英雄无敌 3 重制版

上古纪元#补丁 0.81.02

EvilP 更新于 2026-09-30 22:07:42, 共有 条回复, 论坛链接

来源:https://store.steampowered.com/news/app/3105440/view/676258795703240871

视频介绍:https://www.bilibili.com/video/BV1Mkaf6hEXm/

Q3季度路线图度更新总结

结盟系统上线

  • 终于支持组队/合作玩法,可用于 PvE 和 PvP。
  • 支持同时行动,不用再等盟友结束回合。
  • 新增资源交易、资源请求、英雄间交换军队、传递宝物等功能。
  • 这些功能也可通过“远程据点”和“次元袋”法术实现。
  • 只要队伍中一人达成胜利条件,全队获胜。
  • 后续会有更多地图和模板支持结盟。

结盟游戏怎么开

  • 多人菜单建房间,邀请好友,可合作打 AI 或组队对抗,比如 2v2。
  • 想和 AI 盟友一起打 AI,可用快速开始里的 5 个新结盟模板。
  • 也可用自定义游戏,选现有模板或“破碎的联盟”地图。

高级随机地图生成器

  • 主要面向喜欢 PvE 打 AI、追求完全随机和不可预测体验的玩家。
  • 可自定义胜利条件、地图大小、自由混战或联盟、资源丰富度、可控制英雄数量、对称或非对称。
  • 生成的地图不来自现有模板池,随机性更强,更强调探索和意外。
  • 目前仅在快速开始中可用,未来会扩展。
  • 原有模板系统继续保留,适合喜欢可预测、平衡生成的玩家和 PvP。
  • 模板信息现在更详细,有说明和预期描述。

英雄技能平衡

  • 重做了亡灵法术逻辑,UI 更清晰易用。
  • 对裂渊和蕈林的关键机制做了重要平衡调整。
  • 调整了大量通用英雄技能。

存档与读取菜单更新

  • 存档分为单人和多人标签。
  • 每个战役、场景/地图、挑战都有独立分类。
  • 旧存档归入“未分类”,仍按单人和多人分开。

表情轮盘更新

  • 表情更多,从 GG 到惊讶、愤怒都有。
  • 不仅全局地图可用,战斗中也能用。

匹配系统改进

  • 校准更公平,高分段失败扣分权重更高。
  • 对手分差会影响得分/扣分。
  • 排行榜已重置,可重新冲榜。
  • 未来还会继续调整。

近期计划

  • 继续做新的 PvE 地图和单人冒险,10 月有更多消息。
  • 即将发布大型平衡补丁:重做圣殿阵营技能、重新平衡百分比伤害加成、新增神器与技能。
  • 补丁前会开公开测试分支。
  • 新增生物:一个经典生物(木乃伊),以及一个全新、敏捷神秘的生物(狐妖)。
  • 继续训练 AI,让 PvE 更有趣。

整体态度

  • 强调会继续兑现路线图承诺。
  • 兼顾 PvE 和 PvP 玩家。
  • Q3 路线图目标已完成,已开始做年底计划内容。

0.81.02 补丁记录 - Changelog

战斗与生物机制 - Combat & Creature Mechanics

  • 「Double attack」 effects now correctly apply to the Onyx and Jasper Dancers' alternative attack.
  • 『双重攻击』效果现在能正确作用于黑玉刃舞者和碧玉刃舞者的交替攻击。
  • Traps now correctly trigger when stacks are forcibly moved onto them.
  • 当兵种被强制移动到陷阱上时,陷阱现在能正确触发。
  • Traps located within the area of the 「Overwatch」 effect now trigger correctly.
  • 位于『掩护支援』效果范围内的陷阱现在能正确触发。
  • Landing on a 「Spatial Snare」 trap no longer allows a stack to continue its turn when positive Morale activates.
  • 触发正面士气时,踩中『空间牢笼』陷阱不再允许生物堆继续其回合。
  • Applying Speed and Initiative buffs to summoned creatures now correctly recalculates turn order.
  • 对召唤生物施加速度和主动性增益现在能正确重新计算行动顺序。
  • Fixed a bug where the death of an Energy Phoenix at the end of a round could cause the first stack of the next round to skip its turn.
  • 修复了爆能凤凰在回合结束时死亡可能导致下一回合首个生物堆跳过其行动的问题。
  • Fixed two separate bugs that caused combat to freeze after an Energy Phoenix died at end of round — one involving 「Reality Distortion」 and one involving negative Morale triggering alongside that same effect.
  • 修复了两个独立问题:爆能凤凰在回合结束时死亡后导致战斗卡死——一个涉及『扭曲现实』,另一个涉及负面士气与该效果同时触发。
  • 「Reality Distortion」 now correctly deals damage at the end of the turn in the last round of its duration.
  • 『扭曲现实』现在能在其持续时间的最后一回合结束时正确造成伤害。
  • Effects of the type "prevents health restoration" now block healing from all game mechanics without exception.
  • 『阻止生命恢复』类型的效果现在能无例外地阻断所有游戏机制的治疗。
  • The Mist Qilin is now correctly protected from Speed and Initiative reduction effects by its passive ability.
  • 雾麒麟现在能通过其被动能力正确免疫速度和主动性削减效果。
  • The 「Murderous Glee」 passive now correctly triggers even if the stack previously killed an enemy with a counter-attack.
  • 即使生物堆之前通过反击击杀了敌人,『凶残极乐』被动现在也能正确触发。
  • 「Naira's Kiss」 now triggers even when a stack ends its turn after the timer expires. Its damage is also now correctly reduced by bonuses of the type "reduces all incoming damage."
  • 即使生物堆在计时器耗尽后结束回合,『奈拉之吻』现在也能触发。其伤害现在也能被『减少所有所受伤害』类型的加成正确减免。
  • The 「Buckler」 artifact now correctly allows counter-attacks against enemies with 「Swift Strike」 if that property was gained during combat.
  • 如果『圆盾』在战斗中获得了『迅敏攻击』属性,现在能正确允许对拥有该属性的敌人进行反击。
  • A Phoenix resurrected via the 「Immortal」 passive can no longer use abilities before awakening.
  • 通过『不朽』被动复活的凤凰在苏醒前不再能使用能力。
  • Stacks with the Ranged Attack property now behave correctly under the 「Berserk」 effect, creature passives trigger properly, and Iriyads no longer damage themselves.
  • 拥有远程射击属性的生物堆在『丧心病狂』效果下现在表现正确,生物被动正常触发,且伊瑞德不再对自己造成伤害。
  • Abyssal Envoys under the 「Will of the Abyss」 ability no longer gain an extra turn when positive Morale triggers.
  • 在『深渊意志』能力下的深渊使节触发正面士气时不再获得额外回合。
  • Several game mechanics and effects that previously failed to trigger after the last enemy was killed now work correctly.
  • 之前在最后一个敌人被击杀后未能触发的若干游戏机制和效果现在能正常工作。

