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maybe a way to select which mod names the game should include, could be a good way for future? (that way no one has to uninstall mods, they just make sure that the game doesnt have any selected for inclusion or something like that?)
but also having a way to simply have a /mods folder within the main game directory, and for players to manually copy and paste which mod they want, into that folder, and anything in that folder, gets loaded by the game, will be a great way to separate steam workshop versions with those within the /mods sub-directory (so that nothing changes for an existing game) assuming game version does not change.
- i play slay the spire
- i can download as many new and interesting mods from the workshop for it
- but only the mods i copy and paste into the game/mods folder, (and select with the modloader tool) get loaded by the game
- and as long as i keep the current game folder backed up, steam can change whatever it likes, and workshop mods can be updated or removed, and it doesnt change my current save game at all :)
You can see all installed mods in the Main Menu in the right upper corner.
Little icon for ammo type will be easier and without overloading like previous showing all type. But Current text are more overloading for me.
Btw Is 'Course miltex' still silent?
Note: I'm assuming the same applies to acid/poison
I don't mean regenerating the limb, rather the limb (arm in this instance) causes a constant source of damage both per AP and per action, it isn't too detrimental but I think you should be able to stabilize the wound, at least to remove the health loss, since I can see how losing an entire arm would reduce your accuracy, strength and general mood.
For now yes. But we aware that you have constantly spend meds on it to not lose HP.
Before I could see blood pools and splatter (or fire) through a room, indicating someone was coming, someone was shooting/killing each other with the quasimorphs or the fire was down.
Now if I look away or move a corner, the game pauses for the enemies to act but I can't hear them shooting each other, nor can I tell if a fire is behind me or if someone opened a door.
It's not really that big of a deal but I think giving player detection based on sounds could be nice, at the very least allowing us to hear enemies shooting their guns, explosions and nearby melee attacks.
What I mean is that if enemies spawn at an elevator and use a flamethrower, I can still leave with the elevator, but no matter how many rounds I spend on a different floor, when I come back to that specific area, the fire is still on.
Imo, either the fire should be gone, or I should not be allowed in the elevator
The Flames on the ground wont dissapear until i see the fields again, same to doors.
Enemies can cause amputations with stronge weapons? no way to stabilize them...
i'd like the description UI of the items back.
Engineer Repair Kit also able to repair all weapons. Weapons not having a firing mode selected by default has the unintentional effect of utilizing pre 0.9.1 attack patterns.
For example (on a fresh save) the Discharger plasma shotgun shoots bolts instead of the fire/plasma bolt combo until a firing mode is selected.