英雄无敌:上古纪元
弗朗特之门
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英雄无敌30周年回顾

EvilP 更新于 2026-01-10 23:15:41,共有条回复论坛链接

正版支持相关链接

Heroes of Might & Magic: 30th Anniversary Retrospective

此页面是英雄无敌 30 周年回顾画册的网页双语对照版本,但是主体针对的是文本和其中的故事,画册中大部分图片事实上都是公布过的,所以这里省略了大量的配图部分。如有能力,上方有支持正版的购买链接。

封面图

章节目录

  1. 第一章 要有魔法 —— First, There was Magic
  2. 第二章 追逐赏金 —— Chasing Bounty
  3. 第三章 英雄崛起 —— Rise of a Hero
  4. 第四章 黄金时代 —— Golden Age
  5. 第五章 更高标准 —— Setting the High Bar
  6. 第六章 王国衰落 —— Fall of the Kingdom
  7. 第七章 新的开始 —— New Beginnings
  8. 第八章 血与泪 —— Blood & Tears
  9. 第九章 激情 —— Passions
  10. 第十章 重生 —— Rebirth

前言 —— Chronicler's Note

Before we set out on this nostalgic trek back through the history of Heroes of Might & Magic, I should first advise you that I am not entirely an objective bystander to these events. Many of the people to whom I am about to introduce you are friends of mine. Some are longtime acquaintances, while others I have gotten to know only recently during the writing of this book. What I can say about all of them is that I have tremendous respect and admiration for who they are and for the incredible dedication they all brought to the creation of this series of games. I know what kinds of sacrifices they sometimes had to make in the name of getting things right and of getting the games done. At one time or another nearly all of these people spent ridiculously long hours locked up in offices, sometimes not seeing friends or family for weeks or months at a time while living on pizza, energy drinks, and the blind hope that someday players would enjoy these things that they nearly killed themselves trying to create. I know this because I too am a game designer, and while I didn't work on any version of Heroes myself, my first job in the industry was at New World Computing and was given to me by my friend Jon Van Caneghem, the creator of both Might & Magic and Heroes.

在我们踏上这场充满怀旧之情的时光之旅,穿梭于《魔法门之英雄无敌》系列的历史之前,我首先要提醒您的是,对于这些事件,我并非完全是一个客观的旁观者。我即将向您介绍的许多人都是我的朋友,有些是与我长期相识的熟人,另一些则是我在撰写这本书的过程中才逐渐认识的人。关于他们所有人,我想说的是,我对他们以及他们为创作这一系列游戏所付出的非凡努力怀有极大的钦佩和敬意。我知道他们有时为了把事情做好、把游戏完成而不得不做出怎样的牺牲。在某段时间,几乎所有这些人都把大量的时间耗费在工作室里,有时数周甚至数月都无法见到朋友或家人,而只能靠披萨、能量饮料、还有对他们努力创造出来的游戏总有一天会得到玩家们喜欢的盲目期待来维持生活。我之所以知道这一点,是因为我自己也是一名游戏设计师。虽然我没有参与过任何版本《英雄无敌》系列游戏的的开发工作,但我在游戏行业的第一份工作正是在 NWC 公司,这份工作是我的伙伴、乔·万·坎内根(也是《魔法门》和《英雄无敌》的创始者)交给我的。

My point in sharing all of this with you is to underscore that the book you are about to read is not just about how these games were made but about the heroes behind Heroes of Might & Magic. Every one of these developers fought battles that were to them just as existentially challenging as those faced by their fictional creations. To bring you the games you've enjoyed, they've endured budget shortfalls, studio closures, technological failures, broken builds, disastrous demos, psycho reviewers, and passionate creative differences with their peers that sometimes may have threatened to boil over into physical altercations. Making triple-A games can be exciting, rewarding, and a lot of fun, but I assure you that it is never easy.

