Low Magic Age

Low Magic Age

Ver estatísticas:
24 abr. 2021 às 19:27
v0.91.40 Patch Notes
< >
A mostrar 91-105 de 112 comentários
xyloth01 25 mai. 2021 às 5:50 
Hi,
You devs did some modification to combat system, and You did excellent work, but as I see, there are some flaws in it.


1.
At DnD SRD 3.5 if you get more than one attack per round because you fight with two weapons or a double weapon, or for some special reason (such as Haste) you must use a full-round action to get your additional attack(s).

At Low Magic Age if you get more than one attack per round because you fight with two weapons or a double weapon, or for some special reason (such as Haste) you use just a standard action to get your additional attack(s).

2.
At DnD SRD 3.5, when you use Power Attack, if you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, You add twice the number subtracted from your attack rolls (redundand part).
You can not add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.

_
Due to these modifications, Two-weapon fighting now is always more effective than the two-handed fighting or the one-handed weapon + shield combination.

Two weapon fighting is more valuable if you have some special bonus damage to the weapon, like enchantment(s).

The need of the improved numbers of the monk's "unarmedstrike" is clear and necessary as a standard attack, and Flurry of Blows is already a full action, but Two-weapon fighting is (still) a standard action.


Would You consider changing the standard action requirement of two-weapon attacks to full-round action, and the correction of the weapons damage multiplier?
Or You have some hidden reason (not implemented yet, but coming in the upcoming updates)?



Keep up the great work!
Última alteração por xyloth01; 25 mai. 2021 às 5:58
Obama Bin Laden 25 mai. 2021 às 20:50 
Can we have an idea on what to expect for the next update?
nelagend 26 mai. 2021 às 11:37 
As I encounter more minions this patch and more trivial encounters as I level up, encounters often *feel* slow and annoying even though they work "correctly" for d20. When multiple monsters take consecutive turns, if the monster turns all animate simultaneously, large monster groups would feel more epic and less irritating. The time between my turns annoys me.
Low Magic Studios  [developer] 26 mai. 2021 às 19:01 
Originalmente postado por xyloth01:
Hi,
You devs did some modification to combat system, and You did excellent work, but as I see, there are some flaws in it.


1.
At DnD SRD 3.5 if you get more than one attack per round because you fight with two weapons or a double weapon, or for some special reason (such as Haste) you must use a full-round action to get your additional attack(s).

At Low Magic Age if you get more than one attack per round because you fight with two weapons or a double weapon, or for some special reason (such as Haste) you use just a standard action to get your additional attack(s).

2.
At DnD SRD 3.5, when you use Power Attack, if you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, You add twice the number subtracted from your attack rolls (redundand part).
You can not add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.

_
Due to these modifications, Two-weapon fighting now is always more effective than the two-handed fighting or the one-handed weapon + shield combination.

Two weapon fighting is more valuable if you have some special bonus damage to the weapon, like enchantment(s).

The need of the improved numbers of the monk's "unarmedstrike" is clear and necessary as a standard attack, and Flurry of Blows is already a full action, but Two-weapon fighting is (still) a standard action.


Would You consider changing the standard action requirement of two-weapon attacks to full-round action, and the correction of the weapons damage multiplier?
Or You have some hidden reason (not implemented yet, but coming in the upcoming updates)?


Keep up the great work!

Thanks again for your suggestions!

In the early stages of development, we thought TW fighting is weaker in 3.5, so we give it more extra attacks in LMA.

Now with rich enchantments, TW fighting is indeed a bit too strong.

Later we will change it back to 3.5 rules at the right time, including the issue of Power Attack.

Other content will also be gradually changed to 3.5 rules, except for those that had to be adjusted.
Low Magic Studios  [developer] 26 mai. 2021 às 19:19 
Originalmente postado por obama:
Can we have an idea on what to expect for the next update?

Add complete and detailed list and description of skills (all of dnd 3.5), although most are not actually used in game. But it's necessary for the complete racial traits of existing races.

