安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Any Answer yet?
The Supersoldier traits are just gone. Seems the author is missing in action too. His last post in the bug reports discussion dates back to 2020!
From what I can tell, starting skills (origin, traits, what squaddies get), do not get them* but when choosing a Super Soldier Class (when they rank up again), they do get the required trait.
Ultimately, I think I'll have to decide to disable either, with Origin being the most likely, since it's rather frustrating to match starting stats (not created equal) with starting traits (origin) and classes (commander's choice). Too much choice is bad, I think, hence why I won't want to optimize each and every thing.
Anyway, it may seem like that the 'trait requirements' on the Specialization page may be misleading since the page table also reads 'trait added'. It's rather confusing.
*Incidentally, I, noticed after writing the above, I forgot to disable the Super Soldiers classes.
(AbilityName="N7Training" ), \\
(AbilityName="SpartanIIProgram" ), \\
(AbilityName="NanosuitRaptorTraining" ), \\
(AbilityName="NinjaTheWayOfTheNinja" ), \\
(AbilityName="CyborgCyberneticConVersion"), \\
(AbilityName="GhostProgram"), \\
(AbilityName="SSPsychic"), \\
That should be all we need. I also recommend to remove some APT traits, as most of them have side effect or limited use environment. Traits list too long may lost our newly added traits.