生物 - Creatures

  • The Infiltrator passive ability 「Sharper Blade」 now works correctly.
  • 渗透者的被动能力『利刃』现在工作正常。
  • The Infiltrator active ability 「Shadowstrike」 now correctly ignores the target's Defense.
  • 渗透者的主动能力『暗影突袭』现在能正确忽略目标的防御。
  • The Hive Queen passive ability 「Squash the Weak!」 now works correctly.
  • 虫巢女王的被动能力『碾碎弱者!』现在工作正常。

法术与技能 - Spells & Skills

  • The 「Sorcery」 skill now correctly enhances traps.
  • 『巫术』技能现在能正确强化陷阱。
  • 「Pocket Dimension」 can no longer be cast in locations the hero cannot reach.
  • 『次元袋』不能再被施放在英雄无法到达的位置。
  • Fixed a bug with hero Xirr's specialization that caused him to be susceptible to negative effects in combat.
  • 修复了英雄希尔(Xirr)专精导致他在战斗中易受负面效果影响的错误。
  • Uses of Global Map Spells obtained from scrolls are now correctly tracked when transferring scrolls to another hero.
  • 将卷轴转移给另一名英雄时,从卷轴获得的全局地图法术的使用次数现在能被正确追踪。

宝物 - Artifacts

  • The 「Vortex Robe」 artifact no longer triggers multiple times when interacting with multi-hit spells.
  • 『漩涡长袍』宝物在与多段法术互动时不再多次触发。

人工智能与稳定性 - AI & Stability

  • The AI in combat no longer ignores restrictions on hero ability usage.
  • 战斗中的人工智能不再忽略对英雄能力使用的限制。
  • Fixed an AI freeze when attempting to capture a neutral city previously owned by a player who left or was defeated.
  • 修复了人工智能尝试占领已被离开或击败的玩家拥有的中立城市时卡死的问题。
  • Fixed an AI freeze when one of its heroes interacted with a portal whose exit point was occupied by another hero.
  • 修复了人工智能的一名英雄与出口被另一名英雄占据的传送门互动时卡死的问题。
  • In rare situations, the turn no longer freezes after a player is defeated.
  • 在极少数情况下,玩家被击败后回合不再卡死。
  • Fixed a rare bug where a game save would fail to load.
  • 修复了极少数情况下游戏存档无法加载的错误。

