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[讨论] 期待已久的1.5.0 Beta 到底更新了什么(更新日志+重点解释)

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发表于 2020-8-20 12:53:11 | 显示全部楼层 |阅读模式
本帖最后由 cnedwin 于 2020-8-20 14:33 编辑

二楼是英文的原文,先放出更新日志(机翻+我手动校验的)

单机模式

崩溃修复
修复了由于“ 编队 AI”行为缺少检查而在战斗结束时可能发生的崩溃。
修复了导致体“劳动者”任务崩溃的错误。
修复了AI氏族提出兼并决定时发生的崩溃。


性能提升
改进了战斗编队的撤退和逃跑行为。
优化的AI远程和近战目标选择,可降低性能并减少尖峰。
改善城镇的GPU性能-使阴影遮挡查询更加出色!


存档和加载
重构了保存/加载文件路径,因此它们不包含本机文件夹。  (cnedwin:这也是本次更新的一个大坑,因为不支持中文路径了,很多人存档读档都会崩溃
修复了一个错误,如果玩家在攻城任务中爬梯子时退出主菜单,则导致攻城之战在堡垒内继续进行。  (cnedwin:以后再也不能利用这个BUG堵在屋里屠杀了
修复了导致错误的囚犯编号显示在加载屏幕中的问题。


美术资源
修复了马扎丹城堡中的导航网格问题。
驻留和竞技场菜单图像已更新。
修复了一些错误的攻城梯,阻止了攀登。 (cnedwin:以前小兵爬不上去
修复了城堡大门的物理问题。
修复了某些手套的剪裁问题。
修复了某些盔甲上的视觉故障。
添加了新的斯特基亚轻甲。 (cnedwin:新装备
帝国墙砖纹理的改进。 (cnedwin:土耳其人特别爱改这些椅子和墙面
改进的帝国地牢和一些花园网格。
修复了帝国大厦的一些视差问题。
修复了瓦兰迪亚城市中商人缺少的问题。
修复了某些场景中的步行区域问题。
精制斧头碎片已针对未来更新进行了优化。
在以下场景中进行了一些改进(例如,添加了动态障碍和坚不可摧的城垛):
斯特基亚_城堡_003,阿塞莱_城堡_002,库塞特_城堡_002,瓦兰迪亚_城镇_005a

添加了3种新的头发类型。
添加了新的巴塔尼亚锁链甲。(cnedwin:新装备
修复了男性版本的北方遮阳帽的视觉问题。
修复了在帝国酒馆场景问题上被传送到虚空的问题。
改善了一些阿塞莱村庄。(cnedwin:改变了位置和特产
修复了带有错误胡须覆盖标签的头盔。
部分斯特基亚堡垒内和女士的容貌进行了修订。


动画制作
修复了墙和楼梯交叉口附近的许多特工移动错误。


战役地图
修复了一个错误,该错误导致在载入战役保存游戏后无法显示突袭粒子。
改进了世界地图中的几何图形,改进了纹理细节,添加了路径和道路,解决了定居点的各种视觉问题,改进了寻路功能。
重新渲染了阿塞莱土地。
出于平衡原因,结算位置的轻微变化。
由于平衡和传说原因,一些村庄的生产发生了变化。(cnedwin:大概有13个城和村的位置微调了


用户界面
变化
新的战役地图移动用户跟踪器:
现在,玩家可以在战役地图上查看并跟踪(保留在屏幕内)其王国的氏族和军队的移动部队,而无需关注范围。

百科全书收藏夹
现在,玩家可以收藏百科全书,因此这些收藏的物品将显示在各自列表的顶部。(cnedwin:关注的人物和部队可以置顶

新的“藏身部队管理”屏幕
在隐藏战斗之前,用于隐藏部队管理的新弹出窗口将减少等待部队屏幕加载的等待时间。

玩家现在可以直接在“自定义战斗”滑块中输入数字(军队大小,部队类型百分比)。
在执行通知中添加了工具提示(“执行他/她”按钮),以显示与他们失去联系的玩家。
为每种文化的定居点和竞技场菜单添加了新的游戏菜单图像。(cnedwin:不同的背景图

修正
修复了在打开项目预览弹出窗口时导致清单屏幕关闭的问题。现在,ESC首先关闭预览。
修复了在镇管理弹出窗口中有时导致城主选择面板超出范围的错误。
修复了导致部队屏幕中的囚犯出现在主要部队横幅上的错误。


战斗与攻城
为没有队长的编队增加了自动队长分配。  (cnedwin:新机制,可以任命英雄做分队长来指挥战斗
要使用此功能,请从部队屏幕向同伴分配队形。
战斗开始后,将选择分配给某个编队的第一个同伴/英雄作为该编队的队长(这也适用于AI派对)。
队长向他们的部队提供整个编队的额外津贴。(cnedwin:英雄做队长,技能会给小分队加成,比如弓箭属性的英雄给弓箭部队加属性
如果机长死亡或逃离,则在同一编队中的下一个同伴/英雄(如果有)被选为新机长。

“ AI和战术大修”
带有投掷武器的部队现在有自己的小兵类别,它们不再被AI用作弓箭手(这引起了各种问题)。(cnedwin:投掷类变成了新的分队,可能是代替散兵
改进了弓箭手的编队行为,以保护自己并更好地向后拉,并且不会卡在敌人之间。 (cnedwin:弓箭手分队会放风筝了
弓箭手的编队走动太多,使AI军队的效能远不如预期,增加了许多逻辑,使其更稳定。(cnedwin:改变了射程逻辑,不会一直满地图跑
步兵对敌军进近以对远程射程逻辑进行大修,以使其更加有效和稳定。 (cnedwin:如果有远程武器的步兵,适当范围会换装备开始射击
现在,当AI更改其排列方式(例如进出盾墙)时,AI会停下来让其编队形成,然后继续移动。
现在,AI编队可以识别大多数单位是否带有大盾,如果没有大盾,则选择在远程射击下选择宽松的布置,而不是选择盾构墙。
如果合适的话,现在可以在战场上朝任一方向调整为面对敌人。
修正防守环战术后出现各种错误,计算得到改进,大圆圈现在正当形成,中间的正方形排列得到改善。
随着攻击骑兵部队更加困难,拥有更多骑兵的敌军组成现在在战术上具有防御上的优势。
编队中的单个骑兵部队不再弄乱编队的单位间隔和单位直径,而这些间距和单位直径曾经使编队无间隙地站立而不管其布置如何。(cnedwin:我的强迫症,终于要有好转了
当给混合单位编队定下盾构墙排列顺序时,带盾的部队将移到最前列,切换没有盾的士兵的位置。(cnedwin:盾兵终于不会傻傻躲在后面了

