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
Vegetation Takeover tint patch released
Sorry for making you wait!
Sure. I'll make a compatibility patch. I already see where the incompatibility issue is so it will be easy to patch
I'll be responsible for the section about tints in the said guide
No, it doesn't add an apprentice virago
This mod only changes the monster visuals so things like spawn rates, abilities, and stats are unaffected.
Why's there a tint for an apprentice level virago? That's a compatibility measure in case you're playing with a totally separate mod which adds champion level exclusive monsters, like virago for instance, into apprentice and veteran level dungeons.
There's a mod which adds level 2 and 4 dungeons into the game and I've heard that, for an example, you can encounter the previously unavailable apprentice level unclean giant on lower difficulties. So this mods complements it by giving the said giant a tint
Lengthy explanation but hopefully this helps