安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Thanks so much Commisar, me and my friends want to do a game with all of your mods once the last classes are released.
nearby3 req means the ritual must be cast within 3 tiles of the designated tile
optimal tile placement is:
- - - - - - - - -
- M - M - M - M -
- - - - - - - - -
- M - M - M - M -
- - - - - - - - -
- M - M T M - M -
- - - - - - - - -
- M - M - M - M -
- - - - - - - - -
M= Mines
T = Tower
- = any other terrain
As for Create Portal, there's no portal ritual in this mod.
BROKEN SAVE GAMES FOR EVERYONE!
Update:
Rituals:
Doubled base cost of Thriller. Added a middle ground outcome. Fail chance untouched.
The illusionists 'thriller' ritual is abit strong imo, but other than that it's great too.
I'd double it's (Thrillers) cost, and change it so that instead of 8-12 Wraiths it's a wraith and some banes/ghosts since wraiths are Very strong, though the risk of them going rogue is also a good balancer it's still very steam-rolley in my opinion.
As always, thank you Commisar for a great mod though! You work so hard to get these done so quickly too it's amazing.
Rituals:
Fixed incorrect summon flags. Should've triple checked.
It's merely a lack of text popup, most likely due to the conflicting reclimiter flags. You still have a 3% chance per turn for an apprentice without a Great Enchanter and an 10% chance per turn for an apprentice and a 6% chance per turn for an Enchanter when a Great Enchanter is owned by you. All modified by the number of libraries, obviously. The issue's been reported to the devs already.
I've noticed a bug with the Workshop rituals ; so far I've tried Silver and Onyx and they only produce an Iron golem. Oak, Stone and Clay work fine and produce the correct golem.
Also dragons boost drake chances.
On that note, got anything planned for kobolds? I feel like the one thing they could really do with is something to increase the availability of drakes in the lategame. Heroes and mercenaries are offered more frequently according to number of towns you have, wizards with libraries, priests with temples, but so far as I can tell nothing boosts recruitment chances for drakes. Maybe if summoning an elder dragon added them to the regular recruitment list for that lair?