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





在 Facebook 上
在 Reddit 上 




As for the ogres, the mod has a random chance (very, very small) to give that many skeletons. Sorry it lagged you, but glad it was fun :) Not a bug!
As for the Goblin Sappers not disabling the forge...I'm not sure if Void Wall can be disabled in the normal game? How the mod works is a simple volume above the Coinforge that looks for ragdolled enemies and destroys them, so I don't think that volume can be disabled.
The Goblin Sappers seems just can't recognize the voidforge, they explode on them but nothing happen. Besides, some GS would just stand near the voidforge and become friendly unit(can't be hit by players, but can be killed by orcs)
It's totally OP that seems any movement made by player for orcs will resulted and instant kill :D For that purpose, spike wall seems to be the best partner for voidforge xD