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It seems like after a while it fixed itself, but I don't know if that was just a fluke or because my aetheric links changed something. They shoot lasers now.
They constantly have a firing indicator/ranged attack cooldown, but it depletes and refills while they never fire any sort of attack.
does it not have any? or simply forgotten?
i havent made it yet but if it does have the function i think that would require a slight description addon :)
In the meantime:
* Earth deals blunt damage (which deals bonus damage vs buildings) with a chance of stunning any hit targets
* Fire deals heat damage with a chance of igniting flammable things in the blast radius
* Ice deals heat damage and chills / slows all enemies in the blast radius
* Lightning deals heat damage with a chance of stunning enemies in the blast radius, with a guaranteed stun and 100% armor penetration vs mechanoids
* Water is supposed to be essentially the same as ice but appears to actually be bugged for now (I'll get that fixed in the next update as well)
* Wind deals cut damage and thus will cause a lot of bleeding with a higher chance of dismemberment
but no succes yet.
it does not give any errors what so ever but equiping weapons that shoot projectiles makes me unable to draft my colonists.
this happened with the bloodborne weapon mod i have, your ARR mod (specificly tested with equiping aetheric bow)
and the beyond rimworld weapon mod.
strangely enough this seems also to happen to the official Rimworld weapons such as assault rifles, nerve spiker from anomaly or shotguns. any idea wether it is a mod issue or a Base game/dlc issue?
Fragments in one direction
Celestial noise detected
Delirium unsuspected
Wait, what do you mean I'm not going into Alexander?
The Aether lance also lacks the stat but the item description doesn't mention anything about aether users enhancing the weapon so i'm not too sure about that one.
As for the weapon scaling, I definitely had a feeling that would be the case, which is why every single class weapon is stuffable, even the ranged weapons which typically aren't. I have some assets for enchanted materials that I will be looking to implement in the future, and hopefully that will provide smoother progression!
Whether this works in practice or not is something that I'm open to feedback about. Keep in mind though that to get the hybrid armors you will need conventional Recon Armor and/or Powered Armor research projects anyways, so you will likely be getting access to other conventional armor on the way.
While you can simply drop almost all vanilla factions and play with only A Rim Reborn factions, it is not an optimal experience as there's a lack of hostile Eorzean factions and Eorzean creatures/incidents at this moment. A complete game overhaul will be more viable in the future, but we are not there yet. :)
and this looks absolutely dope! can't wait to try it out :)
Garlond Ironworks tech falls under that umbrella as Cid ultimately brought his knowledge and expertise from Garlemald, but Allag's technology is actually referred to as aetherochemistry and was not fueled by ceruleum. The speculative tech here, while visually inspired by Allagan and other designs, is different still as it is meant to be taking inspiration from non-magical human engineering designs.
That all said, a Garlean race and faction mod is on my long-term plan and there will be ample opportunities for real magitek there, so stay tuned. :)
Astounding.