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If it works for stable when game beta version pushed to stable, consider it a lucky coincidence but no support will be made for stable branch.
further mod updates will be less frequent as it is way past "i can spend 10 day to make fun mod and that's it"
I have it deleted already.
I will share it if it happens.
Same here.
When you close and load the game while on a mission.
seems like perks on the weapon still there but coloring and rarity set to standard
and there is another bug which completely change your inventory
to random bugged out Items.
I aborted the mission and back to spaceship menu.
After that, I couldn't open the inventory menu forever.
but I'm not sure if it was from this mod only or combination with another mod.
I used it with
Double Backpack Size
Mod Configuration Menu
Faction Growth Control
Do Not Kill Faction
Last one isn't even confirmed that it's Okay with ver0.9.5
If there is no text = then nothing was added.
меня к вам отправили) есть идея как сделать "скилы тригеры" контролируемо играбельными !
прошу в виде отдельного мода реализовать, а можете еще и к себе имплентировать тоже, фичу: прикрутить к скилам тригерам "условие" включенной кнопки в меню активации имплантов (так меньше работы будет)... и получится что нажал кнопку, и со следующего хода скилы тригеры срабатывают как обычно. и не надо менять ни условий срабатывания ни откатов.
ну пажалста.
It happened if you save quit during mission game mode, items were in memory but were not actualized for the save game as it was for space game mode.
Thanks for
1.8.1 (6202d68)
Fix: some items were reset to default if you switch saves without restarting the game
Fixed.
Plus if weight is "-1" it will be blacklisted from the rolls completely.
Also items don't have to always be benefitical, when item is generated there is a percentage that parameter will be hindered instead of providing boosts.
Just like in any ARPG when a top tier item have just one affix/suffix that turns it into trash.
@Chimni: Thank you, I found the issue.
I guess I'll push a new release with impants and augments support this week.
If no serious bugs found, it will be released in workshop.
Standard - #FFFFFF - White
Enhanced - #8888FF - Blue
Advanced - #FFFF77 - Gold
Premium - #AF6025 - Brown
Prototype - #800080 - Purple
Quantum - #FF0000 - Red
beta is 0.9.5.revision
1) added on top of project stats (skipping ones that are modified by project) and all of them randomized as required by rarity (possible way)
2) apply rarity as is and summing both craft and rarity results (balance issue)
Plus such items won't be affected by magnum projects anymore if you change project stats i.e. changing stats in project won't reflect changes on already existing ones as it's a brand new item with unique id.
Also there won't be option if you want to craft just weapon as is without rarity mods.
Coding wise - possible. I got plans for augments and implants RnD division that will generate rarity items, but it's not planned in near future anyway.
If somebody want's to add that option, they can fork the repository, implement the feature and make pull request.