我向您分享这一切的目的是想强调,您即将阅读的这本书不仅讲述了这些游戏的制作过程,还讲述了《魔法门之英雄无敌》背后的那些英雄们的故事。每一位开发者所经历的战斗对他们而言,就如同他们所创造的虚构角色所面临的那样具有生死攸关的意义。为了给您带来您所喜爱的游戏,他们经历了预算短缺、工作室关闭、技术故障、崩溃的建模、糟糕的演示、疯狂的批评家以及同行之间激烈的创意分歧,有时这些分歧甚至可能会发展成肢体冲突。制作大型游戏可能是令人兴奋、富有回报且充满乐趣,但我可以向您保证,这从来都不是一件容易的事情。

While it was beyond the scope of this book to tell the tales of every one of our heroes, I hope at least you'll see how this great thirty-year adventure has been shaped by their collective energies and passions. I hope you will enjoy the telling of this adventure nearly as much as I have enjoyed the uncovering of it.

虽然本书无法详述每一位英雄的故事,但我希望至少您能了解到这场长达三十年的伟大冒险,是如何在他们共同的精力和热情中塑造而成的。我希望您能像我享受讲述一样,享受这段冒险故事。

— Neal Hallford, San Diego, California, March 11, 2025

——奈尔·哈尔福德 加利福尼亚州圣地亚哥 2025 年 3 月 11 日

ABOVE: A historic meeting of minds in Los Angeles, California, as Might & Magic X: Legacy creator Julien Pirou (left front) meets with me (left back), Heroes of Might & Magic creator Jon Van Caneghem (right front), and Heroes III director David Mullich.

上图:一场意义深远的思想交流活动在加利福尼亚州洛杉矶市进行。《魔法门10:传承》的创作者朱利安·皮乌(左前)与我(左后)、《魔法门》系列的创作者乔·万·坎内根(右前)以及《英雄无敌3》的总监大卫·穆里奇会面。

关于作者 —— About the Author

Neal Hallford, a thirty-five year veteran of the computer gaming industry, began his career as a game designer at New World Computing with Might & Magic III: Isles of Terra and the science-fiction role-playing game Planet's Edge. In 1993, he wrote and codesigned Betrayal at Krondor for Dynamix, and in 2002, Dungeon Siege for Gas Powered Games. In 2003, he united with several Heroes of Might & Magic veterans to lead the design for the real-time strategy game Lords of Everquest for Sony Online Entertainment.

奈尔·哈尔福德是 PC 游戏行业一位拥有35年从业经验的资深人士。他的职业生涯始于 NWC 公司,当时他担任游戏设计师,参与了《魔法门3:幻岛历险记》以及科幻角色扮演游戏《星球边缘》工作。1993 年,他为 Dynamix 公司编写并参与设计了《叛变克朗多》;2002 年,又为 Gas Powered Games 公司设计了《地牢围攻》。2003 年,他与几位《英雄无敌》系列的老员工合作,领导了索尼在线娱乐公司开发的即时战略游戏《无尽的任务战略版》的设计工作。

Hallford is the author of two other nonfiction books, Swords & Circuitry: A Designer's Guide to Computer Role-Playing Games and The Derailment of the Sunset Limited. He lives in San Diego, California, with his wife, Jana, where they co-own and operate the film and media company Swords & Circuitry Studios. His blog about his diverse slate of film, gaming, and music-related projects can be found at NealHallford.com.

哈尔福德还著有另外两本非小说类书籍,分别是《剑与电路:一位设计师的 PC 角色扮演游戏指南》和《日落特快列车的脱轨》。他与妻子贾娜一起住在加利福尼亚州的圣地亚哥,他们共同拥有并经营着电影媒体公司"剑与电路工作室"。有关他多样化的电影、游戏和音乐相关项目的作品博客可以在"NealHallford.com"上找到。

特别感谢 —— Special Thanks

To all the people who have had some part in making Heroes of Might & Magic the international phenomenon that it is today, from the creators to the fan mapmakers to the players who still devote tens of thousands of hours battling their ways across the magical worlds of Enroth and Ashan.

致所有为《魔法门之英雄无敌》这一国际知名作品的诞生做出贡献的人们,从创作者到制作地图的玩家,再到那些至今仍投入数万小时精力,在恩洛斯和亚山的奇幻世界中征战的玩家们。

In particular I need to thank Jon Van Caneghem for giving me my first job in the computer gaming industry; without him there never would have been a Might & Magic nor a Heroes. I need to thank Ken and Anji Mayfield, who convinced me to apply for that job at New World Computing so long ago and who helped this Okie survive my first two years of life in California. I am deeply indebted for the friendship of Julien Pirou, who not only gave the world Might & Magic X: Legacy but also the one who recommended me to write this book. I also must thank my wife, Jana, who always is the first to read anything I write and ensures that whatever I commit to the page sounds at least vaguely lucid.

