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If you would like to work on a fork of this mod, please contact me on Discord through dms, the server I set up for this mod, or the official Larian discord (DOS2/BG3). I would be more than happy to give you the okay if you ask and my name makes the credits.
Again, thank you so so much to the people who played. This overhaul was a TON of work, hundreds of hours, and I genuinely enjoyed doing it.
I did find a bug so far, though: it looks like if you have Lohse in your party and leave her to fend for herself against Saheila and the people in the hidden cave in Fort Joy, all the NPCs seem to have disappeared.
1) You write "...disable anything which alters statistics..."
Do you mean only mods like "Divine War" and "Attribute insanity" or custom classes like those of Odinblade and Heleane, too?
2) After some hours of playing (level 4 currently) I have the feeling that it is almost useless to attack with a melee weapon as long as the enemy has physical armour. The dmg is pathetic.
When the same enemy tries to go away and is hit by an opportunist attack, the dmg is good, although not backstabbed and with the very same weapon.
So, are there "nerfs" to melee in general ?
The skill alterations are interesting and balanced, the combat has a n exceelent pacing to it. Damage is meaningful without feeling too high. Defense is actually a viable build now. Hybrids play quite a bit better so far as well which is always a plus in my opinion.
I really like the alterations to polymorph and the combo system for physical attacks.
My favorite alteration is to summoning though. Being able to reliably summon out of battle is great and the shared damage system offers a new level of tactical depth.
A lot of fun so far.
Saga Core works best at the very bottom of the load order (the last thing to load), seconded only by the Campaign version.
I want to state one of the things I like most about mods, is not adding a bunch of skills. but over-hauling the skill set to work together better or synergize with other trees. if too few skills, then I see new skills as a good addition for added synergy and combos.
You may be surprised.
Or maybe, maybe in the future, these two can COOPERATE into the perfect mod
Freeze is a "hard CC" due to how it prevents a character from taking any action and it is checked by the armor system. Elemental Weapon's damage becomes halved if you use it on blood, since piercing ignores armor. Unnis' defensive values do seem a bit inflated, but still within the scaling of Saga. As she isn't an intended fight unless you're roleplaying a murderhobo, it will be a low priority bug.
Thank you for trying the mod out, and I'm glad you're having fun!
Thanks for checking it out! As I mentioned, a change list is a work in progress, but will take some time to finish due to the size of this mod. And yes, this is a work in progress as a whole. There are several features I intend to add to the experience. To answer your question, at this point I believe it is more of the latter--I've had some friends playtest the game from start to finish and they were able to beat the game using these changes throughout with only minor bugs. The experience is present.
You say this is not "done". Do you mean that this mod is not able to provided a complete and consistent experience through the main campaign? Or do you mean there are a lot more things to polish but the overall experience is there?