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









https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?edit=true&id=3587460328
They aren't superior to dedicated melee units and dedicated ranged units will still outperform them, however, you will find them far easier to set up general pike and shot formations as you don't really have to worry about changing units, you can run a fill axelock formation and it will run the fade of a majority of what you face as long as you actually upgrade your units, the T1 units are still meant to be lackluster by design and while I have improved them a bit in comparison to the base mod I don't want to stray too far from what doktober wanted them to be.
Now, I've not re-balanced the entire mod in a bit so if Radious has done another balance pass recently then stuff may not line up properly, I can check in on that once I get time to actually do a update.
So slight buffs across the board as all units when compared vanilla.