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
和另一个mod里的boss怪癖叠加后变得非常恐怖
爽到
About the first issue. Players are lacking of ways to cause Daze and Stun, and elite monsters have high stun resist or even immunity. Daze can become a "Combo" to stack into Stun like other skills did. Considering the possibility of resist the first Daze, give a small compensate may be more balanced.
The second issue is about cooldown and speed. Give an extra action at start will not count skill's cooldown. The principle of Speed token is "add 99 speed when calculating the speed of next turn". If give Extra Initiative the same ability and no other character has Speed. This character will always has the 1st and 3rd action of next round. I prefer the current situation, and its also the original effect in base game.
Only issue I have with it is the daze reducing stun res. I don't think it's really needed imo.
Oh, also, stacking a speed token into extra initiative might need a little more detail. Daze into stun makes sense because you go from being last in initiative to taking no turn at all (kind of like having a negative initiative). However, with the stacking in the other direction right now, you lose the "go first" aspect, which is kind of awkward? You could turn it into take an immediate extra action at the start of next turn, so you still get that "speed" aspect.
\Darkest Dungeon® II\Darkest Dungeon II_Data\StreamingAssets\mods