英雄无敌:上古纪元
弗朗特之门
Fanstratics
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上古纪元#开发日志#10#魔法

EvilP 更新于 2025-06-14 00:26

来源:https://store.steampowered.com/news/app/3105440/view/532099847884374922

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As we are nearing the full reveal of all 6 factions that will be present in Early Access, we would like to dive into more specific details that will define our game as well. With the help of our testers and feedback from the community, we have been working hard to bring you the best version of mechanics you had a chance to play with in the previous Heroes games. As such, we are trying to not only bring new additions into the game so that you can experience something new, but also some much needed quality of life changes that players have been asking for in all other Heroes of Might and Magic games.

随着抢先体验版中所有六大阵营即将全面揭晓,我们想深入了解更多能够定义我们游戏的具体细节。在测试人员的帮助和社区的反馈下,我们一直致力于为玩家带来前作《英雄无敌》系列游戏中最佳的机制。因此,我们不仅致力于为游戏添加新内容,让玩家体验到全新的游戏体验,还致力于提升玩家在所有其他《英雄无敌》系列游戏中所期待的体验质量。

One of the most important systems of Heroes of Might and Magic has been all the various, fantastical spells that can be cast throughout the game. Each game within the series had a different approach to magic, its distribution among the factions and its core functions. From limited casts of Heroes I to the elemental variety of Heroes VII, magic has been the source of fun and mayhem in each game, shaping and twisting the battlefield to the caster’s whim. Before we dive deeper, let’s talk about some basics.

《魔法门之英雄无敌》最重要的系统之一,就是游戏中各种各样奇幻的魔法。该系列的每一部作品对魔法的运用、它在各个阵营中的分布以及其核心功能都有着不同的理解。从英雄无敌一中有限的魔法施法,到英雄无敌七中元素魔法的多样性,魔法一直是每部作品中乐趣和疯狂的源泉,它能够根据施法者的意愿塑造和扭曲战场。在深入探讨之前,我们先来了解一些基础知识。

For those unfamiliar with the series, spells are a feature that will help your heroes both in combat as well as on the adventure map itself. Some of them can empower your army, while others cripple the enemies. Some spells simply deal damage, manipulate the battlefield, or give you an advantage on the adventure map.

对于不熟悉该系列的玩家来说,法术是一项能够在战斗和冒险地图中帮助你的英雄的功能。有些法术可以增强你的军队,有些则可以削弱敌人。有些法术只是造成伤害、操控战场,或者让你在冒险地图上获得优势。

Traditionally, spells are primarily learned through constructing a mage guild, which has to be visited by a hero to learn its available spells. In earlier Heroes games, you also had to buy a spellbook, something we have decided to give everyone by default. They can also be acquired through other means; for example, you can acquire spells through shrines on the adventure map, scrolls, Pandora boxes, or by simply picking a hero specialist that has a unique version of a spell. In addition, some skills and subskills will also grant you unique spells exclusive to leveling them.

传统上,法术主要通过建造法师公会来学习,英雄需要前往公会学习其可用的法术。在早期的《英雄无敌》游戏中,你还需要购买一本魔法书,而我们决定将其默认赠送给所有玩家。法术也可以通过其他方式获得;例如,你可以从冒险地图上的神殿、卷轴、潘多拉魔盒,或者直接选择一位拥有独特精湛法术的英雄来获得。此外,某些技能和子技能还会赋予你升级专属的法术。

For our battle-hardened Heroes veterans, let's take a more in-depth look at this system. We will have the classic Battle spells, as well as Adventure ones. Expect a familiar approach, but also many surprises. In Olden Era, you will find more spells than any other Heroes game out there, with some creative and unique new ones added to the list.

让我们为久经沙场的英雄老玩家们更深入地了解一下这个系统。我们将提供经典的战斗法术和冒险法术。熟悉的玩法和惊喜不断的惊喜并存。在《上古纪元》中,你将发现比任何其他英雄无敌游戏都多的法术,此外还有一些富有创意的独特新法术。

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Magic in Olden Era is split into four schools that have been founded by their respective scholars: Arina, Naira, Hksmilla and Doreath. These influential, powerful mages left a lasting mark on Jadame, weaving instructions on how to wield their magic into the stars. Similar to the Wisdom skill from Heroes II and III, as well as Magic Schools from Heroes V and VII, you have to learn Daylight, Nightshade, Primal or Arcane Magic skill to access Tier III, IV and V spells of respective schools of magic. However, anyone can learn the first two tiers of spells.

