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报告翻译问题






You can optimize your Witted stat in order to get your skills cooldown faster.
Lizards have a bonus on that, Intelligence is affecting it and the Guerilla talent is good at doing that for the TH.
Also, on Kniles, you will get a good amulet for cooldown reduction.
>SGP - Stoney
You can look in our Discord in the Tutorial section.
Unfortunately the Steam page is limited in place, that's why the info is not there.
Have a nice time playing the mod, and don't hesitate to join the discord for quicker answer or if you want to share anything.
<3
Warfare melee skill does not mean having Physical damage from a base.
Those skills have the same base element as the weapon.
Weapon damage are scalling with the scaling attribute of the weapon and with the Elemental Ability of the damage element of the weapon (Pyrokinetic for Fire).
Regarding spells, they have a base element and are scalling with your char level and the Ability of the damage element, whitch can't be changed (you will still make fire damage with a fireball, even with a water weapon).
It's even more true in Farandole, because the damage scale with level has been drastically reduced.
The reason for this is that I wanted to make it possible for a group of player to take on a group of mobs that are +2lv, or still be challenged in taking on a group of mobs that are -2 lv.
Therefore, damage scalling is very low in Farandole, especially from lv1 to lv8.
And more with a low damage skill like BattleRam, where +10% is not sufficient to make it pass from 8-10 to 9-11.
After lv9 you will start to see difference in damage with just 1 point, even with BattleRam.
you can turn all meme sounds off with the book of meta.
Please take the time to add a green thumb to the mod on the steam page.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3604474300
anyway thank you for the good mod !
Thank you for your positive feedback.
I don't understand what you man about not being able to get items from bodies.
Not all enemies contain loot, and when they don't, their bodies are just not lootable, but it's just that there is nothing to loot.
As for the translation, i won't allow to have forks of this mod, but if you want to make a Korean translation for the mod, i could add it directly in the mod.
We reached 3000 subscribers to the mod ! That's really cool.
Thanks for all the encouraging and supporting messages !
I keep on playing and updating the mod regularly so, if you didn't play for a long time, there might be some new features that you don't know about.
If not already done, please consider giving a thumb up to the mod on Steam page.
We only need 4 more for it to finally reach it's fifth start !
thank you !
I totally understand that ppl would want to play without it.
That's why it's optionnal and deactivated by default in classic difficulty.
If you want some explanations about this mechanic, it's here to balance the vanilla decreasing difficulty of fights as you kill mobs. In vanilla, the more and the quicker you kill enemies, the easier the fight is getting (4 mobs groups are less dangerous than 5 mobs groups etc...).
Knowing that, glass canon builds are over-efficients in this type of gameplay, and builds like tanks are kinda useless. The Vengeance mechanic is here to make the life of glass canons more dangerous, and raise the utility of having a tank and a healer, because the more enemies you kill, the more the remaining ones will be dangerous.
You can also note that like all other mechanics I added, I tried to set it fair because it's also effective on players. That way, when a player char dies, the others are gaining the Vengeance bonuses as well.
In Honor Mode, all 3 difficulty settings are disabled by default.
If you had Vengeance mecanic on, either you abled it yourself, either you are not currently in Honor.
The Vengeance mecanic, and the 2 other optional difficulty settings are not ♥♥♥♥♥♥♥♥, they're here for players that have reach a certain skill level and are searching for a real challenge.
You can totally disable them, and the advantages you will lose for that are totally minimal.
have fun with the mod !
The reason it's underrated is mostly because it came out later than the other overhauls. By that time, the hype around Divinity 2 had already went down.
But that's also what makes it good. I had plenty of time to improve it, and I was also able to benefit from the experience of all those who had already made mods and overhauls before me.
I'm glad you enjoy the mod. The best thing we can do to make it a little more known is to increase the number of thumbs up on the Steam page.
Have fun playing!
Thank you for your comment and your thumb up !
It's always nice knowing people are enjoying this mod.
You're not doing anything wrong.
In this mod, you get your fight experience when the combat ends, not during.
This feature is here to prevent player team to level up during a fight, and get full HP.
The message "Exp stored" is just here so it does not feel weird when you kill an enemy, and still get the vanilla sensation (with the drum sound etc).
If so, other chars don't have this kind of advantage.
I made this to balance some advantages other chars have :
Lohse has a larger source skills choice than other chars (2 + 2 among 6 + 1 quest).
Sebille has the larger number of source skill a char can get a the same time (6)
Fane has the feint death skill
Beast has the improved pirate hat unique item.
Thanks for the recent thumbs up.
I think we only miss something like 12 to get the 5th star.
There would be no interest in having classes for the mod if you could just change em a significant number of time.
The point is to be limited in those respecializations, so that you can't change team configuration and selecting it to have the best combo to clear the fight to come.
The mod has been tested for a long time now.
It's kinda bulletproof in terms of hard blocking bug, has long as you follow the setup requirements.
Of course, some small stuff may still be there and feel free to come to the discord to report anything anoying or suspicious you may find.
thumb first i know it's hard work
ty for the answer
Sorry no, the mod is not conceived as independant modules.
It's kind of a all-in-one feature.
That said, a lot of the other changes can be deactivated in game with the book of Meta.
So, you still kinda able to test the classes with an experience really close to Vanilla.
It really warms my heart.
This mod took a lot of hard work every single day for two years, and it represents a lot to me.
It's truly a joy to know that others enjoy it too.
Thank you for taking the time to write your comment—it's the kind of gesture that gives me the strength to keep creating.
You can ask for help in this discord :
https://discord.com/channels/98922182746329088/358337334619406336
Thank you all for your recent positive votes!
If my calculations are correct, we're just 25 votes away from reaching the 5th star — approximately at 211 total votes.
Once we hit that goal, I’ll launch a free competition: a race to complete the game using Farandole sets on maximum difficulty (Tactician mode with all difficulty settings enabled).
Anyone who finishes the game under these conditions will have their name featured on a Hall of Fame wall in the mod.
And as a bonus, the first people to succeed will get a Steam game key of their choice from my large pool of extra keys, as a giveaway, until everything is gone !
See you soon !
We are only missing a few thumbs up for the mod to get its 5th star.
So if like this mod and havn't voted yet, please consider doing it.
This would fill my heart with joy =)
Please join the Discord if you want quicker answers to your questions, or leave further feedback on your experience with the mod. =)
For help, please come to the Discord.
Steam comments are not convenient for helping.