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
Other than that , yeah Neurotrauma is very much not mod friendly and this mod isn't made with Neurotrauma in mind.
Assuming you decided to stop making new jobs for Barotrauma. It is what is it is.
The mod still works. We used it in our campaign a month ago. Only issue is that alot of the skills dont go too well with Neurotrauma. Still makes you a bit tanky, but still. No idea how much work it is to make a neurotrauma version of this job.
Either way like i said, the mod is fine.
For example, an "Archer Job" that focuses on using bows or crossbows with enhanced fire rates/reload speed, damage, penetration, and gaining access to specialized arrows such as fire, poison etc. And having skills centered around providing support to allies or keeping out of harms way.
Another good class would be a hoplite or something that uses two or one handed spears, in addition to a shield. Fighting style focused around fighting near allies and giving defensive buffs to allies, or boosting yourself if an ally also has a shield near you.
This is a push in the right direction in my eyes. Gave ya a thumbs up and a reward to hopefully boost the attention.