Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
So about the bads you mentioned. Chapter 6 wall brush is an unfinished concept I tried to add from sh1 game. The doors behind survivors supposed to get locked once the whole team pass through, eventually deleting the whole 4th floor. (Seemingly)I'll try to finish this by the next update, otherwise I'll scrap it until I finish it properly.
As for finale: the occluders bothered too many people, and I couldn't just ignore it. This finale is already hard as it is without them. I also totally agree on music becoming too repetitive during finale. I'll be sure to do something about it as well. After all, it is that suspense that music creates I made the main focus on, making sure that music changes the way it does in OG.
Yesterday, I completed this campaign on expert duo (no bots) with my friend and we figured this finale desperately needs some throwables, I'll be sure to add a few to balance things out. Once again, thank you for your feedback!