已修复因因自己一方赢得战斗而停止撤退,导致连续不断地播放失控喊叫声的问题。
修正了战斗记录中的友好射击通知。


角色开发系统
现在,阿塞莱“加入小兵”角色创建选项可以使标枪价格相对便宜。
一些角色创造选择给了坚固而昂贵的中层装甲。这已不再是这种情况。(cnedwin:开局不再是拿着好装备的大佬
增加了13个与战斗有关的跑动技能。
增加了10个与战役相关的射箭奖励
增加了8个与战役相关的十字弩特效
角色成年后,他们的特质就会产生出来。(cnedwin:刚出生时技能都是0,随着年龄增长,技能会逐渐增加级别


氏族和部队
一些贵族没有在新游戏中怀孕,没有部队的贵族也不会去另一个定居点参加比赛。这些问题现已解决。(cnedwin:领主部队被打崩了以后不会在城里傻站着了
修复了无法将逃亡家庭成员选为族长的错误。(cnedwin:族长死了会立即分派一个合适的新族长
修复了与死亡有关的问题。
解散后,同伴会传送到他们的文化定居点。现在,如果附近有武器,它们将被传送到更近的中立或盟军住所。
AI 领主的特征决定了成年期间分配给其后代的设备模板。现在只分配了几个模板-将来会有更多变化。(cnedwin:培养领主变得更有价值了,孩子也不是千篇一律了


王国与外交
修复了贵族随行政策的部队规模影响。
被动影响力的增加将进一步调整以达到平衡。一些政策已经增加了惩罚力度,以配合其积极作用。
修正了法警策略中的错误计算错误。
修复了导致次要派系作为附属国而不是雇佣军加入王国的错误。
修复了王国贡献中的计算错误,该错误会导致意外的贡品价值。


定居行动(镇,村,城堡和藏身处)
如果玩家在防御工事内,并且该防御工事的地图派系向该玩家宣战,则将显示一个新菜单,通知玩家他们逃脱了防御工事。如果玩家在任务中获得犯罪等级并引发战争,如果他们没有被伪装,他们还将在任务结束后看到菜单。
当玩家进入定居点时,有时是由知名人士自动招募。这是固定的。


任务与问题
新发行的任务“ 酒馆出行”已添加。
实施了新的商队伏击任务。
平衡的逃兵和防御者规模,以进行逃兵追捕。增加了额外的任务要求。
修复了导致家族争执战斗后任务NPC不再使用武器的错误。
村庄问题现在将影响约束住区的财产(忠诚度,安全性等)。(cnedwin:烧村后遗症
对问题和任务生成算法进行了改进。
关于共谋发展的一些改进。(cnedwin:还没测,到底怎么改进的,原来根本不知道怎么阻止


对话与计数
修复了导致受伤的动画在与被囚禁的主谈话时无法播放的错误。
修复了一个错误,该错误导致玩家从用户界面与NPC交谈时第三人称相机卡住。
修复攻城对话。不会触发已经在进行中的巷战。(cnedwin:土耳其人的英语真让人挠头,这句话翻译了好几遍都觉得不合适


其他
现在可以施加刻印之剑。
专家级的森林系装备的状态已修复。
Seaxes现在可以与民用设备一起使用。(cnedwin:实在是不知道Seaxes是啥
巴塔尼亚老兵野蛮人队的统计数据现在使他的选择武器受益。
阿塞莱农村的知名人士和农民单位不再配备重型盔甲。
民兵装备已经调整平衡 (cnedwin:民兵不再那么恐怖
联机模式cnedwin:这次改动非常多!!!


崩溃
修复了玩家在从地面捡起即将消失的物品时发生的崩溃问题。


美术资源
地图修复:
修复了诺德镇TDM地图中骆驼问题从窗户走到屋顶的问题。
在《交易岗位小冲突》地图中,改进了内部的可见性以及从内部到外部的查看能力,反之亦然。
修复了贸易站和城镇郊区小冲突地图​​的各种位置,这些位置使玩家可以到达边界区域之外。
Xauna小战斗地图​​的某些物理改进。

两个新的战斗地图:
名称:cher
主题:主要视觉特征:皇城,运河,海边。该地图设置在一个宏伟的帝国城市中,运河穿过两个截然不同的区域,这是两个团队的起点。玩家将争夺主要广场及其建筑工地,城市的陶艺作坊和高架大广场。

名称:奥莫尔港
主题:主要主题是一个古老老城郊的渔村和贸易村。一个团队从将城市与村庄分隔开来的通道开始,而另一团队从村庄的另一端开始。玩家将在土地的旧居民留下的贸易场,造船厂,仓库,小酒馆和雕像之间进行战斗。


战斗变化
近战战斗:
防守速度大大提高。 (因此,阻止现在响应更快。)
准备速度已提高。 (因此,您的武器可以更快地进入攻击位置。)
发布速度已降低。 (因此,您的武器摆动/推力现在变慢了。)
现在,快速攻击会跳过动画的更多过程。 (消除了快速攻击开始时的一些延迟。)
通过公式调整了:
现在,使用强力武器击穿会更容易。
这使得双手狼牙棒比其他类型的拳头更一致地粉碎。
沙发长矛攻击现在可以击穿障碍物。 (仅限单人)

被击中/击中时使防御者的眩晕时间更长。
使防御者的眩晕对武器重量的依赖性降低。
移除了眩晕的姿态加成。
阻止攻击后,使攻击者的眩晕时间缩短。
反弹/扫视时使攻击者的眩晕时间缩短。
使攻击者的眩晕时间变短,从而产生挥杆和推力。
现在,使用武器击中会更加放慢速度,特别是在推力时。
使隔室变得更容易。 (由于仍然相当困难,因此还会有更多更改。)
降低了刺穿,割伤和钝击的伤害阈值:
意味着攻击不会像弹跳一样容易。
使它们在损坏类型之间保持一致。

修改了挥杆攻击的伤害曲线:
秋千现在将更加一致地造成伤害。
现在,秋千将在碰撞期之前造成伤害。
请注意,所有攻击的冲突期已更新(移回更远),请检查以下内容。

碰撞周期调整(可能会碰撞/造成伤害的攻击动画的时间范围):
单手左挥杆碰撞降低优先级。
单手右挥杆碰撞降低优先级。
单手长矛推力碰撞降低优先级。
两手左挥的碰撞降低优先级。
两手右摆碰撞刚开始不久。
长柄右摇摆碰撞提高优先级。
长柄左挥杆碰撞提高优先级。
长柄推力伤害降低优先级(碰撞保持不变)。


