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i had to reinstall the game without the other mod. but thank you for the answer^^
is that normal? can't i play this mod normally with my save file?
any idea why?
could you fix that please?
they are between the ''limited firepower'' and ''house cat''
更改了健身房(大地图测试版)的部分设置,但目前仍然有个无法解决的bug,buff等级不会自动增长,需要手动攻击才行,大型副本代码比较复杂,暂不清楚原因
修复自我挑战(类型I)不能正常结算任务的bug
为吉赛尔新增两个天赋
为米斯媞新增了一个天赋
新增健身房(大地图测试)副本
祝大家国庆节快乐~
新增一个可捕获人类:黄蛇盖亚
新增一个副本:健身房(无限)
I'm also not really concerned about the lack of translation. Game development, whether a mod or an entire game, is not done linearly, and I am aware of this. I assume at some point down the road it will be translated, and that's good enough for me.
By the way, in the new content added by the mod, there are two characters who can cleanse negative auras. Technically, most auras in the game are classified as "buffs," but they are intentionally excluded from normal dispel effects.
The reason I've added so many new modes is to create more ways to play the game, allowing more people to enjoy different kinds of fun.
And no, I get you. I'm a content creator myself, though only for Dungeons and Dragons, so I get where you are coming from. What you've said has only been different from my experience because I was not aware there was a game mode that lets you see enemy abilities. So I didn't know I could see Carter's equipment and skills.
As for the specific mechanics of how decoys work and the enemy's targeting AI, I haven't researched them in great detail. Without access to the original developer's data, it's very difficult for me to investigate further. For now, all I can do is rely on continuous testing and educated guesses.
I hope what I've said has been helpful.
The strategy of dispelling the enemy's buffs and then increasing their turn cooldown might not be easy to execute in practice, but I hope you can be patient and succeed in clearing the mission.
I spend most of my time making mods, which means I don't have a lot of time to actually play the game. For some things, I can only explain the theory to you, as I rarely have the spare time to test the execution myself. When I want to relax, I usually just pick Albus with the "Sky Lord set". This setup allows me to clear the vast majority of missions without much strategic thinking, and it also lets me test the missions on the side.
I did notice that with Gregori's skill sets there's several options for Albus to become quite tanky, and I'm looking into them, but I'm wondering how I would go about it since giving up some of the skills he has would also lower his overall block and dodge.
I saw what you did with everyone, and I appreciate all the changes, that was praise btw about Giselle. I was just expressing the truth about her change which is once she's done laying out the beasts you might as well put her away, but maybe if there was a way to make enemies target her she could become a useful tank with all 4 beasts in play since the Zenith of the Beastmaster gives her 100% damage reduction with all 4 beasts.
Consequently, Giselle's own combat power had to be weakened. If you want to build Giselle as a more powerful sniper, you have to give up the powerful beast-summoning mastery. As the saying goes, you can't have your cake and eat it too.
I hope my advice helps you and all the other players using my mod!~
These two missions are very unique, and they truly test a player's understanding of the game mechanics and their knowledge of the characters.
Giselle's design was also intentional. I wanted to increase the number of beasts she can summon to expand the gameplay possibilities, giving some of the weaker beasts a chance to see play and coordinate with each other.
Alternatively, you can use 'cannon fodder' units to absorb his attacks, or use control skills to indefinitely delay Carter's turn. This allows you to freely surround and attack him, then finish him off easily with the '十字围杀'.
Furthermore, even after designing such difficult missions, some players still manage to clear them in ways I never expected and then ask me to design even more challenging missions. How crazy is that!
Since you're looking for a strategy, it might seem a bit strange for me, the creator, to reveal the solution. But if you don't mind, here is some advice you can consider.
Most of the new missions are designed for a specific group of players. They are meant to be special, with a higher difficulty. Because of this, they might not be suitable for everyone, and it's possible that my design has its flaws. However, I don't feel it's necessary to create new missions that are simpler than the original ones. New missions need to have distinct characteristics—they need to be more complex and more difficult to be unique.