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
Sidenote: Is there a way to make a stat affect explosion delay? Range perhaps? I'm finding the distance the bomb travels is roughly equal regardless of much. It'd be neat to have an extra second to wind up and whack the thing clear across the room. Also is there a way for it to synergize with Remote Detonator so it doesn't explode automatically?
Edit: Noticed Dr. Fetus and Remote Detonator don't prevent explosion either. RIP.
Btw, love all your bomb mods.
I mean, even with 7 tears it's no real trouble but it does invalidate even having the starting soymilk.