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






Ask and you shall receive—well, sort of. I was already almost done with this one and just decided to finish it up. It’s probably the most broken character I’ve made, so if you want balance, I added a ton of sliders in the settings for you all to tweak.
@LifeIsAbxtch — I’m not sure what to do for Mystique yet. One idea is to have enemies ignore her while she’s transformed.
For Professor X, I’m considering powers that could: paralyze targets, put them in a catatonic state, change moods (improve or worsen), or instantly convert enemies to your side.
At long last, the era of magnetism has begun.
The Magneto X-Gene is now live, granting your colonists the ability to command metal itself — to rip weapons from their enemies, orbit steel like celestial satellites, and crush all who oppose evolution.
This is the first release, so expect continued refinement and balance adjustments as the power of magnetism settles into RimWorld’s fragile ecosystem.
“Every revolution begins with a spark of metal.”