重大新功能 - Major New Features

  • 1. Alliance System
  • 1. 联盟系统
  • The Alliance system has been added, allowing players to team up and fight together against opponents. As part of an Alliance, players have access to the following:
  • 联盟系统已加入,允许玩家组队共同对抗对手。作为联盟成员,玩家可使用以下功能:
    • Simultaneous turns with no restrictions in online play. Allied players meeting on the map do not switch to sequential turns — they continue acting simultaneously.
    • 在线游戏中无限制的同时回合。联盟玩家在地图上相遇时不切换为顺序回合——他们继续同时行动。
    • A temporary lock system for players and objects has been added to support this mechanic. For example, while a player is in combat, their ally cannot interact with their heroes. The lock is lifted immediately after combat ends.
    • 为支持该机制,添加了玩家和对象的临时锁定系统。例如,当一名玩家在战斗中时,其盟友无法与其英雄互动。锁定在战斗结束后立即解除。
    • Allies share the fog of war and can see each other's planned movement paths.
    • 盟友共享战争迷雾,并能看到彼此的计划移动路径。
    • Allied heroes can freely interact with one another through the standard exchange window, where both players can give and take artifacts and armies.
    • 联盟英雄可以通过标准交换窗口自由互动,双方可以给予和取走宝物和军队。
    • Players can send and request resources through a dedicated interface. The player list panel has been updated to display more notifications for easier trading.
    • 玩家可以通过专用界面发送和请求资源。玩家列表面板已更新,显示更多通知以便交易。
    • Via 「Remote Footholds」 and 「Pocket Dimension」, allies gain access to a shared Alliance storage for remote transfer of artifacts and armies.
    • 通过『远程据点』和『次元袋』,盟友可访问共享的联盟仓库,用于远程转移宝物和军队。
    • Several new templates specifically designed for Alliance play have been added to the game.
    • 游戏中添加了几个专门为联盟玩法设计的新模板。
  • 2. Save & Load UI Update
  • 2. 存档与读取界面更新
  • The save and load interface and file structure have been completely overhauled.
  • 存档和读取界面及文件结构已全面重做。
    • Each match now has its own profile that stores its saves.
    • 每场对局现在拥有自己的配置文件来存储其存档。
    • Saves can be sorted by date, name, and in-game time.
    • 存档可按日期、名称和游戏内时间排序。
    • A save can now be loaded directly from this window without going through the lobby.
    • 现在可以直接从此窗口加载存档,无需经过大厅。
    • Save information has been significantly expanded: the window now shows a minimap screenshot, hero roster, and other details.
    • 存档信息已大幅扩展:窗口现在显示小地图截图、英雄名册和其他详细信息。
    • Saves are split into Single Player and Multiplayer tabs.
    • 存档分为单人游戏和多人游戏标签页。
    • Filters by save type have been added: Campaign, Template, Scenario, Map, Tutorial, Challenge, Other. The Multiplayer tab also includes a filter by connection type: All, Hotseat, Online.
    • 添加了按存档类型的筛选器:战役、模板、场景、地图、教程、挑战、其他。多人游戏标签页还包括按连接类型筛选:全部、同一台、在线。
    • Bulk deletion of saves is now available.
    • 现在支持批量删除存档。
  • 3. Quick Start Update
  • 3. 快速开始更新
  • The Quick Start interface has been significantly reworked:
  • 快速开始界面已大幅重做:
    • Templates and scenarios now display much more detailed information.
    • 模板和场景现在显示更详细的信息。
    • Sorting for templates and scenarios has been added.
    • 添加了模板和场景的排序功能。
    • Tags have been added to help find templates and scenarios suited to your playstyle.
    • 添加了标签以帮助查找适合你游戏风格的模板和场景。
  • 4. Fully Random Map Generator
  • 4. 完全随机地图生成器
  • Since Early Access launch, the game has featured a random map generator — but it only worked based on pre-made templates. This update adds a fully random map generator that creates a unique map from scratch based on your chosen settings. The feature is available in single-player Quick Start mode. First, choose the map's base settings:
  • 自抢先体验版发布以来,游戏一直有一个随机地图生成器——但它只能基于预制模板工作。本次更新添加了一个完全随机地图生成器,根据你选择的设置从头创建独特地图。该功能在单人快速开始模式中可用。首先,选择地图的基本设置:
    • Game mode: multi-hero or single hero.
    • 游戏模式:多英雄或单英雄。
    • Map size.
    • 地图大小。
    • Number of players.
    • 玩家数量。
    • Alliances: if enabled, players are randomly assigned to teams (when possible).
    • 联盟:如果启用,玩家被随机分配到队伍(在可能的情况下)。
    • Overall zone richness and content density.
    • 区域整体丰富度和内容密度。
    • Overall map difficulty.
    • 地图整体难度。
    • Symmetry: if enabled, the map will have a symmetrical structure. An asymmetrical map may be completely unpredictable.
    • 对称性:如果启用,地图将具有对称结构。不对称地图可能完全不可预测。
    • Win conditions.
    • 胜利条件。
  • Then, just like in regular Quick Start, you choose your faction, hero, and difficulty level — and begin the game.
  • 然后,就像在常规快速开始中一样,你选择阵营、英雄和难度等级——并开始游戏。
  • 5. Emoji Wheel & Notification System Update
  • 5. 表情轮盘与通知系统更新
  • The Emoji Wheel has been fully updated, along with improvements to the companion notification system:
  • 表情轮盘已全面更新,伙伴通知系统也得到改进:
    • The Emoji Wheel is now available not only on the global map, but also in combat and in towns.
    • 表情轮盘现在不仅可在全局地图上使用,也可在战斗和城镇中使用。
    • Customization of the wheel's content has been significantly improved.
    • 轮盘内容的自定义功能已大幅改进。
    • New emojies have been added.
    • 添加了新表情。
    • The player list now displays notifications sent by other players, both in expanded and collapsed view.
    • 玩家列表现在显示其他玩家发送的通知,无论是在展开还是折叠视图下。
  • 6. Matchmaking System Update
  • 6. 匹配系统更新
  • Alongside the rating reset, we are introducing a number of important changes to the matchmaking system:
  • 伴随天梯重置,我们正在对匹配系统进行一些重要更改:
    • An automated cheater detection algorithm and a low-priority system have been added.
    • 添加了自动作弊者检测算法和低优先级系统。
    • All players now start with a rating of 1000 regardless of the skill level chosen before calibration matches.
    • 所有玩家现在起始天梯分为1000,无论校准赛前选择的技能等级如何。
    • The calibration process has been adjusted: wins during calibration now grant additional points independent of the base gain.
    • 校准过程已调整:校准期间的胜利现在授予额外分数,与基础收益无关。
    • The number of points gained and lost per match now depends on the player's current rank. The higher the rank, the fewer points earned for a win and the more lost for a defeat. For example, at the lowest rank a win grants 40 points and a loss costs 10. At the highest rank it's reversed: 10 for a win and 40 for a loss.
    • 每场比赛获得和失去的分数现在取决于玩家当前段位。段位越高,胜利获得的分数越少,失败失去的分数越多。例如,在最低段位胜利获得40分,失败损失10分。在最高段位则相反:胜利10分,失败40分。
    • The influence of rating difference between players on the final point totals has been significantly increased.
    • 玩家间天梯分差异对最终总分的影响已大幅增加。

次要玩法改动 - Minor Gameplay Changes

  • The selected alternative camera position in combat is now saved between battles and applied immediately, not from the next battle onwards.
  • 战斗中选择的备用摄像机位置现在会在战斗之间保存并立即应用,而不是从下一场战斗开始。
  • Traps automatically created during a siege now take priority over other traps and cannot be destroyed by them.
  • 围城期间自动创建的陷阱现在优先于其他陷阱,且不能被它们破坏。
  • Bonuses that increase maximum HP no longer reduce the number of Fire Larvae summoned to the battlefield.
  • 增加最大生命值的加成不再减少召唤到战场上的火焰幼虫数量。
  • The 「Emerald Resonance Controller」 artifact now also protects temporary creatures from banishment.
  • 『翡翠共振控制器』宝物现在也保护临时生物不被放逐。
  • The Temple law 「Sacred Lands」 has been replaced by 「Sacred Protection,」 making friendly heroes immune to negative effects in combat and on the adventure map.
  • 圣堂法则『神圣之地』已被『神圣保护』取代,使我方英雄在战斗和冒险地图上免疫负面效果。

