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the mod is working properly for the most part. just a couple stat changes didn't register and the lower magic cost didn't either, but it's still a very well done mod. so i'll just play as is
ie. your Thief reads 8(8), 8(8), 12(11), 14(13), 3(3)
mine reads 8, 8 , 12, 13, 3
so as you can see, it reads the change in agility's stat score, but not speed.
apparently i can't type today, sorry haha
ie. Mage's level 1 flame spell still consuming 4 PP. And Thief stats aren't changed.
Not only had I modified skills, monsters, heralds, and tons of other stuff, but I had changed all of the scripts to account for the changes. I'm sure you are unsurprised that I put the game down for months after realizing the validator's flaws.
I have been working on my own mod (one that I don't really intend to release; like almost every game I own, I make a mod for personal use and just expand it with time) on-and-off for about a month, finding out what works and what "interesting" effects pass the validator but make the mod unplayable. I'm currently working, in fact, on the heralds: working on replacing any "Monster Skills" with my almost totally modified (more or less so, depending on each instance) player skills. I've also been exploring ways to make the end game less of a cakewalk without nerfing PCs. A simple way would be nice, but most of the simple ways also affect the early game or make the game too difficult throughout. I'm still experimenting.
As far as Heralds, I doubt I'll ever do anything to adjust them. More a pipe dream. It's unfortunate that so many thing can cause game breaking errors and bugs. I may have broken them for the early game by allowing you to train every herald from level 2 (as it seems Heralds will cast their high level skills regardless of their personal level), But I think this may only make them beasts in the early stages and back into kittens late game as you've described. Something to think about.
As far as Arcane Soldiers...Geez...Arcane is just screwed no matter what you do then, which is unfortunate. I wonder, though, if I increase the bonus you receive from dumping points in to more massive amounts (the only problem is this may create the inverse: a hugely overpowered character far too early in the game.)
No, I'll follow your advice and just place a disclaimer about those skills and reduce them both to 1, and increase their weapon skills to compensate and maintain the '7 skills per class' thing I have going...
Heralds are almost impossible to balance because they have a linear increase in power from 1-30 and then just stop. In my test game with a divine summoner he did 5% of party damage from level 1-5, then at level 20 he had 45% party damage and after 30 it is likely to drop considerably again. They are monsters in the middle of the game but helpless as kittens before and after. I do not think that can be fixed, but maybe slightly mitigated.
The herald skills can be edited to balance them, but only skill levels. If you try to add skills to the list in the editor, the herald will either not use them (as they are not in his AI) or they will even crash the game. The herald stats can be modified in the "monsters" table, the first entries. those are level 1 stats and they will increase by a percentage (based on difficulty) each level the herald gets. Keep in mind some of those stats are heavily penalized on higher difficulties, especially speed.
My first impulse was to cap both skills at level 1 in my own mod to prevent people from dumping skill points into them, even though it does not do anything. Sadly, that actually crashes the game. In the end I opted out to just put up a big disclaimer for people that putting points into flame and frost strike is just wasting skill points and I changed power consumption to a flat amount that does not increase with level (for those poor sods who don't read the disclaimer).
...
I have two pieces of advise to give you, that hopefully help in some way. First of all,flame and frost strike are bugged. Both skills calculate power consumption based on the actuall skill level, but damage on the weapon skill of your equipped weapon. The tooltip does not reflect this.
If you were to have an AS with 30 points into flame strike and 10 points into swords, the tooltip would say 45 flame damage for 60 power... but in actual damage you would only do 15 burn for 60 power. If it was reverse and you had 10 points in flame strike but 30 in swords, your flame strike would do 45 damage for 20 power, even though the tooltip would state 15 damage.
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