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










However, this DOES give me an idea. Since wikis still appear to be some time out, in the meantime I could make public copies of my mods' design documents. I'll think about it some more...
As for Ultracutter, ok I guess? I don't know why calamity makes true melee not count as melee. Also, even after that's fixed don't expect it to work on everything; Ultracutter only buffs the damage of melee hitboxes (i.e. from swinging the weapon).
Quite a few calamity weapons have fancy swings that are internally projectiles, which will NOT get buffed by Ultracutter.
Void Shards remove the selected Augment(s), but give you a partial refund by giving you Shards of Power based on the tier of the removed Augment(s)
Augment Stamps remove the selected Augment(s), moving them onto a new Stamp item. The max quantity & tier of Augments that are copied this way is limited by the tier of the Stamp you use.
A Stamp with Augment(s) can in turn be used to apply some or all of its Augment(s) onto another item/weapon, akin to an Augment Jewel.
Effectively, Stamps let you move Augments between gear.