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Then why not have them both at 100% max? Or just have the vanilla version?
vanilla has changed this
No, but could damage reduction play a part?
Are you using any other mods that might interact with genes, damage, or afflictions in general?
I wouldn't know where any incompatibility with Robotrauma would be coming from, but if I had to guess it'd be the 'genetics overhaul' listed towards the bottom of its features list
When these genes improperly cause transformations, do their tooltips and effects stay vanilla or do they change as they should?
is the one you want
but there is a version of the mod that does
But I totally get where you're coming from with it effectively translating to immunity to any first tap with a poison (Ignoring any modifiers), didn't even think about that interaction.
I will say as a side note, having trash genes isn't THAT bad, because they're basically just there to be used to buff up other important genes when you wanna dual splice stuff with your 80% molusk gene. But I love how horrifying it is with that buff. Very viable to just rely on it entirely, and build a playstyle around it.
The reason for the lower numbers on spineling genes' resistances is because of the weird way the game handles paralysis and poisons. I didn't want to make the stun resistance too strong because of how the genes' other resistances work.
Basically, if the affliction is between 0-10, it will gradually decay to 0. If it is 11 or above, it will gradually increase until treated. Both paralyzant and cyanide for example, on a failed application by a low-skill medical user, give 10 and will decay to 0, and on a successful application by a high-skill medical user will give 11, and will eventually increase to 100. What this basically means is that unskilled use of these items require at least two doses for their effects to apply at all. Giving anyone resistance to these two afflictions at all means that even skilled medical users will still need at least two doses to successfully paralyze or poison somebody. All of the poisons work this way, though deliriumine is untouched.
That's why the numbers are kind of low, because while the resistance does slow the rate at which paralysis and poisoning will climb, it also means that in order to be paralyzed for poisoned at all you need to be hit at least twice by either of those items.
Leucocytes do a different kind of paralysis but it's such a small number that I didn't want to make them a complete non-threat.
Does this make spineling genes kind of a shitty choice of a gene to refine? Yeah, kind of, but there's no workaround for it unless I changed how paralysis and poisons work or changed what the gene does, and I wanted to add something that was kind of unique by giving people a way to get some resistances you don't usually see.
Spineling change seems UP relatively. .25 less time stunned for a 1 second stun? not so hot.
Would like to see gene splicers lost on death reverted, that and just a buff to the spawn rate.
(Especially if you could tweak it to the number of players on a ship.) or something similar.
:kissy:
I ran into the character limit in my previous message, but I want to also thank you for a tidy and descriptive mod page that clearly expresses the changes made. It seems like an easy thing to take for granted, but it's infuriating how many modders give lackluster descriptions for the mod that they presumably worked hard on. So thank you!
Regarding the mudraptor beak attack: One second of stun is a long time on a melee attack, providing safety to the attacker, and it uniquely doesn't occupy a hand or hotbar slot. Also, I recall the beak attack dealing pretty good structure damage.
Regarding the spineling quill attack: Aiming the wobbly quills is awkward at best when dry, but easier out in the open water. However, they inflict 10 laceration and 10 bleeding, each quill striking up to three times.
These attacks are weak and awkward to use when compared to more practical weapons, but still have their niches and, even if they are bad, some players want them for reasons other than min-maxing—who simply like being a weirdo mutant. I hate to whine and ask you to put in more work than you have, but I hope you'll consider re-including these attacks.
Since that mod doesn't modify any of the pre-existing genes, it only adds new ones, this behavior makes sense.
If anyone runs into any issues using the two let me know the error it throws and I can see if I can do anything about it, but a compatibility patch that merges the two together shouldn't be necessary.
Spineling genes pretty much have the same problem, too unreliable to be useful.
Or at least that's my opinion anyway, I'm sure there will be other people who want the transformations kept, so I'll probably make a version of the mod that does just that.
I could make an alternate version where mudraptor and spineling are unchanged, maybe one where the spike regeneration cooldown is lower