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1. Why are the crafting equipment scattered all over the town? I just want to be able to do some blacksmithing but I have to run back and forth from the Oven (thankfully acts as a furnace) and the Anvil and Whetstone Wheel.
2. I can't seem to find any merchants selling Scounderel books. If this is so, then Rogues are pretty much useless in this mod.
3. Companions do not level up with the PC on hire/rehire. This means that the player has to focus on 2 companions out of the 5 available and cannot switch them out or they'll lose out on XP. The ones not chosen also become useless.
or contact me via private message.
In the 1.6.2.0 patch, the gates should never go locked and the captain should keep following the player and yelling about the attack until the player him-self initiates a dialogue with the captain. Let's hope this logic works better than the previous one.
We completed all the tasks outside town, although the gates became locked and we had to use the portals to get in and out. The captain congratulated us and said we were all done, but we read about the east gate orc attack on the comments here and triggered it. The barriers before the stone have vanished, and the gates are still locked. Is there anything else left to do please?
Theodore is a healer, currently only healing NPCs if they get injured in a cross fire.
[*]No lvl2 Attr. Point makes life difficult for hybrid chars, as they can’t use gear until lvl4.
[*]Balance: I think that many of the combat encounters are spaced too close together, particularly just outside the main gate. It is exhausting. We need a break between fights to recharge.
[*]Bug/glitch: After returning the tesla coil parts, the Captain ran up screaming about an orc attack. I saw that, but I was unable to talk to him, and there was no sign of an attack coming when I looked around. It was only later on when I was trying to return to town and found that both gates were locked that I triggered the next part. You have to talk to a generic gate guard (who you have no reason to talk to) to get the orc attack to actually happen. After it's over, the gates STILL don't unlock, meaning that you have to use the waypoint to enter and exit town. That's really annoying.[/list]
[*]There's no journal, which makes it tricky to keep track of quests, but the mod is small enough to get away with that.
[*]NPC dialogue is really generic and duplicated between NPC's.
[*]Who is Father Theodore, and why does he get a name and unique appearance when he is non-interactive?
[*]No lvl2 Attr. Point makes life difficult for hybrid chars, as they can’t use gear until lvl4.[/list]
On the one hand, just the mere fact that it exists at all is an impressive feat - the Steam Workshop only has 34 mods listed and the ones which have new areas can be counted on one hand, so that is a testimony to how difficult it must be to make a campaign mod in the first place. On the other hand, criticism is warranted, and should be given if the author has.
>containing about 5-8 hours
meanwhile typical AAA title - 6-10h...
Stabbey: I don't know. I haven't noticed that. It only makes the game a little harder. Shouldn't be a real problem.
Shenoll: To be honest. I have never even considered the option of player attacking the guards. In a small mods like this, there's no time nor resources to take options like that in count.
i guess i have finshied this campain it was good i give it a 8.7/10 really nice work
there are 2 barriers here i have the 4 things on list i also c a knob on the wall but i dont know wat it does