Instal Steam
login
|
bahasa
简体中文 (Tionghoa Sederhana)
繁體中文 (Tionghoa Tradisional)
日本語 (Bahasa Jepang)
한국어 (Bahasa Korea)
ไทย (Bahasa Thai)
Български (Bahasa Bulgaria)
Čeština (Bahasa Ceko)
Dansk (Bahasa Denmark)
Deutsch (Bahasa Jerman)
English (Bahasa Inggris)
Español - España (Bahasa Spanyol - Spanyol)
Español - Latinoamérica (Bahasa Spanyol - Amerika Latin)
Ελληνικά (Bahasa Yunani)
Français (Bahasa Prancis)
Italiano (Bahasa Italia)
Magyar (Bahasa Hungaria)
Nederlands (Bahasa Belanda)
Norsk (Bahasa Norwegia)
Polski (Bahasa Polandia)
Português (Portugis - Portugal)
Português-Brasil (Bahasa Portugis-Brasil)
Română (Bahasa Rumania)
Русский (Bahasa Rusia)
Suomi (Bahasa Finlandia)
Svenska (Bahasa Swedia)
Türkçe (Bahasa Turki)
Tiếng Việt (Bahasa Vietnam)
Українська (Bahasa Ukraina)
Laporkan kesalahan penerjemahan
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