Fanstratics
国王的恩赐2
Songs of Conquest
15329911

Fanstratics月报#24#2022-08

EvilP 更新于 2022-08-01 17:06:59,共有条回复论坛链接

来源:https://www.fanstratics.com/fstnewsletter24,以下由HeavenK翻译。

  • ​​Fanstratics Troop: Hellion.
  • 兵种介绍:地狱恶徒
  • There is no Troop quite like the Hellion. Often regarded as the demonic opposite of the Pegasus or Unicorn, anyone who has fought a Hellion, knows they are much more. Quick to fly about the Battlefield, they tend to focus on Enemy Troops they consider ‘lesser’ or ‘easy to kill’. This choice is not cowardly, but strategic. How so? At the moment of death, Hellions can cause Enemy Troops to explode, and injure other Enemy Troops in the immediate area. When Justin picked the Hellion from the choices for this month, I was a touch wary. This was something unique, and thought it may take a couple of drafts to hash it out. So, I insisted he do a round of thumbnails before he attempted a rough. Well, Justin did both. He delivered a couple of thumbnails and a rough. I must have poured over the delivery for 10 to 15 minutes. I found three small items; otherwise he’d nailed it... again. For those of you who want to see Justin actually create the drawing, you can always watch a VOD of his Twitch stream.
  • 地狱恶徒是一种非常独特的兵种。虽然常常被当作是恶魔版的飞马或独角兽,但若有人曾与其对战过,就知道它远超于此。它能够快速飞入战场,并专注于攻击敌方部队中被它们认为“更弱”或是“更容易干掉”的目标。这一选择并非怯懦,反而颇具战术性,为何?因为当目标死亡时,地狱恶徒能够引爆死去的敌人,并对周围的敌人造成伤害。
  • HoMM3 Question: In Heroes of Might and Magic III ogre magi possess an ability of casting bloodlust, although in D&D they have no such or any comparable magic ability among their special abilities. At the same time in Warcraft II ogre-magi have an identically named ability, which makes this coincidence peculiar. Were both cases based on some common source? Where did the ability to cast bloodlust come from if it is not in D&D?
  • ​英雄无敌3问题:H3里的食人魔法师能够释放嗜血术,其来源是哪里?
  • In HoMM3, I gave the Ogre Magi the ability to cast Bloodlust, for a couple of reasons. Firstly, I was a big fan of Warcraft 2 (WC2), and this was a clear acknowledgement of my admiration for the game. Secondly, because WC2 was extremely popular, it was redefining various fantasy stereotypes. As I believed embracing popular fantasy stereotypes was an important aspect of HoMM3, in this case, I designated the HoMM3 Ogres could be magi, and Ogre Magi could cast Bloodlust... just like WC2.
  • 来自于魔兽争霸2。一方面,我当时是魔兽2的粉丝;另一方面,魔兽2当初也很火,很能代表奇幻作品。所以我把H3中的食人魔设计成了法师,并且能用嗜血术,就和魔兽2一样。
  • Fanstratics Question: How do you feel about the experience of the Heroes 4, where neutral creatures were able to move independently?
  • FST问题:野怪会和H4一样自由移动么?​
  • This was a feature originally seen in King’s Bounty. Personally, I prefer the neutral armies remain in place, and will be sticking with this approach for Fanstratics.
  • 这个特性其实最初来自于国王的恩赐。不过我个人更倾向于固定位置的野怪,FST里也是如此。
  • HoMM3 Recollection: Journalistic Encounters
  • 拾遗: 新闻采访
  • 点击展开长文

