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






For now I might consider giving them darkness immunity, maybe a subtle glow.
I will say the only thing that stopped me from digging straight down upon spawning in the first planet, was the need for torches, otherwise you kind of are already prepared for mining with the buffs and digging claws.
I assume this is also your first time with the Armol mod in general.
If that is the case, please let me know how you feel about their crafting station, and weapon/tool progression.
Anyways, I like the mod! The flavor for them is great, I love underground people and also the effort you put into the dialogue is super appreciated, not all mods do that but its one of my favorite parts of any new species
I mean, I think there are some ways you could get around the sight problem(maybe) by using some of the radars I've seen in game and making them a part of the species, but I don't know if that would be doable or even playable, even if its theoretically interesting.
I am glad someone responded. And feel free to update me on how things are going on this playthrough.
I even thought about making them immune to the Darkness stat, but I thought it would be too overpowered. But you are making me rethink it.
Also have you done any missions as the Armol? I was spoiled with rng and recieved a warp-point bow in the starting mineshaft. So I kind of used that to get around in missions like the tech-courses.
I did want to make them a sort of challenge race with this. But should I increase their default mobility a little more, or what?