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to cheese bezerk mode click ESC and go into your menu real quick then click out. this will get rid of the annoying overlay that accompanies bezerk mode and now you can use any weapon, Hope this helps.
MadG is Polish, not Russian.
In any case there are a fair number of armors with very high defense that will soak damage by most hand held weapons. For the original, it would need you to use a firearm or something similar to get past the initial soak from the high armor.
I'll re-do the armor rating, weight, and cost in my remake but all that takes time, as there are 2950 or so items to sort, re-do stats on, and reset costs. It looks to me the money is inflated by 10 over "old" money, which is fine, but I need the weights and armor rating to be more tightly consistent so this will add a few weeks to my remake.
Most of the code also needs replacing, but some of it has value, maybe 1/3rd of the lines by volume. I am knee deep in the items right now and it is very slow going for me.
as for your other statement, the values of armors, weapons, spells, etc. are randomly generated every time you start the game. its part of why it takes so damn long to load it. which does indeed sometimes result in certain pieces of armor having insanely high (presumably an overflow glitch and not something intentional) armor values, or certain units insane stats. i had 1 run where 1 of the basic units had over 2000 strength, meaning that they just 1 shotted everything. i would frequently get basic units that are set to some 500+ speed. and since its the unit type, it applies to *every* itteration of that unit in the game.
module_mission_templates critical_damage_system
#athletics lowering damage
(try_begin),
(store_skill_level, ":com_sped_defen",skl_athletics,":troop"), #1.99
(val_sub, ":damage", ":com_sped_defen"),
(lt, ":damage", 0),
(assign, ":damage", 0),
(try_end),
(set_trigger_result, ":damage"),
The original source here said "combat speed as vanguard" but my quote above is a clearer comment.
As for values overflowing from one stat to the next, all skills and stats are bit shifted so that any value higher than 63 goes to the NEXT stat, and this cascade is important when some of the stats were set at 100-500 such as agi. My remake cleans some of that but as it is only a few hours old I can't say it is already cleaner than the original; there is too much to revise still. I will make a separate Steam Workshop as "Paradigm Chronomancer", but since you have kind of a hostile tone I recommend you wait a month for it to clean further.
There ARE plenty of things I want to change but it does not help to pour gasoline over a fire when it comes to getting help on something. The source code needed heavy reformatting and some of the way things were done needs to evolve. I have had only 5 months so far and the Workshop we are commenting on had 4 years (2018, 2019, 2020, 2021) so give me time, or roll up your sleeves and do better, either/or.
some items are defined as having some value swing damage | 0 thrust damage
The Warband AI will continue to try to thrust even if you are certain to do 0 damage since the weapon has a definition for thrust as a valid attack.
It would be safer to just not define a thrust attack, period, for that weapon.
I don't have time to review all 3000 items, just noticed this for one item and realized it is a latent issue overall.