2tallyGr8 Posted June 26, 2024 Share Posted June 26, 2024 23 minutes ago, ALCRD said: Okay okay i admit this sounds promising. Instead being it's separate thing only you can inject the DLC content onto other asteroids. Hmm and it adds the new critters too right? Yep. Here's a flox I found on a Rime Asteroid playthrough. And directly across, here's another biome, with a lumen quartz 2 1 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1729276 Share on other sites More sharing options...
Genryu_Strike Posted June 26, 2024 Share Posted June 26, 2024 My game crashes when trying to create a new save file in the beta test. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1729314 Share on other sites More sharing options...
thechase Posted June 27, 2024 Share Posted June 27, 2024 Someone already had the same idea I had: My first 50 cycles. Personal opinions incoming: Wood heater eats wood too slowly to be a threat to colony. Reduce starting wood or increase its consumption rate by about 1.5x. Oxygen creation is tight for someone not familiar with ONI. I didn’t immediately stress about O2 production but I almost had to make an emergency open air electrolyzer. The ice melting tea pot ought to have a cost (as i write this, maybe it did I didnt look). I imagine some wood and a dupe rubbing sticks together to make heat. The amount of new critters was spectacular. So many more options open up and there will be some major ‘main base’ space considerations for people that want to do really large systems of systems for material sustainment. Doesn’t seem like quartz can be produced. Even though I like 'permanent' things, I think having it require something to keep shining once cut, aka “shine juice.” would make things a bit more interesting. Or maybe make quartz far rarer but 'craftable' for an insane cost (matter recombination: each piece would take something silly like a 50T combination of 10 different materials for a single rock). This would let players take those materials they don’t have a use for @ late game, and make something that is more desireable. 2000 cycles into any playthrough always needs something fun to do. Aka making a shiny rock gallery. Heck, make the “quartz” come out as different colours and the colour of the quartz will add diff décor bonus’ or growth rates for diff plants (and sounds when whacked). Radioactive quartz to make mutation less tedious for seeds. etc etc Was ready at this point (cycle 50) to start looking into a second colony through the teleporter. Just had to dig to the devices out. Saw the somnium synthesizer, and I feel obligated to say, this machine needs something else, the cost vs the reward really doesn’t do it for me. I also didn't use the biobot machine after the first go around. Just took it down and said "kinda cool i guess." If the biobot maker could also serve as a charging station (like sweepy) it might be more attractive. Resources on the new planet were adequate to succeed up until this point (could stabilize early game fairly easily). Putting a Bammoth patty in my “tooth” rock crusher left a bad taste in my mouth. Not sure what I would want to use mercury for yet, maybe higher temperature airlocks? Mercury melting and making a mess was hilarious. #Rageface Having an igloo as a basic bed (via research) that would not require a heater in the room at night would be ‘cool’ and add something to do late game if there was an improved version. Making a complete "icy living space" just adds something to do and could play into colonizing the ice planet (if its still present when you start on this frozen world). I presume snow to support bonbon gourds will have to come from space at some point when the main asteroids run out? (hint hint see point 12) Offering pips in the printer pod before cycle 100ish seems kinda pointless unless someone wants some egg food. I didn’t realize they would hatch and just start to die lol (yes user error, but still). That said, raising pips in 10 degree-ish temperatures should make a new variant that basically can endure the cold to -30ish. They could eat something like frost wheat and poop out ice or snow.... or just enable planting wild seeds in the cold. You know someone is going to get a pip to plant an entire section of the map, then cool it to negative temps. Make this easier on them...me :P. Would like a machine that makes snow from ice. Would like to see more distinct properties of structures made from different materials. Temp and decor are the only things I ever consider. Maybe machinery could work faster if its not made out of steel (trading operating temp for speed). Other such things could be more storage capacity, efficiency etc. There is still not an intuitive (simple minimal cost) way to easily keep ranches stocked without having random collapses. If eggs didn't make things cramped, a lot of this could be simplified. (If I recall they do count as a "critter in the room" Either way, DLC is overall solid, love the new music and I will see yall at cycle 200 ish. 1 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1729579 Share on other sites More sharing options...