上古纪元的魔法分为四个派系,分别由各自的学者创立:阿莉娜、奈拉、赫克斯米拉和多雷斯。这些影响力深远、实力强大的法师在贾达姆留下了深远的印记,将如何运用魔法的教诲编织到星辰之中。与英雄无敌二代和三代中的智慧技能以及英雄五代和七代中的魔法流派类似,你必须学习日光魔法、夜影魔法、原初魔法或奥术魔法技能,才能习得相应流派的三阶、四阶和五阶法术。不过,任何人都可以学习前两阶法术。

Before we show any of the spells, let’s have a brief talk about mana and how mana regeneration works in Olden Era. First of all, spells will have varying mana costs. Second of all, we decided to go with a system very similar to Heroes of Might and Magic V where every knowledge point equals 10 mana and also gives 1 mana regeneration per knowledge point every turn. As an example if you have 10 knowledge, you will regenerate 10 mana points every turn. Some skills and subskills can affect how much mana you have and regenerate.

在展示任何法术之前,我们先简单聊聊魔法值以及上古纪元中魔法值恢复的机制。首先,每个法术的魔法值消耗各不相同。其次,我们决定采用一个与英雄无敌五非常相似的系统,每个知识点等于 10 点魔法值,并且每回合每个知识点都会恢复 1 点魔法值。例如,如果你拥有 10 点知识,那么你每天就会恢复 10 点魔法值。某些技能和子技能会影响你拥有的魔法值和恢复的魔法值。(译注:在目前版本的测试版本中,英雄还有具备额外 10 点的基础魔法值,同样影响恢复数量,但是不影响魔法值上限百分比的技能加成。)

Without further ado, let’s take a closer look at each school of magic:

事不宜迟,让我们仔细看看每个魔法派系:

One of the new features that will be present in Olden Era is the ability to research spells. In previous games, the magic systems were very interesting but we believe that we can adapt it further by introducing certain quality of life changes:

上古纪元的新功能之一是法术研究。在之前的游戏中,魔法系统非常有趣,但我们相信可以通过引入一些更高质量的改动来进一步改进它:

  • The spells were granted to the player at random in each Mage Guild — In addition to that, in Olden Era we will give people the option to pick any spell they want to research;
  • 每个法师公会都会随机授予玩家法术——除此之外,在上古纪元中,我们将为玩家提供选择他们想要研究的任何法术的选项;(每天可以使用资源解锁一个新魔法,等阶上限取决于最高的魔法行会层数)
  • There was no way to acquire new spells in a Mage Guild without capturing another town — Now a single mage guild can acquire all the spells in the game within its maximum tier cap;
  • 不用占领另一个城镇就能获得新的法术——现在一个法师公会可以在其最高等级上限内获得游戏中的所有法术;
  • Some spells were so incredibly powerful that if the player didn’t get lucky enough to roll them, their entire playthrough would become significantly more difficult (if not outright doomed in a competitive environment) — We have moved those spells to a new category called “Neutral Magic” that we’ll talk more about in a short bit. By doing this we believe that the competitive aspect of Olden Era will be much more balanced.
  • 有些法术威力无比强大(飞跳回),如果玩家运气不好,无法施放它们,整个游戏过程就会变得异常艰难(在竞技环境中甚至可能彻底失败)。——我们已将这些法术移至名为“中立魔法”的新类别,稍后我们将对此进行详细介绍。我们相信,此举将使上古纪元游戏的竞技性更加平衡。

Through the addition of these options we chose to adapt the system by offering a more universal approach and, once per day, allowing players to unlock any missing spell that they would like to get for the cost of some resources, allowing for your mage guilds to house all spells over time.

通过添加这些选项,我们选择通过提供更通用的方法来调整系统,并且每天一次允许玩家解锁他们想要获得的任何缺失法术,只需花费一些资源,就可以允许你的法师公会随着时间的推移容纳所有法术。

In addition, Olden Era will also feature a hybrid upgrade system. Spells have their own levels now and can have them increased by upgrading them in a mage guild, learning their respective school of magic or perks, owning certain artefacts and capturing special adventure sites on the map. For example, a hero without any magic school can only improve a spell to level 2 at most. At the same time a hero that invests levels into, for example, Primal Magic skill, can go up to a level 4 of a spell in addition to being able to learn high-tier spells. Investing into spell upgrades is an important decision as a high level spell is much more powerful than a low level one. As magic heroes are more likely to learn skills that can improve a spell level than might heroes, it will be generally easier for them to reach the maximum potential of this new system.

