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Also, to the person below me asking about the clothing: The clothing isn't there for a gameplay reason, it's just set-dressing. There's clothes there because they're in places where one would logically find clothing.
It's a pretty cool dungeon !
There is maybe way too many items everywhere with no use at all but it gives a nice touch of realism to the place.
I didn't finish it but I wanted to comment because I've found a bug : a pit with no empty square underneath.
It happened on the -2 floor
Here's some screenshot of the thing :
https://puu.sh/Ahsoq/5710ad00eb.jpg
https://puu.sh/AhskP/857f2e573a.png
https://puu.sh/Ahsqa/cf6548ec4a.png
https://puu.sh/Ahsuu/85697c3c45.png
Now I'll just keep playing the game and see you later then.
Have a nice day !
Best part was definitely the huge room with the traps everywhere :)
And ho! I loved the armory that was really looking like an armory and packed with stuff :)
Also - in the little bit of the dungeon that i saw - I found it a bit strange that I already find heavy armor pieces without being anywhere close to wearing them without penalties. In general not much of a problem. But they didnt really help much either. :P
Wish i had that before i deleted half my saves...
An issue that I've run across I think stims from the 'Heal' spell (not sure if that's this mod, if not I'll delete this.) Importing this team to a new dungeon and casting a new spell causes a game crash.
And thanks, archerhawk! Always nice to that people enjoy the stuff i make! 's the reason i make it, after all.
Dragoneye, I really enjoyed this. Just the right length, and the right puzzle difficulty. Have to admit I got a little stuck until I realized, "Oh, yes, there is a button on that wall" (totally my oversight). I appreciated the modest story, too. Great job!
BTW, the Redwood tileset isn't mine, i borrowed it from Vanblam, on nexusmods. It is really cool, though.
Thanks for the feedback, i put an awful lot of effort into this one. Glad you liked it!
I thought the combat changes would make the whole thing impossible, but it actually made combat a lot more engaging and "fairer" (even if it is in the enemy's favour). Are you using lyle_drake's combat script from the Grimrock 2 forums (or a variant of it) for this, or did you make a custom script? Either way the scripting in this mod is way above anything I could do, so congrats on that too.
Or maybe it's just the fact that i rushed out a quick update after you downloaded the dungeon that accidentally caused that script to activate again.
Hang on, imma send out a fix real quick.
#script_entity_13.script:7: attempt to index global 'red_scavenger' (a nil value)
stack traceback:
#script_entity_13.script:7: in function <#script_entity_13.script:6>
[string "Script.lua"]: in function 'sendMessage'
[string "Component.lua"]: in function 'triggerConnectors'
[string "Component.lua"]: in function 'callHook'
[string "Timer.lua"]: in function 'update'
[string "Map.lua"]: in function 'updateComponents'
[string "Map.lua"]: in function 'updateEntities'
[string "Dungeon.lua"]: in function 'updateLevels'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
Hope this helps. I look forward to your next dungeon.
Is there an error message, or does it just unceremoniously dump you onto the desktop?
I'm looking into this.
It crashes to desktop in treasure room.
In original version, it would crash randomly if you picked up something or moved.
By randomly, I mean that picking the same item up would sometime cause a crash, sometimes not.
Same with moving to a specific tile - sometimes crash, sometimes not.
The recent version took the randomness out, as well as the need to do anything at all.
It consistenly crashes a few seconds after loading, without my touching the mouse or keyboard.
BTW, I have already killed the large red creature before this happens.