Language strings (interface, dialogs) are usually specific to every new version and supplied with the mod itself.
The language packs contain barely ever changing translated textures and videos, and an INI switching language in the mod. This means, it is possible to switch language only by editing Enderal - Forgotten Stories.ini, but you won't have translated posters, for example.
Thank you! BTW, I don't think anyone knows the game better than the developer, so I wanted to ask if you think any of the playstyles/skills/classes are unbalanced or too weak at the moment? I've heard that alchemy in Enderal is weak if you play without lycanthropy, so it would be interesting to know, because I'm going to play for the first time and don't want to run into a combination that will be completely ineffective.
I am not the developer, I'm a developer, I stepped in very late in the game. See Credits for the list of developers.
As to alchemy, this notion comes from the fact that alchemy did not exist in Enderal as a coherent system up until the 2.1.4 update this year. It was a hodgepodge of grandfathered ingredients, unfinished overhauls, ad-hoc edits and Forgotten Stories additions. The alchemy system has been reworked in 2.1.4 and is now generally more potent, see changelog.
Language strings (interface, dialogs) are usually specific to every new version and supplied with the mod itself.
The language packs contain barely ever changing translated textures and videos, and an INI switching language in the mod. This means, it is possible to switch language only by editing Enderal - Forgotten Stories.ini, but you won't have translated posters, for example.
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As to alchemy, this notion comes from the fact that alchemy did not exist in Enderal as a coherent system up until the 2.1.4 update this year. It was a hodgepodge of grandfathered ingredients, unfinished overhauls, ad-hoc edits and Forgotten Stories additions. The alchemy system has been reworked in 2.1.4 and is now generally more potent, see changelog.