英雄世界 - 游戏人的家英雄无敌专题站 http://www.heroworld.net/ 中国最早最权威的英雄无敌个人网站 - 游戏人的家专题站 Heroes of Might and Magic Heroworld sice 1999.10.18. All rights reserved. zh-CN Sat, 22 Aug 2026 20:18:26 GMT heroesv@gmail.com (EvilP) http://www.heroworld.net/logo.gif 英雄世界 - 游戏人的家英雄无敌专题站 http://www.heroworld.net/ 上古纪元#补丁 0.80.45 http://www.heroworld.net/news.php?id=2023 http://www.heroworld.net/news.php?id=2023 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427744 hoe Fri, 21 Aug 2026 00:57:16 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/692017587063623204">https://store.steampowered.com/news/app/3105440/view/692017587063623204</a></p> <p>v. 0.80.45</p> <h4 class="al"> <p class="eo">New Single-Player Map: 「The Mysterious Island」</p> <p>新单人地图:『神秘岛』</p> </h4> <p class="eo">Map designer Papyjama, creator of one of the most popular custom maps for Heroes of Might and Magic III — 「The Mysterious Island」 — returns with its official remake! The iconic map comes to life anew through the mechanics, factions, and atmosphere of Olden Era.</p> <p>地图设计师 Papyjama(《英雄无敌 III》最受欢迎的自定义地图之一『神秘岛』的创作者)携官方重制版回归!这张标志性地图通过 Olden Era 的机制、阵营和氛围获得全新生命。</p> <p class="eo">「The Mysterious Island」 is a large-scale map featuring six playable factions, taking narrative inspiration from Jules Verne&apos;s famous novel. The story of 「The Mysterious Island」 is just getting started — its narrative will be expanded in future updates as essential mechanics are introduced, such as the underground level!</p> <p>『神秘岛』是一张大型地图,包含六个可玩阵营,叙事灵感源自儒勒·凡尔纳的著名小说。『神秘岛』的故事才刚刚开始——随着地下层等关键机制的引入,其叙事将在未来更新中扩展!</p> <hr> <p>另外剧情图的文本不止更新了神秘岛,还有一张标识为 prisoners 的地图,主角是里昂和娜塔莉达。</p> <details> <summary>以及一些游戏文本里新宝物的内容:</summary> <table><tr><th>宝物</th><th>效果</th></tr><tr><td>士兵之剑(Soldier’s Sword)</td><td>+{0} 攻击力和法术强度</td></tr><tr><td>炼金术士的印戒(Alchemist’s Signet-Ring)</td><td>+{0} 攻击力和法术强度</td></tr><tr><td>凯尔加腰扣(Kergar Buckle)</td><td>+{0} 攻击力和法术强度</td></tr><tr><td>平民护符(Commoner’s Ward)</td><td>+{0} 攻击力和知识</td></tr><tr><td>战斗法师腰带(Battle Mage’s Belt)</td><td>+{0} 攻击力和知识</td></tr><tr><td>高阶灯神护腕(Greater Djinn’s Bracers)</td><td>+{0} 攻击力和知识</td></tr><tr><td>挎包(Satchel)</td><td>+{0} 防御力和法术强度</td></tr><tr><td>仪式盾牌(Ritual Shield)</td><td>+{0} 防御力和法术强度</td></tr><tr><td>梦境之靴(Boots of Dreams)</td><td>+{0} 防御力和法术强度</td></tr><tr><td>皮甲(Leather Armor)</td><td>+{0} 防御力和知识</td></tr><tr><td>附魔长靴(Enchanted Jackboots)</td><td>+{0} 防御力和知识</td></tr><tr><td>大法师兜帽(Archmage’s Hood)</td><td>+{0} 防御力和知识</td></tr><tr><td>天界之书(Celestial Tome)</td><td>允许英雄施放所有高级中立法术</td></tr><tr><td>力量之戒(Ring of Power)</td><td>使对手所有已装备的宝物失效</td></tr><tr><td>神圣之刃(Blade of Divinity)</td><td>+{0} 攻击、防御、法术强度和知识;升级后每项属性额外 +{0}</td></tr><tr><td>神圣之盾(Shield of Divinity)</td><td>+{0} 攻击、防御、法术强度和知识;升级后每项属性额外 +{0}</td></tr><tr><td>神圣之甲(Armor of Divinity)</td><td>+{0} 攻击、防御、法术强度和知识;升级后每项属性额外 +{0}</td></tr><tr><td>神圣之靴(Boots of Divinity)</td><td>+{0} 攻击、防御、法术强度和知识;升级后每项属性额外 +{0}</td></tr><tr><td>隐形斗篷(Cloak of Invisibility)</td><td>在大地图上英雄对敌人隐形;此外 +{0} 移动力,+{1} 视野范围</td></tr><tr><td>秘法卷轴(Scrolls of Secret Magic)</td><td>每个大地图法术每天可以额外使用 +{0} 次</td></tr><tr><td>幻术师之戒(Illusionist’s Ring)</td><td>战斗开始时,英雄军队中的所有部队获得 +{0}% 的临时单位</td></tr><tr><td>异世界宝物(Otherworldly Artifact)</td><td>英雄每级获得 +{0} 攻击、防御、法术强度和知识</td></tr><tr><td>上古之血(Great Old Blood)</td><td>每场战斗中,英雄军队的每个部队堆可避免死亡一次;遭受原本会导致该部队堆死亡的攻击时,单位数量恢复/保持为受到该次致命攻击之前的数量</td></tr><tr><td>别西卜圣印(Holy Sigil of Beelzebub)</td><td>装备时,获得所有已学习技能中尚未学习的全部子技能</td></tr></table> </details> <hr> <p class="eo">⚠️ Reminder: Intentionally exploiting in-game bugs in competitive play can result in a temporary or permanent multiplayer ban! Engaging in such behavior may also violate the rules of the platform you&apos;re playing on, risking a platform-wide ban. Don&apos;t jeopardize your account for a dubious advantage — play fair!</p> <p>⚠️ 提醒:在竞技玩法中故意利用游戏 bug 可能导致临时或永久的多人游戏封禁!此类行为也可能违反你所使用平台的规则,面临全平台封禁风险。不要为了可疑的优势危及你的账号——公平游戏!</p> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Combat and Creature Mechanics</li> <li>战斗与生物机制</li> <ul> <li class="eo">Fixed a bug where a stack remained in the Overwatch state until the end of the round.</li> <li>修复了生物堆持续处于『守望』状态直到回合结束的问题。</li> <li class="eo">Fixed a bug where over-time damage effects activated by the Pestilent Lich&apos;s 「Death&apos;s Embrace」 ability continued dealing damage over time on subsequent turns.</li> <li>修复了疫病巫妖的『死亡之拥』能力触发的持续伤害效果在后续回合继续造成持续伤害的问题。</li> <li class="eo">The 「Summoning Rite」 ability of Ra&apos;Shoth, Grand Shoth, and Abyssal Envoys (and their upgraded versions) can no longer raise more creatures from a friendly corpse than the target stack had at the start of battle.</li> <li>拉绍斯、巨绍斯和深渊使节(及其升级版本)的『召唤仪式』能力,从友方尸体复活生物时,数量不再超过目标生物战斗开始时的数量。</li> <li class="eo">Fixed a bug where Archangels dealt reduced damage when executing counterattacks.</li> <li>修复了大天使在执行反击时造成伤害降低的问题。</li> <li class="eo">Fixed a bug where Vampire Scholars generated 2 Focus Points when using basic attacks.</li> <li>修复了吸血鬼学者在使用普通攻击时产生 2 点专注点的问题。</li> <li class="eo">Fixed a bug where Angels and their upgraded versions copied spell effects from an inconsistent number of friendly creatures via the 「Forging Perfection」 passive ability.</li> <li>修复了天使(及其升级版本)通过『锻造完美』被动能力从数量不一致友方生物身上复制法术效果的问题。</li> <li class="eo">Fixed a bug where basic attacks of Pyroboros were erroneously amplified by bonuses meant strictly for counterattacks.</li> <li>修复了火蠕的普通攻击被本应仅作用于反击的加成错误放大的问题。</li> <li class="eo">Fixed a bug where counterattacks executed by Fauns (and their upgraded versions), Barghests, Armored Hounds, Avatars of War, and Hollow Reapers were not amplified by bonuses affecting counterattacks.</li> <li>修复了法翁(及其升级版本)、血魔犬、披甲犬、战争化身和空洞死神执行的反击未被影响反击的加成放大的问题。</li> <li class="eo">Fixed a bug where damage from the Energy Phoenixes&apos; 「Supernova」 ability was not classified as Magic Damage.</li> <li>修复了爆能凤凰的『超新星』能力造成的伤害未被归类为魔法伤害的问题。</li> <li class="eo">Fixed a bug where the Dragonslayers&apos; 「Dragon Blood」 ability granted immunity to creature abilities.</li> <li>修复了屠龙者的『龙之血』能力错误地授予免疫生物能力的问题。</li> <li class="eo">Basic attacks and counterattacks of Chanters now weaken enemies via the 「Whisper of Doubt」 passive ability for the same duration, as intended.</li> <li>咏唱蜂的普通攻击和反击现在按预期通过『疑语』被动能力以相同时长削弱敌人。</li> <li class="eo">Fixed a bug where Fire Larvae mistakenly generated 1 Focus Point when performing basic attacks.</li> <li>修复了火幼虫在执行普通攻击时错误地产生 1 点集能点的问题。</li> </ul> <li class="eo">Spells and Skills</li> <li>法术与技能</li> <ul> <li class="eo">Diplomacy:</li> <li>外交:</li> <ul> <li class="eo">Fixed a bug where Diplomacy skill bonuses failed to apply correctly.</li> <li>修复了外交技能加成未能正确生效的问题。</li> <li class="eo">In the Diplomacy creature recruitment window, the purchase button is now correctly disabled when setting all unit quantities to 0.</li> <li>在外交招募界面中,当所有单位数量设为 0 时,购买按钮现在会正确禁用。</li> </ul> <li class="eo">Fixed a crash that occurred when attempting to cast the 「Back to Town!」 spell while owning no towns.</li> <li>修复了在未拥有城镇时尝试施放『回城!』法术导致崩溃的问题。</li> <li class="eo">「Pocket Dimension」 can no longer be summoned in locations that are impassable to the hero.</li> <li>『次元袋』不再能在英雄无法通行位置召唤。</li> <li class="eo">The 「Assemble!」 spell now correctly allows interaction only with the hero positioned in the town&apos;s visiting slot.</li> <li>『集结!』法术现在正确只允许与位于城镇访客槽位的英雄交互。</li> <li class="eo">Fixed a bug where the max-level 「Favorable Wind」 spell failed to remove the distance penalties.</li> <li>修复了满级『顺风』法术未能移除距离惩罚的问题。</li> <li class="eo">The 「Masterful Web」 sub-skill effect is now applied for the correct duration.</li> <li>『精湛蛛网』效果现在以正确时长生效。</li> <li class="eo">Fixed a bug where the 「Enlarge Shadow」 spell effect stacked only once.</li> <li>修复了『阴影扩散』法术效果仅堆叠一次的问题。</li> <li class="eo">「Riposte」: Fixed incorrect duration scaling derived from hero Spell Power.</li> <li>『反击』:修复了源自英雄法术强度的错误时长缩放。</li> <li class="eo">Fixed a bug where 「Temporal Spheres」 still dealt Pure Damage instead of Magic Damage.</li> <li>修复了『时间领域』仍造成纯粹伤害而非魔法伤害的问题。</li> <li class="eo">Fixed a bug where it was impossible to recruit units into armies on player-created maps with free Diplomacy, due to their price being 0 gold.</li> <li>修复了在拥有免费外交的玩家自制地图上,因单位价格为 0 金币导致无法招募单位入队的问题。</li> </ul> <li class="eo">Artifacts, Laws, and Map <li>宝物、律法与地图对象</li> <ul> <li class="eo">Fixed an exploit that allowed converting dragons at the 「Eternal Dragon」 object even with an insufficient dragon count.</li> <li>修复了在『永恒巨龙​』对象处即使龙数量不足也能转换龙的漏洞。</li> <li class="eo">Fixed a bug where Murmurmancers failed to dispel the blocking effect of the 「Orb of Inhibition」 artifact.</li> <li>修复了低语巫师未能驱散『抑制之球』宝物的阻挡效果的问题。</li> <li class="eo">Fixed a bug where the law amplifying Fire Larva explosions did not apply to explosions triggered by their passive ability.</li> <li>修复了放大火幼虫爆炸的律法未作用于其被动能力触发的爆炸的问题。</li> <li class="eo">The Temple law 「Power of Faith」 now affects only faction heroes, rather than all heroes owned by the player.</li> <li>圣堂律法『信仰之力』现在仅影响阵营英雄,而非玩家拥有的所有英雄。</li> <li class="eo">Artefact Merchant: Fixed incorrect sell prices for the artifacts 「Ribcage Armor」, 「Bone Boots」, and 「Dark Hatchet」.</li> <li>宝物商人:修复了『肋骨甲』『骨靴』和『黑暗短斧』宝物的错误售价。</li> </ul> <li class="eo">UI and Controls</li> <li>界面与控制</li> <ul> <li class="eo">Refined interaction logic for the adventure map creature recruitment window — players no longer need to close the recruitment window to manage the hero army panel.</li> <li>优化了冒险地图生物招募窗口的交互逻辑——玩家不再需要关闭招募窗口来管理英雄军队面板。</li> <li class="eo">Selected creatures in the recruitment window and the town quick-recruit panel are now correctly preserved even when loading a save.</li> <li>招募窗口和城镇快速招募面板中选定的生物现在在读取存档后也能正确保留。</li> <li class="eo">Re-added the hotkey Shift+U to hide the user interface.</li> <li>重新添加隐藏用户界面的快捷键 Shift+U。</li> <li class="eo">In the level-up window, fixed hotkey 3 misbehaving when selecting a sub-skill.</li> <li>在升级窗口中,修复了选择子技能时快捷键 3 行为异常的问题。</li> <li class="eo">The creature upgrade button in the 「Mentors」 window is now correctly disabled when lacking required resources.</li> <li>在『导师』窗口中,缺少所需资源时生物升级按钮现在会正确禁用。</li> <li class="eo">The tooltip for the stack dismissal button now correctly disappears from the screen.</li> <li>生物堆解散按钮的 tooltip 现在能正确从屏幕消失。</li> <li class="eo">Fixed a bug that broke various visual and audio effects in combat.</li> <li>修复了导致战斗中各种视觉和音频效果异常的问题。</li> <li class="eo">Fixed improper behavior of the bug report window when entering combat while open on the Global Map.</li> <li>修复了在冒险地图打开状态下进入战斗时,bug 报告窗口行为异常的问题。</li> <li class="eo">Changing days while inside a town view no longer kicks players out to the Global Map.</li> <li>在城镇视图内切换日期不再将玩家踢回冒险地图。</li> </ul> <li class="eo">Multiplayer, Maps, and Template Generator</li> <li>多人游戏、地图与模板生成器</li> <ul> <li class="eo">Fixed issues of varying severity that caused asymmetrical map generation on competitive templates.</li> <li>修复了导致竞技模板地图生成不对称的各种严重程度的问题。</li> <li class="eo">Votes to resume simultaneous turns are now correctly registered.</li> <li>恢复同步回合的投票现在能正确登记。</li> <li class="eo">Fixed a bug where skipping a turn due to timer expiration could accidentally skip the player&apos;s subsequent turn as well.</li> <li>修复了因计时器到期而跳过的回合可能意外跳过玩家后续回合的问题。</li> <li class="eo">Hero selection for tournament battles in Classic Mode tournament templates now functions correctly.</li> <li>经典模式比赛模板中比赛战斗的英雄选择现在正常工作。</li> <li class="eo">Fixed incorrect side assignments in the Map Editor.</li> <li>修复了地图编辑器中阵营分配不正确的问题。</li> <li class="eo">The 「Involuntary Summons」 structure in Schism towns now functions correctly.</li> <li>裂渊城镇中的『强制召唤』建筑现在正常运作。</li> </ul> <li class="eo">Description Fixes and Visual Effects</li> <li>描述修复与视觉效果</li> <ul> <li class="eo">Fixed the description for the 「Ethereal Knowledge」 artifact set.</li> <li>修复了『超凡知识』宝物套装的描述。</li> <li class="eo">Fixed incorrect text descriptions for upgraded versions of the 「Circle of Winter」 spell.</li> <li>修复了『寒冬冰环』法术升级版本的错误文本描述。</li> <li class="eo">Fixed description errors for the Hive Queen 「Soul Assimilator」 ability.</li> <li>修复了虫巢女王『灵魂同化者』能力的描述错误。</li> <li class="eo">Fixed a description error for the Hollow Reaper 「Reap without Sowing」 active ability.</li> <li>修复了空洞死神『不劳而获』主动能力的描述错误。</li> <li class="eo">Fixed and polished various visual and audio effects.</li> <li>修复并打磨了各种视觉和音频效果。</li> <li class="eo">Fixed visual layering issues with guard hazard zones after casting spells on the Global Map.</li> <li>修复了在冒险地图施放法术后守卫危险区域的视觉层级问题。</li> <li class="eo">Aligned the textual description of Gold resources with the actual amount granted.</li> <li>使黄金资源的文字描述与实际给予数量一致。</li> </ul> </ul> <h4 class="al">综合改动 - General Changes</h4> <ul> <li class="eo">In-Game Notifications: Screen notifications layout and indicators have been updated (e.g., loss notifications, victory conditions in tournament-type templates, etc.).</li> <li>游戏内通知:屏幕通知布局和指示器已更新(例如失败通知、比赛类模板的胜利条件等)。</li> <li class="eo">This information is now displayed at the top of the screen.</li> <li>这些信息现在显示在屏幕顶部。</li> <li class="eo">Players can now hide this block.</li> <li>玩家现在可以隐藏此区块。</li> <li class="eo">AI Player: Preparatory work has begun on reworking AI heroes on the Global Map. Numerous minor adjustments have been added to build the foundation for future improvements, which may already subtly influence computer opponent behavior on the map.</li> <li>AI 玩家:已开始对全局地图上 AI 英雄进行重做的准备工作。添加了大量微调以为未来改进奠定基础,这可能已微妙地影响地图上电脑对手的行为。</li> </ul> <h4 class="al">竞技场模式更新 - Arena Mode Update</h4> <ul> <li class="eo">A series of important functional additions and balance mechanics have been implemented in Arena Mode:</li> <li>竞技场模式实装了一系列重要的功能新增与平衡机制:</li> <ul> <li class="eo">Hero Starting Bonus: Depending on their current performance metrics in Arena Mode, certain heroes have been granted an additional starting bonus that increases their primary attributes. These bonuses will be dynamically adjusted in future updates.</li> <li>英雄起始加成:根据英雄当前在竞技场模式中的表现指标,部分英雄获得了额外的起始加成以提升其主属性。这些加成将在未来更新中动态调整。</li> <li class="eo">Reroll System: Added the option to refresh offered choices during artifact, spell, and creature draft phases.</li> <li>重投系统:在宝物、法术和生物选秀阶段新增了刷新提供选项的功能。</li> <li class="eo">By default, players have 4 reroll points available.</li> <li>默认情况下,玩家拥有 4 次重投机会。</li> <li class="eo">Players gain 1 reroll point during both the artifact and creature draft phases.</li> <li>玩家在宝物和生物选择阶段各获得 1 点重投点数。</li> <li class="eo">Heroes with creature specializations now guarantee the appearance of units of their respective Tier for both players. (For instance, if your hero specializes in Tier-1 creatures, Tier-1 creatures are guaranteed to appear in the draft pool for both sides.)</li> <li>拥有生物专长的英雄现在保证双方玩家均出现其对应等级的生物。(例如,若你的英雄专长于 Tier-1 生物,则双方选择池均保证出现 Tier-1 生物。)</li> <li class="eo">Certain high-power spells offered during draft can no longer exceed Level 1 by default.</li> <li>选择期间提供的部分高威力法术默认不得超过 1 级。</li> <li class="eo">Adjusted unit draft counts during the creature draft phase.</li> <li>调整了生物选秀阶段的单位选秀数量。</li> </ul> </ul> <h4 class="al">平衡性调整 - Balance</h4> <ul> <li class="eo">Factions</li> <li>阵营</li> <ul> <li class="eo">Temple</li> <li>圣堂</li> <ul> <li class="eo">Currently, Temple underperforms in the late game. We are rolling out a substantial overhaul of its faction&apos;s laws: the core change here being an extra tier level to all laws that upgrade creatures.</li> <li>当前圣堂在游戏后期表现偏弱。我们正在对其阵营律法进行大幅重做:核心改动是为所有升级生物的律法增加一个额外等级层级。</li> <li class="eo">Laws:</li> <li>律法:</li> <ul> <li class="eo">「Tax Collectors」: Adoption cost reduced: 3/3 → 2/2.</li> <li>『税务员』:采纳费用降低:3/3 → 2/2。</li> <li class="eo">「Training: Scouting」: Adoption cost reduced: 4 → 2.</li> <li>『训练:侦察』:采纳费用降低:4 → 2。</li> <li class="eo">「Execute Excellence」: Adoption cost reduced: 3/3 → 2/2.</li> <li>『卓越执行』:采纳费用降低:3/3 → 2/2。</li> <li class="eo">「Heroes of Tales」: Max level reduced: 2 → 1. Adoption cost increased: 2/2 → 3.</li> <li>『传说英雄』:最大等级降低:2 → 1。采纳费用提高:2/2 → 3。</li> <li class="eo">「Encouragement」: Max level reduced: 3 → 2. Adoption cost increased: 1/1/1 → 2/2.</li> <li>『鼓舞』:最大等级降低:3 → 2。采纳费用提高:1/1/1 → 2/2。</li> <li class="eo">「Hero&apos;s Blessing」: Creatures&apos; attribute scaling bonus granted by hero stats reduced: 25% → 20%. Adoption cost reduced: 6 → 4.</li> <li>『英雄的祝福』:英雄属性授予生物的属性缩放加成降低:25% → 20%。采纳费用降低:6 → 4。</li> <li class="eo">「Power of Faith」: Adoption cost reduced: 4 → 3.</li> <li>『信仰之力』:采纳费用降低:4 → 3。</li> <li class="eo">「Architect&apos;s Mastery」: Adoption cost reduced: 6 → 2.</li> <li>『建筑精通』:采纳费用降低:6 → 2。</li> <li class="eo">「Temple Elite Creatures」: Max level for all laws in this tree increased: 2 → 3.</li> <li>『圣堂精锐生物』:该系所有律法的最大等级提高:2 → 3。</li> <li class="eo">「Elite Angels」: Angels&apos; attribute bonus scaling granted by hero stats changed: 25/50% → 20/40/60%.</li> <li>『精锐天使』:英雄属性授予天使的属性加成缩放变更:25/50% → 20/40/60%。</li> </ul> </ul> <li class="eo">Necropolis</li> <li>亡灵墓园</li> <ul> <li class="eo">Tier 5. Pestilent Lich:</li> <li>Tier 5。瘟疫巫妖:</li> <ul> <li class="eo">「Death&apos;s Embrace」 ability:</li> <li>『死亡拥抱』能力:</li> <ul> <li class="eo">When activated, over-time damage effects now deal only half of their full damage.</li> <li>激活时,持续伤害效果现在仅造成其全额伤害的一半。</li> <li class="eo">Cooldown increased: 1 → 2 rounds.</li> <li>冷却提高:1 → 2 回合。</li> <li class="eo">Casting cost increased: 1 → 2 Focus Charges.</li> <li>施放消耗提高:1 → 2 专注充能。</li> </ul> </ul> <li class="eo">Heroes:</li> <li>英雄:</li> <ul> <li class="eo">The bonus to weekly creature growth granted by all specialist heroes reduced: 2 → 1.</li> <li>所有专长英雄授予的每周生物增长加成降低:2 → 1。</li> </ul> <li class="eo">Buildings:</li> <li>建筑:</li> <ul> <li class="eo">Construction of 「Tomb of Warriors I」 (Tier 6 dwelling) is now 500 Gold more expensive.</li> <li>『战士之墓 I』(Tier 6 巢穴)建造费用提高 500 金币。</li> <li class="eo">Construction of 「Tomb of Warriors II」 (upgraded Tier 6 dwelling) is now 500 Gold cheaper.</li> <li>『战士之墓 II』(升级版 Tier 6 巢穴)建造费用降低 500 金币。</li> </ul> <li class="eo">Laws:</li> <li>律法:</li> <ul> <li class="eo">「Gifts of the Afterlife」: Max level reduced: 3 → 2. Adoption cost increased: 2/2/2 → 3/3.</li> <li>『往生之礼』:最大等级降低:3 → 2。采纳费用提高:2/2/2 → 3/3。</li> <li class="eo">「Terror and Dread」: Law Tier changed: 4 → 5.</li> <li>『惊骇与绝望』:律法等级变更:4 → 5。</li> </ul> </ul> <li class="eo">Grove</li> <li>蕈林</li> <ul> <li class="eo">Tier 6:</li> <li>Tier 6:</li> <ul> <li class="eo">Qilin: HP: 135 → 130, Defense: 22 → 20, Luck: 3 → 2.</li> <li>麒麟:生命值:135 → 130,防御:22 → 20,幸运:3 → 2。</li> <li class="eo">Thunder Qilin: HP: 135 → 130, Defense: 24 → 22, Luck: 3 → 2.</li> <li>雷麒麟:生命值:135 → 130,防御:24 → 22,幸运:3 → 2。</li> <li class="eo">Mist Qilin: HP: 135 → 130, Defense: 22 → 20, Luck: 3 → 2.</li> <li>雾麒麟:生命值:135 → 130,防御:22 → 20,幸运:3 → 2。</li> </ul> <li class="eo">「Murmuring」 Faction Skill:</li> <li>『低语』阵营技能:</li> <ul> <li class="eo">「Burst of Energy」 sub-skill: Heroic Strike damage bonus per Focus Charge spent reduced: 15% → 10%.</li> <li>『能量爆发』子技能:每消耗 1 个专注充能的英勇打击伤害加成降低:15% → 10%。</li> </ul> <li class="eo">Buildings:</li> <li>建筑:</li> <ul> <li class="eo">Construction of 「Shroomwood Shack I」 and 「Shroomwood Shack II」 (Tier 5 dwellings) is now 3 Crystals cheaper, but 500 Gold more expensive.</li> <li>『蘑菇木屋 I』和『蘑菇木屋 II』(Tier 5 巢穴)建造费用减少 3 水晶,但增加 500 金币。</li> </ul> </ul> <li class="eo">Schism</li> <li>裂渊</li> <ul> <li class="eo">Tier 1. Ferocious Ra&apos;Shoth: Attack: 4 → 3, Defense: 4 → 3, Initiative: 5 → 6.</li> <li>Tier 1。凶暴拉绍斯:攻击:4 → 3,防御:4 → 3,主动性:5 → 6。</li> </ul> <li class="eo">Hive</li> <li>虫巢</li> <ul> <li class="eo">Following recent Hive adjustments, Tier-1 (Parasites) and Tier-2 (Locusts) units began overlapping in their battlefield roles — due to high mobility, Parasites covered the same tactical zones while dealing ranged damage without taking counterattacks. Meanwhile, Tier-6 units (Waurms) became overly dominant, and Tier-4 units (Scorpions) proved to be among the least utilized.</li> <li>在近期蜂巢调整之后,Tier-1(寄体)与 Tier-2(恶蝗)单位在战场角色上开始重叠——由于高机动性,寄生虫在覆盖相同战术区域的同时还能造成远程伤害而不受反击。与此同时,Tier-6 单位(魔蠕)变得过于强势,而 Tier-4 单位(甲蝎)则属于利用率最低的之一。</li> <li class="eo">Therefore, in this patch we are tuning down Parasites and Waurms, reallocating their power budget toward Scorpions.</li> <li>因此,在本补丁中我们削弱了寄体和魔蠕,将其强度预算重新分配给蝎子。</li> <li class="eo">Tier 1:</li> <li>Tier 1:</li> <ul> <li class="eo">Parasite: Speed: 4 → 3.</li> <li>寄体:速度:4 → 3。</li> <li class="eo">Warden Parasite: Speed: 5 → 4.</li> <li>卫寄体:速度:5 → 4。</li> <li class="eo">Ravager Parasite: Speed: 6 → 5.</li> <li>乱寄体​:速度:6 → 5。</li> </ul> <li class="eo">Tier 4:</li> <li>Tier 4:</li> <ul> <li class="eo">Scorpion: HP: 45 → 40, Initiative: 3 → 5.</li> <li>甲蝎:生命值:45 → 40,主动性:3 → 5。</li> <li class="eo">Volcanic Scorpion: HP: 60 → 55, Initiative: 4 → 6.</li> <li>火山甲蝎​:生命值:60 → 55,主动性:4 → 6。</li> <li class="eo">Spelaean Scorpion: HP: 45 → 40, Initiative: 4 → 6.</li> <li>洞穴甲蝎​:生命值:45 → 40,主动性:4 → 6。</li> </ul> <li class="eo">Tier 6:</li> <li>Tier 6:</li> <ul> <li class="eo">Waurm: Initiative: 8 → 7.</li> <li>魔蠕:主动性:8 → 7。</li> <li class="eo">Devourer: Initiative: 8 → 7, Damage: 26-28 → 27-29.</li> <li>噬蠕:主动性:8 → 7,伤害:26-28 → 27-29。</li> <li class="eo">Pyroboros: Initiative: 9 → 8.</li> <li>火蠕:主动性:9 → 8。</li> </ul> <li class="eo">Buildings:</li> <li>建筑:</li> <ul> <li class="eo">Construction of 「Neglected Housing」 (Tier 1 dwelling) is now 250 Gold cheaper.</li> <li>『破败居所』(Tier 1 巢穴)建造费用降低 250 金币。</li> <li class="eo">Construction of 「Chitinous Ziggurat I」 and 「Chitinous Ziggurat II」 (Tier 4 dwellings) is now 250 Gold more expensive.</li> <li>『​角质巨塔​ I』和『​角质巨塔​ II』(Tier 4 巢穴)建造费用提高 250 金币。</li> <li class="eo">Construction of 「Apex I」 (Tier 5 dwelling) is now 500 Gold cheaper.</li> <li>『巅峰虫巢 I』(Tier 5 巢穴)建造费用降低 500 金币。</li> <li class="eo">Construction of 「Tower of Love II」 (upgraded Tier 7 dwelling) is now 2500 Gold and 5 Crystals cheaper, but 10 Wood and Ore more expensive.</li> <li>『爱之塔 II』(升级版 Tier 7 巢穴)建造费用降低 2500 金币和 5 水晶,但增加 10 木材和矿石。</li> </ul> <li class="eo">Laws:</li> <li>律法:</li> <ul> <li class="eo">「Mana Devour」, 「Hive Magic」, and 「Great Conquest」: Effects now apply exclusively to Hive heroes and creatures.</li> <li>『魔力吞噬』『虫巢魔法』和『大征服』:效果现在仅作用于虫巢英雄和生物。</li> </ul> </ul> <li class="eo">Dungeon</li> <li>地牢</li> <ul> <li class="eo">We are making targeted tweaks to Dungeon laws to align them better with faction&apos;s narrative lore and strengthen their early-game capabilities.</li> <li>我们正在对地牢律法进行针对性调整,使其更好地契合阵营叙事背景并强化其前期能力。</li> <li class="eo">Laws:</li> <li>律法:</li> <ul> <li class="eo">「Triumvirate&apos;s Agents」:</li> <li>『三巨头的特工』:</li> <ul> <li class="eo">Effect now applies to all heroes.</li> <li>效果现在应用于所有英雄。</li> <li class="eo">Adoption cost reduced: 5/5 → 4/4.</li> <li>采纳费用降低:5/5 → 4/4。</li> <li class="eo">All-attribute bonus replaced with a bonus to Attack, Defense, and Spell Power.</li> <li>全属性加成替换为攻击、防御和法术强度加成。</li> </ul> <li class="eo">Added a new law, 「Arcane Knowledge」: increases max mana capacity for all heroes by 15.</li> <li>新增律法『奥术知识』:所有英雄最大魔法值 +15。</li> <li class="eo">The law containing the old 「Arcane Knowledge」 effect has been renamed to 「Celestial Maps」.</li> <li>包含旧『奥术知识』效果的律法已重命名为『天界地图』。</li> </ul> </ul> </ul> <li class="eo">Multiplayer and Templates</li> <li>多人游戏与模板</li> <ul> <li class="eo">Mix</li> <li>Mix</li> <ul> <li class="eo">Template final battles now occur on the following in-game days:</li> <li>模板最终战斗现在在以下游戏日期发生:</li> <ul> <li class="eo">Week 2, Day 2.</li> <li>第 2 周,第 2 天。</li> <li class="eo">Week 3, Day 2 (instead of Day 4).</li> <li>第 3 周,第 2 天(原为第 4 天)。</li> <li class="eo">Week 4, Day 1 (instead of Day 6).</li> <li>第 4 周,第 1 天(原为第 6 天)。</li> </ul> <li class="eo">Adjusted starting bonus Gold and common/valuable resource counts.</li> <li>调整了起始奖励金币及普通/贵重资源数量。</li> <li class="eo">Adjusted pre-built city structures.</li> <li>调整了预建城市建筑。</li> <li class="eo">Adjusted treasury zone area objects to match player home factions.</li> <li>调整了宝库区域对象以匹配玩家所属阵营。</li> <li class="eo">Reduced guard difficulty for treasury zone entrances.</li> <li>降低了宝库区域入口的守卫难度。</li> <li class="eo">「Legion&apos;s Leg」 can no longer generate on this template.</li> <li>『军团之腿』不再于此模板生成。</li> <li class="eo">Added extra connecting passages from standard treasuries to the ultra-rich treasury zone.</li> <li>新增了从标准宝库到超富宝库区域的额外连接通道。</li> </ul> <li class="eo">Galaxy</li> <li>Galaxy</li> <ul> <li class="eo">Reduced template size from 128 × 128 to 112 × 112, with accompanying adjustments to area proportions, object density, and zone entrance guards.</li> <li>模板尺寸从 128×128 缩减为 112×112,并相应调整了区域比例、对象密度和区域入口守卫。</li> <li class="eo">Adjusted terrain elevation to smooth out steep height drops.</li> <li>调整了地形高程,平滑了陡峭的高度落差。</li> <li class="eo">The road leading to the primary treasury zone near the home city now always generates as a dirt road.</li> <li>通往主城附近主要宝库区域的道路现在始终生成为土路。</li> <li class="eo">Added an extra city to each player&apos;s secondary expansion area.</li> <li>为每个玩家的二级扩张区域新增了一座额外城市。</li> <li class="eo">Added an external 「Town Gates」 object to each player&apos;s starting and secondary areas.</li> <li>为每个玩家的起始和二级区域新增了外部『城镇之门』对象。</li> <li class="eo">Adjusted pre-built city structures.</li> <li>调整了预建城市建筑。</li> </ul> <li class="eo">Outcast Tournament</li> <li>Outcast Tournament</li> <ul> <li class="eo">Adjusted Pandora&apos;s Box distribution and high-tier external dwellings in starting areas.</li> <li>调整了起始区域的潘多拉魔盒分布和高等级外部巢穴。</li> <li class="eo">Increased the unlock progression rate for Global Map spells.</li> <li>提高了全局地图法术的解锁进度速率。</li> </ul> <li class="eo">Sprint</li> <li>Sprint</li> <ul> <li class="eo">Template final battles now occur on the following in-game days:</li> <li>模板最终战斗现在在以下游戏日期发生:</li> <ul> <li class="eo">Week 2, Day 2.</li> <li>第 2 周,第 2 天。</li> <li class="eo">Week 3, Day 1 (instead of Day 2).</li> <li>第 3 周,第 1 天(原为第 2 天)。</li> <li class="eo">Week 3, Day 6 (instead of Week 4, Day 2).</li> <li>第 3 周,第 6 天(原为第 4 周第 2 天)。</li> </ul> <li class="eo">The dirt road in the final zone now leads to an Artefact Merchant instead of Town Gates (both objects remain present in the zone).</li> <li>最终区域的土路现在通往宝物商人而非城镇之门(两个对象仍均存在于该区域)。</li> <li class="eo">Reduced the unlock progression rate for Global Map spells.</li> <li>降低了全局地图法术的解锁进度速率。</li> <li class="eo">The 「Pocket Dimension」 spell is once again available on this template.</li> <li>『袖珍次元』法术在此模板上重新可用。</li> </ul> <li class="eo">Jebus Tournament</li> <li>Jebus Tournament</li> <ul> <li class="eo">Pandora&apos;s Boxes containing army units are now fully blocked from generating in the central area.</li> <li>包含军队单位的潘多拉魔盒现已完全禁止在中心区域生成。</li> </ul> </ul> </ul></div> 15 年不知我们深爱他的音乐 http://www.heroworld.net/news.php?id=2022 http://www.heroworld.net/news.php?id=2022 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427742 mm Wed, 19 Aug 2026 03:55:13 GMT <div style="width:640px;"><p>来源:<a href="https://www.youtube.com/watch?v=biA1h2Kk7Hk">https://www.youtube.com/watch?v=biA1h2Kk7Hk</a></p> <p>原视频近 1 小时,懒的看直接下载字幕喂 AI 总结如下:</p> <p class="intro">这是一期深度访谈视频,围绕经典游戏《魔法门之英雄无敌》系列的音乐展开,采访了两位核心作曲家 <strong>Paul Anthony Romero</strong>、<strong>Rob King</strong>,以及当代为粉丝项目《Day of Reckoning》作曲的作曲家 <strong>Ami</strong>。全片讲述了一段"在浴室录制、最终登上爱乐大厅"的传奇音乐故事。</p> <h4 class="al">一、极其简陋的起点:没有乐团,没有预算</h4> <p>视频从"没有什么"讲起,反差极大:没有交响乐团,也没有如今业内那种高昂预算。Romero 笑称自己"根本没有预算",只是按件拿酬劳。实际条件仅有 Rob King 的公寓、一台只有 36(或 44)个琴键的小键盘,以及一间"拥有歌剧院般混响"的浴室。从 H1 到 H7,所有配乐的"管弦乐"都是用采样音色做的。除不到 10 位客串独奏乐手(约 5 位歌剧演唱者朋友、2 个合唱团、一位大提琴手、一位长笛手)外,其余所有声音——鼓、短笛、合唱、法国号——都由 Romero 亲手用键盘"演奏"出来。</p> <p>录制《英雄无敌2》时,因为要加入歌剧演唱者,他们想找个有歌剧厅般混响的房间。浴室瓷砖的天然回响效果极佳,于是歌手们拿着谱子关上门,"一二三,开始!"——这就是那段传奇人声的诞生方式。邻居吵闹、条件艰苦,但他们"用已有的东西做到了最好"。</p> <blockquote>核心信念:音乐好,哪怕制作条件有限,依然会好听。音乐真正要打动的是人心,而非堆砌制作。</blockquote> <h4 class="al">二、作曲的"烹饪"哲学与创作流程</h4> <p>Romero 把作曲比作当厨师:公司不断往"菜单"里加新风味——韩国、俄罗斯、墨西哥、挪威……而他被要求每代游戏换一种音乐语言,绝不重复前作。</p> <p>音乐风格的演变:</p> <ul> <li><strong>早期(1代):</strong>以巴洛克为主,使用符合16—17世纪氛围的乐器。</li> <li><strong>3 代起:</strong>扩展至20世纪古典(理查·施特劳斯、拉赫玛尼诺夫、斯特拉文斯基),限制几乎全部解除——除了萨克斯(被明令禁止)。</li> </ul> <p>Romero 的创作流程(以 5 代为例):</p> <ul> <li>与制作人(Rob King,摇滚/流行背景)开会,聊"想要什么感觉",从霍尔斯特《行星组曲》、比才《卡门》、普罗科菲耶夫《亚历山大·涅夫斯基》、约翰·威廉姆斯(E.T.)等随机灵感里拼出一块"灵感板"。</li> <li>花约一个月沉浸式学习这些风格——像学德加的画笔触一样,先研究再动手。</li> <li>钢琴即兴数小时,找到调式后写出旋律,录成粗糙的管弦小样给制作人听。</li> <li>确认方向后,再用约两周完成旋律与配器,以"半成品"形式提交公司,避免写完五分钟曲子却被整体推翻。这是一个反复协作、给与取的过程。</li> </ul> <p>Ami(《Day of Reckoning》作曲家)的流程:先在脑中构思旋律、和弦、和声如何贴合画面 → 写成钢琴草稿 → 提交委托方审核(通过或小幅修改)→ 进入编曲阶段,检验哪些元素贴合、哪些不贴合所要表现的题材。她强调作品不一定要复杂,但要让另一位作曲家看了会说"这是高质量音乐"。</p> <h4 class="al">三、藏在名曲里的"秘密彩蛋"</h4> <p>许多经典主题暗藏 Romero 年少时听过的音乐记忆:</p> <ul> <li><strong>《Stronghold(堡垒)》主题:</strong>开头和弦直接来自 Carlos Santana 的《Oye Como Va》(专辑 Black Magic 中的曲子);高潮段则取自 1967 年悲情电影《Valley of the Dolls(娃娃谷)》的主题曲——Romero 五岁时就在收音机里反复听这首歌。写完他才惊觉:"天哪,这完全是 Santana +《娃娃谷》!"</li> <li><strong>《Tower(塔楼)》主题(3代):</strong>致敬拉赫玛尼诺夫《交响舞曲》第二乐章(圆舞曲),捕捉到他听该曲时那种心动的感觉。</li> <li><strong>《Barbarian(蛮族)》主题(1代):</strong>融入了对巴赫、维瓦尔第等巴洛克音乐的热爱,是 Romero 在音乐会上至今常演的"代表作"。</li> <li><strong>《Evil(邪恶)》主题(3代):</strong>遵循巴赫《C小调前奏曲》(一段"充满暴力感"的前奏)的结构写成。</li> </ul> <p>Romero 说,能捕捉到偶像作品中的"一丝魔法",是身为作曲家最有成就感的时刻——这不是情感上的怀旧,而是对自己作曲能力的确认:"我拿到了那个配方。"</p> <p>最有趣的主题是主旋律:Romero 最享受创作的是主旋律(2代写成,后被扩展沿用为3代主旋律),大调与小调快速切换,"既快乐又悲伤"。他至今不厌倦弹它——弹慢些显忧郁,弹快些则充满冒险感。</p> <p>此外他还透露,为《英雄无敌》的人声作品,他学过并使用了波斯语、高卢语、古法语、纳瓦特尔语(墨西哥/玛雅-阿兹特克古语)、拉丁语、德语、亚美尼亚语等多种语言,甚至专门聘请语言学家来教合唱团发音。</p> <h4 class="al">四、"Forge(熔炉)"之谜与未被采用的音乐</h4> <p>粉丝们念念不忘的 Forge 阵营(原本计划加入《英雄无敌3》但最终被砍掉的城镇)对 Romero 来说竟是个谜——他从未听说过 Forge,直到本次采访才搞清原委("就像电影里一段被剪掉的戏")。他解释自己从不提前作曲,都是"等需要时才写",因此 Forge 当年并未产生专属音乐构想。</p> <p>关于"写过但未被采用"的音乐:在《英雄无敌》系列中,被否定的曲子通常会被安排到游戏的其他位置,而非丢弃——3代时这种情况尤其多,"他们让我只管继续写,总能找到地方放"。