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I'll give this a test soemtime today to see what is going on, thanks for the heads up
Thick Tail should now properly throw attacks, block attacks and readjust itself based on all the mutations you have, regardless of when they are earned. Several more User Configs were implemented.
Fixed some issues with misnaming of mutations and some not appearing.
Hydrokinesis is not working for me atm, cone is not showing up and ability wont activate.
[Fixed warnings with 0.19 DisplayName JSON inject.]
[Fixed Issues with HistorySpice JSON injector]
[Implemented Hydropartum UserConfig System]
[Implmented Tree-Whisperer UserConfig System]
https://steamcommunity.com/workshop/filedetails/discussion/2065946296/601897212769759097/
-Thermokinesis' ability to decrease resistances on enemies is too strong in my opinion. Cold res decrease + freezing mutations or weapons = infinite stunlock, works even on nephilims. Would be reasonable if you could decrease resistances only to 0 on enemies, or similar restriction. And the ability to increase your own basically lets you have 100 cold and heat res indefinitely. I propose limiting your res increase with a shorter duration, ~100-200 turns(possibly scaling with ego) and a decrease im mutation cost to 4 will be fair i think.
Btw, your user config idea is really great! Much appreciated.
- Psybrachiomancy behaves strangely with firearms. If you have more than 2 pairs of arms then firearm slots beyond fourth stop showing on paperdoll equipment screen and only accessible if you change view to "list". Not a big deal, just confusing. Also i once encountered a bug with this - placed a nuclear battery in a freezing ray holded by psionic limbs and it just disappeared(the battery). Couldnt replicate this issue.
- If esper hunters spawn with combution blast they often throw exceptions, more often if they dont have you in line of sight.
im linking a few screenshot for clarification: https://imgur.com/a/axGSy1p
Hmm, I'll double-check the damage formula to make sure its scaling correctly. It won't matter soon as I am working on the user-config that will let players set all the attributes and balance themselves but I'll try to make it a little less redonk in the meantime.
So, I actually forgot to edit that I changed the way Psicharges work, they do not decay anymore and they do indeed only increase once per turn now, I'll edit the the description to ensure it fits more with how they are now. Thanks for letting me know!
And psi points accumulation is also supposedly broken. Description states that "you generate charges equal to 1 + your ego modifier, per turn." Which in my case is 1+3=4, per turn. Except that its not true(And if it WAS true, it would be even more op). I generate a single psi point for every 4-15(approx.) turns, seemingly at random. I honestly find this speed of generation much more balanced than in the description, so if it is really not intended, it might as well be better to just stick with it and leave this part as is, imo.
And the last thing. "After charging your psionic energy, charges will decay...". They do not. Not at all. Sorry if i wrote too much, just tried to be as clear as possible. There is no exception log to share, so thats it. Great mode btw, keep it up! <3
I Found a bug(?) or just Unbalanced thing(?). Anyway, "combustion blast" deals WAY too much damage. It is on level 4 with 8+2d4 per charge. So it means 10-16dmg per shot. However, the actual damage on any creature is 40-60 per shot for whatever reason. And its explosion damage, which is(to my knowledge) unblockable. So a level 4 mutation with an undodgeable burst damage of ~50*14(psi charges) = 700 in a single turn. A pocket version of decarbonizer i would say. Very much OP.
"Focus psi" also doenst really work properly. I should be getting 'charging psi'(whatever it is supposed to do) effect when i cumulate charges, but i do not. Nor during or after i turn it on. I do however get "you are straining your mental powers!" Status effect if i use all 14 at once with valley. But not 13 as volley and 1 as quick fire, which opens a cheesy strategy to an already op mutation.
See my previous comment. That's a bug in Improved Mutations. You can try the workaround I proposed in that comment.
=== WM Extended Mutations, [Beta Release] 1.1.0 Errors ===
<...>\steamapps\workshop\content\333640\2065946296\Mutation Parts\WMTailMutator.cs(676,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
any ideas?
Try the solutions at https://steamcommunity.com/workshop/filedetails/discussion/2065946296/2944746708998145175/?ctp=16#c598514342850201243 to fix that problem with the Improved Mutations mod and Graven's Mutations mod..
This is a mod incompatibility issue, its either Improved Mutations or Graven Mutations or some other mod you have that is causing this.
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(803,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(809,35): error CS0433: The type 'LightManipulation' exists in both '3375073094.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
apparently broken compatiability with [Improved Mutations] and [Graven's Mutation Fork]
I wasn't aware Adrenal Control could even effect this as it doesn't seem to have any connection to body nutrition, I'll look into this.
As the for the second, I cannot unfortunately, the displays and such are hardcoded in a way that I cannot edit them without severely limiting the access of the mod to other mods. I can request if the devs can add some kind of functionality to it but until then its kind of unreachable.
[o] Thick Tail adjusted in various stat spreads, the charge and jump bonuses are accessible via having wings & feathery tail mutated. Feathery Tail now gives a slightly scaling DV bonus in response to this.
[o] Set the gestation period of Ovipositor to 3 months, had it set to a 1 month process due to testing and forgot to set it back. mb :x
[o] Serpentine Form's constriction ability should now dish out damage correctly
[o] Eater's Flesh and Sower's Seeds now show their proper names, Eater's Flesh can now be properly grown.
[o] Fixed recursive issues with the Gelatinous Form Mutations causing crashing during world generation.
[o] Gel forms now regenerate lost limbs instantly.
Could weapons wielded in Psionic limbs display their accurate PV? Currently the value doesn't change so I'm not sure if PV is being limited by ego modifier and stat or if it's a bug and value isn't limited.
https://steamcommunity.com/sharedfiles/filedetails/changelog/2065946296
alrighty, I'll get this into the fix-list
Alrighty I will add this to the list, 1.0 contained a lot of changes so this might take a bit.
It might be that i have to change the class names, which would suck or it could be the color coding ... I will try to figure this out but the wish system is a bit ... odd so this might be lil rough to fix
For both the stable and beta versions, executing the wish command "mutation:Rough Scales" does not grant the mutation, and instead just closes the wish menu without any further prompts or messages. I then tested wishing for a few more of your mutations in a fresh save with only this mod enabled, and found "mutation:Serpentine Form" behaving similarly.
Not a high priority problem though--I only discovered this because my current run sees intermittent usage of wishes for a custom challenge. Thank you again for your work.
I still have the other changes to the body plan that it causes: the extra point of AV and the extra movespeed in water, just not the sphincter itself or the strength bonus it comes with.
I have fixed the issue on my side in my test environment, but before I push the next version I wanna fix the shield proccing and tail whip proc, which one of those I managed to get done before work starts (fixed the shield proccing so far). I should have this finished sometime tonight or tomorrow
Levels, its about gaining a lot of levels at once and then something about the rapid advance happening all together is borking it
Okay I followed exactly what you did and FINALLY managed to reproduce it, it is indeed an issue revolving around gaining a large amount of mutations at once and then activating the rapid mutation. now that I know this I can make sure it doesn't happen. though now I gotta rummage through the code to figure out what is going on! Thank you so much for the help, please have patience while I try to figure this out--hopefully I can fix this soon!
Right now this mod is not compatible with the following mods
Improved Mutations
Gravens Mutations