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本帖最后由 winnie゜ 于 2020-11-20 10:12 编辑
原帖链接:https://forums.taleworlds.com/index.php?threads/patch-notes-e1-5-4.434776/
Design & Balance设计与平衡
Crush Through:
破防:
Increased crush through energy threshold.
增加破防所需的伤害阈值。
Made it slightly easier to crush through with 2h maces in relation to the energy threshold change.
由于伤害阈值的变化,将使双手锤类武器更容易破防。
Game Modes
游戏模式
Destroying siege equipment granting gold during warmup is fixed.
热身时摧毁攻城武器获得金币被修复。
Map Related
地图相关
Druimmor Forest was fixed in terms of barriers, exploits and visual bugs. Proper barriers have been applied on cliffs and roofs. Also, there are some fixes made in Ruins of Jawwali, which includes having matching rock and cliff textures, fixing the barriers around unused areas and fixing the navmesh problems.
德鲁伊慕森林在空气墙、漏洞和可视化bug上进行了修复。悬崖和屋顶都设置了适当的空气墙。同时,在贾瓦里废墟上做了一些修复,包括匹配岩石与悬崖的纹理,修复未使用区域的空气墙和修复导航网问题。
Physics problems like getting stuck in the wooden columns and visual bugs are solved in the skirmish scenes Trading Post and Town Outskirts. Many exploitable situations are eliminated.
在冲突场景中的贸易战和城郊两张图中,例如卡在木梁柱与视觉bug的物理问题得到修复。许多可利用的情况被清除了。
Fixed many possible causes for crashes in Baravenos Encirclement.
修复了许多可能导致Baravenos围城战崩溃的问题。
Other - Miscellaneous
其他 - 其他参数
Fixed a condition where the rider's animation state gets broken when the mount gets killed while the rider is mounting.
修复了掠袭者在上马时坐骑被杀死后,动作状态被破坏的问题。
Player was not losing any score on suicides, fixed.
玩家自杀后不会失去任何分数的问题将被修复。
The number of missiles in quivers while selecting a character fixed.
当玩家选中一个角色后,箭筒中的投掷物数量被固定的bug将被修复。
Server & Network
服务器与网络
Clan game creator no longer crashes upon returning to the lobby.
家族创建者不会再因为回到大厅而崩溃。
UI
UI界面
Added dead teammate indicators.
增加死亡的队友指示。
Added sorting to MP clans tab.
增加联机家族列表排序功能。
Now party member names will be shown in a different colour in the 'ALT' behaviour in MP battles.
现在,在多人战斗中,家族成员的名字在'Alt'下会以不同颜色显示。
Small tweaks and improvements.
一些小的调整与改进。
Both
联机与单机部分的共同内容
UI
UI界面
Added UI Scale control.
增加UI缩放控件。
Changed the "Show Banners On Friendly Troops" option into a slider that controls the opacity of these banners.
改变了“显示友军旗帜”选项为一个滑块来控制这些旗帜的不透明度。
Added a new (or old depending on how you look at it) Warband style 3 part crosshair.
增加了一个新的(或旧的,取决于你怎么看)战团风格的3部分十字准星。
"Finalize Chat" key is now re-bindable.
“结束聊天”键现在是可重新绑定的。
Separated general kill-feed (top right) and personal feed (centre middle) controls in the options.
在选项中分隔了通用击杀反馈(右上角)和个人击杀反馈(中部)控件。
Gauntlet memory and performance improvements.
内存与性能改进。
Fixed some layout issues that appeared in panels that come out of frame.
修正了一些导致面板走出屏幕框架的布局问题。
Performance
性能
Significant performance improvements for the animation system. This will benefit situations with lots of animations such as battles and very populated town scenes.
显著性能改进的动画系统。这将有利于许多动画场景,如战斗和人口稠密的城镇场景。
Animations
动画
Idle and standing animations of agents now always start from the beginning instead of a random location, for both better visual effects and optimisation.
为了更好的视觉效果和优化,现在的空闲和站立动画总是从一开始就开始,而不是随机的位置。
Combat
格斗
Chasing agents followed the same path, which caused them to move in a line. Now they spread out a little bit, which looks more natural.
沿同一路径的追赶者使得他们排成一竖列追赶。现在他们散开了一点,看起来更自然了。
Agents surround enemy agents and choose a position based on the weapon length of the enemy. If the enemy had a longer weapon like a spear, the surrounding agents moved a bit far from the enemy. Now they compare the enemy's weapon length with their weapon length and move closer if the enemy's weapon is longer.
士兵包围敌人士兵时,会根据敌人的武器长度选择位置。如果敌人有像长矛一样比较长的武器,包围的士兵将会离敌人稍微远一点。现在它们会比较敌人的武器长度和自己的武器长度,如果敌人的武器较长,它们会靠近敌人。
Cavalry:
骑兵:
Reduced the angle of possible rear ups.
减少停马的可能角度。
Increased rearing damage threshold a tiny bit.
略微提高了冲撞伤害的触发阈值。
Braced spears can now also rear-up cavalry.
撑起的长矛现在也可以停马。
Other
其他
Fixed, when someone mounts a horse that is running away, the horse becomes unattackable beyond map borders.
修复了当有人骑上一匹正在逃跑的马,马在越过地图边界后不能被攻击的问题。
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鲜花鸡蛋Dusener 在2020-11-20 13:01 送朵鲜花 并说: 辛苦。
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