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-No more error on game launch about the armor.
-Visage no longer totally made of air, and apparently can be made at tailor benches, which would mean no waiting for Fabrication bench and no delaying your component production. Deserves a "shot" now (heh).
-Farsighted is still weaker than Nearsighted+Strong Melee (which takes 0 metab) or a smiliar combo for ranged, since it has 4 downsides, but the buff at medium+ range is now *massively* higher. Can't wait to try it.
There seems to be an issue where your pawnkinddef is missing from 1.6, so CE is failing to find it to patch like it was in 1.4/1.5. Is this intended?
Great mod though other than that.
At legendary: Visage has more than double the hitpoints, doesn't cost components, has more sharp protection, has more blunt protection and has heat protection.
I'd make the argument that such an advanced steel mask should probably be better than a medevial steel decorative facemask with holes in it.
You could probably just add 5 plasteel cost to it to compensate for any balancing, I think that'd be fair for an advanced face mask.
- Buffed the Farsighted gene due to changes in accuracy calculations.
- Switched Paralyzed hediff to stages, affected pawns now have 3 hours of proper paralysis, before getting up and just being slowed.
- Hunter Visage has some minor armor stats.
Perhaps I'll give some defense to the visage too.
Farsighted especially, with more downsides than upsides while taking 2 metabolism, with an aiming time penalty not even listed in this page, feelsbadman. Losing it feels like a buff.
Then there's Visage, which looks super cool and metallic but gives 0 defense. Any hat, wooden war mask or veil gives some defense, on account of not being made of thin air. So why not this steel mask? I would be fine if it could stack with them but it can't. (btw Machining research but needs Fabrication bench?) So I recycle any I find which is sad.
Feels like Venator upsides are being a little overvalued.
Sorry again!
It's because I rewrite my comment if I find an error or realise that I've missed something, and I think that there hasn't been a response in the meantime.
Clearly that didn't work this time. :(
Is this intentional?
(I've already subscribed to it for some of your other mods.)
Also, the Athena framework is still mentioned in the description. You may want to clean this up to avoid sending out mixed messages.
(And sorry for messing up the flow here ... I *hate* that it isn't possible to edit comments!)
"Could not resolve cross-reference to Verse.ThingDef named Apparel_ArmorLocust (wanter=apparelRequired)"
- Longrifle now moved from Athena to EBSG framework, as description infographic states.
- Edited various descriptions.
God help us all....
10/10 with a splash of gorewine.
A "n\n\" instead of "\n\n" ;-)
And since no error or warning is being thrown (I checked that!) there is no log to check for. Apparently the game logic becomes confused which value to use in certain circumstances. Thus this thorough explanation.
Maybe you want to have a look at it.
Either way: really like your xenotype series! Fits in quite nicely. =)
From a quest I recieved a masterwork version (so far all is well). Item arriving is of "Masterwork" quality. Then a hauler picks it up and hauls it to a stockpile. Now the rifle changed to "Normal" quality. After a close inspection I realized that it has two distinct quality values. One is set to "Masterwork" and the other is set to "Normal". Apparently when the item gets moved around the "effective" (lacking a more apropriate word here) quality gets set to the second quality value (which is "Normal" in this case).
Wondering how it came to pass that it has two distinct quality values I checked the XML and found the culprit of the issue.
This child node of the "<comps>" node:
<li>
<compClass>CompQuality</compClass>
</li>
After removing the child node the item only has one quality value, which persists on moving the item around.