</p> <p>有趣的是,Ami 早年在 VCMI 平台为模组团队的 Forge 项目作曲并上传到 SoundCloud 时,第一条评论正是 Paul Romero 留下的,且大加赞赏。后来《Day of Reckoning》的 Forge 音乐,用的就是 Romero 在 Ami 加入团队之前写好的曲子——"圆圈闭合,大师听见了他的学生"。</p> <h4 class="al">五、沉默的15年,与来自玩家的回响</h4> <p>最令人动容的一段:Romero 多年间完全不知道有人喜欢他的音乐。他受雇于 Rob King(音频制作人),从未见过游戏创始人 Jon Van Caneghem,甚至不知道 New World Computing 公司在哪里。Rob 有意把他"保护"起来——"找你的人太多、主意太多,你会乱"。同期他作为音乐会钢琴家活跃于全球,巡演肖邦、贝多芬,分心于演奏事业。</p> <p>转机出现在法国的一场音乐会:有观众到后台问"您就是《英雄无敌》的那个 Paul Romero 吗?"——因为游戏字幕里列着他的名字。此后从匈牙利到波兰,信件、YouTube 评论、现场乐迷逐渐汇聚。在布达佩斯,原本只答应"酒店大堂签个名"的他,面对不断膨胀的人群(40人→100人→最终约200人),被请到一处老人活动中心(有小钢琴),结果变成了一场即兴音乐会:观众举手点歌、大声唱出旋律,他凭记忆即兴弹奏——"背景音乐"第一次真正走上了舞台。</p> <h4 class="al">六、华沙的"求婚":在肖邦大学与 Heroes Orchestra 相遇</h4> <p>波兰粉丝把这份爱做到了极致。Romero 将第一次在华沙肖邦音乐大学的经历比作"被求婚":他抵华沙时又累又想睡觉,被"哄"到学校音乐厅。门一开,竟是一整支管弦乐团在演奏他的《英雄无敌》音乐——而且是在没有他提供任何乐谱注解的情况下,乐手们自己把音乐还原出来的。45分钟的演奏让他感动到落泪,随后更被邀请上台,时隔15年首次与乐团合奏自己的作品。</p> <p>他动情地说:若能只选一支乐团合作一生,就选 Heroes Orchestra。与普通乐团"各司其职"不同,这支乐团的成员是因为热爱这款游戏、热爱这音乐而聚在一起——"就像圣诞节回家,满屋子都是爱你、你也爱的人",上台演出"不是紧张的演出,而是一场派对"。他透露,去年九月在华沙的系列音乐会(7场)中,共演奏了 437 首来自《英雄无敌》的曲子,台上甚至常常即兴加演未排练过的曲目,靠的是" spontaneity、信任与爱"。</p> <h4 class="al">七、音乐风格的深层脉络:从巴洛克到浪漫主义</h4> <p>Ami 从作曲理论角度总结了《英雄无敌》音乐的演变逻辑:</p> <ul> <li><strong>研究 Romero 的音乐</strong>(第一要务);</li> <li><strong>研究浪漫主义</strong>——1 代深受巴洛克影响(把作曲家当"匠人"),而越往后,音乐越趋向浪漫主义:重点不在技巧多复杂,而在于作曲家向听众传递情感,讲一个"由情绪驱动的故事"。3 代的《Inferno(地狱)》主题让人感受到沉重、侵略性、黑暗,但背后是一个冒险故事——所有阵营、战役、地图探索曲目皆是如此。</li> <li><strong>不要害怕突破乐器限制</strong>——她举例在《Palace》中会使用日本尺八、三味线,甚至蒙古喉音唱法,超出原3代乐器范围,反而带来新鲜感。</li> </ul> <h4 class="al">结语</h4> <p>这部视频是一封献给《英雄无敌》音乐的情书:它从 36 键键盘与浴室出发,见证了音乐如何跨越简陋的制作条件,最终在波兰的音乐厅与 Heroes Orchestra 中焕发新生;它讲述了一位作曲家沉默 15 年、却最终被百万玩家"听见"的动人历程;它连接了过去与现在——Romero 希望再为玩家演奏40年,而年轻一代作曲家 Ami 正沿着巴洛克—浪漫主义的脉络,继续为《Day of Reckoning》谱写新的英雄篇章。</p> <p>正如视频结尾所言:"剩下的,就是祝愿我们的偶像长命百岁。"并预告下周将放出与 Paul Anthony Romero 的无配乐完整对谈,让每位听众都能伴着心仪的旋律,再次聆听这位传奇作曲家的心声。</p></div> 埃拉西亚的光复战役重制版 http://www.heroworld.net/news.php?id=2021 http://www.heroworld.net/news.php?id=2021 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427741 h3 Wed, 19 Aug 2026 03:29:28 GMT <div style="width:640px;"><p>传送门:<a href="http://gamerhome.com/bbs/forum.php?mod=viewthread&amp;tid=427733">http://gamerhome.com/bbs/forum.php?mod=viewthread&amp;tid=427733</a></p> <ul> <li>作者:VL</li> <li>进度:预告中……预计 9 月初可以提供下载~</li> <li>将原版三部战役《女王万岁》《解放》《父亲之歌》无缝整合为一条完整连贯的主线,完整呈现凯瑟琳女王从临危受命、光复故土到完成家族救赎的人物成长弧光,形成一部真正的《恩塔格瑞女王传》。</li> <li>基于《死亡阴影》,继承其更丰富的物件、更平衡的种族与兵种体系,同时全面重构底层设计:仅保留原版地形,对资源分布、野怪配置、任务链与剧情触发点进行彻底重做。</li> </ul></div> NVS 对 Fabrice Cambounet 的采访 http://www.heroworld.net/news.php?id=2020 http://www.heroworld.net/news.php?id=2020 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427738 mm Sun, 16 Aug 2026 14:47:23 GMT <div style="width:640px;"><p>来源:<a href="https://vk.ru/@homm_ashan-intervu-s-fabrisom-kambounet-fabrice-cambounet">https://vk.ru/@homm_ashan-intervu-s-fabrisom-kambounet-fabrice-cambounet</a></p> <ul class="quote"> <li class="grey">1. How did you become involved in developing Heroes of Might and Magic 5? Were you familiar with the series before you began development?</li> <li class="bold">1、你是如何参与《英雄无敌5》开发的?在开始开发前,你熟悉这个系列吗?</li> <li class="eo">I came back to Ubisoft in 2003, right after they bought the M&amp;M licence from 3DO. I was assigned working on the title immediately, with the mission of finding a developer who could create a sequel worthy of the HoMM series. It was a great assignment, as I played Heroes 3, and a bit of 4, so I wasn&apos;t coming in blind. I wouldn&apos;t have called myself a hardcore fan, but I understood the soul of the gameplay, and that felt like the right starting point.</li> <li class="acc">我于 2003 年回到育碧,就在他们从 3DO 手中买下《魔法门》版权的不久后。我立刻被指派参与这个项目,任务是寻找一家能够打造出配得上《英雄无敌》系列的续作的开发商。这是个很棒的任务,因为我玩过《英雄无敌3》,也玩过一点《英雄无敌4》,所以我并非一无所知。我不会称自己是硬核粉丝,但我理解游戏玩法的精髓,而这正是正确的起点。</li> </ul> <ul class="quote"> <li class="grey">2. Why did you decide to launch a new universe? How deeply and complex was the research into the old universe, and why did you ultimately decide to abandon its development?</li> <li class="bold">2、为什么你们决定开启一个全新的宇宙?对旧宇宙的调研有多深入和复杂,最终又为何决定放弃它的开发?</li> <li class="eo">The core reasoning was about control and sustainability. We wanted a foundation we fully owned and understood- one we could build on confidently, whether for future Heroes titles, Might &amp; Magic RPGs, or anything else down the line. Trying to patch and extend the old universe would have meant inheriting a tangle of lore we hadn&apos;t written, and risking both internal confusion and fan backlash when we inevitably got things wrong. Beyond that, it simply felt like the right moment to refresh everything- the factions, the characters, the world itself. That said, it was no small undertaking. Both games were being developed in parallel for a while, and that created real tension across the teams for months. Looking back, I think it was the right call, even if it was the harder one.</li> <li class="acc">核心原因关乎控制权和可持续性。我们想要一个我们完全拥有并理解的基础——一个我们可以自信地在其上构建的基础,无论是未来的《英雄无敌》作品、《魔法门》RPG,还是将来其他任何东西。试图修补和扩展旧宇宙意味着要继承一堆我们未曾编写的复杂背景故事,并且当我们不可避免地出错时,冒着内部混乱和粉丝强烈反对的风险。除此之外,这感觉就像是刷新一切——派系、角色、世界本身的恰当时机。话虽如此,这绝非易事。两款游戏曾并行开发了一段时间,这在几个月内给团队带来了真实的紧张压力。回首往事,我认为这是一个正确的决定,即使它是更艰难的那个。</li> </ul> <ul class="quote"> <li class="grey">3. What were your inspirations for creating the Ashan universe?</li> <li class="bold">3、创建亚山宇宙的灵感来源是什么?</li> <li class="eo">There are a lot of them, but you&apos;d be better asking Erwan le Breton, who was in charge of this work. What I can say is that there was real ambition behind it, and the result was a world with its own internal logic, which made everything easier to build on.</li> <li class="acc">灵感有很多,但你最好去问负责这项工作的 Erwan le Breton。我能说的是,背后有着真正的雄心壮志,其成果是一个拥有自身内在逻辑的世界,这让在此基础上进行一切扩展都变得更容易。</li> </ul> <ul class="quote"> <li class="grey">4. How were the factions chosen for the game?</li> <li class="bold">4、游戏中的派系是如何选定的?</li> <li class="eo">We went with the most iconic and recognizable ones, which honestly didn&apos;t spark a lot of debate. The choices felt natural. We were also deliberate about holding a few back for expansions, which is exactly what happened with the Orcs and the Dwarves. It was a case where the obvious answer was also the right one.</li> <li class="acc">我们选择了最具标志性和辨识度的那些,老实说这并没有引发太多争论。选择感觉很自然。我们也刻意留了一些派系给资料片,这正是后来兽人和矮人加入的情况。这是一个显而易见的答案同时也是正确答案的例子。</li> </ul> <ul class="quote"> <li class="grey">5. Hexes or squares?</li> <li class="bold">5、六角格还是四角格?</li> <li class="eo">Hexes, for me. They open up more strategic angles, though they do ask a little more from the player to read at a glance. In this case, it was a decision made by the design team at Nival, and I think they got it right. It gave the combat a satisfying tactical depth that squares simply wouldn&apos;t have matched.</li> <li class="acc">如果是我,我会选六角格。它提供了更多战略角度,尽管玩家在扫视战场时需要多花一点精力去判读。不过在这个项目里,这是 Nival 设计团队做出的决定,而我认为他们做对了。它赋予了战斗一种令人满足的战术深度,这是四角格根本无法企及的。</li> <li>注:这一段后面看起来有点奇怪,但是英文和俄文原文机翻出来都是这个意思。</li> </ul> <ul class="quote"> <li class="grey">6. What is your favorite faction and hero?</li> <li class="bold">6、你最喜欢的派系和英雄是哪些?</li> <li class="eo">I always loved Agrael/ Raelag: the writing gave him real dimension, and Ledroit&apos;s art for that character is just stunning. As for factions, Inferno would be close to the top for Haven. There&apos;s something about the contrast between those two that captures a lot of what makes the game interesting.</li> <li class="acc">我一直很喜欢阿格雷尔/雷拉格:文案赋予了这个角色真正的立体感,而 Ledroit 为该角色创作的艺术画简直惊艳。至于派系,地狱会排在圣堂之后。这两者之间的某种对比捕捉到了让这款游戏变得有趣的许多精髓。</li> </ul> <ul class="quote"> <li class="grey">7. A key strength of HoMM is that it combines various game mechanics very smartly, which makes a competent AI essential for the single player experience. How did you approach this from a producer&apos;s perspective?</li> <li class="bold">7、《英雄无敌》的一个关键优势在于它非常巧妙地将各种游戏机制结合在一起,这使得一个称职的 AI 对于单人游戏体验至关重要。作为制作人,你是如何处理这个问题的?</li> <li class="eo">This is an area where I left Nival lead the charge. They were very confident early on that they could provide a meaningful level of difficulty, while giving the player options to answer. There was a few fans of the series in their team, including the lead designer, Alexander Mishulin. I think they did a very good job overall.</li> <li class="acc">在这个领域,我让 Nival 带头主导。他们很早就非常自信地表示,他们能够提供有意义的高难度,同时给玩家提供应对的选项。他们的团队中有几位系列的粉丝,包括主设计师 Alexander Mishulin。总体而言,我认为他们做得非常出色。</li> </ul> <ul class="quote"> <li class="grey">8. It seems AI development for H5 started initially with the H3 source code. What were the difficulties Nival encountered to have them include cheats on the harder difficulty modes like double creature growth, infinite gold and build twice a turn in a castle? Did you approve these?</li> <li class="bold">8、似乎 H5 的 AI 开发最初是参考了 H3 的源代码。Nival 在更高难度模式下加入诸如生物产量翻倍、无限金币和城堡每回合建造两次等"作弊"手段时遇到了什么困难?你批准了这些吗?</li> <li class="eo">To be clear: we never used the H3 source code directly. It was there as a reference, alongside a couple of boxes of CDs I spent many hours going through, but reverse-engineering someone else&apos;s code is rarely worth the effort, and almost always more work than starting fresh. As for the difficulty modifiers, I&apos;d hesitate to call them "cheats". They&apos;re a necessary part of testing a game of this complexity properly, and making sure challenging modes actually feel rewarding rather than just unfair.</li> <li class="acc">需要澄清的是:我们从未直接使用过 H3 的源代码。它当时是作为一个参考存在的,连同我花了好几个小时翻阅的几盒 CD 一起,但逆向工程别人的代码很少值得这样做,而且几乎总是比从头开始做更多的工作。至于难度修改器,我不太愿意称它们为"作弊"。它们是充分测试这种复杂游戏以及确保挑战模式感觉有回报而非仅仅不公平的必要组成部分。</li> </ul> <ul class="quote"> <li class="grey">9. A modder with the name Quantomas claims that he contacted you after Hammers of Fate was released and offered to improve the AI. What is the story behind this?</li> <li class="bold">9、一位名叫 Quantomas 的模组作者声称,在《命运之锤》发布后他联系了你,并主动提出改进 AI。这背后的故事是什么?</li> <li class="eo">I do have a vague memory of that. Fan passion like that is genuinely moving, it cared deeply about the game. But for a company, integrating external code from an unknown individual into an official release is a serious risk, legally and technically. Mods are one thing, and we were supportive of that culture even though the game wasn&apos;t originally built around modding. But shipping a paid DLC built on outside code is a very different proposition. It just wasn&apos;t something we could responsibly do.</li> <li class="acc">我确实对此有模糊的记忆。像那样粉丝的热情真的令人感动,他们非常关心这款游戏。但对于一家公司来说,将来自未知个人的外部代码整合到官方版本中,无论是在法律上还是技术上都是严重的风险。模组是一回事,我们也支持这种文化,尽管这款游戏最初并非围绕模组构建。但是发布一个基于外部代码的付费 DLC 则是完全不同的事情。这根本不是我们能够负责任地去做的事情。</li> </ul> <ul class="quote"> <li class="grey">10. In the summer of 2008 just days before Nival and Ubisoft parted ways you posted a comment that the 3.2 patch is on the way and it will have a good surprise for the fans. Why wasn&apos;t it possible to publish this patch and what would it have brought to the game?</li> <li class="bold">10、2008 年夏天,就在 Nival 和育碧分道扬镳的前几天,你发帖说 3.2 补丁即将到来,并且会给粉丝们一个惊喜。为什么没能发布这个补丁,它原本会给游戏带来什么?</li> <li class="eo">I don&apos;t have a clear memory of that specific post. The timing of the split with turbulent, and a lot of things that were in motion didn&apos;t make it across the finish line.</li> <li class="acc">我对那篇具体的帖子没有清晰的记忆。与 Nival 分手的时机很动荡,许多正在进行中的事情都没能走到最后。</li> </ul> <ul class="quote"> <li class="grey">11. In the artbook image, the Inferno Tower, mountains, and land-in the game, these objects have the suffix "conquest" in their names. Usually, this refers to a mode, or I think it could be terraforming. Perhaps something similar was planned for Heroes 5 at some point?</li> <li class="bold">11、在设定集图片中,地狱塔、山脉和陆地——在游戏里,这些物体名字的后缀是"conquest"。通常这指的是一种模式,或者我认为是地形改造。也许《英雄无敌5》在某个时间点计划过类似的东西?</li> <li class="eo">I do remember though, that there was indeed a higher strategic game mode planned, maybe named conquest, where you would have a higher view of the map and cities etc. But we didn&apos;t get to it.</li> <li class="acc">不过我确实记得,确实曾计划过一个更高层面的战略游戏模式,也许命名为"征服",在这个模式下你可以从更高的视角俯瞰地图和城市等。但我们没能实现它。</li> </ul> <ul class="quote"> <li class="grey">12. Unused lizardmen and naga models found in the game. Was there ever a planned Sanctuary faction or any other faction that we never saw in Ashan? Or any other additional content that we never saw?</li> <li class="bold">12、游戏中发现有未使用的蜥蜴人和娜迦模型。是否曾计划过瀛洲派系或任何其他我们在亚山宇宙中从未见过的派系?或者是否有任何其他我们从未见过的额外内容?</li> <li class="eo">Nival did a lot of exploration and prototyping to figure out what was possible. But there was very little actual waste. Most things that were built found their way into the game in some form. The main exception, and this is something I pushed back on more than once, was concept art that strayed too close to other licences. Early on, the team didn&apos;t always have a clear sense of where those lines were, and we spent considerable time working through that. It was one of those unglamorous but genuinely important parts of the production.</li> <li class="acc">Nival 做了大量的探索和原型设计,以弄清楚什么是可行的。但实际上几乎没有真正的浪费。大多数构建出来的东西都以某种形式进入了游戏。主要的例外——这是我多次反对的一点——是那些过于接近其他版权的概念艺术。早期,团队并不总是清楚地知道这些界限在哪里,我们花了大量时间来解决这个问题。这是制作过程中那些不起眼但真正重要的部分之一。</li> </ul> <ul class="quote"> <li class="grey">13. Are there any interesting memories from working at Ubisoft or with Nival that were fun or pivotal in the creation of HoMM V?</li> <li class="bold">13、在育碧或与 Nival 工作期间,有没有什么有趣的回忆,是充满乐趣或在《英雄无敌5》创作过程中具有关键意义的?</li> <li class="eo">There are a lot of them! One that stands out is bringing community leaders to Paris to discuss the game and the upcoming beta phase. That direct dialogue with the players shaped things in real ways. Another was the internal fight at Ubisoft to get more time before release. Bugs were piling up and the pressure to ship was intense, but with the community&apos;s support, we managed to get a green light for a couple more months. That extra time was essential. The game that came out was meaningfully better for it.</li> <li class="acc">有很多!其中一个突出的是把社区领袖带到巴黎,讨论游戏和即将到来的测试阶段。那种与玩家的直接对话以真实的方式塑造了游戏。另一个是育碧内部为了争取更多发布时间而进行的斗争。Bug 越积越多,发售压力巨大,但在社区的支持下,我们成功获得了几个月的延期绿灯。那段额外的时间至关重要。最终发布的游戏因此有了实质性的改善。</li> </ul> <ul class="quote"> <li class="grey">14. Were you involved in other games in the Might and Magic universe besides Heroes 5 and Heroes Kingdoms? Perhaps the initial development of Heroes 6?</li> <li class="bold">14、除了《英雄无敌5》和《英雄无敌王国》,你是否参与了魔法门宇宙中的其他游戏?也许是《英雄无敌6》的最初开发?</li> <li class="eo">I touched the very beginning of H6 before shifting focus entirely to Heroes Kingdoms. One thing I remember clearly from that period is Nival becoming quite aggressive in their demands for the H5 sequel. That was ultimately the main reason we decided to part ways. I also produced Clash of Heroes, which remains one of my favorite experiences in the industry. The collaboration with Capybara was fantastic, and what they achieved was remarkable: taking an existing, rock-solid puzzle mechanic and making a Might &amp; Magic game out of it, and having it work, brilliantly. Clash of Heroes is one of the best games on the DS, ranked right after the internal Nintendo games.</li> <li class="acc">在完全转向《英雄无敌王国》之前,我接触了 H6 非常早期的阶段。那段时期我清楚记得的一件事是,Nival 对 H5 续作的要求变得相当咄咄逼人。这最终成为我们决定分道扬镳的主要原因。我还制作了《英雄交锋》,这至今仍是我在业内最喜欢的经历之一。与 Capybara 的合作非常棒,他们的成就令人瞩目:采用一个现有的、扎实的益智机制,并以此为基础制作了一款《魔法门》游戏,而且效果非常出色。《英雄交锋》是 DS 上最好的游戏之一,排名仅次于任天堂内部的游戏。</li> </ul> <ul class="quote"> <li class="grey">15. Have you followed the further development of the series, and what is of subsequent games?</li> <li class="bold">15、你关注过该系列的后续发展吗?对后续游戏有什么看法?</li> <li class="eo">I have only played just a bit of H6, but not much to get an opinion. After 10 years of working on the license, I think I had just enought:)</li> <li class="acc">我只玩过一点点 H6,但不多,不足以形成看法。在这个 IP 上工作了 10 年后,我想我受够了:)</li> </ul> <ul class="quote"> <li class="grey">16. Would you change anything in the game now? For example, factions, creatures, or anything else?</li> <li class="bold">16、你现在会想改变游戏中的什么吗?比如派系、生物,或其他任何东西?</li> <li class="eo">Nothing significant, honestly. I&apos;m still proud of the gameplay, the art, and the breadth of content the team created. There&apos;s a real balance to the whole thing that I think holds up. The one mixed memory is a difficulty spike in an early map that had to be fixed with a day-zero patch. This story has already been told.</li> <li class="acc">老实说,没什么重大的。我仍然为团队创造的玩法、美术和内容的广度感到自豪。整个游戏有一种真正的平衡感,我认为它经得起时间的考验。唯一的复杂回忆是早期一张地图的难度陡增,这必须通过首发当天补丁来修复。这个故事已经讲过了。</li> </ul> <ul class="quote"> <li class="grey">17. Tell us how you left the brand and [at] Ubisoft.</li> <li class="bold">17、告诉我们你是如何离开这个品牌和育碧的。</li> <li class="eo">I spent a few years working on Heroes Kingdoms, maintaining the game live for 3 or 4 years, while in parallel developping another free to play game, that never got released. This was a relatively smooth transition: working on a different license but on a similar (and over-ambitious) project. Leaving Ubisoft has been more difficult, there was quite a bit of turmoil for me, and I thought it was better to do something else. So I took a few months off, and biked through the USA, coast to coast.</li> <li class="acc">我花了几年时间做《英雄无敌王国》,维持该游戏运营了 3 到 4 年,同时并行开发另一款免费游戏,但从未发布。这是一个相对平稳的过渡:在不同的 IP 上工作,但项目类似(且过于雄心勃勃)。离开育碧更困难一些,对我来说有过不少动荡,我认为做点别的事情更好。所以我休息了几个月,骑着自行车穿越了美国,从海岸到海岸。</li> </ul> <ul class="quote"> <li class="grey">18. What are you currently doing? Are you open to working on a Might &amp; Magic game again or a similar turn-based strategy game? Maybe even a remake of Heroes 5?</li> <li class="bold">18、你目前在做什么?你是否愿意再次参与制作《魔法门》游戏或类似的回合制策略游戏?也许是《英雄无敌5》的重制版?</li> <li class="eo">The past couple of years have been rough for a lot of people in the industry, and I haven&apos;t been spared. I&apos;m actively looking for a producer role, ideally remote or at least hybrid. And yes, strategy games are where my heart is, both as a professional and as a player. If the right project came along, whether that&apos;s a new M&amp;M, a remake, or something entirely fresh in that space, I&apos;d be very open to the conversation.</li> <li class="acc">过去几年对业内很多人来说都很艰难,我也未能幸免。我正在积极寻找制作人的职位,最好是远程或至少是混合办公模式。是的,策略游戏是我内心的归属,无论是作为职业还是玩家。如果有合适的项目出现,无论是新的《魔法门》、重制版,还是该领域全新的作品,我都非常愿意参与讨论。</li> </ul></div> 上古纪元#补丁 0.80.35 http://www.heroworld.net/news.php?id=2019 http://www.heroworld.net/news.php?id=2019 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427736 hoe Thu, 13 Aug 2026 13:04:22 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/692017587063621602">https://store.steampowered.com/news/app/3105440/view/692017587063621602</a></p> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed an issue that caused the game to freeze when moving mice from certain manufacturers.</li> <li>修复了使用某些品牌鼠标时游戏会卡死的问题。</li> <li>Core.zip 里的数值和文本均无变动。</li> </ul></div> 上古纪元#阿尔瓦里杯 http://www.heroworld.net/news.php?id=2018 http://www.heroworld.net/news.php?id=2018 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427729 hoe Tue, 28 Jul 2026 16:17:17 GMT <div style="width:640px;"><p><a href="https://unfrozen.studio/tournament/">https://unfrozen.studio/tournament/</a></p> <p class="eo">Over the past few weeks we’ve noticed that quite a few community-run tournaments are already either in progress or slowly on the rise. We’re incredibly happy to see that the competitive spirit lives within the community and is being spread across Olden Era! It also happens that this perfectly aligns with our plans.</p> <p>过去几周,我们注意到大量由社区自发组织的赛事正如火如荼地进行,或是正崭露头角。看到这份竞技热情在社区中蓬勃生长并在《上古纪元》中蔓延,我们倍感欣喜!这也恰好与我们未来的规划不谋而合。</p> <p class="eo">We’re happy to announce that, together with Behemoth’s Lair, Ubisoft and Hooded Horse, the first official Olden Era tournament, The Alvari Cup, will begin on August 1st 2026! You can check out more information about the tournament on its :OE_PvP: official webpage!</p> <p>在此,我们荣幸地宣布:携手 Behemoth’s Lair、Ubisoft 及 Hooded Horse,首届《上古纪元》官方赛事——“阿尔瓦里杯”(The Alvari Cup)将于 2026 年 8 月 1 日正式打响!更多赛事详情,请前往<a href="https://unfrozen.studio/tournament/">官方网站</a>查看!</p> <p class="eo">16 invited participants will compete against one another in a Single Elimination, Best of Three format over the next few weeks, showcasing their Might and Magic, with the ultimate victor claiming the grand prize we’ll reveal very soon!</p> <p>本次赛事将采用单败 BO3,16 位受邀选手将在接下来的几周内捉对厮杀,尽显兵法与魔法的博弈。最终的冠军赢家将斩获我们稍后揭晓的终极大奖!</p> <p class="eo">In the future, we plan to host more official tournaments, including open format tournaments, where everyone will be able to sign up! We will continue to take care of both PvE and PvP environments simultaneously and we are constantly reading your feedback!</p> <p>展望未来,我们计划举办更多官方赛事,包括开放报名的全民赛事,届时人人皆可参与!我们将持续并行深耕 PvE 与 PvP 生态,同时也将时刻关注大家的每一条宝贵反馈!</p></div> 上古纪元#社区反馈#5#即将到来的PvE内容与活动 http://www.heroworld.net/news.php?id=2017 http://www.heroworld.net/news.php?id=2017 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427728 hoe Tue, 28 Jul 2026 16:12:33 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1a33z6tEu1"></div> <img src="http://heroworld.gamerhome.com/images/news/20260729-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1a33z6tEu1/">bilibili</a>,<a href="https://www.youtube.com/watch?v=jXsFYp4vDnI">youtube</a></h3></div> HoMM_Ashan 对 Richard Dansky 的采访 http://www.heroworld.net/news.php?id=2016 http://www.heroworld.net/news.php?id=2016 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427725 mm Mon, 27 Jul 2026 09:13:08 GMT <div style="width:640px;"><p>来源:<a href="https://www.celestialheavens.com/vk-homm-ashan-interview-with-richard-dansky">CH(英)</a>,<a href="https://vk.ru/@homm_ashan-intervu-s-richardom-danski">vk.ru(俄)</a></p> <div class="quote"> <p>Richard Dansky(理查德·丹斯基,也署名 Richard E. Dansky)是美国资深游戏叙事设计师、编剧与小说家,他是亚山世界观的核心构筑者之一。与 Erwan Le Breton 等人合作,在《英雄无敌五》与《黑暗弥赛亚》并行开发期,把原英雄无敌战略内容同黑暗弥赛亚的 FPS/ARPG 设定熔接成统一、自洽、有历史厚度的新宇宙;他本人直接负责《黑暗弥赛亚》的叙事脚本与世界规则,并后续在《魔法门十》《英雄无敌七》等作中继续担任世界观编剧(Franchise writer)。</p> </div> <ul class="quote"> <li class="grey">#1 Were you familiar with the games in the series before you were approached to create Ashan?</li> <li class="bold">#1 在受邀参与创建亚山世界之前,你对这个系列的游戏熟悉吗?</li> <li class="eo">I had a general video game fan’s knowledge, of course - Might and Magic was legendary, so it was impossible not to be aware of it. I wasn’t a particular fan of the series, though, so I had to get myself up speed for the actual work, in order to make sure anything I did was properly respectful of the intention of the world. Our mission was never to recreate the old continuity, but rather to create something new with the same sensibility.</li> <li class="acc">当然,我作为一个普通游戏玩家有所了解——《魔法门》是传奇系列,不可能没听说过。不过我并不是该系列的死忠粉,所以为了实际工作,我必须恶补相关知识,确保我所做的一切都充分尊重这个世界原本的立意。我们的使命从来不是复刻旧有的世界观连续性,而是在保留同样气质的前提下,创造出全新的东西。</li> </ul> <ul class="quote"> <li class="grey">#2 What were the main sources of inspiration for creating the world of Ashan?</li> <li class="bold">#2 创造亚山世界的主要灵感来源是什么?</li> <li class="eo">I am absolutely a book omnivore, so listing the fantasy novels I’ve read and whose DNA got extracted to inform my contribution to Ashan would take a very long time. Erwan was the big GRRM, fan, while my tastes ran more towards Raymond Feist’s Midkemia (which was a game world before it was a novel), Steven Brust’s Dragaera, Lloyd Alexander’s Prydain, some Robin Bailey, some Robin Hobb, some Lloyd Alexander, some Fritz Leiber…I am an omnivorous and fast reader, so there were tons of fantasy novels that all, I think, served as inspiration.</li> <li class="acc">我绝对是个博览群书的杂食读者,如果要列出所有我读过、并且其基因被提取出来融入我对亚山世界贡献的奇幻小说,那会是一份很长的清单。埃尔万是乔治·R·R·马丁的狂热粉丝,而我的口味更倾向于雷蒙德·费斯特笔下的米德凯米亚(它最初是个游戏世界,后来才成为小说)、史蒂文·布鲁斯特的德拉加利亚、劳埃德·亚历山大的普莱丹,还有一些罗宾·贝利、罗宾·霍布的作品,以及弗里茨·莱伯……我读书既杂又快,所以我认为海量的奇幻小说都在不同程度上提供了灵感。</li> </ul> <ul class="quote"> <li class="grey">#3 As far as we know, the development of Heroes 5 was carried out in parallel with the development of the world. Did this significantly influence the design of the world? Were there any things you would have liked to add or exclude, but due to the development of Heroes 5, it was unacceptable?</li> <li class="bold">#3 据我们所知,《英雄无敌5》的开发与亚山世界的构建是同步进行的。这对世界设计产生了重大影响吗?有没有哪些你想添加或删减的内容,却因为《英雄无敌5》的开发而无法实现?</li> <li class="eo">It was even more complicated than that. The mission was to build the world of Ashan from the content that had already been built for Heroes as well as Dark Messiah. So we were asked to take this epic strategic campaign spanning kingdoms with a ton of different beasties, and then merge it with the world of a First Person Stabber that was originally intended to be something else entirely, to create a coherent whole that could not only encompass both of them, but also serve as a setting for anything else that came down the pike. It really was an incredibly complicated assignment, and there were moments when I had to reach out to Arkane on Dark Messiah and say things like “This part of the dungeon has an altar to the war god. We have no war god in our universe,” and see how things went from there. But stuff like that always provides an interesting challenge, and having the walls of the creative sandbox built so solidly really allows you to stop spending time trying to define stuff. Instead, you know your boundaries and can get right to the fun part of coloring within the lines.</li> <li class="acc">实际情况比这还要复杂。我们的任务是基于《英雄无敌》和《黑暗弥赛亚》中已经制作好的内容来构建亚山世界。也就是说,我们要把一个横跨诸国、充斥着各种怪物的史诗战略战役,与一个最初为完全不同的项目设计的“第一人称刺杀游戏”的世界融合在一起,打造出一个不仅能容纳两者,还能作为未来任何作品舞台的连贯整体。这真的是一项极其复杂的任务,有时我不得不联系《黑暗弥赛亚》的 Arkane 工作室,提出诸如“地下城的这部分有个战神祭坛,但在我们的宇宙里根本没有战神”这样的问题,然后看他们如何回应。但这种事总能带来有趣的挑战,而且既然创意沙盒的边界已经筑得如此坚实,你就不用再浪费时间去界定各种设定了。相反,你清楚自己的界限,可以直接进入“按规矩填色”的有趣环节。</li> </ul> <ul class="quote"> <li class="grey">#4 Were there any attempts to more closely tie the worlds into the old universe (Enroth, Axeoth)?</li> <li class="bold">#4 是否有过尝试将这个世界与旧宇宙(恩洛斯、阿克斯)进行更紧密的关联?</li> <li class="eo">No, the mandate was clear from the beginning to create something new. We were to be true in spirit but to be 100% different in detail. And I thought that made a lot of sense. Doing a fresh version of something people already loved would focus the conversation on whether we’d gotten the old stuff right, instead of the games themselves. By making that sort of clean content break, we could let people judge the new games on their own merits.</li> <li class="acc">没有,从一开始指令就很明确:要创造全新的东西。我们要在精神上保持忠实,但在细节上做到百分百的不同。我觉得这非常合理。如果只是在人们已经热爱的旧作基础上翻新,大家的讨论焦点就会变成“我们把旧设定还原对了吗”,而不是关注游戏本身。通过这种彻底的“内容切割”,我们可以让玩家单纯根据新游戏自身的优点来评判它们。</li> </ul> <ul class="quote"> <li class="grey">#5 Did you have any plans for including additional factions besides the main nine?</li> <li class="bold">#5 除了主要的九大阵营外,你是否曾计划加入其他阵营?</li> <li class="eo">I had secret notes for one other faction that, near as I can tell, never saw the light of day anywhere. I’m not going to say what it was, but you can probably look at some of my other work in the TTRPG and fiction spaces and make a decent guess….</li> <li class="acc">我还为另一个阵营写过秘密笔记,据我所知,它从未在任何地方公开过。我不打算透露具体是什么,但你可以看看我在桌面角色扮演游戏和小说领域的其他作品,应该能猜个八九不离十……</li> </ul> <ul class="quote"> <li class="grey">#6 Why are the gods in Ashan dragons?</li> <li class="bold">#6 为什么亚山世界里的神祇是巨龙?</li> <li class="eo">Again, that came out of the desire to do something different with the world. All of us in that core trio had read a zillion fantasy novels that all followed the same tropes, and the commonality of the Greek/Norse pantheon mashup by way of D&amp;D clerics was something we really wanted to avoid. So we flipped the script a little – who are the most powerful non-human critters in the fantasy space? Dragons! Why not make them gods and try something new in terms of what stories we could tell.</li> <li class="acc">这同样源于我们想要在这个世界里做一些与众不同的事情。我们核心三人组都读过无数遵循相同套路的奇幻小说,那种通过 DND 牧师体系拼凑出来的希腊/北欧混搭神系实在太常见了,我们非常想避开这一点。所以我们稍微反转了一下剧本——奇幻领域中力量最强大的非人类生物是谁?巨龙!那为什么不让他们成为神明,从而在叙事上尝试一些新的可能性呢?</li> </ul> <ul class="quote"> <li class="grey">#7 As far as we know, Ashan also has subfactions (for example, Orcs from the steppes of Ranaar, Desert Orcs of Sahaar, Island Orcs from Pao, Orcs of the Black Skull clan). Did you have any plans for additional subfactions for other factions that never made it into the games?</li> <li class="bold">#7 据我们所知,亚山也存在子阵营(例如拉纳尔草原的兽人、萨哈尔的沙漠兽人、帕欧岛的岛民兽人、黑颅氏族的兽人)。你是否曾计划为其他阵营设计一些未能实装到游戏中的子阵营?</li> <li class="eo">One of the secrets no one will tell you is that a lot of time, ideas like that emerge out of the moment. You think them up in response to a specific narrative need, you write them down, and then you realize how subconsciously you&apos;ve created something that absolutely fits with what has gone before. And you do that a few times, and you realize there’s a pattern, and away you go! So I’m not going to say anything about planning, just that maybe things got created in a way that allowed for further growth and expansion to meet upcoming potential story needs. And I would have loved to see how they came out.</li> <li class="acc">有个没人会告诉你的秘密:很多时候,这类点子都是灵光一现的产物。你是为了应对特定的叙事需求才想到它们,随手记下来,然后才意识到自己在潜意识中创造了某种与此前内容完美契合的东西。这样反复几次,你发现了其中的规律,于是顺势而为!所以我不会谈论什么预先规划,只能说这些设定的诞生方式本身就预留了进一步成长和扩展的空间,以应对未来潜在的剧情需求。我很乐意看到它们最终会发展成什么样。</li> </ul> <ul class="quote"> <li class="grey">#8 Erwan Le Breton told us that one of the commandments of Ashan, passed down to all teams working on Might &amp; Magic games, is NO GUNPOWDER. What is your opinion on this? Did you ever imagine that gunpowder or some other technological advance would one day come to Ashan (a reference to the forge that never came out for Heroes 3)?