Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
-Reworked the behind-the-scenes calculations somewhat. Now the impact of an implant is mainly affected by its market value, body part coverage isn’t taken into consideration because that makes balancing this around modded pawns a pain.
-Calculations no longer take the tech level of an implant into consideration, cuz I feel like it’s not longer necessary as higher tech items tend to be more expensive anyway. The settings for those multipliers have been removed.
-Added a slider to the settings that affects the chance for a “forced” mental break to happen when Biostability is low. [Min: 0% ; Max: 100% ; Default: 40%]
-The "Synthetic Body" "Gene" from VE Androids disables the Biostability need. Androids can receive body part replacements and implants with no drawbacks.
-Added a small check for whether a pawn is dead or not. Should fix a harmless, but still quite annyoing error that would pop up when removing implants like the stacks from Altered Carbon 2: ReSleeved