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The translation update pass should be present now for this and the other mod.
First of all, thank you very much for your permission. I have already uploaded the Simplified Chinese localization to the Steam Workshop.
(๑•̀ㅂ•́)و✧ More Quirks Mod 汉化补全
And I I have started a new discussion. About the Missing Chinese Localization
I think it'd be pretty cool to polish up the translations present further, particularly in languages that are very foreign and far from my own.
We can figure out a way to get the information over and in, because I would like them to be as accessible as possible.
I think you can start a new discussion tab and paste information in there, as it's easiest to see and it alerts me.
I am currently playing the More Quirks Mod and More Quirks Mod: Crimson Court, and I noticed that the Chinese localization is not complete. I would like to supplement and release the Simplified Chinese localization for these mods. (☆-v-)
I hope you will agree to this. Thank you for your consideration. |・ω・`)
My most sincere apologies. I must be FUCKING RETARDED because it turns out my upload was set to private on upload.
It's been set back to public, so now you can have your features restored.
Run up to Christmas period was hectic, apologies for the delays. I'll get it sorted before the new year drops.
Not sure if you fixed the bug in the crimson court quirks mod because it still shows up like
[<str_quirk_name_rooted>] can you run the same patch you did this mod? Thanks a lot :)
While I haven't, the updates applied to pushing the file to it's own sub-version should avoid most possible issues you could encounter.
If there's an issue, it's most likely to be a similarly referenced quirk/buff, or different terminology used for localised strings. This would be inconsequential to the functioning of the mods, as it would just be a few shuffled values or displays of information.
That's odd, and might just be a limit to the description field. I'll likely simplify this quirk's description to offer "+20% to Resistances if HP below 25%" or something, since that's a lot of text in one bubble to render. That's my theory, at least.
My save has a solid number of mods but nothing should touch the hero sheet too much. I've disabled the "Longer hero names" mod and the issue is still there.
Shouldn't be a load order problem too, I've put your mod on the top for test purposes (it was at the bottom right before skins at first) and the bug still didn't go away.
I'm not sure what else can be causing the problem. I have the Sunward Isles mods, lots of character classes mod, some town tweaks, trinket mods, skins, just to give you an overall idea of my modlist.
Other than that everything works great, great mod!
Yes it is the Crimson Quirks addons by you i would really appreciate it if you can run the patch on that as well
There was some quirks over there, only possible due to modifying further aspects of the game, like adding more monster classifications (Brigand, Arachnid etc) so I could build things around them that made sense. (Lawbringer - Better at fighting Brigands, Arachnophobia - More Stress vs Spiders).
As well as causing some quirks to be accessible to specific heroes only, or blocking things that don't make any sense, so a Leper cannot catch Leprosy, for example.
I'll see what I can backport from that, as I think people would like to have a few new toys in this classic mod, as I don't see me ever finalising the other. I may upload it at some point, but it's not a full experience like I intended.
If you're still out there and willing to translate to french, I'll happily take the assistance. I only use english in foreign untranslated languages to prevent error strings from appearing, which would be longer and more annoying.
(Google Translate is not a good alternative, which is why I avoid it.)
@purplemask1007
From what I can tell, there's two sets of korean in the language files. I assume the missing strings are gone now?
@ShallowIris
Well, the Disabler quirks are gone. I'll update the Quirks List in the Guide to reflect the changes that have occured. I'm sure if you find an issue, you'd be able to scream at me in these comments.
I care about this game and workshop, and I hope that all issues are generally resolved now. The quirks are removed.
And before anyone insists otherwise, I actually do care, quite a lot in fact. This game is well loved by me, I just haven't been here to work on everything. External pressures try to force me elsewhere, but I'm dedicated to my mods and more.
So! I'll see if I can crank it out TODAY. Just to prove that fact.
