Can this have any futa/trans options?
Sesquipedalian
Recent community posts
I played the game, and that's not a wendigo
A wendigo is, depending on the interpretation, a cannibalism spirit that possesses those who engage in cannibalism out of desperation and feels guilty about it, or the possessed human, and there's no change in physical appearance other than looking diseased and/or frostbitten accordingly
What's called a "wendigo" in this game was created for a shitty 2001 horror movie and, if anything, would be best called a leshen
I got this error message after defeating a specific next-to-last enemy on the 3rd planet
NullReferenceException: Object reference not set to an instance of an object.
GameSystems.Expeditions.VisualPipeline.Battle.SpawnFxSettings.CreateNode (GameSystems.Expeditions.Battle.Views.CreatureView source, GameSystems.Expeditions.Battle.Views.CreatureView targetView) (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Cards.Visualisation.DirectionAction.ApplyVisualisation (GameSystems.Expeditions.VisualPipeline.VisualCore visualCore, GameSystems.Expeditions.Battle.CreatureModel source, System.Collections.Generic.IEnumerable`1[T] target, GameSystems.Expeditions.Cards.CardItem card, GameSystems.Expeditions.VisualPipeline.NodesGroup effects) (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.VisualPipeline.BattleViewProvider.UseItem (GameSystems.Expeditions.Battle.CreatureModel source, System.Collections.Generic.IEnumerable`1[T] target, GameSystems.Expeditions.Cards.CardItem card, GameSystems.Expeditions.VisualPipeline.NodesGroup effects) (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Events.UseEventAnswer..ctor (GameCore core, GameSystems.Expeditions.UI.Events.EventsPanel panel, GameSystems.Expeditions.Events.EventAnswer answer) (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Battle.BattleModel.UseItem (GameSystems.Expeditions.Cards.CardItem card, GameSystems.Expeditions.Battle.CreatureModel caster, System.Collections.Generic.IEnumerable`1[T] targets) (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Battle.Behaviours.BaseAI.TurnBegin (GameSystems.Expeditions.VisualPipeline.NodesGroup group) (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Battle.BattleModel.NewRound () (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Battle.BattleModel.DoNextTurn () (at <00000000000000000000000000000000>:0)
GameSystems.Expeditions.Battle.BattleModel.TurnEnd () (at <00000000000000000000000000000000>:0)
SystemExtentions.ForEach[T] (System.Collections.Generic.ICollection`1[T] collection, System.Action`1[T] action) (at <00000000000000000000000000000000>:0)
Framework.UI.Buttons.DecorationButton.InvokeEvent () (at <00000000000000000000000000000000>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointerButton (UnityEngine.InputSystem.UI.PointerModel+ButtonState& button, UnityEngine.EventSystems.PointerEventData eventData) (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.ProcessPointer (UnityEngine.InputSystem.UI.PointerModel& state) (at <00000000000000000000000000000000>:0)
UnityEngine.InputSystem.UI.InputSystemUIInputModule.Process () (at <00000000000000000000000000000000>:0)
UnityEngine.EventSystems.EventSystem.Update () (at <00000000000000000000000000000000>:0)
UnityEngine.Debug:LogException(Exception)
GameSystems.Expeditions.Battle.BattleModel:DoNextTurn()
GameSystems.Expeditions.Battle.BattleModel:NewRound()
GameSystems.Expeditions.Battle.BattleModel:DoNextTurn()
GameSystems.Expeditions.Battle.BattleModel:TurnEnd()
SystemExtentions:ForEach(ICollection`1, Action`1)
Framework.UI.Buttons.DecorationButton:InvokeEvent()
UnityEngine.EventSystems.EventSystem:Update()