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
Paragon is a creepjoiner, so you need to get lucky.
Ofc, it's funny to see when a single combat pawn (all bionics + moded) alone slaughters the entire settlement with a Betrayal.
GL ^^
I'll make a 1.6 version and upload a fix.
GetInspectString exception on (pawn/mech name): System.ArgumentException: Value does not fall within the expected range. [Ref A36DAF83] Duplicate stacktrace, see ref for original.
Log:
https://pastebin.com/5CBUVa0K
Due to the nature of "Anomaly", I won't use "Entity weapons" in every playthrough either.
But in some I will for sure.
Do the weapon effects affect sanity in Oskar's "VAE- Insanity" mod?
This might be interesting.
Or is this something, the vanilla expanded team would have to implement?