Fanstratics月报#23#2022-07

EvilP 更新于 2022-07-01 16:07:08,共有条回复论坛链接

来源:https://www.fanstratics.com/fstnewsletter23,以下由HeavenK翻译。

  • ​​Fanstratics Troop: Goblin.
  • 兵种介绍:地精
  • Goblins are dumb, vicious... and feared. What they lack in brains or stature, they compensate with a gleeful, rabid, reckless application of violence. Quick tempered and fueled by rage, they become more dangerous as a battle persists, and when accumulated in number, they become foundational to Zubhewen strength. For Justin, this task was ‘easy mode’... one rough, one render. In my personal opinion, this Goblin encapsulates everything Justin does to artistically define Fanstratics. :-) . For those of you who want to see Justin actually create the drawing, you can always watch a VOD of his Twitch stream.
  • 地精沉默、凶残,令人畏惧。它们智力与身高上的欠缺,都被它们以愉悦、激烈、鲁莽的暴力所弥补。头脑发热、被愤怒所驱使的地精会随着战斗的持续而变得更加危险,加之积累起来的数量,让其成为Zubhewen势力的基石。
  • HoMM3 Question: How were the backgrounds for each city made? Was it all hand painted or was it 3D models? Always wondered that. They still look amazing today - assuming one uses that Russian HD mod that makes everything razor sharp.
  • ​英雄无敌3问题:城镇背景是手绘还是3D建模?
  • At the time, in HoMM3, the cityscapes were made in 3D using 3D Studio Max, then the individual pieces were captured as 2D sprite images for the GUI. So, yes, the source imagery was all 3D models.
  • 城镇背景是3D的,使用的是3D Studio Max做的,在此基础上每张画则是GUI的2D绘图。所以源图像是全3D模型。(部分游戏美工术语不能确定)
  • Fanstratics Question: Do you have a map of the world? Or at least tell us how it will look approximately.
  • FST问题:有世界地图么?​
  • Months ago, I rendered a first draft ‘map of the world’, but I wasn’t happy with it. How factions relate to one another geographically, is somewhat story sensitive, and the fine details of the overall story have yet to be finalized. When the time is right, I will tackle it again, but I suspect this will not occur until after the crowd funding campaign.
  • 几个月前有个初版草图,不过我还不甚满意。之后会继续补充细节,不过不会在近期放出。
  • HoMM3 Recollection: Origin Story, part 2 of 2.
  • 拾遗: 个人游戏心路
  • 点击展开长文

征服之歌0.76.1

EvilP 更新于 2022-06-30 20:32:39,共有条回复论坛链接

来源:https://www.songsofconquest.com/changelog0761

着重修正 — Notable fixes

  • Added difficulty levels normal and hard to From the Ashes campaign
  • 为From the Ashes战役增加普通和困难难度;
  • Simultaneous Turns in multiplayer as an experimental feature
  • 为多人游戏增加试验性的同步回合功能;
    • All humans play at the same time and the AI players each have their own turn after the humans are done
    • 所有的人类玩家同步进行回合,如果还有AI玩家,则AI玩家的回合是在人类玩家之后独立进行;
    • If one player enters battle, the other non-battling players will not be able to move or interact until the battle is over (this is because of a technical limitation that we want to remove in the future). However, the “locked” players can still purchase buildings, buy troops etc
    • 如果有一个玩家进入战斗,其它的玩家将会被禁止移动或者访问目标直到战斗结束,但可以建造城镇,招募兵种。(技术受限,寄希望于将来改进)
  • Added the ability to control the hostiles in battle when your opponent attacks them in multiplayer as an experimental feature.
  • 增加一个可以控制被敌方玩家攻击的野兵进行战斗的多人游戏实验性功能;

新内容 — Additions

  • New map settings when setting up a game
  • 为新建游戏增加新的设置选项:
    • Force quick battles (disables manual battles) - Always or against neutral team only
    • 强制对野快速战斗;
    • Disable random events
    • 屏蔽随机事件;

游戏性 — Gameplay

  • Change how disbanding wielders work:
  • 修改解雇行使者的机制:
    • All artifacts carried by the wielder are dropped on the ground
    • 所携带的所有宝物将会遗弃在大地图上;
    • All troops are destroyed
    • 所有携带兵力消失;
    • Wielder is then “killed”, as if it just lost a battle
    • 行使者将和战败一样被标记为“死去的”;
    • Can be revived later as per normal rules for defeated wielders
    • 之后和战败的行使者的复活机制一样;
  • Increase Wielder cost to 3000 gold (was 2500)
  • 行使者的招募价格从2500金提升至3000金;