@Devil Dog Hunter
So, I'll concede and say the novelty of the Disabler Quirks has worn off. They were fun while they lasted, but I aim to please. They'll be deleted from the file in the next update, coming at the end of this week.
Is there anything else the two of you would like to contribute or ask of me? We can be civil and work together on amending further issues you may have. I've been out of the loop for a while on this workshop.
@Devil Dog Hunter
Of course, time moves on, people got more advanced with what they made, and now it's more of an issue than ever to people who use custom classes. I personally don't use them, and therefore cannot list a growing page of incompatible classes, but I understand the issue.
I also will note that the core reason this file overwrote the original quirks file, is because I had modified the base ones directly to add incompatibilities with ones I added. I didn't know better in the year 2016-2017, hell I wasn't even 18 at the time, and I wasn't sure how to "update" a pre-existing quirk to add the new incompatibilities. If either of you can share an answer to that, I'd be more than willing to spend the time to fix this and push it into a new quirk file on it's own.
@Devil Dog Hunter
It's clear that you two are fed up with a feature that exists in this mod causing unending suffering. I can sympathise.
I'll give the short history of why the disabler quirks even exist in the first place. It was the early years and I was probing the buffs files added over time, when things were relatively early and new. I saw that it was quite neat that we had more than just heal disable available (which was utilised on the champion enemy if I remember.)
So I added them in a less problematic time, where custom classes weren't overwhelmingly using buffs, debuffs and more to do what they do now. I thought they were quite neat if not just a little annoying in the past, as at times they do nothing, or remove a few skills on a class. Usually never cannoning them into the dirt with nothing to choose. (Jester Finale buff on almost all skills came after in the timeline, so... yeah.)
These bad actor quirks existing actively screw over a great majority of the vanilla roster and many modded classes. Please do yourself a favor and at the very least remove the disabler quirks, they cause many problems and false bug reports because majority of players just don't know any better.
In the meanwhile, this mod is quite is the butt of every mod joke workshop by not only myself but many other modders who know better. Quit making life harder for the rest of us.
why did you think it is a fun idea to just randomly disable skills? You do know that incompatibility is a chief concern when it comes to modding, right?
why does this mod just overrides the vanilla quirk file? Incompatibility is a chief concern when it comes to modding, right? And you just make this incompatible with any vanilla quirk edit mods?
why doesn't the sun explode and spare all of us this misery? I'm tired, please spare us some headache and delete those disable quirks. Also separate the quirk file. It's been almost 8 years and it doesn't make sense for the mod file not to have a prefix.
I'll be collecting up any translations available and trying it in the system. I had moved PCs since last time I updated it, and I need to rebuild the workshop upload path, but that's about it.
No custom characters use this mod (to my knowledge!)
It's a standalone meant to add more quirks to the game. I cannot guarantee compatibility with any modern era reworks to existing classes, or new classes, due to the complexity of buffs/debuffs and such involved.
I would recommend reading what mods are enabled, and checking if any heroes or other mods are explicitly incompatible!
You could also just set the random_chance to 0.0 to disable them from randomly generating (hopefully), but then you'll need to treat them in the treatment theatre.
I actually recommend people make a local copy and edit it for their own desires, only because I don't intend to remove or rework the present in any major way.
I may eventually update it with -even more-, but that's for future me to think about. You can achieve some nasty results on heroes with the tools present.
Expected. This mod was not designed around the more complex Character Mods that exist nowadays, which use all the effects in the world to achieve their results.
I have just performed some preliminary testing with the intro, modified the speed value to 16 (absurd levels to confirm that Reynauld would go first if it worked), and every time he ended his turn using the correct type ability, he kept the +16 Speed buff into the next round, shortcutting him to the front of freshly rolled turn order.
The only thing I can possibly consider to these two Quirks, is to either increase the SPD bonus, or perhaps supplement it with additional bonuses.
Otherwise, it works as intended. I hope that this is helpful. If you wish to feedback on either buffs, if either should be done, you can leave it in the comments.