</li> <li class="bold">#8 Erwan Le Breton 告诉我们,亚山的一条戒律——“严禁火药”——被传达给了所有《魔法门》开发团队。你怎么看这点?你是否设想过有一天火药或其他技术进步会引入亚山(指《英雄无敌3》未推出的 Forge 阵营)?</li> <li class="eo">I am all for keeping this particular bit of chocolate and peanut butter separate. The most important thing in worldbuilding, in my opinion, is internal consistency. You make the rules of your world to allow that world to hold the stories you want to tell there, and you stick to them to create possibilities. That’s always felt stronger than air-dropping in new elements that might be cool for a moment but that cause fundamental damage to a world’s narrative premise, and cause players to lose trust in the thing they love. So I was all aboard for no gunpowder. If someone wanted fantasy with gunpowder, there’s tons of stuff that offers that, but it never made sense in what we were doing, and I liked that.</li> <li class="acc">我非常赞成把巧克力和花生酱分开吃。在我看来,世界观构建中最重要的是内在一致性。你制定世界的规则,是为了让这个世界能够承载你想讲述的故事,并且你需要坚守这些规则来创造各种可能性。这远比空降一些可能一时很酷、却会对世界叙事前提造成根本性破坏、导致玩家丧失对所爱事物信任的新元素要强得多。所以我完全支持“无火药”的设定。如果有人想要带火药的奇幻,市面上此类作品多的是,但这不符合我们正在做的事情,而我恰恰喜欢这一点。</li> </ul> <ul class="quote"> <li class="grey">#9 Are there any other Ashan commandments that game developers had to adhere to?</li> <li class="bold">#9 还有其他游戏开发者必须遵守的亚山戒律吗?</li> <li class="eo">It was less a commandment and more a goal, but something we all agreed on 100% was that the world had to feel lived in, and not like we just unwrapped it from the plastic for the next game. So many fantasy worlds feel like they start when the main character steps on stage, and we wanted to go 100% the other direction. Ashan was intended to have history and stories beyond the golden path of the games, legends and myths and heroes who were part of the shared culture of the world that characters reacted to as if it were part of the world, and that they’d known those stories their whole lives.</li> <li class="acc">与其说是戒律,不如说是一个目标。但我们百分之百达成共识的一点是:这个世界必须让人感觉是有生活痕迹的,而不是像刚拆封塑料包装准备迎接下一局游戏那样崭新。太多奇幻世界给人的感觉是直到主角登场才开始存在,而我们想反其道而行之。亚山本应拥有超越游戏“黄金路线”的历史和故事,那些传说、神话和英雄应是世界共享文化的一部分,角色们对其的反应应当像是早已熟知这些故事,仿佛它们与生俱来就存在于他们的生活中。</li> </ul> <ul class="quote"> <li class="grey">#10 Which games&apos; plots have you been directly involved in?</li> <li class="bold">#10 你直接参与了哪些游戏的剧情创作?</li> <li class="eo">The only game plot I was directly responsible for was Dark Messiah, which was a fascinating experience. I got brought into the Might and Magic space and was simultaneously tasked with working on worldbuilding in a way that would reconcile Heroes and Dark Messiah (not an easy task!) and develop and write the narrative elements for Dark Messiah, which necessitated some very intense conversations about stuff the team had already put in the game that absolutely violated the world strictures that we were putting together. And I remain very proud of the Prophecy of the Dark Messiah that I wrote.</li> <li class="acc">我唯一直接负责的游戏剧情是《黑暗弥赛亚》,那是一次迷人的经历。我进入《魔法门》领域时,同时接到了两项任务:一是以能调和《英雄无敌》与《黑暗弥赛亚》的方式进行世界观构建(这绝非易事!);二是为《黑暗弥赛亚》开发和撰写叙事元素。这期间必须进行一些非常激烈的讨论,因为开发团队已经在游戏中放入了一些与我们正在构建的世界规则严重冲突的内容。我至今仍为我自己撰写的《黑暗弥赛亚预言》感到自豪。</li> </ul> <ul class="quote"> <li class="grey">#11 Is Heroes of Might and Magic a beautiful fairy tale or a dark fantasy?</li> <li class="bold">#11 《魔法门之英雄无敌》是一个美丽的童话,还是一部黑暗奇幻?</li> <li class="eo">I think it’s very much a tragedy, honestly, in the best and most historical sense. It’s a story of kingdoms and of people, and how the failings of one affect the other. You have incredible moments of heroism, and of villainy. There’s strength and there’s weakness. The fantasy setting is perfect for framing something like that, because fantasy is in a lot of ways an allegorical form, and that makes telling these big stories easier and more natural.</li> <li class="acc">老实说,我觉得它更像是一部悲剧,而且是那种最经典、最具历史厚重感的悲剧。这是关于王国与人民的故事,讲述一方的失败如何影响另一方。其中有令人难以置信的英雄时刻,也有邪恶的时刻;有力量,也有软弱。奇幻背景非常适合承载这样的主题,因为奇幻在很大程度上是一种寓言形式,这让讲述这些宏大的故事变得更加容易和自然。</li> </ul> <ul class="quote"> <li class="grey">#12 What is your favorite creature, hero, and faction?</li> <li class="bold">#12 你最喜欢的生物、英雄和阵营分别是哪个?</li> <li class="eo">Now you’re asking me who my favorite child is, and I can’t answer that without making a liar of myself. What I will say is that I loved and still love the work we did, and I think our iterations on standard fantasy tropes were unique and interesting. The goal was always to look at what the shorthand was for orcs or elves or whatever, and then go “Nope, not that, what can we do instead?”</li> <li class="acc">这就像问我最喜欢哪个孩子,我要是选了一个就是在撒谎。我能说的是,我喜欢并且至今仍热爱我们所做的工作,我认为我们对标准奇幻套路进行的迭代既独特又有趣。我们的目标始终是审视兽人或精灵等种族的固有刻板印象,然后说:“不,不要那个,我们能换个什么新花样?”</li> </ul> <ul class="quote"> <li class="grey">#13 This is a bit of a strange question, but which universe is your favorite—Enroth, Axeoth, or Ashan?</li> <li class="bold">#13 这个问题有点奇怪,但你最喜欢哪个宇宙——恩洛斯、阿克梭,还是亚山?</li> <li class="eo">I’m just glad that all three bring players joy. I’ve never been interested in competing with folks who make other versions of games I’ve worked on. I’m just glad to have been able to work on stuff that could support different visions and continue to make players happy after (or before) my contribution. Do I love Ashan? Sure! But Ashan was the best for the games it supported but that’s all; “best” overall doesn’t really exist.</li> <li class="acc">我很高兴这三个宇宙都能给玩家带来快乐。我从来没兴趣和我参与过的游戏的其他版本制作者竞争。我很庆幸能参与到能够支撑不同愿景的工作中,并在我的贡献之后(或之前)持续给玩家带来欢乐。我爱亚山吗?当然!但亚山只是最适合它所支持的那些游戏而已,仅此而已;所谓的“最佳”整体上其实并不存在。</li> </ul> <ul class="quote"> <li class="grey">#14 Looking back, would you change anything about Ashan now or leave things as they are?</li> <li class="bold">#14 回首往事,你现在会想要改变亚山的某些设定,还是维持现状?</li> <li class="eo">The one thing I would have changed, I think, is to have given ourselves more time. The original creation of Ashan was something that came together really quickly, and while it was absolutely fueled by some fantastic inspiration, as a writer I always want more time to iterate and polish and see what secondary ideas fall out of the initial burst of creativity. I think the setup of the world really holds up and speaks for itself, but like anything, I think it could have benefited from more iteration and polish.</li> <li class="acc">我想改变的一点,就是给我们自己更多的时间。亚山世界的初始构建完成得非常快,虽然这绝对是源于一些绝妙的灵感迸发,但作为一名作家,我总是希望能有更多时间来迭代和打磨,看看最初的创造力爆发后会衍生出哪些次要的点子。我认为这个世界的基础设定经受住了时间的考验,本身已足够说明问题,但就像任何事物一样,我觉得它能从更多的迭代和打磨中获益。</li> </ul> <ul class="quote"> <li class="grey">#15 Do you still follow the games in the Might and Magic universe? What is your opinion about the new games?</li> <li class="bold">#15 你现在还会关注《魔法门》宇宙的游戏吗?你对新作有何看法?</li> <li class="eo">I don’t follow the franchise closely, but I am always happy when another project gets announced. It means that people are still enjoying something that I worked on, and that that what I did maybe inspired other folks so it’s very much a living thing. I hope they keep making Might &amp; Magic games, in whatever incarnation, for a long, long time.</li> <li class="acc">我不会密切关注这个系列,但每当有新项目宣布时,我总是很高兴。这意味着人们仍在享受我参与创作的作品,也许我的工作还启发了其他人,所以它如今依然鲜活。我希望他们能继续制作《魔法门》游戏,无论以何种形式,持续很长很长时间。</li> </ul> <ul class="quote"> <li class="grey">#16 Would you participate in another Might and Magic project? It doesn&apos;t have to be a game, it could be a book or something like that?</li> <li class="bold">#16 你会参与另一个《魔法门》项目吗?不一定是游戏,也可以是一本书之类的?</li> <li class="eo">If the call went out to me and the project was interesting, I’d be thrilled to dive back in. When you create a world, you’re really creating a possibility space for stories, and I think there’s a whole lot of wonderful stories still to be told in that world.</li> <li class="acc">如果有人向我发出邀请,且项目有趣的话,我会非常激动地再次投身其中。当你创造一个世界时,你实际上是在创造一个用于讲故事的可能性空间,我认为在那个世界里还有许多精彩的故事等待被讲述。</li> </ul></div> 上古纪元#补丁 0.80.34 http://www.heroworld.net/news.php?id=2015 http://www.heroworld.net/news.php?id=2015 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427716 hoe Fri, 10 Jul 2026 08:32:44 GMT <div style="width:640px;"><p><a href="https://steamcommunity.com/games/3105440/announcements/detail/668369251018481275">https://steamcommunity.com/games/3105440/announcements/detail/668369251018481275</a></p> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Jebus Tournament: The absence of a player’s starting hero at the beginning of a tournament battle no longer crashes the game.</li> <li>Jebus Tournament:修复了比赛开局时若玩家初始英雄缺失导致游戏崩溃的问题。</li> <li class="eo">Fixed the hotkey for "Heroic Strike".</li> <li>修复了“英勇打击”的快捷键问题。</li> <li class="eo">Fixed a bug where the match timer incorrectly continued running for both players while simultaneous turns were stopped.</li> <li>修复了在停止同步回合期间,双方比赛计时器错误继续运行的问题。</li> <li class="eo">An enemy hero executing a strike while under the effect of "Mirage" no longer crashes the game.</li> <li>修复了敌方英雄在“海市蜃楼”效果影响下发动打击导致游戏崩溃的问题。</li> <li class="eo">An opponent leaving Arena Mode while selecting a target for an ability no longer crashes the game.</li> <li>修复了对手在竞技场模式中选择技能目标时离开游戏导致崩溃的问题。</li> </ul> <h4 class="al">平衡性调整 - Balance</h4> <ul> <li class="eo">Balance adjustments from the previous patch over-nerfed Magic heroes in Arena Mode; as a result, we are decreasing the starting unit counts offered during the draft phase.</li> <li>鉴于上个补丁的调整导致竞技场模式中魔法英雄强度过低,我们在选择阶段略微降低了初始提供的单位数量。</li> <li class="eo">"Sorcery": Magic Damage bonus increased: 10/20/30% → 20/30/40%.</li> <li>“巫术”:魔法伤害加成提高:10/20/30% → 20/30/40%。</li> <li class="eo">Magic Damage specialists (Sorcery specialists) have been adjusted: they now gain a 15% + 5% bonus per 3 hero levels (previously 10% + 1% per 1 hero level).</li> <li>魔法伤害专家调整:成长机制重做。现在每3个英雄等级获得5%加成(原效果为每1个英雄等级获得1%加成),基础加成调整为15%(原10%)。</li> <li class="eo">"Stables" have been completely blocked from generating on Sprint template (for good this time, good riddance).</li> <li>“马厩”现已彻底禁止在 Sprint 地图模板中生成(这次是真的,再也不见)。</li> <li class="eo">The size of the player starting areas on Jebus Tournament template has been slightly reduced. Guard strength for both standard guards and central area gatekeepers has been slightly decreased.</li> <li>略微缩小了 Jebus Tournament 模板中玩家的初始区域面积,并小幅削弱了标准守卫及中央区域守门人的强度。</li> <li class="eo">"Point of Balance" objects can no longer generate in players&apos; side areas on Helltide.</li> <li>“平衡点”不再于 Helltide 模板的玩家侧区生成。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Fixed a translation memory error where the Chinese localization for Angels (and Archangels) was accidentally reverted to 光明者. The correct official term (天使) has been fully restored.</li> <li>修复了翻译错误,将天使(及大天使)的译名从错误的“光明者”全面恢复为官方译名“天使”。</li> </ul></div> 上古纪元#补丁 0.80.33 http://www.heroworld.net/news.php?id=2014 http://www.heroworld.net/news.php?id=2014 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427715 hoe Tue, 07 Jul 2026 06:58:10 GMT <div style="width:640px;"><ul> <li class="eo">Fixed incorrect behavior of the Advanced Battle Magic.</li> <li>修复了高级战斗魔法的异常数值。​</li> <li class="eo">Fixed a bug where some saves would not load.</li> <li>修复了部分存档无法加载的问题。​</li> <li class="eo">Fixed an error in the description of the Summon Avatar skill.</li> <li>修正了召唤化身技能的说明错误。​</li> <li class="eo">Fixed an error in the description of the "Dungeon Masters" laws of the Dungeon faction.</li> <li>修正了地城阵营地下城高律法的描述错误。”</li> </ul></div> 上古纪元#补丁 0.80.31 http://www.heroworld.net/news.php?id=2013 http://www.heroworld.net/news.php?id=2013 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427713 hoe Mon, 06 Jul 2026 13:38:33 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/668369251018478585">https://store.steampowered.com/news/app/3105440/view/668369251018478585</a></p> <h3> 英雄们,大家好! </h3> <div class="eo"> Greetings, Heroes! </div> <p> 我们很高兴带来一次规模庞大而全新的更新,重点放在阵营机制平衡、漏洞修复,以及整体游玩便利性的改进上。基于大家的反馈和我们收集到的统计数据,我们准备了一系列大规模调整,会明显刷新当前环境。 </p> <div class="eo"> We are excited to present a massive and fresh update, with a special focus on balancing faction mechanics, fixing exploits, and improving overall gameplay convenience. Based on your feedback and collected statistics, we have prepared a series of large-scale changes that will noticeably refresh the current meta. </div> <p> 本次补丁的主要内容如下: </p> <div class="eo"> Main highlights of this patch: </div> <ul> <li> <b> 招魂术。 </b> 我们完全重做了战斗结束后复生亡灵的核心逻辑。现在,即使你的军队中没有对应阶级的生物,也可以把敌方单位复生为亡灵。与此同时,复生生物所需的能量消耗发生了显著变化,并且 UI 中加入了更多便利元素,包括可以在战斗结算窗口中,直接手动将阵亡敌人回收为招魂能量。 <div class="eo"> Necromancy. We have completely reworked the core logic for raising undead after combat. You can now raise enemy units into undead even if you did not have creatures of that exact tier in your army. Along with this, the energy cost to raise creatures has significantly changed, and we have added helpful elements to the UI, including the ability to manually recycle fallen enemies into Necromantic Energy directly in the combat results window. </div> </li> <li> <b> 其他阵营技能。 </b> 裂渊的『深渊共鸣』进行了改动,现在效果也会作用于非裂渊阵营单位;虫巢的幼虫机制也被调整,玩法重点更偏向它们的爆炸潜力。 <div class="eo"> Other Faction Skills. Changes have been made to Schism&apos;s "Abyssal Communion" (the effect now applies to non-Schism faction units as well), as well as to Hive&apos;s larvae mechanics, shifting their gameplay focus toward their explosive potential. </div> </li> <li> <b> 战斗魔法与召唤化身。 </b> 在近期的平衡调整以及对力量英雄的削弱之后,法师英雄的地位明显稳固。我们将『战斗魔法』的基础数值恢复到原本水平。争议较大的『召唤化身』也进行了调整:基础版本被削弱,但你现在可以通过其子技能获得更多情境化升级选项。 <div class="eo"> Battle Magic and Summon Avatar. Following recent balance adjustments and nerfs to Might heroes, Mages have significantly solidified their position. We are reverting the base stats of "Battle Magic" to their original values. The heavily debated "Summon Avatar" skill has also been adjusted &amp;dash; the base version is weakened, but you will now have more options for situational upgrades via its sub-skills. </div> </li> <li> <b> 新的『锦标赛』胜利条件模板。 </b> 随机地图生成器新增了竞技模板:Jebus Tournament 与 Outcast Tournament,二者包含不中断的同步回合;同时还加入了 Mix 与 Galaxy 这类混合模板。 <div class="eo"> New &amp;ldquo;Tournament&amp;rdquo; Win Condition Templates. New competitive templates have been added to the random map generator &amp;dash; Jebus Tournament and Outcast Tournament, featuring uninterrupted simultaneous turns, alongside the hybrid templates called Mix and Galaxy. </div> </li> <li> <b> 模板轮换。 </b> 经典模式和单英雄模式的模板轮换池已更新,双方玩家之间的阵营禁选顺序也略作调整。 <div class="eo"> Template Rotation. The template rotation pool has been updated for both Classic Mode and Single Hero Mode, and the faction pick-and-ban order between players has been slightly adjusted. </div> </li> <li> <b> Bug 修复。 </b> 除了其他修复外,我们移除了一个允许圣堂玩家在大地图上无限获得资源的漏洞,解决了地牢龙类替代攻击伤害不正确的问题,并修复了与多人游戏存档加载相关的错误。 <br> ⚠️ <b> 提醒: </b> 在竞技游玩中故意利用游戏漏洞,可能导致临时或永久多人游戏封禁!这种行为也可能违反你所在平台的规则,带来整个平台范围内的封禁风险。不要为了可疑的优势让自己的账号陷入危险&amp;dash;&amp;dash;请公平游玩!⚠️ <div class="eo"> Bug Fixes. Among other fixes, we eliminated an exploit that allowed Temple players to infinitely gain resources on the Global Map, resolved an issue with incorrect Dungeon dragons alternative attack damage, and fixed errors related to loading multiplayer saves. ⚠️ Reminder: Intentionally exploiting in-game bugs in competitive play can result in a temporary or permanent multiplayer ban! Engaging in such behavior may also violate the rules of the platform you&apos;re playing on, risking a platform-wide ban. Don&apos;t jeopardize your account for a dubious advantage &amp;dash; play fair! ⚠️ </div> </li> </ul> <p> 非常感谢大家的支持,感谢大家建设官方社区 Wiki,也感谢你们帮助我们把游戏变得更好! </p> <div class="eo"> Thank you so much for your support, for developing the official community wiki, and for helping us make the game better! </div> <h2> Bug 修复 </h2> <div class="eo"> Bug Fixes </div> <h3> 战斗与生物行为 </h3> <div class="eo"> Combat and Creature Behavior </div> <ul> <li> 修复了龙类在选择某些打击方向时,替代攻击只造成一半伤害的问题。 <div class="eo"> Fixed a bug where dragons dealt half damage with their alternative attack when choosing certain strike directions. </div> </li> <li> 修复了吸血鬼领主和吸血鬼学者『吸血』被动能力的描述。 <div class="eo"> Fixed the description of the "Vampirism" passive ability for Vampire Lords and Vampire Scholars. </div> </li> <li> 修复了尖刺拉绍斯在『瘫痪打击』效果下仍会反击的问题。 <div class="eo"> Fixed a bug where Stinging Ra&amp;rsquo;Shoth counterattacked while under the effect of "Staggering Hits". </div> </li> <li> 修复了冥府九头蛇与地狱九头蛇的『弱化毒液』和『剧毒血液』能力会提高造成伤害,而不是降低造成伤害的问题。 <div class="eo"> Fixed a bug where the "Weakening Venom" and &amp;ldquo;Poisonous Blood&amp;rdquo; abilities of Chthonic Hydras and Infernal Hydras increased damage dealt instead of reducing it. </div> </li> <li> 修复了『镜像复制』法术效果可以被驱散,从而导致生成的复制体在战场上无限期存在的问题。 <div class="eo"> Fixed a bug where the "Mirror Copy" spell effect could be dispelled, leading to the indefinite existence of the created copy on the battlefield. </div> </li> <li> 为雷霆麒麟的『闪电箭』能力加入了正确的冷却时间。 <div class="eo"> Added the correct cooldown time for the "Lightning Bolt" ability of Thunder Qilins. </div> </li> <li> 修复了满级『断头台』法术无法在满 HP 部队上触发的问题。 <div class="eo"> Fixed a bug where the max-level "Guillotine" spell failed to trigger on stacks with full HP. </div> </li> <li> 在战斗中激活主动技能或执行反击动画时,不再重置玩家当前在主动能力面板中的选择。 <div class="eo"> Activating active skills or performing a counterattack animation in combat no longer resets the player&apos;s current selection from the active abilities panel. </div> </li> <li> 修复了蕈林阵营的力量英雄在竞技场模式中会获得错误技能选择池的问题。 <div class="eo"> Fixed a bug where Grove faction Might heroes in Arena Mode were offered an incorrect set of skills to choose from. </div> </li> <li> 修复了召唤化身的生物类型指示不正确的问题。 <div class="eo"> Fixed an incorrect creature type indicator for the summoned Avatar. </div> </li> <li> 敌方陷阱现在只会在被踩中时显现,而不会在踩到相邻六角格时显现。 <div class="eo"> Enemy traps now become visible strictly upon being stepped on, rather than when stepping onto adjacent hexes. </div> </li> </ul> <h3> 大地图与对象 </h3> <div class="eo"> Global Map and </div> <ul> <li> 修复了『价值天平』对象只会把奖励给予第一个访问它的英雄的问题。 <div class="eo"> Fixed a bug where the "Scales of Worth" object granted its bonus only to the first hero who visited it. </div> </li> <li> 修复了一个允许圣堂玩家在大地图上无限获得资源的漏洞。 <div class="eo"> Fixed an exploit that allowed Temple players to infinitely gain resources on the Global Map. </div> </li> <li> <b> 高亮与轮廓: </b> <div class="eo"> Highlighting and Outlines: </div> <ul> <li> 修复了交互对象的轮廓算法:对象被访问后,以及新一周开始时,轮廓现在会正确更新。 <div class="eo"> Fixed the outlining algorithm for interactive objects: outlines now correctly update after visiting them and at the start of a new week. </div> </li> <li> 交互对象的高亮逻辑现在会正确考虑当前选中的英雄。 <div class="eo"> Interactive object highlighting logic now correctly accounts for the currently selected hero. </div> </li> </ul> </li> <li> 修复了『地狱马戏团』对象会把 1级技能作为奖励,而不是最高等级技能作为奖励的问题。 <div class="eo"> Fixed a bug where the "Infernal Cirque" object offered level-1 skills as a reward instead of the maximum level. </div> </li> <li> <b> 英雄地图行为: </b> <div class="eo"> Hero Map Behavior: </div> <ul> <li> 英雄从战斗中逃跑后,现在会正确从大地图上消失。 <div class="eo"> Heroes now correctly disappear from the Global Map after fleeing from combat. </div> </li> <li> 英雄在圣杯战中失败后,现在会正确从大地图上消失。 <div class="eo"> Heroes now correctly disappear from the Global Map upon losing a battle for the Grail. </div> </li> </ul> </li> <li> 修复了英雄 <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/HiveHero/Xirr" target="_blank"> 希尔 </a> 的特长&amp;dash;&amp;dash;现在它会正确保护他免受大地图上的负面效果影响。 <div class="eo"> Fixed the specialization of the hero Xirr &amp;dash; it now correctly protects him from negative effects on the Global Map. </div> </li> <li> 修复了在特定情况下,与中立部队的战斗不会触发的问题。 <div class="eo"> Fixed a bug where combat against neutral squads failed to trigger in certain situations. </div> </li> </ul> <h3> 多人游戏、UI 与大厅 </h3> <div class="eo"> Multiplayer, UI, and Lobby </div> <ul> <li> 在切换到战斗画面时快速点击 Tab 键,不再破坏战场渲染。 <div class="eo"> Fast clicking of the Tab key while transitioning to the combat screen no longer breaks the battlefield rendering. </div> </li> <li> 修复了从城市进入锦标赛战斗时,玩家会带着损坏的游戏 UI 被放到大地图上的问题。 <div class="eo"> Fixed a bug where entering a tournament combat from a city placed the player on the Global Map with a broken game UI. </div> </li> <li> 修复了法令点数与星象点数计算和显示不正确的问题。 <div class="eo"> Fixed incorrect calculation and display of Law points and Astrology Points. </div> </li> <li> 大厅: <div class="eo"> Lobby : </div> <ul> <li> 玩家现在无法在比赛开始前占据已锁定的大厅槽位。 <div class="eo"> Players can no longer occupy locked slots in the lobby prior to match start. </div> </li> <li> 修复了大厅中玩家槽位被锁定时,地图区域生成出错的问题。 <div class="eo"> Fixed a bug with map areas generation if player slots were locked in the lobby. </div> </li> <li> 修复了某些大厅设置下地图生成失败的问题。 <div class="eo"> Fixed a bug that caused map generation failure under certain lobby settings. </div> </li> <li> 修复了房主离开大厅后,该大厅会被设置为未知密码的问题。 <div class="eo"> Fixed a bug where a host leaving the lobby set an unknown password for that lobby. </div> </li> </ul> </li> <li> 设置与存档: <div class="eo"> Settings and Saves </div> <ul> <li> 语言更改现在会立即应用,但只有确认设置后才会保存。 <div class="eo"> Language changes are now applied instantly, but are saved only upon confirming the settings. </div> </li> <li> 修复了墓园英雄会以没有招魂能量的状态出现在酒馆中的问题。 <div class="eo"> Fixed a bug where Necropolis heroes appeared in the Tavern with no Necromantic Energy. </div> </li> <li> 修复了编辑表情轮或确认配置后,设置会被重置的问题。 <div class="eo"> Fixed a bug where settings were reset after editing the emote wheel or confirming the configuration. </div> </li> <li> 在存档文件名中使用英文句点『.』现在不再截断或损坏存档文件名。 <div class="eo"> Using a period (.) in a save file name no longer cuts off or corrupts the save file name. </div> </li> </ul> </li> <li> UI 中加入了详细提示框,用于告知玩家当前在战斗中无法逃跑或投降的具体原因。 <div class="eo"> Detailed tooltips have been added to the UI, informing players of specific reasons why fleeing or surrendering is currently impossible in combat. </div> </li> <li> 修复了某些额外英雄会在部分地图和模板中被错误显示为不可选择的问题。 <div class="eo"> Fixed a bug where certain extra heroes were incorrectly shown as unselectable on some maps and templates. </div> </li> <li> 修复了多人游戏中部分存档加载不正确的问题。 <div class="eo"> Fixed an issue where some saves in multiplayer were loading incorrectly. </div> </li> <li> 修复了战场上可能显示过大的阿迦绍斯骑手的视觉问题。 <div class="eo"> Fixed a visual bug where an oversized Aga&amp;rsquo;Shoth Rider could be displayed on the battlefield. </div> </li> <li> 黑色玩家颜色现在会在先攻条上正确显示。 <div class="eo"> The Black Player color is now correctly displayed on the initiative bar. </div> </li> <li> 地牢英雄的战斗姿态现在会按正确顺序显示。 <div class="eo"> Combat stances for Dungeon heroes are now displayed in the correct order. </div> </li> <li> 修复了上个版本更新后,竞技场征召阶段选中法术中的数字位置发生偏移的问题。 <div class="eo"> Fixed the position of the numbers in the selected spells during arena&amp;rsquo;s draft phase, which were shifted after the previous update. </div> </li> <li> 英雄物品栏窗口中,现在会正确显示正面与负面效果。 <div class="eo"> Positive and negative effects are now correctly displayed in the hero inventory window. </div> </li> <li> 修复了『四贤圣坛』对象中『已访问』文本的位置。 <div class="eo"> Fixed the position of the "Already Visited" text for the "Four Scholars Shrine" object. </div> </li> <li> 修复了战术阶段计时器在第一回合与战斗计时器重叠,导致二者都无法阅读的问题。 <div class="eo"> Fixed an issue where the Tactical Phase timer overlapped the battle timer in the first round, making them unreadable as a result. </div> </li> <li> 宝物套装内的宝物现在会在城市界面中正确高亮,即使当前处于英雄物品栏窗口内。 <div class="eo"> Artifacts included in a set are now correctly highlighted on the city screen, whilst within the hero inventory window. </div> </li> </ul> <h3> 新功能 </h3> <div class="eo"> New Features </div> <ul> <li> 招魂术界面已大幅重新设计:地图守卫提示框和战斗结束窗口中加入了额外信息。现在可以在战斗结算窗口中,直接在积累招魂能量和把生物转化为同阶亡灵之间切换。 <div class="eo"> The Necromancy interface has been significantly redesigned: additional information has been added to guard tooltips on the map and in the end-of-battle window. You can now switch between accumulating Necromantic Energy and turning creatures into Undead of the same tier directly in the battle results window. </div> </li> <li> 地牢英雄的战斗姿态界面得到了改进。 <div class="eo"> The Dungeon Heroes&apos; Combat Stance interface has been improved. </div> </li> <li> 单英雄模式中禁用了撤退按钮,并加入提示框说明在各种情况下阻止逃跑或投降的原因。 <div class="eo"> The retreat button has been disabled in single-hero mode, and tooltips have been added explaining the reasons for blocking an escape or surrender in various situations. </div> </li> <li> 选中的法术现在会显示在竞技场的最终窗口中。 <div class="eo"> Selected spells are now displayed in the arena&apos;s final window. </div> </li> </ul> <h2> 平衡 </h2> <div class="eo"> Balance </div> <h3> 技能 </h3> <div class="eo"> Skills </div> <p> <i> 进攻术 </i> </p> <div class="eo"> Offense </div> <ul> <li> <b> 『现实守护者』: </b> 效果重做。该子技能现在会使敌方英雄的咒力降低 10%。如果英雄掌握『夜影魔法』,效果翻倍。 <div class="eo"> "Reality Wardens": Effect reworked. The sub-skill now reduces the enemy hero&apos;s Spell Power by 10%. The effect is doubled if the hero knows "Nightshade Magic." </div> </li> </ul> <p> <i> 幸运术 </i> </p> <div class="eo"> Luck </div> <ul> <li> 每 1 点幸运触发幸运一击的基础概率提高:6% → 8%。该概率现在是高士气效果基础触发概率的两倍。 <div class="eo"> The base chance to trigger a Lucky Hit per 1 point of Luck has been increased: 6% → 8%. This chance is now twice the base trigger chance of the high Morale effect. </div> </li> </ul> <p> <i> 智慧术 </i> </p> <div class="eo"> Wisdom </div> <ul> <li> <b> 『节奏韵律』: </b> 最大法力加成提高:30% → 40%。 <div class="eo"> "Rhythmic Cadence": Max mana bonus increased: 30% → 40%. </div> </li> <li> <b> 『观星者』: </b> 每日获得的星象点数提高:250 → 500。 <div class="eo"> "Stargazer": Daily Astrology Points gained increased: 250 → 500. </div> </li> </ul> <p> <i> 战斗魔法 </i> </p> <div class="eo"> Battle Magic </div> <blockquote> 在近期平衡调整和对力量英雄的削弱之后,法师英雄的地位已经明显稳固。我们将『战斗魔法』的基础数值恢复到原本水平,同时平衡其各个子技能。 <div class="eo"> Following recent balance adjustments and nerfs to Might heroes, Mages have significantly solidified their position. We are reverting the base stats of "Battle Magic" to their original values while balancing its individual sub-skills. </div> </blockquote> <ul> <li> 生物攻击力和防御力从英雄咒力与知识获得的加成倍率:15/25/35% → 15/20/25%。 <div class="eo"> Creature Attack and Defense bonus scaling from the hero&apos;s Spell Power and Knowledge: 15/25/35% → 15/20/25%. </div> </li> <li> <b> 子技能更新: </b> <div class="eo"> Sub-skill Updates: </div> <ul> <li> <b> 『战斗法师的威严』: </b> 来自咒力的攻击力加成倍率降低:20% → 15%。 <div class="eo"> "Battle Mage&amp;rsquo;s Authority": Attack bonus scaling from Spell Power reduced: 20% → 15%. </div> </li> <li> <b> 『守护法师的威严』: </b> 来自知识的防御力加成倍率降低:20% → 15%。 <div class="eo"> "Mage Protector&amp;rsquo;s Authority": Defense bonus scaling from Knowledge reduced: 20% → 15%. </div> </li> </ul> </li> </ul> <p> <i> 召唤化身 </i> </p> <div class="eo"> Summon Avatar </div> <blockquote> 基于收集到的统计数据和玩家反馈,我们将对该技能进行一系列调整。新版显著降低了召唤化身基础版本的强度,但允许你根据偏好和战局对其进行大幅升级。 <div class="eo"> Based on collected statistics and your feedback, we are introducing a series of adjustments to this skill. The new version significantly reduces the power of the base version of the summoned Avatar, but allows you to heavily upgrade it depending on your preferences and the game situation. </div> </blockquote> <ul> <li> 化身现在固定可以承受 3 次攻击,不再受技能等级影响。 <div class="eo"> The Avatar can now survive strictly 3 hits, regardless of the skill level. </div> </li> <li> 攻击承受次数不再能通过『提高生物 HP』的加成增加。 <div class="eo"> The number of hits can no longer be increased by bonuses that "increase creature HP." </div> </li> <li> 基础伤害降低:12-12 → 10-10。 <div class="eo"> Base damage reduced: 12-12 → 10-10. </div> </li> <li> 每 1 点英雄咒力带来的伤害成长降低:12&amp;ndash;12/12&amp;ndash;12/12&amp;ndash;12 → 6&amp;ndash;6/8&amp;ndash;8/10&amp;ndash;10。 <div class="eo"> Damage scaling per 1 point of hero Spell Power reduced: 12&amp;ndash;12/12&amp;ndash;12/12&amp;ndash;12 → 6&amp;ndash;6/8&amp;ndash;8/10&amp;ndash;10. </div> </li> <li> 该法术移动到 4阶,因此冷却时间现在为 5 回合(包括施放所在回合)。 <div class="eo"> The spell has been moved to Tier 4, meaning its cooldown is now 5 rounds (including the round of casting). </div> </li> <li> <b> 子技能更新: </b> <div class="eo"> Sub-skill Updates: </div> <ul> <li> <b> 『愤怒化身』: </b> 化身获得的基础伤害加成提高:25% → 40%。 <div class="eo"> "Avatar of Fury": Base damage bonus to the Avatar increased: 25% → 40%. </div> </li> <li> <b> 『迅捷化身』: </b> 化身获得的基础速度与主动性加成提高:1 → 2。 <div class="eo"> "Avatar of Celerity": Base Speed and Initiative bonuses to the Avatar increased: 1 → 2. </div> </li> <li> 替换技能: <b> 『魔力领域』 </b> 被新的子技能 <b> 『召唤毁灭』 </b> 替换:英雄和友方生物对所有召唤生物造成 +50% 伤害。 <div class="eo"> Replacement skill: "Fields of Mana" has been replaced by a new sub-skill, "Summon Destruction" : The hero and friendly creatures deal +50% Damage to all summoned creatures. </div> </li> </ul> </li> </ul> <p> <i> 格斗术 </i> </p> <div class="eo"> Combat </div> <ul> <li> <b> 『从容一击』: </b> 该子技能现在在技能的专家级学习。 <div class="eo"> "Effortless Strike": This sub-skill is now learned at the Expert level of the skill. </div> </li> <li> <b> 『剑术』: </b> 该子技能现在在技能的高级学习。 <div class="eo"> "Swordcraft": This sub-skill is now learned at the Advanced level of the skill. </div> </li> </ul> <p> <i> 奇术 </i> </p> <div class="eo"> Thaumaturgy </div> <ul> <li> <b> 『古代卷轴』: </b> 该子技能现在在技能的专家级学习。 <div class="eo"> "Ancient Scrolls": This sub-skill is now learned at the Expert level of the skill. </div> </li> <li> <b> 『奇术师的辉煌』: </b> 该子技能现在在技能的高级学习。 <div class="eo"> "Thaumaturge Brilliance": This sub-skill is now learned at the Advanced level of the skill. </div> </li> </ul> <h3> 阵营技能 </h3> <div class="eo"> Faction Skills </div> <p> <i> 招魂术 </i> </p> <div class="eo"> Necromancy </div> <blockquote> <p> 当前版本的招魂术已经足够强大,但理解起来过于复杂。借由本次更新,我们移除了将亡灵复生严格绑定到英雄当前军队构成的限制。现在,即使你的军队中缺少某一阶级的生物,胜利后仍然可以复生高阶单位。 </p> <div class="eo"> The current version of Necromancy is powerful enough, but overly complex to grasp. With this update, we are removing the strict restriction that ties undead raising to the current composition of the hero&apos;s army. Now, even if your army lacks creatures of a certain tier, you will still be able to raise high-tier units after a victory. </div> <p> 为了平衡这一改动,我们调整了初始能量值及战斗后的恢复方式&amp;dash;&amp;dash;可复生单位总数已明显减少。 </p> <div class="eo"> To balance this change, we are adjusting the starting energy values and its recovery after combat &amp;dash; the total number of raised units has been noticeably decreased. </div> <p> 🎨 此外,我们对招魂术 UI 进行了重大改进。 </p> <div class="eo"> 🎨 Additionally, we have made major improvements to the Necromancy UI. </div> </blockquote> <ul> <li> <b> 重做了战斗结束后复生亡灵的核心逻辑: </b> <div class="eo"> Reworked the core logic for raising undead after combat: </div> <ul> <li> 即使你的军队中没有对应阶级的生物,也可以把敌方单位复生为亡灵。 <div class="eo"> You can now raise enemy units into undead even if you did not have creatures of that exact tier in your army. </div> </li> <li> 默认情况下,阵亡敌人会复生为其基础版本:1阶单位变为骷髅兵,2阶单位变为阴魂,依此类推。 <div class="eo"> By default, fallen enemies are resurrected as their base versions: Tier-1 units become Skeletons, Tier-2 units become Wights, etc. </div> </li> <li> 如果你的军队中已经包含所需阶级的亡灵,则复生出的单位类型取决于军队构成: <div class="eo"> If your army already includes undead of the required tier, the type of unit raised depends on its composition: </div> <ul> <li> 如果存在基础生物,则复生基础版本。 <div class="eo"> If the base creature is present &amp;dash; the base version is raised. </div> </li> <li> 如果只存在升级生物,则复生升级版本(能量消耗更高)。 <div class="eo"> If only the upgraded creature is present &amp;dash; the upgraded version is raised (at an increased energy cost). </div> </li> <li> 如果同一生物的多个升级分支同时存在,则复生军队中数量更大的那一类亡灵。 <div class="eo"> If multiple upgrades of the creature are present &amp;dash; the undead type whose stack is numerically larger in the army will be raised. </div> </li> </ul> </li> </ul> </li> <li> 地图提示框中加入了关于具体会复生哪种生物的信息。 <div class="eo"> Information regarding which exact creature will be raised has been added to map tooltips. </div> </li> <li> 在战斗结算窗口中,现在可以取消召唤决定,并手动将阵亡敌人回收为招魂能量。 <div class="eo"> In the combat results window, you can now cancel the summon decision and manually recycle fallen enemies into Necromantic Energy. </div> </li> <li> 英雄的基础招魂能量容量提高:1000/1250/1500 → 3000/4000/5000。 <div class="eo"> Base Necromantic Energy capacity for heroes increased: 1000/1250/1500 → 3000/4000/5000. </div> </li> <li> <b> 复生生物的能量消耗(括号中为升级版本数值): </b> <div class="eo"> Energy cost to raise creatures (values in parentheses indicate upgraded versions): </div> <ul> <li> 1阶:5 → 20(26) <div class="eo"> Tier 1: 5 → 20 (26) </div> </li> <li> 2阶:10 → 40(54) <div class="eo"> Tier 2: 10 → 40 (54) </div> </li> <li> 3阶:25 → 100(140) <div class="eo"> Tier 3: 25 → 100 (140) </div> </li> <li> 4阶:50 → 200(290) <div class="eo"> Tier 4: 50 → 200 (290) </div> </li> <li> 5阶:100 → 400(600) <div class="eo"> Tier 5: 100 → 400 (600) </div> </li> <li> 6阶:200 → 800(1280) <div class="eo"> Tier 6: 200 → 800 (1280) </div> </li> <li> 7阶:500 → 2000(3500) <div class="eo"> Tier 7: 500 → 2000 (3500) </div> </li> <li> 8阶:2000 → 7500 <div class="eo"> Tier 8: 2000 → 7500 </div> </li> </ul> </li> <li> 选择不复生单位而改为获得能量时的能量恢复值保持不变。 <div class="eo"> Energy recovery values chosen instead of raising units remain unchanged. </div> </li> <li> 亡灵巫师的精英职业&amp;dash;&amp;dash; <b> 『时空术士』 </b> &amp;dash;&amp;dash;已重做。现在会在每日完全补满英雄的招魂能量池。 <div class="eo"> The elite class for Necromancers &amp;dash; "Chronomancer" &amp;dash; has been reworked. It now fully replenishes the hero&apos;s Necromantic Energy pool daily. </div> </li> <li> <b> 子技能更新: </b> <div class="eo"> Sub-skill Updates: </div> <ul> <li> <b> 『死亡使者』: </b> 英雄的最大招魂能量加成:500 → 1000。 <div class="eo"> "Death Herald": Max Necromantic Energy bonus for the hero: 500 → 1000. </div> </li> <li> <b> 『永恒奴役』: </b> 基础恢复生命值降低:80 → 50 HP。 <div class="eo"> "Eternal Service": Base health restored reduced: 80 → 50 HP. </div> </li> </ul> </li> </ul> <p> <i> 深渊共鸣 </i> </p> <div class="eo"> Abyssal Communion </div> <blockquote> 在近期调整后,裂渊在经典模式中仍低于预期,但在单英雄模式中仍然占据统治地位。我们将对阵营法令进行一系列调整(见下文),把阵营技能的效果扩展到所有单位,而不再只覆盖裂渊阵营单位,同时降低数值加成。 <div class="eo"> Following recent adjustments, Schism still performs under expectations in Classic Mode while remaining dominant in Single Hero Mode. We are making a series of adjustments to faction laws (see below), expanding the effect of their faction skill to cover all units instead of just Schism faction units, while reducing numerical bonuses. </div> </blockquote> <ul> <li> 深渊共鸣效果现在也会作用于非裂渊阵营单位。 <div class="eo"> The Abyssal Communion effect now applies to non-Schism faction units as well. </div> </li> <li> 深渊共鸣最大等级降低:4/5/6 → 3/4/5。 <div class="eo"> Maximum level of Abyssal Communion reduced: 4/5/6 → 3/4/5. </div> </li> <li> 每级共鸣召唤的临时生物百分比降低:3% → 2.5%。 <div class="eo"> The percentage of temporary creatures summoned per Communion level has been reduced: 3% → 2.5%. </div> </li> <li> <b> 子技能更新: </b> <div class="eo"> Sub-skill Updates: </div> <ul> <li> <b> 『虚空呼唤』: </b> 每级深渊共鸣恢复的法力降低:3 → 2。 <div class="eo"> "Call of the Void": Mana restored per level of Abyssal Communion reduced: 3 → 2. </div> </li> <li> <b> 『天渊』: </b> 每级共鸣带来的临时生物数量加成降低:1% → 0.5%。 <div class="eo"> "Celestial Abyss": Bonus to the number of temporary creatures per Communion level reduced: 1% → 0.5%. </div> </li> </ul> </li> </ul> <p> <i> 召唤虫群 </i> </p> <div class="eo"> Summon Swarm </div> <blockquote> 近期改动对虫巢强度产生了积极影响,尤其是在单英雄模式中。然而在后期,其阵营技能可以制造出一个极其难以反制的巨大额外单位。我们正在调整召唤幼虫的属性,并把玩法重点转向它们的被动爆炸能力。 <div class="eo"> Recent changes have had a positive impact on Hive&apos;s power, particularly in Single Hero Mode. However, in the late game, their faction skill allows them to create a massive extra unit that is extremely difficult to counter. We are adjusting the stats of summoned larvae and shifting gameplay focus toward their passive explosive ability. </div> </blockquote> <ul> <li> 计算要召唤的幼虫数量时,不再计入其他召唤部队或临时部队。 <div class="eo"> Other summoned or temporary stacks are no longer counted when calculating the number of larvae to summon. </div> </li> <li> 幼虫生命值提高:8 → 16。 <div class="eo"> Larvae health increased: 8 → 16. </div> </li> <li> <b> 『不稳混合物』 </b> :伤害提高:每英雄等级 8 → 15。 <div class="eo"> "Unstable Concoction" : Damage increased: 8 → 15 per hero level. </div> </li> <li> <b> 『炽热拥抱』 </b> 与 <b> 『爆炸』 </b> :伤害提高:每英雄等级 16 → 30。 <div class="eo"> "Fiery Embrace" and "Blow Up" : Damage increased: 16 → 30 per hero level. </div> </li> </ul> <p> <i> 低语 </i> </p> <div class="eo"> Murmuring </div> <ul> <li> 『再来一次』『能量爆发』和『羁绊共鸣』这些子技能的效果,现在会按照激活能力时消耗的聚焦充能数量触发相同次数。 <div class="eo"> The effects of the sub-skills "Just One More Time," "Burst of Energy," and "Strong Connection" now trigger as many times as there were Focus Charges spent to activate the ability. </div> </li> <li> <b> 『再来一次』: </b> 法术书冷却缩短降低:2 → 1 回合。 <div class="eo"> "Just One More Time": Spellbook cooldown reduction reduced: 2 → 1 round. </div> </li> </ul> <h3> 英雄特长、起始技能与资源 </h3> <div class="eo"> Hero Specializations, Starting Skills, and Resources </div> <p> <i> 圣堂 </i> </p> <div class="eo"> Temple </div> <ul> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Kestrel" target="_blank"> 凯斯特尔 </a> 。 </b> 起始技能:进攻术 → 幸运术。 <div class="eo"> Kestrel. Starting skill: Offense → Luck. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Keandra" target="_blank"> 基安德拉 </a> 。 </b> 起始技能:战斗技巧 → 进攻术。 <div class="eo"> Keandra. Starting skill: Battlecraft → Offense. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Lord%20Edgar" target="_blank"> 埃德加领主 </a> : </b> <div class="eo"> Lord Edgar: </div> <ul> <li> 起始技能:高级正当之力 → 基础正当之力与战斗技巧。 <div class="eo"> Starting skills: Advanced Righteousness → Basic Righteousness and Battlecraft. </div> </li> <li> 生物攻击力和防御力从英雄属性获得的加成倍率:『10% + 每 6 个英雄等级 +5%』→『10% + 每 5 个英雄等级 +5%』。 <div class="eo"> Creature Attack and Defense bonus scaling from hero attributes: "10% + 5% per 6 hero levels" → "10% + 5% per 5 hero levels." </div> </li> </ul> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Merry%20Elias" target="_blank"> 快乐的伊莱亚斯 </a> 。 </b> 最大法力容量加成提高:『10% + 每 5 个英雄等级 +5%』→『20% + 每 4 个英雄等级 +5%』。 <div class="eo"> Merry Elias. Max mana capacity bonus increased: "10% + 5% per 5 hero levels" → "20% + 5% per 4 hero levels." </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Zenith" target="_blank"> 泽妮丝 </a> 。 </b> 起始技能:智慧术 → 召唤化身。 <div class="eo"> Zenith. Starting skill: Wisdom → Summon Avatar. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Lia%20the%20Untethered%20One" target="_blank"> 无拘者莉亚 </a> 。 </b> 起始法术:内在光辉 → 圣裁。 <div class="eo"> Lia the Untethered One. Starting spell: Inner Light → Judgement. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Julius" target="_blank"> 朱利叶斯 </a> 。 </b> 起始技能:抵抗术 → 防御术。 <div class="eo"> Julius. Starting skill: Resistance → Defense. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Vesper" target="_blank"> 维斯珀 </a> 。 </b> 起始技能:战斗魔法 → 日光魔法。 <div class="eo"> Vesper. Starting skill: Battle Magic → Daylight Magic. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/TempleHero/Nadir" target="_blank"> 纳迪尔 </a> 。 </b> 特长重做:该英雄的法术效果现在可以叠加。 <div class="eo"> Nadir. Specialization reworked: this hero&apos;s spell effect can now stack. </div> </li> </ul> <p> <i> 墓园 </i> </p> <div class="eo"> Necropolis </div> <ul> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/NecropolisHero/Kel%E2%80%99Ghul" target="_blank"> 凯尔古尔 </a> 。 </b> 起始军队中的恐怖骑士数量提高:2-3 → 3-3。 <div class="eo"> Kel&amp;rsquo;Ghul. Number of Dread Knights in the starting army increased: 2-3 → 3-3. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/NecropolisHero/Ethric" target="_blank"> 埃斯里克 </a> 。 </b> 阴魂从起始军队中移除,但尸巫数量提高:3-4 → 4-6。 <div class="eo"> Ethric. Wights removed from the starting army, but the number of Liches increased: 3-4 → 4-6. </div> </li> </ul> <p> <i> 蕈林 </i> </p> <div class="eo"> Grove </div> <ul> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/GroveHero/Gingertail" target="_blank"> 金吉苔尔 </a> : </b> 起始技能:战斗技巧 → 领导术。 <div class="eo"> Gingertail: Starting skill: Battlecraft → Leadership. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/GroveHero/Octavia" target="_blank"> 奥克塔维亚 </a> : </b> 幸运一击概率加成:『2% + 每 4 个英雄等级 +1%』→『3% + 每 4 个英雄等级 +1%』。 <div class="eo"> Octavia: Lucky Strike chance bonus: "2% + 1% per 4 hero levels" → "3% + 1% per 4 hero levels." </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/GroveHero/Vatawna" target="_blank"> 瓦塔娜 </a> : </b> 最大法力容量加成提高:『10% + 每 5 个英雄等级 +5%』→『20% + 每 4 个英雄等级 +5%』。 <div class="eo"> Vatawna: Max mana capacity bonus increased: "10% + 5% per 5 hero levels" → "20% + 5% per 4 hero levels." </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/GroveHero/Elder%20Tss%E2%80%99kish" target="_blank"> 茨基什长老 </a> : </b> 起始军队中的植灵巫师数量提高:2-3 → 3-4。 <div class="eo"> Elder Tss&amp;rsquo;kish: Number of Herbomancers in the starting army increased: 2-3 → 3-4. </div> </li> </ul> <p> <i> 裂渊 </i> </p> <div class="eo"> Schism </div> <ul> <li> <b> 所有力量英雄: </b> <div class="eo"> All Might Heroes: </div> <ul> <li> 起始防御力:2 → 1 <div class="eo"> Starting Defense: 2 → 1 </div> </li> <li> 起始知识:1 → 2 <div class="eo"> Starting Knowledge: 1 → 2 </div> </li> </ul> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/SchismHero/J%C3%A4nhei" target="_blank"> 延海 </a> : </b> 起始技能:智慧术 → 战斗技巧。 <div class="eo"> J&amp;uml;nhei: Starting skill: Wisdom → Battlecraft. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/SchismHero/The%20Iron%20Master" target="_blank"> 铁大师 </a> : </b> <div class="eo"> The Iron Master: </div> <ul> <li> 起始技能:抵抗术 → 智慧术 <div class="eo"> Starting skill: Resistance → Wisdom </div> </li> <li> 起始军队中的魅魔数量提高:2-3 → 3-4 <div class="eo"> Number of Concubi in the starting army increased: 2-3 → 3-4 </div> </li> </ul> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/SchismHero/Martyr%20Tho" target="_blank"> 殉道者索 </a> : </b> 起始技能:日光魔法 → 奥术魔法。 <div class="eo"> Martyr Tho: Starting skill: Daylight Magic → Arcane Magic. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/SchismHero/The%20Eye%20Collective" target="_blank"> 眼目集合体 </a> : </b> 起始技能:召唤化身 → 领导术。 <div class="eo"> Eye Collective: Starting skill: Summon Avatar → Leadership. </div> </li> </ul> <p> <i> 虫巢 </i> </p> <div class="eo"> Hive </div> <ul> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/HiveHero/Maelstrom" target="_blank"> 梅尔斯特罗姆 </a> : </b> 起始军队中的掠食虫数量提高:2-3 → 3-4。 <div class="eo"> Maelstrom: Number of Reavers in the starting army increased: 2-3 → 3-4. </div> </li> </ul> <p> <i> 地牢 </i> </p> <div class="eo"> Dungeon </div> <ul> <li> <b> 所有力量英雄: </b> <div class="eo"> All Might Heroes: </div> <ul> <li> 起始咒力:2 → 1 <div class="eo"> Starting Spell Power: 2 → 1 </div> </li> <li> 起始知识:1 → 2 <div class="eo"> Starting Knowledge: 1 → 2 </div> </li> </ul> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/DungeonHero/Tellaris%20the%20Betrayed" target="_blank"> 受叛者泰拉里斯 </a> : </b> 特长重做。该英雄的法术现在会影响所有友方生物。 <div class="eo"> Tellaris the Betrayed: Specialization reworked. The hero&apos;s spell now affects all friendly creatures. </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/DungeonHero/Rhea" target="_blank"> 瑞亚 </a> : </b> 幸运一击概率加成:『2% + 每 4 个英雄等级 +1%』→『3% + 每 4 个英雄等级 +1%』。 <div class="eo"> Rhea: Lucky Strike chance bonus: "2% + 1% per 4 hero levels" → "3% + 1% per 4 hero levels." </div> </li> <li> <b> <a class="hero-link" href="http://heroworld.gamerhome.com/oe/#-/DungeonHero/Kelarr%2C%20son%20of%20Navarr" target="_blank"> 凯拉尔,纳瓦尔之子 </a> : </b> 起始法术:断援 → 石牙。 <div class="eo"> Kelarr, son of Navarr: Starting spell: Wean → Stone Fangs. </div> </li> </ul> <h3> 阵营:生物、法令及更多内容 </h3> <div class="eo"> Factions: Creatures, Laws, and More </div> <p> <i> 圣堂 </i> </p> <div class="eo"> Temple </div> <ul> <li> <b> 2阶: </b> <div class="eo"> Tier 2: </div> <ul> <li> <b> 弩手。 </b> 主动性:5 → 4。 <div class="eo"> Crossbowmen. Initiative: 5 → 4. </div> </li> <li> <b> 驯鹰弩手: </b> 主动性:5 → 4;防御力:4 → 3。 <div class="eo"> Austringer: </div> </li> <li> <b> 神射手。 </b> 主动性:7 → 6。 <div class="eo"> Marksmen. Initiative: 7 → 6 </div> </li> </ul> </li> <li> <b> 3阶: </b> <div class="eo"> Tier 3: </div> <ul> <li> <b> 狮鹫。 </b> HP:25 → 30。 <div class="eo"> Griffin. HP: 25 → 30 </div> </li> <li> <b> 圣堂狮鹫。 </b> HP:25 → 30。 <div class="eo"> Temple Griffin. HP: 25 → 30 </div> </li> <li> <b> 守卫狮鹫。 </b> HP:25 → 30。 <div class="eo"> Guardian Griffin. HP: 25 → 30 </div> </li> </ul> </li> <li> <b> 建筑: </b> <div class="eo"> Buildings: </div> <ul> <li> 建造『鹰舍 II』(升级 2阶兵营)的费用降低 250 金币。 <div class="eo"> Construction of "Mews II" (upgraded Tier 2 dwelling) is now 250 Gold cheaper. </div> </li> <li> 建造『狮鹫栖所 I』(3阶兵营)的费用提高 250 金币。 <div class="eo"> Construction of "Griffin Rookery I" (Tier 3 dwelling) is now 250 Gold more expensive. </div> </li> </ul> </li> <li> <b> 法令: </b> <div class="eo"> Laws: </div> <ul> <li> <b> 『训练:侦察』。 </b> 最大等级降低:2 → 1。花费提高:3/3 → 4。 <div class="eo"> "Training: Scouting". Max level reduced: 2 → 1. Cost increased: 3/3 → 4 </div> </li> <li> <b> 『迅捷反射』。 </b> 花费提高:5 → 6。 <div class="eo"> "Swift Reflexes". Cost increased: 5 → 6 </div> </li> <li> <b> 『神圣之地』。 </b> 花费提高:3 → 4。 <div class="eo"> "Sacred Lands". Cost increased: 3 → 4 </div> </li> </ul> </li> </ul> <p> <i> 墓园 </i> </p> <div class="eo"> Necropolis </div> <ul> <li> <b> 2阶: </b> 所有城市基础周产量提高:16 → 19。所有英雄起始军队相应调整。 <div class="eo"> Tier 2: Base weekly growth across all cities increased: 16 → 19. All hero starting armies adjusted accordingly. </div> <ul> <li> <b> 幽灵: </b> 通过『幻影吸血』(『记忆吞噬者』特性的新名称)恢复的 HP 降低:40% → 30%。 <div class="eo"> Wraith: HP restored via "Phantom Vampirism" (new name for &amp;ldquo;Memory Devourer&amp;rdquo; trait) reduced: 40% → 30%. </div> </li> </ul> </li> <li> <b> 3阶: </b> 所有城市基础周产量提高:13 → 14。所有英雄起始军队相应调整。 <div class="eo"> Tier 3: Base weekly growth across all cities increased: 13 → 14. All hero starting armies adjusted accordingly. </div> </li> <li> <b> 5阶: </b> <div class="eo"> Tier 5: </div> <ul> <li> <b> 尸巫。 </b> 伤害:12-16 → 13-16。 <div class="eo"> Lich. Damage: 12-16 → 13-16 </div> </li> <li> <b> 疫病尸巫。 </b> 攻击力:16 → 12。 <div class="eo"> Pestilent Lich. Attack: 16 → 12 </div> </li> <li> <b> 血色尸巫。 </b> 伤害:12-16 → 13-16。 <div class="eo"> Sanguine Lich. Damage: 12-16 → 13-16 </div> </li> </ul> </li> <li> <b> 6阶: </b> <div class="eo"> Tier 6: </div> <ul> <li> <b> 恐怖骑士。 </b> HP:100 → 80。 <div class="eo"> Dread Knight. HP: 100 → 80. </div> </li> <li> <b> 战争化身。 </b> HP:100 → 80,主动性:11 → 10。 <div class="eo"> Avatar of War. HP: 100 → 80, Initiative: 11 → 10. </div> </li> <li> <b> 空洞死神。 </b> HP:100 → 80;伤害:22-24 → 24-26;主动性:10 → 11。 <div class="eo"> Hollow Reaper. </div> </li> </ul> </li> <li> <b> 7阶。 </b> 通过『吸血』恢复的 HP 提高:40% → 50%。 <div class="eo"> Tier 7. HP restored via "Vampirism" increased: 40% → 50%. </div> </li> <li> <b> 建筑: </b> <div class="eo"> Buildings: </div> <ul> <li> 建造『静亭 I』和『静亭 II』(2阶兵营)的费用提高 500 金币。 <div class="eo"> Construction of "Quiet Pavilion I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive. </div> </li> <li> 建造『犬舍 I』和『犬舍 II』(3阶兵营)的费用提高 250 金币。 <div class="eo"> Construction of "Kennel I" and "II" (Tier 3 dwelling) is now 250 Gold more expensive. </div> </li> <li> 建造『勇士之墓 I』和『勇士之墓 II』(6阶兵营)的费用降低 1000 金币。 <div class="eo"> Construction of "Tomb of Warriors I" and "II" (Tier 6 dwelling) is now 1000 Gold cheaper. </div> </li> </ul> </li> <li> <b> 法令: </b> <div class="eo"> Laws: </div> <ul> <li> <b> 『永生者法则』。 </b> 城市法令点数收入加成降低:20/40/60% → 10/20/30%。 <div class="eo"> "Laws of the Immortals". Law point income bonus for cities reduced: 20/40/60% → 10/20/30%. </div> </li> <li> <b> 『黑死病』。 </b> 持续伤害效果加成降低:50/100% → 25/50%。 <div class="eo"> "Black Death". Over-time effect damage bonus reduced: 50/100% → 25/50%. </div> </li> <li> <b> 『嗜血』。 </b> 最大等级降低:2 → 1;花费提高:3/3 → 6;吸血效果改进降低:50/100% → 60%。 <div class="eo"> "Bloodthirst". </div> </li> <li> <b> 『活化亡灵 I』『活化亡灵 III』和『活化亡灵 V』。 </b> 现在提高 500 点招魂能量池,而不是提高 2% 招魂术强度。 <div class="eo"> "Animate Dead I", "III", and "V". Now increases Necromantic Energy pool by 500 instead of increasing Necromancy skill power by 2%. </div> </li> <li> <b> 『活化亡灵 II』和『活化亡灵 IV』。 </b> 现在提高 2.5% 招魂术强度,而不是提高 250 点招魂能量池。 <div class="eo"> "Animate Dead II" and "IV". Now increases Necromancy power by 2.5% instead of increasing Necromantic Energy pool by 250. </div> </li> </ul> </li> </ul> <p> <i> 蕈林 </i> </p> <div class="eo"> Grove </div> <blockquote> 上个补丁后,蕈林强度明显下滑。为了强化该阵营,我们降低了所有『觉醒』特性的平衡权重,因为它们在实战中相当依赖情境。这带来了生物调整、城市兵营费用再平衡,以及地图和潘多拉魔盒中生物密度的调整。 <div class="eo"> Following the last patch, Grove fell significantly in power. To bolster the faction, we are lowering the balance weight of all "Awakening" traits, as they prove to be quite situational in practice. This has led to creature adjustments, city dwelling cost rebalances, and adjustments to creature density on maps and in Pandora&apos;s Boxes. </div> </blockquote> <ul> <li> <b> 2阶: </b> <div class="eo"> Tier 2: </div> <ul> <li> <b> 酒花萤: </b> 攻击力:5 → 6;防御力:3 → 5;伤害:3-6 → 4-8。 <div class="eo"> Hoplet: </div> </li> <li> <b> 黎明酒花萤: </b> 攻击力:7 → 9;防御力:3 → 5;伤害:3-6 → 4-8。 <div class="eo"> Dawn Hoplet: </div> </li> <li> <b> 黄昏酒花萤: </b> 攻击力:5 → 7;防御力:5 → 7;伤害:3-6 → 4-8。 <div class="eo"> Dusk Hoplet: </div> </li> </ul> </li> <li> <b> 7阶: </b> <div class="eo"> Tier 7: </div> <ul> <li> <b> 凤凰。 </b> 速度:7 → 8。 <div class="eo"> Phoenix. Speed: 7 → 8. </div> </li> <li> <b> 烈焰凤凰: </b> 攻击力:34 → 36;防御力:26 → 27,速度:9 → 10。 <div class="eo"> Flaming Phoenix: </div> </li> <li> <b> 爆能凤凰: </b> 防御力:36 → 39;速度:9 → 10。 <div class="eo"> Energy Phoenix: </div> </li> </ul> </li> <li> <b> 建筑: </b> <div class="eo"> Buildings: </div> <ul> <li> 建造『法翁小屋 II』(升级 1阶兵营)的费用提高 250 金币。 <div class="eo"> Construction of "Faun Huts II" (upgraded Tier 1 dwelling) is now 250 Gold more expensive. </div> </li> <li> 建造『酒花田 I』和『酒花田 II』(2阶兵营)的费用提高 500 金币。 <div class="eo"> Construction of "Hop Patch I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive. </div> </li> <li> 建造『巨石圈 I』(3阶兵营)的费用降低 250 金币。 <div class="eo"> Construction of "Menhir Circle I" (Tier 3 dwelling) is now 250 Gold cheaper. </div> </li> <li> 建造『巨石圈 II』(升级 3阶兵营)的费用提高 500 金币,但不再需要矿石。 <div class="eo"> Construction of "Menhir Circle II" (upgraded Tier 3 dwelling) is now 500 Gold more expensive, but no longer requires Ore. </div> </li> <li> 建造『灵涌池塘 I』(4阶兵营)的费用降低 1 水晶。 <div class="eo"> Construction of "Blooming Pond I" (Tier 4 dwelling) is now 1 Crystal cheaper. </div> </li> <li> 建造『灵涌池塘 II』(升级 4阶兵营)的费用提高 250 金币,但降低 1 水晶。 <div class="eo"> Construction of "Blooming Pond II" (upgraded Tier 4 dwelling) is now 250 Gold more expensive, but 1 Crystal cheaper. </div> </li> <li> 建造『菇木小屋 I』(5阶兵营)的费用提高 2 水晶,但降低 1 宝石和 1 水银。 <div class="eo"> Construction of "Shroomwood Shack I" (Tier 5 dwelling) is now 2 Crystals more expensive, but 1 Gem and 1 Mercury cheaper. </div> </li> <li> 建造『菇木小屋 II』(升级 5阶兵营)的费用降低 500 金币,但提高 2 水晶。 <div class="eo"> Construction of "Shroomwood Shack II" (upgraded Tier 5 dwelling) is now 500 Gold cheaper, but 2 Crystals more expensive. </div> </li> <li> 建造『雷霆巢穴 I』(6阶兵营)的费用降低 500 金币。 <div class="eo"> Construction of "Thunder Lair I" (Tier 6 dwelling) is now 500 Gold cheaper. </div> </li> <li> 建造『雷霆巢穴 II』(升级 6阶兵营)的费用提高 1000 金币,但降低 5 木材和矿石。 <div class="eo"> Construction of "Thunder Lair II" (upgraded Tier 6 dwelling) is now 1000 Gold more expensive, but 5 Wood and Ore cheaper. </div> </li> <li> 建造『圣焰薪堆 I』(7阶兵营)的费用提高 2500 金币和 5 木材,但降低 5 水晶。 <div class="eo"> Construction of "Pyre I" (Tier 7 dwelling) is now 2500 Gold and 5 Wood more expensive, but 5 Crystals cheaper. </div> </li> <li> 建造『圣焰薪堆 II』(升级 7阶兵营)的费用降低 2500 金币,但提高 5 木材和矿石。 <div class="eo"> Construction of "Pyre II" (upgraded Tier 7 dwelling) is now 2500 Gold cheaper, but 5 Wood and Ore more expensive. </div> </li> </ul> </li> <li> <b> 法令: </b> <div class="eo"> Laws: </div> <ul> <li> <b> 『林木之子』。 </b> 蕈林英雄视野半径加成提高:1/2 → 2/4。蕈林英雄移动点数加成提高:10/20 → 15/30。 <div class="eo"> "Child of Woods". Grove hero sight radius bonus increased: 1/2 → 2/4. Grove hero movement points bonus increased: 10/20 → 15/30. </div> </li> <li> <b> 『肥沃土地』。 </b> 所有外部兵营的产量加成提高:50/100% → 100/200%。 <div class="eo"> "Fertile Ground". Growth bonus in all external dwellings increased: 50/100% → 100/200%. </div> </li> <li> <b> 『精英麒麟』。 </b> 麒麟伤害加成提高:2/4/6 → 3/6/9。 <div class="eo"> "Elite Qilins". Qilin damage bonus increased: 2/4/6 → 3/6/9. </div> </li> <li> <b> 『自然之力』。 </b> 英雄直接攻击伤害加成提高:10 → 20。 <div class="eo"> "Force of Nature". Heroic Strike damage bonus increased: 10 → 20. </div> </li> </ul> </li> </ul> <p> <i> 裂渊 </i> </p> <div class="eo"> Schism </div> <ul> <li> <b> 1阶。凶暴拉绍斯。 </b> 速度:5 → 6。 <div class="eo"> Tier 1. Ferocious Ra&amp;rsquo;Shoth. Speed: 5 → 6. </div> </li> <li> <b> 建筑: </b> <div class="eo"> Buildings: </div> <ul> <li> 建造『锁链之屋 I』(5阶兵营)的费用降低 1000 金币,但提高 5 水银。 <div class="eo"> Construction of "House of Chains I" (Tier 5 dwelling) is now 1000 Gold cheaper, but 5 Mercury more expensive. </div> </li> <li> 建造『锁链之屋 II』(升级 5阶兵营)的费用提高 500 金币。 <div class="eo"> Construction of "House of Chains II" (upgraded Tier 5 dwelling) is now 500 Gold more expensive. </div> </li> <li> 建造『肿胀宅邸 I』(6阶兵营)的费用降低 1500 金币,但提高 5 水银。 <div class="eo"> Construction of "Bloated Mansion I" (Tier 6 dwelling) is now 1500 Gold cheaper, but 5 Mercury more expensive. </div> </li> <li> 建造『诡异召唤仪式 I』(7阶兵营)的费用提高 2500 金币,但降低 5 水银。 <div class="eo"> Construction of "Eerie Summoning Rite I" (Tier 7 dwelling) is now 2500 Gold more expensive, but 5 Mercury cheaper. </div> </li> </ul> </li> <li> <b> 法令: </b> <div class="eo"> Laws: </div> <ul> <li> <b> 『Unfrozen Strength I&amp;dash;VII』。 </b> 最大等级降低:2 → 1。 <div class="eo"> "Unfrozen Strength I&amp;dash;VII". Max level reduced: 2 → 1. </div> </li> <li> <b> 『心灵深处』。 </b> 最大等级提高:2 → 3;每日早晨法力恢复降低:10/20% → 5/10/15%;花费提高:1/1 → 2/2/2。 <div class="eo"> "Depths of Mind". </div> </li> <li> <b> 『寒冷之触』。 </b> 花费提高:3/3 → 4/4。 <div class="eo"> "Cold Touch". Cost increased: 3/3 → 4/4. </div> </li> <li> <b> 『深渊呼唤』。 </b> 最大等级提高:2 → 3。 <div class="eo"> "Call of the Deep". Max level increased: 2 → 3. </div> </li> <li> <b> 『深渊凝视』。 </b> 法令阶级降低:5 → 4。花费降低:5 → 4。 <div class="eo"> "The Abyss Stares Back". Law Tier reduced: 5 → 4. Cost reduced: 5 → 4. </div> </li> <li> <b> 『精英深渊使节』。 </b> 深渊使节的移动速度和主动性加成降低:3 → 2。 <div class="eo"> "Elite Abyssal Envoys". Abyssal Envoys movement speed and initiative bonus reduced: 3 → 2. </div> </li> <li> <b> 『冰风暴』。 </b> 花费提高:4 → 5。 <div class="eo"> "Ice Storms". Cost increased: 4 → 5. </div> </li> <li> <b> 『天下在我』。 </b> 花费提高:3 → 6。 <div class="eo"> "The World is Ours". Cost increased: 3 → 6. </div> </li> <li> <b> 『位面探索者』。 </b> 获得的星象点数提高:250/500/750 → 500/1000/1500。花费提高:2/2/2 → 3/3/3。 <div class="eo"> "Planar Explorers". </div> </li> <li> <b> 『生存条件』。 </b> 法令阶级降低:4 → 3。 <div class="eo"> "Survival Conditions". Law Tier reduced: 4 → 3. </div> </li> </ul> </li> </ul> <p> <i> 虫巢 </i> </p> <div class="eo"> Hive </div> <ul> <li> <b> 6阶: </b> <div class="eo"> Tier 6: </div> <ul> <li> <b> 魔蠕: </b> 攻击力:20 → 21;防御力:20 → 21。 <div class="eo"> Waurms: </div> </li> <li> <b> 噬蠕: </b> 攻击力:20 → 21;防御力:20 → 21;伤害:24-26 → 26-28。 <div class="eo"> Devourer: </div> </li> <li> <b> 火蠕: </b> 攻击力:20 → 21;防御力:20 → 21。 <div class="eo"> Pyroboros: </div> </li> </ul> </li> <li> <b> 建筑。 </b> 建造『燃魂虫窟 I』(6阶兵营)现在需要『纸巢 I』(3阶兵营),而不是『角质巨塔 I』(4阶兵营)。 <div class="eo"> Buildings. Construction of "Burning Soul Burrows I" (Tier 6 dwelling) now requires "Paper Nest I" (Tier 3 dwelling) instead of "Chitinous Ziggurat I" (Tier 4 dwelling). </div> </li> <li> <b> 法令: </b> <div class="eo"> Laws: </div> <ul> <li> <b> 『虫巢后裔 I』。 </b> 幼虫爆炸伤害加成降低:100% → 50%。 <div class="eo"> "Hive Offsprings I". Larva explosion damage bonus reduced: 100% → 50%. </div> </li> <li> <b> 『虫巢后裔 II』。 </b> 现在给予召唤幼虫嘲讽效果,而不是二连击效果。 <div class="eo"> "Hive Offsprings II". Now grants summoned larvae the Taunt effect instead of the Double Attack effect. </div> </li> <li> <b> 『虫巢后裔 III』。 </b> 现在给予召唤幼虫二连击效果,而不是嘲讽效果。 <div class="eo"> "Hive Offsprings III". Now grants summoned larvae the Double Attack effect instead of the Taunt effect. </div> </li> </ul> </li> </ul> <p> <i> 地牢 </i> </p> <div class="eo"> Dungeon </div> <ul> <li> <b> 2阶: </b> <div class="eo"> Tier 2: </div> <ul> <li> <b> 渗透者: </b> 防御力:2 → 4;伤害:3-5 → 3-6。 <div class="eo"> Infiltrator: </div> </li> <li> <b> 狡诈渗透者: </b> 防御力:2 → 4;伤害:3-5 → 3-6。 <div class="eo"> Guile Infiltrator: </div> </li> <li> <b> 冷酷渗透者: </b> 防御力:3 → 4;伤害:3-5 → 3-6。 <div class="eo"> Bleak Infiltrator: </div> </li> </ul> </li> <li> <b> 3阶: </b> <div class="eo"> Tier 3: </div> <ul> <li> <b> 黑玉刃舞者。 </b> HP:18 → 20。 <div class="eo"> Onyx Dancer. HP: 18 → 20. </div> </li> <li> <b> 碧玉刃舞者。 </b> HP:18 → 20。 <div class="eo"> Jasper Dancer. HP: 18 → 20. </div> </li> <li> <b> 鎏金刃舞者。 </b> HP:18 → 20。 <div class="eo"> Aureate Dancer. HP: 18 → 20. </div> </li> </ul> </li> <li> <b> 5阶: </b> <div class="eo"> Tier 5: </div> <ul> <li> <b> 美杜莎雕师。 </b> 防御力:17 → 18。 <div class="eo"> Medusa Sculptor. Defense: 17 → 18. </div> </li> <li> <b> 美杜莎女王: </b> 攻击力:15 → 17;主动性:7 → 8。 <div class="eo"> Medusa Queen: </div> </li> </ul> </li> <li> <b> 6阶: </b> <div class="eo"> Tier 6: </div> <ul> <li> <b> 九头蛇。 </b> 主动性:8 → 6。 <div class="eo"> Hydra. Initiative: 8 → 6. </div> </li> <li> <b> 冥府九头蛇。 </b> 防御力:34 → 30;主动性:8 → 6。 <div class="eo"> Chthonic Hydra. </div> </li> <li> <b> 地狱九头蛇。 </b> 主动性:10 → 8。 <div class="eo"> Infernal Hydra. Initiative: 10 → 8. </div> </li> </ul> </li> <li> <b> 7阶: </b> <div class="eo"> Tier 7: </div> <ul> <li> <b> 洞龙。 </b> 伤害:45-50 → 50-60。 <div class="eo"> Cave Dragon. Damage: 45-50 → 50-60. </div> </li> <li> <b> 黑龙: </b> 防御力:31 → 32;伤害:60-65 → 65-75。 <div class="eo"> Black Dragon: </div> </li> <li> <b> 烬龙。 </b> 伤害:60-65 → 65-75。 <div class="eo"> Ashen Dragon. Damage: 60-65 → 65-75. </div> </li> </ul> </li> <li> <b> 建筑: </b> <div class="eo"> Buildings: </div> <ul> <li> 建造『地窟 I』(1阶兵营)的费用降低 250 金币。 <div class="eo"> Construction of "Warren I" (Tier 1 dwelling) is now 250 Gold cheaper. </div> </li> <li> 建造『安全屋 I』和『安全屋 II』(2阶兵营)的费用提高 500 金币。 <div class="eo"> Construction of "Safe House I" and "II" (Tier 2 dwelling) is now 500 Gold more expensive. </div> </li> <li> 建造『露天剧场 I』(3阶兵营)的费用提高 250 金币。 <div class="eo"> Construction of "Amphitheater I" (Tier 3 dwelling) is now 250 Gold more expensive. </div> </li> <li> 建造『迷宫 II』(升级 4阶兵营)的费用提高 250 金币。 <div class="eo"> Construction of "Labyrinth II" (upgraded Tier 4 dwelling) is now 250 Gold more expensive. </div> </li> <li> 建造『地底家园 I』(6阶兵营)的费用降低 500 金币。 <div class="eo"> Construction of "Chthonic Home I" (Tier 6 dwelling) is now 500 Gold cheaper. </div> </li> <li> 建造『地底家园 II』(升级 6阶兵营)的费用降低 500 金币和 5 木材。 <div class="eo"> Construction of "Chthonic Home II" (upgraded Tier 6 dwelling) is now 500 Gold and 5 Wood cheaper. </div> </li> <li> 建造『石窟宫殿 II』(升级 7阶兵营)的费用提高 5 木材和矿石。 <div class="eo"> Construction of "Cave Palace II" (upgraded Tier 7 dwelling) is now 5 Wood and Ore more expensive. </div> </li> </ul> </li> <li> <b> 法令: </b> <div class="eo"> Laws: </div> <ul> <li> <b> 『地牢之子 I&amp;dash;VII』。 </b> 花费降低:3 → 2。 <div class="eo"> "Children of Dungeon I&amp;dash;VII". Cost reduced: 3 → 2. </div> </li> <li> <b> 『国之领袖』。 </b> 花费提高:2/2 → 3/3。 <div class="eo"> "Leaders of the Nation". Cost increased: 2/2 → 3/3. </div> </li> <li> <b> 『战术优势』。 </b> 花费提高:5 → 6。 <div class="eo"> "Tactical Advantage". Cost increased: 5 → 6. </div> </li> <li> <b> 『三执政官特工』。 </b> 花费提高:4/4 → 5/5。 <div class="eo"> "Triumvirate&amp;rsquo;s Agents". Cost increased: 4/4 → 5/5. </div> </li> <li> <b> 『魔法教育』。 </b> 最大等级提高:1 → 2。花费降低:5 → 4/4。 <div class="eo"> "Magical Education". </div> </li> <li> <b> 『饱和』。 </b> 花费降低:4 → 3。 <div class="eo"> "Saturation". Cost reduced: 4 → 3. </div> </li> </ul> </li> </ul> <p> <i> 中立生物 </i> </p> <div class="eo"> Neutral Creatures </div> <ul> <li> <b> 4阶。星孩: </b> 现在其基础攻击只会对相邻目标造成 50% 伤害。 <div class="eo"> Tier 4. Starchild: Now deals only 50% damage to adjacent targets with its basic attack. </div> </li> <li> <b> 6阶。世界观察者: </b> 获得一个新的被动能力,可保护该部队免受攻击时瞬间击杀额外单位的效果影响。 <div class="eo"> Tier 6. Worldwatcher: Granted a new passive ability that protects the stack from effects that instantly kill extra units upon attack. </div> </li> </ul> <p> <i> 潘多拉魔盒 </i> </p> <div class="eo"> Pandora&apos;s Boxes </div> <p> 玩家从潘多拉魔盒中获得的生物数量已调整。数值按『标准/升级版本』给出,格式为『调整前 → 调整后』: </p> <div class="eo"> The number of creatures players can receive from Pandora&apos;s Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format: </div> <ul> <li> <b> 墓园: </b> <div class="eo"> Necropolis: </div> <ul> <li> 3阶,亡灵犬:50/35 → 50/36。 <div class="eo"> Tier 3, Undead Pet: 50/35 → 50/36. </div> </li> <li> 4阶,劫墓者:31/21 → 31/22。 <div class="eo"> Tier 4, Graverobber: 31/21 → 31/22. </div> </li> <li> 6阶,恐怖骑士:16/10 → 18/11。 <div class="eo"> Tier 6, Dread Knight: 16/10 → 18/11. </div> </li> </ul> </li> <li> <b> 蕈林: </b> <div class="eo"> Grove: </div> <ul> <li> 2阶,酒花萤:30/20 → 25/20。 <div class="eo"> Tier 2, Hoplet: 30/20 → 25/20. </div> </li> <li> 3阶,藤蔓伊律亚德:28/20 → 24/17。 <div class="eo"> Tier 3, Vine Iriyad: 28/20 → 24/17. </div> </li> <li> 4阶,娜迦:23/16 → 24/17。 <div class="eo"> Tier 4, Naiad: 23/16 → 24/17. </div> </li> <li> 5阶,植灵巫师:18/12 → 19/12。 <div class="eo"> Tier 5, Herbomancer: 18/12 → 19/12. </div> </li> <li> 6阶,麒麟:13/9 → 14/9。 <div class="eo"> Tier 6, Qilin: 13/9 → 14/9. </div> </li> </ul> </li> <li> <b> 裂渊: </b> <div class="eo"> Schism: </div> <ul> <li> 2阶,邪教徒:25/20 → 30/20。 <div class="eo"> Tier 2, Cultist: 25/20 → 30/20. </div> </li> <li> 4阶,巨绍斯:20/14 → 21/15。 <div class="eo"> Tier 4, Grand Shoth: 20/14 → 21/15. </div> </li> <li> 5阶,魅魔:22/15 → 21/14。 <div class="eo"> Tier 5, Concubus: 22/15 → 21/14. </div> </li> </ul> </li> <li> <b> 虫巢: </b> <div class="eo"> Hive: </div> <ul> <li> 4阶,甲蝎:32/22 → 29/20。 <div class="eo"> Tier 4, Scorpion: 32/22 → 29/20. </div> </li> <li> 5阶,掠食虫:15/10 → 16/11。 <div class="eo"> Tier 5, Reaver: 15/10 → 16/11. </div> </li> <li> 6阶,魔蠕:13/8 → 12/8。 <div class="eo"> Tier 6, Waurms: 13/8 → 12/8. </div> </li> </ul> </li> <li> <b> 地牢: </b> <div class="eo"> Dungeon: </div> <ul> <li> 1阶,穴居人:50/35 → 45/35。 <div class="eo"> Tier 1, Troglodyte: 50/35 → 45/35. </div> </li> <li> 2阶,渗透者:40/30 → 35/25。 <div class="eo"> Tier 2, Infiltrator: 40/30 → 35/25. </div> </li> <li> 3阶,黑玉刃舞者:34/25 → 32/23。 <div class="eo"> Tier 3, Onyx Dancer: 34/25 → 32/23. </div> </li> <li> 6阶,九头蛇:12/8 → 13/8。 <div class="eo"> Tier 6, Hydra: 12/8 → 13/8. </div> </li> </ul> </li> <li> <b> 中立生物: </b> <div class="eo"> Neutral Creatures: </div> <ul> <li> 1阶:56 → 60。 <div class="eo"> Tier 1: 56 → 60. </div> </li> <li> 2阶:32 → 35。 <div class="eo"> Tier 2: 32 → 35. </div> </li> <li> 3阶:22 → 21。 <div class="eo"> Tier 3: 22 → 21. </div> </li> <li> 4阶:15 → 17。 <div class="eo"> Tier 4: 15 → 17. </div> </li> <li> 5阶:12 → 14。 <div class="eo"> Tier 5: 12 → 14. </div> </li> <li> 6阶:9 → 10。 <div class="eo"> Tier 6: 9 → 10. </div> </li> </ul> </li> </ul> <h3> 法术 </h3> <div class="eo"> Spells </div> <p> <i> 日光魔法 </i> </p> <div class="eo"> Daylight Magic </div> <ul> <li> <b> 『祝福』。 </b> 基础攻击伤害加成降低:20/25/25/35% → 15/20/20/30%。 <div class="eo"> "Blessing". Damage bonus to basic attacks reduced: 20/25/25/35% → 15/20/20/30%. </div> </li> <li> <b> 『加速』: </b> 施加效果的基础持续时间提高:1/1/1/1 → 2/2/2/2;施放消耗提高:6/6/6/6 → 8/8/8/8。 <div class="eo"> "Haste": </div> </li> <li> <b> 『顺风』: </b> 远程和长距离攻击伤害加成调整:20/25/35/50% → 20/30/40/40%。4级时,现在还会移除战斗射击惩罚。 <div class="eo"> "Favorable Wind": </div> </li> <li> <b> 『缩减阴影』。 </b> 目标攻击力和防御力降低值提高:-2 → -3。 <div class="eo"> "Shorten Shadow". Target Attack and Defense reduction increased: -2 → -3. </div> </li> <li> <b> 『招架』。 </b> 施放消耗降低:15/15/15/15 → 10/10/10/10。 <div class="eo"> "Parry". Casting cost reduced: 15/15/15/15 → 10/10/10/10. </div> </li> <li> <b> 『光辉护甲』: </b> 获得的伤害减免降低:20/30/30/40% → 15/25/25/35%;施放消耗提高:18/18/18/18 → 22/22/22/22。 <div class="eo"> "Radiant Armor": </div> </li> <li> <b> 『圣裁』。 </b> 施放消耗降低:35/35/35/35 → 30/30/30/30。 <div class="eo"> "Judgement". Casting cost reduced: 35/35/35/35 → 30/30/30/30. </div> </li> </ul> <p> <i> 夜影魔法 </i> </p> <div class="eo"> Nightshade Magic </div> <ul> <li> <b> 『蛛网』。 </b> 施加效果的基础持续时间提高:1/1/1/1 → 2/2/2/2。 <div class="eo"> "Web". Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2. </div> </li> <li> <b> 『阴影扩散』。 </b> 目标攻击力和防御力提高值增强:2 → 3。 <div class="eo"> "Enlarge Shadow". Target Attack and Defense increase boosted: 2 → 3. </div> </li> <li> <b> 『绝望』: </b> 基础伤害降低:20/20/30/30 → 10/10/15/15;施放消耗提高:9/9/9/9 → 11/11/11/11。 <div class="eo"> "Despair": </div> </li> <li> <b> 『致命衰败』。 </b> 施加效果的基础持续时间提高:1/1/1/1 → 2/2/2/2。 <div class="eo"> "Fatal Decay". Base duration of applied effect increased: 1/1/1/1 → 2/2/2/2. </div> </li> <li> <b> 『入睡』。 </b> 施加效果的基础持续时间提高:1/2/3/3 → 2/3/4/4。 <div class="eo"> "Sleep". Base duration of applied effect increased: 1/2/3/3 → 2/3/4/4. </div> </li> <li> <b> 『易伤』: </b> 效果强度降低:20/30/50/50% → 20/30/30/30%。3级时,现在会将目标受到的伤害增幅至最大。施放消耗降低:11/11/11/11 → 8/8/8/8。 <div class="eo"> "Vulnerability": </div> </li> </ul> <p> <i> 奥术魔法 </i> </p> <div class="eo"> Arcane Magic </div> <ul> <li> <b> 『先行一步』: </b> 施加效果的基础持续时间提高:1/1/1/1 → 2/2/2/2;施放消耗提高:6/6/6/6 → 8/8/8/8。 <div class="eo"> "Early Start": </div> </li> <li> <b> 『激发』。 </b> 施放消耗降低:11/9/9/9 → 9/7/7/7。 <div class="eo"> "Energize". Casting cost reduced: 11/9/9/9 → 9/7/7/7. </div> </li> <li> <b> 『光学幻象』。 </b> 远程伤害减免提高:25/50/50/50% → 30/60/60/60%。 <div class="eo"> "Optical Illusion". Ranged damage reduction increased: 25/50/50/50% → 30/60/60/60%. </div> </li> <li> <b> 『时间领域』: </b> 现在造成魔法伤害,而不是纯粹伤害;施放消耗提高:9/9/9/9 → 11/11/11/11。 <div class="eo"> "Temporal Spheres": </div> </li> <li> <b> 『甲壳』。 </b> 施放消耗提高:14/11/11/11 → 18/14/14/14。 <div class="eo"> "Carapace". Casting cost increased: 14/11/11/11 → 18/14/14/14. </div> </li> <li> <b> 『宿命』。 </b> 每目标等级伤害降低:20/30/45/45 → 15/25/40/40。 <div class="eo"> "Impending Fate". Damage per target level reduced: 20/30/45/45 → 15/25/40/40. </div> </li> <li> <b> 『镜像复制』。 </b> 创建复制体时,现在只复制部队的原生数量,不包括临时单位。 <div class="eo"> "Mirror Copy". When creating a copy, it now duplicates only the native size of the stack, excluding temporary units. </div> </li> <li> <b> 『扭曲现实』。 </b> 伤害现在会根据部队在效果期间承受的攻击次数分摊为多次打击,而不是一次性打击。总技能效率保持不变。 <div class="eo"> "Reality Distortion". Damage is now distributed across multiple hits corresponding to the number of hits the stack sustained while under the effect, instead of a single strike. Total skill efficiency remains unchanged. </div> </li> </ul> <p> <i> 原初魔法 </i> </p> <div class="eo"> Primal Magic </div> <ul> <li> <b> 『冰箭』。 </b> 基础伤害降低:75/150/150/150 → 50/100/100/100。 <div class="eo"> "Ice Bolt". Base damage dealt reduced: 75/150/150/150 → 50/100/100/100. </div> </li> <li> <b> 『崩塌』: </b> 基础伤害提高:50/100/100/100 → 75/150/150/150;施放消耗提高:10/10/10/10 → 12/12/12/12。 <div class="eo"> "Cave In": </div> </li> <li> <b> 『反魔法』。 </b> 施放消耗降低:16/16/16/16 → 12/12/12/12。 <div class="eo"> "Anti‑Magic". Casting cost reduced: 16/16/16/16 → 12/12/12/12. </div> </li> <li> <b> 『寒冬冰环』。 </b> 施放消耗提高:19/19/19/19 → 21/21/21/21。 <div class="eo"> "Circle of Winter". Casting cost increased: 19/19/19/19 → 21/21/21/21. </div> </li> <li> <b> 『石牙』。 </b> 施放消耗降低:18/18/18/18 → 11/11/11/11。 <div class="eo"> "Stone Fangs". Casting cost reduced: 18/18/18/18 → 11/11/11/11. </div> </li> </ul> <p> <i> 宝物 </i> </p> <div class="eo"> Artifacts </div> <ul> <li> <b> 自动反魔法护盾。 </b> 获得新的额外效果:友方生物免疫『狂暴』。 <div class="eo"> Automated Antimagic Shield. Gained a new, additional effect: friendly creatures are immune to "Berserk." </div> </li> <li> <b> 防护腰带。 </b> 获得新的额外效果:友方生物免疫『入睡』。 <div class="eo"> Protective Belt. Gained a new, additional effect: friendly creatures are immune to "Sleep." </div> </li> <li> <b> 绯红共振控制器。 </b> 获得新的额外效果:友方生物免疫阻止其攻击的效果。 <div class="eo"> Crimson Resonance Controller. Gained a new, additional effect: friendly creatures are immune to effects that prevent them from attacking. </div> </li> <li> <b> 翡翠共振控制器。 </b> 获得新的额外效果:友方生物免疫攻击时瞬间击杀额外单位的效果。 <div class="eo"> Emerald Resonance Controller. Gained a new, additional effect: friendly creatures are immune to effects that instantly kill extra units upon attack. </div> </li> <li> <b> 双蛇杖。 </b> 恢复法力降低:6 → 4。 <div class="eo"> Caduceus Mana restored decreased: 6 → 4. </div> </li> </ul> <h3> 地图生成器与对象 </h3> <div class="eo"> Map Generator and </div> <p> <b> 通用改动 </b> </p> <div class="eo"> General Changes </div> <ul> <li> 『无名英雄之墓』对象的守卫布局现在保持一致,不再取决于其中包含的宝物。 <div class="eo"> Guard layout for the "Tomb of a Nameless Hero" object is now same, regardless of the artifact contained inside. </div> </li> <li> 经典模式新增模板&amp;dash;&amp;dash; <b> Jebus Tournament </b> :该模板采用 Jebus Cross 的玩法原则,但会在第 1 周第 6 天,以及第 2 周第 1、3、5、7 天进行锦标赛战斗。锦标赛为五局三胜制,并且始终使用玩家的起始英雄。注意,如果战斗开始时该英雄已死亡,则会自动判负。 <div class="eo"> Added a new template for Classic Mode &amp;dash; Jebus Tournament : a template utilizing gameplay principles of Jebus Cross, but featuring tournament battles on Day 6 of Week 1, and Days 1, 3, 5, and 7 of Week 2. The tournament is a best-of-5 format, and always features the player&apos;s starting hero. Note that if the hero is dead when a battle begins, it results in an automatic loss. </div> </li> <li> 单英雄模式新增模板&amp;dash;&amp;dash; <b> Outcast Tournament </b> :该模板采用 Jebus Outcast 与 Vendetta 的玩法原则,在第 2 周第 1 天、第 2 周第 6 天和第 3 周第 4 天进行锦标赛战斗。锦标赛为三局两胜制。 <div class="eo"> Added a new template for Single Hero Mode &amp;dash; Outcast Tournament : a template utilizing gameplay principles of Jebus Outcast and Vendetta, featuring tournament battles on Week 2 Day 1, Week 2 Day 6, and Week 3 Day 4. The tournament is a best-of-3 format. </div> </li> <li> 单英雄模式新增模板&amp;dash;&amp;dash; <b> Mix </b> :一种锦标赛格式模板,侧重城镇发展和城堡推进,风格类似 Exodus。 <div class="eo"> Added a new template for Single Hero Mode &amp;dash; Mix : a tournament-format template focused on town development and castle progression in the style of Exodus. </div> </li> <li> 单英雄模式新增模板&amp;dash;&amp;dash; <b> Galaxy </b> :一种锦标赛格式模板,采用混合玩法,围绕城镇发展和夺取大地图目标展开。 <div class="eo"> Added a new template for Single Hero Mode &amp;dash; Galaxy : a tournament-format template featuring a hybrid playstyle centered around town development and capturing global map objectives. </div> </li> </ul> <p> <b> Jebus Cross </b> </p> <div class="eo"> Jebus Cross </div> <ul> <li> 略微降低起始区域中潘多拉魔盒的生成数量。 <div class="eo"> Slightly decreased the generation count of Pandora&apos;s Boxes in starting areas. </div> </li> <li> 『永恒巨龙』不再能生成在起始区域。 <div class="eo"> "Eternal Dragon" can no longer generate in starting areas. </div> </li> <li> 所有区域的守卫强度提高 5%。 <div class="eo"> Guard strength increased by 5% in all areas. </div> </li> <li> 中央区域入口的守卫强度提高 15%。 <div class="eo"> Guard strength increased by 15% for the central area entrance. </div> </li> <li> 以下对象在无外部守卫情况下生成的概率显著降低:『平衡点』『圆形竞技场』『仪式柴堆』『警戒之墓』『极渊召唤』『腐尸堆』『石化纪念馆』。 <div class="eo"> The probability of generating the following objects without external guards has been significantly reduced: "Point of Balance", "Colosseum", "Ritual Pyre", "Tomb of Vigilance", "Boreal Call", "Carrion Pile", "Petrified Memorial&amp;rdquo;. </div> </li> </ul> <p> <b> Exodus </b> </p> <div class="eo"> Exodus </div> <ul> <li> 模板最终战现在发生在以下游戏日:第 2 周第 3 天;第 3 周第 4 天(此前为第 3 周第 5 天);第 4 周第 5 天(此前为第 4 周第 7 天)。 <div class="eo"> Template final battles now occur on the following in-game days: </div> </li> <li> 默认情况下,未占领的起始城市中不再能建造独特主动阵营建筑。 <div class="eo"> Unique active faction buildings can no longer be constructed in the uncaptured starting city by default. </div> </li> <li> 略微提高每名玩家第一个宝库区域的面积。 <div class="eo"> Slightly increased the area size of each player&apos;s first treasury area. </div> </li> <li> 每名玩家第一个宝库区域的守卫强度提高 15%。 <div class="eo"> Guard strength increased by 15% for each player&apos;s first treasury. </div> </li> <li> 每名玩家最终宝库区域的守卫强度提高 25%。 <div class="eo"> Guard strength increased by 25% for each player&apos;s final treasury area. </div> </li> <li> 『四贤圣坛』不再生成在任一玩家的最终区域。 <div class="eo"> "Four Scholars Shrine" no longer generates in either player&apos;s final area. </div> </li> </ul> <p> <b> Helltide </b> </p> <div class="eo"> Helltide </div> <ul> <li> 每名玩家中央宝库区域的守卫强度提高 10%。 <div class="eo"> Guard strength increased by 10% for each player&apos;s central treasury. </div> </li> </ul> <p> <b> Vendetta </b> </p> <div class="eo"> Vendetta </div> <ul> <li> 玩家起始区域新增一个保底『魔井』对象。 <div class="eo"> One guaranteed "Well" object has been added to the player&apos;s starting area. </div> </li> <li> 提高玩家起始区域内所有中立城市的每周守卫累积速度。 <div class="eo"> Increased the weekly guard accumulation rate for all neutral cities within player starting areas. </div> </li> <li> 中央区域入口的守卫强度提高 35%。 <div class="eo"> Guard strength increased by 35% for the central area entrance. </div> </li> </ul> <p> <b> Sprint </b> </p> <div class="eo"> Sprint </div> <ul> <li> 法令 progression 系统加速 1.5&amp;times;。 <div class="eo"> Accelerated the progression system for Laws by 1.5&amp;times;. </div> </li> <li> 大地图法术解锁进度加速 2.0&amp;times;。 <div class="eo"> Accelerated the unlock progression rate for Global Map spells by 2.0&amp;times;. </div> </li> <li> 『堕天使之翼』不再能在该模板上生成。 <div class="eo"> "Fallen Angel Wings" can no longer generate on this template. </div> </li> <li> 玩家最终区域与倒数第二个区域的守卫强度提高 20%。 <div class="eo"> Guard strength increased by 20% for the player&apos;s final and penultimate areas. </div> </li> <li> 保底『荣耀角斗坑』被替换为保底『四贤圣坛』。 <div class="eo"> The guaranteed "Pit of Glory" has been replaced with a guaranteed "Four Scholars Shrine." </div> </li> </ul> <p> <b> Sand Clover </b> </p> <div class="eo"> Sand Clover </div> <ul> <li> 调整了该模板上侧边区域与连接区域的生物群系生成规则。 <div class="eo"> Adjusted biome generation rules for side and connection areas on this template. </div> </li> <li> 中央区域中各个元素之间新增了少量象征性守卫。 <div class="eo"> Added minor symbolic guards between individual elements of the central area. </div> </li> <li> 中央区域的『星悟祭坛』对象被替换为各种魔法学派的『无尽卷轴』。 <div class="eo"> "Altar of Insight" objects in the central area have been replaced with "Endless Scrolls" of various magic schools. </div> </li> </ul> <p> <b> Exodus、Helltide、Blitz、Massacre、Sprint </b> </p> <div class="eo"> Exodus, Helltide, Blitz, Massacre, Sprint </div> <ul> <li> 『马厩』和『真实之泪』不再能在这些模板上生成。 <div class="eo"> "Stables" and "Tear of Truth" can no longer generate on these templates. </div> </li> </ul> <h3> 匹配机制 </h3> <div class="eo"> Matchmaking </div> <blockquote> <p> 在引入可保存战斗配置与布局、从而节省战术阶段时间的功能后,我们正在调整中立军队战斗中的计时器设置。 </p> <div class="eo"> Following the introduction of features that save combat configurations and layouts to conserve tactical phase time, we are adjusting timer settings available during battles with neutral armies. </div> <p> 此外,我们会对经典模式的模板轮换进行轻微再平衡:作为测试,实验性模板 Jebus Tournament 将替代 Sand Clover 加入轮换&amp;dash;&amp;dash;这是一个经典模式用的锦标赛系统模板,包含不中断的同步回合。你始终会使用最初选择的英雄出战;请注意,如果战斗触发时你的英雄已经死亡,则会自动判负。 </p> <div class="eo"> Furthermore, we are rolling out a slight rebalance to template rotations in Classic Mode: as a test, the experimental template Jebus Tournament is introduced in place of Sand Clover &amp;dash; a tournament system template for Classic Mode featuring uninterrupted simultaneous turns. You will always fight using your initially selected hero; keep in mind that if your hero is dead when the match triggers, it results in an automatic loss. </div> <p> 我们也会调整单英雄模式的模板轮换池:现在选项中列出 4 个包含无限同步回合的模板,其中一些高度侧重城镇基础建设和城镇推进,另一些则围绕外部地图结构与资源。因此,在本轮测试窗口中,我们暂时将 Exodus 从必选池中移除,方便玩家探索这些新模板。 </p> <div class="eo"> We are also adjusting the template rotation pool for Single Hero Mode: the selection now lists 4 templates featuring infinite simultaneous turns, some focused heavily on town infrastructure and town progression, and others centered around external map structures and resources. Consequently, we are temporarily removing Exodus from the mandatory selection pool during this test window to allow players to easily explore these new templates. </div> </blockquote> <p> <b> 经典模式 </b> </p> <div class="eo"> Classic Mode </div> <ul> <li> 地图轮换已更新:旧组合为 Jebus Cross、Universe、Infinity、Sand Clover、Arcade;新组合为 Jebus Cross、Universe、Infinity、Last Fortress、Jebus Tournament、Arcade。 <div class="eo"> Map rotation updated: </div> </li> <li> Jebus Cross 和 Jebus Tournament 始终包含在选择池中。 <div class="eo"> Jebus Cross and Jebus Tournament are always included in the selection pool. </div> </li> <li> 各联赛的战斗计时器数值调整:120 → 90 秒。 <div class="eo"> Combat timer values adjusted across leagues: 120 → 90 seconds. </div> </li> </ul> <p> <b> 单英雄模式 </b> </p> <div class="eo"> Single Hero Mode </div> <ul> <li> 地图轮换已更新:旧组合为 Harmony、Sprint、Exodus、Blitz、Vendetta;新组合为 Helltide、Sprint、Exodus、Blitz、Outcast Tournament、Vendetta。 <div class="eo"> Map rotation updated: </div> </li> <li> 各联赛的战斗计时器数值调整:定位赛:每场战斗 75 秒;铁牌:80 秒;铜牌:80 秒;银牌:80 秒;金牌:75 秒;白金:70 秒;钻石:65 秒;大师联赛:60 秒。 <div class="eo"> Combat timer values adjusted across leagues: </div> </li> <li> 在 Outcast Tournament 与 Vendetta 模板上,该时间额外减少 20 秒。 <div class="eo"> On Outcast Tournament and Vendetta templates, this time is reduced by an additional 20 seconds. </div> </li> <li> 所有联赛中,每日计时器奖励提高 15 秒。 <div class="eo"> In all leagues, the daily timer bonus has been increased by 15 seconds. </div> </li> </ul> <p> <b> 禁选系统 </b> </p> <div class="eo"> Pick and Ban System </div> <ul> <li> 调整双方玩家之间的阵营禁选顺序:旧顺序为玩家 1 禁用 &amp;dash; 玩家 2 禁用 &amp;dash; 玩家 2 选择 &amp;dash; 玩家 1 选择;新顺序为玩家 1 禁用 &amp;dash; 玩家 2 禁用 &amp;dash; 玩家 1 选择 &amp;dash; 玩家 2 选择。 <div class="eo"> Adjusted the faction ban-and-pick order between both players: </div> </li> <li> 玩家 1 与玩家 2 的分配现在完全随机决定,不再基于匹配队列时长。 <div class="eo"> Player 1 and Player 2 assignments are now determined purely at random, rather than being based on matchmaking queue duration. </div> </li> </ul> <p> <b> 竞技场模式 </b> </p> <div class="eo"> Arena Mode </div> <blockquote> 随着最新平衡更新后,魔法英雄表现出变强趋势,我们将通过提高双方玩家平均起始军队规模来进行一次小幅调整。这也会略微提高力量英雄在竞技场模式中的基线效率。近期获得显著增强的阵营,相比其他阵营会获得更低的规模提升。 <div class="eo"> Following the latest balance update, Magic heroes have shown a trend of improved performance. We are rolling out a minor adjustment by increasing the average starting army size for both players. Among other side effects, this will slightly boost the baseline efficiency of Might heroes in Arena Mode. Factions that received substantial buffs in recent updates will receive a lower scaling adjustment compared to the rest. </div> </blockquote> <ul> <li> 给予玩家的生物数量已调整(标准/升级版本,『调整前 → 调整后』): <div class="eo"> The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format): </div> </li> </ul> <p> 圣堂 </p> <div class="eo"> Temple </div> <ul> <li> 1阶。剑士:180/140 → 200/155。 <div class="eo"> Tier 1. Swordsman: 180/140 → 200/155. </div> </li> <li> 2阶。弩手:140/100 → 160/120。 <div class="eo"> Tier 2. Crossbowman: 140/100 → 160/120. </div> </li> <li> 3阶。狮鹫:65/50 → 70/52。 <div class="eo"> Tier 3. Griffin: 65/50 → 70/52. </div> </li> <li> 4阶。光织者:58/40 → 64/44。 <div class="eo"> Tier 4. Lightweaver: 58/40 → 64/44. </div> </li> <li> 5阶。骑兵:26/18 → 28/19。 <div class="eo"> Tier 5. Cavalry: 26/18 → 28/19. </div> </li> <li> 6阶。审判官:25/16 → 27/17。 <div class="eo"> Tier 6. Inquisitor: 25/16 → 27/17. </div> </li> <li> 7阶。天使:不变。 <div class="eo"> Tier 7. Angel: Unchanged. </div> </li> </ul> <p> 墓园 </p> <div class="eo"> Necropolis </div> <ul> <li> 1阶。骷髅兵:370/280 → 425/325。 <div class="eo"> Tier 1. Skeleton: 370/280 → 425/325. </div> </li> <li> 2阶。阴魂:145/110 → 165/125。 <div class="eo"> Tier 2. Wight: 145/110 → 165/125. </div> </li> <li> 3阶。亡灵犬:130/90 → 144/104。 <div class="eo"> Tier 3. Undead Pet: 130/90 → 144/104. </div> </li> <li> 4阶。劫墓者:64/44 → 76/52。 <div class="eo"> Tier 4. Graverobber: 64/44 → 76/52. </div> </li> <li> 5阶。尸巫:54/36 → 60/40。 <div class="eo"> Tier 5. Lich: 54/36 → 60/40. </div> </li> <li> 6阶。恐怖骑士:28/18 → 34/21。 <div class="eo"> Tier 6. Dread Knight: 28/18 → 34/21. </div> </li> <li> 7阶。吸血鬼:22/13 → 24/14。 <div class="eo"> Tier 7. Vampire: 22/13 → 24/14. </div> </li> </ul> <p> 蕈林 </p> <div class="eo"> Grove </div> <ul> <li> 1阶。法翁:145/110 → 150/115。 <div class="eo"> Tier 1. Faun: 145/110 → 150/115. </div> </li> <li> 2阶。酒花萤:105/75 → 90/70。 <div class="eo"> Tier 2. Hoplet: 105/75 → 90/70. </div> </li> <li> 3阶。藤蔓伊律亚德:70/50 → 78/56。 <div class="eo"> Tier 3. Vine Iriyad: 70/50 → 78/56. </div> </li> <li> 4阶。娜迦:52/36 → 58/40。 <div class="eo"> Tier 4. Naiad: 52/36 → 58/40. </div> </li> <li> 5阶。植灵巫师:37/24 → 38/25。 <div class="eo"> Tier 5. Herbomancer: 37/24 → 38/25. </div> </li> <li> 6阶。麒麟:20/12 → 25/16。 <div class="eo"> Tier 6. Qilin: 20/12 → 25/16. </div> </li> <li> 7阶。凤凰:不变。 <div class="eo"> Tier 7. Phoenix: Unchanged. </div> </li> </ul> <p> 裂渊 </p> <div class="eo"> Schism </div> <ul> <li> 1阶。拉绍斯:220/165 → 235/185。 <div class="eo"> Tier 1. Ra&amp;rsquo;Shoth: 220/165 → 235/185. </div> </li> <li> 2阶。邪教徒:110/85 → 125/90。 <div class="eo"> Tier 2. Cultist: 110/85 → 125/90. </div> </li> <li> 3阶。阿迦绍斯骑手:95/70 → 105/74。 <div class="eo"> Tier 3. Aga&amp;rsquo;Shoth Riders: 95/70 → 105/74. </div> </li> <li> 4阶。巨绍斯:50/34 → 54/36。 <div class="eo"> Tier 4. Grand Shoth: 50/34 → 54/36. </div> </li> <li> 5阶。魅魔:48/32 → 47/31。 <div class="eo"> Tier 5. Concubus: 48/32 → 47/31. </div> </li> <li> 6阶。仲裁者:25/15 → 26/16。 <div class="eo"> Tier 6. Arbitrator: 25/15 → 26/16. </div> </li> <li> 7阶。深渊使节:不变。 <div class="eo"> Tier 7. Abyssal Envoys: Unchanged. </div> </li> </ul> <p> 虫巢 </p> <div class="eo"> Hive </div> <ul> <li> 1阶。寄体:165/125 → 180/140。 <div class="eo"> Tier 1. Parasite: 165/125 → 180/140. </div> </li> <li> 2阶。恶蝗:105/80 → 115/85。 <div class="eo"> Tier 2. Locust: 105/80 → 115/85. </div> </li> <li> 3阶。大黄蜂:65/45 → 70/50。 <div class="eo"> Tier 3. Hornet: 65/45 → 70/50. </div> </li> <li> 4阶。甲蝎:60/42 → 64/44。 <div class="eo"> Tier 4. Scorpion: 60/42 → 64/44. </div> </li> <li> 5阶。掠食虫:27/18 → 29/19。 <div class="eo"> Tier 5. Reaver: 27/18 → 29/19. </div> </li> <li> 6阶。魔蠕:20/13 → 21/13。 <div class="eo"> Tier 6. Waurms: 20/13 → 21/13. </div> </li> <li> 7阶。虫巢女王:不变。 <div class="eo"> Tier 7. Hive Queen: Unchanged. </div> </li> </ul> <p> 地牢 </p> <div class="eo"> Dungeon </div> <ul> <li> 1阶。穴居人:295/230 → 320/245。 <div class="eo"> Tier 1. Troglodyte: 295/230 → 320/245. </div> </li> <li> 2阶。渗透者:140/105 → 140/100。 <div class="eo"> Tier 2. Infiltrator: 140/105 → 140/100. </div> </li> <li> 3阶。黑玉刃舞者:105/75 → 108/76。 <div class="eo"> Tier 3. Onyx Dancer: 105/75 → 108/76. </div> </li> <li> 4阶。牛头怪:52/36 → 54/38。 <div class="eo"> Tier 4. Minotaur: 52/36 → 54/38. </div> </li> <li> 5阶。美杜莎:47/31 → 49/32。 <div class="eo"> Tier 5. Medusa: 47/31 → 49/32. </div> </li> <li> 6阶。九头蛇:22/14 → 25/15。 <div class="eo"> Tier 6. Hydra: 22/14 → 25/15. </div> </li> <li> 7阶。洞龙:不变。 <div class="eo"> Tier 7. Cave Dragon: Unchanged. </div> </li> </ul> <p> <b> 本地化 </b> </p> <div class="eo"> Localization </div> <ul> <li> 阴魂能力『记忆吞噬者』已重命名为 <b> 『幻影吸血』 </b> ,以清楚表示它会受益于墓园阵营法令『嗜血』。 <div class="eo"> The Wight ability "Memory Devourer" has been renamed to "Phantom Vampirism" to clearly indicate that it benefits from the Necropolis faction law "Bloodthirst". </div> </li> <li> 血色尸巫能力『非生,非死』已重命名为 <b> 『时序吸血』 </b> ,以清楚表示它会受益于墓园阵营法令『嗜血』。 <div class="eo"> The Sanguine Lich&amp;rsquo;s ability "Unlife, Undeath" has been renamed to "Temporal Vampirism" to clearly indicate that it benefits from the Necropolis faction law "Bloodthirst". </div> </li> <li> 在以下能力的提示文本中加入说明 <b> 『不会复活阵亡单位。』 </b> :『时序吸血』(血色尸巫)、『圣洁洗礼』(圣光师)、『再生』(冥府九头蛇)、『阿莉娜之道』(荣耀守望者),以及『正当之力』技能树下的『守护者』子技能。 <div class="eo"> Added the clarification note "Does not revive fallen units." to the tooltip text of the following abilities: "Temporal Vampirism" (Sanguine Lich), "Holy Ablution" (Hierophant), "Regeneration" (Chthonic Hydra), "Way of Arina" (Sentinel of Glory), as well as the "Guardian" sub-skill under the "Righteousness" skill tree. </div> </li> </ul></div> 上古纪元#pve 地图调研 http://www.heroworld.net/news.php?id=2012 http://www.heroworld.net/news.php?id=2012 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427709 hoe Mon, 29 Jun 2026 15:44:01 GMT <div style="width:640px;"><p>问卷地址:<a href="https://docs.google.com/forms/d/e/1FAIpQLSdHiU1myFwOawjzOo8jwGKEyFNIdduyn2QNFE4F2Fgc7GaM8w/viewform">docs.google.com/forms</a></p> <p>墙外,英文……</p></div> 上古纪元#补丁 0.80.24 http://www.heroworld.net/news.php?id=2011 http://www.heroworld.net/news.php?id=2011 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427705 hoe Thu, 18 Jun 2026 09:44:36 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/695389579400711478">https://store.steampowered.com/news/app/3105440/view/695389579400711478</a></p> <div class="quote"> <p class="eo">Greetings, Heroes!</p> <p>英雄们,大家好!</p> <p class="eo">This patch introduces an update to the combat tactics phase: unit formations are now saved between battles!</p> <p>本次更新优化了战斗战术阶段:部队阵型现在将在战斗之间自动保存!</p> <p class="eo">We&apos;ve also improved the visual display and sound of unit movement there.</p> <p>同时我们还改进了该阶段中部队移动的视觉效果与音效。</p> <p class="eo">You can find the details and nuances of how the new system works in the full changelog below.</p> <p>关于新系统的详细机制与具体变化,您可以在下方的完整更新日志中查看。</p> <p class="eo">In addition to the tactics phase changes, we&apos;ve continued removing bugs: fixes have been made to tournament template issues related to last-second timer actions and tournament start notifications;</p> <p>除战术阶段改动外,我们持续进行了问题修复:解决了竞技场模板中关于倒计时最后一刻操作及比赛开始通知的问题;</p> <p class="eo">several incorrectly functioning tooltips have been addressed; the "Ambassador&apos;s Word" set effect has been fixed, along with a number of other bugs.</p> <p>修正了数个显示异常的提示文本,修复了“大使致辞”套装效果及其他一系列问题。</p> <p class="eo">We&apos;ve also added a confirmation window when clicking the "Exit" button in the connection loss window. No more accidents!</p> <p>我们还在断线窗口中点击“退出”按钮时增加了确认弹窗,再也不会误退啦!</p> <p class="eo">Full patch notes are below. Good luck on the battlefield!</p> <p>完整更新日志如下。祝各位在战场上好运!</p> </div> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed a bug that caused numerous UI errors after loading a previously started Hotseat game, or when swapping positions with an AI player in the lobby of a previously started game.</li> <li>修复了读取旧的热座游戏存档,或在已开始的游戏大厅中与 AI 玩家互换位置时,可能导致大量 UI 报错的问题。</li> <li class="eo">Fixed a bug where, in rare situations, the timer in the lobby settings could display "00."</li> <li>修复了大厅设置中计时器在极少数情况下显示为“00”的问题。</li> <li class="eo">Fixed a bug where part of the progress from an old campaign profile could carry over to a new profile created in the same slot.</li> <li>修复了旧战役存档的进度,可能会残留并带入同一存档位新建的战役档案中的问题。</li> <li class="eo">Fixed a bug in tournament templates where moving a unit between slots (from a hero to a town, from a town to a hero, etc.) in the last second of the timer before a tournament battle started could result in creatures being duplicated or disappearing.</li> <li>修复了锦标赛模板中的一个严重问题:在锦标赛战斗倒计时最后一秒,若将单位在槽位之间移动(如从英雄移到城镇、从城镇移到英雄等),可能导致生物被复制或消失。</li> <li class="eo">Fixed a rare bug in tournament templates where a player who attacked a neutral stack in the last second of the timer before a tournament battle started would lose the ability to interact with that neutral stack after the battle ended.</li> <li>修复了锦标赛模板中的一个罕见问题:玩家若在锦标赛战斗倒计时最后一秒攻击中立野怪,战斗结束后将无法再次与该中立野怪交互。</li> <li class="eo">Fixed a rare AI bug where, under certain circumstances, the AI could freeze during its turn.</li> <li>修复了极少数情况下 AI 回合中可能卡死的罕见 AI 问题。</li> <li class="eo">Fixed a potentially serious bug related to checking adjacent zones for the possibility of interrupting simultaneous turns when casting adventure map spells.</li> <li>修复了一个可能与冒险地图魔法相关的潜在严重问题:在施放冒险地图魔法时,系统检查相邻区域以判断是否可打断同步回合的逻辑存在隐患。</li> <li class="eo">The notification about an upcoming tournament battle on tournament templates now adjusts to fit the text size.</li> <li>优化了锦标赛模板中“即将开始锦标赛战斗”的通知弹窗,现在可以自适应文本长度。</li> <li class="eo">Fixed an error where an incorrect value was displayed in the tooltip for the "Eternal Service" sub-skill of the "Necromancy" skill.</li> <li>修复了“招魂术”技能的子技能“永恒奴役”在提示框中显示数值错误的问题。</li> <li class="eo">Fixed a bug where, after researching the "Elite Liches" law, the resurrection bonus it provides was not displayed in the Lich ability tooltips.</li> <li>修复了在研究律法“精英尸巫”后,尸巫能力提示框中未正确显示其复活加成的问题。</li> <li class="eo">Fixed a bug where the "Ambassador&apos;s Word" set effect was not triggering.</li> <li>修复了套装效果“大使致辞”无法正常触发的问题。</li> <li class="eo">Fixed an error where a connection loss window appeared in the following situation: one player upgrades creatures in the "Pit of Glory" while the other player simultaneously moves a hero from the garrison slot to the guest slot (or vice versa).</li> <li>修复了联机中断窗口在特定情况下错误弹出的问题:当一名玩家在“荣耀之坑”中升级生物,而另一名玩家同时将英雄从驻军槽移动到访客槽(或反之)时,可能触发该错误。</li> <li class="eo">Fixed an error where the extended info tooltip for a scroll continued to display over the previous cell where the scroll had been located.</li> <li>修复了卷轴扩展信息提示框,在卷轴移动后仍停留在原格子上显示的问题。</li> <li class="eo">Fixed a bug where autobattle did not work when attacking objects guarded by a garrison in campaign mode.</li> <li>修复了战役模式下攻击由驻军守卫的对象时,自动战斗无法正常工作的问题。