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






- One concerns a relatively minor compatibility thing for Vanilla Expanded Psycasts (VPE wants an icon for water focus and I reused an Ideoligion icon for that)
- Other concerns how BackstoriesDef.xml is *still missing* from 1.6 Def folder. (Plus a couple of hopefully unoffensive description edits)
As for pathing problem: 1.6 has a native solution of some kind that I didn't get around to properly testing yet. Genes now have a "waterCellCost" value that seems to influence both the actual pathing cost but also how pawn prioritizes tiles. In my own branch I implemented it as a test, and it *seems* to work just how one would imagine mermaids to work, but like I said I didn't test it thoroughly yet.
One thing to keep in mind: since the pathfinding framework is not being updated, aquatic pathfinding has become janky again. Pawns will not prioritise work on wet tiles even if they are faster. Painful, I know.
I have also added a number of background stories that suit both aquatic and normal pawns (for example, coastal rescuer). They should be unique enough for aquatic races but won’t seem out of place in the normal background story pool.
I also hopefully fixed the pathfinding thing, I think. That patch I pushed yesterday, actually, I just didn't say it here.
You can also try my personal repo https://github.com/Flia/StagzMerfolk , but outside of very minute typos the only issues I managed to find and fix are Backstories file and a psyfocus icon for VPE. (I made pull requests for all of that so hopefully eventually it will be in the main mod.) I'm trying to figure out how to make mermaids use native 1.6 code for water pathfinding, but so far had little luck. Also, fair warning that I'm an absolute code monkey so it's probably a good idea to download master as a zip instead of cloning it, which to be fair is what most people will do anyway.
Genuinely awesome !
One could attempt playing with the latest github version to see if it works, perhaps, but personally I have not tried yet. My latest walkthrough roleplay could not accommodate Merren anyway, so I was willing to wait for the official update here.
@polios3 Thank you for the offering, I'll get back to you. I have contacted arquebus/taran and I should be able to update on my end very soon
Any chance of a 1.6 update happening without pphhyy?