此外,《上古纪元》还将推出混合升级系统。现在,法术拥有专属的等级,可以通过在法师公会中升级、学习相应的魔法学派或技能、拥有特定神器以及占领地图上的特殊冒险地点来提升等级。例如,没有任何魔法学派的英雄最多只能将法术提升到2级(基础1级,粉尘升1级,但是这不计宝物、野外建筑、其它技能的加持)。同时,如果英雄将等级投入到例如原初魔法技能中,则可以将法术提升到4级,并且能够学习高阶法术。投入升级法术是一个重要的决定,因为高级法术比低级法术强大得多。由于魔法英雄比普通英雄更有可能学习能够提升法术等级的技能,因此他们通常更容易发挥新系统的最大潜力。

The third feature is the inclusion of neutral magic — here is where all the unique spells obtained from skills will be found, alongside most adventure spells. While working on the magic system, we considered that some spells from previous games, such as Town Portal or Dimension Door, are too powerful to belong to a specific school of magic, which led to the dominance of that school over others.

第三个特色是中立魔法的加入——所有通过技能获得的独特魔法,以及大多数冒险魔法,都将在这里出现。在开发魔法系统的过程中,我们考虑到前作中的一些魔法,例如“城镇传送门”或“次元门”,过于强大,不宜归属于某个特定的魔法流派,因此最终选择了该流派作为主导。

We would like to give each school of magic in Olden Era its own flair, and to balance it in a way where every spell has its place. As such, we decided to create a separate neutral magic, similarly to Heroes of Might and Magic 5, for the spells that we believed were previously too strong. To unlock them, you have to both level up your hero and unlock enough spells until you reach the minimum required for a guaranteed neutral one, which will depend on its tier. However, for the first neutral tier, you only need to learn enough spells, as a hero of any level can acquire them. Additionally, upgrading your spells and developing your cities will also contribute towards your progress to unlocking global spells.

我们希望赋予《上古纪元》中每个魔法流派各自的特色,并使其保持平衡,使每个法术都能各得其所。因此,我们决定为那些我们认为之前过于强大的法术创建一个独立的中立魔法,类似于英雄无敌五。要解锁这些魔法,你需要提升英雄等级并解锁足够多的法术,直到达到获得中立魔法所需的最低等级,具体等级取决于其等级。然而,对于第一个中立等级,你只需学习足够多的法术即可,因为任何等级的英雄都可以获得它们。此外,升级法术和发展城市也有助于你解锁通用法术。

To give some examples of neutral spells, you can find some that you might already be accustomed to, as well as some new ones that we will be adding:

举一些中性法术的例子,你可以找到一些你可能已经熟悉的法术,以及一些我们将要添加的新法术:

  • Tier I: Second wind: grants the casting hero additional movement points.
  • 一阶 —— ​风行再启​:为施法英雄提供额外的移动点数。
  • Tier II: Shadowflight: makes a casting hero able to fly over obstacles.
  • 二阶 —— 暗影飞行:使施法英雄能够飞越障碍物。
  • Tier III: Gate of Light: creates a gateway on the map that any hero can go through to relocate a very short distance. The gateway remains until the end of the day.
  • 三阶 —— 光之门:在地图上创建一个传送门,任何英雄都可以通过该传送门进行短距离移动。传送门会一直存在,直到一天结束。
  • Tier IV: Town portal: allows a casting hero to teleport to a specific town of your choice. Limited use per day.
  • 四阶 —— 城镇传送门:允许施法英雄传送至你指定的城镇。每日限用一次。(提升魔法等级可以增加使用次数)
  • Tier V: Dimension door: the casting hero can teleport a short distance. Cannot teleport between zones without defeating units guarding the passage. Limited use per day.
  • 五阶 —— 次元门:施法英雄可以短距离传送。但是如果两块区域之间的守关兵种没被击败,则不能在区域之间传送。每日使用次数有限。

All of these spells will cost mana to use and have certain limitations, which are of course still subject to change depending on user feedback.

所有这些法术都需要消耗魔法值,并且有一定的限制,当然,这些限制仍然会根据用户的反馈而改变。

There will be more devlogs about mechanics coming, so stay tuned. Before we go, here’s one more classic spell you may recognise from Heroes III.

更多关于机制的开发日志即将发布,敬请期待。在结束之前,这里还有一个你可能在《英雄无敌3》中见过的经典技能。



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