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@Winter I've fixed the Aegis issue and nerfed Startos to be in line with other move speed buffs
@wofwofwofwofwofwofwof I've tripled all the exp bonuses for exp infusions and added an option in the settings menu to disable all tiers for a single infusion.
@Winter The Aegis infusion is definitely a bug, I'll check it out. I'll revise all infusions that add move speed buffs to have similar bonuses. The on hit infusions not working is definitely a mod conflict as I constantly test them each time I upload a new version.
The Aegis infusion works fine for me when a pawn first puts the infused item on. After saving and reloading, the shield disappears until the infused item is removed and worn again.
I like the concept of the new Stratos infusions, but the move speed bonus might be a bit strong. Uncommon_Stratos gives a +0.5 move bonus, compared to Quickening's +0.05 bonus, for example.
The on-hit weapon infusions are interesting, but I haven't seen one activate yet. One colonist killed their way through an entire pit gate without gaining any Intellectual skill from an Uncommon_Enlightening infusion.
I haven't done extensive testing yet, so any or all of these may be mod conflicts on my end.
I could add a toggle option to disable infusing random weapons and investigate how to add them as quest rewards / loot if that helps you.
I would like to only enchant existing items from rewards or buy infused items from merchants.
1) Alphabetical sort when selecting infusions.
2) Some sort of name differentiation between different tiers of infusion, for example Savant I, Savant II, Savant III, and so on.
Please.
No separate messages appear in the debug log, and interactions other than equipping are not possible.
Log : https://gist.github.com/HugsLibRecordKeeper/5aacd4baff01a2ecf89d696546801f3d
Can this be fixed?
Seems to be working for me .
@СломаннаяПсихика
Fixed the invisibility infusion.
Attack: 25% chance of psi invisibility. Higher damage
and more effects increase the duration of the effect.
Could you tell me the name of the infusion?
Nope, it no longer requires that library. I've rewrote the mod in C#.
Nope, please be careful if you're going to delete it.
I had to check the files to make sure it wasn't a bug with the mod itself. I don't know of any mod conflicts currently. What I do know is that the chance is per bullet so if you have a gun that fires a large amount of rounds, you have a much higher chance to proc it than with a revolver for a example.
I love this mod btw. Thank you for your hard work.