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报告翻译问题









All my mods can be combined.
I haven't made a combined collection of all my mods and I'm not aware of anyone else doing it.
Necromancer mod? You mean my Spooky Class mod? If yes then yes. If you mean the Necromancy mod then I'm not sure though someone has used it with my mods and not reported any problems.
So please don't take my comments as being particularly critical. :) I LOVE your work for Thea and Thea 2.
In my mind though, all you've really accomplished is adding tedium. The way it now works just encourages people to accept everyone and then 'get rid of" any you don't want (either by suicide or exchange to one of the villages that lets you ditch/sell people).
I just edited the events to give a second decline option after I've seen what the recruit is, but the path for doing that uses the same adventure end node you have set for accepting (adds the tag you use for limiting how often this comes up).
Basically my edit removes the added tedium and nothing more. Tedium that has no other function is, imho, never good design in a game.
I saw it as a "why would anyone accept one of the weakest classes if they have the option to turn them away? I may as well not include them." so this is why you don't get to see who has come to the village before you can accept or decline them.
With that said, have you considered moving the option to decline a new recruit to AFTER we (the player) see exactly what it is?
I personally prefer to keep my character pool tight and regularly give away excess characters that I do not want once I get to mid-to-late game and at that point usually only would want very specific new recruits. I'm sure I'm not the only one that plays this way.
I've edited your mod events myself to do it this way, so no big deal if you prefer it just how it is. I just thought I'd throw the feedback out there.