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






meditation is not working if putting lower priority than your mod, othervise, letting ee2 patch higher prio disables new maps from your mod
As I mentioned, I make no changes of the original game. I did set a level 20 cap and max summons for AI in a battle to 8 (from 4), but I don't think these conflict to anything.
All skills, stats, items etc I add have a name start with "Smallway_", therefore it will be a really really small chance for overriding issues. Hope this answers your concern.
However, I’ve run into an issue: when summons are called in-game, they get a buff named "Soul Link", but Fiends and Elemental Totems don’t receive the stat boosts from this buff—every other summon type works perfectly fine with it.
I did some testing and comparisons, and found that this problem doesn’t occur in the original Roguelike Arena. With the exact same set of mods installed in the original version, both Fiends and Totems were able to get the stat bonuses without any issues.
I suspect this might be caused by some changes made in your mod, and I’d really appreciate it if you could revert those changes to fix this problem.