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 鲜花( 10)  鸡蛋( 0)
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发表于 2021-12-10 21:27:01
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这次更新最主要的是这段:
Battles and Sieges
Added the new Battle Terrain system.
The spawn positions and the facing directions of the attacking and the defending side inside the field battle mission are now determined by the encounter position/direction on the campaign map.
Added 23 new battle scenes for the more recognizable regions. This increases the total count to 72. We are looking to further expand the pool of available scenes over time.
Added the new Order of Battle system.
A new deployment screen has been added which appears before every battle mission if the player's side of the encounter has at least 20 troops and the encounter is not a sally-out while the player is attacking.
Players can divide their troops by troop types into different formations, using percentage sliders.
Players can give preference to "Shield", "Spear", "Throwing" and "Heavy" troops in these formations with combinations of these filters (one or more filters can be enabled).
Players can assign captains to these formations if they're the encounter leader. They can assign themselves to an empty formation if they're not the encounter leader.
Players can give starting orders to these formations and place them before the battle starts.
Values (sliders, filters) set in the OoB are saved between encounters.
We've also improved the formation cards in the order UI. They now include an explicit number of troops with their types, ammo bar and morale of the formation.
Improved the Battle Morale system.
Agents will now slowly regain lost morale up to a half of their initial morale in battles.
Ranged kills now provide morale to the killer's allies just like melee kills.
Adjusted the morale damage for different weapon types.
Fire ballistas now deal more morale damage.
Morale damage from kills and fleeing agents has been adjusted for better gameplay.
Fixed a bug that caused morale penalties to ignore detachments of a formation when applied.
Increased the effectiveness of starvation as a siege tactic.
Garrison parties will now not die from starvation. They will instead become wounded - and continue to consume food.
The starvation penalty no longer uses (low) absolute numbers but percentages similar to mobile parties. Larger garrisoned forces will suffer more wounded troops due to starvation than smaller forces.
Towns now show the food stored in their market to correctly indicate the amount of food left in the towns, giving a better idea on when starvation will begin.
Reworked the climbing of siege ladders and siege towers with ladders which fixes issues such as:
Not climbing some ladders/using only one ladder.
The swarming and moshing at the base of three ladder siege towers.
Agents pushing each other and getting stuck into gaps between ladders in siege towers.
Re-pathfinding by going back down the ladders and out of the siege tower to then come back up the ladders again.
AI agents having trouble climbing (attaching to) ladders due to not looking up at the ladders.
Missing and walking past ladders and similar.
Agents will now continue to raise the siege ladder even after taking damage.
Implemented various other Siege Mission Improvements.
Attackers can no longer flee while they are using ladders, siege towers or when they are on the castle walls. They'll fight to death.
Increased the threshold for transferring troops around in siege (to reinforce defended positions with many losses) to reduce the small number of troops running from wall to wall too often.
In some siege scenes defenders weren't able to perceive enemy attack directions correctly and defend the correct walls. Added additional pointers and logic to siege scenes to help recognize attack directions correctly.
Fixed a bug that caused archer formations to swap places in sieges continuously.
Fixed a bug that caused siege towers to sometimes spawn invisible.
Improved the siege weapon reloading behaviour of AI agents that selects which agent will conduct the reloading.
Fixed a bug that caused defensive siege engines to appear in the siege mission that weren’t built on the campaign map.
Added a game option "Slow Down While Giving Orders" that slows the game down by 75% while the player is giving orders.
Players can now command allied units while the opposing team is retreating. When enemies start routing, around half of the units on the winning side start cheering (ally units that are least likely to reach the enemy units) while the rest continue to pursue the enemy. Any order from the player can cancel the cheering behaviour.
Fixed a bug that prevented players from using the retreat (or done) button on the scoreboard when they were close to a fleeing enemy troop.
他们更新了大地图战役的人物战斗方向和战场位置同步,还有个进战场的人员分配安置啥的!我记得有个MOD就是这功能的貌似! |
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