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There's also no warnings or any other indicators that say how much time exactly you have before disintegrating.
Another thing that's just weird (and unrelated to the clarity of said abilities, but since I started, I wanted to share) is that successfully using Soulshunt does NOT put it on cooldown. Looks to me like something that could happen if soulshunting created a copy of an ability on a new creature without copying the cooldowns, too... Or something.
And the last thing, and who knows, maybe it's intended (but why would it be?) - after using Soulshunt my previous body was still there, with all my abilities... And hostile to my new one.
I'll include in the mutation description its a single space away. So a range of 1 Cell. As for the cooldown issues, I'll take a look and on the next update hopefully have a fix for that, this mutation goes against a lot of how the game was coded, so there could be a lot of issues in regards to swapping the player identifier between bodies.
The indicator for how much time you have left is your Maximum HP. As degeneration progresses, your Maximum HP slowly but surely reduces, it'd be best to swap before you get too low, though you can also time this to swapping with an enemy so the entity whoms body you take is weak and easy to take down. And yes, that is intentional, you have to fight for your new body, the enemy just doesn't rollover and let it happen and your previous husk will try to fight you which is why timing your soul-shunts is sort of part of the fun, it also stuns however after the initial successful stun, so you have a chance to attack them and take them out afterward, can even give it the ol Captain Ginyu treatment and damage yourself before attempting the soul-shunt. I guess I could call the ability something along the lines of soul swap but didn't sound as metal.
The game has a really good wiki so it doesn't need in depth info in game. Also a bunch of forum convos etc.
I definitely think having details are important if they're not obvious, because players don't have these supplemental resources available to them.
Like your mod page, for instance ... I have no idea what kind of mutations we're rolling with here - how many, if they're vanilla friendly and pretty balanced, or if it's crazily OP etc!
I honestly see other mutations mod pages doing the same thing I do, they just let you figure out.
I used to have a list of mutations on the front page, but again, the constant updating for each is just a little bit much for me.
The game wiki comes from a combination of the players and the Devs, if players want to make their own threads describing their own finds they can. but I won't be putting any time into working on mechanical descriptions as that's just an asinine amount of work that really isn't worth it at the end of the day. The majority of people who use the mods seem to have no issue with how its information is laid out and I've even gotten counter criticism for including more information as many said it was against the spirit of the game.
So, tldr. I won't be making any description documentation regarding the mutations added. Nor will I expand in-game descriptions as well.