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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 [list] [*] [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]. [/list] How to use? [list] [*] Equip a Cerebrex Node on your mechanitor. [*] The new ability will appear alongside the others. [*] and that's it :C ... [/list] ⚠️ Important Notes [list] [*] [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. [/list] [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

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Harmony

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