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
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3403915678
Credit still goes to Muzual
Sorry it took me so long, took a long time to download the update
@WhatIsAim I think I have fixed that issue :-)
Please note I have edited the vanilla Fireball projectile to do this (because I don't know how to create my own custom projectile spells at the moment!) so this will not be compatible with any other mod that also edits that.
If this is a problem for anyone let me know and I'll happily revert the change to this mod to make it more compatible again. (maybe there should be a separate Fireball bug mod?)
Thanks to Jack O'Neill on the modding discord for posting the solution
Does it work on other units? I can try changing which spell ID the alchemist uses as I think there is more than one for Fireball. I had not considered animations hmm