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报告翻译问题
The alternative recipes are something that I'll consider! I'll have to see if the crafting menu doesn't get too clogged up if I add alternative recipes: otherwise, I might add a crafting table specifically meant for converting regular metals into Trinkian ones.
Compatibility for Armour Augment Slots is something I'll have to look into if I have some time to spare. I'm not sure if it's possible to just patch in compatibility for the mod. I don't want Elithian Races to be dependent on that mod, nor do I think my mod's armour should have augment slots by default, so I might have to resort to a secondary mod you can choose to download for compatibility. Which, unfortunately, is quite a bit of work...
Same goes for the BYOS mod: it'll probably require a secondary mod for compatibility, which may take a while to build. It's certainly something I'd like to add if I find the time, but with my limited time available, it's always a choice of working on an optional addition that some people will use and enjoy, or working on new content for the mod itself, which everyone will get to enjoy.
The missing background walls for ships was an intentional choice, as I personally prefer my painted backgrounds over any tile-built background. It was also done to give players more options for decorating their ship: the vanilla ship backgrounds (if you remove the walls) are kinda ugly in most situations, so you're pretty much forced to use tiles for a background. With the Elithian ships, however, you have the option to use painted backgrounds, or build your own, giving you more options. It's something that's raised a lot of questions, though, as it seems a lot of people don't know that you can actually place down background walls in your ship, which kinda surprised me. I'm considering creating a secondary mod that adds ship background walls by default, but again, that'll require quite a bit of work that not everyone will use.
Secondary abilities for prods are something I might still add - they were left out mostly because I couldn't think of any good abilities that weren't overly powerful at the time I made the prods. If you have any good suggestions for secondary abilities, I'd love to hear them, and they might actually get added into the mod! Otherwise, I'll probably add secondary abilities once I think of something nice myself.
The Trink also only have prods for melee, as they were mostly intended to use ranged weapons - akin to the Novakid. Prods were added mostly to give them something to fall back on, and because the concept of such a weapon fits the Trinkian style.
Augments for weapons are something I've considered for a few future Unique Weapons, actually. Those Unique Weapons would have a few augments which can only be applied to those weapons, making them unique due to the fact that they can be modified, unlike most other weapons. I didn't implement anything such as that on the regular tiered weapons because I want the mod to feel like a natural extension of the vanilla game, and making weapons use augments would be quite a step away from the vanilla behaviour. Again, it's something I'm considering for a few specific weapons in the future, but it's unlikely anything such as that will be added to regular tiered weapons.
If I missed anything, please let me know in another comment, and I'll try to get back to you as soon as I can!
For the metal conversions it's like 10 more recipes for metals to trink metals and your wiring and stuff in a small forge like object or even a new tab if you've got space. It shouldn't too much more crowded than my engineering table or frakin universes crafting tables, it'll be fine. :P But as for the other two compatibilities, it's alright. I'm actually on the brink of seeing if BYOS will work albeit strangely. got my dubloon and just gotta transfer all my tables etc out. I'm not overly expecting it to work cause it probably needs a blank ship state or something for it to load upon redesigning the ship, but I'll see soon.
I managed to do the augments on my own armors from a little personal test mod I made for myself, so it couldn't be that hard to copy paste in the required lines in some patches once you figure out how to do the first. But still, your call, since theres a few other mods that've done it (like darksouls and I think even the Avali have one), I'd think it would be an appreciated optional piece. :)
Alrighty on the prods, augmentations and background walls. Augments by the way as in not EPP augments like but just "specialization and customization of the base weapons into slightly better variants via crafting" by the way, incase my wording was a little poor.
As for abilities, Well, if you can make your own custom ones I might have a thought or 2.
Prod:
Overcharge: Hold to increase the power output of the staff briefly, like the sword's "Giant sword" and "Blade charge" Ability where you charge up and hit to massive damage. Only when you hit with this and the attack lands it causes more damage and causes a blast of electricity to knock you and the enemy away from each other. If you wiff the shock just disperses. Consumes an amount of energy to charge.
Taze: A strike that holds the staff out automatically in a locked direction and produces a rapid fire electrical current that drains energy and hits multiple times with very minor knockback for weaker damage to inflicts electrocuted and slow status effectively subduing an enemy.
Static Field: Stabs the prod into the ground conducting a rolling electrical attack infront and behind the player a short distance and causing you to move at walking speed while holding it. Enemies stepping on the electricity will take rapid damage. Upon release the current dissipates and enemies are thrown into the air from recoil. Cannot be used in the air.
Trink Barrier: Spin your prod centered on yourself and project a barrier around yourself very slowly using energy and becoming immobile. The barrier's shield bar begins at quarter power but while being held it will constantly recharge unlike normal shields up until full. Blocks all damage but if the shield breaks it will drain all your energy instantly. (so it's less of a reactive shield due to no perfect guard and more of a strategic delaying measure you employ when you know something is about to use a certain attack etc that you just want to turtle under or to block fire for allies behind you even). Cannot be airborne.
Trink Guns:
Scatter Shot: Fires a laser that on impact with an enemy or surface shattered in various directions. Main projectile deals normal damage. something like the erchius eye's secondary
Stunbolt: Fires a projectile with less kick which on hit drastically slows and also electrocutes the enemy.
Railgun: become immobile briefly and charges for 1 second then fires a small but deadly explosive projectile like a grenade with bullet speed, perfect accuracy and no gravity. Upon firing kicks you back heavily, and also kicks back the target heavily. and if you so want, it could deal some actually decent tile damage.
Overclocker/Hyper Mode: Consume 3 quarters of an energy bar then gain natural constant energy regeneration and a buff that increases movespeed gradually over time and improves firerate of the weapon. Expend all energy to cancel overclocker, but if you overclock for longer than 10 seconds your character will start becoming red. After 5 more seconds you'll burst into flames and the buff will end abruptly causing you to get slowed and lose all your energy instead. Has a cooldown.
Integrated Prod: Produces a high damage electrical spike off the tip of the weapon that consumes energy gradually and can be held out like a spear while holding rightclick causing rapid hits of damage.
.... .... What? .... Yeah alright, that was more than one or two... :V