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I give a kill-focused weapon to each of my psycasters, and set them as the only people to slaughter animals, and then raise quail to gain massive amounts of XP, and also ensure that their psyfocus is always topped up. If you start to run low on psyfocus during a battle, just skip a quail next to you, and smash them to gain 20% psyfocus.
that translates to experience with this mod
What could be wrong?
because that would be fun.
Is this set up this way on purpose, or is it a compatibility issue between mods? And if so, can I fix it?
I just uploaded a add-on mod for this that adds ideology precepts for all psycast paths.
https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3591292394
Being able to see the tree before I pick one would be great.
The cold breath one is just extremely op.
Get to the side of any wild animal, it can be a colossal immortal being, and if you use this ability on it, it insta dies... not very fun...
**Problems:**
1. **Early Game:** Triple movement speed lets it kite infinitely with a basic rifle.
2. **Tedious Micro:** Requires constant manual control to reach its potential. Repetitive kiting is boring.
3. **Late Game:** Can assassinate key targets effortlessly, making other classes obsolete.
The "Psychic Sniper" ability is too safe and synergizes too well with vanilla's free psychic energy.
I love this mod, but the Centurion's power level ruins the experience. Please consider a balance pass.