英三重制#品牌总监采访

EvilP 更新于 2026-09-14 09:52:33, 共有 条回复, 论坛链接

来源:Celestial Heavens

本篇是 Anavrin 对品牌总监(Brand Director) Eric Damian-Vernet 的采访。

  • Heroes III is a game that fans have been playing for decades. I can understand why we'll see a remake of this game. However, the previous attempt to make an HD Edition of the game was criticized. Could you explain why you chose to remake Heroes 3 (and not, say, Heroes 5, which is also popular with fans)?
  • 《英雄无敌3》是一款粉丝们玩了几十年的游戏。我能理解为什么会推出重制版。不过,之前尝试制作的高清版曾受到批评。你能解释一下为什么选择重制《英雄无敌3》(而不是同样受粉丝欢迎的《英雄无敌5》)吗?
  • Heroes V is a great game and certainly has its supporters within the Heroes community, but let’s be clear, factually, it is not in the same league as Heroes III when it comes to popularity and legacy. There are simply no two games like Heroes III in the Heroes series, and I would even say in the entire Might and Magic franchise. HD Edition clearly had its flaws* some we are working on addressing in the Remake e.g. the Complete version content i.e. all the factions, campaigns, RMG, supporting UGC and modding with tools etc.
  • 《英雄无敌5》是一款很棒的游戏,在英雄无敌社区中当然也有支持者,但说清楚一点,从事实上看,在流行度和传承地位上,它和《英雄无敌3》根本不在一个级别。英雄无敌系列里根本没有两款游戏像《英雄无敌3》这样,我甚至可以说整个《魔法门》系列也是如此。高清版显然有它的缺陷,其中一些我们正在重制版中解决,例如完整版内容,也就是所有阵营、战役、RMG、支持 UGC 以及用工具进行模改等。
  • Since the release of the original Heroes 3, a huge number of mods have been released (for example, In the Wake of Gods, Horn of the Abyss, Tides of War, and many others). Some mods add new factions, others alternative creatures, and some more fundamentally change the game and add commanders. Could you tell me how the remake will compare to them? What is the advantage of the remake over all these mods? Why should I play the remake instead of the original Heroes 3? :)
  • 自从原版《英雄无敌3》发布以来,已经推出了大量模组(例如《追随神迹》《深渊号角》《战争之潮》等许多模组)。有些模组添加了新阵营,有些添加了替代生物,还有一些更从根本上改变了游戏并加入了指挥官。你能告诉我重制版与它们相比如何吗?重制版相对于所有这些模组有什么优势?我为什么应该玩重制版而不是原版《英雄无敌3》?:)
  • The Remake is for anyone who loved Heroes III or played a Heroes game at a point in their lives and want to reconnect with the series with modernized visuals and gameplay. We’re also making it for first time Heroes players, with extensive tutorials and quality of life tools and options so they can discover the greatness of Heroes III without doing extensive homework online. Online PvP is back with matchmaking and simultaneous turns. And we are already bringing some of the most popular mod improvements in the Remake and new factions are likely to come at some point.
  • 重制版面向任何热爱《英雄无敌3》的人,或者任何在人生某个阶段玩过英雄无敌游戏、并希望以现代化视觉和玩法重新连接这个系列的人。我们也在为首次接触英雄无敌的玩家制作它,提供大量教程和便利性工具与选项,让他们无需在网上做大量功课就能发现《英雄无敌3》的伟大之处。在线 PvP 回归,并带有匹配和同时回合。我们已经把一些最受欢迎的模组改进带入重制版,新阵营也很可能在某个时候推出。
  • And if you compare the Remake to Olden Era, what are its advantages? :)
  • 如果你把重制版与《上古纪元》相比,它有什么优势?
  • Heroes III Remake is Heroes III, the Classic, with modernized gameplay and visuals, i.e. the original factions, the classic campaigns, single scenarios and even community made maps … It’s the complete package with huge content from day 1… and the potential for more content after release, either through official DLC or community content. Heroes Olden Era is a new Heroes game with its own factions, a new story campaign, twists on gameplay, new features and modes. It’s an Early Access game that will add content and features as it progresses towards its 1.0 release. We see them as complementary and each have their own advantages …
  • 《英雄无敌3》重制版就是《英雄无敌3》,是经典版,拥有现代化的玩法与视觉,也就是原版阵营、经典战役、剧情场景甚至社区自制地图……它是从第一天起就包含海量内容的完整包……并且在发布后还有更多内容的潜力,无论是通过官方 DLC 还是社区内容。《英雄无敌:上古纪元》是一款新的英雄无敌游戏,拥有自己的阵营、新故事战役、玩法变化、新功能与模式。它是一款抢先体验游戏,会随着向 1.0 版本推进而增加内容和功能。我们认为它们是互补的,各有各的优势……
  • Does the remake rewrite the AI ​​from scratch or does it use the original's source code? Should we expect improved AI?
  • 重制版是从头重写 AI,还是使用原版源代码?我们应该期待 AI 改进吗?
  • It’s the AI of the original ported in the new engine.
  • 它是原版 AI 移植到新引擎中。
  • Do you have any plans to change (adjust) the campaign plots? Are you considering completely revising the entire plot and canceling the Reckoning?
  • 你们有计划改变(调整)战役剧情吗?你们是否考虑彻底修改整个剧情并取消“大灾变”?
  • We are adding a prologue campaign (to also act as a tutorial) which we are making as consistent as possible with the official canon storyline. Prologue aside the plot is the same as in the Original.
  • 我们正在添加一个序幕战役(同时也作为教程),我们会尽可能使其与官方正史剧情保持一致。除了序幕之外,剧情与原版相同。
  • How will the story be presented in the campaigns themselves? Will it be pages of text, or will you try animated cutscenes? Will there be voiceovers? Will the campaign plots themselves be changed (added to)?
  • 战役中的故事将如何呈现?会是整页文字,还是会尝试动画过场?会有语音吗?战役剧情本身会改变(增加)吗?
