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报告翻译问题
Certain Alchemy talents increase part drops.
Upgrading the building in your graveyard that drops parts.
Not letting enemies escape, or using the ghoul's wrath ability, as you'll get less parts.
The Headsman can be specced to provide an extra random part if he kills with his wrath attack.
There's at least 1 consumable and 1 artifact that increase part drops as well.
I'm not sure if it's a feature, but it's quite possible that golems drop armor etc and not bones - so theoretically, you'd want to favor human enemies when given the choice.
Hope some of those helped.
Per accident, because I tested a lot with different minions, I started the campaign quite often and fought a few groups and it looks like you getting more bones at the beginning?
I played the game just on easy in EA once, until I reached the final boss in that stage of EA and this was lvl 3 boss.
So probably this could be a "trick"?!
I was surprised that the golem was unlocked then... But was not my intension to do so... I not observed the progress!
Worth a try I would say...
The first answer probably summarise it, there's a collection of small choices that can lead to have more or less parts drops and among them a chance of bones. So if you don't bother and just find yourself a play style it can be rather slow or faster to unlock the Golem.
It took so long and I don't even like it for now, lol. I prefer much more the Zombi or the Dark Knight for the role. But I have to see what is its special equipment item.
For locked difficulty levels, I'm quite surprised not have seen serious complain on that, or the game failed attract players of tactical games, or have open the file registering unlock is enough for majority. If the game had force me go through GMP I would have been bored and stop play. I suffer in GAW by lacking of good enough memorization and lacking of deep enough game knowledge, but at least it's fun unlike what woud gave been a GMP play after a Cake play.
I can't count the number of Roguelite with artificial replay duration extend through unlock, no way this game uses this (abusive) approach. Some players like such artificial extend, but some other like me dislike it deeply.
Devs don't want to overwhelm new players with too much information. Also I believe it is a good idea to lock too powerful units like widow, unfrozen, golem, dampire.
Minions unlock are for most relatively natural, and will unlock through a first play for most relatively naturally including some by pushing player to investigate some mechanisms better. But for me there's still many unlocks that are weird or need some polishing:
- Difficulties lock is very bad design idea, one run is very long for just unlocking other difficulties. Even force tutorial through that way is a bad idea.
- Head Hunter: Bad unlock design because of a wrong position, too long to unlock for its 9th position.
- Vampire: There's really missing a tips evoking Iratus spells, otherwise looks fine.
- Blood Phantasm: Too long to unlock.
- Shade: Too fast to unlock for its position, but otherwise ok.
- Bone Golem: Too long to unlock.
- Dhampir: First problem, can only be unlocked in one dungeon, second problem it is missing a tips.
- Ghoul: A bit weird, eventually push investigate more some minions, not sure.
- Unfrozen and Black Widow: Should have unlocked after 3 bosses kill. Their current unlock based on finishing a full play at a specific difficulty is totally weird.