And complete all sub-races of the core races.
Low Magic Studios  [developer] 26 mai. 2021 às 19:21 
Originalmente postado por nelagend:
As I encounter more minions this patch and more trivial encounters as I level up, encounters often *feel* slow and annoying even though they work "correctly" for d20. When multiple monsters take consecutive turns, if the monster turns all animate simultaneously, large monster groups would feel more epic and less irritating. The time between my turns annoys me.

Thanks for your feedback. We'll try to fix this issue.
xyloth01 27 mai. 2021 às 4:56 
Originalmente postado por Low Magic Studios:

Add complete and detailed list and description of skills (all of dnd 3.5), although most are not actually used in game. But it's necessary for the complete racial traits of existing races.

You may aggregate/combine DnD skills to LMA Skills to avoid unnecessary work.
for example:

DnD/SRD skill
KEY ABILITY and aggregated LMA Skill
Untrained
Armor check penalty applies to checks.
Skill Synergy
Appraise
INT Appraise
yes
no
Balance
DEX Acrobatics
yes
yes
5 or more ranks in Athletics gives a +2 bonus on Acrobatics checks
Tumble
DEX Acrobatics
Jump
STR Athletics
yes
yes
5 or more ranks in Acrobatics gives a +2 bonus on Athletics checks
Climb
STR Athletics
Swim
STR Athletics
Ride
DEX Ride
yes
no
5 or more ranks in Handle Animal gives a +2 bonus on Ride checks
5 or more ranks in Acrobatics gives a +2 bonus on Ride checks
Disguise
CHA Deception
yes
no
5 or more ranks in Insight gives a +2 bonus on Deception checks
Forgery
CHA Deception
Search
INT Investigation
yes
no
5 or more ranks in Perception gives a +2 bonus on Investigation checks
Gather Information
INT Investigation
Listen
WIS Perception
yes
no
5 or more ranks in Investigation gives a +2 bonus on Perception checks
Spot
WIS Perception
Sense Motive
WIS Insight
yes
no
5 or more ranks in Persuasion gives a +2 bonus on Insight checks
Decipher Script
WIS Insight
5 or more ranks in Investigation gives a +2 bonus on Insight checks
Diplomacy
CHA Persuasion
yes
no
5 or more ranks in Insight gives a +2 bonus on Persuasion checks
Bluff
CHA Persuasion
Intimidate
CHA Intimidate
yes
no
5 or more ranks in Persuasion gives a +2 bonus on Intimidate checks
Perform
CHA Perform
yes
no
Hide
DEX Stealth
yes
yes
Move Silently
DEX Stealth
Sleight Of Hand
DEX Sleight of Hand
yes
yes
Use Rope
DEX Sleight of Hand
Escape Artist
DEX Sleight of Hand
Open Lock
DEX Open Lock
no
no
Disable Device
INT Disable Device
no
no
Spellcraft
eliminate this one, or merge Craft/Knowledge (arcana)
Use Magic Device
eliminate this one, or merge Craft/Knowledge (arcana)
Profession
WIS Profession mining etc
no
no
Knowledge
INT Knoeledge
no
no
Craft
INT Craft magic equipment etc
no
no
5 or more ranks in Knowlwdge(arcana) gives a +2 bonus on Craft Magic equipment checks
5 or more ranks in Knowlwdge(arcana/religion) gives a +2 bonus on Craft Wondrous itemt checks
Handle Animal
CHA Handle Animal
no
no
5 or more ranks in Knowlwdge(nature) gives a +2 bonus on Handle Animal checks
Survival
WIS Survival
yes
no
5 or more ranks in Knowlwdge(nature) gives a +2 bonus on Survival checks
Heal
WIS Heal
yes
no
5 or more ranks in Profession(herbalism) gives a +2 bonus on Heal
Concentration
CON Concentration
yes
no
Speak Language
INT Speak Language / passive
no
no


And some out of combat use may would be welcome:
Appraise +  Insight  may affect to buying price.
Appraise + Persuasion may affect to selling price.
Survival may grant some food supplies.
Etc...



