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Clerics are better off with a spear and a shield.
Imo, halleberds could be good on backrow Soldiers or Barbarians.
you can imagine a team like
Melee1 / Melee2 / Melee3
Melee4 / Caster / Melee6
When one of your first line melees become low hp, you can switch them with Melee4 or 6.
If all your melees has halleberds or similar, all your melees can still hit frontline enemies.
With that kind of tactic, you don't have to heal during fight, cause low hp melees become protected at the backline.
You're still vulnerable to casters and archers but that just mean you have to strike them first.
You can totally pass on the thief, but then, Gaulen will have to handle perception, disarm, picklock and camouflage at a higher cost. Doable but expensive.
Profane / Soldier / Rogue
Bard / Gaulen / Priest
In this one, you can switch the Profane for a Barbarian and let the Bard handle the utilities spells.
or
Paladin / Soldier / Rogue
Bard / Gaulen / Mage
In this one, you can switch the Rogue for a Barbarian and let the Gaulen handle the rogue skills.
Those 4 teams are the most stable and have an answer to everything.
But then, there are some alternative gameplay team.
Atm i'm playing :
Soldier / Soldier / Soldier / Soldier
Gaulen / Bard
Soldiers have basterd sword and the back row have bows.
With this config I can hit any enemy anywhere.
It's a killer.
But Gaulen and the Bard have to handle the heals. So it's a kill fast of be killed team.
The design choice is not conventional.
Usually in game, ironman is a box that you check placed aside the difficulty setting.
Prompt is usually for confirming that you really want to play hard.
if you select "no" you will be in Harcore difficulty and saves will be avalable anywhere
if you select "yes" you will be in Harcore-Ironman difficulty and saves will be only avalable in towns.
Not being able to save is "Ironman".
Yeah i'm currently doing a playthrough and making some very small adjustements on some bosses, nothing important.
I put a lot of thoughts into it.
Also tested it a lot, so i'm pretty confident in the ballance between classes and difficulty progression.
If not already done, please consider leaving a thumb up =)
Also, feel free to join the discord channel to leave any comment and feedback you will have during your run.
I'm still active on the mod.
See you ! <3
Food optimisation is kinda part of the game, and if you have 6 skillpoints at each level, you will have nothing to raise passed lv15.
For the rest, all is already included in Farandole, with far more.
Please join the discord of the community. It's originaly for Divinity, but i created a Xulima channel.
You should see the difference.
If you want to combine summoner with something else, then these should not be weak summons, need to make sure that there is a choice, either full summoner with 2-3 good summons or 1 good summon and then summoner himself can do something more. Those are the only working strategies I can see.
I'll keep the lv30 for summnon skills cause it's harmonize with weapon skills but i'm making some adjustments to summon stats.
Velvet becomes quite strong against several enemies once gets fireball and inferno but without further leveling he will become slow and dead. Always useless against single targets.
Do you feel that your summon are useless at this moment ?
In addition, you get that up to level 30 you can pump summons, but beyond that you can't.
In vanilla it felt like having 8 chars on the board, except that when summoned, the summoner couldn't do anything much (due to the insane mana cost).
So you summoned 2 chars but having 1 useless (the summoner themselves).
In Farandole, your summoner is actually a class that can do things beside summoning, but the summons are less strong, so that they're not as strong as another character.
Do you think the vanilla summoner is too strong?
They're just supports that occasionnaly are there to take some damage and make some.
I played a summoner recently until end game and I don't feel like they're useless at all.
When they die, you just summon them again and that's it.
Please finish your playthrough till the end, maybe you ll change your mind about them becoming useless or not.
I made an update to unlock Lv21 to 30 for summons.
https://pixhost.to/show/117/520369539_-_20241007_213953.jpg
https://pixhost.to/show/117/520369541_-_20241007_214036.jpg
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=343439867
Just to cure wound, bleed, diseases and curses, and maybe a healing spell.
Of course, they will be a less effective support, but will able to cure diseases, curses etc...
You can push them to be your main healer, but then it will affect summon power yes.
It's up to player to find an equilibrium they like.
The main feature here, was to anable team with no Cleric.
It was too strong on vanilla.
At your discretion