ALCRD Posted June 27, 2024 Share Posted June 27, 2024 (edited) 4 hours ago, thechase said: Reduce starting wood or increase its consumption rate by about 1.5x Please no. I somehow managed to almost run out of starting wood at cycle 10 with just one heater and one liquefier Edited June 27, 2024 by ALCRD Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1729608 Share on other sites More sharing options...
suicide commando Posted June 27, 2024 Share Posted June 27, 2024 11 hours ago, ALCRD said: Please no. I somehow managed to almost run out of starting wood at cycle 10 with just one heater and one liquefier How? after 50 cycles I still had >10T of wood left, and I finally decided to start ranching Flox and immediately my wood pile exploded. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1729703 Share on other sites More sharing options...
zhucg1314 Posted June 30, 2024 Share Posted June 30, 2024 Error in Atmo_Suit.Equippable.OnSpawn at (0.0, 0.0, 1.5) System.NullReferenceException: Object reference not set to an instance of an object at AtmoSuitConfig.<CreateEquipmentDef>b__6_0 (Equippable eq) [0x000b1] in /home/build/workspace/game/Assets/scripts/Mods/Equipments/AtmoSuitConfig.cs:108 at Equippable.OnEquip (AssignableSlotInstance slot) [0x000e0] in /home/build/workspace/game/Assets/scripts/game/Equipment/Equippable.cs:159 at Equipment.Equip (Equippable equippable) [0x00284] in /home/build/workspace/game/Assets/scripts/game/Equipment/Equipment.cs:139 at Equippable.OnSpawn () [0x000a6] in /home/build/workspace/game/Assets/scripts/game/Equipment/Equippable.cs:59 at KMonoBehaviour.Spawn () [0x00078] in /home/build/workspace/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:299 Build: U52-617614-VCD All of my saves after launching the rocket have this error message. The previous saves can be used Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1730801 Share on other sites More sharing options...
bialix Posted July 1, 2024 Share Posted July 1, 2024 (edited) Can somebody help to better understand new critters/plants names to properly translate them to other language? So many funny composed words, I'm a little lost. Quote Sherberry - The semi-parasitic Sherberry plant leeches moisture and trace minerals from the primordial ice formations in which it grows. The fruit of this varietal contains low levels of stomach-upsetting phoratoxins which, while not fatal, do serve as strong motivation for foragers to seek out additional sources of nutrition. I don't get the "Sher" part - what's this about? Any hints? Synonyms? Quote Flox - Floxes are nonhostile critters that graze on live and fallen Pikeapples. When Flox antlers are fully grown, they harden into shearable Wood. The critter resembles the fox with antlers, so it's a kind of a deer. In the strings template file they called "deer". Their babies called "fawn". So, what "L" stands for in "Flox"? Quote Pikeapple - The Pikeapple Bush produces a nutritious fruit distantly related to those in the Durio genus. Those who find the Pikeapple pulp's fragrance overwhelming should consume their portion whilst standing near the plant itself; the shrubbery's gentle swaying produces a wafting effect that promotes air circulation.\n\nClosed-toe footwear is recommended, as barefoot contact with the plant's sharp seeds inevitably leads to infection. So it's a kind of spiked apple? Or maybe there is hint to "pineapples"? Or "pike" is a predator fish species? And "spigot seals" of course. Translating this directly leads me to some sort of plumbing equipment. That's funny? but I'm really lost to translate this joke. My best guess as translator to use something like "unicorn seal". Although more likely their horn is more about "proboscis" function for feeding. Thanks for any hints. Edited July 1, 2024 by bialix Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731187 Share on other sites More sharing options...
suicide commando Posted July 1, 2024 Share Posted July 1, 2024 Sherberry is derived from the word 'Sherbet' which is a fruity ice cream dessert. 2 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731202 Share on other sites More sharing options...
Gurgel Posted July 2, 2024 Share Posted July 2, 2024 Tons of good suggestions. This beta is definitely a success. 2 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731405 Share on other sites More sharing options...
pether Posted July 2, 2024 Share Posted July 2, 2024 On 6/27/2024 at 6:18 PM, suicide commando said: How? after 50 cycles I still had >10T of wood left, and I finally decided to start ranching Flox and immediately my wood pile exploded. I run out of wood pretty fast as well, my fireplaces stopped working and my dupes had to run hamster wheel for power before Floxes started giving me more. IMO starting wood amount is fine 4 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731423 Share on other sites More sharing options...