Keep up the great work!
Última alteração por xyloth01; 27 mai. 2021 às 5:48
Low Magic Studios  [developer] 27 mai. 2021 às 6:10 
Originalmente postado por xyloth01:
Originalmente postado por Low Magic Studios:

Add complete and detailed list and description of skills (all of dnd 3.5), although most are not actually used in game. But it's necessary for the complete racial traits of existing races.

You may aggregate/combine DnD skills to LMA Skills to avoid unnecessary work.
for example:

DnD/SRD skill
KEY ABILITY and aggregated LMA Skill
Untrained
Armor check penalty applies to checks.
Skill Synergy
Appraise
INT Appraise
yes
no
Balance
DEX Acrobatics
yes
yes
5 or more ranks in Athletics gives a +2 bonus on Acrobatics checks
Tumble
DEX Acrobatics
Jump
STR Athletics
yes
yes
5 or more ranks in Acrobatics gives a +2 bonus on Athletics checks
Climb
STR Athletics
Swim
STR Athletics
Ride
DEX Ride
yes
no
5 or more ranks in Handle Animal gives a +2 bonus on Ride checks
5 or more ranks in Acrobatics gives a +2 bonus on Ride checks
Disguise
CHA Deception
yes
no
5 or more ranks in Insight gives a +2 bonus on Deception checks
Forgery
CHA Deception
Search
INT Investigation
yes
no
5 or more ranks in Perception gives a +2 bonus on Investigation checks
Gather Information
INT Investigation
Listen
WIS Perception
yes
no
5 or more ranks in Investigation gives a +2 bonus on Perception checks
Spot
WIS Perception
Sense Motive
WIS Insight
yes
no
5 or more ranks in Persuasion gives a +2 bonus on Insight checks
Decipher Script
WIS Insight
5 or more ranks in Investigation gives a +2 bonus on Insight checks
Diplomacy
CHA Persuasion
yes
no
5 or more ranks in Insight gives a +2 bonus on Persuasion checks
Bluff
CHA Persuasion
Intimidate
CHA Intimidate
yes
no
5 or more ranks in Persuasion gives a +2 bonus on Intimidate checks
Perform
CHA Perform
yes
no
Hide
DEX Stealth
yes
yes
Move Silently
DEX Stealth
Sleight Of Hand
DEX Sleight of Hand
yes
yes
Use Rope
DEX Sleight of Hand
Escape Artist
DEX Sleight of Hand
Open Lock
DEX Open Lock
no
no
Disable Device
INT Disable Device
no
no
Spellcraft
eliminate this one, or merge Craft/Knowledge (arcana)
Use Magic Device
eliminate this one, or merge Craft/Knowledge (arcana)
Profession
WIS Profession mining etc
no
no
Knowledge
INT Knoeledge
no
no
Craft
INT Craft magic equipment etc
no
no
5 or more ranks in Knowlwdge(arcana) gives a +2 bonus on Craft Magic equipment checks
5 or more ranks in Knowlwdge(arcana/religion) gives a +2 bonus on Craft Wondrous itemt checks
Handle Animal
CHA Handle Animal
no
no
5 or more ranks in Knowlwdge(nature) gives a +2 bonus on Handle Animal checks
Survival
WIS Survival
yes
no
5 or more ranks in Knowlwdge(nature) gives a +2 bonus on Survival checks
Heal
WIS Heal
yes
no
5 or more ranks in Profession(herbalism) gives a +2 bonus on Heal
Concentration
CON Concentration
yes
no
Speak Language
INT Speak Language / passive
no
no


And some out of combat use may would be welcome:
Appraise +  Insight  may affect to buying price.
Appraise + Persuasion may affect to selling price.
Survival may grant some food supplies.
Etc...

Keep up the great work!

Thanks again for the neat table and ideas. We may consider to use some of these ideas as HRs.
xyloth01 27 mai. 2021 às 23:41 
Originalmente postado por Low Magic Studios:
And complete all sub-races of the core races.


I think You are fed up with me, but if You have some time may add some feats as well during the racial update(s)


Cautious Fighter
[Racial]

You care more about survival than victory.

Prerequisite
Halfling.

