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Other variations of heroes range from okay to bad, tho.
You don't mention changes to that skill in the mod description, but it is changed.
The number of restored hitpoints for the "battlefield bandage" is the same as in the original game. But the “stacking heal” bonus I took from the Arbalest and gave to Vestal - she needed it more ;) . After all, Arbalest is not a professional doctor, but only knows how to give first aid.
As for trinkets, now I'm working on the rebalance of all the class trinkets. And all the skill changes that have appeared in "Class Rework" will be reflected in this new mod.
UPVOTED
Arbalest = make flare 100% chance of reducing stress, I also made Bolas back 1
Men at Arms = make Bellow -90% damage
Crusader = Bulwark of faith make it 3 rounds remove self mark, Holy Lance launch from 432
Antiquarian = make Fortifying Vapours heal entire party ~1234, buff Flashpowder x 1.5 -> x 2.5 ex -15 ACC @ level 1
Highwayman = Tracking Shot replace buff with mark
Jester = buff Finale and Solo
Leper = buff Purge to hit chance by like +50 (ie base should be 150 knockback because all frontliners have like 120 resistance to move )
DONE game fixed. Lite changes. I'm not a fan of balancing. I'm more of a fan of making useless skills useful. You change too much the flavour and style of combat of each champ. Is harder to figure out strategies based on tutorials for ex. I think you just need to only fix the really terrible skills and don't touch the other ones.
Garr Incorporated , Good luck and good game!
And Iron Swan was balanced by it's utter uselessness in later fight stages (which isn't a whole lot of time, to be fair).
I understand the decisions behind these changes. After all, these are my personal feelings about this mod. And balancing the game is a hard and grueling work. Good fortune to you.
Seems like I´ll just have to get used to the fact that the Hellion can no longer snipe away Madmen or those disease puking swine thingys. But the mod has too many good features to just not use it.
On a side note: Highwayman with Point Blank and Duelist Advance starting on position 1 or 3 is a really fun char to play. His damage output is insane :D
About curses. Two marks with different effects should make the gameplay more variable and allow player to choose a specific skill for a specific situation. I don't think this will force players to completely abandon one of the skills.
I also do not agree that the plague doctor has become useless in close combat due to the fact that she no longer causes bleeding. On the contrary - she will deal more damage if you use the synergy of her poisonous skills with a dagger. This will give the game even more tactical diversity - including when using the plague doctor with other poison characters.
The iron Swan in its former kind was even too good: its distance was more suitable for rangers than for melee fighters. But Hellion is still a melee fighter and her weapon, even if it is a glaive on a long shaft, should not have the range of an arrow. And besides, look at the animation of this strike! No forward lunge - how can she get a long-range target ;)
The party yawp feels no less realistic than the party yell of the one-eyed warrior (and hellion screams much more powerfully - even weakens from diligence). In addition, I reduced the chance of stun, so the ability should not become unbalanced.
Other than those two things I have not encountered any changes that really upset me, but then again I have not tested all the changed classes yet.
Why would Abom want to move forward with Rage if he has Bash for it?
"Collect Bounty" now feels absolutely weird, although it is spicing up the gameplay. Still, hitting two guys with an axe is a challenge...
Iron Swan was a great move to quickly get rid of some of the most annoying characters in regular room battles due to it's power (as well as harass bosses who lurk behind the cauldrons or piles of wood), but now the Helion loses some of her versatility.
The party Yawp feels slightly less realistic, but I'm not as strongly opposed by the change.
The two-tile mobility spot is reserved by the Grave Robber, which makes mixing Highwayman with her a hard challenge. I don't think he should be as light on his feet as you made him.
I really don't like the changes to Vulnerability Curse. Having two different Marks with slightly different effects on one character is pointless: people will choose one, and the other will never be used.
Incision on the Plague Doctor allowed her to be taken into Weald as a buffer/blight curer and not feel like a complete and utter failure in damage department. Now she is forced into a "Blight grenade everything" archetype.
Mods' whole thing is that they're free. You just download them, activate them and play with them. They change parts of the game's code or add onto the existing one in order ot spiffy up the gameplay.
DOWNVOTE
FallenAngel , I'm going to make separate mods for DLC characters. The musketeer will be among them, and part of her skills must be unique.