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We have v58 Norbyte, Shared Resources and LeaderLib installed, any ideas? :)
No, the display name in game has no effect on statuses. The only incompatibility happens if the engine name is the same - in this case they are not. Since you'll have LeaderLib with this mod, you can actually see the engine names of statuses!
Sorry for the late reply. For many reasons it was not, and I finally had time to sit down, ask about, and fix this issue. Resistances will (mostly) apply to Arcane Archer skills and Auto-Attacks when Fixations are active. There are small issues (like not quite playing nicely with resistances over 100% which still results in extremely reduced damage), but for the most part things are smoothed over.
I have to agree with you. There are few animations that work well, but I will look at it. In the meantime, you can use the 'ping' feature to animation cancel, just ensure you have the buff active before pressing ping.
The changelog has the correct description, that fixation only affects auto attacks and arcane archer skills. I will update the description, but I will see about putting out a add-on to convert (vanilla) huntsman skills. Opening up conversion entirely proved to have a lot of issues, but skill-by-skill basis is possible and definitely something I can whip up when I have a moment.
I have an issue when fixation works for my basic attacks and arcane archer skills, but does not work for basic huntsman skills or even skills from your other mod (Deadeye)
This is me doing an auto and casting barrage with a pure physical bow for example https://i.imgur.com/48Mz8aS.png
It's on a to-do list of stuff, but I just haven't gotten around to that list lately.
The artificer's toolkit teaches you new skills. Activate it and then throw an applicable grenade and you will get a new skill. The new skill is only usable if you have the toolkit active and the right fixation:
Activate Toolkit > Throw Poison Flask > Automatically learn the Artificer version of it
Activate Toolkit > Activate Geo Fixation > You can use the Artificer version
- Fixations now convert basic attack damage, meaning you don't need a skill to essentially deal basic attack damage as elemental.
- Fixations ALSO convert the damage of other Huntsman skills - ANY skill that uses your weapon damage will be altered (including if you use a mod that coverts, say, Polymorph skills into weapon damage).
- Arcane Arrow (the skill that existed to be a basic attack while fixated) has been updated to deal more damage, but has a cooldown now.
- Arcane Archers are *tinkerers*, and as such, they can now learn a secret, new and VERY powerful grenade skill like they would other grenades.
In short, build an Arcane Archer the same way you would a normal archer.
In short, I won't be doing that, no. Quite a things change when making a spell into a weapon skill, and many of them are the reason the Grenades are spells in the first place. On top of that they were intentionally made to be finesse-scaling spells in the first place.
I've got my eyes on totems next... once I lay down some polish for this one, that is.