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










Update is dropped with version change!
Which may also mean, if you have never updated the version #, that everyone is still playing the first published version & hasn't experienced any of your patches or hotfixes - hence still mentioning encounter groups not working etc
Appreciate you clarifying this and will change the version # as soon as I can.
If I change the version # the update will automatically work for Charles save?
The monster issue should be fixed, please let me do know if there’s any more issues.
- As for the having to return to town to sell, that isn’t even a thing in this campaign as you’re never able to go back into previous dungeons unless it’s intended(some later dungeons), as for the loot part, I can try to spice it up a little bit, but honestly I feel as if there isn’t even a whole lot of loot options to begin with.
- The trap part gets better and worse over time, the Ruination trap, is also apart of the story and meant to be used as a warning sign for players.
Let me know if you have any other feedback and looking forward to your response!
* Oblivious monsters not joining a nearby battle making them easy prey for "assassinations" and, as a result, combat encounters are less challenging.
* Too much random, "junk" loot like mundane weapons, ammunition and food rations slowing down exploration due to the frequent need of returning to town to sell loot. ( I wish the "Scavengers" mechanic was available in player-created modules )
* Too many traps that are trivial and not deadly but annoying and just serve to slow down exploration.
Anyway, thanks for the module!
A full forced-update to make old saves compatible would take me many hours. Echos of the Shattered Star has over 50 maps, and each one has multiple node connections, quests, triggers, and transitions.
Updating them all in a way that works with existing saves would take an entire day or more of work.
Because of that, updates right now won’t fully apply to saves that have already visited those maps.
Starting a new game is currently the only way to see every improvement.
However, I do plan to do a full compatibility pass in the future when I have the time to rebuild the affected maps properly.
It just isn’t something I can do quickly without risking breaking the entire campaign.
I apologize for any inconvenience this may cause players. I really did try to make sure there wasn't many mistakes before posting.
I'm actually unsure on that part, from what I know, perhaps try to unsub from the mod and resub, it should give you the newest version.
As for your save file, I am hoping that it will convert over to the new update, I will have to look more into this. Appreciate the feedback