More Archotech Garbage - standalone artifacts
Content
This mods adds standalone versions of artifacts from More Archotech Garbage.
Though, a new one has been added and 3 old ones have been removed (for reasons like balance concerns and two of them being just bad)
List of items
The amount isn’t very large so I might as well quickly go over all of them.
[list]
[*] Archotech resurrector – basically an upgraded resurrector mech serum. The revived pawn can immiediately get to work and without any future complications.
[*] Psychic kill switch – works similarly vanilla psychic lances, you target a pawn and things happen to it. This one causes the target to instantly die.
[*] Psychic inspiration lance – causes the target to instantly experience and inspiration. It has 5 charges.
[*] Psychic stasis lance – puts the target in a stasis, preventing them from moving, bleeding and taking any damage. Pretty good for rescue and/or kidnapping operations.
[*] Psychic tranquility lance – instantly resets the target’s mental state, stopping mental breaks in humanlikes and manhunting in animals (does not cure scaria). It has 3 charges.
[*] Psychic terror pulser – causes an ongoing raid on the currently selected map to instantly end by forcing every hostile humanlike to flee in terror. Does not work on mechanoid raids or manhunter packs.
[*] Psychic guardian pulser – upon activation it lowers any incoming damage targeting your colonists. First it sets the incoming damage multiplier to 0%, it then gradually goes back to 100% over the course of 12 in-game hours.
[*] Psychic healer lance – instantly heals the target and gives full immunity to any ongoing infections or diseases. It has 3 charges.
[/list]
Before resuming my work on More Archotech Garbage 2 (name not final) I want to split off anything I can into its own thing. This may or may not be the only thing that would work as a standalone thing though.