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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
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▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
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░░░░░░░▀███▀█░▄░░ THE AUTHOR TO
░░░░░░▐▌▀▄▀▄▀▐▄░░ UPDATE THE MOD!
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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3250496402
Please take your time your mods are top quality !
For the time being, this plan will fall later down the line, still need to finish the TAOFC modules and Hunterphage modules, and currently, I'm designing my very own zombie apocalypse scenario for the current TAOFC module using mechanics from anomaly.
So I hope you guys will be patient until then, Kraltech Industries will return!
Best form an alliance with VOID, because you aren't surviving an enforcer.
In all seriousness, I like this mod - but oh my god, my 1-year colony can't survive 4 guys with 200% armor and cybernetics that make them invincible. I'm beelining, trying to out-tech them. Recommended if you're either willing to die or use dev mode. This mod is ruthless, and as most have mentioned, it's very unbalanced.
Sounds fantastic but I am worried it will be kind of hardcore like the VOID.
Can we handle those new mech with a low developped colony ?
Balance, the obvious. Really, if the stuff was moved to be way more end-game It'd be fine. Getting hit with 5 Miltor MK.2 at a complex with dudes wearing plate mail is owie. (I had one of the EMP weapons of the mod and didn't even break one miltor shield.)
Vehicles. Let me ride the dragon >: ).
That's it, really. Just make the point of experiencing Kraltech stuff way later in the game and allow other op mods to also have some form of affect on dealing with Kraltech. (Watched a Void member get buttmushed by a few mechs was horrifying.)
I know the dev said they're working on "the real" mod, this is more for anyone else that really want so Kraltech in 1.5. Be forewarned