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
Here's the full log:
https://gist.github.com/HugsLibRecordKeeper/1cab3bacb93fc3dcb7f80344840d3c34
Even though the plants are brightly lit by the solar pinhole, they are not growing because it's nightime where my colony resides. That's paradoxical, no? That was my question because to me it didn't make sense.
Any idea how to fix this? Thanks in advance!
Pretty much 1 shot anything even on low sensitivity?
I am just asking out of an assumption that it would cause such an issue. Not that I know that it would or not. I havent even gotten to a point where I can use any of this trees psycasts yet.
Added psychic sensitivity scaling to sunbeam
Damage scaling is 1 damage per %
I think it would be really cool to clear out the band of tarbleeders currently ripping my colony to shreds by running up to them and glowing like a lamp
maybe even give adverse effects of some psycasts in this tree
so if a pawn is like sensitive to light instead of helping them it'll hurt them maybe (if you can even do that)
like with saving light it normally heals a pawn but if they have a gene for UV sensitivity then it hurts them that'd be cool
I love your work big man
be sure to drink lots of water and always say no to stranger danger
lol
Furari Luminis and Aeterna Luminis will now cause the pawn to glow, the strength of the glow depends on the ability.
Added settings related to goodwill cost and darkness behavior mode for the following skills:
Apocalypsis Luminis
Furari Luminis
Ultima Luminis
Aeterna Luminis
Added stronger variants of the current capstones as T7 (T6 skills felt lacking on modded enemies (V.O.I.D/Kraltech)):
Ultima Luminis:
Absorb the light of the universe and annihilate the target area with a super-massive cataclysm of pure light capable of destroying even heat resisting creatures, the universe will become void of natural light for a quadrum following the use of this ability. Ultima Luminis will be unavailable during this time. Solar Pinholes will fail for the duration of this condition.
Aeterna Luminis:
Absorb the light of the universe and convert it into pure energy to reach a state of near immortality, the universe will become void of natural light for as long as the caster maintains their hold over it. Solar Pinholes will fail for the duration of this condition.
I'm so happy :,3