我特别要感谢乔·万·坎内根,是他为我提供了在电脑游戏行业的第一份工作;若没有他,就不会有《魔法门》系列游戏,也不会有《英雄无敌》系列游戏。我还要感谢肯和安吉·梅菲尔德,是他们很久以前说服我申请 NWC 公司的那份工作,并且在我这个俄克拉荷马州土包子来到加利福尼亚的前一两年里帮助我度过了难关。我深深感激朱利安·皮乌的友谊,他不仅创作了《魔法门10:传承》,而且还是推荐我写这本书的人。我还必须感谢我的妻子贾娜,她总是最先阅读我所写的东西,并确保我写在纸上的内容至少听起来还算清晰易懂。

In the course of my research for this volume I interviewed dozens of people, but I am particularly thankful to Mark Caldwell, Nicholas Beliaeff, Phelan Sykes, David Mullich, Greg Fulton, and Ervan Le Breton, not only for their insights into the important roles they played in the development of Heroes of but also for helping connect me to people and resources that enriched the telling of these stories. Last but certainly not least, I want to thank my editors, Ian Tucker at Dark Horse and Etienne Bouvier at Ubisoft, for their patience and forbearance as I've struggled to weave thirty years of game development into a coherent narrative that I hope not only entertains but also does justice to the people and projects involved. It has been an incredible journey.

在为准备这本著作的过程中,我采访了数十个人,但我要特别感谢马克·考德威尔、尼古拉斯·贝利埃夫、菲兰·西克斯、大卫·穆里奇、格雷格·富尔特和艾万-勒布雷东,不仅因为他们为在《英雄无敌》这款游戏的发展中所发挥作用提供了宝贵的见解,还因为他们帮助我联系到了能够丰富这些故事的人员和资源。最后但同样重要的是,我要感谢我的编辑伊恩·塔克(来自黑马出版社)和埃蒂安·布维耶(来自育碧),感谢他们在我努力将三十年的游戏开发历程编织成一个连贯的叙述过程时,所展现出的耐心和宽容。因为我希望这本书不仅能带来娱乐,还能公正地展现相关的人物和项目。真是一段不可思议的旅程。

上古纪元#开发日志#14#律法

EvilP 更新于 2025-12-06 03:29:10,共有条回复论坛链接

来源:https://store.steampowered.com/news/app/3105440/view/493835742757257276

Greetings, everyone! With Schism revealed in our last devlog we have covered all the factions that will be present in the game’s Early Access release, we would like to continue our devlogs with a deep dive into what makes each of these factions unique.

大家好!随着我们在上一篇开发日志中公布了"裂渊"派系,目前抢先体验版游戏中将包含的所有派系都已在介绍完毕,我们希望通过深入探讨每个派系独特之处的开发日志,继续我们的介绍。

One of the main gameplay mechanics that will affect each faction, which is something entirely new to the series, are the Faction Laws.

其中一个将影响每个派系的主要游戏机制,是该系列中全新的内容,那就是派系律法。

If you'd like to watch our video about them, follow the link below:

bilibiliyoutube

视频里有一些画面是后续版本更新的未在试玩DEMO中的内容,比如圣堂的种族技能重做,从自己死兵加HP上限变成灭敌加英雄属性,招魂其实也重做了,不过这里没放图咱也不说啥……力量英雄的专属技能从募兵改成了增强英雄直接攻击能力的格斗术(Combat),对应的也有一些宝物做了调整。市政中心增加了经济升级,第三个选项那个星象点数我只能说和中性冒险魔法有关,具体机制呵呵,反正没以前那么好获取了,神话卷轴算是能派上用场了。每个族都新添了增加炼金粉尘的炼金仓库。

When it comes to factions, we thought about how to add more variety into gameplay with each session and bring something fresh and innovative to the game — by introducing the laws we believe it will do just that. We want each match to feel unique and to have multiple paths of progression, without having to go through the same build path and having to pick only the best strategies.

