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Hope that one day you'll do something cool again. But good luck in life regardless!
(More specifically, the floor of language)
This seems to be because of Bagspag changing stuff up in his mod, and it's not something I can fix that easily, the only fix would be to change the animation, etc.,
I just wanted to inform so people don't think it's our fault.
if so, that is a game bug, even creber has the issue
its just how the game works, the material given to the character is permanent on anythin using textures not linked to the head
(e.g. zed is made up of 3 textures and 1 model, instead of 1 model with the 3 textures attatched, this means the "head" area for textures gets replaces with whatever the origin is given)
something weird happened
The 3rd picture shows the killing machine, do you just not have that icon?
I find it kinda funny to see a sanitized Octoling with her little Splattershot go up against a Nexus platoon armed with REAL guns and Very athletic Knights
Long answer, I could, but that'd take me replacing the hirelings (which I consider a really messy thing to do), and essentially all you'd have would be Sanitized Octolings, which, in my point of view, is a bit boring.
The really long answer, you could simply grab Wingidon's mod assembly, create a statcard that is essentially a sanitized octoling, and then use DnSpy to go into the characters that are available for hire (It's in Squad_something, I don't really remember anymore), and add the sanitized octoling there while also keeping the hireling menu interesting.
oh well lol
I never took into account the fact someone would use 23 hirelings either, either the max in vanilla or at the least 10.
You could still try it out if it really interests you, but he doesn't have the intangibility trait.
- you start with 1 clone already
- holding shift will allow you to execute enemies by blowing up
- doing so, will kill you, but if you have a clone, you’ll go to the clone
- go wild :)
What you revive are essentially versions of the character you just killed with a statcard like "Spectre" something, etc, applied on top, there's more, but you get me.
Plus we'd have to rely on the offering's revive, and we'd also have to overwrite the spectre statcard to make those "skeletons" work.
TLDR: We could, but it's just too much of a mess for such small feature.
though the placement of where you end up is random
as interesting as the corpse idea is, i’m struggling to think of a way that it could be possible, since revival system in arena mode is basically non existent, and the zed/vampire transformations are tied to the animations
maybe its some imprint bullshit - I think i remember seeing some people in arena barracks complaining about mobility when it came to massive on 10+ imprints or smth, this run is currently imp 19 on this save
I'm glad someone is actually understanding instead of going "errrmm just fix this".
I know very little of how he works in M:PN, but I have messed around with him in The Playground. I find his Charge Attack and Floating Dodges to be pretty neat -- Though, I do agree he would be more interesting if he could do crazy flips, maybe some teleport nonsense, and so on. Truth be told, I just dig his Character Design..
A part of me does want to mess around with the idea myself; spice him up a bit, give him something more unique so that he'd be a fun Origin, though it would be the very first time I've made such an attempt.
Still, one must start somewhere. It can work, if certain liberties are taken.
Thanks! I appreciate that. I hope you'll be able to make sense of this messy update. Cheers!
While a Phobos Clone origin does sound interesting, i'd probably end up making it be like a clone of the M:PNC version, doing crazy flips and such, sadly Phobos doesn't really have anything interesting to it in his statcard either.
While I doubt i'll update this for a while, i'll take it into consideration.
Unless there is some dark magic going on, it should be the same size as the original massive.
Also, thoughts on a Phobos Clone Origin?