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
That would be wonderful to have, I've been missing having them roaming around the Steppes especially now that we have a modded Hung faction.
Ubermorgen [author] 18 Mar @ 10:50pm
Work has begun on a playable faction for the real hobgobla khanate though, but it will most likely take quite a while.
None of theses units should be counting toward Gorguz' unlock quest. I'd have to partly overwrite the quest. Maybe in a future update.
Its one of the Hobgoblin Archers. Either poison or fire.
Best use would be on a mounted unit with bad charge bonus, instead hoping to fire this auxiliary shot and rear charge to quickly break the will of the enemy and do the much easier thing of running them down.
Jokes aside, I have created the basics: there's a selectable horde faction with their own LL, a couple of horde buildings and access to the units available to the custom battle faction. Now the real work begins fleshing out the faction with some mechanics, technologies and so on, also haven't decided on the full roster yet as I have some ideas for other things than just wolf riders but not 100% sure they are feasible.
- added new body variant for Kheshig
- added new quiver variant for Trackers
- added shoulder pads to Hobhound Pillagers
- reduced clipping for Hobhound Pillagers
- removed shackles from Hobhound Pillagers and Trackers
- fixed LOD issue for Tracker heads
- added more head variation for Chariot Riders and Warriors
- some of the units can be part of chaos dwarf rebellion armies
- some of the units can be recruited by allies through outposts