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报告翻译问题






1. The hacker's trait refers to 'the first thing in THE round'. Does that mean they only get the benefit if it is the very first thing they do in that player phase or every time the turn passes to them?
2. And similarly: The knee serious wound refers to 'first thing in a round'. Does that also only apply to the very first action in the player phase or every time the turn is passed to that player?
@MasterBongo - yes no synergy of those two cards. I have been thinking of changing up his weapon though from something besides shoot twice, since it's been such a trouble maker when synergized with other shoot triggers.
Feels like there's just a bit too much enemy spawn.
@sealbor - Thanks, glad you enjoy it!
Could be useful with the upcoming Sangi update, with the number of ghouls running around
Thanks for the catch. Ill fix the auto noise rolling interactions with slime.
As for the computer deck, I don't think that's necessarily bad. Consider it a nice little benefit for the Scientist exclusively. Then again, I haven't seen it much in action. I can change it later if it seems abusive.
Currently the script does not roll noise if a character with slime enters a room with an Intruder and another character, but in the rules it seems to imply otherwise:
"Additionally, if your Character is Slimed, you must Noise roll even if moving into a Room with another Character (though moving into a Room with ONLY an Intruder will not result in a Noise roll)."
@Ben Dadger thanks for the input. I have played around and tested many different variations to the "spawn, chase and ammo mechanics" as you put it before releasing this mod to the workshop. At one point, the combat dice sides were different and had more instances of losing ammo to offset the lack of missing shots and ammo loss. Though for Retaliation, the lack of ammo restriction element was offset by spending ammo to "Burst" in hallways and being punished by getting attacked whenever aliens moved in your Room if you didn't Burst. But yes, the game might need more ironing perhaps, but I don't want to change things too drastically. If there is less spawning, the game will become too easy.
The red alien tokens are experimental and were included to have more consistence spawning; I may remove them or make changes to them in the future.
Classes - The variation is fun, but some seem a bit rough around the edges still. But ultimately I don't have much to say other than I think that the Psychologist and CEO may need some polish, and that the janitor and mechanic may share too much of the design space.
Adaptions and knowledge - Great addition, adding effects to things you were already doing in nemmy1 didn't make much sense, so scanning away strengths is a lot better. The one thing I'd have to comment on is that the extra action cards you get from knowledge are very reliant on RNG, we've had some games where nobody gets anything they want to use, games where a non combat class becomes a combat god (scientist space-marine is real), and games where someone gets a card that someone else would have a much greater use for.
Red alien tokens - I don't like this one too much, mostly because it makes noise management midgame a bit of a fool's errand. In nemmy1 you could expect to be practically safe if you had cards on hand and ended a round in a room with no noise, but the red tokens makes it all about RNG
Balance feedback - Hacker is extremely overpowered, especially in comparison to the Scientist but also just in general. Superior combat capabilities and computer abuse. Scientist's "Network Access" should have the Neuralink ability to not reveal a new card. Red adult tokens are silly and make the game slowed down with many rounds of players just shooting. Xenobiologist's theme as a combat character is strange and it's weird she can outfight a Soldier. Agile should apply to melee attacks.
From image editing tools.
How did you do that? How did you change the writing on all the cards and how did you fit the text onto the card?
I'm basically asking so I can make my own cards
I made them from pre-existing Nemesis cards.
The mod has now been updated, so hopefully that has corrected any missing or deleted files. Feel free once again to let me know if you find further issues on this.