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
							
						
 
											 
													

 2
 2								 此主题已被置顶,因此可能具有重要性
  此主题已被置顶,因此可能具有重要性	 
					




 举报此帖
 举报此帖


(It is a typo error in the XComContent.ini, got an S and J on the wrong lines, lines 11/12 )
ArchetypeName="GameUnit_ProxianExV.Archetypes.Voice_ProxianSpark#Voice1_English"
[Edit]:: Now fixed
-- we'll look into the Skulljack Anim issue, thought we had fixed that one before release, obviously not.
-- Issue with the Blacksite Vial (and later the stasis suit cinematic) is a known issue as mentioned in the mod description, this is caused by the unit using a new model/mesh pawn and cannot be fixed. Please use any other unit to grab the vial. :)
@Borgis
This is weird because it obviously works for us. I would guess you have a mod that has somehow changed Whiplash and made it not show up.
when i build my training center i will try all abilities in on run on one map and list them here with start/end animation tag, but i think i dont need to it, its rly related to cover, i guess the go out and in cover animation when using an ability is causing it, the question is here if this is caused by another mod like true primary secondaries or not
If u tell me u dont have it if you use only proxian wthout any mod, i will try to find ou which mod is causing this
EXCEPT for the ghost-rifle-animations and the Whiplash issue (which I couldn't reproduce ;( )
We couldn't reproduce the Whiplash not showing up issue
and
We confirmed the ghost-rifle issues are only when the unit is in cover (in particular it is the joining animation between cover enter/exit and the custom animations of this unit)
BOTH of these are still on the "investigate and fix" list
Reviving a Proxian was a "backup method" we kept in, it was going to fully replace the bleedout/death mechanics before the Emergency Teleport was made to handle this also ... and then we decided both systems could exist if the insta-teleport was given a chance to happen (66% in the default configs)
It is a bit weird that you have a core, as the only way to obtain one is by death-loot from a Proxian. Maybe I messed up in adding the resource state?