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
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2195369467
Hope it helps anyone!
Reinstated MP compatibility
Can only suggest that you have a mod that is incorrectly applying that thought. It isn't apparent in my own game, and the gear not set to apply leather for use. It uses a fixed cost list for production that doesn't include leather.
Mechanites are extracted when breaking down mechanoids as an additional by-product. But to do so you need to use the provided mech breaker bench that has the right tools to extract them.
Should be fine now. The problem was due to differences between unstable and stable versions of V1.1.
Which means when the newer version comes through I will have to change this code back again to the unstable version.
https://pastebin.com/KsJhUzRs
Updated stun handler code due to changes in V1.1 vanilla code.
Armour now applicable as Royal Apparel.
<li>SpacerMilitary</li>
<li>RoyalCombatGear</li>
To the tags on the gear defs
Will look at the Royal aspects and other modifications when I get the chance to. For now concentrating on converting mods from V1.0 to V1.1.
Added armour penetration values to damage definitions and weapons.