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










There is one minor glitch in this area though: if, by the time the last button is pressed, the char in the SW corner still stands on the pressure plate, their door doesn't stay open when they step off that plate. This has something to do with how pressure plate deactivation works in Solasta; I was never able to fix it.
Thanks for satisfying my curiosity. AFAIK, the only thing I missed was in the Training Room. I found the golden key but never figured out how to trigger the button in the cell closest to the entrance. I see now you addressed it below, but I only kept two saves as I worked through the campaign, and by then it was too far back. What was the reward for completing that last step? Escape? I had to swap around Boots of Flying to get everyone out.
I had a Way of Freedom Monk, Oath of Demon Hunter Paladin, Psi Warrior Fighter 7/Duelist Rogue 9 and Battle Smith Artificer. Did a LOT of crafting of magic arrows and bolts (wish there were more of these to buy!) Only the monk had an AC higher than 19. My favorite party composition so far--and the first time I didn't have a cleric along in Solasta.
1. The head doesn't exist in the game, as of now. Dungeon Maker doesn't allow to create a switchable weapon, so right now this is a pure flavour. Although, it's possible to add an optional crafting quest which will permanently alter the weapon, so the players can decide for themselves whether they want to go on with it, or not.
2. The zweihander has no quest importance - otherwise it wouldn't be exchangeable. That note only demonstrates a particularly dreadful connotation the Society has with this sword.
3. No missing encounter(s) in Chambers Of Contemplation. The party does the "job" by clearing it, so to speak, but Society had no time to benefit from it.
I'm currently working on the final version of the campaign. Going to take everything into consideration, so thanks for your feedback, I'll add what I can.
I had traded Ludwig's Zweihander for the Handle, and had been hoping to find a head for it. Did I miss that somewhere? Notes in the Inner Sanctum suggested that sword was important--would having it in my possession have made a difference somewhere?
Other notes suggested that the cult was going to take over the Chambers of Contemplation. Would that have been an additional encounter I missed?
Thanks for considering my comments--I sincerely want you to improve your campaigns. Best of luck.