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报告翻译问题






maybe minimum of 1 minute to 30 minutes if you toggle the option on and halfway through it auto switches to the other player if there hasnt been a switch
Perhaps the post-hardmode recipe - and the item it's for - can apply to the later update's addition of being able to fuse with NPCs? At that point it's an earned buff to even a singleplayer game, after all.
(Mind, rightclicking in such a state doesn't work, but being able to do that at all is awesome)
Only downside is the lack of configuration; in my case, I've got a lategame world, and the forced speed boost from fusing makes moving around practically unplayable. I'd like to be able to turn certain parts of the fusion off in a config to account for this, or at least have fusion respect the player's DBT speed boost percentage.
BritishEwok: I have actually, it is in the change notes and discussions for what is compatible etc
xshadowpx: Could you explain the situation and the circumstances, different mods you have as well etc? And also for the video you can send it to me on my discord. (happiness6573)
Ti_Hayden, Melee Entuhsiast: There will be a type of Split Control Fusion in the next update as well, currently being worked on
MelonTheAnimator: Might make one in the future, depending on how the new update goes and how many people are using the mod.
And for the next update I'm currently working on it, a few things happening in life but have been able to sit down to work on it finally, apologies for the delay. Now that I have a good idea of how I want it to work it shouldn't take long.
What if when you fuse, you can pass movement (including dashing) to one player and the use of items/attacking to the other?
UmbralKnight: Uh lore wise yes, but maybe something a bit more in the future...
S1eamybunz: No worries, next update will allow you to fuse with NPCs in a certain way so that it works for singleplayer as well
Bord: Your stats are already added with a friend, adding anymore would make it too unbalanced for any mod regardless yet later on I may add similar things for fusion boosts
Cataclysmic_Armageddon (1): Thats amazing to hear! I started watching the stream a bit after it finished but haven't gone about finishing it yet, great to here you like it. That swap part of either can toggle it is something I may add in the future that I wanted to add in when I implemented the cooldown for it as well.
Cataclysmic_Armageddon (2): Any extra config ideas I have seen here will probably be implemented as a few extra features once I'm done with the next update. And yes I will be revising pets as buffs being given twice and buffs in general as well.
MelonTheAnimator: I may finish in the next 2 weeks, no promises, as I've been very busy this past couple of weeks but I will start to work on it again right away.
On an extra note, Could pets be removed from the fusion buffs? If that's even possible.
Is this possible?
SolarDragon: For some modded accessories with mod specific effects I am not fully sure how they act, in terms of the viewer being able to use them for some most likely yes such as a "Press X button to do that" but I will see how I handle that later since that comes down to being mod specific
slime, goo even: Stay tuned as that will be one of the next features in the next update
xshadowpx: Thanks for the idea! I didn't think about it until now and it would be cool to try and implement that
bord: In terms of calamity such as some item effects will apply currently but the rogue class increasing stats hasn't been implemented but it will be.
Twisted: That is one of the main features for the next update!
baggertiptop: That is possible and a config file with several options will be implemented in the future
Dihedral: Great to hear!
Gornak20: Thanks for the report! I will check up on that after the next big update.
sapphirephly: Thank you peter
Salami: In the future I may implement gogeta's/gotenks outfit for the metomoran fusion, and I plan to implement vanity combination for another type of fusion.
Max: ITS FUTILE
(If not I think you could fix this by adding a fusion inventory that the viewer's accessories are copied to this inventory and synced from the viewer (checks ever so often). This inventory would work like a safe/piggy bank/etc which would be owned by the controller and work like Fargo's equipable inventory where the effects are active in that inventory. This should allow modded accessories to work)
An issue I can see you encountering if you went this route is that modifications from other mods (such as enchantments from the weapon enchantments mod) or reforges from an armor may not copy over
by "kris deltarune" i meant that the way fusion works is very similar to how the whole soul possession thing going on with kris has, with the whole controller viewer thing and whatnot but the viewer can still do some things