Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






Monofilament baton (modded item, kills in melee) activates heart monitor even with the anatomy analysis augment (vanillar item iirc, kills do not increase alarm). Is this intended?
Not to mention that the newly introduced items are not only interesting but well-balanced. They add the depth that vanilla needed.
You can enjoy whatever game mode that suits you with these mods, Campaign or Endless. Although I'm a Campaign guy, I'm also doing an 20-day Endless run for the achievement and so far it's been a blast! Can't imagine playing the game without these mods now. 10/10
IIRC he did manage to add a option to his mod to make it compatible with your mod years ago... but it seems its no longer working, even with the second option left unchecked (disabling his edits), the items stats are still getting mixed.
Its a pity, I liked a few items there, like the "hunter chip" (kill daemons)
So, anyone that is replaying the game from this date foward and see this post, should avoid "ITEMS New and Editted" by Steelcrow.
I'm starting a new playthrough and if I see both items, I will put feedback again (although I changed some mod options, I don't think any of the changes affects disrupters)
Anyway, thanks for the mod and for your time
perhaps, III should be PWR cost 2:1 (instead of current 1:1)
KO damage increases by 1
Starting charges decrease by 1
PWR cost per Armor decreases by 1
Tier IV additionally requires Strength 2
Thermal IV should have:
KO Damage of 4
Charges: 1/5
Armor Piercing: 4
PWR cost per Armor: 1
all values for Thermal Disrupter III and IV is the same except:
Thermal Disrupter III
- starts undercharged (2 charges)
Thermal Disruptor IV
- starts undercharged (1 charge)
- requires strength 2
why the IV version is worse if its supposed to be better?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2758884276
The only downside is the power per turn but by the time I was using it, around day 3-4 and the mid mission, generating enough power for it was trivial. I also didn't find any enemies that could see through cloak so that was a bonus (maybe I toggled off the new enemies from advanced guard protocol on that campaign).
Yes I've noticed that cloaks are weaker than vanilla but this one still seems plenty strong. As a suggestion I'd keep either the low cooldown or the cloak through many turns, but not both.
Sub. Cloak Projector is already costly to use how it is. And low cooldown is the main selling point - its the only reusable cloak that can be used this frequently, as long as you have PWR to do so. You want me to nerf it more? Bear in mind, despite greater variety, many items are technically weaker than vanilla, especially cloaks.
Since I'm here I'd also like to question the desert wind & shalem rebalance. It seems weird to me that a (sniper?) rifle would have no penetration at all. I know it might make shalem play better with other ranged weapons but, well, did he really need a buff? It also makes the desert wind quite unusable by anyone else. Isn't there something else to do?
Thanks.
I just had a run that went pretty well but eventually I got to the first OMNI mission and they all had insane armo and the Quantum room had a total of 10+ power I needed to disable to safely get it. Meanwhile, on my end, I had only earned enough to upgrade one skill by one level at the cost of 3000.
So yeah, seems pretty impossible on 3x when bundled with the modpack.
Going to keep at it a bit more to see if I can work with the settings as it currently stands. I guess maybe it's important to pick my battles and not try to 100% every map and sometimes just leave without the main objective if I really can't do something safely.
Will come back to share my experience. Would love to hear other people's experience as well.
Having skills and items being acquired much slower also shifts balance in favor of corporations, so player's power level scales comparably with corporations instead of snowballing.
You can always reduce the multiplier if you feel it's too much - it won't switch difficulty to custom, so earning achievements still works.
The only thing I haven't checked is how the progression feels like late in the run (day 15+), but that requires a legitimate playthrough, which I don't have time for.
As ManaFriendsmith mentioned, perhaps this is also a clash with the rebalanced skills (e.g. from Anarchy to Larceny).
Not sure what's the best spot for balance, but with how many levers we get to tweak with the whole modpack installed it feels tiring to have to decide for myself a custom balance especially since you can only see the costs of things after you get through the first initial mission.
And it doesn't feel authentic to playing Endless Plus if you are tweaking things to make it easier by yourselves.
Hoping wodzu would look into this.
Does this work in cooperation with the Econ chip? So if a console normally gives 1 PWR which turns into 50 creds, would this give 3 PWR which becomes 150 creds?
As for Central, it is more of a side-grade. PWR from Daemons is reduced (5 -> 3), but you can store it if currently you're full on PWR, or use it to eradicate Daemons or devices instead.
Zorlock Darksoul: It would be great, I wonder what fashion he is from, they'll tell you.