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报告翻译问题








Listing these from memory, so excuse any errors.
Dingovania Keep: One of the pillars is out of place, concequently this was the only one that lit up out of the 6 as i passed by.
Sewer area: Gas from leaking pipes should cause 1hp initial damage and do an adition 4-5 ticks of poison, not an instant KO from 2-4 hits of 12 or so damage. for how many of these there are it is easy to die to them if you make a split second error in timing.
Catacombs:
1.Felt my damge output was too small on the zombie/undead. Ghosts die fast though. maybe pull the ghost hp up a little and the undead hp down a tad?
2. What were the spirit obelisks supposed to do? They had no noticable effect on my character even when i stood still and let them hit me with everything. glitched maybe?
Swamp/ Woods: The respawn on the campfires is nice concept, but the radius should be reduced as not to land the newly spawned character into the toxic water to die again/ lose half their hp .
Mines: Mine level becomes tedious and annoying due to several factors, also there are some pssible fixes.
1. The .5 second near stun ( more like 80% slow) on the spider web shots from the common mobs is abusive. As any mele fighter getting hit by one of these out of the 10 that are flying from overy direction leads to becoming unable to dodge any further web shots.
2. The mini puzzles are fine, but the rapid fireball barage area was a big turn off, causing too many deaths to be worth the effort. Either tone down the damage so the fireballs dont 1-2 shot the champ or put them at regular intervals.
3. Miniboss spider was not agressive and would not chase my champ over a wooden bridge after getting poked with abilities, might have just been glitched but a ranged champ (ranged champs are cheating :P) could kill it for free.
4. Almost dont want to give this secret up, but it is possible to skip nearly the entire mines map if you just realize the bombs do Quadrule didgits of damage, making the seemingly invincible rocks rocks just a minute of bashing away from skiping to the end of the dungeon.
5. Boss room needs a side passage to spawn into, Getting spawncamped by that OP peice of work (nice boss btw) was a bad. At least It was only sitting on top of my spawn for the last 1/4 of its hp.
Had a lot of money with nothing to spend it on, unless i missed some high tier shops. that would help explain feeling weak in certain points of the campaign. But I never payed the exorbitant fees to get a gate opened that can be walked arround to save the money.
There are too many traps that insta kill you. Reserve the high damage projectile spikes for walked on triggers (like the base game) put basic arrows in instead of the huge, metal shurikens of death.
Looking forward to the full and completed version! Thanks for taking the time to look at my comments.
If you want me to look into a certain portion of the game for extensive bug testing where I actually write down things as they occur feel free to ask. My 8 hour work shift has 5-6 hours of broken up downtime to play games :P I would go insane without steam.
We haven't been particularly ontop of things for the mod lately, so we apologize for taking so long to reply. We're starting to pick the pace back up though, and are pushing for weekly updates and whatnot.
We're definitely going to be taking the things you had to say to heart. Everything is definitely overly punishing right now since we haven't balanced anything around lives quite yet.
What you mentioned in #4 is something we're aware of, it has to do with the fact that the entire minecart encounter doesn't work in online multiplayer so we wanted to make sure players who were doing that were able to continue on.
Thanks a ton for playing btw!
The feedback is super important and we're happy to hear your thoughts.
- Jon