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报告翻译问题






Gotta agree, they're horrifically overpowered.
Jesus christ those flash bombs. Assassination, sure, alright. Burst 6 fire blasts? Downright spicy for pre-battle attacks. A burst 6 confusion effect with no MR check or anything ontop of it...?
W h a t.
1. Build a mountain that is more than 3 tiles away from other iron mines.
2. Build iron mine upon it.
3. Make it to a "lair"
4. Make it to a "stronghold"
Units:
Corrected Bakemono Soldier's melee weapon.
Buffed Tanegashimas. Probably too much, but to hell with it.
Sprites:
Disabled some attack sprites pending fixed versions.
Btw. the restriction of "Hermitage" ability of the T1 Monk isnt working, i can place farms next to each other even tho it says that they may not be adjacent to each other.
Will protect Elysium this time. taxes too.
Update:
Rituals:
Replaced Hide Heart ritual.
That moment when a lone enemy results in some 50+ deaths including your strongest caster because he cast a very poorly aimed meteor shower XD.
Also, yes. I tend to sound like a longbeard that got hit with a beer to water curse, when I see my expensive and hard to get units die to some lone enemy with decay.
Though that's not quite as bad as having a high hp unit take a single point of damage and end up with festering wound or some other career ending affliction.
Wierd that there is no such feature in CoE, I mean we have people with healing magic that pretty much full heals your army on the map, but apparently magic that can get a person from deaths door to fighting fit cannot deal with festering wounds that could be treated without magic.
Magic be weird sometimes.
Really feels like something the devs should have included from the start since it's no fun to have your maxed out commander die cause they got the death sentence known as festering wound (seriously "insert almost any commander in the game here", you can do the most ridiculous reality bending things but you can't clean a wound properly?).
sorry about my ramblings.
As for afflictions, no. Your options are fastheal, regeneration, immortality, and bupkiss.
Looking forward to those potential high tier commanders mentioned in the description.
Hopefully we get things like Marquess(es?), Counts, Dukes and so on with different focuses.
I hope we get some more alchemist rituals as well.
One quick question, in Dominions there are some units that can heal afflictions on the campaign map.
Is it possible to have units that do that in CoE as well?
Cause that could be a nice addition for the baron, a Field Surgeon.
Is this a bug, intentional, or is there a method to convert them to the appropriate tile? Eitherway I figured I'd say something just incase.
Class:
Improved Baron's starting units and gave immediate access to a Monk (may or may not be overkill).
Tweaked a couple of T1 artillery costs for Baron.
Rituals:
Added several new rituals to Baron and Monk.
Improved Clearcut's gold output by 66%.
Thanks for the fixes personal reply.
Fixes:
Fixed Uba missing any recruitment values.
Fixed missing terrain requirements for T3 Bakemono rituals.
Fixed missing Kunshu/O Kunshu requirements for Bakemono recruitment.
Fixed Bakemono starting units. Somehow forgot to clear them.
Rituals:
Added a new T3 ritual to Bakemono.
Recruitment:
Added rare Tengu recruitment chances.
Additionally, The baron can't make farms, is this an intentional balance that'll be changed for the senator/priest-king in the compilation or...is the Baron simply supposed to emphasize taking existing assets?
Regardless I liked what I got to play with so far Commisar, thank you for all the work as usual.
Either that or maybe an advanced ritual that produces a Quartermaster or some other troop with a similar name that acts as a vassal does but gets access to guns?
Fixes:
Fixed Light Field Gun's extra AoE.
Rituals:
Expanded Monk's ritual set further. Abbot can now provide access to T2 libraries and is now responsible for producing a King's Castle when valid. We live in a monarchy, not a dictatorship.
Abbot can now add bless effects via ritual.
Units:
King and High Magus are now blessed, so there's some reason to buy monks.
King now has Leadership 3 and Awe 1 as well, so that king is not quite so fragile and useless as a leader.
Update:
Fixes:
Properly fixed cannon, mortar, and rocket VFX and AoE. Cannon's AoE still sometimes goes off in weird angles, but is otherwise acceptable.
Fixed 8pdr siege attack.
I have also noticed that sadly the cannons still do their line aoe at their firing position instead of their projectile impact position.
I'm starting to feel rude for finding bugs like this...
Fixes:
Fixed several missing siegeweapon attacks and a missing rangedweapon attack.
Fixed 0 damage on initial Fire Pot impact.