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Does this affect the Blood Rain rage effect?
-Anomaly buildings such as frenzy inducer, sleep suppressor, and bioferrite generator effects to scale with pawn psychic sensitivity. since in their descriptions they psychically affect pawns but it doesnt really matter of their psychic sensitivity
-Disruptor flare affects stun time on pawns with higher psychic sensitivity. the game already implements disruptor flares EFFECTS scaling with psychic sensitivity and psychically deaf pawns being completely immune to them
-Revenant invisibility duration time with the revenant vertebrae prosthetic. since invisibility in this game psychically affects other creatures to make the caster appear invisible, so pawns with the revenant vertebrae can cast with the duration scaling with psychic sensitivty
other than that, this is a wonderful mod that fills in the gap based on the ingame description and how it should affects gameplay
Does this also affect psychic foil helmets?
A couple of requests,
1. make bigger detection radius for revenants/sightstealers if the pawn is dull or deaf.
2. obelisk takes longer to surpress, but cant randomly activate on deaf pawns.
i.e. A pawn with an item that gives them a psychic sensitivity of zero will get the same protection as a pawn with the psychically deaf trait or gene
all that's left now is the music. (not a really suggestion, just that moment is what inspired the idea.)
Like they also can't participate in rituals or use lances/serums
Maybe the more...*kinetic* anomalies instinctively target them or they're unable to cross the void gate/activate the nodes
Instead of being the coma after the revenant is gone, what if *during* the coma they randomly gained scratches, bites, and bruises to represent them being restlessly tormented by the visions and hurting themselves in their sleep as a result (scratching at their eyes and chest, biting their tongue, violently twisting and punching at phantom enemies)