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

























Mod is really good but appears to be incompatible with anything that alters skills.
It’s probably because two quest triggers were generated at the same location, so after you completed the first quest battle, the second quest’s interface popped up immediately, causing the game to freeze. If this happens, choose “Return later” on the first quest’s interface, then complete the second quest.
After disabling the max level mod, the new lords from this mod work fine again.
Thanks for the feedback! The heroes you get from the early events are indeed quite powerful, and that’s intentional. If you prefer a more balanced experience, you can simply choose to decline recruiting them. The random heroes you obtain later through battles are generally weaker in comparison. If you feel that the extra heroes make your campaign progress too fast, I also recommend adjusting the hero generation frequency in the MCT settings. The default is one hero every 5 turns, which is relatively fast, and you can set it to a larger interval for a slower and more balanced pace.