Closed JeroonBosch closed 2 weeks ago
"They are also very easily accessible through stealing" You can acquire them by killing the husk merchant through any number of means, my go to being overdosing them. You can then yoink the cloak and leave the outpost before anyone can react through either switching characters in singleplayer or having the captain ready to go in multiplayer. You'll lose maybe 1-2 rep and get a very powerful item very quickly.
Also as a side note, the rep requirements for the minor faction merchants is really bonkers and makes no sense imo. You might want to do a pass on the rep requirements and spread the items out more instead of having 3 or so break points where a bunch of items become available at the same time.
Tested changes to robes
Feels like a good synergy with gene splicing mechanic and robes
Closing as completed
Discussed in https://github.com/FakeFishGames/Barotrauma/discussions/13812
Main issues:
Note, cultist robe and zealot robe both have
Which is probably an oversight, the effect of the Cultist robe is less powerful, yet they're both available at 70 rep and 150 mks. Aside from buying these when reputation is high enough (reaching 70 rep actually seems quite hard to me for the husk cult), the robes are also worn by cultist leader, allowing it to be accessed earlier.
abandonedoutposthusks Mission f.e. has a cultist leader. Abandoned outpost is already quite common by the 2nd biome. commonnessperzone="1: 0, 2: 0.8, 3: 0.8, 4: 0.5, 5: 0.5, 6: 0"
A couple of steps could be taken here:
<entitydescription.zealotrobes>A dark garment worn by esteemed members of the Church of Husk. Embedded with genetic technology and hormone injectors that give the wearer heightened regenerative capabilities of their symbiote, while keeping the symbiote docile.</entitydescription.zealotrobes>