Installera Steam
logga in
|
språk
简体中文 (förenklad kinesiska)
繁體中文 (traditionell kinesiska)
日本語 (japanska)
한국어 (koreanska)
ไทย (thailändska)
Български (bulgariska)
Čeština (tjeckiska)
Dansk (danska)
Deutsch (tyska)
English (engelska)
Español - España (Spanska - Spanien)
Español - Latinoamérica (Spanska - Latinamerika)
Ελληνικά (grekiska)
Français (franska)
Italiano (italienska)
Bahasa Indonesia (indonesiska)
Magyar (ungerska)
Nederlands (nederländska)
Norsk (norska)
Polski (polska)
Português (Portugisiska – Portugal)
Português - Brasil (Portugisiska - Brasilien)
Română (rumänska)
Русский (ryska)
Suomi (finska)
Türkçe (turkiska)
Tiếng Việt (vietnamesiska)
Українська (Ukrainska)
Rapportera problem med översättningen
Light should be castable on allies. On their current weapons? If this is mechanically possible, it's worth doing.
For all (?) striking 'proxy' spells it must be possible to first move the effect and then strike with it. Definitely for Flaming Sphere and Spiritual Weapon. It's very bad that the action ends when you only move the effect.
Did you kill your target? If so you likely killed it before the extra damage was applied so it does not appear in the combat log. The real problem is that Solasta "layers" damage, which forces multiple Concentration checks among other issues, instead of adding-up the individual sources and applying it at once. Layering does make sense for certain damage types that the target may be resistant to but its implementation is flawed.
I can get behind this. Non-concentrations spells shouldn't end when the character that cast them is downed.
This game is a terrible buggy mess >:-(
Agreed.
No it isn't but there are a few issues that over time will be resolved. If you play D20 or FGC/FGU they are both still updating years later...
But thanks for noticing 3 things only...