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报告翻译问题






And it couldn't have come at a better time, since I was about to upload a new version with added compatibility between the "Privateer" subclass and the "Multiclass" and "Expert" background perks.
This was a pretty dumb oversight of my part.
I fixed it and uploaded the new version. Thanks again for the report!
Thanks again for reporting the problem.
I found the problem and fixed it, the fixed version is now uploaded to Steam. This should fix the card.
I think that the way the game works means that it won't apply the fix to the ally if it's already summoned. So you should unsummon any that are already on the field, or wait until they disappear by themselves before you directly attack enemies.
What's happening is I got 4 tokens of a blank resource I can't use to pay Morale cost and then I'm unable to quit the encounter node and proceed further.
In theory, they should be able to also appear as area rewards (they are not excluded from doing so in the code). Still, there is such a small amount of faction allies (usually between 4 to 6 per faction) that statistically, they should appear very rarely (since hundreds if not thousands of other cards are available as rewards).
Thank you for your help testing and reporting problems
I swear, without you this mod would be a buggy mess
I found the problem and fixed it. I forgot to add the code for the Invoke ability of those cards to target a specific Discipline.
New version uploaded to Steam now.
Now each Faction perk will award the player 2 new card types.
3x "*Faction* Aid" that will randomly make Faction allies appear on the player's hand.
1x "*Faction* Reinforcements" that will allow the player to loot Faction allies (which can enable the player to keep ally cards permanently).
The "Reinforcements" cards have 3 uses each and can be recharged using "Essence".
I hope this will help make the mod more fun.
Hopefully it will be good enough for making the faction perks more appealing and the cards more available.
I am seeing if I can come up with a different solution, so this might take a few days
What the DLCs do is force areas to have certain allies as rewards, I considered doing this but then the game would have areas where the reward screen would be flooded with faction allies (there are more than 60 faction allies) and doing it prevents the allies from appearing as rewards on other areas, events, etc.
I am thinking of a different "solution" for the problem, but I will have to implement it and see if it works. If it does I will have a new mod update today at some point.
Other than that, you could just make them available at the start of the playthrough without having to choose the perk. Or just have the perk automatically add the cards to your collection instead of having them as rewards. I know these aren't ideal solutions, but it's better than not getting the cards.
I checked it out and I managed to get "Pirate Hunter" cards as rewards from "Dusty Grimoire" event, using "Tome of Knowledge" card and world map battle rewards.
But in literally several hours of gameplay I only managed to get 1 "Aurian Peacekeeper", 2 "Pirate Hunter" and 1 "Aurian Marshal".
They seem very rare and I have no idea why since I don't know the game decides what cards show as rewards. I did notice that the game seems biased against awarding Ally cards in general.
I added some code to the Faction perks in an attempt to make them appear more frequently, but I don't have much hope it will work. This means that a new character needs to be made since Perk changes don't get added to already existing characters (if they already have the perk).
I will try to investigate this some more tomorrow (since it's 1:45 am here).
Once again, thank you for the reports.
This means that for the "Pirates of Auria" perk to appear in the Rulebook, it had to be renamed to "Pirates Of Auria". So while it might look a bit weird having the "O" capitalized, it is necessary.
"The noble houses (and their consorts) that were available to the Noble class in "Erannorth Reborn" are now available to the Aristocrat class."
But it's easily missed.
Also doesn't help ingame, unless picking Aristocrat and checking its perks at character creation (but that doesn't help anyone that plays a different class).
In Reborn, the Noble class had those perks that were only accessible by that class, so I made them only available to the Aristocrat class in Chronicles (the equivalent to the old Noble class).
I will make it so that the player can search for the Noble House name (like "Pirates of Auria") in the Rulebook and get some sort of information about them only be available for Aristocrat characters. Hopefully that will allow less confusion in the future.