远程战斗:
现在,当您以投掷模式手持武器进行防御(用盾牌阻挡)时,当敌人靠近您时,您也会受到撞击。 (这样做会使冒着踢罚球的风险(但要保持这种可能性)。之前只有在准备好投掷武器时才会发生。
立即释放时,投掷武器的准确性降低。
长时间放置时,投掷武器的准确性降低。 (类似于弓箭。)
稍微增加了投掷武器的释放时间。
即时释放时,Made弓的准确性会降低(这不会对AI产生太大影响。会使玩家更难(但并非不可能)击打脚部或绕过盾牌。)
仅限多人游戏:
抽出一段时间后,使弓不准确。 (这将使精确度较高的窗口变小。如果之前已准备好弓形,则早期准确度会稍好。)
移动时使弓更不准确。

其他战斗变化
延长踢动画。 (使对手有更多的时间做出反应。也稍微减少了眩晕。)
增强的抗碰撞能力(使其更难推人):

增加了最小的碰撞阻力(快速移动时)。
增加了最大的碰撞阻力(慢速行驶时)。
站立时的耐冲击性保持不变。
这也将使推进AI的形成变得更加困难。

使装备动画更长:
更换武器时,这将稍微增加装备时间。
不影响护套武器。


运动
战斗中移动速度降低。 (将使进出决斗更加困难)
提高了最大冲刺速度。
增加了达到100%冲刺速度所需的时间。
向后运行时略有增加。
稍微增加了加速脱离战斗速度所需的时间。
使骑马变得更容易。


骑战+移动
沙发长矛从事动画现在略长。
右侧的沙发长矛角度已减小。
降低了马鞍触发“命中对象”动画的速度和角度要求。
现在,当骑马到坚硬的物体中时,马匹会抬起头来。(cnedwin:类似战团,撞到东西马会后仰
对马冲撞敌人的速度要求提高。 (这将使撞倒角色变得更加困难。撞倒比现在的撞倒要多。这将需要更好的步兵协调才能利用骑兵冲锋。)
降低了马鞍后背的损坏阈值。
现在可以用长矛从更大的角度抬高坐骑。
仅限多人游戏:
骑马技能较低的课程现在在马背上的表现会更糟(机动性和速度降低)。


其他
坠落伤害增加。
修复了第二次掉落的捡拾武器远离原始位置生成时的问题。


小战斗
将最大金币更改为380


武器变更
调整了与新战斗参数有关的所有武器。 (如果需要,我们会在监视武器性能时对其进行微调。)
巴塔尼亚斧头的伤害略有增加。
减少了瓦兰迪亚镰刀的伤害。
略降低S骨斧的伤害。
尖刺的伤害略有增加。
为了适应新的长矛公式和价格变化,所有长矛的伤害都增加了。
投掷:
增加的堆栈大小更改为20。
透支速度从40增加到45

标枪伤害降低。
斯特基亚鱼叉的伤害降低。
比尔钩伤害减少。
斯特基亚投掷斧的堆叠数量从4个减少至3个。


部队变动
所有的散兵和电击部队都稍快一些。
所有重型步兵都以较轻,较弱的高盾开始。
所有马匹的生命值提高20。
所有重型骑兵和马甲振奋的护甲降低5点。
所有的突击部队都以一个很小且很弱的盾牌开始。 (目前仅计划用于小规模战役。在解决某些AI问题后,我们将进行调整。)


阿赛来
前卫
价格从100增加到120
射程标枪的额外特权被更改为斧头额外特权
较轻的护盾重量值从3更改为2。
更好的标枪振作堆栈数量从6个减少至4个。

部落战士
价格从120降低至100
盔甲的默认值从19降低到14
重锤钉头锤特权变为钉头锤特权。

守卫
添加了默认的小弱盾(20 HP,仅小规模冲突)。
剑振k改为重锤Mac振per。

老将
价格从150增加到160

贝都因人
移动速度值从74增加到77

马姆鲁克
价格更改为200。


巴塔尼亚
野性
额外的标枪振作栈数量从7减少至6

野蛮人
添加了默认的小弱盾(20 HP,仅小规模冲突)。
生命值从100增加到110。

宣誓
价格更改为160。
较轻盾牌特权变成了改良装甲特权。
射程标枪的特权被改为强盾特权
强标枪的特权变成标枪的特权。
长矛振作变为长矛振作。
混蛋之剑的特权变为重锤的特权。

氏族战士
长矛振作被更改为派克振作。

骑马战士
移动速度值从75增加到78


帝国
梅纳夫利翁步兵
添加了默认的小弱盾(20 HP,仅小规模冲突)。
生命值从100增加到110。
铅锤振兴堆栈数从2减少到1。

军团
价格更改为160。
较轻盾牌特权变为更强盾牌特权。
长矛振作变为长矛振作。
移动速度值从76增加到77
铅锤振兴堆栈数从2减少到1。

tine卫队
价格从150增加到160

粗壮者
移动速度值从73增加到76

全甲战士
价格更改为200。
马的默认机动值从64降低至62
敏捷马振作的冲锋伤害值从12点降低至10点。额外的HP附加值从40点降低至25点。

库塞特
矛步兵
价格更改为130。
短矛特权变为长矛特权。
移动速度值从76增加到77
投掷长矛振作栈的数量从2减少至1。
添加了默认武器短剑。

草原弓
快箭振奋改为强箭振作。

游牧民族
默认的“马机动”值从60增加到64,速度值从37增加到39,HP值从-30增加到-20。
艰难马的额外特权冲锋伤害值从8降低至6。额外的HP额外伤害值从25增加至40。
充电器马的额外生命值从15降低至0
短矛特权变为长矛特权。
移动速度值从74增加到76

蓝瑟
价格更改为200。
默认的马匹附加生命值从25降低至0。
艰难马振作的额外生命值从38降低至45
交换Glaive和Tougher Horse津贴。 Glaive Perk现在取代Lance。

弓箭手
默认箭头计数从25增加到32,
额外箭矢从40增加到50
默认的“马速度”值从37增加到39,“机动”从60增加到64,附加的HP值从-30增加到-20。
更快的马振奋速度值从40增加到41
艰难马振作的速度值从37增加到38,额外的HP值从0增加到5。


