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Thanks for the feedback, regarding the file structure, I might need a lil more clarification? The in game mod menu *Should* be showing one as Beta and the other as Stable. If not then I might of accidently overwrote the manifest data which I can fix if that's the case haha
P.S. I think your mod is rad. The tone of some of the 'criticisms' it's getting would dishearten me and I for one appreciate that you're making this cool stuff that we get to play with.
Awesome, glad I could point it out! Also managed to fix my slots issue using help from the Discord and the Better Modding Goodies mod!
I'll have a fix for this on the next push!
@Halo_Sparto
Sometimes a beta version of the next updates will be released through the Qud Manager on Steam that includes changes or future updates, this version keeps up with those changes but may also include some future changes I haven't included for the stable version. I usually drop updates as announcements when it does. Right now the two are about even.
Even worse, since I have Regeneration, if I amputate the Tails they simply Regenerate back! I've so far not found a way to permanently remove character limb slots, but I figured I'd let you know since Thick Tail is still experimental.
tat's definitely new, I just checked my log today upon launch and its not doing anything like that, make sure you don't have both versions of this mode active at the same time, only use one and activate one if intending to play
I'll give this a test soemtime today to see what is going on, thanks for the heads up
Thick Tail should now properly throw attacks, block attacks and readjust itself based on all the mutations you have, regardless of when they are earned. Several more User Configs were implemented.
Fixed some issues with misnaming of mutations and some not appearing.
Hydrokinesis is not working for me atm, cone is not showing up and ability wont activate.
[Fixed warnings with 0.19 DisplayName JSON inject.]
[Fixed Issues with HistorySpice JSON injector]
[Implemented Hydropartum UserConfig System]
[Implmented Tree-Whisperer UserConfig System]
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2065946296/601897212769759097/
-Thermokinesis' ability to decrease resistances on enemies is too strong in my opinion. Cold res decrease + freezing mutations or weapons = infinite stunlock, works even on nephilims. Would be reasonable if you could decrease resistances only to 0 on enemies, or similar restriction. And the ability to increase your own basically lets you have 100 cold and heat res indefinitely. I propose limiting your res increase with a shorter duration, ~100-200 turns(possibly scaling with ego) and a decrease im mutation cost to 4 will be fair i think.
Btw, your user config idea is really great! Much appreciated.
- Psybrachiomancy behaves strangely with firearms. If you have more than 2 pairs of arms then firearm slots beyond fourth stop showing on paperdoll equipment screen and only accessible if you change view to "list". Not a big deal, just confusing. Also i once encountered a bug with this - placed a nuclear battery in a freezing ray holded by psionic limbs and it just disappeared(the battery). Couldnt replicate this issue.
- If esper hunters spawn with combution blast they often throw exceptions, more often if they dont have you in line of sight.
im linking a few screenshot for clarification: https://imgur.com/a/axGSy1p
Hmm, I'll double-check the damage formula to make sure its scaling correctly. It won't matter soon as I am working on the user-config that will let players set all the attributes and balance themselves but I'll try to make it a little less redonk in the meantime.
So, I actually forgot to edit that I changed the way Psicharges work, they do not decay anymore and they do indeed only increase once per turn now, I'll edit the the description to ensure it fits more with how they are now. Thanks for letting me know!
And psi points accumulation is also supposedly broken. Description states that "you generate charges equal to 1 + your ego modifier, per turn." Which in my case is 1+3=4, per turn. Except that its not true(And if it WAS true, it would be even more op). I generate a single psi point for every 4-15(approx.) turns, seemingly at random. I honestly find this speed of generation much more balanced than in the description, so if it is really not intended, it might as well be better to just stick with it and leave this part as is, imo.
And the last thing. "After charging your psionic energy, charges will decay...". They do not. Not at all. Sorry if i wrote too much, just tried to be as clear as possible. There is no exception log to share, so thats it. Great mode btw, keep it up! <3
I Found a bug(?) or just Unbalanced thing(?). Anyway, "combustion blast" deals WAY too much damage. It is on level 4 with 8+2d4 per charge. So it means 10-16dmg per shot. However, the actual damage on any creature is 40-60 per shot for whatever reason. And its explosion damage, which is(to my knowledge) unblockable. So a level 4 mutation with an undodgeable burst damage of ~50*14(psi charges) = 700 in a single turn. A pocket version of decarbonizer i would say. Very much OP.
"Focus psi" also doenst really work properly. I should be getting 'charging psi'(whatever it is supposed to do) effect when i cumulate charges, but i do not. Nor during or after i turn it on. I do however get "you are straining your mental powers!" Status effect if i use all 14 at once with valley. But not 13 as volley and 1 as quick fire, which opens a cheesy strategy to an already op mutation.
See my previous comment. That's a bug in Improved Mutations. You can try the workaround I proposed in that comment.
=== WM Extended Mutations, [Beta Release] 1.1.0 Errors ===
<...>\steamapps\workshop\content\333640\2065946296\Mutation Parts\WMTailMutator.cs(676,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
any ideas?
Try the solutions at https://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/2065946296/2944746708998145175/?ctp=16#c598514342850201243 to fix that problem with the Improved Mutations mod and Graven's Mutations mod..
This is a mod incompatibility issue, its either Improved Mutations or Graven Mutations or some other mod you have that is causing this.
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(803,35): error CS0433: The type 'ThickFur' exists in both '1207623704.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
<...>\steamapps\workshop\content\333640\2198787801\Mutation Parts\WMTailMutator.cs(809,35): error CS0433: The type 'LightManipulation' exists in both '3375073094.dll, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'Assembly-CSharp, Version=2.0.209.43, Culture=neutral, PublicKeyToken=null'
apparently broken compatiability with [Improved Mutations] and [Graven's Mutation Fork]