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
Even without the art revamp the mod is still very good
I had a ton of fun with it
Thanks
I have played the dlcs and other expansion mods and i don't believe this is too difficult
My request would be to not nerf the difficulty by too much
My only complaint from this mod is the art
Any plans for art revamp?
Also, I understand that the time limit is harsh which is why the shivering progresses very slowly if the hero stays in the hamlet for example. You really only have to worry about the progression while your heroes are on a quest.
I'm not sure about adding positives because it's really more meant to be a disease like Rabies then a "Curse" like CC. But I'm open to ideas about small upsides maybe, like how some stages of CC have buffs and debuffs.
again not trying to sound mean or evil. i admire the work put into any mod, but this one needs a lot a lot a lot of work it seems unlikely to get.
if you didn't have fun running through the mountain, it can be uninstalled at any time, which will remove the disease with no issues or casualties.
i was like "ok let me go fight the wendigo first boss" and ended up with 4 units shivering and ONE cure. no blood to prevent them from dying, nothing.
i wanted to be objective and thankful for the work on this mod, but the unfun aspects make the bad art assets even more apparent. unfun area with eyesore enemies and curios? whats even the point?
as one of the comments below said, awesome mod but the disease is terribly unbalanced. the hard enemies are one thing but the disease is just crazy.
the crimson curse at least has benefits, you can build a supply of blood too, but i have absolutely no idea what can stop the shivering, meaning my unit will die unless i somehow get all the way to the boss before he does.
Assert Failed:
(SpriteLibrary::Instance( ).GetSpriteIdName (string_hash(pActivateClass -> m_curioGraphicName.e)) !=nullptr)
LoadTypes in quest_class.cpp line 1343
Couldn't find quest activate curio heatstone_curio. Make sure this exists in the second column of curio_props.csv file
Ok here we go, i also translated some new untranslated strings
now it doesn't show any errors with Eng and Rus xml files
Thank you for the update!
The other plan is to change your 70~72 to 1007~1009, or change them to 2011~2013. According to Redhook's Glossary Retrieve Algorithm, since Redhook has used vanilla glossary numbers on 1001~1006 and 2001~2010, pick your new glossary numbers on 1007~1009 or 2011~2013 will surely to be visible by players even when there aren't any other mods using glossary, and players don't need my "Glossary Compatibility Fix" to see them too.
Please give me feedback if you have decide which new numbers to use.
Here I have two plan about this compatibility change for you:
One is to change your 70~72 to 104~106, as "Scarlet Ruins" already uses 63~97 (and it needs to switch its 61~62 to 98~99 in order to avoid conflict with Redhook vanilla numbers in 1~62) and the hero mod Voivode has already used 101~103. BUT according to Redhook's Glossary Retrieve Algorithm, if player don's install "Scarlet Ruins", your 104~106 will not be able to be seen by player, thus you have to tell players install my "Glossary Compatibility Fix", which might be inconvenient.
Greetings, sorry to disturb you. I have been planning a "Glossary Compatibility Fix" (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3237616160) , and during this process I found that the glossary number used in your mod "The Mountain - Updated Version" are 70~72, but number 70~72 have already been used by another mod "Scarlet Ruins", so here I suggest you change the glossary term number 70~72 to some other numbers, in order to avoid glossary conflict.
(got lots of mods, might be the reason. But it is just weird when it doesnt crash on level 1 dungeon )
By the way, how do you remove shivering?
Summonable boss is the same boss as Wendigo.
Enemy balancing is questionable (boars and bears are pushover)
However, this mod has some very unique gameplay! Vendigo is good and balanced boss, and Shivering+warmstone is altering gameplay significantly due to fact that you're guaranteed to get at least 1 Shivering while doing your quest.
I haven't explored this mod fully, but it is very enjoyable.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2809315419&searchtext=bag