CerebrexNode new ability TakeControll
CerebrexNode: Take Control
[b]Adds a new ability to the Cerebrex Node: take control of an enemy mechanoid![/b]
Compatible with existing systems [i](Mini Note: see the note)[/i].
Simply equip the Cerebrex Node on your mechanitor and you'll gain the power to hack and control enemy mechs.
I tried not to add unbalanced mechanics... because they were hard to make :P
[i](Note: The new ability will only appear on Cerebrex Nodes created after installing or updating this mod. I recommend using dev mode if you already have a CerebrexNode, I won't tell anyone... 🤫)[/i]
Features
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[*] [b]New ability:[/b] "Take Control of mechanoid" – Hack and recruit a hostile mech for your colony.
[*] [b]Works with:[/b] The Cerebrex Node apparel.
[*] [b]Cooldown:[/b] 3 days.
[*] [b]Requires:[/b] [b]Biotech DLC[/b] and [b]Odyssey DLC[/b].
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How to use?
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[*] Equip a Cerebrex Node on your mechanitor.
[*] The new ability will appear alongside the others.
[*] and that's it :C ...
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⚠️ Important Notes
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[*] [b]The ability does not work on mission mechanoids.[/b]
[*] [b]The new ability is only available on Cerebrex Nodes created after installing or updating this mod.[/b]
[*] Existing Cerebrex Nodes in old saves [b]will not gain the new ability[/b]. To get it, craft, spawn, or buy a new Cerebrex Node.
[*] Removing this mod from an active save may break existing Cerebrex Nodes. Destroy them before uninstalling the mod.
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[url=https://steamcommunity.com/sharedfiles/filedetails/?id=3544273839] Implant - Version [/url]
[i]both versions are independent[/i]
Tags
[b]Tags:[/b] Ability,CerebrexNode, Apparel, Biotech, Mechanoid, Mechanitor, Utility, Balanced, Requires Harmony, Español, English