Benefit
When fighting defensively or using total defense, your dodge bonus to AC increases by 2.


Two-Handed Weapon Specialization
[General/Racial]

You know how to focus the maximum amount of power into a blow from a two-handed weapon.

Prerequisite
at least +2 racial bonus on strenght, character level 12, two-handed weapon focus, strength 19

Benefit
When you wield a two-handed weapon in two hands (including one-handed weapons wielded in two hands) your damage modifier increases from 1.5 × your Strength modifier to 2 × your Strength modifier.


Menacing Demeanor
[Racial]

You can tap into your savage heritage to improve your intimidation techniques.

Prerequisite
Orc blood or orc subtype

Benefit
You gain a +4 bonus on Intimidate checks


Daylight Adaptation
[General/Racial]

You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you.

Prerequisite
Light blindness or light sensitivity,

Benefit
Unlike other members of your kind, you are not blinded or dazzled by exposure to bright light or sunlight. However, light spells or effects that affect all creatures, such as a sunbeam or sunburst, still affect you normally.


Diverse Background
[General/Racial]

You have a wide and diverse background, giving you a greater understanding of different occupations.

Prerequisite
1st level only, Half-human(half-orc, half-elf, etc...)

Benefit
Choose one class. That class is also a favored class for you.

Special
Unlike most feats, this feat must be taken at 1st level, during character creation.


Battle Hardened
[Racial]

Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.

Prerequisite
character level 4, Dwarf

Benefit
You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.


Improved Weapon Familiarity
[General/Racial]

You are familiar with all exotic weapons common to your people.

Prerequisite
non-human

Benefit
You can treat all the exotic weapons associated with your race as martial weapons rather than as exotic weapons. A weapon is treated as being associated with a race if the race's name appears as part of the weapon's name, such as the gnome Battlepick, elven Courtbalde, Orc Double Axe and Orc Shotput or the dwarven warpick.

Normal
Without this feat, you must select the Exotic Weapon Proficiency feat (or have the appropriate weapon familiarity as a racial trait) to eliminate the nonproficiency penalty you take when wielding an exotic weapon associated with your race.


Kobold Foe Strike
[Racial]

You are more effective in combat against your racial enemies.

Prerequisite
Kobold

Benefit
When you hit a dwarf, elf, fey, or gnome with a melee attack, you deal an extra 1d6 points of damage if you flank the creature, or if it is flat-footed. Creatures immune to extra damage from critical hits or sneak attacks are not subject to this extra damage. Any creature with concealment is immune to this extra damage.


Dragonwrought
[Racial]

You were born a dragonwrought kobold, proof of your race's innate connection to dragons.

Prerequisite
1st level only, Kobold

Benefit
You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype (you are technically a "dragon"). You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage, in addition you gain the skill indicated on the table as a class skill.

Draconic Heritage
Dragon Kind
Energy Type
Skill
Black
Acid
Hide
Blue
Electricity
Listen
Green
Acid
Move Silently
Red
Fire
Intimidate
White
Cold
Balance
Brass
Fire
Gather Information
Bronze
Electricity
Survival
Copper
Acid
Hide
Gold
Fire
Heal
Silver
Cold
Disguise

Special
Unlike most feats, this feat must be taken at 1st level, during character creation.




Keep up the great work!
Última alteração por xyloth01; 28 mai. 2021 às 5:29
Milarus 28 mai. 2021 às 6:59 
Originalmente postado por xyloth01:
Originalmente postado por Low Magic Studios:
And complete all sub-races of the core races.


I think You are fed up with me, but if You have some time may add some feats as well during the racial update(s)


Cautious Fighter
[Racial]

You care more about survival than victory.

Prerequisite
Halfling.

Benefit
When fighting defensively or using total defense, your dodge bonus to AC increases by 2.


Two-Handed Weapon Specialization
[General/Racial]

You know how to focus the maximum amount of power into a blow from a two-handed weapon.

Prerequisite
at least +2 racial bonus on strenght, character level 12, two-handed weapon focus, strength 19

Benefit
When you wield a two-handed weapon in two hands (including one-handed weapons wielded in two hands) your damage modifier increases from 1.5 × your Strength modifier to 2 × your Strength modifier.


