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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3051820897
I use "Time-Based Dangers" if it helps. Was on default settings at the time. It could be that mod acting quirky though and may not have been your mod's fault at all, not sure honestly.
It's neat to see you're still actually working on these guys here and there. Thanks for being cool mod devs :D
As for the Lemolim raiders, it's intentional that they have hard endgame units. As for them not respecting time scaling, I might look further into that, thanks for bringing that up.
...and one other strange oddity is that I think that Lemolim Raiders don't respect time-dependent difficulty scaling the same as other factions...? Could have just been coincidence, but in a wealthy earlygame colony where most raiders were still getting a feel for my strength, the cats came at me without holding anything back. Seriously messed up that colony. On one hand that's lowkey fitting that they'd pull no punches against aliens but on the other I don't think that's intended lol.
That said, soulfire is such a unique mechanic that it kinda compensates for them having no unique technology of their own. Having colonists you know will come back from their worst in decent condition is awesome. And I love how you acknowledge that, yeah, it really can be used for awful purposes, in their backstory. Cause I mean, these little guys can even heal off brain scars. Though it won't do anything for Trauma Savant... Is that intentional? How's that work in their lore?
file: K:\SteamLibrary\steamapps\workshop\content\294100\2440306486\Common\Patches\Natural_Meditation.xml
Notable things include Lems now making cat noises when hurt/killed. Now having three toes and four fingers (might break saves), also very slightly increased ear coverage. Lems can now get sickly trait. And crossbones icon for Vengeful Pirates.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2574141172
There will be some issues, especially with Ideology because of their regrowth ability, but we disabled certain memes and precepts on enemy Lemolim factions in this version.
I DID had some scrapped ideas in mind by making Soulfire harvestable (killing the lem) to be used as fuel for a strong semi-organic generator that's built out of Lemolim meat/leather, steel, and components. A rather macabre way to gain power. Though I didn't really want to add too much to what is just a race mod. Maybe I might do so in add-ons or future updates.
what about a way to gather Soulfire and make it transferable?
turn it into a sort of furnace type thing, and as long as its fueled, the Lemling can revive there once there is enough, but if its destroyed the Lemling becomes fully mortal until a new one is built and fueled?
It's diffidently quite pushing the boundaries lore-wise when it comes to Soulfire regen, but since brain removing is part of different and arguably gamebreaking mods, I won't look too much into it.
i wonder if a brain can be harvested, using the Life Support mod, and then waiting for it to regrow, to use more brains in the Brain in a Jar research mod :)