1. Fixed magic damage level penalty. Had it reversed. Now doing the check a bit more efficiently than last time and with proper retail penalties per level now. So +3 level mobs will take 90%, +4 will take 80%, etc, etc, with 20% being the lowest possible multiplier.
2. More quest fixes in Poeta, Altgard, Brusthonin, Theobomos, and other areas.
3. Fixed sell-to-npc prices. They were only being divided by 1/2 instead of by 1/5 as they should have been.
4. Fixed power shards consuming when not in use.
5. Added missing flight paths for Theobomos and Brusthonin.
6. Updated magic resist stats for mobs. Was being calculated too low per level vs a player's stats. May require more tweaking. Not one player has given us PROPER feedback on mob difficulty.
7. Updated a number of boss drops and stats.
8. Added a few quests that are started from using an item.
9. Updated Morheim spawns.
10. Added basic support for channels.
翻译下这段 要准确的
答案:1 悬赏:50 手机版
解决时间 2021-04-11 19:38
- 提问者网友:鐵馬踏冰河
- 2021-04-11 09:21
最佳答案
- 五星知识达人网友:琴狂剑也妄
- 2021-04-11 10:30
1.固定魔法伤害一级。如果它扭转。现在做一点效率比上一次检查,每适当的零售层面的惩罚了。因此,3级暴徒将采取90%,四将与20%80%,等,等,是最低的乘数。
2.
3.固定销售到全国人民代表大会价格。他们只被1分/ 2,而不是由1 / 5,因为他们应有的水平。
4.额定功率消耗碎片在不使用时。
5.
6.更新魔术抵制暴徒的统计资料。正在计算水平低得每队球员的统计资料。可能需要更多的调整。没有一名球员给我们的暴徒难度适当的反馈。
7.更新了老板下降和统计数。
8.新增一个从项目开始使用一些诉求。
9.
10.新增基本支持的渠道。
抱歉,以我的能力,只能翻译成这样了,你可以向专家请教
祝你好运~
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