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Ilmoita käännösongelmasta
- 精准打击:额外精准度显着提升
- 眩晕打击:眩晕持续时间增长从 0.75 降低至 0.5
- 冥想技能获得的PP显着增加
- 学习的技能上限现在是 10,每个技能等级的奖励经验现在是 2%
- 物品评估技能现在显着降低了增加成本
课程
- 探险者现在从已经学会的精确打击技能开始
- 探险者开始时额外获得 1 点能量
- 草药学现在只有 1 个技能等级
- 探险家的非战斗技能现在花费的技能点数显着减少,技能上限也更低
- 所有职业在游戏开始时都会获得少量体质提升(+3)
- 法师现在在 23 级学习能量吸收,技能上限现在为 10
- 降低法师的学习技能点成本
- 降低最简单难度的 HP 提升
- 法力药水现在显着恢复更多法力
- 战锤和连枷的眩晕时间略有减少
- 一些武器现在有 0% 的致命失败率(主要是单手武器)
- 盾牌提供稍微多一点的保护
- “万无一失”的附魔现在也可以小幅提升攻击精度
- 增加经验的附魔被移除并替换为不太强大的附魔
- 仅增加 1 或 2 个属性的附魔已得到改进
条件
- 年轻的被诅咒猎犬不再造成诅咒
- 镇上牧师的治疗条件明显便宜(不适用于铁杆和铁人)
- 固化条件显着降低的消耗品价格
邂逅
- 显着减少整个游戏中的随机敌人遭遇
- 大而固定的蘑菇现在提供的经验显着减少
- Nengorth 士兵的大型部队规模已缩小
打开东西
- 减少从士兵那里获得的经验
- 调整价格比例?
- 小偷的小增益
- 改变法师技能的法力消耗
Looking into the summoner issue, it looks like progression of the summons is strictly linear. Boosting the summons in the endgame would mean that they would enjoy an even stronger boost in the early game.
I had an idea but it would require the creation of new skills, which is not possible in the current build of the editor. I would like to give the Summoner copies of the passive booster skills, available at higher level. This would help him stay relevant at higher levels.
as far as I understand, switching it on and off should work. However, learned skills, skill levels and attributes will not change retrospectively. This means if you paid 2 skill points to increase a skill level, you will not get the points back when you change to a mod where the skill is cheaper.
I don´t know what happens with the number of random encounters. I suppose they are saved as soon as you enter an area the first time. So if you change to a mod with lower encounter numbers, it will not apply to already visited areas.