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









Reporting that sometimes there's an inconsistency with Shroud when I rewind. Sometimes hacking into drones do not result in raising the alarm (after the drone reboots). But sometimes it does.
One strange case is in this save. I hacked into drone, and after it shuts down (before it reboots), I destroyed it with EMP. However after I rewinded, the drone is still alive, and the alarm has been raised. Please find links below.
Log: https://pastebin.com/0UJcfU8J
Save: https://paste.myconan.net/504617
Thanks for checking this mod out :D
Offer an additional setting of Shroud where instead of normal alarm increment returning when alarm is increased for any reason, it starts rising only after an agent is seen by an enemy or a camera. This would be super easy to implement since sim:getStats().times_seen already keeps track of whether that's happened in the mission, for the purposes of the Ghost Moves achievement. (Of course, you'd also want to add a few extra things like a body being found, etc.)