</li> </ul> <h4 class="al">新功能 - New Features</h4> <ul> <li class="eo">Added a confirmation window when clicking the "Exit" button in the connection loss window.</li> <li>在断线提示窗口中点击“退出”按钮时,新增确认弹窗。</li> <li class="eo">The unit formation selected during the tactics phase is now saved for battles against AI players.</li> <li>战术布置阶段选择的部队阵型,现在会被保存并应用于后续战斗(仅限与 AI 的战斗)。</li> <li class="eo">Important details about how the system works:</li> <li>以下是关于该机制运作的重要细节:</li> <ul> <li class="eo">The formation is saved separately for each of the player&apos;s heroes.</li> <li>阵型为每个英雄单独保存,互不通用。</li> <li class="eo">Formation saving only applies to standard battles against neutral enemies. In battles for objects or against other players, armies are placed in their default positions.</li> <li>阵型保存仅适用于标准战斗(对抗中立野怪)。在争夺地图对象或玩家对战(PVP)中,部队仍会按默认位置摆放。</li> <li class="eo">The formation is saved at the moment the tactics phase ends in standard battles against neutral enemies.</li> <li>阵型在标准战斗的战术阶段结束时被保存。</li> <li class="eo">If for any reason (for example, due to an obstacle on the battlefield) a unit cannot be placed in its previously saved position, it will be placed in its default position instead.</li> <li>如果由于任何原因(例如战场上的障碍物)导致单位无法放置在之前保存的位置,它将改为放置在默认位置。</li> <li class="eo">Unit placement takes into account the order in which stacks occupy the hero&apos;s army slots.</li> <li>部队的放置位置会考虑生物在英雄军队槽位中的排列顺序。</li> <ul> <li class="eo">Example: a hero had Skeletons in the first slot and Wights in the second → During the tactics phase, a formation was saved with Skeletons placed higher and Wights lower → After the battle, the player swapped Skeletons and Wights in the army slots, so Wights are now in the first slot and Skeletons in the second → In the next battle, Wights will be placed in the higher position (where Skeletons used to be) and Skeletons in the lower position (where Wights used to be).</li> <li>示例:英雄的第一个槽位是骷髅兵,第二个槽位是阴魂 → 在战术阶段,保存了一个阵型,骷髅兵放在上方,阴魂放在下方 → 战斗结束后,玩家在军队槽位中交换了骷髅兵和阴魂的位置,所以现在阴魂在第一个槽位,骷髅兵在第二个槽位 → 在下一场战斗中,阴魂将被放置在上方位置(以前是骷髅兵的位置),骷髅兵在下方位置(以前是阴魂的位置)。</li> </ul> </ul> <li class="eo">Improved the visual display of unit movement in tactics mode; sound has been added.</li> <li>改进了战术模式中部队移动的视觉效果;已添加音效。</li> </ul> <h4 class="al">平衡性调整 - Balance</h4> <ul> <li class="eo">Reduced the damage dealt by the Avatar per point of hero Spell Power: 12–12/16–16/20–20 → 12–12/12–12/12–12. This change is a temporary fix ahead of an upcoming major balance update.</li> <li>降低了化身(Avatar)每点英雄咒力造成的伤害:12–12/16–16/20–20 → 12–12/12–12/12–12。此项改动是为了即将到来的大型平衡更新所做的临时修复。</li> </ul></div> 征服之歌玉岚DLC发行 http://www.heroworld.net/news.php?id=2010 http://www.heroworld.net/news.php?id=2010 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427696 soc Fri, 05 Jun 2026 01:00:59 GMT <div style="width:640px;"><ul> <li>STEAM:<a href="https://store.steampowered.com/app/4341060/">https://store.steampowered.com/app/4341060/</a></li> <li>单买 DLC 42元,整个合辑 106 元。</li> <li>与此同时本体在<a href="https://store.epicgames.com/p/songs-of-conquest"> Epic </a> 免费一周。</li> </ul></div> 上古纪元#补丁 0.80.20 http://www.heroworld.net/news.php?id=2009 http://www.heroworld.net/news.php?id=2009 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427694 hoe Thu, 04 Jun 2026 14:13:25 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/716780409378049336">https://store.steampowered.com/news/app/3105440/view/716780409378049336</a></p> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed another variation of the game exit exploit, which also affected the correct saving of match results.</li> <li>修复了另一种形式的游戏退出漏洞,该漏洞同时也影响了比赛结果的正确保存。</li> <li class="eo">⚠️We remind you one more time that bug exploiting and other dishonest behaviour in competitive play may end up with a long-term multiplayer ban for you.</li> <li>⚠️ 我们再次提醒,在竞技比赛中利用漏洞及其他不诚实行为可能会导致您的多人游戏账号被长期封禁。</li> <li class="eo">Fixed a bug crashing Jebus Outcast and All Around generation.</li> <li>修复了导致“Jebus Outcast”和“All Around”模版生成地图时崩溃的错误。</li> <li class="eo">Fixed a bug that was the reason for Law and Astrology points not increasing on the first day of each week (although Mondays are hard, so we don’t judge them too much).</li> <li>修复了每周第一天律法和占星术点数不增加的错误(虽然周一确实很难熬,所以我们也不太好责怪它们)。</li> </ul></div> 上古纪元#补丁 0.80.19 http://www.heroworld.net/news.php?id=2008 http://www.heroworld.net/news.php?id=2008 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427692 hoe Tue, 02 Jun 2026 15:50:01 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/716780409378049336">https://store.steampowered.com/news/app/3105440/view/716780409378049336</a></p> <h3>问题修复 - Bug Fixes</h3> <ul> <li class="eo">Jebus Cross: Fixed a bug from the previous update where Taverns and Mage Guilds were still being built in central area cities despite the intended changes.</li> <li>Jebus Cross:修复了上个版本中的一个错误,尽管意图是移除,但中心区域城市仍会建造酒馆和魔法行会。</li> <li class="eo">Sand Clover: Fixed a bug from the previous update where some guards were not generating.</li> <li>Sand Clover:修复了上个版本中部分守卫无法生成的问题。</li> <li class="eo">Exodus: Fixed a bug from the previous update where the template could still generate more dwellings of a specific tier.</li> <li>Exodus:修复了上个版本中模板仍可能生成过多特定等级巢穴的问题。</li> <li class="eo">Fixed a bug from the previous update where upgraded versions of Cultists had inconsistent hiring costs.</li> <li>修复了上个版本中邪教徒升级版招募费用不一致的问题。</li> <li class="eo">Fixed a bug from the previous update where the casting cost of the Merchant of Death&apos;s "Ensnare Memories" ability was displayed incorrectly.</li> <li>修复了上个版本中贩亡人“诱捕记忆”能力的施法消耗显示错误。</li> <li class="eo">Fixed bugs from the previous update related to the class changes for Tavi and Pauper (wrong models and Heroic Strike).</li> <li>修复了上个版本中与塔维和珀珀职业变更相关的错误(错误模型和英雄打击)。</li> <li class="eo">Fixed a bug from the previous update where the number of bonus attributes for the Temple sub-skill "Strong Faith" was displayed incorrectly.</li> <li>修复了上个版本中圣殿子技能“坚定信仰”的额外属性数量显示错误。</li> <li class="eo">Fixed a UI bug that occurred when exchanging items or troops between heroes if either hero had active buffs or debuffs. In multiplayer, this was also causing desyncs.</li> <li>修复了当任意英雄拥有活跃增益或减益时,在英雄间交换物品或部队出现的界面错误。在多人游戏中,这也导致了不同步。</li> <li class="eo">Fixed a bug where force-closing the game via Alt+F4 during the pick-and-ban phase incorrectly assigned match results.</li> <li>修复了在禁用/选取阶段通过 Alt+F4 强退游戏导致比赛结果判定错误的问题。</li> <li class="eo">Fixed a bug with army growth from temporary stacks gained through Communion of the Abyss for the Schism faction AI-opponent.</li> <li>修复了裂渊阵营人机对手通过“深渊共鸣”获得临时部队后军队增长异常的问题。</li> </ul> <h3>平衡性调整 - Balance</h3> <ul> <li class="eo">After reviewing your feedback following yesterday&apos;s patch, we are making a number of adjustments in today&apos;s hotfix.</li> <li>在回顾了昨天补丁后大家的反馈,我们在今天的热修复中进行了一些调整。</li> <li class="eo">Yesterday&apos;s changes were aimed at refreshing the gameplay, including strengthening the Schism faction&apos;s standing in Classic mode. However, as many of you noted in the comments, some of those changes had too strong an impact on Single Hero mode. In today&apos;s update, we are reverting some of those changes and making additional adjustments. These changes will have a greater impact on Single Hero mode and a lesser one on Classic mode, where Schism&apos;s position is already quite weak.</li> <li>昨天的改动旨在刷新游戏体验,包括加强裂渊阵营在经典模式中的地位。然而,正如许多人在评论中指出的,部分改动对单英雄模式影响过大。在今天更新中,我们正在回退部分改动并进行额外调整。这些调整将对单英雄模式产生较大影响,而对裂渊本就弱势的经典模式影响较小。</li> <li class="eo">At the same time, in the previous update we did not give sufficient attention to the Hive. Its situation is broadly the inverse of Schism&apos;s — the faction performs well in Arena and Classic modes but struggles in Single Hero mode. One reason for this is the demanding nature of Hive battles, which require significant time investment to minimize losses. As a result, in that update we slightly adjusted combat timers and intended to observe how this would affect the faction&apos;s results before making further decisions. However, we see your requests for more impactful changes, so we are implementing some of the planned adjustments now.</li> <li>与此同时,在上个版本中我们对虫巢关注不足。其情况与裂渊大致相反——该阵营在竞技场和经典模式中表现良好,但在单英雄模式中举步维艰。原因之一是虫巢战斗的高要求性,需要投入大量时间来减少损失。因此,在那次更新中我们略微调整了战斗计时器,并打算观察这对阵营结果的影响再做决定。但我们看到了大家对更有力改动的需求,所以我们现在实施部分计划中的调整。</li> </ul> <h4 class="al">技能 - Skills</h4> <ul> <li class="eo">After the update, the Summon Avatar use cases have shifted, closing off some abuse scenarios (though you will certainly find new ones), and the skill has also started performing effectively in Arena mode. Based on initial observations, the skill appears quite strong, so we are making a slight adjustment to its damage and will continue to monitor its performance. More significant changes, however, will require more data.</li> <li>更新后,“召唤化身”的使用场景发生了变化,堵住了一些滥用手段(虽然你们肯定会发现新的),且该技能在竞技场模式中也开始表现有效。根据初步观察,该技能显得相当强力,因此我们对其伤害进行微调,并将继续监控其表现。更重大的改动则需要更多数据。</li> <li class="eo">"Summon Avatar": Damage scaling from Spell Power decreased: 12–12/18–18/24–24 → 12–12/16–16/20–20.</li> <li>“召唤化身”:基于法术强度的伤害缩放降低:12–12/18–18/24–24 → 12–12/16–16/20–20。</li> </ul> <h4 class="al">英雄专精 - Hero Specializations</h4> <ul> <li class="eo">We have slightly adjusted the starting skills of Hive heroes so that, in combination with the other changes, these heroes perform better as starter heroes — which will primarily affect their effectiveness in Single Hero mode.</li> <li>我们略微调整了虫巢英雄的初始技能,以便结合其他改动,使这些英雄作为首发英雄表现更好——这将主要影响他们在单英雄模式中的效力。</li> </ul> <h5>虫巢 - Hive</h5> <ul> <li class="eo">Pauper: Starting skill: 「Luck」 → 「Battlecraft」</li> <li>珀珀:初始技能:『幸运术』 → 『战斗技巧』</li> <li class="eo">Maelstrom: Starting skill: 「Insight」 → 「Luck」</li> <li>梅尔斯特罗姆:初始技能:『启迪术』 → 『幸运术』</li> <li class="eo">Nor: Starting skill: 「Battlecraft」 → 「Insight」</li> <li>诺尔:初始技能:『战斗技巧』 → 『启迪术』</li> <li class="eo">Zoran, the Self-Founded: Starting skill: 「Nightshade Magic」 → 「Defense」</li> <li>自立之佐兰:初始技能:『夜影魔法』 → 『防御术』</li> <li class="eo">Lo: Starting skill: 「Defense」 → 「Recruitment」</li> <li>洛:初始技能:『防御术』 → 『募兵术』</li> <li class="eo">Leira: Starting skill: 「Battle Magic」 → 「Nightshade Magic」</li> <li>莱拉:初始技能:『战斗魔法』 → 『夜影魔法』</li> <li class="eo">Oriax: Starting skill: 「Recruitment」 → 「Battle Magic」</li> <li>奥莉娅克丝:初始技能:『募兵术』 → 『战斗魔法』</li> <li class="eo">Tavi: Bonus to the number of summoned Fire Larvae based on Hive army health: 4% + 1% per every two hero levels → 4% + 2% per every three hero levels</li> <li>塔维:基于虫巢军队生命值的火幼虫召唤数量加成:4% + 每 2 级英雄等级 1% → 4% + 每 3 级英雄等级 2%</li> </ul> <h4 class="al">阵营:生物、建筑、潘多拉魔盒等 - Factions: Creatures, Buildings, Pandora&apos;s Boxes, and More</h4> <ul> <li class="eo">During the creature changes, we revisited the balance value of certain active and passive abilities, resulting in adjustments to some creatures — and related elements such as Pandora&apos;s Box counts, hiring costs, and city recruitment buildings. The main changes affect the Schism and Hive factions: the former has been slightly nerfed, while the latter has been buffed. Additionally, significant changes have been made to Hive faction laws, which should allow them to accumulate power faster in Single Hero mode matches. Also included are Pandora&apos;s Box changes for the Dungeon faction that were accidentally omitted from the previous update.</li> <li>在生物改动期间,我们重新审视了某些主动和被动能力的平衡价值,导致了对部分生物及相关元素(如潘多拉魔盒数量、招募费用和城镇招募建筑)的调整。主要改动影响裂渊和虫巢阵营:前者略微削弱,后者增强。此外,对虫巢阵营的律法进行了重大修改,应能让其在单英雄模式比赛中更快积累力量。还包括了上次更新意外遗漏的地牢阵营潘多拉魔盒改动。</li> </ul> <h4 class="al">潘多拉魔盒 - Pandora&apos;s Boxes</h4> <ul> <li class="eo">The number of creatures players can receive from Pandora&apos;s Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:</li> <li>玩家从潘多拉魔盒中获得的生物数量已调整。数值以“标准/升级”版本给出,格式为“调整前 → 调整后”:</li> </ul> <h5>墓园 - Necropolis</h5> <ul> <li class="eo">Tier 4, Graverobber: 30/21 → 31/21.</li> <li>4 阶:掘墓人:30/21 → 31/21。</li> </ul> <h5>虫巢 - Hive</h5> <ul> <li class="eo">Tier 3, Hornet: 30/22 → 28/20.</li> <li>3 阶:大黄蜂:30/22 → 28/20。</li> <li class="eo">Tier 4, Scorpion: 29/20 → 32/22.</li> <li>4 阶:甲蝎:29/20 → 32/22。</li> <li class="eo">Tier 7, Hive Queen: 7/4 → 8/5.</li> <li>7 阶:虫巢女王:7/4 → 8/5。</li> </ul> <h5>地牢 - Dungeon</h5> <ul> <li class="eo">Tier 1, Troglodyte: 60/45 → 50/35.</li> <li>1 阶:穴居人:60/45 → 50/35。</li> <li class="eo">Tier 2, Infiltrator: 35/25 → 40/30.</li> <li>2 阶:渗透者:35/25 → 40/30。</li> <li class="eo">Tier 3, Onyx Dancer: 34/24 → 34/25.</li> <li>3 阶:黑玉刃舞者:34/24 → 34/25。</li> <li class="eo">Tier 4, Minotaur: 20/14 → 23/16.</li> <li>4 阶:牛头怪:20/14 → 23/16。</li> <li class="eo">Tier 5, Medusa: 21/15 → 23/16.</li> <li>5 阶:美杜莎:21/15 → 23/16。</li> <li class="eo">Tier 6, Hydra: 11/7 → 12/8.</li> <li>6 阶:九头蛇:11/7 → 12/8。</li> </ul> <h4 class="al">墓园 - Necropolis</h4> <ul> <li class="eo">Tier 7: Vampire Lord: Defense: 25 → 26.</li> <li>7 阶:吸血鬼领主:防御:25 → 26。</li> <li class="eo">Tier 7: Vampire Scholar: Attack: 26 → 27.</li> <li>7 阶:吸血鬼学者:攻击:26 → 27。</li> <li class="eo">Buildings: Construction of "Bone Exchange I" (Tier-4 dwelling) is now 250 Gold cheaper.</li> <li>建筑:“骸骨交易所 I”(4 级巢穴)的造价现在便宜了 250 金币。</li> <li class="eo">Buildings: Construction of "Bone Exchange II" (Tier-4 dwelling) is now 500 Gold cheaper.</li> <li>建筑:“骸骨交易所 II”(4 级巢穴)的造价现在便宜了 500 金币。</li> </ul> <h4 class="al">蕈林 - Grove</h4> <ul> <li class="eo">Tier 1: Faun: Damage: 3–4 → 3–5.</li> <li>1 阶:法翁:伤害:3–4 → 3–5。</li> <li class="eo">Tier 1: Faun Archer: Damage: 3–4 → 3–5.</li> <li>1 阶:法翁射手:伤害:3–4 → 3–5。</li> <li class="eo">Tier 1: Faun Warrior: Damage: 4–5 → 4–6.</li> <li>1 阶:法翁战士:伤害:4–5 → 4–6。</li> <li class="eo">Buildings: Construction of "Shroomwood Shack I" (Tier-5 dwelling) is now 500 Gold cheaper.</li> <li>建筑:“菇木小屋 I”(5 级巢穴)的造价现在便宜了 500 金币。</li> </ul> <h4 class="al">裂渊 - Schism</h4> <ul> <li class="eo">Tier 1: Ra&apos;Shoth: Initiative: 5 → 4.</li> <li>1 阶:拉绍斯:主动性:5 → 4。</li> <li class="eo">Tier 1: Stinging Ra&apos;Shoth: Initiative: 5 → 4.</li> <li>1 阶:尖刺拉绍斯:主动性:5 → 4。</li> <li class="eo">Tier 1: Ferocious Ra&apos;Shoth: Initiative: 6 → 5.</li> <li>1 阶:凶暴拉绍斯:主动性:6 → 5。</li> <li class="eo">Tier 2: Cultist: Speed: 4 → 3. "Glance of the Abyss" ability effect power: 15 + 3 × Stack Size → 12 + 2 × Stack Size.</li> <li>2 阶:邪教徒:速度:4 → 3。“深渊一瞥”能力效果强度:15 + 3 × 堆叠规模 → 12 + 2 × 堆叠规模。</li> <li class="eo">Tier 2: Binder: Attack: 6 → 5. Speed: 6 → 5. "Glance of the Abyss" ability effect power: 15 + 3 × Stack Size → 12 + 2 × Stack Size.</li> <li>2 阶:束缚者:攻击:6 → 5。速度:6 → 5。“深渊一瞥”能力效果强度:15 + 3 × 堆叠规模 → 12+ 2 × 堆叠规模。</li> <li class="eo">Tier 2: Votary: Speed: 5 → 4.</li> <li>2 阶:誓信徒:速度:5 → 4。</li> <li class="eo">Tier 6: Rift Arbitrator: Attack: 24 → 26. Defense: 26 → 28. Initiative: 12 → 10.</li> <li>6 阶:裂隙仲裁者:攻击:24 → 26。防御:26 → 28。主动性:12 → 10。</li> <li class="eo">Tier 7: Abyssal Envoy: Initiative: 9 → 8.</li> <li>7 阶:深渊使节:主动性:9 → 8。</li> <li class="eo">Tier 7: Abyssal Overseer: Initiative: 10 → 9.</li> <li>7 阶:深渊督军:主动性:10 → 9。</li> <li class="eo">Tier 7: Abyssal Executor: Initiative: 11 → 10.</li> <li>7 阶:深渊执事:主动性:11 → 10。</li> <li class="eo">Buildings: Construction of "Cultist Spire I" and "Cultist Spire II" (Tier-2 dwelling) is now 250 Gold cheaper.</li> <li>建筑:“邪教徒尖塔 I”和“邪教徒尖塔 II”(2 级巢穴)的造价现在便宜了 250 金币。</li> <li class="eo">"Involuntary Summons" once again requires "Mage Guild III" to be built.</li> <li>“强制征召”再次需要建造“魔法行会 III”。</li> <li class="eo">"The World is Ours" law Tier reverted to pre-update value: 3 → 5.</li> <li>“天下在我”律法等级回退至更新前数值:3 → 5。</li> </ul> <h4 class="al">虫巢 - Hive</h4> <ul> <li class="eo">Tier 1: Base weekly growth in all cities increased: 21 → 22. All hero starting armies adjusted accordingly.</li> <li>1 阶:所有城镇的基础周增长提升:21 → 22。所有英雄的初始军队相应调整。</li> <li class="eo">Tier 1: Parasite: Damage: 2–3 → 2–4. Speed: 3 → 4.</li> <li>1 阶:寄体:伤害:2–3 → 2–4。速度:3 → 4。</li> <li class="eo">Tier 1: Warden Parasite: Damage: 2–3 → 2–4. Speed: 4 → 5.</li> <li>1 阶:卫寄体:伤害:2–3 → 2–4。速度:4 → 5。</li> <li class="eo">Tier 1: Ravager Parasite: Damage: 2–3 → 2–4. Speed: 5 → 6.</li> <li>1 阶:乱寄体​:伤害:2–3 → 2–4。速度:5 → 6。</li> <li class="eo">Tier 2: Base weekly growth in all cities increased: 13 → 14. All hero starting armies adjusted accordingly.</li> <li>2 阶:所有城镇的基础周增长提升:13 → 14。所有英雄的初始军队相应调整。</li> <li class="eo">Tier 2: Locust: Damage: 3–4 → 3–5.</li> <li>2 阶:恶蝗:伤害:3–4 → 3–5。</li> <li class="eo">Tier 2: Overgrown Locust: Damage: 3–4 → 3–5.</li> <li>2 阶:异恶蝗:伤害:3–4 → 3–5。</li> <li class="eo">Tier 2: Harvester Locust: Damage: 4–4 → 4–5.</li> <li>2 阶:掠恶蝗:伤害:4–4 → 4–5。</li> <li class="eo">Tier 3: Hornet: Damage: 4–7 → 4–9.</li> <li>3 阶:大黄蜂:伤害:4–7 → 4–9。</li> <li class="eo">Tier 3: Chanter: Damage: 4–7 → 4–9.</li> <li>3 阶:咏唱蜂:伤害:4–7 → 4–9。</li> <li class="eo">Tier 3: Stinger: Damage: 4–7 → 4–9.</li> <li>3 阶:尖刺蜂:伤害:4–7 → 4–9。</li> <li class="eo">Tier 4: Scorpion: Attack: 11 → 12. Defense: 11 → 12.</li> <li>4 阶:甲蝎:攻击:11 → 12。防御:11 → 12。</li> <li class="eo">Tier 4: Volcanic Scorpion: Attack: 11 → 12.</li> <li>4 阶:火山甲蝎​:攻击:11 → 12。</li> <li class="eo">Tier 4: Spelaean Scorpion: Defense: 11 → 12. Damage: 11–14 → 12–14.</li> <li>4 阶:洞穴甲蝎​:防御:11 → 12。伤害:11–14 → 12–14。</li> <li class="eo">Tier 6: Health restored by the "Corpse Eater" passive ability: 65 → 120.</li> <li>6 阶:“食尸者”被动技能恢复的生命值:65 → 120。</li> <li class="eo">Tier 7: Hive Queen: Initiative: 7 → 8.</li> <li>7 阶:虫巢女王:主动性:7 → 8。</li> <li class="eo">Buildings: Construction of "Neglected Housing I" (Tier 1 dwelling) is now 500 gold more expensive.</li> <li>建筑:“破败居所 I”(1 级巢穴)的造价现在贵了 500 金币。</li> <li class="eo">Buildings: Construction of "Neglected Housing II" (Tier 1 dwelling) is now 1250 gold more expensive and no longer requires Crystals to build.</li> <li>建筑:“破败居所 II”(1 级巢穴)的造价现在贵了 1250 金币,且不再需要水晶建造。</li> <li class="eo">Buildings: Construction of "Carrion Lair I" (Tier 2 dwelling) is now 500 gold more expensive.</li> <li>建筑:“腐肉虫巢 I”(2 级巢穴)的造价现在贵了 500 金币。</li> <li class="eo">Buildings: Construction of "Carrion Lair II" (Tier 2 dwelling) is now 1750 gold more expensive and no longer requires Crystals to build.</li> <li>建筑:“腐肉虫巢 II”(2 级巢穴)的造价现在贵了 1750 金币,且不再需要水晶建造。</li> <li class="eo">Buildings: Construction of "Paper Nest I" and "Paper Nest II" (Tier 3 dwelling) is now 250 gold more expensive.</li> <li>建筑:“纸巢 I”和“纸巢 II”(3 级巢穴)的造价现在贵了 250 金币。</li> <li class="eo">Buildings: Construction of "Chitinous Ziggurat I" and "Chitinous Ziggurat II" (Tier 4 dwelling) is now 250 gold cheaper.</li> <li>建筑:“​角质巨塔 I”和“​角质巨塔 II”(4 级巢穴)的造价现在便宜了 250 金币。</li> <li class="eo">Buildings: Construction of "Tower of Love I" and "Tower of Love II" (Tier 7 dwelling) is now 2500 gold cheaper.</li> <li>建筑:“爱之塔 I”和“爱之塔 II”(7 级巢穴)的造价现在便宜了 2500 金币。</li> <li class="eo">Buildings: Construction of "Tower of Love II" (Tier 7 dwelling) now requires 5 Wood and Ore.</li> <li>建筑:“爱之塔 II”(7 级巢穴)现在需要 5 木材和矿石。</li> <li class="eo">"Hidden Desires" law Tier increased: 1 → 2.</li> <li>“隐藏的欲望”律法等级提升:1 → 2。</li> <li class="eo">"Focus Reserves" law Tier decreased: 2 → 1.</li> <li>“聚能储备”律法等级降低:2 → 1。</li> <li class="eo">"Natural Selection" law Tier decreased: 4 → 3.</li> <li>“自然选择”律法等级降低:4 → 3。</li> <li class="eo">"Evolve, Adapt, Overcome" law Tier increased: 4 → 5.</li> <li>“进化、适应、克服”律法等级提升:4 → 5。</li> <li class="eo">"Prosper and Flourish" law Tier decreased: 5 → 4.</li> <li>“繁荣昌盛”律法等级降低:5 → 4。</li> </ul> <h4 class="al">法术 - Spells</h4> <h5>日光魔法 - Day Magic</h5> <ul> <li class="eo">"Riposte." Can now be cast on Magical creatures.</li> <li>“反击”。现在可以对魔法生物施放。</li> </ul> <h3>竞技场模式 - Arena Mode</h3> <ul> <li class="eo">Due to the creature balance changes, minor adjustments have also been made in Arena mode. Additionally, the Dungeon faction was underperforming in Arena mode, and to strengthen it we are slightly increasing its army sizes.</li> <li>由于生物平衡性改动,竞技场模式也进行了微调。此外,地牢阵营在竞技场模式中表现不佳,为了加强它,我们略微提升了其军队规模。</li> <li class="eo">The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):</li> <li>提供给玩家的生物数量已变更(数值以“标准/升级”版本给出,格式为“调整前 → 调整后”):</li> </ul> <h5>墓园 - Necropolis</h5> <ul> <li class="eo">Tier 4. Graverobber: 64/44 → 68/46.</li> <li>4 阶:掘墓人:64/44 → 68/46。</li> </ul> <h5>蕈林 - Grove</h5> <ul> <li class="eo">Tier 5. Whisper Whisperer… nah, kidding, Herbomancer: 35/24 → 37/24.</li> <li>5 阶:低语低语者……开玩笑的,植灵巫师:35/24 → 37/24。</li> </ul> <h5>裂渊 - Schism</h5> <ul> <li class="eo">Tier 1. Ra&apos;Shoth: 215/165 → 220/165.</li> <li>1 阶:拉绍斯:215/165 → 220/165。</li> <li class="eo">Tier 2. Cultist: 100/75 → 110/85.</li> <li>2 阶:邪教徒:100/75 → 110/85。</li> </ul> <h5>虫巢 - Hive</h5> <ul> <li class="eo">Tier 1. Parasite: 180/140 → 165/125.</li> <li>1 阶:寄体:180/140 → 165/125。</li> <li class="eo">Tier 2. Locust: 110/85 → 105/80.</li> <li>2 阶:恶蝗:110/85 → 105/80。</li> <li class="eo">Tier 3. Hornet: 70/50 → 65/45.</li> <li>3 阶:大黄蜂:70/50 → 65/45。</li> <li class="eo">Tier 4. Scorpion: 58/40 → 60/42.</li> <li>4 阶:甲蝎:58/40 → 60/42。</li> </ul> <h5>地牢 - Dungeon</h5> <ul> <li class="eo">Tier 1. Troglodyte: 285/220 → 295/230.</li> <li>1 阶:穴居人:285/220 → 295/230。</li> <li class="eo">Tier 2. Infiltrator: 135/100 → 140/105.</li> <li>2 阶:渗透者:135/100 → 140/105。</li> <li class="eo">Tier 4. Minotaur: 50/34 → 52/36.</li> <li>4 阶:牛头怪:50/34 → 52/36。</li> <li class="eo">Tier 5. Medusa: 45/30 → 47/31.</li> <li>5 阶:美杜莎:45/30 → 47/31。</li> <li class="eo">Tier 6. Hydra: 21/13 → 22/14.</li> <li>6 阶:九头蛇:21/13 → 22/14。</li> <li class="eo">Tier 7. Cave Dragon: 9/5 → 10/6.</li> <li>7 阶:洞龙:9/5 → 10/6。</li> </ul></div> 上古纪元#补丁 0.80.18 http://www.heroworld.net/news.php?id=2007 http://www.heroworld.net/news.php?id=2007 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427690 hoe Mon, 01 Jun 2026 16:39:52 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/716780409378046099">https://store.steampowered.com/news/app/3105440/view/716780409378046099</a></p> <p>名词修正已完成……头像MOD的失效的修复见<a href="http://heroworld.gamerhome.com/oe/826.html">原页面</a>。</p> <p>文本包、数据更新……熬不起夜……睡醒再说……</p> <h2>问题修复 - Bug Fixes</h2> <h4 class="al">战斗与生物行为 - Combat and Creature Behavior</h4> <ul> <li class="eo">Ghouls spawned during combat now correctly leave a corpse on the battlefield upon death.</li> <li>战斗中召唤的食尸鬼现在死亡后会正确地在战场上留下尸体。</li> <li class="eo">Fixed a bug where increasing the maximum health of an Energy Phoenix caused its passive ability "Eternal Flame" to malfunction.</li> <li>修复了提升爆能凤凰最大生命值时导致其被动技能『永恒之火』失效的错误。</li> <li class="eo">When creating a copy of a Crystal Iriyad stack, its passive ability "Crystal Thorns" now correctly applies to both the original stack and the copy.</li> <li>复制水晶伊瑞德队伍时,其被动技能『水晶荆棘』现在能正确地应用于原队伍和复制体。</li> <li class="eo">The Naiad passive ability "Embodiment of Water" now correctly grants the stack immunity to the effects of "Ice Bolt" and "Circle of Winter" as intended.</li> <li>水灵的被动技能『水灵凝形』现在能正确地赋予队伍对『冰箭』和『寒冬冰环』效果的免疫。</li> <li class="eo">Fixed a rare bug where the morale debuff from Avatars of War failed to be removed from enemies when two or more of them died simultaneously.</li> <li>修复了当两名或更多战争化身同时死亡时,其对敌人的士气减益未能移除的罕见错误。</li> <li class="eo">Positive and negative effects applied by friendly stacks now correctly expire when the source stack dies.</li> <li>友方队伍施加的正面和负面效果现在在来源队伍死亡时能正确消失。</li> <li class="eo">Fixed a bug where summoned creatures under the effect of max-level "Heavenly Blades" were destroying themselves.</li> <li>修复了处于 4 级『天堂之刃』效果下的召唤生物会自毁的错误。</li> <li class="eo">Creatures with ranged and long-reach attacks surrounded by other stacks now correctly switch to melee attacks while under the effect of "Berserk."</li> <li>被其他队伍包围且具有远程和长距攻击的生物,在『狂暴』效果下现在能正确地切换为近战攻击。</li> <li class="eo">Fixed a rare bug where a stack would skip its turn instead of waiting.</li> <li>修复了队伍跳过回合而非等待的罕见错误。</li> <li class="eo">Fixed a bug where creatures in combat could not trigger the positive Morale effect after waiting.</li> <li>修复了战斗中的生物在等待后无法触发正面士气效果的错误。</li> <li class="eo">Fixed a bug where immunity to the Vampirism mechanic, destruction of summoned creatures, and destruction of temporary stacks was not working correctly.</li> <li>修复了对吸血机制免疫、召唤生物摧毁及临时队伍摧毁功能运作不正常的问题。</li> </ul> <h4 class="al">英雄、技能与法术 - Heroes, Skills, and Spells</h4> <ul> <li class="eo">The Lich ability "Death’s Embrace" now correctly interacts with the "Masterful Despair" spell effect applied by Laura.</li> <li>尸巫的『死亡拥抱』能力现在能正确地与劳拉施加的『精湛绝望』法术效果互动。</li> <li class="eo">Fixed a bug where Spell Power bonuses scaling from the level of Summon Avatar specialist heroes were not working.</li> <li>修复了召唤化身特长英雄的咒力加成随等级提升无效的漏洞。</li> <li class="eo">Fixed a bug where the Grove hero sub-skills "Burst of Energy," "Just One More Time," and "Strong Connection" were incorrectly triggering when using abilities that did not actually consume Focus.</li> <li>修复了蕈林阵营英雄的子技能『能量爆发』、『再来一次』和『羁绊共鸣』在使用实际不消耗专注的能力时错误触发的漏洞。</li> <li class="eo">Fixed the "Revenge" sub-skill of the "Combat" skill — the hero now correctly receives a bonus Heroic Strike after a friendly stack dies.</li> <li>修复了『格斗术』技能的『复仇』子技能——现在友方队伍死亡后,英雄能正确地获得一次额外的英雄打击。</li> <li class="eo">The "One for All" and "All for One" sub-skills no longer incorrectly grant attribute bonuses for corpses on adjacent hexes.</li> <li>『我为人人』和『人人为我』子技能不再错误地为相邻格子上的尸体提供属性加成。</li> <li class="eo">Changes to Spell Power during combat now correctly update the numeric values of active effects and spells.</li> <li>战斗中咒力的变化现在能正确地更新持续效果和法术的数值。</li> <li class="eo">Magic Defense now correctly reduces magic damage from damage-over-time effects.</li> <li>魔法防御现在能正确地减少持续伤害造成的魔法伤害。</li> <li class="eo">Fixed a bug in the effect applied to a hero by the "Shadowflight" spell.</li> <li>修复了『化影飞行』法术施加给英雄的效果错误。</li> <li class="eo">The "Thaumaturgy" skill is no longer offered at the "Wise Owl" map object.</li> <li>『奇术』技能不再通过『智慧猫头鹰』地图物件提供。</li> <li class="eo">Fixed the synergy between the "Fortune’s Favored" Elite class and "As Luck Would Have It" sub-skill, which was causing abnormally high Defense values on creatures.</li> <li>修复了精英职业『​幸运儿』与『命运垂青』子技能之间的联动导致生物防御值异常过高的问题。</li> <li class="eo">Fixed a bug where the Temple faction&apos;s "Chosen One" active ability had no cooldown.</li> <li>修复了圣殿阵营的『天选之人』主动技能没有冷却时间的错误。</li> <li class="eo">Fixed incorrect descriptions of the "Temporal Spheres" spell upgrades.</li> <li>修复了『时间领域』法术升级版的错误描述。</li> </ul> <h4 class="al">漏洞修复 - Exploit Fixes</h4> <ul> <li class="eo">Alt+F4 protection: Reworked the emergency application close system. If a player closes the game via Alt+F4, the system now correctly assigns an automatic loss to that player and a win to their opponent.</li> <li>Alt+F4 保护:重做了紧急关闭应用程序的系统。如果玩家通过 Alt+F4 关闭游戏,系统现在会正确地判该玩家自动认输,对方获胜。</li> <li class="eo">Fixed an exploit that allowed seeing the enemy army placement during the Tactics Phase using a creature with high Speed.</li> <li>修复了利用高速生物在战术阶段窥探敌军布阵的漏洞。</li> <li class="eo">Fixed a bug that allowed dishonestly swapping low-tier creatures for high-tier ones by switching their positions.</li> <li>修复了通过交换位置不诚实地用低级生物置换高级生物的漏洞。</li> </ul> <h4 class="al">攻城与城镇 - Sieges and Cities</h4> <ul> <li class="eo">Fixed a bug where traps created during a siege were not dealing damage to creatures that stepped on them.</li> <li>修复了攻城战中设置的陷阱不会对踩上去的生物造成伤害的错误。</li> <li class="eo">Defensive tower damage during sieges now correctly scales based on the number of buildings in the city.</li> <li>攻城战中防御塔的伤害现在能正确地根据城镇内的建筑数量进行缩放。</li> <li class="eo">Fixed a bug causing a "zero" stack to appear when sending a hero to the "Guild of Six Winds" in a Temple city.</li> <li>修复了在圣殿城镇中将英雄派往『六风公会』时出现『零』数量队伍的错误。</li> </ul> <h4 class="al">多人游戏与界面漏洞 - Multiplayer and UI Bugs</h4> <ul> <li class="eo">Fixed a bug where interacting with a map object in the last second of a player&apos;s timer would lock that object for the rest of the match.</li> <li>修复了在玩家计时最后一秒互动地图物体会导致该物体在本局剩余时间内被锁定的错误。</li> <li class="eo">Fixed a bug where Tier-7 creatures in the diplomacy window were blocking the purchase of all other creatures in that window.</li> <li>修复了外交窗口中 7 阶生物会阻挡购买窗口内所有其他生物的错误。</li> <li class="eo">Fixed incorrect display of a player kicked from a match when reopening the connection issues window.</li> <li>修复了重新打开连接问题窗口时被踢出比赛的玩家显示不正确的问题。</li> <li class="eo">Fixed incorrect display of the current income and point totals for Laws and Astrology when passing the turn in hotseat mode.</li> <li>修复了热座模式下回合结束时律法点和星象点的当前收入和总点数显示错误。</li> <li class="eo">Fixed the Spellbook automatically closing when the opponent performed certain actions.</li> <li>修复了对手执行特定操作时法术书自动关闭的问题。</li> <li class="eo">Fixed incorrect behavior of the hire window when there was insufficient gold to purchase creatures.</li> <li>修复了金币不足购买生物时招募窗口的异常行为。</li> <li class="eo">The tooltip for "Pocket Dimension" now disappears from the screen on its own.</li> <li>『次元袋』的提示框现在会自动从屏幕上消失。</li> <li class="eo">The ~ hotkey (by default) now correctly resumes and stops hero movement.</li> <li>默认快捷键 ~ 现在能正确地恢复和停止英雄移动。</li> <li class="eo">Fixed the objects controlled by Black Player incorrectly marked as controlled by Red Player.</li> <li>修复了黑色玩家控制的物件被错误标记为红色玩家控制的问题。</li> </ul> <h4 class="al">描述修复 - Description Fixes</h4> <ul> <li class="eo">Fixed incorrect numeric values for the Dungeon faction law "Leaders of the Nation."</li> <li>修复了地牢阵营律法『民族领袖』的错误数值。</li> <li class="eo">The Dungeon faction law "Triumvirate’s Agents" now correctly applies only to heroes of that faction, as intended.</li> <li>地牢阵营律法『三巨头的特工』现在能按预期仅适用于该阵营的英雄。</li> <li class="eo">Fixed incorrect values in the description of the Minotaur Vanguard passive ability "Adrenaline Surge."</li> <li>修复了牛头怪先锋(Minotaur Vanguard)被动技能『肾上腺素激增』描述中的错误数值。</li> <li class="eo">Fixed errors in the descriptions of the artifacts "Singing Pan‑Pipe" and "Clenching Ring."