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报告翻译问题






I still have to use this mod and keep the siege deactivated, it would be better if at least the boss still appears in the siege area so that I don't have to remove the mod to kill him.
Back when I made this, I quickly checked what makes the fort tick.. disabled that, but then I figured I'd just disable the whole level that it's on as the primary means and left the first method as a fallback just in case :)
When I saw the carts still there, I assumed they're on the regular exiles lands levels, but recently a similar code snippet was distributed originally posted by Antares and people have reported that with that, the carts were gone too, so I double-checked mine.
Turns out I toggled the wrong bool flag and the level was automatically reloaded so it was just my fallback method removing the fort and leaving the carts behind.
Did a quick update now to fix that so the carts should also be gone and this mod won't need an update for the next chapter (I checked and even the basement cave is accessible for the hunt event)
Shoutout to Antares thou :) I never would've went back to check this if not for them.
Perhaps you can make a limited mod, remove completely the fortress for example, but the guards with wagons, snakes and small chests around these ruins left as an option, for the challenge. Something like a camp of brigands or mercenaries. Of course, if that's even possible...
Not only does it remove that atrocious monstrosity at Al' Merayah, but it also removed most of the lag pockets that AoW Chapter 3 introduced.
Thank you for this Mod!
Thank you for the mod! You are my savior
many, many thanks for all your brilliant mods - you've created another gem with this one!
And also a thank you for the great color system in LBPR AF to you, and also to Multigun.
It's you modders that keep the game alive!