斯特基亚

狂战士
添加了默认的小弱盾(20 HP,仅小规模冲突)。

瓦里亚格
价格更改为160。
较轻之盾的特权变为狼牙棒
长矛振作变为长矛振作。
标枪的特权被更改为更强护盾的特权。

猎人
护甲值从6增加到10

攻略
移动速度值从73增加到76

德鲁欣尼克
价格更改为200。
默认的马冲锋伤害值从11降低至8。
强硬马的额外生命值从43增加至50


瓦兰迪亚
农民征税
移动速度值从79增加到81
价格从90降低至80
移除了镰刀和镐对盾牌的额外伤害。

沃吉耶
添加了默认的小弱盾(20 HP,仅小规模冲突)。
护甲值从10增加到16

军士
价格更改为160。
长矛振作变为长矛振作。
标枪的特权被更改为更强护盾的特权。

神枪手
价格从140增加到160

先锋队
敏捷马振作动作值从68增加至70,速度值从45增加至47
移动速度值从73增加到77

骑士
价格更改为200
默认的“马速度”值从40增加到41,其他HP值从35减少到10。
标枪振作被改为重型长枪振作。

游戏模式
攻城模式改进:
除了提高稳定性外,我们还在攻城游戏模式中增加了基于目标的黄金收获。除了击败敌人来获得金牌,玩家还可以通过帮助他们的团队完成目标来获得金牌。攻击者可以通过推动攻城器,破坏门和攻城器以及突破围墙获得额外的金钱。捍卫者通过摧毁攻城引擎和武器来获取金钱。达到目标后,将向每位玩家补偿其总贡献。


新功能
宗族系统
玩家现在可以与他们的队伍一起创建氏族。要建立氏族,需要六个玩家聚会。玩家可以使用“创建战队”按钮在大厅的“战队”选项卡中创建战队。然后,此按钮将打开一个弹出窗口。在此弹出窗口中,组长可以决定氏族的名称,标记,派系和名称。名称和标签只能确定一次,并且必须唯一,但是该派系的负责人可以随时更改派系和标记。按下创建按钮后,该方的所有其他成员都会收到通知,询问他们是否要加入氏族。如果所有人都同意,则将创建一个新氏族。

氏族可以有描述和许多公告。这些可以在氏族的主页上找到。氏族领袖可以为氏族设置描述。此描述可用于说明该家族的全部内容。领导者还可以发布整个部落的公告或新闻。当氏族成员访问大厅中的氏族选项卡时,他们可以了解有关氏族的最新新闻和公告。

战队比赛:
六个都属于同一个部落的玩家组成的队伍可以通过选择游戏类型,地图和派系来创建游戏。满足相同条件的其他参与者可以查看包含这些游戏的列表,然后选择一个加入。如果创建者方接受此加入请求,则会为其分配服务器,然后将其排除。比赛结束后,获胜者队获得1个胜利,失败者队获得1个损失。

氏族名册:
在此页面中,氏族成员可以看到与他们属于同一氏族的所有玩家。然后,他们可以邀请氏族参加聚会,将其他氏族成员添加为朋友,如果他们是氏族首领,他们还可以踢出氏族成员或将其任命为新领导人。

氏族排行榜:
使用他们的获胜和失败数目为每个氏族计算得分。然后根据此分数对它们进行排序。任何属于氏族的玩家都可以访问“氏族”选项卡中的“排行榜”页面,以查看游戏中所有氏族的排名。随着我们改进氏族体系,将添加一个评分系统以更准确地反映氏族实力,并将为氏族及其成员引入其他类型的排行榜。

长矛支撑:
仅可使用长矛和长矛。停止时按一次“ X”键将激活支撑。进攻,防守,蹲伏,跳跃和奔跑都会取消支撑。支撑处于活动状态时,玩家只能缓慢行走。请注意,损伤值仍未达到平衡。


用户界面
在MP大厅中添加了一些解释性提示。
修复了“最近游戏”选项卡中上下文菜单中的错误。
政党的非领导者成员现在可以将其朋友推荐给党的领导者。


关于Beta服务器的公告
Beta服务器不与实时服务器共享任何数据。这意味着将没有数据从Live传输到Beta或从Beta传输到Live。
美国,欧盟和EA将获得所有常规服务器和服务。
大洋洲上将有一个服务器,允许玩家测试新的战斗变化。
Beta服务器连接到测试服务器,因此,大堂服务器将不使用SSL连接。
创建的氏族将被带到主要!
单机模式和联机模式都有的更新


声音
解决了各种步行声音问题。


用户界面
添加了一个确认弹出窗口,用于重置角色创建和重置所有按钮。
记分板的“ 显示光标”键现在可以绑定了。


性能
通过预加载着色器,修复了许多引擎渲染的峰值和不可见的图形网格问题。(cnedwin:引擎底层的改进,对显存优化有帮助)
显着提高了植被渲染的性能。(cnedwin:草皮树木等算法


动画制作
美化的动画与骑上/下来 马匹有关,并通过混合开关之间的动画并考虑马匹的比例差异而从马匹上掉下来。
调整了原地旋转动画的参数,并使它们稍微好一些。
更好的盾牌命中逆运动学解决方案。
从高处踢下来时动画掉落的问题已修复。


战斗
现在,马匹在战斗中被击中时会惊慌失措并正常逃跑。(cnedwin:本来马就爱瞎跑,现在胆子更小了
远程武器的最佳精度时刻被移回更远,使快速射击更加不准确。(cnedwin:以后想做神箭手更难了,TMD


其他
更好的击中逆运动学解决方案。
从高处踢下来时动画掉落的问题已修复。
修复了各种步行声音问题。
修复了密集的白雪皑皑的大气环境的一些黑暗大气问题。

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 楼主| 发表于 2020-8-20 12:53:16 | 显示全部楼层
以下是英文的原文

Beta

Versions
Native: e1.5.0
SandboxCore: e1.5.0
Sandbox: e1.5.0
Storymode: e1.5.0
CustomBattle: e1.5.0


Singleplayer


Crashes
Fixed a crash that could occur at the end of battles due to a missing check in a 'formation AI' behaviour.
Fixed a bug that caused Manual Laborers quest to crash.
Fixed a crash that occurred when annexation decisions were proposed by AI clans.


Performance
Improved performance of retreat and flee behaviour of battle formations.
Optimized AI ranged and melee target selection for performance and spike reduction.
GPU performance improvements for towns - Make shadow occlusion queries great again!


Save & Load
Refactored the save/load file paths so they won't include the Native folder.
Fixed a bug that caused Siege Battle to continue in Lords Hall if players exited to the main menu while climbing a ladder during a siege mission.
Fixed an issue that caused wrong prisoner numbers to be displayed in the load screen.


Art
Fixed navigation mesh issue in Mazhadan Castle.
Keep and arena menu images have been updated.
Fixed a few bugged siege ladders that prevented climbing.
Fixed castle gates physics issues.
Fixed clipping issues on some of the gloves.
Fixed visual glitches on some of the armours.
Added a new Sturgian light armour.
Improvements on Empire wall brick textures.
Improved Empire Dungeon and some garden meshes.
Fixed some parallax issues on Empire Buildings.
Fixed trader missing issues in Vlandia cities.
Fixed walkable area problem in some scenes.
Crafting Axe Pieces have been optimised for future updates.
Made some improvements (f.e. adding dynamic barriers and indestructible merlons) on the following scenes:
sturgia_castle_003, aserai_castle_002, khuzait_castle_002, vlandia_castle_005a

Added 3 new hair types.
Added new Battanian chain mail armour.
Fixed visual issues on the male version of Northern Visored Cap.
Fixed getting teleported into the void on Empire Tavern scenes issue.
Improvements on some Aserai Villages.
Helmets with wrong beard-covering tag fixed.
Lords and Ladies facekeys revised for Sturgia.


