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You're still getting quite a bit in discounts by not needing Striking and not having to worry about gold expended by switching item runes around; and generally benefiting from getting item bonuses immediately, so you can give new potency and striking runes and the like to your allies before decking yourself out.
can u fix this bug or change to when at lv 2 get 1 +1 weapon run instead
With regards to Runesmith free hands, please try out the new update I just released. Rune-Singer is
1. No longer accidentally only usable once per day, and
2. Now works with subsidiary Trace Runes like Engraving Strike.
Most likely it's to do with like major tiers of power: 1, 9, and 17. I believe Commander's tactics use the same schema of three tiers.
Fwiw, I don't believe that Runesmith needs a way to ignore the free hand to trace runes. Lots of classes/subclasses enforce free hand and hand-juggling mechanisms, such as Thaumaturge. Their restriction is compensated for by their nutty action compression and extra functionality of runes themselves; they're already doing additional tactical stuff and damage.
I thought homebrew might be fun, though. I figured I'd keep it tame by making it a specific item, rather than ANY item (one person suggested that all the weapons under Smithing Weapons Familiarity would bypass it).
In the future, if properly supported through a mod collab I've had my sights on, I might be able to give it the Two-Hand dX trait as well, just to support that playstyle too. Until then, it's a fully 1-handed weapon.
Aside from a lack of variance (as in the rune catalogue feels a bit too small overall and could use some more choices) it is fun to play and does decently well, and thanks to the addition of the smithing hammer that counts as an empty hand also makes for a really cool "heavily armored and shielded runesmith" flavor. Engraving strike aswell as the one that is "raise shield and trace rune on shield at the same time" one are also fun additions to that playstyle.
I guess it all makes sense given that it is still in-development. Is there any official reason why level 1 and 9 are the only two levels for runes? Because that seems a little odd.
It's not stupid. But character limits force me to be brief:
- The next rune tier is level 9. Too high level.
- Runesmith scales VERY well. Most of it is self-scaling (+1 AC is always good, Dazzled is a flat check, etc). The numeric scalings are VERY good, though (Atryl, Esvadir, etc). Its growing repertoire increases its versatility, letting them handle greater varieties of encounters. You should also think of their increasing Etched Rune limit as their own focus points. Their feats are pretty good too.
- Where there was room for it (such as Engraving Strike) I leaned towards favorable interpretations due to the low number of rune options in the playtest, and the lack of level 9 runes. This choice is subject to revision at Runesmith's full launch.
- Expecting effects like Pluuna or Holtrik to scale further would be to accuse Combat Grab of being weak just because it doesn't change from level 2 -- Combat Grab is always good, as -2 AC (flat-footed) is always good.
Runesmith, because it's a playtest class, doesn't have a multiclass dedication. I homebrewed one anyway, using the built-in functionality. It doesn't require DawnniExpanded.
Is it supposed to only ever be level 1 runes all the way up to level 8? They don't seem to scale at all, either.
While the concept is pretty neat, it doesn't seem very useable later-on the way it is.
However, this is now base functionality of DawnniExpanded, it dynamically looks for class traits in the game, so it was removed from More Dedications.
If you get with me on Discord, we can also look for the source of the Runic Crafter bug. I've seen no such error on my end.