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Overall I had fun, especially with how fast you can fish with the rods, but there's some issues: I didn't know about the "Hold your Ground" mechanic until I saw you mention it in the basic mechanics thread, since it's not mentioned ingame. It's pretty important, so it probably should be.
Extra lures splitting damage between them makes them be affected by defense too much to do more than 1 damage for most of the game if there's more than a handful of lures, and because of that the crowd control potential of rods is so bad they're almost useless for events for nearly the whole game.
The price multipliers of some prefixes are WAY too high, and while I get that that was on purpose, keep in mind that most rods can just be shimmered and recrafted instead.
And lastly, rods do WAY too much damage, I had to use another mod to double the health of everything and I still tore through some later bosses.
System.ArgumentException: An item with the same key has already been added. Key: UnuBattleRodsR/CobwebCrate
at System.Collections.Generic.Dictionary`2.TryInsert(TKey key, TValue value, InsertionBehavior behavior)
at UnuBattleRodsR.Players.FishPlayer.LoadData(TagCompound tag) in UnuBattleRodsR\Players\FishPlayer.cs:line 173
at Terraria.ModLoader.IO.PlayerIO.LoadModData(Player player, IList`1 list) in tModLoader\Terraria\ModLoader\IO\PlayerIO.cs:line 262
Best class mod ever, i use it for years ^^
As for finding an Heart of Millions, the heart drops from ANY enemy with 1Million HP or higher. Most mods nowadays have one, but if you are playing Battlerods Only, try fighting our boss after beating the Moon Lord.
As for the corrupting of files with Legendary prefix, We tried it on our end and could not find the bug. It simply does not happen with just Battlerods and a couple of other mods. Can you tell us which mods you were using when it happened?
most likely a mod conflict
on my side i can use the shield of cthulhu dash without any problems.
can't find any info on internet and even recipe browser can't show me a monster (nor recipe) giving it
Learned this after buying it from the Dryad so the rods would stop breaking plants and such while I'm fishing and fighting, as they have a damaging swing in front of them whenever they're cast (for some reason)
Other than that, super glad to play with an updated version of the mod, loved messing around with the og version years back
The bobber ticks all the time and sometimes ennemies get launched in the air
The issue come probably from their end tho.
Great mod by the way
any help please?
If someone with wiki knowledge wants to create one for Battlerods, please come in contact with us so we can provide the data needed for filling it up.
If I roll any of the best modifiers, reforging again requires a ludicrous amount of money (like 40 plat), super annoying when my rod gets stuck on one bobber without discardables.
Whether it outclasses any weapons I can't tell you for sure A we mostly tested the regular scaling up to Moonlord with vanilla weapons (usually Ranged or Magic), afterwards balance is relative right now.
You can beat all Calamity Bosses just with Battlerods as is... but the post Moonlord balances don't have much vanilla context to test with as you can imagine.
Most post Moonlord is different per mod, compare Calamity to Thorium to Homeward Journey, etc...
It doesn't feel under-powered I can assure you of that much.
However, as I said, that is in the future. For the time being, we're in "maintenance mode", fixing any bugs you might encounter, and balancing anything that's still too out there.
It's been a long year with this release, so we are currently resting and working on something else for a change.
We do have plans to extend the base mod as well, like an extra armor at least where it's missing it, but that will take a while.
BATTLE RODS ARE BACK!
I'd also be interested in assisting with graphics and maybe cross-mod stuff if you're okay with that.