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








I hope you can bear with a little bit more of my balance suggestions :)
With Leaf armor this reads:
Leaf
Heal 2 points of injuries when damaged.
Is this actual healing or temporary healing as it works currently in the game? i'm just curious? I think the 2 temp hitpoint's is a better effect as your heroes still need time to heal if they are hurt in combat.
Fire
Knockback attack
Leaf
Immune to true damage
Water
Immunity to flanking
Stone
Immunity to knockback
I was reading shields and was thinking in regards to true damage, flanking and knockback.
During my 3 campaign playthrough's I think I have had heroes knocked back very very rarely. I think an enemy has only landed a flank attack maybe twice? (almost never) and i'm not sure many enemies use true damage (I may be wrong on this).
These options for enchanting shields all seem vastly inferior to enchanting weapons and Armor however.
Is it possible for enchantments to also add additional stats?
Perhaps .4 physical/spell damage to fire,
Leaf adds +1.3 max hero HP,
Water adds .6 warding .3 Speed,
and Stone adding an additional .6 armor 3 block?
I believe the enemy flanking, knockback and true damage immunity effects are cool, but just (from what I have seen) basically rarely occur in the game. To compensate for this a tiny stat boost may be what they need to be viable?
Anyhow thanks for the awesome Mod! Have a great Day!