Menacing Demeanor
[Racial]

You can tap into your savage heritage to improve your intimidation techniques.

Prerequisite
Orc blood or orc subtype

Benefit
You gain a +4 bonus on Intimidate checks


Daylight Adaptation
[General/Racial]

You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you.

Prerequisite
Light blindness or light sensitivity,

Benefit
Unlike other members of your kind, you are not blinded or dazzled by exposure to bright light or sunlight. However, light spells or effects that affect all creatures, such as a sunbeam or sunburst, still affect you normally.


Diverse Background
[General/Racial]

You have a wide and diverse background, giving you a greater understanding of different occupations.

Prerequisite
1st level only, Half-human(half-orc, half-elf, etc...)

Benefit
Choose one class. That class is also a favored class for you.

Special
Unlike most feats, this feat must be taken at 1st level, during character creation.


Battle Hardened
[Racial]

Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.

Prerequisite
character level 4, Dwarf

Benefit
You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.


Improved Weapon Familiarity
[General/Racial]

You are familiar with all exotic weapons common to your people.

Prerequisite
non-human

Benefit
You can treat all the exotic weapons associated with your race as martial weapons rather than as exotic weapons. A weapon is treated as being associated with a race if the race's name appears as part of the weapon's name, such as the gnome Battlepick, elven Courtbalde, Orc Double Axe and Orc Shotput or the dwarven warpick.

Normal
Without this feat, you must select the Exotic Weapon Proficiency feat (or have the appropriate weapon familiarity as a racial trait) to eliminate the nonproficiency penalty you take when wielding an exotic weapon associated with your race.


Kobold Foe Strike
[Racial]

You are more effective in combat against your racial enemies.

Prerequisite
Kobold

Benefit
When you hit a dwarf, elf, fey, or gnome with a melee attack, you deal an extra 1d6 points of damage if you flank the creature, or if it is flat-footed. Creatures immune to extra damage from critical hits or sneak attacks are not subject to this extra damage. Any creature with concealment is immune to this extra damage.


Dragonwrought
[Racial]

You were born a dragonwrought kobold, proof of your race's innate connection to dragons.

Prerequisite
1st level only, Kobold

Benefit
You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype (you are technically a "dragon"). You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage, in addition you gain the skill indicated on the table as a class skill.

Draconic Heritage
Dragon Kind
Energy Type
Skill
Black
Acid
Hide
Blue
Electricity
Listen
Green
Acid
Move Silently
Red
Fire
Intimidate
White
Cold
Balance
Brass
Fire
Gather Information
Bronze
Electricity
Survival
Copper
Acid
Hide
Gold
Fire
Heal
Silver
Cold
Disguise

Special
Unlike most feats, this feat must be taken at 1st level, during character creation.




Keep up the great work!
I really like these ideas added to this game, especially the kobold stuff. Making me more apt to make a kobold! Please make it happen!
Low Magic Studios  [developer] 28 mai. 2021 às 19:10 
Originalmente postado por xyloth01:
Originalmente postado por Low Magic Studios:
And complete all sub-races of the core races.


I think You are fed up with me, but if You have some time may add some feats as well during the racial update(s)


Cautious Fighter
[Racial]

You care more about survival than victory.

Prerequisite
Halfling.

Benefit
When fighting defensively or using total defense, your dodge bonus to AC increases by 2.


Two-Handed Weapon Specialization
[General/Racial]

You know how to focus the maximum amount of power into a blow from a two-handed weapon.

Prerequisite
at least +2 racial bonus on strenght, character level 12, two-handed weapon focus, strength 19

Benefit
When you wield a two-handed weapon in two hands (including one-handed weapons wielded in two hands) your damage modifier increases from 1.5 × your Strength modifier to 2 × your Strength modifier.


Menacing Demeanor
[Racial]

You can tap into your savage heritage to improve your intimidation techniques.