FGPraxis Posted July 2, 2024 Share Posted July 2, 2024 (edited) Quick report about this DLC beta : Overall i like it, the update to the base game and the DLC content itself. After almost 300 cycles : No crash One bug or likely a bug : at cycle 150 i reached the bottom and found the magma biome was solidified at 1100°C. I didn't find a hole in the abyssalite layers. The coldest block was obsidian near the abyssalite surrounding one of the three Geovent wip. It was losing 1°C or 2°C per cycle. (i can provide a save if needed) The first 50 cycles were a little challenging and felt ok (food, cold/heat and wood, oxygen) The new critters and plants looks cool and are nice with two exceptions : - Bammoths seem a little op, a big amount of meat and they eat few Plume Squash. That said Plume Squash requires Ethanol if domesticated and Ethanol is quite hard to produce, so maybe increase the amount of Plume Squash eaten by Bammoths by 2 and reduce the amount of Ethanol consumed by Plume Squash. - Spigot Seal seems underwhelming, almost useless because of their low production and quite complex requirement. The result is a low productivity Ethanol source (Arbor Tree is far better) which may impact Plume Squash production. - Floxes are decent/ok - PikeApple are ok/good (early food and Flox needs) - Bonbon Gourd are ok/good source of Nectar, one tree with 5 Shine bugs and 2 quartz produces around 80kg/cycle. It's 4.8tons of plastic every 100 cycles. At cycle 150+ my main problem is energy source : no coal, in my map no nat gas vent, no hydrogen vent, one tiny oil fissure, no volcano, bottom magma solidified (bug ?) The Geothermal Heat Pump wip should fix it at release, but for now i'm half stuck. (solar and arbor to ethanol are my main plans but they are quite mid/late game) It would be nice to be able to produce snow (from ice or water) and to build Ice Tiles (same way as snow tiles). Mercury can be a pain lol. I didn't find any use to it but maybe someone will find. (maybe airlock or heat exchange applications) The Wood Heater seems ok : temperature of oxygen around it is around 35°C and the 64 tiles bed room average temp is 25°C (2000g oxygen per tile). Edited July 3, 2024 by FGPraxis 1 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731517 Share on other sites More sharing options...
imazined Posted July 2, 2024 Share Posted July 2, 2024 5 minutes ago, FGPraxis said: bottom magma solidified (bug ?) It's not a bug. It's due to all the obsidian down there. But it's still a decent heat and power source. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731519 Share on other sites More sharing options...
Charletrom Posted July 2, 2024 Share Posted July 2, 2024 On 6/29/2024 at 11:32 PM, zhucg1314 said: Error in Atmo_Suit.Equippable.OnSpawn at (0.0, 0.0, 1.5) System.NullReferenceException: Object reference not set to an instance of an object at AtmoSuitConfig.<CreateEquipmentDef>b__6_0 (Equippable eq) [0x000b1] in /home/build/workspace/game/Assets/scripts/Mods/Equipments/AtmoSuitConfig.cs:108 at Equippable.OnEquip (AssignableSlotInstance slot) [0x000e0] in /home/build/workspace/game/Assets/scripts/game/Equipment/Equippable.cs:159 at Equipment.Equip (Equippable equippable) [0x00284] in /home/build/workspace/game/Assets/scripts/game/Equipment/Equipment.cs:139 at Equippable.OnSpawn () [0x000a6] in /home/build/workspace/game/Assets/scripts/game/Equipment/Equippable.cs:59 at KMonoBehaviour.Spawn () [0x00078] in /home/build/workspace/game/Assets/Plugins/Klei/util/KMonoBehaviour.cs:299 Build: U52-617614-VCD All of my saves after launching the rocket have this error message. The previous saves can be used I think this might be a base game bug? I think mine was related to a pneumatic door between the atmosuit dock and the rocket door, but that’s a blind guess. I redesigned my rocket interior and have had no issues since. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731535 Share on other sites More sharing options...
FGPraxis Posted July 2, 2024 Share Posted July 2, 2024 1 hour ago, imazined said: It's not a bug. It's due to all the obsidian down there. But it's still a decent heat and power source. The coldest (1030°C) block of obsidian is losing 1°C or 2°C per cycle, it's surrounded by abyssalite or hoter blocks. It's a bug, heat loss to nowhere. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731563 Share on other sites More sharing options...
Maris Posted July 2, 2024 Share Posted July 2, 2024 Too easy to survive. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731568 Share on other sites More sharing options...
imazined Posted July 2, 2024 Share Posted July 2, 2024 21 minutes ago, FGPraxis said: The coldest (1030°C) block of obsidian is losing 1°C or 2°C per cycle, it's surrounded by abyssalite or hoter blocks. It's a bug, heat loss to nowhere. At cycle 675 my pristine "magma" biome is in a steady state around 1100C. Near the POI for the yet to come machine a little bit lower as some heat is slowly dragged into the cool abyssalite surrounding it. But nothing that looks like a bug. Here on a newly spawned map you can see the obsidian starts cold. So does the abyssalite around the upcoming buildings. Add abyssalite will transfer heat. Heat transfer between cells usually uses some kind of average out of the TCs of both materials. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731571 Share on other sites More sharing options...
