Steam telepítése
belépés
|
nyelv
简体中文 (egyszerűsített kínai)
繁體中文 (hagyományos kínai)
日本語 (japán)
한국어 (koreai)
ไทย (thai)
Български (bolgár)
Čeština (cseh)
Dansk (dán)
Deutsch (német)
English (angol)
Español - España (spanyolországi spanyol)
Español - Latinoamérica (latin-amerikai spanyol)
Ελληνικά (görög)
Français (francia)
Italiano (olasz)
Bahasa Indonesia (indonéz)
Nederlands (holland)
Norsk (norvég)
Polski (lengyel)
Português (portugáliai portugál)
Português - Brasil (brazíliai portugál)
Română (román)
Русский (orosz)
Suomi (finn)
Svenska (svéd)
Türkçe (török)
Tiếng Việt (vietnámi)
Українська (ukrán)
Fordítási probléma jelentése
It does skew the experience. All class mods do this really. There's nothing in these mods to tell NPCs when it's ideal to use certain skills. One I recall is Rupture which is a debuff and NPCs will cast it after they're done their damage.
Some fights will be easier or harder as well.
Specifically I've seen elsewhere that you did a lot of handcrafting of NPCs, including the addition and use of skills. I was just wondering if that was interfered with by adding more skills and statuses into the mix, or if you've adapted Odin's modded skills in the same way to avoid causing issues.
And just generally how different or not the addition of Odin's mods makes Conflux feel.
It's just a character creation bug since both mods have skills set as starting.
I plan to fix it when I update this mod with some additional functions.
Some Odin skills are deactivated for the Conflux version and vise versa. I'm fairly sure all the Scoundrel skills were left alone due to the combo system. It's possible Odin changed something in the main mod and this will need to be updated to reflect the changes.
It may simply be a description bug and the effects work regardless.
Yep.
Most other mods just need to be loaded after Conflux.