关于派系,我们思考了如何为每次对局增添更多变化,并为游戏带来新颖创新的内容——我们相信引入律法系统将实现这一目标。我们希望每场对局都感觉独特,并拥有多种发展路径,而不必每次都走相同的建设路线,或是只能选择最佳策略。

Faction Laws expand upon the regular gameplay loop by bringing in a feature which may be recognised by some of you as similar to technology trees in other games. We implemented it to be in line with the classic Heroes formula to give us an entirely new layer of balance. This way we can adjust the factions by granting them certain unique upgrades that can improve designated unit tiers as well as your economy. This will introduce a lot of variety across all build paths instead of having to focus on rushing the highest tier units only.

派系律法在常规游戏基础上进行了扩展,引入了一项功能,部分玩家可能会认出它与其他游戏中的科技树相似。我们将其设计得符合经典英雄无敌的游戏模式,为我们提供了一个全新的平衡层面。通过这种方式,我们可以调整各个派系,授予它们特定的独特升级选项,这些选项可以增强指定等级的部队以及你的经济。这将为所有发展路径带来极大的多样性,而不是只专注于速出最高等级单位。

颁布律法 - Enacting Laws

As the series’ main focus is to grow in strength and conquer your enemies through traveling the map and fighting various creatures using your heroes, it felt only natural to expand it and further extend the benefits of combat.

由于本系列的核心是通过在地图上旅行、使用英雄与各种生物战斗来增强实力并征服敌人,那么在此基础上扩展并进一步延伸战斗的收益,就显得非常自然了。

That being said, as you fight guards with your heroes, they will earn not only experience, but faction Law points as well. These points will accumulate and once you’ve gathered enough of them, you will earn a Seal — just like a skill level-up works. When this happens, you can choose to either spend it to enact a law, or save it for later, as some laws require multiple Seals in order to enact them. The benefits that can be obtained through various laws, can empower your heroes, armies and economy, or provide various unique features. For example if you play as Temple, you can enact a law that allows you to build structures in your towns twice a day, while Grove can make their units’ abilities require fewer Focus Charges.

也就是说,当你的英雄与守卫战斗时,他们不仅能获得经验,还能获得派系律法点数。这些点数会累积,当你收集到足够的点数时,你将获得一枚律印——就像技能升级的机制一样。当这种情况发生时,你可以选择消耗它来颁布一项律法,或者为以后保存它,因为有些律法需要消耗多枚律印才能颁布。通过不同律法可以获得的增益,可以强化你的英雄、军队和经济,或提供各种独特功能。例如,如果你使用"圣殿"派系,你可以颁布一项律法,允许你的城镇每天建造两次建筑;而"森林"派系可以让其单位的技能消耗更少的专注充能。

In order to keep the law progression in check, Faction Laws are separated into tiers. Each Tier requires spending a sufficient amount of Seals to become available and offers more powerful bonuses compared to the previous Tier.

为了控制律法进程,派系律法被划分为不同等级。每个等级都需要消耗足够数量的律法印记才能解锁,并提供比前一个等级更强大的增益。

By default Law points are earned at the same rate as experience. There are subskills and laws that can further increase the amount of points you earn. Additionally, capturing external dwellings on the map will also reward you with Law points, allowing your secondary heroes to provide you with a steady supply of Seals in regular bursts. Your town halls generate a set amount of Law points every turn as well based on their upgrade level.

默认情况下,律法点数的获取速率与经验值相同。有些子技能和律法可以进一步增加你获得的点数数量。此外,占领地图上的可占领建筑也会奖励你律法点数,让你的副英雄能够持续稳定地为你提供律法印记。你的市政中心每回合也会根据其升级等级产生一定数量的律法点数。

The aim of these faction laws and law points is to enhance each faction’s gameplay by allowing you to tap into various strengths a faction can have access to without making it overpowered from the very beginning. Factions Laws will require you to fight a lot of guards and explore the map quite a bit before they’re available to you. You’re also given the freedom of choice as there are multiple laws to choose from within each tier that you’ve already gained access to.

