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
The constrict ability does say it initializes phase 1, but doesnt seem to actually happen. Instead a regular attack does
I tested it by cutting off the limbs, and it doesnt appear to happen then either
So to confirm, the constrict ability, gives a indication of starting but on success doesnt appear to be doing anything still
I am playing with a number of other mods, but it seems unlikely for this particular issue to be a mod interaction?
- Carapace
- Chitinous Skin
- Heightened Hearing
- Night Vision
- Photosynthetic Skin
- Regeneration
- Thick Tail
- Irritable Genome
- Tonic Allergy
- Ancestral Scionasia
I suspect in the run where I initially ran across it I had something similar, as several of the mutations are part of my go-to build - probably Thick Fur and something else instead of the Photosynthetic Skin, though.
running a few test, i can't replicate what you are dealing with, poison ichor has been coded to only damage if an enemy is tripped or ingest it, maybe a screen shot or something can tell me what's going on?
On buying a new mutation, I got Stinger (Paralyzing Venom) (irritable genome so pure RNG). A second Tail slot was generated, but it gets a greyed-out copy of the Thick Tail in it (like the second hand gets for a two-handed weapon), and the stinger ends up in my inventory instead. Like with the excess tails generated in inventory on chargen in the bug reported previously, the stinger unsurprisingly cannot be equipped since the Thick Tail cannot be unequipped.
Additionally, the Armor value on the tail turns red like when the armor of multiple limbs is averaged out (and the mutation details indicate that it's being averaged out, as well). Attempting to use the activated Sting ability just quietly does nothing, only activates the cooldown.
Screenshots of inventory and equipment screen:
https://steamuserimages-a.akamaihd.net/ugc/1639830179523205013/5A2B28FA0E70D98472F9C7B5BBCC6D2380BE0A64/
https://steamuserimages-a.akamaihd.net/ugc/1639830179523204527/E51D76114EF0BC64B3AA301EF3BB4BF161EC926C/
I swear I'm not trying to break your mod on purpose! XD
EDIT:
I have no idea how, but the problem seems to... half-resolve itself at some points? Don't know if it was because of map traveling or leveling up or something else, but I got back to Joppa, went to stash away some of the loot I wasn't selling to Tam, and noticed my zenith tail in my inventory. A new stinger had materialized in the tail slot - the old one that popped up in my inventory was still in the Joppa chest where I'd put it to keep it out of my inventory without littering - and I could equip the unequipped tail in the second tail slot that was now empty. It's still got the averaging-out-AV penalty red number, but that's largely acceptable.
Upgrading the Thick Tail mutation seems to reset it to taking up both tail slots again, though, and map travel after it did didn't change that, so my best guess would be what half-solved the problem was leveling up. Leveling up the Stinger put it back in the first tail slot, as well, so that further supports that guess.
EDIT 2:
Fixed link to equipment screen because apparently even double-checking I get things wrong