I am working on the Spiritkin right now and I had just noticed that several of the allies are lacking on ally tags/types so I am adding some more. For example the "Shinoda Clan Shinobi" only had "Human", but I made it "Human Spymaster Infiltrator".
I plan on checking all the allies for the other species/class in this mod, and add more types if needed. So your suggestion is perfect.
This is extremely helpful and speeds up my conversion work, thank you!
If you have more suggestions don't be affraid to share them.
I fixed tons of bugs, typos and oversights. Also, the Wench race is now fully converted.
The only thing left for this conversion to be complete is to make the Spiritkin race and then it's finished.
The original code was using "Weakened" instead of the "Weaken".
I fixed it in my development version, but I can't upload it yet because I am in the middle of converting the Wench race
As usual, thank you for the reports
And with that character the skeletons were all resistant to vulnerable so it seems it was something with that specific character. Just a weird coincidence that it happened after installing your mod. I'll just post a screenshot in bug reports forums and see if Raven knows what's going on.
It took me almost 1 hour to test and upload it because I found a couple more oversights and had to fix them.
I thought the code was right but now that I look at it after a good night sleep I found the problem. Some perks use "Resist" instead of "Resistance".
It's an easy fix and I will upload a new version soon, after I double check to see if I didn't miss any perk and after a little testing.
Thank you so much for your reports, you've been a great help to make this mod conversion.
Haven't gotten back to the dragonkin character yet, but I'll check about that defensive perk and give you an update. I'll also see if the skeletons are affected for other characters. After that I'll just post in the steam forums to see if Raven knows what's going on.
I rushed this and tried to test as much as I could with my laptop shutting itself off if I had the game opened for more than 15 minutes or so...
There might be some bugs, but I couldn't find any so I don't think I uploaded a broken mess.
I am really trying to have an update released, but I also noticed that not only was I in the middle of converting the Dwarves, I was also in the middle of converting the Pirate class (probably because the Dwarves depend on the pirate class to be fully playable)...
Anyway, thank you for the reports, they are very helpful. And keep them coming if you find any more broken stuff.
I think I know what the problem might be. I checked the files from my copy of the mod and I don't have the skeleton archtype file, but I assume that file was accidentaly uploaded on the Steam version.
You can probably fix this by going to the mod files and delete the Skeleton file in the "Gurrflumfr's Mega-Mod - Chronicles\Archetypes\Races" directory.
Actually, you can delete the entire "Archtypes" folder, since they shouldn't be there in the uploaded version of the mod... Oops...
Overall, a great mod from what I played so far. Some things seem a bit overpowered or underpowered, but nothing too game-breaking.
I found the problems and fixed them. Unfortunately, since I was in the middle of converting the Dwarf subrace I can't upload the fixed version because it is full of unconverted Dwarf code and would break the game.
I am trying to convert the Dwarf race as fast as I can so I can upload the fixed version, but my laptop is having problems and I can't use it for long periods of time, so it's taking a lot of extra time to do any modding work.
I will upload the next version as soon as possible, but it might take a couple of days.
I haven't had much time for modding and my laptop is not working properly either, but I will definitly follow your suggestions when I can work on mods again.
Spiritkin's a soft lore support for monk, I'm curious to see if I kept my designs coherent enough for it to fit well. Thematically it should go in Celestial since it's heavily based on Japan's nikitama, aratama, with a little xianxia influence. But it may not fit mechanically, I wish I'd had time to get into Chronicles.
I found the problem and uploaded a new fixed version. It was caused by the original code using "AddSkill" instead of "AddStash" in 3 or 4 perks.
Unfortunately, the fix can't give the cards once a character already picked the perks (that's how the game works). One workaround for those characters that already have the perks is to add the cards using console commands.
When I took the 'Dragonborn Ascension' perk, I didn't receive the card of the same name. It was in the list of deckbuilder cards, but I had 0/0. I was able to receive a copy of the card from random reward options, but I never got one from the perk itself.
I just uploaded a new update with the Skeleton subrace fully converted.