Animations
Fixed many of the agent movement errors near wall and stair intersections.


Campaign Map
Fixed a bug which caused the raid particles to be invisible after a campaign save game was loaded.
Improved geometry in world map, improved texture detail, paths and roads are added, fixed various visual problems with settlements, improved pathfinding. Aserai lands are re-rendered. slight changes in settlements placements for balance reasons. Change in some village productions for balance and lore reasons.


UI
Changes
New Campaign Map Mobile Party Trackers:
Now players can see and track(keep inside their screen) mobile parties of their clans and armies of their kingdom on the campaign map, while they're not in the spotting range.

Encyclopedia Favourites:
Now players can favourite encyclopedia items so these favourited items will be shown at the top of their respective lists.

New Hideout Troop Management Screen:
New popup for hideout troop management before hideout battles that will decrease deadtime waiting for the party screen to load.

Players can now input numbers directly in Custom Battle sliders (army size, troop type percentage).
Added a tooltip to the execution notification ("Execute Him/Her" button) to show the player, who they'll lose relation with.
Added new Game Menu images for each cultures' settlement keep and arena menus.

Fixes
Fixed an issue that caused the inventory screen to close when the item preview popup is open. Now ESC closes the preview first.
Fixed a bug that caused the governor selection panel to go out of bounds in some cases in town management popup.
Fixed a bug that caused prisoners in party screen to show up with the main party's banner.


Battles and Sieges
Added automatic captain assignment to formations without a captain.
To use this feature, assign a formation to a companion from the party screen.
Once a battle starts the first companion/hero that is assigned to a formation is picked as the captain of the formation (this also works for AI parties).
Captains provide formation-wide perk bonuses to their troops.
If a captain dies or flees, the next living companion/hero (if there are any) within the same formation is picked as the new captain.

"Formation AI and Tactics overhaul"
Troops with throwing weapons now have their own skirmisher category, they are no longer used as archers by the AI (which caused various problems).
Horse archer formation behaviours improved to make them protect themselves and pull back better and not to get stuck between enemies.
Archer formations moved around too much making AI armies far less effective than they could be, a lot of logic added to make them more stable.
Army approaching enemy army to get in missile range logic overhauled to make it more effective and stable.
AI now stops and lets its formations form up before continuing moving when it changes their arrangement such as to and from shield wall.
AI Formations now recognise if most of their units have shields or not and accordingly chooses loose arrangement under missile fire instead of shield wall if they don't have shields.
Chokepoints in battlefields are now used facing either side if it is appropriate.
Various errors with the defensive ring tactic fixed, calculations improved, large circles are now being properly formed, square arrangement in the middle improved.
Enemy army composition having more cavalry now confers a tactical advantage to defensiveness as attacking cavalry armies is more difficult.
Single cavalry unit in a formation no longer messes up formation unit intervals and unit diameters which used to cause formations to stand with gaps regardless of arrangement.
When a mixed unit formation is given a shield wall arrangement order, units with shields will move to the front ranks, switching places with soldiers without shields.

Agents who stopped retreating because their side won the battle were causing glitchy continuous playing of running away shout sounds is fixed.
Fixed friendly fire notification on the combat log.


Character Development System
Aserai "Joined the Skirmishers" character creation option now grants relatively cheaper javelins.
Some character creation choices were giving strong and expensive mid-tier armours. This is no longer the case.
Added 13 combat-related Athletics perks.
Added 10 campaign-related archery perks.
Added 8 campaign-related crossbow perks.
Characters' skills are generated from their traits when the character comes of age.


Clan and Party
Some nobles were not spawning in a new game and nobles without a party were not going to another settlement to join tournaments. These issues are fixed now.
Fixed a bug where fugitive family members could not be selected as a party leader.
Fixed problems related to death.
Companions teleported to a settlement of their culture when disbanded. They will now be teleported to a closer neutral or ally settlement if there are any nearby.
AI Lords' traits determine the equipment template allocated to their offsprings during coming-of-age. Only a few templates are now assigned - there will be more variation in the future.


Kingdoms and Diplomacy
Fixed the party size effect of Noble Retinues policy.
Passive influence gains are tweaked further for balance. Some policies have increased penalties to match their positive effects.
A miscalculation bug in Bailiff policy is fixed.
Fixed a bug that caused minor factions to join kingdoms as vassals instead of mercenaries.
Fixed a calculation error in kingdom tributes that lead to unintended tribute values.


Settlement Actions (Town, Village, Castle and Hideout)
If a player is inside a fortification and if that fortification's map faction declares war on that player, a new menu will be shown to inform the player that they escaped from the fortification. If a player gains a crime rating in a mission and it leads to war, they will also see the menu after the mission ends, if they are not disguised.
When players entered settlements sometimes it was auto-recruiting from notables. This was fixed.


Quests & Issues
New Issue Quest "Inn and Out" added.
Implemented the new Caravan Ambush quest.
Balanced deserter and defender party sizes for Extortion by deserters quest. Added extra quest requirements.
Fixed a bug that caused quest NPCs to not holster their weapons after the Family feud quest fight.
Village issues will now affect the bound settlement's properties (Loyalty, Security etc.).
Improvements were made to the issue and quest generation algorithm.
Some improvements about conspiracy progression.


Conversations & Encounters
Fixed a bug that caused wounded animations to not play while talking to an imprisoned lord.
Fixed a bug that caused the third-person camera to get stuck when players talked to an NPC from the UI.
Fixed siege parley dialogues. The trigger did not recognise that a parley was in process.


Other
Engraved Backsword can now be thrusted.
Stats of Expert Forester units have been fixed.
Seaxes can now be used with civilian equipment.
Battania Veteran Falxman unit has stats that benefit his weapon of choice now.
Aserai rural notables and peasant units no longer come with heavy armour.
Militia Equipment has been balanced and changed. Veteran militia units now use weaker armour and weaponry.
Fixed a bug that causes NPCs to remain hostile after player retreats from alley fight.
Fixed a bug that caused the wife/husband of the player to appear multiple times in missions.
Bandit parties' prisoners are recruitable now.
Minor refactor about recruitment and mercenaries
Fixed a tick problem which also causes skipping daily income in some cases.
Fixed an issue for the editor build deploy.
Editor problems about editing AI hint objects fixed.
Editor build deploy improvements.


