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报告翻译问题






My only suggestion would be to flip the Lute model around when it's on your back, so the neck sticks out and not the body.
1. There's a certain song that plays when you use a certain skill and it always cracks me up
2. There was a moment when the person I infected with that certain skill uh, initiated conversation with me, and then everyone on MY team was infected, then there was a big explosion of this ability a lot, and they all died. Kinda wild, AND funny, until I killed myself with it also when I exited the convo, then I had to restart. XD
3. Wonder, will there be more songs added to some of these abilities? I sorta enjoy it when there's more songs :D
Like Igor, psyched to try this out with Lohse
Any idea how this will interact with Divinity Unleashed?
I'm running a bunch of mods. I'll update everyone on how it goes at some point.
Please and thank you.
Many thanks in advanced and again, amazing work man, keep it up!
From my testing and balancing I have found most of the musician skills to be more powerful than base game skills, but not to the extent that I would consider them broken. Where I have included powerful effects, I have attempted to offset them with downsides: using your examples, the AoE revive is over a relatively small radius, making it hard to revive multiple people at once, and the resurrect isn't on-demand, it only activates after a few more Beats. The cursed fog affects the caster and any allies in the way, meaning you can accidentally give yourself decaying if you don't have any magic armour.
I could add some mechanism to punish players for using the musician skills 'improperly', but I'd rather not make the mod even more complicated than it already is (besides, I'm currently working on a mod that does something very similar...). This is my first Divinity mod, so I may have gone overboard on the power of some effects, please let me know if in your playthrough you find a skill or effect much too powerful, and I'll have a look at balancing it.
anyway, just my thoughts on this... in the meantime, i really am impressed, and i am now going to push these co-op guys to meet more often (or maybe one to start over... we're still in Act 1...)
AoE revives, cursed fog at lvl 4, SP regeneration (!!! that's HUGE!), several abilities that obliterate enemy armor types, healing, damage reduction, heavy piercing damage at a massive range... and considering all this is predecated on elemental skills, i'm concerned this would trivialize most of the game. maybe i'm wrong, or maybe it just needs to be tweaked.
to that point, would it be possible to add in a mechanic where you have to keep using the abilities in order to "keep" the beat?
this looks absolutely phenomenal. i was always a bit bummed out that lohse didn't have any real "musician" skills... and now she does!
it's obvious you've put a lot of thought into this, and the "beat" thing seems really neat. is there an in-game indication of what beat you're on, or do you actually have to count it?
i'm going to have to hold off on this for a while because i'm in the middle of two different co-op games and one solo game... and the system defecates masonry if you adjust mods mid-game. still, i'll definitely come back for this once those are wrapped up.