</li> <li>修复了宝物『鸣唱排箫』和『咬合指环』描述中的错误。</li> </ul> <h4 class="al">战役与场景 - Campaign and Scenarios</h4> <p><strong>⚠️ 此修复不适用于补丁发布前已进入任务的存档 ⚠️</strong></p> <ul> <li class="eo">The victory screen no longer covers the final story dialogue.</li> <li>胜利画面不再遮挡最后的剧情对话。</li> <li class="eo">Fixed broken quest and event triggers when loading certain missions.</li> <li>修复了读取特定任务时任务和活动触发器失效的问题。</li> <li class="eo">Fixed a bug that locked artifact item slots when carrying them over from one mission to another.</li> <li>修复了跨任务携带宝物时导致物品栏槽位锁定的错误。</li> <li class="eo">The "Restart" button is no longer locked when loading a save.</li> <li>读取存档后『重新开始』按钮不再被锁定。</li> <li class="eo">Autosaves made within the same in-game day no longer overwrite each other — a save number in parentheses is added instead.</li> <li>同一游戏日内的自动存档不再互相覆盖——改为在括号中添加存档编号。</li> </ul> <h4 class="al">界面改进 - UI Improvements</h4> <ul> <li class="eo">Fixed a visual bug with creature movement range display during the tactics phase.</li> <li>修复了战术阶段生物移动范围显示的视觉错误。</li> <li class="eo">Holding Shift on elite class tooltips (in the hero window) now allows you to view details about the skills required to unlock those classes.</li> <li>在英雄窗口中按住 Shift 键查看精英职业提示时,现在可以查看解锁该职业所需的技能详情。</li> <li class="eo">Positive and negative effects applied to heroes and creatures are now significantly more visible.</li> <li>施加给英雄和生物的正面和负面效果现在显著更明显。</li> <li class="eo">Various other visual improvements.</li> <li>其他各种视觉改进。</li> </ul> <h2>平衡性调整 - Balance</h2> <h4 class="al">技能 - Skills</h4> <h5>『召唤化身』 - Summon Avatar</h5> <ul> <li class="eo">The skill has been significantly reworked and now the summoned avatar has its own unique scaling rules.</li> <li>该技能已被大幅重做,现在召唤的化身拥有其独特的成长规则。</li> <li class="eo">The summoned Avatar no longer receives a Defense bonus, and the Attack bonus now scales from the hero&apos;s Spell Power (not from Attack).</li> <li>召唤的化身不再获得防御加成,攻击加成现在随英雄的咒力(而非攻击力)成长。</li> <li class="eo">The Avatar no longer has a regular HP. Instead, it can survive a fixed number of hits: 2, 3, or 4 (depending on skill level).</li> <li>化身不再拥有常规的 HP。取而代之的是,它可以承受固定次数的打击:2次、3次或4次(取决于技能等级)。</li> <li class="eo">The number of hits the Avatar can survive is increased by bonuses that increase creature HP.</li> <li>能增加生物 HP 的加成也会提高化身可承受的打击次数。</li> <li class="eo">The Avatar&apos;s HP cannot be restored during combat via healing spells or abilities.</li> <li>化身的 HP 无法在战斗中使用治疗法术或能力恢复。</li> <li class="eo">Changes to the Avatar&apos;s base stats: Damage increased: 6–6 → 12–12. Initiative decreased: 6 → 5. Speed decreased: 6 → 5.</li> <li>化身基础属性变更:伤害提升:6–6 → 12–12。主动性降低:6 → 5。速度降低:6 → 5。</li> <li class="eo">Changes to stat bonuses (per 1 point of hero Spell Power): HP changed: 12/18/24 → N/A. Damage increased: 6–6/12–12/18–18 → 12–12/18–18/24–24.</li> <li>属性加成变更(每 1 点英雄咒力):HP 变更:12/18/24 → 无。伤害提升:6–6/12–12/18–18 → 12–12/18–18/24–24。</li> <li class="eo">Restriction: the Avatar can no longer be copied using the "Mirror Copy" spell.</li> <li>限制:化身不能再通过『镜像复制』法术进行复制。</li> </ul> <h5>子技能更新 - Sub-skill updates</h5> <ul> <li class="eo">"Avatar of Fury": now increases the summoned Avatar&apos;s Damage by 25%. The bonus is doubled if the hero has the "Leadership" skill.</li> <li>『愤怒化身』:现在使召唤化身的伤害提高 25%。如果英雄拥有『领导力』技能,则加成翻倍。</li> <li class="eo">"Avatar of Toughness": now allows the Avatar to survive one additional hit. The bonus is doubled if the hero has the "Defense" skill.</li> <li>『坚韧化身』:现在允许化身额外承受一次打击。如果英雄拥有『防御』技能,则加成翻倍。</li> </ul> <h5>『低语』 - Murmuring</h5> <ul> <li class="eo">Expert-level sub-skills have been significantly reworked.</li> <li>专家级子技能已被大幅重做。</li> <li class="eo">"Just One More Time." The cooldown reduction for all spells in the Spellbook when using Focus has been increased: 1 → 2 rounds.</li> <li>『再来一次』:使用专注时,法术书中所有法术的冷却缩减提升:1 → 2 回合。</li> <li class="eo">"Burst of Energy." The bonus Damage to the Heroic Strike has been increased from 5% to 15%, but it now only lasts until the end of the current round.</li> <li>『能量爆发』:对英雄打击的伤害加成从 5% 提升至 15%,但现在只持续到当前回合结束。</li> <li class="eo">"Strong Connection." The hero attribute bonus has been increased from 1 to 2, but now only lasts until the end of the current round.</li> <li>『羁绊共鸣』:英雄属性加成从 1 提升至 2,但现在只持续到当前回合结束。</li> </ul> <h5>『正当之力』 - Righteousness</h5> <ul> <li class="eo">Sub-skill "Chosen One." Stat bonuses granted to a creature from the hero&apos;s attributes have been reduced: 100% → 50%.</li> <li>子技能『天选之人』:从英雄属性中获得给予生物的属性加成降低:100% → 50%。</li> <li class="eo">Sub-skill "Strong Faith." The bonus to additional attribute per round when a stack dies has been reduced: 2 → 1.</li> <li>子技能『坚定信仰』:队伍死亡时每回合获得的额外属性加成降低:2 → 1。</li> </ul> <h5>『巫术』 - Sorcery</h5> <ul> <li class="eo">Sub-skill "Piercing Spells." Magic resistance ignored on targets has been increased: 20% → 25%.</li> <li>子技能『穿刺法术』:忽略目标的魔法抗性提升:20% → 25%。</li> <li class="eo">Sub-skill "Magical Influence" has been replaced by a new sub-skill "Summoning Sorcery": All summoned creatures in battle gain +25% health and deal +25% damage.</li> <li>子技能『魔法影响』已被替换为新子技能『召唤巫术』:战斗中所有召唤生物获得 +25% 生命值和 +25% 伤害。</li> </ul> <h5>『启迪术』 - Insight</h5> <ul> <li class="eo">Sub-skill "Civic Innovation." Bonus Law points: 100% → 30%.</li> <li>子技能『市政创新』:律法点数加成:100% → 30%。</li> </ul> <h5>『进攻术』 - Offense</h5> <ul> <li class="eo">Bonus damage from regular attacks reduced: 15/20/25% → 10/15/20%.</li> <li>普通攻击的额外伤害降低:15/20/25% → 10/15/20%。</li> </ul> <h5>『防御术』 - Defense</h5> <ul> <li class="eo">Damage reduction from regular attacks reduced: 15/20/25% → 10/15/20%.</li> <li>普通攻击的伤害减免降低:15/20/25% → 10/15/20%。</li> </ul> <h4 class="al">英雄特长 - Hero Specializations</h4> <ul> <li class="eo">Spell specialists have been slightly buffed. They now gain 1 additional Spell Power for their spell for every 2 hero levels (previously every 3 levels). Affected heroes:</li> <li>法术特长英雄略微增强。现在每 2 级英雄等级为其法术提供 1 点额外咒力(之前是每 3 级)。受影响的英雄:</li> <li class="eo">Haven: Julius, Vesper, Anastasia the Meek, Nadir.</li> <li>圣殿:朱利叶斯、维斯珀、温柔的阿纳斯塔西娅、纳迪尔。</li> <li class="eo">Necropolis: Marl, Laura, Lord Rufus.</li> <li>墓园:马尔、劳拉、鲁弗斯勋爵。</li> <li class="eo">Grove: Old Pilgrim, Faleor, Aeliniel, Glacia, Vim, Halon, Echolily, Sullie.</li> <li>蕈林:老朝圣者、费列尔、艾莉尼尔、格拉西亚、维姆、哈隆、艾可莉莉、苏莉。</li> <li class="eo">Schism: Changeling Urgo, Ra&apos;Davok, Sister Keiri.</li> <li>裂渊:变形怪乌尔戈、拉·达沃克、修女凯莉。</li> <li class="eo">Hive: Mila.</li> <li>虫巢:米拉。</li> <li class="eo">Dungeon: Tellaris the Betrayed, Sister Deira.</li> <li>地牢:受叛者​泰拉里斯、​修女黛拉。</li> <li class="eo">Diplomat heroes have been slightly buffed. The base diplomacy power bonus has been increased from +5% to +10%. They also now gain +1% to persuasion power for every 3 hero levels (previously every 4 levels). Affected heroes:</li> <li>外交英雄略微增强。基础外交力量加成从 +5% 提升至 +10%。现在每 3 级英雄等级获得 +1% 说服力量(之前是每 4 级)。受影响的英雄:</li> <li class="eo">Necropolis: King‑of‑Kings.</li> <li>墓园:万王之王。</li> <li class="eo">Grove: Alluring Sh&apos;a.</li> <li>蕈林:迷人的莎阿。</li> <li class="eo">Dungeon: Ylwari.</li> <li>地牢:伊尔瓦里。</li> <li class="eo">Morale specialists have been slightly nerfed. The additional morale trigger chance now increases by 1% for every 6 hero levels (previously every 4 levels). Affected heroes:</li> <li>士气特长英雄略微削弱。额外的士气触发几率现在每 6 级英雄等级提升 1%(之前是每 4 级)。受影响的英雄:</li> <li class="eo">Temple: Aeos the Exalted.</li> <li>圣殿:尊贵的艾欧丝。</li> <li class="eo">Hive: Goldentongue.</li> <li>虫巢:戈登唐恩。</li> <li class="eo">Physical damage specialists have been nerfed. Base and specialized stack damage now increases by 1% for every 4 hero levels (previously every 2 levels). Affected heroes:</li> <li>物理伤害特长英雄被削弱。基础和特长队伍伤害现在每 4 级英雄等级提升 1%(之前是每 2 级)。受影响的英雄:</li> <li class="eo">Necropolis: Bulwark.</li> <li>墓园:布沃克。</li> <li class="eo">Grove: Gorel Spearhead.</li> <li>蕈林:戈雷尔·矛头。</li> <li class="eo">Schism: Grellekh the Betrayer, Icequeen Hel’Ghat.</li> <li>裂渊:叛徒格雷列克、冰后赫尔嘉特。</li> <li class="eo">Hive: Niev.</li> <li>虫巢:妮耶芙。</li> <li class="eo">Magic Damage specialists have been buffed. Magic damage now increases by 1% for every hero level (previously every 2 levels). Affected heroes:</li> <li>魔法伤害特长英雄增强。魔法伤害现在每 1 级英雄等级提升 1%(之前是每 2 级)。受影响的英雄:</li> <li class="eo">Schism: Blackhorn.</li> <li>裂渊:布莱克霍。</li> <li class="eo">Dungeon: Zakron the Great.</li> <li>地牢:伟大的扎​​克伦。</li> <li class="eo">Lord Edgar (Temple) has been nerfed. Bonus attack and Defense granted to creatures from the hero&apos;s attributes reduced: "20% + 5% per 6 hero levels" → "10% + 5% per 6 hero levels."</li> <li>埃德加领主被削弱。从英雄属性中给予生物的额外攻击和防御加成降低:『20% + 每 6 级 5%』 → 『10% + 每 6 级 5%』。</li> <li class="eo">Aeliniel (Grove) has been buffed. Additional duration of Firewall increased: +1 → +2 rounds.</li> <li>艾莉尼尔增强。火墙的额外持续时间增加:+1 → +2 回合。</li> <li class="eo">Tarius and Funerella (Necropolis) have been buffed. They now gain a 2% bonus to Necromancy power for every 5 hero levels (previously 1%).</li> <li>塔里乌斯和芙涅瑞拉增强。现在每 5 级英雄等级获得 2% 招魂术力量加成(之前是 1%)。</li> <li class="eo">Tavi (Hive) is now a Magic hero, and Pauper (Hive) is now a Might hero.</li> <li>塔维现在是魔法英雄,而珀珀现在是力量英雄。</li> </ul> <h4 class="al">初始法术变更 - Starting Spell Changes</h4> <h5>圣殿 - Temple</h5> <ul> <li class="eo">Heretic Avis: Started with no spell → "Groundsight."</li> <li>异端艾维斯:初始无法术 → 『地视』。</li> <li class="eo">Pip: "Early Start" → "Clear Fog."</li> <li>皮普:『先行一步』 → 『清除迷雾』。</li> <li class="eo">Lia the Untethered One: "From a Bird’s Eye" → "Inner Light."</li> <li>无拘者莉亚:『鸟瞰』 → 『内在之光』。</li> <li class="eo">Clarissa: "Energize" → "From a Bird’s Eye."</li> <li>克拉丽莎:『激发』 → 『鸟瞰』。</li> </ul> <h5>墓园 - Necropolis</h5> <ul> <li class="eo">Zam: Started with no spell → "Primordial Chaos."</li> <li>扎姆:初始无法术 → 『原初混沌』。</li> <li class="eo">Adhan: "Silence" → "Shade Cloak."</li> <li>阿丹:『沉默』 → 『阴影斗篷』。</li> <li class="eo">Ethric: "Shade Cloak" → "Song of Power."</li> <li>埃斯里克:『阴影斗篷』 → 『力量之歌』。</li> <li class="eo">Guildmaster Klastor: "Read Minds" → "Naira&apos;s Veil."</li> <li>公会长克拉斯托:『读心术』 → 『奈拉的面纱』。</li> <li class="eo">Shadespinner Oona: "Sleep" → "Umbral Grip."</li> <li>影纺者乌娜:『催眠』 → 『幽暗之握』。</li> <li class="eo">Funerella: "Shackles" → "Read Minds."</li> <li>芙涅瑞拉:『镣铐』 → 『读心术』。</li> </ul> <h5>蕈林 - Grove</h5> <ul> <li class="eo">Eith: "From a Bird’s Eye" → no spell.</li> <li>艾斯:『鸟瞰』 → 无法术。</li> <li class="eo">Mreowa: Started with no spell → "Berserk."</li> <li>喵瓦:初始无法术 → 『狂暴』。</li> <li class="eo">Elder Tss&apos;kish: "Song of Power" → "Energize."</li> <li>茨基什长老:『力量之歌』 → 『激发』。</li> </ul> <h5>裂渊 - Schism</h5> <ul> <li class="eo">Important! Since all heroes of this faction are hybrids between Might and Magic, each of them now receives a starting spell. In addition, their starting army sizes have been averaged and no longer depend on the hero&apos;s specific class.</li> <li>重要!由于该阵营所有英雄都是力量与魔法的混合体,现在每个人都会获得一个初始法术。此外,他们的初始军队规模已标准化,不再取决于英雄的具体职业。</li> <li class="eo">Nihil: Started with no spell → "Energize."</li> <li>奈虚:初始无法术 → 『激发』。</li> <li class="eo">Blackhorn: Started with no spell → "Ice Bolt."</li> <li>布莱克霍:初始无法术 → 『冰箭』。</li> <li class="eo">Matastala the White: Started with no spell → "Optical Illusion."</li> <li>苍白玛塔斯塔拉:初始无法术 → 『光学幻象』。</li> <li class="eo">Jänhei: Started with no spell → "Early Start."</li> <li>延海:初始无法术 → 『先行一步』。</li> <li class="eo">Mara Mat’ha: Started with no spell → "Unnatural Calm."</li> <li>玛拉玛萨:初始无法术 → 『异常平静』。</li> <li class="eo">The Iron Master: Started with no spell → "Silence."</li> <li>铁大师:初始无法术 → 『沉默』。</li> <li class="eo">Changeling Urgo: no spell → "Shackles."</li> <li>变形怪乌尔戈:无法术 → 『镣铐』。</li> <li class="eo">Martyr Tho: Started with no spell → "Assemble!"</li> <li>殉道者索:初始无法术 → 『集结!』。</li> <li class="eo">Grellekh the Betrayer: "Blessing" → "Enlarge Shadow."</li> <li>叛徒格雷列克:『祝福』 → 『阴影扩散』。</li> <li class="eo">Icequeen Hel&apos;Ghat: "Ice Bolt" → "Shorten Shadow."</li> <li>冰后赫尔嘉特:『冰箭』 → 『缩减阴影』。</li> <li class="eo">Kwinri: "Groundsight" → "Riposte."</li> <li>奎里:『地视』 → 『反击』。</li> <li class="eo">Eye Collective: "Wean" → "Reinforcements."</li> <li>眼目集合体:『断援』 → 『增援』。</li> <li class="eo">Tölketh: "Reinforcement" → "Circle of Winter."</li> <li>托尔凯斯:『增援』 → 『寒冬冰环』。</li> <li class="eo">Ulkuth: "Unnatural Calm" → "From a Bird’s Eye."</li> <li>乌尔库斯:『异常平静』 → 『鸟瞰』。</li> <li class="eo">Dhüvri: "Blink" → "Thick Hide."</li> <li>杜芙莉:『传送』 → 『厚皮』。</li> </ul> <h5>虫巢 - Hive</h5> <ul> <li class="eo">Nor: "Impending Fate" → no spell.</li> <li>诺尔:『宿命』 → 无法术。</li> <li class="eo">Pauper: "Fireball" → no spell.</li> <li>珀珀:『火球』 → 无法术。</li> <li class="eo">Leira: "Vulnerability" → "Wean."</li> <li>莱拉:『易伤』 → 『断援』。</li> <li class="eo">Khariset: "Anti-Magic" → "Fireball."</li> <li>卡瑞瑟斯:『反魔法』 → 『火球』。</li> <li class="eo">Tavi: Started with no spell → "Anti-Magic."</li> <li>塔维:初始无法术 → 『反魔法』。</li> </ul> <h5>地牢 - Dungeon</h5> <ul> <li class="eo">Creta, Daughter of Navarr: "Groundsight" → "Mind Reading."</li> <li>克里塔,纳瓦尔之女:『地视』 → 『读心术』。</li> <li class="eo">Gleard the Grey: "Shackles" → "Temporal Spheres."</li> <li>灰白格利尔德:『镣铐』 → 『时间领域』。</li> <li class="eo">Kelarr, Son of Navarr: "Groundsight" → "Wean."</li> <li>凯拉尔,纳瓦尔之子:『地视』 → 『断援』。</li> <li class="eo">Glastor: "Thick Hide" → "Clear Fog."</li> <li>格拉斯托:『厚皮』 → 『清除迷雾』。</li> </ul> <h4 class="al">初始技能变更 - Starting Skill Changes</h4> <h5>圣殿 - Temple</h5> <ul> <li class="eo">Vesper: "Daylight Magic" → "Battle Magic."</li> <li>维斯珀:『日光魔法』 → 『战斗魔法』。</li> </ul> <h5>墓园 - Necropolis</h5> <ul> <li class="eo">Zam: "Battlecraft" → "Recruitment."</li> <li>扎姆:『战斗技巧』 → 『募兵术』。</li> <li class="eo">Adhan: "Recruitment" → "Battlecraft."</li> <li>阿丹:『募兵术』 → 『战斗技巧』。</li> <li class="eo">Funerella: Advanced "Necromancy" → Basic "Necromancy" and "Summon Avatar."</li> <li>芙涅瑞拉:高级『招魂术』 → 初级『招魂术』和『召唤化身』。</li> </ul> <h5>蕈林 - Grove</h5> <ul> <li class="eo">Mreowa: "Sorcery" → "Combat."</li> <li>喵瓦:『巫术』 → 『格斗术』。</li> </ul> <h5>地牢 - Dungeon</h5> <ul> <li class="eo">Motley: "Luck" → "Recruitment."</li> <li>莫特利:『幸运术』 → 『募兵术』。</li> </ul> <h5>虫巢 - Hive</h5> <ul> <li class="eo">Pauper: "Battle Magic" → "Luck."</li> <li>珀珀:『战斗魔法』 → 『幸运术』。</li> <li class="eo">Oriax: "Summon Avatar" → "Recruitment."</li> <li>奥莉娅克丝:『召唤化身』 → 『募兵术』。</li> </ul> <h4 class="al">法术 - Spells</h4> <h5>日光魔法 - Daylight Magic</h5> <ul> <li class="eo">"Healing Water." Base HP restored increased: 25/25/25/25 → 50/50/50/50.</li> <li>『疗愈之水』:基础恢复 HP 提升:25/25/25/25 → 50/50/50/50。</li> <li class="eo">"Inner Light." Base reduction to negative effect duration changed: −2/−3/−3/−3 → −2/−4/−4/−4.</li> <li>『内在之光』:负面效果持续时间的基础减少量变更:−2/−3/−3/−3 → −2/−4/−4/−4。</li> <li class="eo">"Vengeance": Base Damage dealt reduced: 100/100/100/100 → 60/60/60/60. Damage scaling from Spell Power reduced: 20/20/30/30 → 15/15/20/20.</li> <li>『复仇』:造成的基础伤害降低:100/100/100/100 → 60/60/60/60。基于咒力的伤害缩放降低:20/20/30/30 → 15/15/20/20。</li> <li class="eo">"Judgement." Base damage dealt changed: 200/300/300/300 → 200/400/400/400.</li> <li>『圣裁』:造成的基础伤害变更:200/300/300/300 → 200/400/400/400。</li> </ul> <h5>暗影魔法 - Nightshade Magic</h5> <ul> <li class="eo">"Web." Casting cost reduced: 11 → 9.</li> <li>『蛛网』:施法消耗降低:11 → 9。</li> <li class="eo">"Umbral Grip." Damage scaling from Spell Power increased: 8/12/16/16 → 10/15/20/20.</li> <li>『幽暗之握』:基于咒力的伤害缩放提升:8/12/16/16 → 10/15/20/20。</li> <li class="eo">"Summon Star Children": Base number of summoned creatures increased: 4/4/4/4 → 8/8/8/8. Number of summoned creatures scaling from Spell Power reduced: 2/2/2/3 → 1/1/1/2.</li> <li>『召唤星之子』:召唤生物的基础数量提升:4/4/4/4 → 8/8/8/8。基于咒力的召唤生物数量缩放降低:2/2/2/3 → 1/1/1/2。</li> <li class="eo">"Naira&apos;s Kiss": Base Damage dealt reduced: 200/300/300/300 → 150/200/200/200. Damage scaling from Spell Power reduced: 20/20/30/30 → 15/15/20/20.</li> <li>『奈拉之吻』:造成的基础伤害降低:200/300/300/300 → 150/200/200/200。基于咒力的伤害缩放降低:20/20/30/30 → 15/15/20/20。</li> </ul> <h5>奥术魔法 - Arcane Magic</h5> <ul> <li class="eo">"Shackles." Casting cost reduced: 9 → 6.</li> <li>『镣铐』:施法消耗降低:9 → 6。</li> <li class="eo">"Mirror Copy." Casting cost reduced: 24 → 20.</li> <li>『镜像复制』:施法消耗降低:24 → 20。</li> <li class="eo">"Impending Fate." Damage per target level changed: 20/25/35/35 → 20/30/45/45.</li> <li>『宿命』:每目标等级伤害变更:20/25/35/35 → 20/30/45/45。</li> <li class="eo">"Reality Distortion." Casting cost reduced: 21 → 15.</li> <li>『扭曲现实』:施法消耗降低:21 → 15。</li> </ul> <h5>原始魔法 - Primal Magic</h5> <ul> <li class="eo">"Wean." Base reduction to positive effect duration increased: −1/−2/−2/−2 → −2/−4/−4/−4.</li> <li>『断援』:正面效果持续时间的基础减少量提升:−1/−2/−2/−2 → −2/−4/−4/−4。</li> <li class="eo">"Ice Bolt." Initiative reduction on target increased: 2 → 3.</li> <li>『冰箭』:目标的主动性降低提升:2 → 3。</li> <li class="eo">"Firewall." Base damage dealt increased: 60/60/90/90 → 80/80/120/120.</li> <li>『火墙』:造成的基础伤害提升:60/60/90/90 → 80/80/120/120。</li> <li class="eo">"Anti-Magic." Casting cost reduced: 18 → 16.</li> <li>『反魔法』:施法消耗降低:18 → 16。</li> <li class="eo">"Summon Primal Remnant": Base number of summoned creatures increased: 6/6/6/6 → 12/12/12/12. Number of summoned creatures scaling from Spell Power reduced: 2/2/2/3 → 1/1/1/2.</li> <li>『召唤原初遗存』:召唤生物的基础数量提升:6/6/6/6 → 12/12/12/12。基于咒力的召唤生物数量缩放降低:2/2/2/3 → 1/1/1/2。</li> <li class="eo">"Armageddon": Base Damage dealt increased: 100/200/300/300 → 150/250/350/350. Damage scaling from Spell Power increased: 10/10/10/20 → 15/15/15/25.</li> <li>『末日审判』:造成的基础伤害提升:100/200/300/300 → 150/250/350/350。基于咒力的伤害缩放提升:10/10/10/20 → 15/15/15/25。</li> </ul> <h5>中立魔法 - Neutral Magic</h5> <ul> <li class="eo">"Magic Arrow." All damage is now dealt across three consecutive strikes.</li> <li>『魔法箭』:所有伤害现在分三次连续打击结算。</li> </ul> <h4 class="al">宝物 - Artifacts</h4> <ul> <li class="eo">Ring of Neutrality: Rarity: Epic → Rare. Effect reworked: the artifact now only neutralizes Luck (instead of both Luck and Morale previously).</li> <li>中立之戒:稀有度:史诗 → 稀有。效果重做:该宝物现在仅中和运气(而非之前的运气和士气)。</li> <li class="eo">Monster Head: Rarity: Common → Rare. Effect reworked: the artifact now neutralizes the Morale of all stacks in combat.</li> <li>怪物头颅:稀有度:普通 → 稀有。效果重做:该宝物现在中和战斗中所有的士气。</li> <li class="eo">Sixth Finger: Enemy Morale and Luck reduction reduced: 2 → 1.</li> <li>第六指:敌方士气与运气降低减少:2 → 1。</li> <li class="eo">"Ethereal Knowledge" set: 2-artifact bonus weakened: bonus XP gained by the hero 100% → 50%. 4-artifact bonus changed: it now increases the duration of all applied effects by 8 rounds (previously they lasted indefinitely until the end of combat).</li> <li>『超凡知识』套装:2件套装加成削弱:英雄获得的额外经验值 100% → 50%。4件套装加成变更:现在将所有施加效果的时间延长 8 回合(之前是持续到战斗结束)。</li> </ul> <h4 class="al">阵营:生物、建筑、潘多拉魔盒等 - Factions: Creatures, Buildings, Pandora&apos;s Boxes, and More</h4> <ul> <li class="eo">During our analysis of game statistics, we found that some passive abilities were incorrectly accounted for during the initial balancing process (for example, the "Parry" creature passive). As a result, some creatures were over-tuned and have been adjusted downward.</li> <li>在分析游戏统计数据时,我们发现一些被动能力在初始平衡过程中被错误计算(例如生物的『招架』被动)。因此,一些生物数值过高,现已向下调整。</li> <li class="eo">We also made a large number of targeted stat adjustments. These are mainly aimed at buffing upgraded versions of creatures that, according to collected data, were underperforming compared to their base versions.</li> <li>我们还进行了大量针对性的属性调整。这些主要针对升级版生物,根据收集的数据显示,它们相比基础版表现不佳。</li> </ul> <h4 class="al">潘多拉魔盒 - Pandora&apos;s Boxes</h4> <ul> <li class="eo">The number of creatures players can receive from Pandora&apos;s Boxes has been adjusted. Values are given for standard/upgraded versions in "before → after" format:</li> <li>玩家从潘多拉魔盒中获得的生物数量已调整。数值以『标准/升级』版本给出,格式为『调整前 → 调整后』:</li> </ul> <h5>圣殿 - Temple</h5> <ul> <li class="eo">Tier 3, Griffin: 22/16 → 26/18.</li> <li>3 阶,狮鹫:22/16 → 26/18。</li> </ul> <h5>墓园 - Necropolis</h5> <ul> <li class="eo">Tier 1, Skeleton: 80/60 → 65/50.</li> <li>1 阶,骷髅:80/60 → 65/50。</li> <li class="eo">Tier 2, Wight: 40/30 → 45/35.</li> <li>2 阶,阴魂:40/30 → 45/35。</li> <li class="eo">Tier 3, Undead Pet: 46/32 → 50/35.</li> <li>3 阶,亡灵犬:46/32 → 50/35。</li> <li class="eo">Tier 5, Lich: 33/23 → 27/18.</li> <li>5 阶,尸巫:33/23 → 27/18。</li> <li class="eo">Tier 7, Vampire: 17/11 → 16/10.</li> <li>7 阶,吸血鬼:17/11 → 16/10。</li> </ul> <h5>蕈林 - Grove</h5> <ul> <li class="eo">Tier 2, Hoplet: 25/20 → 30/20.</li> <li>2 阶,酒花萤:25/20 → 30/20。</li> <li class="eo">Tier 3, Root Iryad: 24/16 → 28/20.</li> <li>3 阶,伊瑞德:24/16 → 28/20。</li> <li class="eo">Tier 4, Naiad: 21/15 → 24/17.</li> <li>4 阶,水灵:21/15 → 24/17。</li> <li class="eo">Tier 5, Herbomancer: 15/11 → 17/12.</li> <li>5 阶,植灵巫师:15/11 → 17/12。</li> <li class="eo">Tier 6, Qilin: 11/7 → 12/8.</li> <li>6 阶,麒麟:11/7 → 12/8。</li> </ul> <h5>裂渊 - Schism</h5> <ul> <li class="eo">Tier 1, Ra’shoth: 45/35 → 35/30.</li> <li>1 阶,拉绍斯:45/35 → 35/30。</li> <li class="eo">Tier 3, Aga&apos;shoth Rider: 26/18 → 32/23.</li> <li>3 阶,阿加绍斯骑手:26/18 → 32/23。</li> <li class="eo">Tier 4, Great shoth: 17/12 → 20/14.</li> <li>4 阶,巨绍斯:17/12 → 20/14。</li> <li class="eo">Tier 5, Concubus: 20/13 → 22/15.</li> <li>5 阶,魅魔:20/13 → 22/15。</li> </ul> <h5>虫巢 - Hive</h5> <ul> <li class="eo">Tier 1, Parasite: 35/30 → 40/30.</li> <li>1 阶,寄体:35/30 → 40/30。</li> <li class="eo">Tier 2, Locust: 30/20 → 35/25.</li> <li>2 阶,恶蝗:30/20 → 35/25。</li> <li class="eo">Tier 3, Hornet: 24/18 → 30/22.</li> <li>3 阶,大黄蜂:24/18 → 30/22。</li> <li class="eo">Tier 4, Scorpion: 26/18 → 29/20.</li> <li>4 阶,甲蝎:26/18 → 29/20。</li> <li class="eo">Tier 5, Ravager: 14/10 → 15/10.</li> <li>5 阶,煞虫:14/10 → 15/10。</li> <li class="eo">Tier 6, Gutbeast: 12/8 → 13/8.</li> <li>6 阶,魔蠕:12/8 → 13/8。</li> </ul> <h4 class="al">圣殿 - Temple</h4> <ul> <li class="eo">Tier 4: Lightweaver: Attack: 10 → 11. Defense: 10 → 11.</li> <li>4 阶:织光者:攻击:10 → 11。防御:10 → 11。</li> <li class="eo">Tier 4: Hierophantess: Defense: 15 → 16. Initiative: 4 → 6.</li> <li>4 阶:圣光师:防御:15 → 16。主动性:4 → 6。</li> <li class="eo">Tier 4: Sun Herald: Attack: 15 → 16. Damage: 11–17 → 11–18. Initiative: 4 → 5.</li> <li>4 阶:圣阳使:攻击:15 → 16。伤害:11–17 → 11–18。主动性:4 → 5。</li> <li class="eo">Tier 6: Inquisitor. Health: 95 → 90.</li> <li>6 阶:审判官。生命值:95 → 90。</li> <li class="eo">Tier 6: Punisher: Health: 95 → 90. Damage: 22–32 → 23–33.</li> <li>6 阶:惩罚者:生命值:95 → 90。伤害:22–32 → 23–33。</li> <li class="eo">Tier 7: Archangel. Gained the "Duelist" passive, same as the Apotheosis.</li> <li>7 阶:大天使。获得了与极天使相同的『决斗者』被动。</li> <li class="eo">Tier 7: Apotheosis. Defense: 30 → 35.</li> <li>7 阶:极天使。防御:30 → 35。</li> <li class="eo">Buildings: Construction of "Chapel of Dawn I" and "Chapel of Dawn II" (Tier 4 dwelling) is now 250 gold more expensive.</li> <li>建筑:『光露教堂 I』和『光露教堂 II』(4 级巢穴)的造价现在贵了 250 金币。</li> <li class="eo">Buildings: Construction of "Basilica of the Limit I" (Tier 6 dwelling) is now 500 gold cheaper.</li> <li>建筑:『临界圣殿 I』(6 级巢穴)的造价现在便宜了 500 金币。</li> <li class="eo">Buildings: Building "Hippodrome I" (Tier 5 dwelling) now requires "Griffin Kennel I" (Tier 3 dwelling) instead of "Hawkery I" (Tier 2 dwelling). Construction of both versions of the dwelling is now 500 gold cheaper.</li> <li>建筑:『竞技场 I』(5 级巢穴)现在需要『狮鹫巢穴 I』(3 级巢穴)而非『鹰舍 I』(2 级巢穴)。该巢穴的两个版本造价现在都便宜了 500 金币。</li> </ul> <h4 class="al">墓园 - Necropolis</h4> <ul> <li class="eo">Tier 2: Wight. Initiative: 7 → 5.</li> <li>2 阶:阴魂。主动性:7 → 5。</li> <li class="eo">Tier 2: Spirit. Initiative: 9 → 7.</li> <li>2 阶:幽灵。主动性:9 → 7。</li> <li class="eo">Tier 2: Phantom. Initiative: 8 → 6.</li> <li>2 阶:幻鬼。主动性:8 → 6。</li> <li class="eo">Tier 3. Barghest: Attack: 8 → 4. The "Call the Pack" ability no longer ends the stack&apos;s turn. Its effectiveness has been reduced from 25% to 20%.</li> <li>3 级。血魔犬:攻击:8 → 4。『召唤狼群』能力不再结束队伍回合。效果从 25% 降低至 20%。</li> <li class="eo">Tier 4: Graverobber: Defense: 9 → 10. Damage: 6–8 → 6–9.</li> <li>4 阶:劫墓者:防御:9 → 10。伤害:6–8 → 6–9。</li> <li class="eo">Tier 4: Death Merchant: Defense: 9 → 10. Damage: 7–9 → 7–10. "Dig Up Bones" ability. Number of summoned skeletons scaling from stack size reduced: 2 → 3. "Catch Memories" ability. Number of summoned Wights scaling from stack size reduced: 2 → 1. Ability casting cost reduced: 3 → 2.</li> <li>4 阶:贩亡人:防御:9 → 10。伤害:7–9 → 7–10。『挖掘遗骨』能力。基于队伍规模的召唤骷髅数量缩放从 2 变为 3。『诱捕记忆』能力。基于队伍规模的召唤阴魂数量缩放从 2 变为 1。能力施法消耗降低:3 → 2。</li> <li class="eo">Tier 4: Kennel Master: Attack: 12 → 13. Defense: 13 → 10. Damage: 6–8 → 6–9. Speed: 5 → 6.</li> <li>4 阶:驭犬师:攻击:12 → 13。防御:13 → 10。伤害:6–8 → 6–9。速度:5 → 6。</li> <li class="eo">Tier 5: Lich: "Death Rewind" ability. Health restored changed: 60 + 10 × stack size → 20 + 10 × stack size.</li> <li>5 阶:尸巫:『死亡回溯』能力。恢复生命值变更:60 + 10 × 队伍规模 → 20 + 10 × 队伍规模。</li> <li class="eo">Tier 5: Crimson Lich: "Death Rewind" ability. Health restored changed: 60 + 15 × stack size → 40 + 20 × stack size.</li> <li>5 阶:血色尸巫:『死亡回溯』能力。恢复生命值变更:60 + 15 × 队伍规模 → 40 + 20 × 队伍规模。</li> <li class="eo">Tier 7. Scholar Vampire: stack abilities no longer end its turn. "Corpse Explosion" ability replaced by new ability "Blood Cleanse": removes all negative effects from a chosen friendly stack.</li> <li>7 阶:吸血鬼学者:队伍能力不再结束回合。『尸爆』能力被替换为新能力『血液净化』:移除选定友方队伍的所有负面效果。</li> <li class="eo">Buildings: Construction of "Bone Exchange II" (Tier 4 dwelling) is now 250 gold more expensive.</li> <li>建筑:『骸骨交易所 II』(4 级巢穴)的造价现在贵了 250 金币。</li> <li class="eo">Law "Elite Liches." Bonus to Lich healing ability power: 100% → 50%.</li> <li>律法『精锐尸巫』:对尸巫治疗能力的加成:100% → 50%。</li> </ul> <h4 class="al">蕈林 - Grove</h4> <ul> <li class="eo">Tier 1. Base weekly growth in all cities increased: 12 → 13. All hero starting armies adjusted accordingly.</li> <li>1 阶:所有城镇的基础周增长提升:12 → 13。所有英雄的初始军队相应调整。</li> <li class="eo">Tier 1. Faun. Initiative: 5 → 4.</li> <li>1 阶:法翁。主动性:5 → 4。</li> <li class="eo">Tier 1. Faun Archer. Initiative: 6 → 5.</li> <li>1 阶:法翁射手。主动性:6 → 5。</li> <li class="eo">Tier 1. Faun Swordswoman. Initiative: 7 → 6.</li> <li>1 阶:法翁战士。主动性:7 → 6。</li> <li class="eo">Tier 2. Base weekly growth in all cities increased: 8 → 9. All hero starting armies adjusted accordingly.</li> <li>2 阶:所有城镇的基础周增长提升:8 → 9。所有英雄的初始军队相应调整。</li> <li class="eo">Tier 2. Sunset Hoplet. "Bloom" ability. Spell Power bonus until end of round reduced: 3 → 2.</li> <li>2 阶:黄昏酒花萤。『盛放』能力。直到回合结束的咒力加成降低:3 → 2。</li> <li class="eo">Tier 3: Root Iryad: Attack: 4 → 6. Defense: 10 → 11.</li> <li>3 阶:藤蔓伊瑞德:攻击:4 → 6。防御:10 → 11。</li> <li class="eo">Tier 3: Mushroom Iryad: Attack: 4 → 6. Defense: 10 → 11. Initiative: 2 → 3.</li> <li>3 阶:真菌伊瑞德:攻击:4 → 6。防御:10 → 11。主动性:2 → 3。</li> <li class="eo">Tier 3: Crystal Iryad: Attack: 4 → 6. Defense: 10 → 11. Initiative: 2 → 3.</li> <li>3 阶:水晶伊瑞德:攻击:4 → 6。防御:10 → 11。主动性:2 → 3。</li> <li class="eo">Tier 4: Naiad: Health: 35 → 40. Defense: 9 → 10. Damage: 10–12 → 10–14.</li> <li>4 阶:水灵:生命值:35 → 40。防御:9 → 10。伤害:10–12 → 10–14。</li> <li class="eo">Tier 4: Spring Naiad: Health: 35 → 40. Defense: 9 → 14. Damage: 14–16 → 14–18.</li> <li>4 阶:春水灵:生命值:35 → 40。防御:9 → 14。伤害:14–16 → 14–18。</li> <li class="eo">Tier 4: Glacial Naiad: Health: 35 → 40. Attack: 13 → 15. Defense: 9 → 10. Damage: 14–16 → 14–18.</li> <li>4 阶:冬水灵:生命值:35 → 40。攻击:13 → 15。防御:9 → 10。伤害:14–16 → 14–18。</li> <li class="eo">Tier 5. Whisper Whisperer. "Mushroom Song" ability. Mana restored per Focus point reduced: 8 → 6.</li> <li>5 阶:低语巫师。『蘑菇之歌』能力。每点专注恢复的魔法值降低:8 → 6。</li> <li class="eo">Tier 6: Thunder Qilin. Damage: 27–36 → 30–36.</li> <li>6 阶:雷麒麟。伤害:27–36 → 30–36。</li> <li class="eo">Tier 6: Mist Qilin: Attack: 26 → 24. Defense: 26 → 24. Damage: 27–33 → 27–36.</li> <li>6 阶:雾麒麟:攻击:26 → 24。防御:26 → 24。伤害:27–33 → 27–36。</li> <li class="eo">Tier 7: Phoenix: Attack: 26 → 28. Defense: 24 → 26.</li> <li>7 阶:凤凰:攻击:26 → 28。防御:24 → 26。</li> <li class="eo">Tier 7: Blazing Phoenix: Attack: 32 → 34. Defense: 24 → 26.</li> <li>7 阶:烈焰凤凰:攻击:32 → 34。防御:24 → 26。</li> <li class="eo">Tier 7: Energy Phoenix. Attack: 26 → 28.</li> <li>7 阶:爆能凤凰。攻击:26 → 28。</li> <li class="eo">Buildings: Construction of "Faun Huts I" (Tier 1 dwelling) is now 250 gold more expensive.</li> <li>建筑:『法翁小屋 I』(1 级巢穴)的造价现在贵了 250 金币。</li> <li class="eo">Buildings: Construction of "Hop Patch I" and "Hop Patch II" (Tier 2 dwelling) is now 250 gold more expensive.</li> <li>建筑:『酒花田 I』和『酒花田 II』(2 级巢穴)的造价现在贵了 250 金币。</li> <li class="eo">Buildings: Construction of "Blooming Pond I" and "Blooming Pond II" (Tier 4 dwelling) is now 250 gold more expensive.</li> <li>建筑:『灵涌池塘 I』和『灵涌池塘 II』(4 级巢穴)的造价现在贵了 250 金币。</li> <li class="eo">Buildings: Construction of "Shroomwood Shack II" (Tier 5 dwelling) is now 5 Wood cheaper.</li> <li>建筑:『菇木小屋 II』(5 级巢穴)的造价现在便宜了 5 木材。</li> <li class="eo">Buildings: Construction of "Thunder Lair I" and "Thunder Lair II" (Tier 6 dwelling) is now 500 gold cheaper.</li> <li>建筑:『雷霆巢穴 I』和『雷霆巢穴 II』(6 级巢穴)的造价现在便宜了 500 金币。</li> </ul> <h4 class="al">裂渊 - Schism</h4> <ul> <li class="eo">Tier 1: Ra’shoth. Initiative: 2 → 5.</li> <li>1 阶:拉绍斯。主动性:2 → 5。</li> <li class="eo">Tier 1: Stinging Ra’shoth: Attack: 4 → 5. Defense: 4 → 5. Initiative: 4 → 5.</li> <li>1 阶:刺击拉绍斯:攻击:4 → 5。防御:4 → 5。主动性:4 → 5。</li> <li class="eo">Tier 1: Ferocious Ra’Shoth. Initiative: 3 → 6.</li> <li>1 阶:凶暴拉绍斯。主动性:3 → 6。</li> <li class="eo">Tier 2: Cultist. Damage: 3–5 → 4–6.</li> <li>2 阶:邪教徒。伤害:3–5 → 4–6。</li> <li class="eo">Tier 2: Binder: Damage: 3–5 → 4–6. Speed: 5 → 6.</li> <li>2 阶:束缚者:伤害:3–5 → 4–6。速度:5 → 6。</li> <li class="eo">Tier 2: Votary: Damage: 3–7 → 4–8. Attack: 8 → 9.</li> <li>2 阶:誓信徒:伤害:3–7 → 4–8。攻击:8 → 9。</li> <li class="eo">Tier 5: Mistress of Chains. Attack: 16 → 20.</li> <li>5 阶:锁链魅魔。攻击:16 → 20。</li> <li class="eo">Tier 5: Bewitcher. Initiative: 5 → 6.</li> <li>5 阶:惑心魅魔。主动性:5 → 6。</li> <li class="eo">Tier 6. No longer deals 1.5× damage in Melee due to the "Paradoxical Shooter" passive: their damage is now reduced the same as all other ranged units.