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And sorry if I don't use smileys to show whether I'm happy or not...
And FYI, you know that on October 28th, 29th, 30th, 31st, and now November 1st, you're reminding me about the 2D visual bug on the campaign map.
Don't you think that's a bit excessive, or is this normal behavior for you? Sorry if the bug is still there, and I'm the first to be frustrated because I'm a perfectionist.
break_off_ignore_collision_time at value "1" breaks foot lords.
break_off_ignore_collision_time 0.0000 fixes them.
If both units try to "connect" for their matched combat, the activity might be special, but I've made sure that the units don't prevent themselves from attacking rather than just watching the enemy unit perform matched combat with the other unit.
I don't know if this addresses your issue.
The only way he is actually able to fight is 1v1.
🔥 Warriors of Chaos — Local Recruitment Added
Core Chaos units can now be recruited locally, not just through global mustering.
This change lets Chaos factions replenish and expand faster, making their campaigns more fluid and competitive.
They can now rival other factions on equal terms, keeping the pace of war without breaking immersion.
➡️ Result: The Warriors of Chaos finally fight as they should — relentless, adaptive, and ever-advancing.
But we don't have any problems with any lord in online games. All enemy lords die like flies.
But this is just my suggestion, and it's up to Hecleas to decide whether to add it to the mod or not.
Everyone has their own opinion about the game, and I've just expressed mine. Thank you.
1. Make it so that enemy lords automatically have their red development tree fully filled at the first level when they are hired, or give them a few points per level so that they can fill all their character trees. This is because the ii usually focuses on skills that are not very useful for lords. This will make the ii a little more dangerous and interesting.
2. Make the enemy lords invulnerable to all long-range weapons and artillery. This is because when playing on your own, the player tends to kill the enemy lord as quickly as possible with long-range attacks or spells, and only then switch to the rest of the army.
All the best to you.
💀 Immortality Rebalance
Immortality has been restored to its vanilla value — Level 20.
No more early unkillable lords: characters must now earn their survival through true campaign progress.
Heroes and lords feel mortal again until they reach that milestone.
➡️ Result: progression regains weight — immortality becomes a reward, not a given.
Now available for all factions.
Build instantly by paying resources: 💰 Gold (all), 🩸 Slaves (Dark Elves), ☣️ Infections (Nurgle), ⚒️ Labour (Chaos Dwarfs).
Each skipped turn costs 1000 gold (ex: 4 turns = 4000).
➡️ Result: faster growth, but at a real economic price.
📈 Level Progression Rebalance
Experience requirements have been increased for all characters.
Leveling is now slower and more deliberate — heroes and lords must fight, win, and survive to truly grow.
Progression follows the rhythm of the campaign instead of racing ahead of it.
➡️ Result: steadier growth, meaningful milestones, and a stronger sense of achievement.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2854768607
However I'm experiencing a bug (I guess). In skaven Throt campaign the first quest battle does not seem to work. After pre-battle screen the game normally loads and starts the quest battle animation (you know where the camera hovers around your troops and the enemy's and the character give the battle speech) but in this case the animation does not show any troops, no speech is given and the camera just keeps on hovering around the battlefield. If I press ESC, the animation stops and the screen goes black but nothing happens, it just stays black ad infinitum.
⚙️ Additional Adjustments
🌲 Ambush Rework
Ambush chances now adapt to terrain type.
Forests, mountains, and wastelands favor stealth and surprise, while open lands are safer for movement.
➡️ Result: Ambushes feel logical and immersive — the terrain truly matters again.
🏰 Recruitment Overhaul
Global recruitment returns — but with longer training times.
It remains a strategic tool, not a shortcut.
Players are encouraged to rely on local recruitment for faster, more tactical army management.
➡️ Result: Planning, positioning, and logistics regain their importance.
An issue causing lord and hero portraits to disappear on the campaign map has been addressed.
The system has been cleaned up to reduce the risk of missing visuals during long campaigns.
➡️ Result: Smoother interface and fewer visual inconsistencies.
⚔️ “Defeated” Traits Return
Defeated traits make their comeback.
Their effects have been completely rebalanced to fit the new, softer stat values introduced in this update.
➡️ Result: The system regains its flavor and impact — without breaking balance.
Over time, countless bonuses and effects had pushed heroes and armies far beyond their limits.
Attack, defense, speed, magic — everything kept growing until battles lost their tension and campaigns lost their pace.
This update brings everything back under control.
Power feels earned again.
Combat, abilities, and progression are now balanced around strategy, not stacking.
➡️ Result: A campaign that breathes, where every decision matters and victory feels deserved.