Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Spottedmask95 Buy some from one of the special orbital trade ships (Canteen Saucer) that only show up if you play as a Zeta and have a good relationship with the co-op (aka have been a good little alien and haven't tried to remove your implants)
I want hybrids to be fully functional without DLC and it'd be ton of work to integrate both systems together happily; i might look into adding a hybrid disallow menu for the next update.
Content highlights are reworked singularities, which now merge with other singularities within range to grow in size. To go with this revamp i've made the singularity grenade a 3 charge grenade belt (That changes graphics to show you how many are missing) instead of a single giant orb grenade. I've also added singularity mortars, who's design based off the balldo (research it).
I created some unique laser C# and added a new "Neurolaser" weapon.
I'm phasing out 2 of the 3 interrupters, coding some C# that'll alert you there's an update available and will switch over the weapon to the Neurolaser upon unequip.
1.4 files have been removed from the mod and moved to a mega folder linked above.
I'll update the change notes at the top of this workshop shortly to give a full list of changes. Any red error caused by this update should be a non-issue, i hope.
Less meat on this one then I wanted (Poked my brain with a q-tip and gave myself an ear infection) but some good bug fixes, optimization, and I finally did basic support for some of the most popular animal mods.
The beefy part of this update is you can now extract skull for a mood bonus if you have ideology, something I tried for in the past but alluded me.
!!! ANY ERRORS YOU GET DON"T MATTER !!!
I scraped a bunch of hediffs and all the calculations attached in favor of a more efficient harmony patch.
Main additions:
I used anomaly's Hellcat gun as a touch off point for an alternate fire mode for Interrupters, basically a cone of paralyzing light. This took me a decent amount of coding/art effort and i think the result is *very* cool, hopefully you like it.
There's new moodlet rewards for completing research, increasing mood gain according to level of research done. Makes mood breaks a lot easier to avoid when prisoners are low. I'm still looking to make the starting hump a bit easier.
Zeta will use beams instead of drops pods to raid you now; been trying on this for a long time and it feels good to have figured it out. Unfortunately 1.5 introduced some weird raid behavior and I have to include core raids types i don't want too, put a lot of effort into getting around it but it is what it is for now.
Special thanks to Hyraxsyriacus for gifting me the new DLC