  • All campaigns are now integrated into a single “Chronology” which displays them in order and in context to each other (e.g. plot points happening simultaneously but from a different faction’s point of view). Each campaign mission will be introduced by voice overs. And by completing missions you will unlock “visions” that will combine into 3 lengthy cutscenes retelling the complete events of each of the main sagas – The restoration of Erathia, The Armageddon’s Blade and the Shadow of Death.
  • 所有战役现在都整合到一个统一的“编年史”中,按顺序并相互关联地展示它们(例如同时发生但来自不同阵营视角的剧情点)。每个战役任务都会由语音引入。完成任务后,你将解锁“幻象”,它们会组合成三段长篇过场,重述每个主要传奇的完整事件——埃拉西亚的光复、末日之刃和死亡阴影。
  • Why did you decide to abandon the heroic fantasy style of the 60s-80s metal scene in favor of a more classic fantasy feel during the development of the remake?
  • 为什么你们决定在重制版开发中放弃 60~80 年代金属场景的英雄奇幻风格,转而采用更经典的奇幻感觉?
  • For the Remake we defined our direction as grounded hopeful Medieval Fantasy. Grounded because inspirations for Heroes III are rooted in our World history and myths and legends. Hopeful, because from our perspective Enroth is a bright and magical world during its Golden age, unlike darker end-of-the-world Fantasy such as Warhammer or The Witcher. From our experience, each and every fan has a different take on Heroes III’s aesthetic. During demo or playtests, some players thought we were too dark, others that we were too colorful, so in the end we can only hope to strike the right balance through iterations.
  • 对于重制版,我们把方向定义为脚踏实地、充满希望的中世纪奇幻。“脚踏实地”是因为《英雄无敌3》的灵感根植于我们的世界历史、神话与传说。“充满希望”是因为从我们的视角看,恩洛斯在其黄金时代是一个明亮而神奇的世界,不像《战锤》或《巫师》那样更黑暗的末日奇幻。根据我们的经验,每个粉丝对《英雄无敌3》的美学都有不同看法。在演示或测试中,有些玩家觉得我们太暗,另一些觉得我们太鲜艳,所以最终我们只能希望通过反复迭代来取得恰到好处的平衡。
  • Why is the Wolf rider now a human instead of a goblin?
  • 为什么狼骑士现在是人类而不是大耳怪?
  • We find that an interesting unique aspect of Heroes’ factions is that they are diverse, not mono-cultural and we feel that this diversity is lacking a bit in the Stronghold line up. Having humans as riders is our way of addressing that perceived lack of diversity in the Remake, we already have goblins as Tier 1 unit, and some of the most popular Stronghold heroes are humans so it’s not like we are introducing a totally new creature to the faction. On the gameplay side nothing changes. That said we are aware there’s some apprehension regarding some unit redesigns in the Remake, we’re reading comments, let’s see.
  • 我们发现英雄无敌阵营一个有趣而独特的方面是它们具有多样性,并非单一文化,而我们觉得这种多样性在据点阵容中有所缺失。让人类作为骑手,是我们在重制版中解决这种感知到的多样性缺失的方式。我们已经把大耳怪作为一级单位,而且一些最受欢迎的据点英雄也是人类,所以这并不是说我们给这个阵营引入了一个全新生物。玩法方面没有任何变化。话虽如此,我们意识到有人对重制版中某些单位重新设计感到担忧,我们正在阅读评论,拭目以待。
  • As far as we know, the Forge faction was originally planned for the Armageddon's Blade expansion, but it was canceled during development. Many fans are working on bringing this faction back to the game (HotA, DoR). Do you plan to include the Forge faction in the Remake, or will it remain a beautiful legend?
  • 据我们所知,铸造厂阵营原本计划用于《末日之刃》资料片,但在开发过程中被取消。许多粉丝正在努力将这个阵营带回游戏(HotA、DoR)。你们计划在重制版中加入铸造厂阵营吗,还是它会继续成为一个美丽的传说?
  • Is anyone from the original Heroes 3 team involved in the remake's development?
  • 原版《英雄无敌3》团队有人参与重制版的开发吗?
  • For now, it’s the 9 original factions. No members of the original Heroes III team are currently on the team but we talked with a few, some are open to collaborating, but we’ll have to find the right project for that to happen.
  • 目前只有原版 9 个阵营。原版《英雄无敌3》团队成员目前没有人在团队中,但我们和一些人谈过,有些人对合作持开放态度,但我们必须找到合适的项目才能实现。
  • Are you collaborating with modding teams on the remake? Or perhaps with the creator of the online lobby for the original Heroes 3?
  • 你们在重制版上会与模组团队合作吗?或者也许与原版《英雄无敌3》在线大厅的创作者合作?
  • We have a good relationship with the HOTA crew, nothing to reveal for now but we hope to bring them - and other mod teams - onboard the Remake either as modders or contributors to the Remake.
  • 我们与 HOTA 团队关系良好,目前没有什么可透露的,但我们希望把他们——以及其他模组团队——引入重制版,无论是作为模组作者还是重制版的贡献者。
  • Is there a significant focus on the game's multiplayer? Will there be simultaneous turns? A spectator mode? Perhaps new multiplayer modes? Are you planning on bringing the most popular fan-made multiplayer maps into the game?
  • 游戏是否会重点关注意多人?会有同时回合吗?观战模式?也许新的多人模式?你们计划把最受欢迎的粉丝自制多人地图带入游戏吗?
  • The Remake will ship with the classic 8 player multiplayer, hotseat/offline and online. There will be simultaneous turns at launch, but no spectator mode is planned for now. Many Fan-made multiplayer maps are already supported (depending on the version of the editor used to create them) and can be imported and played in the Remake. For example Paragon 2.0.
  • 重制版将随附经典的 8 人多人、热座/离线以及在线。发布时会有同时回合,但目前没有计划观战模式。许多粉丝自制多人地图已经得到支持(取决于创建它们所用的编辑器版本),可以导入并在重制版中游玩。例如 Paragon 2.0。
  • Caravan mechanics were added in subsequent games. This helped optimize the process of buying creatures from outer dwellings. Will we see something similar in the remake?