Prerequisite
Orc blood or orc subtype

Benefit
You gain a +4 bonus on Intimidate checks


Daylight Adaptation
[General/Racial]

You have grown accustomed to living in the surface world, such that bright light no longer blinds or dazzles you.

Prerequisite
Light blindness or light sensitivity,

Benefit
Unlike other members of your kind, you are not blinded or dazzled by exposure to bright light or sunlight. However, light spells or effects that affect all creatures, such as a sunbeam or sunburst, still affect you normally.


Diverse Background
[General/Racial]

You have a wide and diverse background, giving you a greater understanding of different occupations.

Prerequisite
1st level only, Half-human(half-orc, half-elf, etc...)

Benefit
Choose one class. That class is also a favored class for you.

Special
Unlike most feats, this feat must be taken at 1st level, during character creation.


Battle Hardened
[Racial]

Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.

Prerequisite
character level 4, Dwarf

Benefit
You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.


Improved Weapon Familiarity
[General/Racial]

You are familiar with all exotic weapons common to your people.

Prerequisite
non-human

Benefit
You can treat all the exotic weapons associated with your race as martial weapons rather than as exotic weapons. A weapon is treated as being associated with a race if the race's name appears as part of the weapon's name, such as the gnome Battlepick, elven Courtbalde, Orc Double Axe and Orc Shotput or the dwarven warpick.

Normal
Without this feat, you must select the Exotic Weapon Proficiency feat (or have the appropriate weapon familiarity as a racial trait) to eliminate the nonproficiency penalty you take when wielding an exotic weapon associated with your race.


Kobold Foe Strike
[Racial]

You are more effective in combat against your racial enemies.

Prerequisite
Kobold

Benefit
When you hit a dwarf, elf, fey, or gnome with a melee attack, you deal an extra 1d6 points of damage if you flank the creature, or if it is flat-footed. Creatures immune to extra damage from critical hits or sneak attacks are not subject to this extra damage. Any creature with concealment is immune to this extra damage.


Dragonwrought
[Racial]

You were born a dragonwrought kobold, proof of your race's innate connection to dragons.

Prerequisite
1st level only, Kobold

Benefit
You are a dragon wrought kobold. Your type is dragon rather than humanoid, and you lose the dragonblood subtype (you are technically a "dragon"). You retain all your other subtypes and your kobold racial traits. Your scales become tinted with a color that matches that of your draconic heritage. As a dragon, you are immune to magic sleep and paralysis effects. You have darkvision out to 60 feet and low-light vision. You gain a +2 racial bonus on the skill indicated for your draconic heritage, in addition you gain the skill indicated on the table as a class skill.

Draconic Heritage
Dragon Kind
Energy Type
Skill
Black
Acid
Hide
Blue
Electricity
Listen
Green
Acid
Move Silently
Red
Fire
Intimidate
White
Cold
Balance
Brass
Fire
Gather Information
Bronze
Electricity
Survival
Copper
Acid
Hide
Gold
Fire
Heal
Silver
Cold
Disguise

Special
Unlike most feats, this feat must be taken at 1st level, during character creation.



Keep up the great work!

Originalmente postado por Milarus:
I really like these ideas added to this game, especially the kobold stuff. Making me more apt to make a kobold! Please make it happen!

> I think You are fed up with me,

Not at all ;) Suggestions and ideas are always welcome.

In the current dev stage we're trying to stick to dnd SRD 3.5. Other non-srd contents will be considered in future dev.
Krankus Wrexus 28 mai. 2021 às 20:33 
Have followers entered into the current plans having npc followers should not be to hard to add
NIHILIST 29 mai. 2021 às 22:36 
有没有计划把封面的龙做出来?
Low Magic Studios  [developer] 30 mai. 2021 às 2:03 
Originalmente postado por NIHILIST:
有没有计划把封面的龙做出来?

大体型和超巨型等机制很早以前就有计划了,但一直没找到整块开发时间搞定。等这些机制做好后就能添加真龙等怪物了。
Book of Dead Giants 4 jun. 2021 às 0:30 
Cool!
< >
A mostrar 91-105 de 112 comentários
Por página: 1530 50