Multiplayer


Crash
Fixed a crash that happened when a player picked up an item from the ground while it was fading out.


Art
Map Fixes:
Fixed walking through from window to the roof with camel issue in Nord Town TDM map.
Improved visibility in both interiors and ability to see outside from inside and vice versa in Trading Post Skirmish map.
Fixed various positions for Trading Post and Town Outskirts Skirmish maps that allowed players to reach out of bound areas.
Some physics improvements to Xauna Skirmish Map.

Two new skirmish maps:
Name: Echerion
Theme: Main visual features: Imperial City, Canals, Sea Side. The map is set in a grand imperial city, with canals running through the two contrasting districts, which serve as starting points for both teams. Players will fight for the main square with its construction sites, the city's pottery workshop and the elevated grand plaza.

Name: Port at Omor
Theme: Main theme is a fishing and trading village at the outskirts of an old and established city. While one team starts from the channel that divides the city from the village, the other team starts at the opposite end of the village. Players will battle amongst trade yards, shipyards, warehouses, taverns, and statues left behind by old inhabitants of the land.


Combat Changes
Melee Combat:
Defend speed has been increased drastically. (So blocking is a lot more responsive now.)
Ready speed has been increased. (So your weapon goes faster into the attack position.)
Release speed has been decreased. (So your weapon swing/thrusts is slower now.)
Quick attacks now skip more processes of the animation. (Removes some of the delay at the start of quick attacks.)
Adjusted the crush through formula:
It will be easier to crush through with high force weapons now.
Made it so that Two-Handed Mace crush through way more consistently than other types.
Couch lance attacks can now crush through blocks. (Singleplayer Only)

Made defender stuns longer when being struck/hit.
Made defender stuns less dependent on weapon weights.
Removed stance bonuses to stuns.
Made attacker stuns shorter after blocked attacks.
Made attacker stuns shorter on bounces/glances.
Made attacker stuns shorter for swings + thrusts.
Hitting with a weapon now slows it down more, especially for thrusts.
Made it slightly easier to chamber block. (More changes to come since its still quite hard.)
Decreased the damage thresholds for pierce, cut and blunt attacks:
Meaning attacks will not bounce/glance as easily.
Made them consistent between the damage types.

Modified the damage curve for swing attacks:
Swings will now deal damage more consistently.
Swings will now deal damage earlier into their collision period.
Note that the collision periods for all attacks have been updated (moved further back), check below.

Collision period adjustments (the time frame of attack animations that can collide / deal damage):
One-Handed Left Swings collision starts slightly later.
One-Handed Right Swings collision starts slightly later.
One-Handed Lance Thrusts collision starts later.
Two-Handed Left Swings collision starts slightly later.
Two-Handed Right Swings collision starts slightly later.
Polearm Right Swings collision starts earlier.
Polearm Left Swings collision starts earlier.
Polearms Thrusts damage starts later (collision stays the same).


Ranged Combat:
When defending (blocking with a shield) with a weapon in throwing mode in hand, you now also get bumped when enemies come close to you. (This is to make it risky to play for kick throws (but keeps it possible). Earlier it only happened when readying your throwing weapons.
Decreased accuracy of throwing weapons when released instantly.
Decreased accuracy of throwing weapons when held for a long time. (Similar to bows.)
Slightly increased the release time of throwing weapons.
Made bows a bit less accurate when released instantly (This won't affect AI too much. Will make it harder (but not impossible) for players to hit feet or around shields.)
Multiplayer Only:
Made bows inaccurate earlier when drawn out for a time. (This will make it make the window of perfect accuracy smaller. Early Accuracy will be slightly better if the bow was readied before.)
Made bows more inaccurate when moving.


Other Combat Changes
Made kick animation longer. (Gives the opponent more time to react. Also slightly reduced the stun.)
Increased collision resistance (makes it harder to push people):

Increased minimum collision resistance (when moving fast).
Increased maximum collision resistance (when moving slow).
The collision resistance when standing still stayed the same.
This will also make it harder to push through formations of AI.

Made Equip animations longer:
This will increase the equip times slightly when changing weapons.
Doesn't affect sheathing weapons.


Movement
Decreased movement speed during combat. (Will make it harder to move in and out of duels)
Increased maximum sprint speed.
Increased the time needed to reach 100% sprint speed.
Slightly increased when running backwards.
Slightly increased the time needed to accelerate out of combat speed.
Made it easier to turn with horses.


Mounted Combat + Movement
Couch lance engage animation is slightly longer now.
Couch lance angle to right side has been decreased.
Lowered speed and angle requirement for mounts to trigger the “hit object” animation.
Horses now rear up when riding into objects to hard.
Increased speed requirement for horses to charge characters. (This will make it harder to bump run over characters. There will be more bumps than run overs now. This will require better infantry coordination to take advantage of cavalry charges.)
Decreased the damage threshold for being able to rear mounts.
Mounts can now be reared from a wider angle by spears.
Multiplayer Only:
Classes with lower riding skill will now perform worse on horseback (less manoeuvrability and less speed).


Other
Increased Fall Damage.
Fixed an issue when a picked-up weapon is dropped for the second time gets spawned far away from its original position.


Skirmish
Changed Max Gold to 380.


Weapon Changes
Adjusted all weapons in relation to new Combat Parameters. (Weapons will be fine-tuned if required as we monitor their performance.)
Slightly increased damage of Battania Axe.
Reduced damage of Vlandia Pickaxe.
Slightly reduced damage of Sturgia Axe.
Slightly increased damage of Pikes.
All Lance's damage increased to adjust for the new Couch Lance formula and price changes.
Sling:
Increased Stack size is changed to 20.
Increased Missile Speed from 40 to 45.

Javelin damage reduced.
Sturgia Harpoon damage reduced.
Billhook damage reduced.
Sturgia Throwing Axe stack count is reduced from 4 to 3.


Troop Changes
All Skirmishers and Shock Troop are slightly faster.
All Heavy Infantry start with a lighter, weaker tall shield.
All Horses hit points increased by 20.
All Heavy Cavalry and Barding perks armour reduced by 5.
All Shock Troops start with a small, and very weak shield. (Only planned for Skirmish for now. We will make adjustments after certain AI issues are fixed.)


Aserai
Skirmisher
Price is increased from 100 to 120.
Range Javelin perk is changed to Axe perk.
Lighter Shield Weight value is changed from 3 to 2.
Better Javelin perk stack count is reduced from 6 to 4.

Tribal Warrior
Price is reduced from 120 to 100.
Default armour value is reduced from 19 to 14.
Heavy Mace perk is changed to Mace perk.

