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(adds mod before new game... begin new game ESPECIALLY for add few new mods, include this. All mods working. LWOTC)
@Ddraig Lleuad you can change the dmg/shred bonuses in the config file.
还有简中翻译,感谢这位大佬
Venom rounds: +1 damage vs a certain class of enemies (organic), applies Poison, which damages and debuffs.
Dragon rounds: +1 damage vs all enemies, (likely) chance to apply Burning, which damages and debuffs.
Acid rounds: +1 damage vs all enemies, +1 armour shred, applies Acid Burn, which damages.
So there's a bit of a tradeoff, right? Venom always poisons, but doesn't always add more damage, Dragon always adds more damage, but doesn't always Burn. But then acid rounds always add damage, always burn, AND shred armour. Granted, Acid Burn is a little less impactful than regular burny Burning since it doesn't do anything but damage, but it also works on robotic enemies, so swings and roundabouts.
I feel like it'd be more balanced if acid rounds only gave armour shred and acid burn, that way they wouldn't feel like such a best-of-the-bunch.
Great stuff happens here :D
also, I think what HydraGC meant to write is "frost rounds", if so I'd like to add a +1 to that as well.
- Fixed the custom acid effect audio
- Added spanish translation
- Added simplified chinese translation
- Changed the colors to better match the in-game acid color
- Added a custom acid weapon effect made by .vhs
I'm actually using the mod to exclude continent bonuses... the problem is that if you don't have the continent bonus, then you have the chance to get the Faction Order, so disabling the continent bonus makes you prone to lose a Faction Order (which is why I had the Proving Ground project continen Bonuses always enabled, So I don't lose any valuable Faction Orders)...
The problem isn't translating. The real difficulty is producing a text that looks like vanilla XCOM for a better immersion. I am not a writer so I find it difficult to come up with a good text.
I like the sound of the mod you are working on now. What is your native language? There has to be someone out there that is willing to help with translation.
Sounds fantastic, how is it going to handle Continent Bonuses and Faction Orders revolving around these projects? Because if I understood this correctly, then it would render them essentially obsolete. Faction Orders are extremely valuable and rolling one of them then becomes a dead roll of the dice.
For your other question, I am currently working on a mod that disables all experimental projects and adds individual projects for all items. Though the new projects won't actually build items. They will instead unlock the items to become buildable in the engineering bay. So the proving ground projects will be one time deals to "research" the tech and make the items buildable.
I started this morning on this project and it should be ready by tomorrow... what takes the most time for me is the localization since english is not my first language.