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I could of course include an integrated jump pack or shield belt but I'd rather just leave the belt slot open and let players do as they wish. Including those things while also allowing for a belt slot would be stronger than I intend for this mod.
I haven't added the pain shock threshold bonus from the ritual mask because I don't consider it a straight upgrade. Given that pawns wearing this armor are likely to be extremely valuable, I didn't want to mess with them being more likely to die outright than collapse from pain.
The bioferrite psychic sensitivity bonus, on the other hand, is something I do kind of want to include. But I feel like adding the bonus as though the armor were made of pure bioferrite is a bit of a sloppy fix. Kind of like using the eltex bonus from apparel rather than the one from prestige armor. I have a strong suspicion that there will be a mod that makes proper bioferrite marine armor, and I'll just use that mod as a new prerequisite when it comes out.
Those textures were deliberately removed. I wanted to let players pick and choose what armor mods they're running. This does mean that players will get an error message if they are using the same colony from 1.4 to 1.5. Sorry about that!
"Could not load UnityEngine.Texture2D at Armors/Armor/PrestigeMechlord/PrestigeMechlordSuit in any active mod or in base resources"
I apologize to anyone running this mod who was using Sanguine armor as you'll need to download the other mod, research, and craft it again. Of course, I expect most of you are going to make a new colony in the next few days.
Adding more combat bonuses would upset the balance I'm going for, sorry.
Love the design :p
If I expand on this in the future, which I might, I'll refactor it all to use patches. As it is, there's really no reason to use this mod without the prerequisites, so I figured I'd save everyone a click. I'll spend some time going through armor mods to see what to make compatible.