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I've created a Japanese translation for this mod—how should I send it to you?
If it seems difficult to incorporate, I'll upload it myself.
Like I understand you dislike the reused assets. But we are on a budget and have to work within the lore and space we got.
It makes sense for the endless curios to be in the dungeon (even if they act slightly differently). It's still the same place.
It makes sense not all scarecrows on the farm hasn't been brought to fully life yet by husk crystals. Same with the fountains and blood.
We made Mildred an enemy due to this vanilla line, "This anguished creature does not seem hostile, yet.".
Maybe the scarecrow could have slightly better searched pose. Maybe the fountain could have better animation/art showing more blood. Maybe the curios could look slightly differently. We work with what we have.
If you want to contribute, post stuff in iron crown/DDiscird.
(You're totally right about Miller Wife being a curio, I didn't recall coming across it in any of my runs, but it is indeed there. Taking that into account does change the whole equation!)
> The equivalent here is that scarecrow, which is an enemy, but you turned it into a curio.
Because it makes sense in the context of the lore. There are going to be multiple scarecrows on a large farm. One of the backgrounds shows a scarecrow. Not every scarecrow is going come to life. Just like how there is also a dead horse with crystals in one of the backgrounds. not every horse becomes a husk creature. We even gave it new animations and slight art tweaks as the curio version.
> make all the fountains a sort of mimic curio
All scarecrows act like a mimic curio, with a chance to spawn enemies.
You're complaining about us using a curio as an enemy (the fountain) while you yourself suggested this
> A second boss could have been the Miller's wife, which I really liked the design of.
The miller's wife IS A CURIO in the base game! That is literally turning a curio into an enemy, and would fall under you saying this
> what I was talking about before about using curios in different ways
It has eyes moving, while the curio doesn't. it also has the blood dripping from it like the guardian guardian. The garden guardian's animations are also super simple. It's a still png that bobs up and down in blood with some movement on the eyes.
> And also, by that logic, wouldn't then also all curio fountains be alive then?
by this what exactly do you mean?
Do you mean shouldn't all the fountains be alive? The answer is no, because the ancestor's line is that it ***CAN*** bring stone to life. not that it ***WILL*** bring stone to life.
So not every stone fountain filled will blood will come to life. Yet due to his line, it's possible that some can.
But still, if I recall correctly, the fountain monster doesn't have any animations that really make it feel alive. And also, by that logic, wouldn't then also all curio fountains be alive then?
Ultimately, I think a new enemy would have been warranted or make all the fountains a sort of mimic curio. Otherwise, it feels like asset recycling, even if you do provide a plausible explanation.
you're not interacting with the curio like a curio. I kind of get where you are coming from with the farmstead curios. Like the fireplace giving a camp in endless vs loot in the dungeon. It's the same item different curio interaction. The fountain is completely different. you can't confuse the fountain enemy for the fountain curio. it also makes sense lore wise too, as one of the ancestor's lines state that the blood can bring the stone of the courtyard to life.
The fountain has blood in it from the interactions, from this line ""The hero's scars weep open when bathed in the crimson fluid!""
So it makes complete lore sense that
1) the blood can bring stone to life in the courtyard
2) the fountain is filled with blood
that
3) the fountain can come to life.
You can check the guide here for a list of curios: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2364827241
hopefully. going to post spoilers
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The whole hamlet is actually on a time loop. It's why you can have two highwaymen or two crusaders. In lore (especially with DD2), there is only really 1 of them. The whole hamlet is stuck on this time loop, with multiple smaller time loops going on. There is only actually one siren, one hag, one drowned crew, and one swine king. (necromancer, flesh, and pounder there can be multiple of). But due to the time loop of the hamlet, we are constantly re-fighting them. also most likely RL budget reasons we are constantly refighting them rather than unique bosses at each difficulty.
The farmstead is just where time gets really broken.
As far as I recall you made a huge pumpkin boss. A second boss could have been the Miller's wife, which I really liked the design of.
With your permission, I'll make custom art for any recycled curios so that they are unique if they act differently than vanilla. I'll do a run and see which would make sense to do.
Farmstead is a place where space and time bends around itself, in an ever looping manner. you can endlessly fight miller. Yet seeing him show up 3 additional times is now a problem?
Vanilla dungeons have two man bosses. The mod emulates that by re-using the miller as one of the two bosses. Similar to how courtyard plus reuses the garden guardian and croc as their two bosses.
> For example, curios that behave differently. This is confusing and seems unnecessary to reuse these sprites, since making new unique graphics for them curios should be relatively easy.
Budget for a non-artist. Also the only curio that works completely differently is the hearth which no longer gives camp. The fare and harvest still heal stress, the stockpile still gives supplies, Gleaming Shards still gives crystal shards.
I think after trying the full mod and enjoying exploring the new dungeon, what ended up dissuading me was the recycling of assets. For example, curios that behave differently. This is confusing and seems unnecessary to reuse these sprites, since making new unique graphics for them curios should be relatively easy.
Also, another janky oddity was seeing the Miller spawn in both wave missions and this dungeon at the same time. You get two living millers in two areas which to me looks out of place, and also not necessary since you already created new custom bosses for this mod.
I suppose I could make personal patches to address these things.
{链接已删除}https://drive.google.com/file/d/1zg7A_Nqa9hiNnz8wvACb8GTWoxS4QTwj/view?usp=sharing
Removing those assets won't really create a lite version of the mod: it will just make mod that has nearly everything this mod has except one thing. And that's why I said no, those are the main attractions OF THIS MOD.
If you want to play just wave missions, you can do that, with this mod. All the monsters in this mod already show up in just wave missions. If you just want to farm endless for the trinkets, you can do that with this mod.
I have asked others who separated the monsters into just a wave mission mod to remove them, and DMCA one mod who removed to remove it. the mod will remain whole.
Removing those assets won't really create a lite version of the mod: it will just make mod that has nearly everything this mod has except one thing. And that's why I said no, those are the main attractions OF THIS MOD.
If you want to play just wave missions, you can do that, with this mod. All the monsters in this mod already show up in just wave missions. If you just want to farm endless for the trinkets, you can do that with this mod.
Sorry, maybe it is the DD2 Duelist Class Mod that has caused it.
The error report makes me think that it was an error about the monster's mashes.
It is hard to imagine that it was actually from a hero mod ╮(╯▽╰)╭
Removing the dungeon and just having the wave missions, would just remove part of the attraction for this mod.
Troubleshooted a bit and found out that Prisoners Anywhere is the cause, specifically its out-of-the-box patch for Farmstead+ no longer being valid due to the changes to map generation update to this mod (Farm+) from March.
Prisoners Anywhere can still be used alongside Farmstead+, but Farmstead+ must take priority (load above). Only downside is that you won't get any prisoners to rescue here.
Not asking for anything, just wanted to give a heads up. Already posted in the Prisoners Anywhere comment section, but the mod hasn't been updated since 2022.
these curios are fascinating and I wanna know what else they can do
Once after completing the mission in Farmstead, I unlocked a lot more missions. Is it a bug?