Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
hard challenge shuffling horror is soon hope i dont wipe my party
Hope that solves it, enjoy your time playing.
Go to your Steam directory, and once there navigate to
"steamapps\workshop\content\262060\1613609178\heroes" and delete the crusader folder.
That should revert changes so that the game uses the vanilla crusader, so you can play with the rest of the mod intact. I have also uploaded a separated version for those changes, they might happen to work separately.
The only reason I can think of for that problem, is that the game is trying to use another file of the base.effects other than my mod's, either vanilla or another mod.
I hope that workaround helps, let me know if it does.
Cheers
Also, early game is ruined by enemies' dodge chance immo, seriously they dodge way too often, which is ruining the fun. Pretty sure you tweaked something the wrong way here, i could be just unlucky, but it's consistent in every battle. The early game is already hard enough imo, having all buildings unlocked and lowering the dodge chance is what could make this mod times better.
Enjoy
Anything that can be opened in Notepad++ I can edit. If I can be of use let me know.
Some quick notes:
> I'm preparing a new patch, in which I will nerf some monsters (my hand slipped way to much on Swine Skiver's damage among others) and add brand new abilities for some.
> Monster surprise chance (surprising them) is already lowered. I had the same thing in mind about having more slots for trinkets that increse surprise chance. However, as monsters in later levels become stronger, you are actually expected to fill those slots with combat-related trinkets, otherwise, while being able to surprise monsters a lot, you would perform quite poorly in combat.
> Dodge would probably be a good thing to tweak by reducing the chances on lower levels and rising it on higher levels, as a ACC check for heroes (you are expected to have more trinkets and better quirks).
[Part 1]
> There are no changes to drop rates, anything unsual may have originated from recent official patches.
Right now I'm a bit short on time, but eventually I'll be releasing updates. And again, thank you for the feedback.
[Part 2]
This is all I can think of so far. I'll keep playing and provide more feedback.
If you want to make it eaier to communicate add me as a friend.
Great work so far, really digging the difficulty.
P.S Those god damn spiders with reposte are brutal.
Part 3
- Some of the monsters have very high dodge for level 1 dungeons. I think this could be reduced. Constantly missing is not a fun mechanic, and a (in my op) bad way to enforce harder difficulty. Perhaps lowering some of the high dodge on the monsters at low levels, and increase their health instead. It still takes as long to kill them, but the player feels more enjoyment because hitting is satisfying and missing (especially a lot) is quite frustrating.
Part 2
- First off, I love the difficulty at the beginning of the game. It's pretty savage. The monsters hit hard, crits are especially punishing, and they seem quite tanky. I struggled to not struggle for a good 10 or so missions. Narrowly completeing each one, retreating from I believe two.
- Monster variety seems nice so far. Need to see more to say more.
- I noticed a very low drop rate of gear, is this intentional? Or am I unlucky. I think it's good though, it makes it really feel like your scraping for anything.
- Bone Arbelests / Archers in Ruins seem to have a maybe slightly too high crit chance and / or damage at low levels. Meles are hitting for 7-10, and they hit for 12+ and the crits up to 20~. Consider lowering their crit chance or damage slightly?
Part 1
I will try your mod out and give feedback. Give me a couple of days I'll report back here.