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








1. Agreed, this is how I would have wanted it to be. Unfortunately I am not aware of a method of forcing the players' head to face a certain direction separately from the players' inputs, due to API limitations. I wouldn't be surprised if there's a way to do it, but there is no method explicitly provided by the API for the purpose of setting a player's head direction.
2. I think being able to knock away "good" pickups like coins and such would be more annoying than anything. I understand why some people like the idea of the scythe being able to pick up stuff or interact with chests, but I'm comfortable with the ways things are now. Partly because differences between Samael and the Forgotten are good to have, and also because it wouldn't be as simple as just "turning on" this functionality for Samael.
3. As of Repentance, the sprite used for the boss VS screen and the floor transitions are the same sprite. I used to have a different sprite for floor transitions, but to my knowledge I can't do that anymore. Not a huge loss since I like the VS screen sprite, but it is true that it clips into the dream bubbles, unfortunately.
Thanks again! Glad you're enjoying the mod! :)