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Как теперь абузить что-то - не понятно)
Сам сейчас играю за Демонессу и докачался до 22го уровня без потерь. Но играть легче не становится, даже наоборот)
Могу поделиться хотя бы немножко работающими абузами - а именно гоботами с делением и призраками с физ резистом.
Great job! May I modify this mod to be English & Chinese version?
Are you sure you can do it? Well, if you can handle it and leave my credits - good luck.
Moreover I'm making new updates every 2-3 months, so you have to keep it in mind.
Sounds Awesome man, hope you get the time!
https://drive.google.com/file/d/1upzOmobb6FP1CvYPxoOcHLLWDyZugQTg/
compared text & modified loc_ses_eng.kfs and it seems to work
Thanks again for your great work, ChiHoK!
English version is posted, mostly google translated the modified 23-ish files, so quality may not be optimal but as a non-native speaker I can understand the translated text too so should be fine
I've checked it out, seems to be nice work. But I'd also translate Instructions and Version History. Without it might be hard to understand the scale of this project and as an author I need to be mentioned, you know. Like 2 or 3 years spent on this mod already. An easy way is to put "© Molder aka CbIHoK" just next to mod version in main menu.
Might be missing smth cause I can't see new dialogs with Mebius and Hugh.
Hi CbiHok,
I haven't played the mod thoroughly myself... will fix dialog missing errors when encountered during play. Feel free to do anything about it as a starting point... and let me know how I can help later. Yeah the scale of your project is really gigantic!
New dialogs will take place in Portland. I guess something can be done with translation by myself only in some weeks, working hard on 1.4 now.
Thank you for your translation btw. I think it's really possible to make it acceptable now.
Great stuff! Take your time, looking forward to it :)
Fix the issue (some .lng files are in ses.kfs... original game bug lol), and some spell/unit feature mistakes
1. All initiative bonus in skill trees, including 'Onslaught' and 'Foresight', are removed. What's the logic behind that? The Orc is already weak early game, without onslaught's initiative bonus, it feels really uncomfortable... Crit helps nothing in early game, and the Orc is already too strong w/o that additional Crit late game.
2. Almost all summon creatures are AI controlled. What's the logic behind that? I'd rather have less amount of summons in my control than powerful summons but have no control. Also adds great frustration to Orc early game...
3. Reading skill tree's description, I find 'berserker' is changed from 5/10/15% of half kill to 1/3/5% half kill. WHY DO THAT??? That's my favorite skill in the whole Darkside; I really feel you have hatred towards the Orc
4. Money is too scarce... Items and scrolls are too expensive. Imagine the Orc who cannot learn chaotic spell, no dispel, no target(is it removed/not available in Portland anymore?), the only way of heal is Shaman's axe while shaman is nowhere to be found for replenish, have to take Orc tracker for it's 15 initiative, but still no way to surpass bat's 17 initiative and the bat's speed is 7 now...
That's all to complain for now lol. Other than that, the new units and change are incredible!
The main idea of this mod it to increase difficulty as much possible and only second idea is to add content or game mechanics. Personally I hate the abuses from all King's Bounty series, thats why I'm changing/removing some stuff like you mentioned. By the way, thats one more reason to translate the description of the mod.
Balance changes like that were made for making NoLoss game impossible by fact, despite of player's skills. This will make Impossible Difficulty really Impossible as it meant to be in my opinion. There are also some other difficulty levels;)
1. Previously player got +6 initiative from that skills by default. That was too OP and gave him 1st turn everytime. Now you have to find other ways to boost it or take creatures with high parameter.
2. Summon creatures always were an easy way to avoid casualties, block the enemy or everything else. Now you have to think about using summoners from time to time.
3. Berserker skill was too powerful tbh, and now it becomes sometimes useful instead of all the time useful.
4. In version 1.3 skill Diversion might be the answer to stop such speedy units as bat. But this moment will be changed in 1.4 soon. Also, lack of money appears only on 3-4 islands, then gets much better.
There are some videos about this mod with hundreds hours of gameplay. In russian, of course, but still might be useful.
Example: https://www.youtube.com/channel/UCnB8WJ6PXzmtb6kYrPwjOGw
Hi CbIHoK,
Thanks for tolerating my aggressive reply... I forgot 'T' funtion while on ship to travel to other isle, long time no play lol... In that case, your changes seem to be manageable in impossible difficulty, at least for now. As long as my resource > map guardian loss, there will always be a way to continue.