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Someone in the comments suggested making the environment more of a difficult factor as the game progresses, so a few ideas, need workshopping so please chip in:
Toxic Fallout style incident called "Vengeful Darkness", doubles the damage caused by the darkness effects.
Anomaly style incident called "Dark Totem", supress at all costs, extinguishes an extremely high amount of light and heat sources when reaches 100%
Incident called "Darkness Retaliation", tally and cache light/heat sources (maybe an arbitrary list to cover other relevant things that fall outside of those categories like bioferrite torches, anima bonfires, ideology bonfires, etc), update once every 600000 ticks to keep it low overhead, at X value, create incident that spawns noctols or triggers noctol event?
The text was updated successfully, but these errors were encountered:
I'll start working on number 2, haven't played around with anomaly stuff before so should be interesting, can piggy back off of the already existing "Darkness seeps in" #28 added by Dexter Feldoh himself
Someone in the comments suggested making the environment more of a difficult factor as the game progresses, so a few ideas, need workshopping so please chip in:
Toxic Fallout style incident called "Vengeful Darkness", doubles the damage caused by the darkness effects.
Anomaly style incident called "Dark Totem", supress at all costs, extinguishes an extremely high amount of light and heat sources when reaches 100%
Incident called "Darkness Retaliation", tally and cache light/heat sources (maybe an arbitrary list to cover other relevant things that fall outside of those categories like bioferrite torches, anima bonfires, ideology bonfires, etc), update once every 600000 ticks to keep it low overhead, at X value, create incident that spawns noctols or triggers noctol event?
The text was updated successfully, but these errors were encountered: