安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
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