法术修改 — Spell changes

  • Earth block tier 2 now spawns 1 block at 30 hp, tier 3 spawns 2 earth blocks at 30 hp
  • 大地屏障:2级生成1个30HP的屏障,3级生成2个30HP的屏障;
  • Protection now also grants spell damage reduction
  • 保护:现在也提供魔法伤害减伤;
  • Rally now also grants spell damage reduction
  • 重整旗鼓:现在也提供魔法伤害减伤;
  • Psychic Spears damage changed to 15/25/35 and cost raised to 5 (was 10/20/30 and costing 4)
  • 灵魂之矛:伤害从10/20/30提至15/25/35,消耗从4奥术增至5奥术;
  • Ice bolt t1 damage increased to 30 (was 25)
  • 寒冰箭:1级伤害从25点提至30点;
  • Rupture damage increased to 50/100/150 and cost was reduced to 6+6 (was 40/80/120 costing 7+7)
  • 撕裂:伤害从40/80/120提至50/100/150,消耗从7毁灭7奥术减至6毁灭6奥术;
  • Breath of the Phoenix damage increased to 50/90/130 (was 40/70/100)
  • 凤凰之息:伤害从40/70/100提至50/90/130;
  • Insect swarms damage lowered to 5/10/15 (was 6/12/18)
  • 虫群:伤害从6/12/18降至5/10/15;
  • Boiling blood’s damage changed to 10/15/20 (was 8/16/24)
  • 沸腾之血:伤害从8/16/24变为10/15/20;
  • Arcane storm’s damage changed to 30/50/70 and cost to 16 (was 25/50/75)
  • 奥术风暴:伤害从25/50/75变为30/50/70,消耗从14奥术增至16奥术;
  • Invigorate’s cost changed to 4/4 (was 5/5)
  • 精力充沛:消耗从5秩序5创造减至4秩序4创造;

兵种修正

  • Added trait “Magic Resistance”:Grants the troop 50% resistance to magic-based damage. Added to the following troops: Crawler, Adult Crawler, Brute, Scarred Brute, Scavenged Bones, Blessed Bones
  • 为爬行者、狂兽人、拾荒骸骨及其升级状态增加『魔法减伤』被动能力:受到的魔法伤害减少50%;
  • Scarred Brutes Hp increased to 70 (was 65) Price increased to 1000 gold and 1 ancient amber (was 900 gold and 1 ancient amber)
  • 恐怖狂兽人的生命值从65增至70,招募价格从900金1琥珀增至1000金1琥珀;
  • Stoutheart shall Stand ability now also grants 10% spell damage reduction
  • 吟游诗人的斯托瑟尔特终将崛起技能增加10%的魔法伤害减免;
  • Fear no Foe ability now also grants 5% spell damage reduction
  • 游方艺人的无惧敌人技能增加5%的魔法伤害减免;
  • Defend changed from granting 30 defense to 25 defense and 25% spell damage reduction
  • 防御技能从+30防御变为+25防御和25%魔法伤害减免;
  • Protect now also grants 25% spell damage reduction
  • 保护增加25%魔法伤害减免;
  • Made sure you can build town walls and still exit the town in map Valley Low
  • 修正Valley Low地图建造城墙的问题;
  • Moved a pouch of gold in Death to Diplomacy (so it can be picked up)
  • Death to Diplomacy的黄金堆移动位置使其能被拾取;
  • Skill pools re-worked
  • 技能池系统重做(艹……)
  • Levy bonus increased to 40%/80% (was 30%/60% )
  • 征兵的产兵奖励从30%/60%增至40%/80%;
  • Increase ballista damage to 25-35 for all factions (was 20-30)
  • 所有势力的弩炮伤害从20-30提至25-35;
  • — Baryas ballista previously did less damage than the other factions, this was wrong
  • — 之前巴里亚的弩炮伤害最低是个错误;
  • Change the amount of beacons needed to 70% of available, rounded up to win (was 60%)
  • 能量灯塔胜利的向上取整范围从60%变为70%;

游戏BUG修正 — Gameplay bug fixes

  • Fix bug where, after using the Barya Pipers’ song ability, the next active troop might not be the one with the highest initiative
  • 修正当风笛手使用音乐能力兵,下一行动的兵种不是主动性最高的那一队的问题;
  • Fix Essence Burst skill giving the essence income one extra time at the start of the second battle round. It now applies only once, as intended
  • 修正精华涌动第二回合开始多给一次精华的问题;
  • Fix scenario where the enemy team would receive multiple “momentum” buffs when a troop with multiple damage dealing effects (for example Poison) on it died
  • 修正当一个兵种身上有类似多层中毒状态造成的多次伤害而全灭时敌方获得多次消灭buff的问题;
  • Fix not receiving troops when buying troops for town defense that have max stack size increased by research
  • 修正研究了兵种堆栈上限科技能后买兵防守城镇却无法正常得到兵力的问题;
  • Fix artifacts becoming unequipped on wielders transferred between campaign levels
  • 修正战役章节之间行使者宝物变为未装备的问题;
  • Fix issue where you could press Q to pick up objects even if it was guarded by hostiles without fighting them
  • 修正一个按Q可以不打守兵直接拾取目标的问题;

后面的UI、AI、地图编辑器、多人游戏小改进、杂项不想翻了……

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