sakura_sk Posted July 2, 2024 Share Posted July 2, 2024 3 hours ago, Charletrom said: I think this might be a base game bug? I think mine was related to a pneumatic door between the atmosuit dock and the rocket door, but that’s a blind guess. I redesigned my rocket interior and have had no issues since. That report is not from Spaced Out so no rocket interior. It does have something to do with rockets or atmosuits but for base game rockets. It seems like any save that has rockets already built, can't load. I thought my saves were too old or something (I don't have a more recent save in the past year where I built a rocket that wasn't in spaced out) but they crash on the same bug Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731627 Share on other sites More sharing options...
arvenil Posted July 2, 2024 Share Posted July 2, 2024 Quote It would be nice to be able to produce snow (from ice or water) and to build Ice Tiles (same way as snow tiles). +1 In general it would be great to be able finally easily produce natural tiles. The way this can be achieved now is really such boring hassle. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731659 Share on other sites More sharing options...
FGPraxis Posted July 3, 2024 Share Posted July 3, 2024 Pemmican should really have the same +8 Morale Bonus as Berry Sludge. 1 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731711 Share on other sites More sharing options...
goboking Posted July 3, 2024 Share Posted July 3, 2024 7 minutes ago, FGPraxis said: Pemmican should really have the same +8 Morale Bonus as Berry Sludge. Berry Sludge should really have the same +4 Morale Bonus as Pemmican. 3 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731714 Share on other sites More sharing options...
Elder_horse Posted July 3, 2024 Share Posted July 3, 2024 (edited) So my comments of the DLC at cycle 197 - first try. (Note I have 1200 hrs in game): New Biome and starting location, and general New biome and theme is good, focussing on a 'winter / christmas / log cabin' style environment and theme There could be an expansion on many ideas, such as snow enabling a recreation building/activity (snow man/snow angels) I did experience an atmosphere drop similar to arborea and other limited water maps, which required a rapid SPOM transition, I think this is the only 'hard' part of the dlc - likely triggered by removal of CO2 by the new alveo vera the DLC needs a difficulty option, the games very 'old' at this point and most die hard fans will likely find this DLC to be a minor DLC rather than a significant change as most issues have an existing solution and the DLC doesnt add much to consider long-term that other free dlc havent offered. the mid-late game loop appears to have no change at present which is unfortunate, essentially once I had access to reed fiber the game went back to the base game/spaced out feel. New materials / buildings cinnabar ore appears overpowered in a way for the biome given its heat range, mercury appears to be a 'gimmick' and I havent had to deal with melting of either so far in my playthrough - potentially a new player would build a building and it melt to mercury? unsure seems an odd thing and can't see a strong application for mercury. wood heater seems ok for early game, I dont like that it cant be automated, as aesthetically its nice, it should be a recreation building the same as the water cooler, suggest add some chairs for the dupes to recline in front of the fire. Ice Liquefier - I think I used this for 5 cycles to allow me to get enough advanced research to build a formal ice/snow melter. required, but gimicky, location in research tree doesnt make much sense. Snow tile - fine quick to build and provides a fast tile to begin with. 30kg weight is annoying when melting to create water suggest boosting that to 50kg. Wood tile - didnt see the use once I had access to normal materials - seems under tuned and had too much cold leaking in my playthrough - I bolted to insulated tiles and havent gone back. maybe for Aesthetics? Deep fryer - ok, havent used much seems reasonable if have access in mid-late game. wood block - ok New Critters Flox - a critter variant for wood - ok easy to ranch, wood is a bit meh in the current game, suggest it has a variant that allows it to come inside our base for decor and hugs like cuddle pip. Bammoth - very nice, cool, like the idea, like the idea that it could have variants more akin to a cow in normal temp (brakene source?), or a camel in warmer temps (water source? desert DLC) Spigot Seals - cute, developed 4 ranches that allows the seals to sit up and drink from the gourd on a snow block which also has the carved lumen quartz illuminating. cool concept - too under powered to be of use long-term given access to wood and oil under current maps, and the remote nature of their spawns. Unsure variants you could consider, other than maybe a fatter version that creates more tallow rather than ethanol and can live in your base or requires even colder temps. In general they are good additions and provide a non-building/plant variant to existing base game/spaced out materials. generally ok, could be broader, suggest the dlc needs a flying critter (snow faerie?) and a water critter. New Plants Pikeapple Bush - meal lice equiv. Alveo