Asenna Steam
kirjaudu sisään
|
kieli
简体中文 (yksinkertaistettu kiina)
繁體中文 (perinteinen kiina)
日本語 (japani)
한국어 (korea)
ไทย (thai)
български (bulgaria)
Čeština (tšekki)
Dansk (tanska)
Deutsch (saksa)
English (englanti)
Español – España (espanja – Espanja)
Español – Latinoamérica (espanja – Lat. Am.)
Ελληνικά (kreikka)
Français (ranska)
Italiano (italia)
Bahasa Indonesia (indonesia)
Magyar (unkari)
Nederlands (hollanti)
Norsk (norja)
Polski (puola)
Português (portugali – Portugali)
Português – Brasil (portugali – Brasilia)
Română (romania)
Русский (venäjä)
Svenska (ruotsi)
Türkçe (turkki)
Tiếng Việt (vietnam)
Українська (ukraina)
Ilmoita käännösongelmasta
Regardless of the above balance concerns though, there is an actual issue with them. You've seemingly got them flagged as usable by Cold Blooded units, not C'tis units, as Pale Ones are quite capable of picking them up if dropped. Or equipping them from inventory. Neither of which seems intended given the description.
The added ghoul untis for Ubar are considered undead units- but should be considered magic units. They're marked as magic demons properly on the unit info but the game adds them to the commander's undead pool. Maybe something got messed up when the new ghoul zombie units were added? Kinda funny that normal ghoul is magic but ghoul with a sword is undead, but it makes the new zombies less usable
Also, not sure if this is a bug or not, but the Ifrit Pretender ubar uses, son of the first flame, has had its unique skin changed to the standard ifrit sultans? Can that be changed back? I get the sultan skin may fit with the lore a bit better, but the vanilla skin is visually distinct which is nice because the Ubar hero usually has to run with an entourage of ifrit sultan commanders.