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I can make it to require someting rare/situational to work. or make it w/o debuffs and work under some very rare situation, but then this perk will be just a blank for more than half of the time.
Giving player ability to use chosen perk from the start w/o strict rules is just better.
So, in order to make it balanced, we take something, to compensate such power (in terms of genetically modified: you trade a moderate amount of skills/dmg/health to increase your surviveability)
https://gtm.steamproxy.vip/workshop/filedetails/discussion/3167994183/600785827026596825/
Btw, as i said: balance changes will be soon. Stay tuned
Yet, i dont really see a problem in big debuff to perks overall, kuz most of the time you play w/ team or really far away from the boat (as any normal player w/ undead plays in my exp.), so more than 90% of the time you wouldnt notice a thing about small amount of your skills. Maybe you will get striked by electical devices more, maybe your arms gonna be lacerated to hell, but to this time your team gonna be at least w/ 1 talent tree completed (to a half at least), so there is always someone to fix stuff/craft/do other stuff that skills related.
Even with small calculations: nothing much changes. even with 20% less gene harvest chance you just gain a small overall debuff for additional 12% more hp. Trade is not fair to the HP side , you just giving a vanill`ish big buffed medic talent for genes w/ almost zero trade of to HP. (+ the idea for genetically modified is that it cant be killed and mostly made for survival in unsurvivable enviroment (and also some small thing to spice up gameplay) which means in late game those -% to HP overall will be almost unnoticable IF its not so big enough.)
Or for the Husk job for example.
you can literally gain double the HP, and to make it even more tank you can combine a watcher gene with a hammerhead matriarch, if you do, you literally have an additional double hp with hp regen...
Otherwise, talent "Immortal" speaks for itself and makes you literally (almost) immortal
(Also, to make this talent not so OP: now it reduces skills by a lot
i can see how its really op though, maybe they should make it time based where you have a certain time left to live.
Harsh, but fair
+ -33% health is perfect price for next talent (Genetic segmentation) , bcs even with zero kills and zero activity at all, you still can get a decent gene (if you complete a mission ofc)
Btw, thanks for feedback
Also, you can say which perk / talent tree is OP and i will balance it out
Tbh, making a separate patch just to override talent is kinda useless and harsh, bcs there can be more than 1 job w/ the same talent ID (+ ruining other jobs talents is bad tho)
+Talent been reworked a little bit to make it some-what usefull than before
I hope you read this, ill try to see if i can do a workaround fix for it, but for now i guess i'll stick with asking for coders, cause i got no clue.
So , yes. It does make you literally (amost) immortal
(que pro: try using abyssal diving suit and try to kill those big lads)
Also a question with Neurotrauma's compatobility: me and my friend's have had no problems, but I'm curious - do Neurotrauma's afflictions apply too? :D
Btw , If there is anything that will conflicts w/ dynamic euro - let me know and its gonna be patched
(Still , there is one well known issue: jobs cant be hired via HR due to not having any presets to hire from (use jobs-o-trauma for fix))
And about multi-tools meta - added a chance of gaining a repair pack , right now its still a some-what usefull talent that works everytime , yet overall amount of multi-tools will be way lower
I have to say, it is kind of humorous that you can partially spend in Agressor or Repairman and then spend in Factory Worker, thus locking you out of spending into the other until you complete Factory Worker.
Cheers! Love the mod!
Maybe w/ info in console i can help to fix
I will do a patch to make it work with this job
Stay tuned m8
at Barotrauma.PrefabCollection`1.Add(T prefab, Boolean isOverride) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabCollection.cs:line 405
at Barotrauma.GenericPrefabFile`1.LoadFromXElement(ContentXElement parentElement, Boolean overriding) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentFile\GenericPrefabFile.cs:line 39
at Barotrauma.GenericPrefabFile`1.LoadFromXElement(ContentXElement parentElement, Boolean overriding) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentFile\GenericPrefabFile.cs:line 53
at Barotrauma.ContentPackage.<>c__DisplayClass58_0.<<LoadContentEnumerable>g__loadFiles|1>d.MoveNext() in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\ContentManagement\ContentPackage\ContentPackage.cs:line 283
at Barotrauma.PrefabSelector`1.AddInternal(T prefab, Boolean isOverride) in B:\programming\c#\Barotrauma\Barotrauma\BarotraumaShared\SharedSource\Prefabs\PrefabSelector.cs:line 116
at Barotrauma.PrefabSelector`1.Add(T prefab, Boolean isOverride) in
Bcs mod works just fine
Sometimes this work , sometimes not
Yet. if you dont wanna to deep dive in code , here is price multiplier:
Blacksmith x0.80
Chief x1.0
Gen. modified x2.0
Hunter x0.80
Knight x0.60
Raider x2.0
Trader x1.0
But maybe some time after i will add that they can be hired.
Yet , if you wanna hire them w/o waiting for update - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3028398595&searchtext=jobs+o+trauma