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









It's true, there are lots of zombies by default! If I come back to polish the mod up (I'm taking a break from it for now), I'll consider adding some settings for it to make the experience easier to tweak.
There is protection for NPCs that have a "life loop" in their inventory to avoid locking the player out of the main quest, though I haven't thoroughly tested it.
Part of the reason other NPC protection wasn't a priority with this first iteration of the mod is because I felt it was funny, and also fitting given that vanilla Qud can generate nearly-unusable librarians. For example, one time they were a Chrome Pyramid, and were surrounded by a forcefield. Another time, they were a Madpole that tore me apart due to touching blood and going berserk.
With that being said, If I Implement the custom settings, I'll definitely consider adding a toggle to protect important NPC's to help make things less frustrating! Thanks for your suggestions! :)