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
to continue this mod
本当にありがとうございました!
Though there is no unique melee or apparel, I don't like two similar systems in one game. So - consider this the end. Thanks!
Not sure - Based on the decompiled code, the new unique weapon system will integrate part of Infusion, at least weapons.
Dev: "Sorry for unclear User Flow due to UI, its on my task list"
5 years later:
No changes...
reddit.com/r/RimWorld/comments/gy7x2k/how_to_use_infusers_infused_2_mod
tl;dr disrupting infusion on high speed projectiles against low shields doesn't work and backfire