安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题










I apologize for the extra trouble, and thank you for all the help.
@Deamon: Most of my melee weapon mods unlock with Assault Rifle schematics because the autopsies required to upgrade vanilla melee weapons are too haphazard for my liking.
@NOOB: Yes. Larger weapons being primary only is intended.
@FlamingFeather: Thanks for reporting this.
@Farris20: I don't have any plans to make one.
@Eevee: The double bladed swords should be usable by any character who can wield melee weapons in the primary slot. May not work if adding the mod midgame though.
Also is there a way to get the secondary weapons to upgrade late campaign?
The stats in the config files looks right, and those are the numbers displayed on the in game stat block during loadout changes. However when it comes to the attack, different numbers seems to be rolled. Maybe the system that checks the weapon during a mission load, is referencing the wrong weapon??? That's my best guess, I tried to help.
I'll poke through the config files and see if I see anything.
On another note, I would strongly suggest the Gamorrean Axe get a buff. It seems to be trying to be a heavy hitting 1 handed weapon, which I guess could be good with the dual wielding mod. However the spears can be 1 handed to. When compared to the spears, the axe is similar damage with lower stat bonuses. Might I suggest some kind of aid for berserkers, like getting a shield point for a kill. Giving the weapon it's own niche in the melee roster.