Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
i know i made the saves after the mod was renamed to clarify it works with 1.0, but i had assumed the name hadn't changed after that, maybe that was the source of the issue?
i had been relying on the save file to remember what mods i was using for it, so if the name was changed subtly that'd explain all the weird issues, but i did end up fixing the issue by manually enabling the mod again, thank you for all the help with this, and especially for making this mod in the first place!
@♥EldritchBimbo♥ You're thinking of Heightened Hearing. Heightened Smell is a monster-only ability that is significantly more powerful, functioning closer to a level 10 Heightened Hearing but with perfect identification on detection of most enemies. Given that it's a free mutation that's set at 5, I consider it worth more than 2 MP. The bite attack is the standard possessed by all snapjaws and not meant to compete with horns, though its capless strength and unique axe classification do make it a worthwhile natural weapon.
We start with 6, heightened smell costs 2 - if the bite attack is intended to account for that, you'd want it to be roughly on par with Horns stat-wise since that costs 4. (Probably without the AV boost, but being able to equip face items balances that out.) As-is (with the unlimited penetration cap, but no scaling or to-hit bonus) I'd say it'd fit more cost-wise as a 1-or-2 (probably 2) point one.
To balance it out, I could either see boosting the starting points to 8 and keeping the bite as a somewhat niche build tool, or making the bite into a fully-fledged levellable mutation to encourage building around it (Something similar to the damage and to-hit scaling Horns get, although probably less accuracy to balance out it having intrinsic dismembering.)
Love the mod overall tho! Livendrink :)