Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский — Испания)
Español - Latinoamérica (испанский — Латинская Америка)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский — Португалия)
Português-Brasil (португальский — Бразилия)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
My question is if Grim Dawn's Mod capabilities are greater than TL2?
In other words did you encounter any limitations while trying to implement ideas in "TL2 Guts?"
Also I have been studing Grim Dawn's "Titan Quest style" so I am somewhat familiar with some of the many differences in skill leveling, dependency on gear-skills and the constellation systems compared to TL2...
I was also wondering if Grim Dawn has a vanilla charge bar system like TL2 since I've only seen the Health and Energy bars in my research.
I'm a big fan of "Attack Gorilla's Dungeon Challenge" but it crashes due to summoning entities that are buggy... I'm thinking of making a 3 floor Mapworks arena that only summons foes that were meant to be fought and making the spawns unlimited and grow in level as a kind of alternative to TL2's vanilla new game plus dungeon "Tarroch's Tomb".
Ultimately I am happily invested into TL2 for the long-term and will take as long as I need to figure out how to mod it and what to create with it.
This info will help me plan ahead for my future works. -^_^-