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Zgłoś problem z tłumaczeniem
I'll do my best to address all of your questions!
1. The attributed mainly factor into the CR of the Hero, and different classes will gain different advantages from these stats based on their core attribute.
2. Heroes gain the same CR benefits from a 2-handed weapon as they do from dual wielding. You can create the classes the way you like, both are equally viable!
3. Items in the game are able to roll any stat so you can freely choose any combination of gear/core attribute for the classes you create.
The only exception to this are the Extras/Back Items. Each Back Item has one of the core attributes guaranteed as their Base Attribute.
Strength for Capes, Constitution for Backpacks, Intelligence for Foci and Dexterity for Quivers.
4. The game natively supports 16:9 or higher aspect ratio resolutions for now.
5. You can further increase you Quest Limit by placing down a notice board. Otherwise the increase comes from defeating bosses as you mentioned.
6. For now each core attribute provides a different passive bonus to your Town, and determines which Stats will be most helpful for the Heroes to increase their CR. We also have more plans to utilize the different core attributes in future updates.
The Training Dummies used by the Heroes depend on which type of weapon they use.
7. As long as a Hero is within the perfectly matched CR-range of a Quest, the outcome of the Quest is determined by the Heroes success chance, not their CR.
You can increase the Heroes success chance by providing them with higher quality gear.
1. So the other 3 core attributes are useless for any given class? Example: a warrior with strength as core attribute will have no benefit from +constitution or +intelligence or +dexterity items?
2. So a hero with 2 weapons and potentially with 9 modifiers (4 from each legendary and default damage from both weapons) can have the same CR with a hero dual-wielding a weapon (5 modifiers)? Are there hidden buffs for 2 handed weapons when calculating CR?
3. I get that, I was asking if there is any way to enforce specific modifiers to an item when you upgrade it. I'm not talking about default modifiers (damage for weapons, health for armors, etc). I'm talking about modifiers derived from item quality. Can I influence the outcome in any way, or is it random?
4. So "go buy a new monitor". :(
5. The +1 from my original post was referring at the notice board.
7. I admit, I did not checked the success outcome, but I believe I can safely assume a hero with minimal CR will have lower chance of success than a hero with a CR matching the maximum CR range of a mission. I guess I'll keep using manual method if there is no other way to do it.
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And other questions:
8. When building, different section from the same set have different prices, but the expensive ones count just like the cheap ones. (Like a full wall and a wall with windows) Why is there a price difference? Are there other factors that I missed?
9. Also, when building, in order to have a functional shop you need a certain number of walls (and implicit pavement tiles) and a door. It seems the game doesn't check if you have a fully enclosed room. So you can basically put the counter on 2 tiles near the road, and place the necessary amount of walls on the far border, and you will still have a functional shop. Is this intended in order to minimize the path hassle or are there plans to fix that?
10. Is there any way to speed up the upgrading process? Like pressing "shift" and make it instant? Staring at a yellow bar and waiting it to fill up is not exactly my idea of fun. Yeah, I know it's only 2 seconds, but when you upgrade a lot of items it becomes tedious (especially when you change item tiers and have to craft a lot)
1. Heroes will still benefit from all stats, they will just gain a greater increase to their CR from their core stat. When they decide to buy a new equipment they take all this into account and decide which item will be a good upgrade for them.
2. There are benefits to using either of the two approaches. It is easier to increase the CR of 2-handed wielders, but 1-handed can be cheaper and therefor easier to deal with in the early game (all of this can differ depending on the, but that is the general rule).
3. The increase of stats on an item when upgrading is not influenced by the player.
5. If you want a further increase to your Daily Quest Limit you can also play on Relaxing difficulty.
7. Like i mentioned in my previous answer, the CR does not have any effect on the success chance of the Hero. It only determines which kind of Quests they are "eligible" for. If they are above or below the CR-Range of a Quest, their success will be impacted, but as long as they are in the "perfectly matched" CR-range, it does not matter if they are on the high or low end of the CR-range.
8. No, there are no different factors, it's purely cosmetic.
9. You can build your shops however you like, there is not advantage or disadvantage how you place your walls.
10. Crafting will be faster if the game-speed is set to "fast".