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Exception ticking Will (at (58, 0, 63)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref B73FBC5F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch0 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
Verse.Root_Play:Update ()
If I ever re-do this mod (like when 1.6 drops, for example) then changing how the backpacks taint and making enemies use more of them might be a good change to make (provided they're balanced around that)
Do you actually see any missing textures in-game? That looks like a mostly harmless error related to an effect that the ripper rack used before I updated stuff
I'm assuming you had a miner pack before the update?
newest CE patch
They didn't cause any issues on my save
I would probably need more information (something is very wrong if VEF_MassCarryCapacity doesn't work properly)
I don't know how to support CE if that's the problem since I'm pretty sure they use completely different stats
That is odd, I don't recall tribals ever selling the skippack (I can look into this)
Also regarding the hunting thing: I don't think I ever experienced any issues with pawns like that since it's just a MVCF weapon so this might be a conflict
@Z Catto!
They're for caravans like the vanilla expanded backpack
been busy with work
They should be mostly cohesive with normal gameplay since the packs attempt to avoid directly buffing combat stats, etc, and instead serve niches
If there are any concerns, please let me know
I am buffing the ArchoPack and adding another backpack
Ammo Drum: Either seriously reduces or eliminates reload time, and/or doubles the number of shots per burst.
Shield Pack: Stronger energy shield than shield belts, possibly faster recharge time.
Exoframe: Extra armor, movement speed, move speed penalty reduction, carry capacity, and melee damage all in one backpack. Very advanced and expensive.
Miniature Warp Core: Ability to "skip" psychically even for non-psychic pawns.
Psi-Shield Pack: Multiplies the pawn's psi-sensitivity by x0%, reducing it to exactly 0%, thus making them immune to the effects of psychic powers and drones, but also makes them immune to psychic soothes and unable to use any psychic powers they have.
Tactical Micro-Missile Artillery Unit: A one-use volley of 6 or 8 explosive shots similar to frag grenades with slightly longer range. The pack is either used up and breaks afterward, or has to be repaired / reloaded similar to Anomaly's Hellcat Rifle special attack.
just a few spitballing ideas:
VE mini turret pack upgrade: charge bullets, -movespeed, and minimal +capacity?
Mechanical arms pack: +capacity, +manipulation, -move speed
Spacer/archotech 4x arms pack: + Manipulation, +move speed, + global work speed. (needs a persona core in recipe, or quest only)
Bomber Pack: -movespeed, explodes on downed (ref. death acidifier/boomalope)? triggers all shells in pack? mini short range mortar with limited ammo? (ref. Grenadier armor)
Fancy Pack: +beauty, +social? meets Royals requirement.
Respiratory Pack: -move speed, +100% tox resistance, (possible SoS2 integration)
Miner's Pack: +capacity, + mining speed, -move speed
no credit needed. take or leave whatever idea you want!
Interesting
I've never used CE so I'm not entirely sure how to balance that
Thanks for the ideas. I'm currently trying to fix up what's already in the mod but work is a bit in the way. I'm currently trying to avoid adding combat-oriented packs because I feel that balancing them might necessitate allowing enemies to use them and that might exacerbate the difference between other threats (mechanoids) in larger packs
@Thranos
On-pawn visuals are currently not implemented. I will add screenshots once they are.
@Dust
I didn't add precise numbers to the temporary graphics in anticipation of needing to tweak the numbers. However, they are listed under the change notes.
For further ideas:
* jaeger backpack (minor carry capacity increase, +foraging in caravans, +hunting stealth)
* Scout pack (smokebelt upgrade, goes on torso slot like backpack. Smokepop + increased aiming speed)