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The file doesn't affect anything other than text.
But I do want to say that whenever I throw firestorm grenades the game crashes in the next turn, I don't know what really causes this. I tried with several runs, but I do find it that if you verify files after this, the game returns to normal. And I don't know if it's this mod, but let this here if someone needs it.
Epic Encounters feeling a bit too difficult on Tactician but too easy on Classic?
You can always download the "Normal Tactician Vitality"[ www.nexusmods.com ] version of the mod from the Nexus Mods page to tone things down a touch. Doing this doesn't even break your save, so you can swap between these two versions whenever you like! Note that you'll need to follow the installation instructions listed there if you wish to use this version, and you'll need to manually update from that page while you are using it.
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You are welcome.
Ep1p has no known issues with EE either, I was using EE alongside it throughout all development and it was made to be mod-agnostic
i installed it like always but i cannot see the abilities like astrologer gaze and others in the charakter creation.
or is it that the new ep1p in this forum hinders epic encounter to work correctly..?
Here, take a look about this thread focused on tactics and other relevant topics:
https://steamcommunity.com/workshop/filedetails/discussion/829837590/142260895146518388/
You can also pay a visit to the Discord channel if you want to. Just be polite and respectful.
There you go:
https://discord.com/invite/QGyRMyC
Just keep playing. You'll get better with time and eventually change your mind.
2) the terrible description for installment is also something that completely broke my mind. No none of the current installation and readme explain exactly how to install epic encounters.
3) this is not difficulty 11/ this is difficulty 15. the chinese guy on nexus said the right thing. giving enemies 20 actions and using every cc arrow there is does not make for a fun experience.
has been deleted...any chance we can have it as a separate file ?
The explicit choice of the English language of the game, unfortunately, did not affect the appearance of errors. Of the four elemental statues, only the fire statue could be activated. At the same time, the four charcoal baskets were inactive: they could not be extinguished manually. I left the game and logged in again (I didn't deactivate the mod and didn't activate it again). After that it was possible to activate the charcoal baskets-lights. After that the lightning summoned air spirits and elementals (before quitting the game did not summon them). The rest of the statues also activated and the entrance to the cave opened.
But the pressure plate in the booby-trapped house in Black Cove may not work because I teleported the Source Abomination there. The monster may have gotten on the pressure plate. The traps in the imps' corrupted forge are working. And even the pressure plates in the tavern basement work. If I run into another pressure plate that doesn't work, I'll post it.
I didn't realize if it's enough to just quit the game and start it again, or if, as in the case of the tutorial dungeon, you have to deactivate and reactivate the mod.
I wouldn't call my PC completely weak: AMD Ryzen 7 3700X, 32 gb ram, fast SSD, gf 3070 ti. However, I play in 4K. And yes, it might make sense to check what resolution other people have played at with the same bug.
I would strongly recommend checking this from time to time since you have discovered a tendency to have the engine break in your particular setup--would be no fun for you to miss out on scripted content and features. :D
You might try asking around on the EE2 Discord (we have a D:OS1 channel). Iirc, some people there still have the files and you could possibly get them that way.
The issue I'm having comes at the following pressure plate doors. If I stand on the pressure plate nothing happens no matter what I do, so I'm locked out of finishing the tutorial cave thanks to this bug.
Can anyone using this mod, or an author confirm whether the mod will constantly cause bugs like this throughout the game, or is it just a one-off bug? I'm assuming the mod is causing this issue since I've never had this bug when I wasn't using the mod on previous playthroughs.
Sorry I have nothing more useful to offer. The last play test I ran, I also encountered this oddity a few times, and for the life of me I could not predict when I might occur. :(
Enemies: Immune to everything in the game. Knockdown, Charm, Petrify, Freeze will only work if they have 10% HP left. All these effects on enemies only work for 1 turn, on your heroes they work for 2-3 turns and will never work for 1 turn. Long range enemies always hit you and never miss, they also shoot through the smoke and can shoot when they are on a lower level than the players are (the player cannot do this).
Archers: The first arrow always misses (even though talents and abilities are upgraded).
The whole system: the finished level system killed by the creator of the mod. If the enemy is 1 level higher than you, you will win with a 1% chance. In the original, I could kill enemies that were 2 levels higher than me, not on the first try, of course, but somewhere on the third, and in this mod you won’t win at all.