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






It works exactly like normal states in all other games.
Added text at tome zones, so people understand you need to change colour to that of the traitor(s).
Added a 12D with two of each colour with numbers 1-2 for choosing a random character.
Fixed some scaling here and there.
Added randomization zones for all tiles and omens/items/events.
Never noticed the thing about player hand position. Will check next time I'm in.
We noticed the "problem" with both the basement tiles and upper floor tiles (most often basement), but decided it was more worth it to leave it as is, due to the visual of the table background, and then in the one out of three games we'd hit the ground floor from basement, we'd just mark them all and move.
Hand hiding was disabled for some reason. We put our Traitor on a separate team so we could view the Explorer's haunt card in one hand and he could view his separately. We quickly fixed it before any harm was done. I assume you intended people to keep the cards in hidden area instead?
Player hands themselves are not positioned properly on the table. Names should be positioned so that they are readable from across the table. This isn't just an aesthetic issue, but effects the direction which cards are held in the hand.
Snaps on the player cards would be very helpful!
We also had to move the basement tiles to make room for ground floor. The play spaces for the floors may be a bit too close together.