</li> <li>6 阶:由于『悖论射击』被动,不再在近战中造成 1.5 倍伤害:现在他们的伤害惩罚与其他所有远程单位相同。</li> <li class="eo">Tier 6: Rift Arbitrator: Attack: 22 → 24. Defense: 24 → 26.</li> <li>6 阶:裂隙仲裁者:攻击:22 → 24。防御:24 → 26。</li> <li class="eo">Tier 6: Bloated Arbitrator. Damage: 20–24 → 22–26.</li> <li>6 阶:肿胀仲裁者。伤害:20–24 → 22–26。</li> <li class="eo">"Involuntary Summons" building no longer requires other buildings to be constructed first.</li> <li>『强制召唤』建筑不再需要先建造其他建筑。</li> <li class="eo">Buildings: Construction of "Lesser Summoning Rite I" (Tier 1 dwelling) is now 500 gold more expensive.</li> <li>建筑:『次级召唤仪式 I』(1 级巢穴)的造价现在贵了 500 金币。</li> <li class="eo">Buildings: Construction of "Cultist Spire II" (upgraded Tier 2 dwelling) is now 250 gold more expensive.</li> <li>建筑:『信徒尖塔 II』(升级版 2 级巢穴)的造价现在贵了 250 金币。</li> <li class="eo">Buildings: Construction of "Aga&apos;Shoth Stables I" (Tier 3 dwelling) is now 250 gold cheaper.</li> <li>建筑:『阿迦绍斯兽栏 I』(3 级巢穴)的造价现在便宜了 250 金币。</li> <li class="eo">Buildings: Construction of "Disturbing Summoning Rite I" and "Disturbing Summoning Rite II" (Tier 4 dwellings) is now 250 gold cheaper.</li> <li>建筑:『不稳召唤仪式 I』和『不稳召唤仪式 II』(4 级巢穴)的造价现在便宜了 250 金币。</li> <li class="eo">"The World is Ours" law Tier reduced: 5 → 3.</li> <li>『天下在我』律法等级降低:5 → 3。</li> </ul> <h4 class="al">虫巢 - Hive</h4> <ul> <li class="eo">Tier 2. Overgrown Locust. Damage: 3–5 → 3–4.</li> <li>2 阶:异恶蝗。伤害:3–5 → 3–4。</li> <li class="eo">"Burning Soul Burrows" (Tier 6 dwelling) no longer requires "Paper Nest" (Tier 3 dwelling) to be built first.</li> <li>『燃魂虫窟』(6 级巢穴)不再需要先建造『纸巢』(3 级巢穴)。</li> <li class="eo">Buildings: Construction of "Burning Soul Burrows I" and "Burning Soul Burrows II" (Tier 6 dwellings) is now 500 gold more expensive.</li> <li>建筑:『燃魂虫窟 I』和『燃魂虫窟 II』(6 级巢穴)的造价现在贵了 500 金币。</li> <li class="eo">Buildings: Construction of "Tower of Love I" (Tier 7 dwelling) now requires 5 Wood and Ore.</li> <li>建筑:『爱之塔 I』(7 级巢穴)现在需要 5 木材和矿石。</li> <li class="eo">Buildings: Construction of "Tower of Love II" (Tier 7 dwelling) is now 2500 gold more expensive.</li> <li>建筑:『爱之塔 II』(7 级巢穴)的造价现在贵了 2500 金币。</li> </ul> <h4 class="al">地牢 - Dungeon</h4> <ul> <li class="eo">Tier 2. Guile Infiltrator. Defense: 2 → 3.</li> <li>2 阶:狡诈渗透者。防御:2 → 3。</li> <li class="eo">Tier 4: Minotaur. Morale: 2 → 1.</li> <li>4 阶:牛头怪。士气:2 → 1。</li> <li class="eo">Tier 4: Minotaur Lord: Attack: 12 → 11. Initiative: 7 → 6. Morale: 2 → 1.</li> <li>4 阶:牛头怪领主:攻击:12 → 11。主动性:7 → 6。士气:2 → 1。</li> <li class="eo">Tier 4: Minotaur Vanguard: Defense: 12 → 11. Morale: 3 → 2.</li> <li>4 阶:牛头怪先锋:防御:12 → 11。士气:3 → 2。</li> <li class="eo">Tier 5: Medusa Sculptor. Attack: 18 → 20.</li> <li>5 阶:美杜莎雕师。攻击:18 → 20。</li> <li class="eo">Tier 5: Medusa Queen. Initiative: 6 → 7.</li> <li>5 阶:美杜莎女王。主动性:6 → 7。</li> <li class="eo">Tier 6: Chthonic Hydra: Health: 150 → 160. Defense: 32 → 34.</li> <li>6 阶:冥府九头蛇:生命值:150 → 160。防御:32 → 34。</li> <li class="eo">Tier 6: Infernal Hydra. Damage: 30–33 → 30–38.</li> <li>6 阶:地狱九头蛇。伤害:30–33 → 30–38。</li> <li class="eo">Tier 7. Ashen Dragon. Attack: 33 → 37.</li> <li>7 阶:烬龙。攻击:33 → 37。</li> </ul> <h4 class="al">中立生物 - Neutral Creatures</h4> <ul> <li class="eo">Tier 4. Primal Remnant. "Emboldening Spores" ability replaced by new ability "Cleansing Spores": removes all negative effects from this creature and all friendly stacks in adjacent hexes.</li> <li>4 阶:原初遗存。『鼓舞孢子』能力被替换为新能力『净化孢子』:移除该生物及相邻格子中所有友方队伍的负面效果。</li> <li class="eo">Tier 8. Lich Dragon. This creature&apos;s magic resistance now reduces incoming Magic Damage by 85% (previously 60%).</li> <li>8 阶:尸巫龙。该生物的魔法抗性现在减少 85% 的魔法伤害(之前是 60%)。</li> </ul> <h4 class="al">地图生成器与物体 - Map Generator and - General Changes</h5> <ul> <li class="eo">Adjusted the internal guards of the "Tomb of Vigilance" object: Number of Undead Pets and their upgraded versions depending on object difficulty: 13/26/37/47 → 14/28/40/50</li> <li>调整了『警戒之墓』物体的内部守卫:根据物体难度,亡灵犬的数量及其升级版:13/26/37/47 → 14/28/40/50</li> <li class="eo">Adjusted the internal guards of the "Ritual Pyre" object: Number of Herbomancers and their upgraded versions depending on object difficulty: 5/10/14/18 → 4/8/11/14</li> <li>调整了『仪式柴堆』物体的内部守卫:根据物体难度,植灵巫师的数量及其升级版:5/10/14/18 → 4/8/11/14</li> <li class="eo">Adjusted the internal guards of the "Carrion Pile" object: Number of Locusts and their upgraded versions depending on object difficulty: 18/36/52/65 → 19/38/55/69</li> <li>调整了『腐尸堆』物体的内部守卫:根据物体难度,蝗虫的数量及其升级版:18/36/52/65 → 19/38/55/69</li> <li class="eo">Maps now generate slightly more Wood and Ore relative to other resources.</li> <li>地图现在生成的木材和矿石相对于其他资源略多。</li> <li class="eo">Gold rewarded for defeating the "Research Laboratory" guards reduced: 30000/40000/50000/60000 → 20000/30000/40000/50000.</li> <li>击败『研究实验室』守卫获得的金币奖励减少:30000/40000/50000/60000 → 20000/30000/40000/50000。</li> </ul> <h5>Jebus Cross</h5> <ul> <li class="eo">Starting areas: Artifact generation improved. Pandora&apos;s Box creature generation slightly improved. Guard strength for optional cities reduced by 35%.</li> <li>起始区域:宝物生成改善。潘多拉魔盒生物生成略有改善。可选城镇的守卫强度降低 35%。</li> <li class="eo">Probability of high-tier creature dwelling generation slightly increased.</li> <li>高级生物巢穴的生成概率略有增加。</li> <li class="eo">Central area: Number of Prisons slightly reduced. "Remote Foothold" generation adjusted: they now spawn more evenly, and the roads leading to them cover a larger area.</li> <li>中心区域:监狱数量略有减少。『远程据点』生成调整:现在生成更均匀,通往它们的道路覆盖更大区域。</li> <li class="eo">Central area: Default creature count in external dwellings increased to 2× the standard growth.</li> <li>中心区域:野外生物巢穴的默认生物数量增加至标准增长的 2 倍。</li> <li class="eo">Central area: Default-built "Tavern" and "Mage Guild" removed from all cities. Other pre-built buildings have also been slightly adjusted.</li> <li>中心区域:所有城镇移除默认建造的『酒馆』和『魔法行会』。其他预建建筑也略有调整。</li> <li class="eo">Side areas: 2 mandatory guarded "Town Gates" added, allowing players to return to any city they own.</li> <li>侧边区域:新增 2 个强制守卫的『城镇大门』,允许玩家返回他们拥有的任何城镇。</li> <li class="eo">Side areas: Spells and creatures completely removed from Pandora&apos;s Boxes in these areas.</li> <li>侧边区域:这些区域的潘多拉魔盒中完全移除法术和生物。</li> <li class="eo">Side areas: Default creature count in external dwellings increased to 3× the standard growth.</li> <li>侧边区域:野外生物巢穴的默认生物数量增加至标准增长的 3 倍。</li> <li class="eo">Side areas: Each side area now guarantees one city matching the player&apos;s faction. All creature recruitment buildings are fully constructed in these cities and in the area&apos;s central city.</li> <li>侧边区域:每个侧边区域现在保证有一个匹配玩家阵营的城镇。所有生物招募建筑在这些城镇及区域中心城市中均已完全建成。</li> </ul> <h5>街机 - Arcade</h5> <ul> <li class="eo">Maximum number of possible "Dragon Utopias" in the central area increased.</li> <li>中心区域可能的『龙之国』最大数量增加。</li> <li class="eo">Several artifacts unsuitable for this template have been removed from generation.</li> <li>几种不适合此模板的宝物已从生成池中移除。</li> <li class="eo">Guard strength of objects in the central area increased.</li> <li>中心区域物体的守卫强度增加。</li> </ul> <h5>出埃及记 - Exodus</h5> <ul> <li class="eo">Pandora&apos;s Boxes granting +3 and +4 to all hero stats can no longer generate in player final areas.</li> <li>给予英雄全属性 +3 和 +4 的潘多拉魔盒不再在玩家的最终区域生成。</li> <li class="eo">Pandora&apos;s Boxes granting +1 and +2 to all hero stats are less frequent in player final areas, but their value (and external guard strength) has been increased relative to standard values.</li> <li>给予英雄全属性 +1 和 +2 的潘多拉魔盒在玩家最终区域出现频率降低,但其价值(及外部守卫强度)相对于标准值有所提升。</li> <li class="eo">Creature dwelling generation in player starting areas adjusted: the statistical bias toward low-Tier dwellings has been removed.</li> <li>玩家起始区域的生物巢穴生成调整:已移除对低级巢穴的统计偏差。</li> </ul> <h5>冲刺 - Sprint</h5> <ul> <li class="eo">All heroes now start with the "Primordial Chaos" spell, with its casting cost reduced to 0.</li> <li>所有英雄现在都以『原初混沌』法术开局,且施法消耗降为 0。</li> <li class="eo">The spells "Assemble!", "Groundsight," "From a Bird’s Eye," "Naira&apos;s Veil," and "Clear Fog" are fully blocked.</li> <li>法术『集结!』、『地视』、『鸟瞰』、『奈拉的面纱』和『清除迷雾』被完全禁止。</li> <li class="eo">Guard strength between areas increased.</li> <li>区域间的守卫强度增加。</li> <li class="eo">The number of Astrology points and Law points required to gain new levels has been reduced.</li> <li>获得新等级所需的占星术点数和律法点数要求已降低。</li> <li class="eo">All "Logistics" specialist heroes are banned.</li> <li>所有『后勤术』特长英雄被禁用。</li> <li class="eo">The number of unguarded resources in all areas has been reduced.</li> <li>所有区域中无人看守的资源数量已减少。</li> </ul> <h5>和谐 - Harmony</h5> <ul> <li class="eo">Template size reduced to 112×112 for more dynamic gameplay.</li> <li>模板尺寸缩小至 112×112 以获得更具动态性的玩法。</li> <li class="eo">Unguarded resource count reduced in all areas.</li> <li>所有区域中无人看守的资源数量减少。</li> <li class="eo">Guard strength increased between the 2nd and 3rd areas of each player, and between the 3rd areas of both players.</li> <li>每位玩家的第 2 和第 3 区域之间,以及两位玩家的第 3 区域之间的守卫强度增加。</li> <li class="eo">A mandatory "Redwood Observatory" added to the 2nd area.</li> <li>第 2 区域新增一个强制性的『红木瞭望台​』。</li> <li class="eo">The 2nd area now contains two "Town Gates," positioned away from roads.</li> <li>第 2 区域现在包含两个远离道路的『城镇大门』。</li> </ul> <h5>仇杀 - Vendetta</h5> <ul> <li class="eo">More creature dwellings and "Town Gates" now generate in the starting area.</li> <li>起始区域现在生成更多的生物巢穴和『城镇大门』。</li> <li class="eo">More creature Pandora&apos;s Boxes now generate in the central area.</li> <li>中心区域现在生成更多的生物潘多拉魔盒。</li> </ul> <h5>杰布斯流放者 - Jebus Outcast</h5> <ul> <li class="eo">Several variations for starting area generation have been added to the template.</li> <li>模板中增加了几种起始区域生成的变体。</li> </ul> <h5>奇迹 - Miracle</h5> <ul> <li class="eo">The generator now lays dirt roads to help players visually identify exits from the starting area more quickly.</li> <li>生成器现在铺设土路,以帮助玩家更快地视觉识别起始区域的出口。</li> </ul> <h2>匹配系统 - Matchmaking</h2> <ul> <li class="eo">We hear your requests for the ability to play exclusively on the templates you prefer. As mentioned in the early access roadmap, this feature will definitely be added in the future. In the meantime, we&apos;ve prepared a small change to the online game settings and rotated the templates available for competitive play.</li> <li>我们听到了你们希望只在偏好的模板上游玩的请求。正如抢先体验路线图中提到的,此功能未来肯定会加入。与此同时,我们对在线游戏设置做了一些小改动,并轮换了可用于竞技比赛的模板。</li> </ul> <h4 class="al">经典模式 - Classic Mode</h4> <ul> <li class="eo">Map rotation updated: Old set: Jebus Cross, Universe, Infinity, Last Fortress, Arcade. New set: Jebus Cross, Universe, Infinity, Sand Clover, Arcade.</li> <li>地图轮换更新:旧组合:Jebus Cross, Universe, Infinity, Last Fortress, Arcade. New set: Jebus Cross, Universe, Infinity, Sand Clover, Arcade。</li> <li class="eo">Jebus Cross is always included in the selection pool.</li> <li>Jebus Cross始终包含在选择池中。</li> <li class="eo">Timer settings adjusted on some templates: Jebus Cross. +60 seconds added to the daily timer. Universe. −120 seconds from the starting timer. Infinity. −60 seconds from the starting timer.</li> <li>部分模板的计时器设置调整:Jebus Cross 每日计时器增加 +60 秒。Universe 起始计时器减少 −120 秒。Infinity 起始计时器减少 −60 秒。</li> <li class="eo">At high Ranks, combat time on all templates increased from 90/105 to the standard 120 seconds.</li> <li>在高分段,所有模板的战斗时间从 90/105 秒增加至标准的 120 秒。</li> </ul> <h4 class="al">单英雄模式 - Single Hero Mode</h4> <ul> <li class="eo">Map rotation updated: Old set: Harmony, Sprint, Exodus, Jebus Outcast, Vendetta. New set: Harmony, Sprint, Exodus, Blitz, Vendetta.</li> <li>地图轮换更新:旧组合:Harmony, Sprint, Exodus, Jebus Outcast, Vendetta. New set: Harmony, Sprint, Exodus, Blitz, Vendetta。</li> <li class="eo">Exodus is always included in the selection pool.</li> <li>Exodus 始终包含在选择池中。</li> <li class="eo">Timer settings adjusted. Combat time is now set to uniform values across all leagues: 60 seconds for Sprint and Vendetta, 80 seconds for all other templates.</li> <li>计时器设置调整。现在所有联赛的战斗时间统一设定:Sprint and Vendetta 为 60 秒,所有其他模板为 80 秒。</li> </ul> <h4 class="al">竞技场模式 - Arena Mode</h4> <ul> <li class="eo">We are beginning to plan a major arena update that will make battles even more engaging and exciting. It will arrive a bit later — but in the meantime, to keep things fresh, we&apos;re making some small balance adjustments to the current ruleset to shake up the meta.</li> <li>我们正开始策划一次重大的竞技场更新,将使战斗更加引人入胜。它将在稍后到来——但在此期间,为了保持新鲜感,我们正在对当前规则集做一些小的平衡调整,以撼动主流打法。</li> <li class="eo">The following artifacts have been removed from the mode: "Orb of Inhibition," "Ring of Neutrality," "Monster&apos;s Head," "Chain Link," "Deck of Spells," and "Runestone Shards."</li> <li>以下宝物已从该模式中移除:『抑制之球』、『中立之戒』、『怪物头颅』、『链环』、『法术牌组』和『符文石碎片』。</li> <li class="eo">The following artifacts will appear much less frequently: "Nightshade Tome," "Daylight Tome," "Arcane Tome," "Primal Tome," "Robe of Enlightenment," "Bottled Spells," and "Spellbinder’s Hat."</li> <li>以下宝物出现频率将大幅降低:『夜影魔典』、『日光魔典』、『奥术魔典』、『原初魔典』、『启蒙长袍』、『瓶装法术』和『缚法者之帽』。</li> <li class="eo">Players are now offered a choice of 10 spells when building a loadout (previously 9).</li> <li>玩家在构筑配置时现在提供 10 个法术选择(之前是 9 个)。</li> <li class="eo">Level 4 spells no longer appear in the Arena. The chance of receiving a level 2 or 3 spell has been reduced.</li> <li>4 级法术不再出现在竞技场中。获得 2 级或 3 级法术的几率已降低。</li> <li class="eo">The number of creatures offered to players has been changed (values shown for standard/upgraded versions in "before → after" format):</li> <li>提供给玩家的生物数量已变更(数值以『标准/升级』版本给出,格式为『调整前 → 调整后』):</li> </ul> <h5>圣殿 - Haven</h5> <ul> <li class="eo">Tier 4. Lightweaver: 60/40 → 58/40.</li> <li>4 阶:织光者:60/40 → 58/40。</li> </ul> <h5>墓园 - Necropolis</h5> <ul> <li class="eo">Tier 1. Skeleton: 350/265 → 370/280.</li> <li>1 阶:骷髅:350/265 → 370/280。</li> <li class="eo">Tier 3. Undead Pet: 135/95 → 130/90.</li> <li>3 阶:亡灵犬:135/95 → 130/90。</li> <li class="eo">Tier 4. Graverobber: 62/42 → 64/44.</li> <li>4 阶:劫墓者:62/42 → 64/44。</li> <li class="eo">Tier 5. Lich: 56/38 → 54/36.</li> <li>5 阶:尸巫:56/38 → 54/36。</li> <li class="eo">Tier 7. Vampire: 22/12 → 22/13.</li> <li>7 阶:吸血鬼:22/12 → 22/13。</li> </ul> <h5>蕈林 - Grove</h5> <ul> <li class="eo">Tier 1. Faun: 145/110 → 150/115.</li> <li>1 阶:法翁:145/110 → 150/115。</li> <li class="eo">Tier 2. Hoplet: 100/75 → 105/75.</li> <li>1 阶:酒花萤:100/75 → 105/75。</li> <li class="eo">Tier 3. Vine Iriyad: 70/50 → 75/55.</li> <li>3 阶:藤蔓伊瑞德:70/50 → 75/55。</li> <li class="eo">Tier 4. Naiad: 52/38 → 52/36.</li> <li>4 阶:水灵:52/38 → 52/36。</li> <li class="eo">Tier 5. Herbomancer: 32/22 → 35/24.</li> <li>5 阶:植灵巫师:32/22 → 35/24。</li> <li class="eo">Tier 6. Qilin: 20/12 → 24/15.</li> <li>6 阶:麒麟:20/12 → 24/15。</li> </ul> <h5>裂渊 - Schism</h5> <ul> <li class="eo">Tier 1. Ra’shoth: 250/195 → 215/165.</li> <li>1 阶:拉绍斯:250/195 → 215/165。</li> <li class="eo">Tier 2. Cultist: 105/80 → 100/75.</li> <li>2 阶:邪教徒:105/80 → 100/75。</li> <li class="eo">Tier 3. Aga&apos;shoth Rider: 90/65 → 95/70.</li> <li>3 阶:阿加绍斯骑手:90/65 → 95/70。</li> <li class="eo">Tier 4. Great Shoth: 46/32 → 50/34.</li> <li>4 阶:巨绍斯:46/32 → 50/34。</li> <li class="eo">Tier 5. Concubus: 46/31 → 48/32.</li> <li>5 阶:魅魔:46/31 → 48/32。</li> <li class="eo">Tier 6. Arbitrator: 25/16 → 25/15.</li> <li>6 阶:仲裁者:25/16 → 25/15。</li> <li class="eo">Tier 7. Abyssal Envoy: 13/7 → 12/7.</li> <li>7 阶:深渊使节:13/7 → 12/7。</li> </ul> <h5>虫巢 - Hive</h5> <ul> <li class="eo">Tier 1. Parasite: 190/145 → 180/140.</li> <li>1 阶:寄体:190/145 → 180/140。</li> <li class="eo">Tier 2. Locust: 125/95 → 110/85.</li> <li>2 阶:恶蝗:125/95 → 110/85。</li> <li class="eo">Tier 3. Hornet: 75/55 → 70/50.</li> <li>3 阶:大黄蜂:75/55 → 70/50。</li> <li class="eo">Tier 4. Scorpion: 66/46 → 58/40.</li> <li>4 阶:甲蝎:66/46 → 58/40。</li> <li class="eo">Tier 5. Reaver: 30/20 → 27/18.</li> <li>5 阶:煞虫:30/20 → 27/18。</li> <li class="eo">Tier 6. Waurms: 23/14 → 20/13.</li> <li>6 阶:魔蠕:23/14 → 20/13。</li> <li class="eo">Tier 7. Hive Queen: 13/8 → 12/7.</li> <li>7 阶:虫巢女王:13/8 → 12/7。</li> </ul></div> 上古纪元#百万销量达成 http://www.heroworld.net/news.php?id=2006 http://www.heroworld.net/news.php?id=2006 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427686 hoe Thu, 28 May 2026 15:46:03 GMT <div style="width:640px;"><div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260528-OE-100W.webp" alt="百万销量"></div></div> 上古纪元#开发路线图 http://www.heroworld.net/news.php?id=2005 http://www.heroworld.net/news.php?id=2005 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427684 hoe Thu, 28 May 2026 12:10:59 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/716780409378046041">https://store.steampowered.com/news/app/3105440/view/716780409378046041</a></p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260528-OE-roadmap.webp" rel="colorbox" title="主页更新 - 20260528 OE roadmap"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260528-OE-roadmap.webp" alt="20260528 OE roadmap"></a></div> <h4 class="al">定期更新 - Regular updates</h4> <ul> <li class="eo">Throughout the Early Access stage, we plan to — besides fixing bugs, balancing and improving UI and Quality of Life — regularly add fresh content. New neutral creatures, heroes, artifacts, spells, map objects, scenarios and so on — everything is on its way.</li> <li>在整个抢先体验阶段,除了修复漏洞、平衡调整和提升界面及游戏体验(QoL)外,我们还计划定期添加新鲜内容。新的中立生物、英雄、宝物、法术、地图物件、剧情地图等等——一切都在路上。</li> </ul> <h4 class="al">第一阶段 (2026 年第三季度) - Stage 1 (Q3 2026)</h4> <ul> <li class="eo">Teamplay Mode: a highly requested co-op play feature. You will be able to play together as a team versus AI-opponents or another team of players.</li> <li>组队模式:一项呼声极高的合作游戏功能。你将能够组建团队共同对抗人机对手或另一支玩家队伍。</li> <li class="eo">Advanced features for the Random Map Generator : Changing the map size, setting the amount of players and adjusting other significant options directly in the game.</li> <li>随机地图生成器的高级功能:可在游戏内直接更改地图大小、设置玩家数量并调整其他重要选项。</li> <li class="eo">Hero skills rebalance: Hero skills’ will be changed according to your feedback.</li> <li>英雄技能重平衡:将根据大家的反馈对英雄技能进行调整。</li> <li class="eo">Emote wheel update: the emoji wheel will become more comfortable to use and feature more responses.</li> <li>表情轮盘更新:表情轮盘将变得更加易用,并包含更多回应选项。</li> </ul> <h4 class="al">第二阶段 (2026 年第四季度) - Stage 2 (Q4 2026)</h4> <ul> <li class="eo">Matchmaking system rework: Advanced options and features for matchmaking system.</li> <li>匹配系统重制:为匹配系统增加高级选项和功能。</li> <li class="eo">Elite classes (also known as Subclass system) rework.</li> <li>精锐职业(亦称子职业系统)重制。</li> <li class="eo">Observer Mode &amp; Replays: Highly anticipated — already announced previously — features that allow you to watch other players’ matches or recap the most exciting moments of your own match!</li> <li>观战模式与回放:备受期待(此前已公布)的功能,允许你观看其他玩家的比赛或重温自己比赛中最激动人心的时刻!</li> <li class="eo">Alternative Creature Upgrades rebalance.</li> <li>双线生物升级路线重平衡。</li> </ul> <h4 class="al">第三阶段 (迈向 1.0 版本补丁,正式发布前) - Stage 3 (the road to patch 1.0, before the full release)</h4> <ul> <li class="eo">This stage includes all the time left in Early Access — we will share more details on this content as we get closer to the end of Stage 2.</li> <li>这一阶段涵盖了抢先体验剩余的所有时间——随着第二阶段接近尾声,我们将分享关于这部分内容的更多细节。</li> <li class="eo">Throughout this lengthy Stage we plan to add or change the following things:</li> <li>在这漫长的阶段中,我们计划添加或更改以下内容:</li> <li class="eo">Underground Layer: The classic HOMM-series feature, it will allow you to venture into another map level, which exists simultaneously with the main map. It will include special terrain, its own set of objects, brand new music theme and much more.</li> <li>地下地图:经典的《英雄无敌》系列特色,将允许你冒险进入与主地图同时存在的另一个地图层级。它将包含特殊地形、独有物体、全新的音乐主题等等。</li> <li class="eo">Thieves&apos; Guild: Yet another highly anticipated classic feature, which allows players to get more info on their enemies and the overall game situation.</li> <li>盗贼公会:又一项备受期待的经典功能,允许玩家获取更多关于敌人和整体局势的信息。</li> <li class="eo">New neutral Tier 8 Creatures: Lich Dragons will get some company!</li> <li>新的中立 8 级生物:尸巫龙将迎来同伴!</li> <li class="eo">Map Editor improvements: Map editor will become much more user-friendly, stable and clear.</li> <li>地图编辑器改进:地图编辑器将变得更加用户友好、稳定且清晰。</li> <li class="eo">Ironman mode for the Campaign: Those who crave a challenge will get a chance to try their best in order to beat the story without an opportunity to save the game regularly. One save to rule them all!</li> <li>战役铁人模式:渴望挑战的玩家将有机会全力以赴,在没有常规存档机会的情况下通关故事。“一命通关”!</li> <li class="eo">Match statistics: Behold the post-match charts and numbers in their full glory.</li> <li>比赛统计:一览赛后图表和数据的全貌。</li> <li class="eo">The max level for spells will be increased from 4 to 5, with some additional improvements that will be revealed in the future.</li> <li>法术的最大等级将从 4 级提升至 5 级,并附带一些未来将公布的额外改进。</li> <li class="eo">Major hero specialization rework.</li> <li>英雄特长系统重大重制。</li> <li class="eo">Cities’ models changing on a global map with upgrades.</li> <li>城镇模型将随升级在冒险地图上发生变化。</li> <li class="eo">New win conditions in PVP.</li> <li>PVP 新模式下的新胜利条件。</li> </ul> <h4 class="al">第四阶段 (1.0 版本,正式发布) - Stage 4 (1.0, full release)</h4> <ul> <li class="eo">During this Stage we aim to exit the Early Access and fully release Olden Era (more details about that in the future). What does it mean exactly? It means:</li> <li>在此阶段,我们的目标是退出抢先体验并正式发布《上古纪元》(更多详情将在未来公布)。具体意味着:</li> <li class="eo">Campaign acts 2 &amp; 3: Fully fleshed out campaign with a completed story.</li> <li>战役第 2 幕和第 3 幕:拥有完整故事的丰满战役。</li> <li class="eo">PVE Roguelike Mode: We know it’s intriguing and we cannot wait to share more with you!.. Yet a bit later.</li> <li>PVE 肉鸽模式:我们知道这很吸引人,我们也迫不及待想与大家分享更多!.. 不过还要稍等片刻。</li> <li class="eo">Map Sharing support.</li> <li>支持地图分享。</li> <li class="eo">Alternatives to Pick &amp; Ban for PVP.</li> <li>PVP 禁用/选取(Pick &amp; Ban)的替代方案。</li> <li class="eo">More achievements.</li> <li>更多成就。</li> <li class="eo">More Steam perks (Steam only: sorry, we cannot add Steam perks outside the Steam…)!</li> <li>更多 Steam 特典(仅限 Steam:抱歉,我们无法在非 Steam 平台添加 Steam 特典……)!</li> </ul> <h4 class="al">特别说明 - One more notice</h4> <ul> <li class="eo">Last week we mentioned there would be a balance patch coming. However, it needs just a tiny bit more time and will arrive early next week.</li> <li>上周我们提到即将推出一个平衡性补丁。然而,它还需要一点点时间,将于下周初到来。</li> </ul></div> 上古纪元#补丁 0.80.16 http://www.heroworld.net/news.php?id=2004 http://www.heroworld.net/news.php?id=2004 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427674 hoe Thu, 21 May 2026 15:51:24 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/687506377581527474">https://store.steampowered.com/news/app/3105440/view/687506377581527474</a></p> <h4 class="al">新功能 - New Features</h4> <ul> <li class="eo">Added an alternative starting camera position in combat. It allows you to zoom the starting position in a little closer or, conversely, further out.</li> <li>在战斗中新增了可选的初始镜头位置。允许玩家将起始视角拉近一点,或者反之拉远一点。</li> </ul> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed the pocket dimension logic with the "Direct Supervision" skill that allowed army size to be doubled.</li> <li>修复了“直接监管”技能中次元袋逻辑导致军队规模翻倍的问题。</li> <li class="eo">Fixed a bug that doubled garrison troops during a city siege.</li> <li>修复了攻城战时守备部队数量翻倍的错误。</li> <li class="eo">Fixed incorrect behavior of the "Taunt" effect.</li> <li>修复了“嘲讽”效果的不正确行为。</li> <li class="eo">Fixed a bug where the camera would sometimes zoom in too far at the start of combat.</li> <li>修复了战斗开始时镜头有时会过度拉近的问题。</li> <li class="eo">Disabled camera position saving between battles.</li> <li>禁用了战斗之间保存镜头位置的功能。</li> <li class="eo">Fixed a bug where a hero on the map could not interact with a city by pressing Space.</li> <li>修复了大地图上英雄无法通过空格键与城镇互动的问题。</li> <li class="eo">Fixed a bug that made it impossible to use a hero&apos;s strike when using the upgraded Excalibur.</li> <li>修复了使用升级版王者之剑时无法发动英雄直接攻击的问题。</li> <li class="eo">Fixed incorrect camera behavior in certain situations.</li> <li>修复了特定情况下的镜头行为异常。</li> <li class="eo">Fixed tournament information display after loading a save.</li> <li>修复了读取存档后锦标赛信息显示异常的问题。</li> <li class="eo">Fixed UI breaking when loading the game in map view mode after one of the participants had left the match.</li> <li>修复了有参与者离开比赛后,在地图视图模式下加载游戏导致的界面崩溃。</li> <li class="eo">Fixed incorrect display of the name of a participant who lost or left the game.</li> <li>修复了已失败或离开游戏的参与者姓名显示错误。</li> <li class="eo">Fixed the "Perception" sub-skill of the "Insight" skill.</li> <li>修复了“启迪术”技能的“洞察敌情”子技能。</li> <li class="eo">Fixed Cyrillic character display in player nicknames.</li> <li>修复了玩家昵称中西里尔字符的显示问题。</li> </ul> <h4 class="al">战役 - Campaign</h4> <p><strong>⚠️ 大多数修复不适用于补丁发布前已进入任务的存档 ⚠️</strong></p> <h5>通用 - General</h5> <ul> <li class="eo">Fixed game area layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.</li> <li>修复了多个任务中的游戏区域布局。此修复直接影响人机行为逻辑以及与领土控制相关的子技能运作。</li> <li class="eo">Fixed the timing of story dialogue windows in a number of missions — dialogues following the defeat of story enemies now play strictly after their death animation, not before it.</li> <li>修复了多个任务中剧情对话窗口的时机——击败剧情敌人后的对话现在严格在其死亡动画播放后触发,而非之前。</li> <li class="eo">Necromancy is now enabled by default for Necromancer heroes.</li> <li>亡灵巫师英雄现在默认开启招魂术。</li> </ul> <h5>“深入树林” - Into the Woods</h5> <ul> <li class="eo">Fixed a bug that caused the dialogue with the Crystal Canyon guards to repeat after the player chose to attack them.</li> <li>修复了玩家选择攻击水晶峡谷守卫后,相关对话会重复触发的错误。</li> </ul> <h5>“无尽纷争” - Never-ending Conflict</h5> <ul> <li class="eo">Removed a pile of resources that was located inside decorations and was inaccessible.</li> <li>移除了位于装饰物内部且无法获取的一堆资源。</li> <li class="eo">Added unique inventory icons for quest-related items.</li> <li>为任务相关物品添加了独特的背包图标。</li> </ul> <h5>“燃烧之心” - Burning Hearts</h5> <ul> <li class="eo">Fixed a bug in the dialogue with the builders: selecting "Give Resources" now correctly deducts them from the player&apos;s total.</li> <li>修复了与建造者的对话错误:选择“给予资源”现在会正确地从玩家库存中扣除资源。</li> <li class="eo">The builders&apos; quest is now correctly removed from the journal if the player changes their mind about fulfilling the conditions and decides to attack them instead.</li> <li>如果玩家改变主意决定攻击建造者而非完成任务条件,建造者任务现在会正确地从日志中移除。</li> <li class="eo">Fixed a bug where Ignatius would appear in the final dialogue even when he shouldn&apos;t have. ;</li> <li>修复了伊格内修斯在不该出现的情况下出现在最终对话中的错误。 ;</li> <li class="eo">The neutral Warlock will no longer return and attack the spies at the portal.</li> <li>中立的术士将不再返回并攻击传送门处的间谍。</li> </ul> <h5>“血族盟约” - Deal with a Vampire</h5> <ul> <li class="eo">Fixed bugs with quest markers.</li> <li>修复了任务标记的相关错误。</li> </ul> <h5>“营救骑士” - Saving the Knight</h5> <ul> <li class="eo">Fixed a critical bug related to the Sentinel of Glory that broke all subsequent mission scripts.</li> <li>修复了与“荣耀守望者”相关的严重错误,该错误会导致所有后续任务脚本失效。</li> <li class="eo">Fixed a critical bug related to the Troglodyte that broke all subsequent mission scripts.</li> <li>修复了与“穴居人”相关的严重错误,该错误会导致所有后续任务脚本失效。</li> <li class="eo">Fixed the Troglodyte dialogue replaying after selecting "Attack."</li> <li>修复了选择“攻击”后穴居人对话会重复播放的问题。</li> </ul> <h5>“叛变”与“堕蚀” - Renegade and/or Corruption</h5> <ul> <li class="eo">Fixed a bug where, during the amplifier destruction quest, the player received a negative effect despite having the option available to avoid it.</li> <li>修复了在摧毁增幅器的任务中,尽管玩家拥有可避免的选项但仍受到负面效果影响的错误。</li> <li class="eo">Added a unique model and icon for one of the quest items.</li> <li>为其中一个任务物品添加了独特的模型和图标。</li> <li class="eo">Fixed a bug that caused an infinite tactical phase in the battle with the Necromancer at the portal.</li> <li>修复了在传送门处与亡灵巫师战斗时导致战术阶段无限循环的错误。</li> <li class="eo">Updated the bonus movement point logic for all heroes.</li> <li>更新了所有英雄的额外移动点逻辑。</li> <li class="eo">Minor mission balance tweaks.</li> <li>轻微的任务平衡性调整。</li> <li class="eo">Fixed quest markers.</li> <li>修复了任务标记。</li> <li class="eo">Fixed a bug that caused an error in one of the quests.</li> <li>修复了导致某个任务出错的漏洞。</li> <li class="eo">Replaced one outdated voice-over audio track.</li> <li>替换了一条过时的配音音轨。</li> </ul> <h5>“愿阿尔瓦和平” - Alvar Diruil</h5> <ul> <li class="eo">Fixed a bug that allowed one of the battles to be skipped.</li> <li>修复了允许跳过某场战斗的错误。</li> <li class="eo">Map exit points and paths leading to them are now more visually prominent.</li> <li>地图出口点及通往它们的路径现在在视觉上更加显眼。</li> <li class="eo">Fixed incorrect speaker name and portrait display in certain dialogue lines.</li> <li>修复了特定对话行中说话者姓名和头像显示错误的问题。</li> </ul> <h4 class="al">场景 - Scenarios</h4> <p><strong>⚠️ 大多数修复不适用于补丁发布前的存档 ⚠️</strong></p> <h5>通用 - General</h5> <ul> <li class="eo">Fixed game territory layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.</li> <li>修复了多个任务中的游戏领土布局。此修复直接影响人机行为逻辑以及与领土控制相关的子技能运作。</li> </ul> <h5>“乐与坟” - Fun and Graves</h5> <ul> <li class="eo">Fixed a bug that blocked mission completion after winning in one of the possible situations.</li> <li>修复了在特定胜利情况下阻止任务完成的错误。</li> <li class="eo">Fixed a bug where the game incorrectly registered the death of one of the characters.</li> <li>修复了游戏错误判定某角色死亡的漏洞。</li> <li class="eo">Fixed the portrait of one of the non-player characters.</li> <li>修复了某位非玩家角色的肖像。</li> </ul> <h5>“闪亮海峡” - Glittering Strait</h5> <ul> <li class="eo">Fixed a bug that caused an empty, broken dialogue to appear.</li> <li>修复了导致出现空白且损坏的对话框的错误。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Updated localization for all languages: added translations for new settings, fixed errors, etc.</li> <li>更新了所有语言的本地化:为新的设置添加了翻译,修复了错误等。</li> <li class="eo">Added the ability to select the localization language in the bug report submission form.</li> <li>在提交错误报告的表单中增加了选择本地化语言的功能。</li> </ul></div>