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
The fuel rod gun grenade timing is definitely late, but it was like that in the original mod. The vanilla fuel rod gun's nade timing isn't great either, but its something we'll talk about cause I agree its pretty bad.
The marines are migrating before the bsp switch, which is pretty backwards as far as the bungie levels go. Since they are in a shared bsp space they should be able to migrate without freezing after a bsp switch. The only reason I could think TM did it this way is because the bsp transition is tight and wanted to make sure no one got caught in the void (I think they teleport before migration?). Will look into it regardless but it was a quirk of the original mod.
The Geomar fuel rod gun is supposed to be vanilla, we decided to put the lumoria skins on the vehicles which imo opened the "can of worms" so the expectations of what should be vanilla vs what is a lumoria tag is confusing. Don't want to mess with MP balance at all, should be vanilla 100%.
I think the mod could benefit from subtitles, especially episode 2. It's something we'll talk about for the final release of Lumoria: DE