Guard
Added Default Small Weak Shield (20 HP, Skirmish only).
Sword perk is changed to Heavy Mace perk.

Veteran
Price is increased from 150 to 160.

Beduin
Move Speed value is increased from 74 to 77.

Mamluke
Price is changed to 200.


Battania
Wildling
Extra Javelin perk stack count is reduced from 7 to 6.

Savage
Added Default Small Weak Shield (20 HP, Skirmish only).
Hit Points value is increased from 100 to 110.

Oathsworn
Price is changed to 160.
Lighter Shield perk is changed to Improved Armor perk.
Range Javelins perk is changed to Stronger Shield perk.
Strong Javelins perk is changed to Javelins perk.
Spear perk is changed to Long Spear perk.
Bastard Sword perk is changed to Heavy Mace perk.

Clan Warrior
Spear perk is changed to Pike perk.

Mounted Warrior
Move Speed value is increased from 75 to 78.


Empire
Menavlion Infantry
Added Default Small Weak Shield (20 HP, Skirmish only).
Hit Points value is increased from 100 to 110.
Pilum perk stack count is reduced from 2 to 1.

Legionary
Price is changed to 160.
Lighter Shield perk is changed to Stronger Shield perk.
Spear perk is changed to Long Spear perk.
Move Speed value is increased from 76 to 77.
Pilum perk stack count is reduced from 2 to 1.

Palatine Guard
Price is increased from 150 to 160.

Courser
Move Speed value is increased from 73 to 76.

Cataphract
Price is changed to 200.
Default Horse Maneuver value is reduced from 64 to 62.
Agile Horse perk Charge Damage value is reduced from 12 to 10. And the perks additional HP value is decreased from 40 to 25.


Khuzait
Spear Infantry
Price is changed to 130.
Short Spear perk is changed to Spear perk.
Move Speed value is increased from 76 to 77.
Throwing Spear perk stack count is reduced from 2 to 1.
Added default weapon, Shortsword.

Steppe Bow
Fast Arrows perk is changed to Strong Arrows perk.

Nomad
Default Horse Maneuver value is increased from 60 to 64, Speed value is increased from 37 to 39 and HP value is increased from -30 to -20.
Tougher Horse perk Charge Damage value is reduced from 8 to 6. And the perks additional HP value is increased from 25 to 40.
Charger Horse perk additional HP value is decreased from 15 to 0.
Short Spear perk is changed to Spear perk.
Move Speed value is increased from 74 to 76.

Lancer
Price is changed to 200.
Default Horse additional HP value is decreased from 25 to 0.
Tougher Horse perk additional HP value is decreased from 38 to 45.
Swapped Glaive and Tougher Horse perks. Glaive Perk now replaces Lance.

Mounted Archer
Default Arrow count is increased from 25 to 32,
Extra Arrows perk increased from 40 to 50.
Default Horse Speed value is increased from 37 to 39, Maneuver is increased from 60 to 64 and additional HP value is increased from -30 to -20.
Faster Horse perk Speed value is increased from 40 to 41.
Tougher Horse perk Speed value is increased from 37 to 38, and additional HP value is increased from 0 to 5.


Sturgia

Berserker
Added Default Small Weak Shield (20 HP, Skirmish only).

Varyag
Price is changed to 160.
Lighter Shield perk is changed to Mace perk.
Spear perk is changed to Long Spear perk.
Javelins perk is changed to Stronger Shield perk.

Hunter
Armour value is increased from 6 to 10.

Raider
Move Speed value is increased from 73 to 76.

Druzhinnik
Price is changed to 200.
Default Horse Charge Damage value is reduced from 11 to 8.
Tougher Horse perk additional HP is increased from 43 to 50.


Vlandia
Peasant Levy
Move Speed value is increased from 79 to 81.
Price is reduced from 90 to 80.
Removed Bonus Damage to Shields from Sickle and Pickaxe.

Voulgier
Added Default Small Weak Shield (20 HP, Skirmish only).
Armour value is increased from 10 to 16.

Sergeant
Price is changed to 160.
Spear perk is changed to Long Spear perk.
Javelins perk is changed to Stronger Shield perk.

Sharpshooter
Price is increased from 140 to 160.

Vanguard
Agile Horse perk Maneuver value is increased from 68 to 70, Speed value increased from 45 to 47.
Move Speed value is increased from 73 to 77.

Knight
Price is changed to 200
Default Horse Speed value is increased from 40 to 41, additional HP value is reduced from 35 to 10.
Javelin perk is changed to Heavy Lance perk.


Game Modes
Siege Mode Improvements:
Alongside many stability improvements, we are also adding objective-based gold gaining to Siege game mode. In addition to defeating enemies to gain gold, players will be able to gain gold by helping their team complete objectives. Attackers will gain extra gold for pushing the siege engines, breaking down doors and siege engines and breaching walls. While defenders gain gold by destroying siege engines and weapons. Each player will be compensated for their total contribution when the objective is achieved.


New Features
Clan System:
Players now can create a clan with their party. Six player party is needed to create a clan. Players can create their clan from the Clan tab in the lobby with the “Create a Clan” button. This button then opens a popup. In this popup, the party leader can decide on the name, tag, faction and sigil of the clan. The name and the tag can be decided only once and it has to be unique, but the faction and the sigil can be changed any time by the leader of that clan. Upon pressing the create button, every other member of the party gets notified asking them if they want to join the clan. If all of them agree, a new clan is created.

A clan can have a description and many announcements. These can be found on the clan’s home page. The clan leader can set a description for the clan. This description can be used to tell what that clan is all about. The leader can also post announcements or news for the entire clan. When members of the clan visit the clan tab in the lobby, they can get informed about the latest news and announcements about the clan.

Clan Matches:
A party of six players all belonging to the same clan can create a game by selecting game type, map and factions. Other parties that satisfy the same conditions can see a list consisting of these games and select one to join. If the creator party accepts this join request, a server is allocated for them and they duke it out. After the match, winner teams clan gets 1 win, loser teams clan gets 1 loss added to their clan stats.

Clan Roster:
In this page, members of the clan can see all the players that are in the same clan as them. They can then invite their clanmates to their party, add other clan members as friends and if they are the leader of the clan, they can also kick members from the clan or make them the new leader.

Clan Leaderboard:
A score is calculated for each clan using their win and loss numbers. Then they are sorted based on this score. Any player belonging to a clan can visit the Leaderboard page in the clan tab to see the rankings of all clans in the game. As we improve the Clan System, a Rating system will be added to more accurately reflect clan strength and other types of Leaderboards will be introduced for Clans and their members.

