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
Playing this with Vanilla Expanded Settlers, and setting your colony as 'New Hideout' makes the faction Permanently hostile to you. I thought it had something to do with releations set before the game starts but that doesn't seem to be happening.
I wonder if there's something going on between the factions and mods where you'd play as the 'bad guy' or so. Cause it's the only faction I've seen with 'Ongoing Event; Permanently Hostile"
Seems to be an error trying to generate traders on a other map?
I am running Caravan adventures which allows traders to spawn on combat maps.
i think it would fit the theme of the zearot to blend in with the shadows, becoming one with the shadows only in the darkest of nights
by which i mean an ability to biologically cloak themselves at nighttime
it makes sense, they are assassins after all. weak, gaunt demons that skulk around at night killing people and then running off into the dark, whatever wounds they suffered being healed under the glow of the moon
the cloak effect only lasts for 15 seconds and other pawns cant see them during this time, and if you attacked a pawn while being cloaked, the pawn would be insta-killed and your cloak would be removed.
the drawbacks? you can only cloak at night and the cooldown takes ages
now ill stop annoying you, i bet im asking too much
That being said, i might make a patch for VE:Pirates to allow you to use it for a warcasket
To me the circle design makes sense with the idea of plasma slicing through having more surface area as they wouldn't be stabbing more Slashing with it.
The rocket launcher should be seen more as grenade launcher rather than a rocket it self. Might rename it to fit the idea of what it does better.
The hammer is getting a balance in the next update, it was originally an hammer, but have changed it to an axe. so the AP will be a lot higher.
I'm not sure on the theme one tho, As the idea behind them using charge infused plasma is that they fear the sun enough to turn it into a deadly weapon that sets things on fire.
Combat extended patch is on its way will be with the next update, I hope.
Thanks for the suggestions tho appreciate it :),
I love the helmet, kinda look like a mecanoid living trooper
Advice :
-tbh i tough the KFP long sword was a plasma saw by looking first at the end.. better to have a pointy edge to my opnion if that's a sword
-The rocket launcher look like a 1 shot HE launcher. similar to the m-79
-you could reduce the neon orange size on the hammer and apply it only on the edge of the blade and not all over it.. since u gave it only 25% ap and it would look better
Also, axe are physicly supposed to have more AP than a sword !!
Maybe iterate the weapon ig.
Suggestion :
-The weapons don't fit with the xenotype's characteristic, i advise iterate all weapon.. why would they use such design if they are bloody night killers.
They look more like sun tech warrior and not night tech warrior
But its interesting, ima get it when its compatible with combat extended (also u forgot "d" in Combat Exten*d*ed)
Gl