这些派系律法和律法点数的目标是,通过允许你发掘一个派系可以获取的各种优势,来增强每个派系的游戏体验,同时又不至于让其在游戏一开始就过于强大。派系律法将要求你与大量守卫战斗并充分探索地图,之后才能对你开放。你也被赋予了选择自由,因为在你已解锁的每个等级内,都有多项律法可供选择。

Let us look into some of the most defining laws for each faction:

让我们来看看每个派系一些最具代表性的律法:

For example, players leading Temple forces can make them immune to negative effects as long as they fight in Grasslands while another law allows your Temple Heroes to learn any spell of any tier.

例如,率领圣殿部队的玩家可以使他们在草原地形作战时免疫负面效果,而另一项律法允许你的圣殿英雄学习任何等级的任何法术。

The Druids of Murmurwoods can expand their Focus Charge limit even further or make all of their units’ abilities require fewer Focus Charges. Another law makes it impossible for enemy heroes to flee or surrender in battle.

低语森林的德鲁伊可以进一步扩展他们的专注充能上限,或者让他们所有单位的技能消耗更少的专注点数。另一项律法则使得敌方英雄在战斗中无法逃跑或投降。

Others, such as Necropolis, may make their armies ignore morale penalties for mixing units from different factions or you can choose to make Necropolis heroes always fight on native terrain.

其他派系,例如"墓园",可以让其军队在混编不同派系单位时忽略士气惩罚,或者你可以选择让墓园英雄始终在主场地形作战。

In the case of Dungeon - they become masters of trade and diplomacy by greatly improving their towns’ growth and getting perfect market rates. If you want a more offensive path you can also pick a law that increases the levels of your Dungeon heroes’ spells by 1.

对于"地牢"派系——他们通过极大提升城镇的发展速度和获得完美的市场汇率,成为了贸易和外交的大师。如果你想要更偏向进攻的发展路径,你也可以选择一项将地牢英雄法术等级提升1级的律法。

Hive, has their laws tailored for aggressive expansion and can hire upgraded units from dwellings or gain huge bonuses in areas they do not control. They also have a unique law that allows your Hive heroes to see a lot more information about enemy heroes or cities!

"虫巢"派系的律法专为积极扩张而设计,可以从巢穴中雇佣升级单位,或在他们未控制的区域获得巨大增益。他们还有一项独特的律法,允许你的虫巢英雄看到关于敌方英雄或城市的更多信息!

Lastly, Schism’s laws focus largely on taking tools away from their enemies by draining their mana or to provide more utility in battles by summoning additional creatures in combat with spells or friendly creature abilities.

最后,"裂渊"的律法主要集中在通过汲取敌人的法力来剥夺其施法能力,或者通过法术或友方单位能力在战斗中召唤额外生物,从而在战斗中提供更多效用。

派系律法塑造游戏玩法 - Faction Laws Shaping Gameplay

By introducing Faction Laws we want to give you, the player, even more ways to express your gameplay style as the laws allow you to approach each match differently — one time you may wish to end the game quickly, while another you may be trying to go for the higher tier units: the laws will let you do that to a certain extent. They also allow us to dig deeper into the faction immersion by granting them completely unique bonuses throughout the Faction Law tiers.

通过引入派系律法,我们希望给予您——玩家——更多方式来展现您的游戏风格,因为律法允许您以不同的方式处理每场对局——一次您可能希望快速结束游戏,而另一次您可能试图发展出更高等级的单位:律法将在一定程度上让您实现这些目标。它们也让我们能够通过在整个派系律法等级中赋予各派系完全独特的增益,来更深入地挖掘派系的沉浸感。

To sum it up, here’s what you can expect from this feature:

总结一下,你可以从这个功能中期待:

  • To sum it up, here’s what you can expect from this feature:
  • 总结一下,你可以从这个功能中期待:
  • A new strategic layer to your gameplay that was never present before in the series
  • 一个本系列中前所未有的全新策略层面
  • Empowerments to each unit tier based on your decisions
  • 根据你的决策,强化每个等级的单位
  • Multiple build paths for your faction thanks to unique perks or bonuses to your heroes, military or economy
  • 为你的英雄、军事或经济提供独特增益,为你的派系提供了多种发展路径
  • Your starting faction will always retain its strength throughout the game, even though you might capture multiple other cities.
  • 即使你占领了多个其他城市,你的起始派系在整个游戏过程中将始终保持其强度
  • An additional variety of options that let you focus on either Might or Magic, depending on your faction of choice
  • 多样化的额外选项,让你可以根据所选的派系,专注于力量或魔法

Olden Era aims to bring both returning and new features that aim to make it the best Heroes game it can be. We have more topics and features coming up in the future devlogs, so if you want to learn more, stay tuned for further news!

