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The mod has been updated. The crash of the game and some bugs have been fixed, as well as the maps *catacombs*, *mountain lands* and *erebor* have been completed. If there are no problems with logging in after the update, please put your finger on top.
Есть два способа 1 В ветке алхимия на 6 уровне конверт автоматически открывается, но вам нужно будет потратить много монет и продвинуться по миру чтобы получить зелья без их крафта. 2 поменять дату и вызвать событие *Новый год* во время которого вам могут его прислать, но некоторые монстры станут сильнее.
Я пишу через переводчик, так что надеюсь, что всё понятно.!
Склад можно легко застроить за счёт начальных блоков и железной кирки во всех случаев у вас хватит скорости добыть их.
Здравствуйте на какой карте его нет?
The goblin camp can be left untouched or broken down gradually, it can also be flooded. Golems are vulnerable in close combat and can easily be trapped in a pit or create a 2-block-high bump (however, when there are a lot of them, they are really very dangerous). What do you mean by *cheating*?
Are the 40+goblins from the monster wave or the goblin camp?
Стоимость книги для прокачки технологий уменьшилась с 4 до 1 конвертов.
*Дерево технологий* в картах
штурма открыто на 15% (8 веток), в выживании на 10% (4 ветки).
Уровень, с которого начинают приходить волны монстров, увеличен, в картах
штурма с 1 до 3-5 го, в выживании с 1 до 4-5.
Начальное количество монстров на карте и в волне снизилось +/- вдвое.
Двойной коэффициент урона и здоровья существ был снижен до базового.
Индивидуальные настройки монстров были уменьшены. Сильные нападающие монстры теперь приходят значительно позже.
The cost of a technology upgrade book has decreased from 4 to 1 envelopes.
*The technology tree* in
assault maps is open by 15% (8 branches), in survival by 10% (4 branches).
The level from which waves of monsters begin to arrive has been increased, in
assault maps from 1 to 3-5, in survival from 1 to 4-5.
The initial number of monsters on the map and in the wave has decreased by +/- half.
The double damage and health coefficient of the creatures has been reduced to basic.
The individual settings of the monsters have been reduced. Strong attacking monsters now come much later.
Возможно конфликт с другим модом.
The mod has new heavy-duty walls that allow you to restrain elite monsters, as well as firecrackers that can detonate the entire wave from these walls if you only have enough gunpowder. The technology branch has generally become longer, but more saturated and provides more opportunities for the use of initial weapons. Later, it is divided into two paths: 1 to magic, 2 to shooting, and both paths are effective in their own way, depending on the situation, but it takes a long time to pump them at the same time, so we recommend choosing 1 of the 2 paths. More loot and coins began to fall from the monsters, which also help in survival. I'll work on reducing the physical strength of some monsters.
Данный мод проходим, в комнаты можно заходить осторожно и необязательно в начале игры, от волн монстров можно укрыться в укреплениях у глав склада, на картах где укреплений нет, они приходят долго и есть возможность сделать рвы и тд как я писал в *Подсказках* мод *рассчитан на опытных игроков*, можно так же снизить сложность или поставить пару облегчающих модов. Жаль что вы дизлайкнули.
A new mod update has been released. Fixed: bugs in the technology branch with the workbench, bugs with waves of monsters in the online game, and other technical problems. The mod has been adapted to the new dlc. Thanks to everyone who appreciated the work. Happy New Year, friends, and have a nice holiday!
<recipe name="workbench" produce="workbench" group="1" ingredients="wood-4,iron-5,wood-6,table_wooden-8" craft_need="" pak="" />
<recipe name="workbench_alt" produce="workbench" group="1" ingredients="wood-4,iron-5,wood-6,table_china-8" craft_need="" pak="" />
The second line override the first.
I just changed the attribute in the second line to a different value, and the problem was resolved:
<recipe name="workbench_alt" produce="workbench_alt" group="1" ingredients="wood-4,iron-5,wood-6,table_china-8" craft_need="" pak="" />
This may be due to a conflict with another mod that also makes changes to the technology branch, I recommend using 1 mod that changes the technology branch, I will try to fix it as soon as possible.
does it work on 1.11?
Yes