安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






;+AllowedArmors="reaper"
+AllowedArmors="soldier"
The mod creator intended for the class to use reaper armor. It is also not my preference, but easily changed.
the specops knife isn't a combat knife? :o
shadow thorn and shade scratch(on kill) are the attacks that let them continue being concealed.
slash is there more for non-stealthy melee builds, when they don't need the extra oomph.
We have a problem with melee attacks of this class, they break conceal ... I believe that if this class can equip (by default) the SPECIAL OPS KNIFE would solve 100% of the problem.
you also need Mitzruti Perk Pack
Blood curse uses a recoloured copy of acid burning. Curse cloud from Ahriman's Demense is a recoloured smoke grenade cloud.
The intent is more assassin than scout. They're much more lethal and can reenter concealment pretty much on demand.
Phantom's already a powerful ability, so strapping detection reduction to it has to come with some sort of meaningful downside
The classmod isn't needed if you are using the rpgo specs.
Thank you for your response. I would say do the explanation for the configurable abilities like "Default Hp cost (blank) & default cooldown (blank). So people would know what's what and not need to come back to the mod page. Its up to you. Great mod!!! Maybe create a sword that heals based on damage dealt or deals more damage the closer you are to 1 health just suggestions. Keep up the good work.
I don't have any text set up for the popup things. Have been hesitant to put default values in the localization because they are configurable in the perk pack.
Use the rpgo specializations instead of the class mod? None of my rpgo plugins need the class mods due to how I have them set up.
dual wielding will likely cause the stealth abilities to break concealment. A blood sword focused build would prolly work fine.
(mainly just sad because i like using loot i aquire from bosses even when i'm better without using it)