安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题









Fixed broken shield and spawn scripts in level 8. For some reason those scripts didn't have correct targets marked and were not working correctly. The bug did not have any impact on completing the level itself, just bunch of things were not doing things they were supposed to. This issue has been fixed.
How long have you been playing the level? Also do note that in some cases upon Save / Load, some scripts may break. This is WFTO related bug which I'm afraid I cannot fix.
These days I wait for people to play and report the bugs if there are any. Once I receive report, I do my best to apply a fix. It may look like I'm lazy but I have way too many maps released and simply can't go one by one and apply the same fix everywhere if there is no need for one.
I'll add it in level 7 since you say there is such problem.
Added additional shield remover parameters into the system for levels 7 - 10. Previously those levels had this system applied only to the Boss Unit, but not to the specific workers or Core itself. Now they cover entire chain of objectives in these levels.
I captured everything, kiledl all possible enemies but there are still units, shard and core with shield... Meaning not possible to win even with cheat, as you cannot kill shielded unit...
Good job... Again, would be great if some test their map before publishing them...
Or publish a walkthrough for each map.
"Added a safe script for Core Shield Removal for level 9."
yeah I guess you do not do that for map 7...
To see that it is easy, trigger the script for core destruction (just spawn a new one anywhere and destroy it, script will trigger), and still, map does not end...
Adjustments to scripts in lvl11 and lvl12. Lvl12 has units that guard neutral shrines rebalanced. Reduced the number of Nether Shrines owned by Empire. Some changes inside Empire Base structure.
Added a safe script for Core Shield Removal for level 9.
I checked inhibitor guardians and there is no problem with them on levels before 11 and 12 since the guardians here are different and do spawn correctly. No 50% health shields are present in levels as well.