Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I cannot change the issue 1) I think. The new modding system uses a lot of hidden workarounds and many things can't be adjusted directly. It should only work for the units that you get from battles, not for produced units; so I don't think it's gamebreaking. The only other option is to just disable mods completely for Indentured gained through Control Collars. I would really like to avoid this because stealing mods you otherwise couldn't get is a fun mechanic.
Regarding 3): Yeah, the accuracy is hard-coded in these cases. I can only debuff the skill in general if it's too strong.