Vera - oxyfern equiv, and plant option rather than oxylite refinery - appears undertuned given competition. Idylla Flower / Sherberry plant - ok. Plume Squash Plant - not a fan that it uses ethanol, havent gotten much into domestic as lots on the map and ethanol seems a costly method of growth at a glance Bonbon gourd - I like the concept, although I have a bug where my dupes cant harvest nectar? maybe need to play around more. but seems ok with the lumen quartz and spigot as a novelty and aesthetic. Recommended improvements Introduce ways to produce snow - two suggestions - 1. A snow machine (like the ice maker) that shaves ice using dupe labour, 2. a powered building 'snow blower' that uses piped liquid and sprays it as a 'new gas - water spray' into the atmosphere which either condenses to water (>-2C) or solidies as snow (<=2C) - include an animation for snowfall - could form part of both a warm weather and cold weather recreation building/location, this second type allows it to be automated for a power cost, and would require a solution to maintain the gas being sprayed at the temp required. Introduce improved ways materials create solid tiles - there may need to be thought as to what triggers a solid tile vs infinite solid items - something that triggers accumulated mined/created snow/sand to create a solid snow tile for instance, to 1. create a situation to avoid, 2. enable us to create broader natural tiles etc for aesthetics Restrict/rebalance tech tree - maybe these Dupes do not have a certain knowledge making the dlc more difficult, or dont have access to materials easily. Edited July 3, 2024 by Elder_horse expanding review 1 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731740 Share on other sites More sharing options...
Elder_horse Posted July 3, 2024 Share Posted July 3, 2024 (edited) Bugs pathing - sometimes dupes get stuck in loops and do 1 build command, run 20 steps away, pause, run back do next build, run away, run back build run pause, build..... on and on until you cancel all commands. build command - sometimes snow tiles if building more than 5 in a row using drag will only allow 5 to be built then all other tiles will disappear from build order. cancel and restart. Some more suggestions/general: ranching reliance is good procedure to ramp up water production was fun to solve Aesthetics - Let me build the wood storage, let me build more general cosmetic buildings/storages/SIGNS etc I want to restock the wood storage too!!!! alveovera takes too much resources and time to be viable temperature overlay - let me change the slider length/range and the rasta colouring - I dont like that the coldest temp is light blue and caps out early - range should be broader in base without mods. critters dieing in temperature isnt displayed, recommend a warning alert and animations to cold/hot. add an actual difficulty mode, that ramps up some things/reduces production etc that doesnt require the player to actively sit on their hands. Edited July 3, 2024 by Elder_horse 2 Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1731745 Share on other sites More sharing options...
sirnumbskull Posted July 4, 2024 Share Posted July 4, 2024 Duplicant comfort range has been adjusted to approximately 0°C - 45°C in standard oxygen conditions. Looks like the temp adjustment to dupe tolerance hasn't made it over entirely. Mi-ma here is suffering from Toasty Surroundings despite the surrounding gasses only being 40C. Granted, she's in Hydrogen. Is there a hidden mechanic here that actually cares more about thermal transfer than absolute temperature? If so, I feel like that should be stated on the tooltip. Also, is there a way to determine the temp range that dupes prefer in the game, like the way we can see it for critters? Do I need to domesticate my dupes first ? Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1732446 Share on other sites More sharing options...
imazined Posted July 4, 2024 Share Posted July 4, 2024 11 minutes ago, sirnumbskull said: Duplicant comfort range has been adjusted to approximately 0°C - 45°C in standard oxygen conditions. Looks like the temp adjustment to dupe tolerance hasn't made it over entirely. Mi-ma here is suffering from Toasty Surroundings despite the surrounding gasses only being 40C. Granted, she's in Hydrogen. Is there a hidden mechanic here that actually cares more about thermal transfer than absolute temperature? If so, I feel like that should be stated on the tooltip. Also, is there a way to determine the temp range that dupes prefer in the game, like the way we can see it for critters? Do I need to domesticate my dupes first ? In the temperature overlay as "Thermal tolerance" Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1732449 Share on other sites More sharing options...
zhucg1314 Posted July 5, 2024 Share Posted July 5, 2024 On 7/2/2024 at 11:45 PM, Charletrom said: 我认为这可能是一个基本的游戏错误?我认为我的与大气层码头和火箭门之间的气动门有关,但这是一个盲目的猜测。我重新设计了我的火箭内部,从那以后就没有遇到任何问题。 I realized that every time this error occurred, it was caused by my replicant entering in a pneumatic suit. Link to comment https://forums.kleientertainment.com/forums/topic/157499-game-update-dlc-beta-616718/page/3/#findComment-1732636 Share on other sites More sharing options...
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