  • 后续游戏加入了篷车机制。这有助于优化从外部巢穴购买生物的过程。我们会在重制版中看到类似内容吗?
  • We are working on optional automation features that will alleviate some of the micromanagement for players who wish to use them. We will reveal these in more detail later.
  • 我们正在开发可选的自动化功能,以减轻希望使用它们的玩家的一些微操负担。我们稍后会透露更多细节。
  • What are your plans for the game? Should we expect long-term support?
  • 你们对游戏有什么计划?我们应该期待长期支持吗?
  • We have plans for extra content after the release but how long term the support will be will obviously depend on how well the game sells and how many players play it.
  • 我们有发布后额外内容的计划,但支持的长期程度显然取决于游戏销量以及有多少玩家游玩。
  • Should we expect any expansions, or will the remake be limited to the original 3 characters?
  • 我们应该期待任何资料片吗,还是重制版将仅限于原版 3 个?
  • We have plans for extra content after the release, we will share more as we get closer to launch.
  • 我们有发布后额外内容的计划,随着临近发布我们会分享更多。
  • What should we expect in the expansions? Will they simply be story-driven campaigns or will new factions be introduced into the game?
  • 我们应该在资料片中期待什么?它们只是剧情驱动的战役,还是会将新阵营引入游戏?
  • It could be both but for now we’re very much focused on shipping a great Remake based on the original Complete content.
  • 两者都有可能,但目前我们非常专注于基于原版完整内容推出一个出色的重制版。
  • Do you think there might have been an entire continent somewhere in Enroth that we weren't told about for some reason? If so, let's imagine who might inhabit it? Do you personally have any creatures that haven't yet appeared in the game that you'd like to include in the Enroth universe :)
  • 你认为恩洛斯的某个地方可能有一整块我们因某种原因未曾被告知的大陆吗?如果是这样,让我们想象一下谁可能居住在那里?你个人有没有希望加入恩洛斯宇宙、但尚未在游戏中出现的生物?:)
  • Maybe but we’ve already got plenty to explore with Antagarich, Jadame and Enroth … A creature? Probably the Lobstrosity.
  • 也许吧,但我们已经有很多可以在恩塔格瑞、贾达姆和恩洛斯探索的内容了…… 一种生物?大概是龙虾怪。
  • What challenges did the team face when transitioning from a 2D game to 3D? What solutions did they find?
  • 团队在从 2D 游戏过渡到3D时面临了哪些挑战?他们找到了什么解决方案?
  • I would say the balance between realism / immersion vs readability of the map, and of course optimization to make sure the game is playable on reasonable configs. Map object proportions (Hero model vs mountain vs town etc.) are tricky to set in a semi-realistic, immersive 3d world map compared to a more stylized 2D view. No easy solutions unfortunately, a lot of work, testing and iterating … and it’s an ongoing process.
  • 我会说,是真实感/沉浸感与地图可读性之间的平衡,当然还有优化,以确保游戏在合理配置上可玩。与更风格化的 2D 视图相比,在半真实、沉浸式的3D世界地图中,地图物体比例(英雄模型与山、城镇等)很难设定。不幸的是没有简单解决方案,需要大量工作、测试和迭代…… 而且这是一个持续的过程。
  • Will there be an editor and map generator?
  • 会有编辑器和地图生成器吗?
  • Yes
  • 有
  • Can we expect modder support?
  • 我们可以期待模组作者支持吗?
  • We are working on adding new features to the editor on top of map making tools, that would allow players to play with the stats and create their own balancing and patches. We hope to add more tools as we go and are looking forward to welcome modders and content creators on the Remake.
  • 我们正在为编辑器在地图制作工具之上添加新功能,让玩家可以调整数值并创建自己的平衡与补丁。我们希望随着进展添加更多工具,并期待欢迎模组作者和内容创作者加入重制版。
  • Who is the game's composer this time, why was he chosen, and what inspired him in his work?
  • 这次游戏的作曲家是谁,为什么选择他,他的创作灵感来自什么?
  • We will make an announcement regarding the music of the game later. Stay tuned
  • 我们稍后会公布关于游戏音乐的消息。敬请关注
  • Will the game's appearance and design change before the final version is released in 2027? Do the developers plan to listen to the fan community (as in the Olden era) and change unit appearances, graphics, effects, etc.?
  • 游戏的外观和设计会在 2027 年最终版本发布前改变吗?开发者计划听取粉丝社区意见(像《上古纪元》那样)并更改单位外观、图形、效果等吗?
  • The game will keep improving until the release. We are looking at ways to best integrate the fans into the Remake, we will communicate on the next steps soon.
  • 游戏会一直改进直到发布。我们正在寻找最佳方式让粉丝融入重制版,我们很快就会沟通下一步。
  • Why do you think Heroes 3 is so popular with fans? Will the remake be able to achieve the same popularity?
  • 你认为为什么《英雄无敌3》如此受粉丝欢迎?重制版能取得同样的受欢迎程度吗?
  • For me it’s a combination of many things, amongst other great strategic gameplay built on the very solid foundations of I and II, the Fantasy adventure toybox with all the classic creatures from D&D to Myths and fairy tales, the unforgettable music and also a favorable context – released during the golden age of PC gaming and strategy, rampant piracy and growing PC audience in the West but also in the East. As for the Remake, please ask me again in 27 years wink Erathia must survive!
  • 对我来说这是许多因素的结合,除了建立在1代和2代非常坚实基础上的出色策略玩法,还有从 DND 到神话与童话中所有经典生物的奇幻冒险玩具盒、令人难忘的音乐,以及有利的背景——发布于 PC 游戏和策略游戏的黄金时代、盗版猖獗以及西方和东方PC受众增长之时。至于重制版,请 27 年后再问我吧,埃拉西亚必须生存!
  • Will there be a collector's edition of the game? What will it include?
  • 游戏会有典藏版吗?它会包含什么?
  • Details on the different editions will be announced as we get closer to launch.
  • 不同版本的细节将在临近发布时公布。

