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Bladestorm is another story. I might have to make a copy of it and modify that for it to work. No promises here, i'll try to make it work but if not i'll just use another perk.
Trench gun for the opressor says "incompatible weapon" and I have the SCSS-MG8 equipped
And I'm not 100% sure but I don't think I've seen bladestorm trigger on the Fighter either
I suspect maybe there's another one other than extended perk pack causing it, if I ever find it I'll mention here.
As for Coup de Grace,
On one hand it makes sense for the shinobi since it's more hit and run so you stay with the team + disorienting and stunning melee weapons exist, and the fighter spark seems more of a hit and hit some more/stay kind of thing that can run into the backlines and rampage.
On the other hand it adds a LOT of value to use the crits since flashing/stunning high value targets is already a given, and giving it the 3 punch+Coup combo afterwards would delete it, not to mention 3 perks in the row rely on killing blows so it works nicely with them.
As for fighter, i based the perks on the base LWOTC classes and Coup de Grace is a tier 4 perk for Ranger (MSGT for shinobi). It does provide a ton of value and it's not that hard to set up. So if it's that good on them it must be pretty good for the spark too.
Extended perk pack does not mention a vest mod as a requirement, so i'm not sure about that but at least it's somewhat solved. It won't add the vest slot to the other classes because it gets tied to the Well Protected perk, I think i point this out in the mod compatibility section.
just stating this here in case anyone has a similar issue, or if anyone knows that the full tedjam collection includes some other vest blocking mod
either way this is just a rambling of a player, I might have just missed your design vision. Still having fun with your mod either way, before this I used to ditch SPARKs for MEC troopers because of how limited the base SPARK felt, with your mod I'm actually considering building more of them.
Good job with the mod, keep it up.
I think the tank rows are the best at this as you don't really need all the perks from there.
I don't think they need generic rows, the opportunity cost of not having a specific perk is already enough.
I think you should focus on the opportunity cost for each rank. If the perks in them are not somewhat equal, then i'll look into it. Even with gunner you could ignore Cyclic fire because traverse fire is base kit and just go for salvo and extended reserves later, this will boost the bit's power quite a bit, while you still have your shooty perks like locked on or hail of bullets
Also some skill types are not included for a reason. Gunner is a heavily offensive spark. It has no defensive skills other than it's own Reboot. This can make it riskier to run.
Appreciate the suggestion tho.
not to say its bad, plenty of classes do the same, but the ones that really shine are the ones that give the player some a dilemma in choice to mix and match the rows. Like for the Gunner, I feel like the third row might be better if it's focused on a mix of gun abilities, offensive bit skills or survivability instead of having hacking and support bit skills mixed in.
Note I've only played Gunner and Fighter, and maybe had a look here and there about the other classes
PS: Tried the fighter, had fun punching the chosen multiple times a turn
If you are not sure what the base hp is just recruit a spark with console commands and don't choose a class for it (they gain hp on squaddie)
Not sure if it helps but I know quite a while ago in my previous playthrough, I had this same issue with the MEC trooper mod HP not doubling as well (haven't got them in this playthrough yet, not sure if it's been fixed after a year+), so maybe there's some common cause since both are more or less Spark based classes.
For now the base Hp stat is 14 then +1 per level right? just need to know the base so I can double it while keeping in line with the intended values. Cause oddly enough, leveling up gives +2 hp, so its just the base HP that's off.
Not really rushing an update for it or anything, just need to know if 14 is the un-doubled HP or not so I can manually console command in some to compensate.
Maybe one day but as of now it's not planned. feel free to yoink stuff from here if you'd like to.
where as this Spark shotgun is a normal Shotgun
This update also adjusts some weapons, perks, and fixes.
I didn't add an XCOM row because i don't think they need the extra skills, even a single perk can boost their effectiveness further, as for Aegis, i think that's a AU Shiv upgrade (if not correct me), AU Shivs are really strong because of these passive upgrades. Defender is the tankiest of them all i think it does not need it.
I might add an XCOM row for the Spark: Captain because most of the officer skills won't work properly so I will remove them and make it eligible for officer training in the GTS.
In the next update i'll fix some bugs and progression issues and then i'll work towards a kinetic strike module based spark class.
Appreciate the suggestion.
Pretty sure for the "Spark: Incinerator" description, you want to use affect rather than effect.
[LW_Overhaul.CHItemSlot_PistolSlot_LW]
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkGunner
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkArtillery
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkCaptain
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkAgent
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkFlamer
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkDefender
+EXCLUDE_FROM_PISTOL_SLOT_CLASSES=AlsSparkOppressor