Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
It is, and I've thought about doing it with one issue stopping me: If something was to break, I would need to update both versions, I already have trouble keeping up my schedule and doing projects and my fear is that if I make two things, keeping track of when updates arrive to patch won't happen or won't be consistent due to my own fault.
I probably am overthinking it tho, and the one-in-all pack might happen at some point in the near future.
The jobs, the suit, the weapons, etc.
They are, yes. While the talents work for any piece of equipmet you use, the warden still modifies and uses the other mods, I do not have any current plans of making a standalone.
I know it might be slightly frustrating that the job requires other mods, but in truth this was the intention since the beginning, that is to say, even if the other mods weren't made the warden would've come with tools of its own. Think of it the other way, the warden is the 'main' mod, and the others are in case you don't want the job but want the tools or gear.