魔法门品牌 - Franchise

  • After the announcement of the Heroes 3 remake, should we expect new Olden Era content? Can we expect expansions with new factions in the near future?
  • 在《英雄无敌3》重制版公布后,我们应该期待《上古纪元》的新内容吗?我们能在不久的将来期待带有新阵营的资料片吗?
  • Unfrozen have already communicated their roadmap for Olden Era, more content is definitely coming.
  • Unfrozen 已经公布了《上古纪元》的路线图,更多内容肯定会到来。
  • Aren't you worried about competition between H3R and Olden Era? I assume the same people will play these games; aren't you creating competition for yourself?
  • 你们不担心H3R和《上古纪元》之间的竞争吗?我猜会是同一批人玩这些游戏;你们不是在给自己制造竞争吗?
  • We hope players will play both games; we know Heroes fans play multiple games.
  • 我们希望玩家会两款游戏都玩;我们知道英雄无敌粉丝会玩多款游戏。
  • Are there any other unannounced Might & Magic projects currently in the works?
  • 目前是否有其他未公布的《魔法门》项目正在制作中?
  • I cannot say sorry smile teeth
  • 我不能说,抱歉
  • Are there any plans for remasters of classic Might and Magic games?
  • 有计划重制经典《魔法门》游戏吗?
  • No as of today. Remasters are tricky,
  • 截至目前没有。重制很棘手,
  • The Might and Magic RPG fanbase is very small compared to that of Heroes, how big would the sales potential be?
  • 与英雄无敌相比,《魔法门》RPG 粉丝群体非常小,销售潜力会有多大?
  • RPG as a genre has completely changed dimension with games such as Baldur’s Gate 3 or Witcher 3, setting up incredibly hard to reach expectations amongst RPG players. Also we would need to locate the original source code… not always a piece of cake.
  • RPG 作为一个类型已经因《博德之门3》或《巫师3》等游戏而完全改变了维度,在 RPG 玩家中设定了极其难以达到的期望。此外,我们还需要找到原始源代码…… 这并不总是小菜一碟。
  • We currently have two active Might & Magic Heroes projects in the works. This is encouraging. However, I imagine Might & Magic fans are still feeling the pinch. Should we expect an RPG (or any other genre) game?
  • 我们目前有两个活跃的《魔法门之英雄无敌》项目正在制作中。这令人鼓舞。然而,我想《魔法门》粉丝仍然感到紧缺。我们应该期待一款 RPG(或任何其他类型)游戏吗?
  • I would love to see Might and Magic return to its classic RPG roots. But for that to happen we would need repeated proven successes with our current games, and also be able to find the talents with the required genre expertise and also interested and passionate about the series. It’s a step-by-step process.
  • 我很想看到《魔法门》回归其经典 RPG 根源。但要做到这一点,我们需要当前游戏反复取得经过验证的成功,还需要找到具备所需类型专业知识、并且对这个系列感兴趣且有热情的人才。这是一个循序渐进的过程。
  • Many games in the franchise have a huge number of modders working on them. Releasing the source code of the games would help many people develop their mods. Have you considered releasing the source code for older (outdated) games in the series?
  • 该系列中许多游戏都有大量模组作者在为其工作。发布游戏的源代码会帮助许多人开发模组。你们是否考虑过发布系列中较旧(过时)游戏的源代码?
  • No to release, keep in mind that for some games we simply don’t have the source code. On the other hand, we may share some info and assets we have with some trusted modders, for example for the Dark Messiah Restoration mode. We haven’t had the opportunity for such collaboration on a Heroes title yet but it could happen.
  • 不会发布,请记住,对于某些游戏我们根本没有源代码。另一方面,我们可能会与一些受信任的模组作者分享我们拥有的一些信息和素材,例如《黑暗弥赛亚》修正模式。我们还没有机会在英雄无敌作品上进行这种合作,但这可能会发生。
  • Is there any new news from the world of Ashan? Perhaps there are plans for a new game (remake) or at least a book? smile teeth After Julien Pirou's interview, many were very sorry that so many great plans and games were not realized. Maybe it's time to think about these projects again?
  • 亚山世界有什么新消息吗?也许有计划推出新游戏(重制)或至少一本书?在 Julien Pirou 的采访之后,许多人都为那么多伟大的计划和游戏未能实现而感到非常遗憾。也许是时候重新考虑这些项目了?
  • That could be great, love Julien, but again it will depend on our current projects perform first.
  • 那可能很棒,喜欢 Julien,但再次强调,这将首先取决于我们当前项目的表现。
  • Have you considered merging the universes (Ashan and the old universe)? Or creating a new world? What is the brand's direction for the next five years, and which universe will you continue to develop (with new games)?
  • 你们是否考虑过合并宇宙(亚山和旧世界)?或者创建一个新世界?品牌未来五年的方向是什么,你们将继续开发哪个宇宙(推出新游戏)?
  • For now, we’re focused on Enroth as main world to develop, although our Fates TCG set in the Sea of Fates which technically is close to a “merged Ashan-Old Universe”.
  • 目前,我们专注于将恩洛斯作为主要世界来开发,尽管我们的《命运》TCG设定在命运之海,从技术上讲接近“合并的亚山-旧世界”。
  • Heroes of Might and Magic: 30th Anniversary Retrospective was recently published. Should we expect any new books (world histories, developer diaries, Atlases of Worlds, the Enroth Cookbook)?
  • 《魔法门之英雄无敌:30周年回顾》最近发布了。我们应该期待任何新书吗(世界历史、开发者日记、世界地图集、恩洛斯食谱)?
  • In terms of book we have the Table top RPG from Modiphius / Lans Macabre coming this year. There will be some art books from Archon for their projects. After that, let’s see what makes sense, it must be financially viable for our Publishing partners, meaning there should be an audience and a demand for it.
  • 在书籍方面,我们有来自 Modiphius / Lans Macabre 的桌面RPG将在今年推出。Archon 会为他们的项目推出一些艺术设定集。在那之后,让我们看看什么合理,它必须对我们的出版合作伙伴具有财务可行性,这意味着应该有受众和需求。
  • The announcement of three new factions this year in Heroes of Might & Magic III: The Board Game is exciting. Should we expect more new factions from other mods (like Day of Reckoning), or are these the last available expansions?
  • 今年《魔法门之英雄无敌III:桌游》公布三个新阵营令人兴奋。我们应该期待来自其他模组(如DoR)的更多新阵营吗,还是这些是最后可用的扩展?
  • As far as I know this is the last campaign for the Heroes III boardgame, let’s see how it goes. But ultimately it is Archon’s decision.
  • 据我所知,这是《英雄无敌3》桌游的最后一个战役,让我们看看进展如何。但最终这是 Archon 的决定。
  • Is the Chinese version of Heroes Dynasty currently supported? Are there any other games in the brand currently published only in China? Should we expect anything in the global release?
  • 《英雄无敌:王朝》中文版目前是否仍受支持?该品牌目前是否有其他仅在中国发行的游戏?我们应该期待全球发行吗?
  • Heroes Dynasty is still supported, the future will depend on the develop/publisher Longtu. A new Heroes SLG by Ruyi games/Tencent has just begun closed testing in China, we’ll see how it goes with the local heroes and mobile strategy fans. For now globally it’s still “just” Era of Chaos which is going to celebrate their 7th anniversary soon.
  • 《英雄王朝》仍受支持,未来将取决于开发商/发行商龙图。由 Ruyi games/腾讯 开发的一款新的英雄无敌 SLG 刚刚在中国开始封闭测试,我们看看它在当地英雄无敌和移动策略粉丝中的表现如何。目前全球范围内仍然“只是”《战争纪元》,它即将庆祝其 7 周年。
  • Should we expect new fractions after Sylvan in Fates? Will we see the Dark Elves of Ashan, or, conversely, with the announcement of the Heroes 3 remake, should we expect races from the old universe?
  • 我们应该期待《命运》中森林之后的新阵营吗?我们会看到亚山的黑暗精灵,或者相反,随着《英雄无敌3》重制版的公布,我们应该期待旧宇宙的种族吗?
  • As long as the game remains popular It’s safe to assume that there will be new cards and probably other factions. Follow the Fates TCG social media / discord sever to get the latest updates and news
  • 只要游戏保持受欢迎,就可以安全地假设会有新卡牌,可能还有其他阵营。关注《命运》TCG 的社交媒体 / Discord 服务器以获取最新更新和新闻。

