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
I tried connecting an area activator to a virtual dialog but that doesn't work.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2599618737
5. Display the lighting range. I don’t know if this is a bug, but it’s obvious that the lighting provided by the candlestick and the torch seems to be different, causing the battle scene to appear to be light, but in fact everyone is in a "no light" environment ???
The above is a Google translation, please forgive me for grammar errors.
1. The labels of loot should be more subdivided. Arrows and weapons should be separated instead of using the same label. Strange items should be subdivided into necklaces, rings, boots, helmets, etc.
2. Shows the total experience value of monsters in a room, CR does not represent the difficulty and upgrade requirements of the game, because under the same CR, the total CR of the low-level monster group is 8 (1X8, 1600XP) or (2X4, 1800XP), and A single high-level monster has a CR of 8 (3900XP), and the experience points provided by the two are very different.
3. Show the operation between the activators. For example, a section activator cannot activate another section activator. I have to test the creation process before I know it. This is a waste of time.