Spear Bracing:
Only possible with lances and pikes. Pressing ‘X’ key once while stopped, activates the bracing. Attacking, defending, crouching, jumping and running actions cancels the bracing. Players can only walk slowly while bracing is active. Please note that the damage values are still yet to be balanced.


UI
Added some explanatory hints in the MP lobby.
Fixed an error at the context menu in the Recent Games tab.
Non-leader members of parties can now suggest their friends to their party leaders to be invited.


Announcement About Beta Servers
Beta servers do not share any data with Live servers. Which means no data will be transferred from Live to Beta or Beta to Live.
US, EU and EA will get all the usual servers and services.
There will be a single server on Oceania to allow players to test new combat changes.
Beta servers connect to a testing server and because of that Lobby servers will not use SSL connection.
Clans that are created WILL be carried over to main!


Both


Audio
Various walking sound problems are fixed.


UI
Added a confirmation popup for character creation reset and reset all buttons.
"ShowCursor" key for scoreboards is now bindable.


Performance
Fixed many of the runtime spikes and invisible mesh issues by preloading the shaders.
Significantly improved performance of flora rendering.


Animations
Beautified animations related to mounting/dismounting horses, and falling from horses by blending the animations between switches and considering the scale differences of the horses.
Adjusted parameters of rotating in place animations, and made them slightly better.
Better shield hit inverse kinematics solving.
Falling animation problem when kicked down from high ground fixed.


Combat
Horses will now panic and run away properly when they are hit in battles.
The best accuracy moment of ranged weapons was moved further back, making quick shots a bit more inaccurate.


Other
Better shield hit Inverse Kinematics solving.
Falling animation problem when kicked down from high ground fixed.
Various walking sound problems were fixed.
Fixed some dark atmosphere issues with the dense snowy atmosphere set.

鲜花鸡蛋

cadcaibf  在2020-8-20 13:27  送朵鲜花  并说:太棒了~~~~~~~
提线师  在2020-8-20 13:06  送朵鲜花  并说:我非常同意你的观点,送朵鲜花鼓励一下
【汉战队】长期招募热爱冷兵器战争游戏,追求竞技体验的骨灰级玩家。
【黑骑工作室】和《希绝大陆》长期招募致力于砍2的Mod开发的开发者。
【中文站Mod精选包】长期招募汉化组志愿者。

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战团正版勋章维京征服正版勋章汉匈决战正版勋章霸主正版勋章

鲜花(14) 鸡蛋(0)
发表于 2020-8-20 13:25:18 来自手机 | 显示全部楼层
内容这么多!没时间上电脑,从昨天就在等更新日志,楼主辛苦,加油!

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鲜花(97) 鸡蛋(0)
发表于 2020-8-20 13:33:06 | 显示全部楼层
不知道。反正我进1000人战场,士兵挤一堆了,CPU直接加载100% 然后就直接崩溃了。我在想,为什么前面版本士兵出来都是列阵等着的,1.5的出来是挤一堆的? 头疼

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战团正版勋章霸主正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]骑士美德之仁慈勋章[杰出会员互助勋章]骑士美德之正义勋章[杰出会员荣誉勋章]大航海时代勋章舰长勋章

鲜花(1007) 鸡蛋(0)
 楼主| 发表于 2020-8-20 14:15:53 | 显示全部楼层
wyf787663045 发表于 2020-8-20 13:25
内容这么多!没时间上电脑,从昨天就在等更新日志,楼主辛苦,加油!

刚翻译完,快吐了
【汉战队】长期招募热爱冷兵器战争游戏,追求竞技体验的骨灰级玩家。
【黑骑工作室】和《希绝大陆》长期招募致力于砍2的Mod开发的开发者。
【中文站Mod精选包】长期招募汉化组志愿者。

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鲜花(67) 鸡蛋(0)
发表于 2020-8-20 14:21:02 来自手机 | 显示全部楼层
战斗变化那块好像有很多单机也有

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鲜花(4) 鸡蛋(0)
发表于 2020-8-20 16:39:56 | 显示全部楼层
cnedwin:新机制,可以任命英雄做分队长来指挥战斗

请问这个分队长就是一个编队里处于队列最顶处的NPC英雄吗?

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天下布武[Tenka]
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元老骑士勋章原版正版勋章战团正版勋章火与剑正版勋章拿破仑正版勋章维京征服正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]骑砍中文站微博会员勋章汉匈决战正版勋章霸主正版勋章

鲜花(61) 鸡蛋(16)
发表于 2020-8-20 17:21:14 | 显示全部楼层
支持下,大兄弟,满足
少壮不减肥不如自挂东南枝去年今日此门中映日荷花别样红飞流直下三千尺人生长恨水长东想见时难别亦难。。。

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鲜花(11) 鸡蛋(0)
发表于 2020-8-20 17:30:05 | 显示全部楼层
辛苦了 大佬

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鲜花(6) 鸡蛋(0)
发表于 2020-8-20 17:52:58 | 显示全部楼层
等正式的更新日志,不然看不懂

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鲜花(6) 鸡蛋(0)
发表于 2020-8-20 17:53:28 | 显示全部楼层
楼主辛苦汉化,真是好人啊

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鲜花(1007) 鸡蛋(0)
 楼主| 发表于 2020-8-20 18:42:48 | 显示全部楼层
斯瓦迪亚游侠 发表于 2020-8-20 17:52
等正式的更新日志,不然看不懂

哪句话看不懂?
【汉战队】长期招募热爱冷兵器战争游戏,追求竞技体验的骨灰级玩家。
【黑骑工作室】和《希绝大陆》长期招募致力于砍2的Mod开发的开发者。
【中文站Mod精选包】长期招募汉化组志愿者。

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鲜花(101) 鸡蛋(0)
发表于 2020-8-21 10:46:16 | 显示全部楼层
单机乱改MOD狂魔表示对联机改动不屑一顾……

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战团正版勋章霸主正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]骑士美德之仁慈勋章[杰出会员互助勋章]骑士美德之正义勋章[杰出会员荣誉勋章]大航海时代勋章舰长勋章

鲜花(1007) 鸡蛋(0)
 楼主| 发表于 2020-8-21 16:25:40 | 显示全部楼层
rzerg 发表于 2020-8-21 10:46
单机乱改MOD狂魔表示对联机改动不屑一顾……

你打算出150的版本不
【汉战队】长期招募热爱冷兵器战争游戏,追求竞技体验的骨灰级玩家。
【黑骑工作室】和《希绝大陆》长期招募致力于砍2的Mod开发的开发者。
【中文站Mod精选包】长期招募汉化组志愿者。

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发表于 2020-8-21 19:59:10 | 显示全部楼层
cnedwin 发表于 2020-8-21 16:25
你打算出150的版本不

玩腻了1.42如果那时还是1.50,就出
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