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ExtraWeapon2

ExtraWeapon2! [img]https://images.steamusercontent.com/ugc/17318862101173525129/4C2809A7908A10A0CE177945334BC59D9D5D7E2C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] Description: Colonists can equip up to 6 extra weapons. When summoned, they will float around the body and automatically attack enemies. This is a new version remade from ExtraWeapon! Thanks to HaiLuan! How to use: Right-click a weapon to add it to an extra weapon slot. You can freely move its position. Features: [list] [*] Compared to ExtraWeapon1, performance has been significantly improved. [*] Extra weapons are now displayed only during recruitment. There’s a short animation where the weapons run out on their own, and the extra weapons will also rotate—you’ll like it! [*] Melee weapons can also be used! However, their attack range is very short, so the overall effect isn’t that great. [*] You can add it mid-save. Removing it mid-way will cause the extra weapons to be lost. [*] Enable Balance Mode in the mod options! In this mode, the extra weapon system can only be used after acquiring a psylink. There are two modes to choose from: 1. +1 controllable extra weapon for every 40% Psychic Sensitivity. 2. +1 controllable extra weapon for each Psylink level. [/list] [img]https://images.steamusercontent.com/ugc/9422779870717068651/687BF30B1E2EE113A7426F3135A1C71E496C157C/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false[/img] QA: Q: Will enemies use extra weapons? A: No—colonists only. Q: Do extra weapons’ shots get affected by the character’s stats? A: Yes. Q: CE? A: No hard conflict, but the extra weapons won’t reload themselves.

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Harmony

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