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报告翻译问题






I initially planned to add bunch of things like having semi-control over allies and some other features but WFTO editor doesn't support those properly.
As for campaign itself - player has all the freedom. Vampires, embers, storm vortexes, well of souls, Colossus and sentinels - everything is legal here. Creative playstyle is more effective and rewarded.
These maps were specifically converted and scripted to work in Custom Scenario Mode. Converting them for MP won't work because they heavily rely on scripts which Multi Player Mode does refuse to support.
Try keeping Empire AI distracted so it doesn't go for a kill. You can ''make'' your other team mates join the battle by digging towards Empire from your side ( you can use hellfire potion and break their walls ). The key to success here is to constantly harass Empire while gain ground and capture land. Btw, you can build lots of Hellfire Potions and drop them on Empire's troops when they are on your ally's land and deal massive damage to them. A horde of sentinels with colosus is also good way to cut through their numbers. There are plenty of ways to drain Empire's troops.
You can use the combination of Outpost + Worker Totem if you have trouble maintaining your ground or pushing into enemy's land.
I would appreciate if you could elaborate when do you experience the problem and what you usually do.
Thanks. I'm waiting for Editor patch that will resolve some issues and introduce some stuff which I still plan to implement into this campaign and some other work. I wish I could do more but right now my hands are tied and I have to wait for official patch first.
The best solution would be doing saves ever 30 minutes or so ( you can use auto-save function, but you will need to do a manual save too because game uses only single auto-save slot ) and create a major save after 1 hour mark. There should be report regarding this matter but right now devs are busy with other project so no updates will take place.
I'm sorry to hear that you experience this problem, but unfortunately, there's no way I can fix it on my end.
If devs will offer more tools to improve stuff, I will keep updating my maps. The addition of dialogue in 2.0.7 allowed me introduce difficulty options. I may consider experimenting more, maybe add some ways to control AI team mates.
I introduced Simple Difficulty to eliminate possible frustration and reduce the possible pressure. I'm glad to know it is performing it's intended function correctly.
The ONLY defense against an assault of hundreds of lvl-10 freaks is multiple death-pot-things (can't remember the name) protected by reinforced argrum walls, but the AIs won't let me build walls.
Even if I always be slappin', I can't win.
Introduced Difficulty Settings. Players may choose between Standard and Simple modes. Standard is new patched settings. Simple is an Easy mode for players who want more time for expansion and some help with dungeon management.
Regarding Ember Demon - Cultists of high level have a curse ability which does stack with itself and increases the damage the unit takes from all sources. Consider using them against tough bosses.
You can actually kill them much faster if you do use certain tricks, like high level cultist curse or lots of damaging potions. Well of Souls also work as their DPS stacks with itself.
Try the updated version I just released. If you will get this bug again, I'll re-apply the fix I did for level 9 here as well, hopefully this will solve the problem.
FYI, game is known for it's problems when play time goes 50+ minutes, where random things at random places get broken or glitched. Some do experience this, while others don't ( mostly hardware related, good PCs do avoid this problem ). Regardless, I'll keep this in mind and will consider adding an extra trigger for shrines.
Added potential fix to AI selling foundry shrine in Level 9.
Redesigned level 10 a bit. More space and gold for players, should also make AI build a better dungeon for themselves.
I'll check level 10.
On map 10 the allied ai appears to have difficulty with the layout the same issue as with map 3 which you fixed
I'm open to suggestions here. I believe some levels might still require some adjustments, yet I lack proper feedback so I can't do much until the issue is detailed.
I may consider slightly adjusting level 3 and giving more space, maybe that will help as well.