bioferrite as easily as an industrial faction. There is already a mod for animals to be able to detect metalhorrors via nuzzling, but I think making a 'building' that is just a cat posted up, then starts hissing when it detects an invisible creature could be interesting, though this idea can be considered weak and something else could be considered for something that might look a little less goofy, like incense candles that go out/sends a message when something invisible is near, and periodically has to be refueled. Not sure how to tackle implants since I wouldn't really expect a tribal/medieval faction to be making implants. Maybe they can be turned into a temporary buff like the other tonics except they last much longer to make up for the rarity of the resource they need. Bioferrite Shaper could just use a retexture, reduced work speed, and gets fueled with bioferrite instead of electricity. The things that can be made there are mostly already ok |
Tattoos or piercings instead of implants maybe. And the cat could be the return of inspector chicken, a fun callback though maybe off theme a bit |
First draft of shard power and serum lab to be pushed to branch ASAP |
Many Anomaly items and buildings (serum lab, detector, implants) are all hi-tech and useful for a tribal faction. Need ideas for making the anomalies actually useful and not just a threat, otherwise players will just turtle and avoid interacting with the content.
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