其它 - Special questions

  • Tell us a little about yourself. We understand you currently live in Shanghai, China. How did you end up there? Why China?
  • 请稍微介绍一下你自己。我们了解到你目前住在中国上海。你是怎么到那里的?为什么是中国?
  • I grew up with video games, I had my first Amstrad cpc 464 at 6, then Amiga, PC, home and handheld console from 8 bits to PS5 today. After my study I had the chance to secure an internship at Ubisoft Headquarters in Paris, at that time it wasn’t the giant publisher it is now yet, but ambitious projects and studios were starting to spawn all over the world. I always wanted to “make games” and I was presented with the opportunity to either join a dev team either in Montreal or Shanghai. I travelled to Shanghai to get a feeling for the life there and fell in love with the city – the Blade Runner/Cyberpunk like skyline, the high tech studio and energy an talent of the people and dev … and here we are 20 years later, I’m still there. I find it puzzling when many people think of today’s China as a low-cost country producing cheap but bad quality products and games… from what I can observe they’re at the cutting edge of so many industries and technologies, and we haven’t seen the whole of it yet. In many ways It’s just stimulating for me to be where the world of tomorrow is being shaped today.
  • 我是伴随着电子游戏长大的,6 岁时有了第一台 Amstrad CPC 464,然后是 Amiga、PC、家用和掌上主机,从 8 位到今天的 PS5。学业结束后,我有机会在巴黎的育碧总部获得实习机会,那时它还不是如今的巨头发行商,但雄心勃勃的项目和工作室已经开始在世界各地涌现。我一直想“做游戏”,当时有机会加入蒙特利尔或上海的一个开发团队。我去上海感受那里的生活,并爱上了这座城市——类似《银翼杀手》/赛博朋克的天际线、高科技工作室以及人们和开发者的活力与才华…… 20 年后的今天,我仍然在那里。当很多人把今天的中国视为生产廉价但劣质产品和游戏的低成本国家时,我觉得很困惑…… 据我观察,他们在许多行业和技术上都处于前沿,而我们还没有看到全貌。在很多方面,身处今天正在塑造明日世界的地方,对我来说就是很刺激。
  • What did you work on before the Might & Magic franchise? Has your life and profession always been connected to computer games?
  • 在《魔法门》系列之前你做什么工作?你的生活和职业一直与电脑游戏相关吗?
  • Except Might and Magic I worked in production on new IPs such as Tom Clancy’s Endwar, I Am Alive and some big brand project such as Splinter Cell or Michael Jackson games. I also held the role of Brand director for China Publishing for several years, leading a team helping bring and adapt some of our biggest games and franchises to/for China players e.g. The Division 2, Assassin’s Creed Odyssey, Rabbids, Rayman, Just Dance etc, working with Nintendo, Tencent, and even some movie major. I don’t say “before Might and Magic” as I have almost always worked on Might and Magic projects during my 20 years at Ubisoft, some which unfortunately never became public.
  • 除了《魔法门》,我还参与过新 IP 的制作,如《汤姆·克兰西:终结战争》《我还活着》以及一些大品牌项目,如《细胞分裂》或迈克尔·杰克逊游戏。我还担任过数年中国发行品牌总监,带领团队帮助将我们一些最大的游戏和系列引入/适配中国玩家,例如《全境封锁2》《刺客信条:奥德赛》《疯狂兔子》《雷曼》《舞力全开》等,与任天堂、腾讯甚至一些电影巨头合作。我不说“在《魔法门》之前”,因为我在育碧的 20 年里几乎一直参与《魔法门》项目,其中一些不幸从未公开。
  • What games do you play? Do you play Might & Magic Fates / Olden Era / other games you've helped develop? Could we meet you there by chance in multiplayer?
  • 你玩什么游戏?你玩《魔法门:命运》/《上古纪元》/你帮助开发的其他游戏吗?我们能在多人游戏里碰巧遇到你吗?
  • I play all the games, I don’t like or play multiplayer though unless it’s coop or hot seat, I’m more of a campaign/single scenario kind of player. Currently I’m replying all the classic Heroes III campaigns in the Remake, trying to remember the old strategies, I’m having a great time proud
  • 我玩所有游戏,但我不喜欢也不玩多人,除非是合作或热座,我更像战役/单场景型玩家。目前我正在重制版中重玩所有经典《英雄无敌3》战役,努力回忆过去的策略,我玩得很开心 proud
  • Do you have any hobbies? What's your favorite book, movie, or TV series? Favorite food :)
  • 你有什么爱好?你最喜欢的书、电影或电视剧是什么?最喜欢的食物 :)
  • I love sports in general, training Thai boxing three times a week. I’m currently reading Dungeon Crawler’s Carl and watching The Gentlemen season 2, a cool gangster Tv show by Guy Ritchie. As for food, I love eating any sort of tofu, China has so many great Tofu-based dishes, especially if you can eat “spicy”.
  • 我总体上喜欢运动,每周训练三次泰拳。我目前正在读《Dungeon Crawler Carl》,并在看《绅士们》第二季,一部由盖·里奇制作的酷炫黑帮电视剧。至于食物,我喜欢吃任何种类的豆腐,中国有太多很棒的豆腐菜肴,尤其是如果你能吃“辣”。
  • You meet a fan (for example, of Might & Magic heroes) who dreams of becoming a game developer for their favorite franchise. Would you recommend them to follow that path, or is developing a game completely different from playing one? Where should they start? What advice would you give them?
  • 你遇到一个粉丝(例如《魔法门之英雄无敌》的粉丝),梦想成为自己最爱系列的游戏开发者。你会建议他们走这条路吗,还是开发游戏与玩游戏完全不同?他们应该从哪里开始?你会给他们什么建议?
  • I would say start by joining a mod team as a contributor or create maps, campaigns or fan arts, create and animate a community. I won’t say it’s easy and common but it is possible, we know a few who made it e.g. Magdalena Katanska or Iana Venge for artists or Papyjama as a map maker for Heroes III and now a Level designer for Olden Era.
  • 我会说,先从作为贡献者加入一个模组团队开始,或者制作地图、战役或粉丝艺术,创建并活跃一个社区。我不会说这很容易和常见,但这是可能的,我们知道一些人做到了,例如艺术家 Magdalena Katanska 或 Iana Venge,或者 Papyjama 作为《英雄无敌3》地图制作者,现在是《上古纪元》的关卡设计师。
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