《上古纪元》旨在引入回归的和全新的功能,努力使其成为最好的英雄无敌类游戏。在未来的开发日志中,我们还有更多主题和功能即将到来,所以如果你想了解更多,请继续关注后续消息!

上古纪元#兵种介绍#Giant Toad

EvilP 更新于 2025-11-15 00:02:37,共有条回复论坛链接
巨蟾(Giant Toad)
位阶 5 经验值 95
攻击力 19 量分 950
防御力 22 招募价格 1000
伤害 18~18 周产量 8
生命值 95
速度 4
主动性 8
士气 0
幸运 0 繁花沼泽

雷格南群岛、匕伤群岛、贾达姆之颚及无数无名岛屿,都是这类巨型半水生生物的繁殖地。它们脾气暴躁且领地意识极强,统治着大陆部分沿海区域。

巨龙Dragon

『被动能力』,一种强大的远古生物,通常智慧超群,并蕴含着神奇的魔力。士气范围:0 至 5;幸运范围:0 至 3。阵亡的巨龙战后将计入招魂术驱役的范围。

近战攻击Melee Attack

『被动能力』,只能攻击相邻的敌人。会诱发反击。

魔法免疫 IIIMagic Immunity III

『被动能力』,免疫 3 阶及以下的法术与生物能力。

会受到被动的魔法伤害,地牢战技属于攻击模式切换,不受这个限制。

柔化唾液Tenderizing Spit

『被动能力』,攻击使目标中毒。中毒期间,目标在其回合开始时受到 [7 × 单位数量] 点魔法伤害。此效果可叠加。持续时间:2 轮。

跳跃Leap

『主动技能』,向前跳过一格。如果可能,击退所有相邻生物。

位阶:2 阶。能量消耗:1。行动消耗:否。冷却:1 回合。

黏舌Sticky Tongue

『主动技能』,瞄准相邻格的方向,将更远处的目标拉至该相邻格。

位阶:0 阶。能量消耗:1。行动消耗:否。冷却:1 回合。

上古纪元#兵种介绍#Unicorn
EvilP 更新于 2025-11-04 00:05:44,论坛链接
征服之歌75万销量以及新势力
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上古纪元#更新
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上古纪元#游戏更新进度
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英雄传承——“三十年的热忱”纪录片
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上古纪元#资料页面
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上古纪元#试玩DEMO开放下载
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英雄无敌30周年庆#官方直播
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上古纪元#英雄介绍#Sister Keiri
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上古纪元#英雄介绍#The Eye Collective
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上古纪元#解禁#预览版各路视频及直播
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上古纪元#野外设施#Tear of Truth
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上古纪元#开发日志#Map Objects
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上古纪元#英雄介绍#Matastala the White
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上古纪元#开发日志#观战模式
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上古纪元#英雄介绍#Martyr Tho
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上古纪元#英雄介绍#Alluring Sh'a
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上古纪元#杂
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上古纪元#英雄介绍#Glacia
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上古纪元#开发日志#13#关于裂渊及其神秘力量
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上古纪元#裂渊势力揭晓
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英雄无敌#招募线下试玩
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上古纪元#兵种介绍#Grand Shoth
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上古纪元#兵种介绍#Cultist
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魔法门系列UBI官方Discord频道
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上古纪元#兵种介绍#Animated Armour
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上古纪元#裂渊势力预告片
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上古纪元#野外设施#Tomb of a Nameless Hero
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上古纪元#主界面音乐试听
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上古纪元#野外设施#Abandoned Outpost
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上古纪元#开发日志#12#圣杯奇迹
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上古纪元#兵种介绍#Halfling
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圣战群英传:统治
EvilP 更新于 2025-08-08 23:19:10,论坛链接