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1. We will add auto loot to coins soon for your convenience.
2. We've noticed the clipping issue and this is much more complicated than we think, so we will need more time to get this fixed, but rest asured that improving your game experience is as always our top priority. We will keep you posted on the progress along the way.
3. We encourage users to customize their own weapons, which is why you will be able to equip a shorter blade on top of the long handler. We'd like to keep this option for our players, so everyone will be able to find the best fit for themselves. In terms of Claymore, it need to be built using a longer two-handed handler, so when you get familiarized with the two-handed grip, you will get some nice feedback by wielding it. Also, we might consider using some other mechanics to optimize it in the future.
4. Fireball magic cannot be cast horizontally at the moment. But in our future release, we planned to add gemstones, and by using different gemstones, each spell will have its unique ability for casting.
5. For armor, it is because with the current demo, weapons with armor piecing ability have not been released yet . These will be released in later versions, stay tuned!
6. Shielded enemies are tough in the current version . We will add some heavy weapons with the ability to disarm shielded enemies in the future release. Also, if you are interested in our upcoming release, feel free to join our Discord channel
2. yea i figured it wasnt the easiest think to fix(and probably also obvious to you any way". i just wanted to make a note some of the specific ways it stood out to me to get you more info to work with.
3. i completely agree. the weapon customizing is and AWESOME feature. i hope that stays to. what i was more specifically referring to way the fact that: a knight or arming sword with a long handle is considered "two handed" and must be worn on the back. but a claymore blade with a short handle is considered "one handed" and can be worn at the hip.
this is just kinda weird. gues its the fact that handle length determines the weapons weight, when you would think it would be the blade? idk, maybe as more gets added to the game the vision for the system will take form and ill see it differently.
the one hand/two hand system in general just stuck out to me.
4. that sounds awesome. magic was already a highlight. it was a lot of fun.
5. makes sense. looking forward to it.
6.yea. its just they have no real weakness(other then magic) atm. maybe in addition to heavy weapons, you could add a shield bash that is effective against shielded enemies...kinda like how they do to us hahahaah.
thanks for the reply! and yea, consider me interested, ill be in the discord lol
3. We have considered different body parts for weapon holders, but this is a complicated issue especially when it comes to mace weapons. But rest assured that we will tackle this issue and come up with a better solution
6. For weaknesses of shield enemies, if you look closer, there will be some parts of those enemies not covered with shield, so you can use your weapon to penetrate their arms eaiser. We are still tweaking these mechanics and you will be able to see these updates in the following iterations
Also, welcome to our discord channel ans we would love to continue our discussion there
btw, are you using the same user name as your steam?
I think the enemies have enough HP but they should take more damage when downed, it's cool they can get back up again and makes fighting groups more interesting.
I had no idea I could put weapons on my hip and had no clue how to get potions to work lol. Otherwise it was pretty fun stabbing things in the head repeatedly.
yes! my discord is the same. GrimBonez.(sorry for the long delayed response, forgot to check my mail XD)
im not the most active persons but ill be following along for sure.