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, 12 Sep 2026 03:26:49 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/ 英三重制#相关新闻汇集 http://www.heroworld.net/news.php?id=2033 http://www.heroworld.net/news.php?id=2033 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427772 h3r Fri, 11 Sep 2026 07:14:02 GMT <div style="width:640px;"><ul> <li>重制版已经过审获得版号:<a href="https://www.nppa.gov.cn/bsfw/jggs/yxspjg/gcwlyxspxx/202608/t20260831_1005702.html">传送门</a></li> <li>Steam 是否会锁国区:目前得到的回答是不会锁国区;真打算锁应该 STEAM 上也不会标明包含简中和中文配音;</li> <li>音乐:由于需要重新谈版权,所以现行版本并未加入,还在谈;制作组还是希望用原来的音乐的;</li> <li>Uplay / Ubi Connect:育碧将实行新的 steam 绑定政策,第一次启动需要绑定,后续会在后台静默“支持”;<a href="https://www.eurogamer.net/ubisoft-connect-steam-launcher-requirement-update">传送门</a></li> </ul> <p>上述新闻的 AI 总结:</p> <p>育碧正在测试新工具,旨在让 Steam 玩家启动游戏时不再需要单独打开 Ubisoft Connect 启动器。</p> <p>根据育碧在 Steam 发布的更新说明,这项名为 “Ubisoft Connect Services” 的新工具将率先在《波斯王子:失落的王冠》中测试。它的核心目标是:<strong>保留育碧游戏的核心功能(如跨平台进度、挑战与奖励等),但无需再安装或启动完整的 Ubisoft Connect PC 客户端</strong>。</p> <ul> <li><strong>并非彻底移除</strong>:需要留意的是,这<strong>并非彻底移除</strong> Ubisoft Connect。有玩家实测发现,启动游戏时虽然不再弹出启动器窗口,但后台仍有大量 Ubisoft Core 进程在运行,占用约 200MB 至 700MB 不等的内存。如果玩家手动卸载 Ubisoft Connect,游戏甚至会无法启动。</li> <li><strong>本质是“隐形化”</strong>:综合来看,这更像是一次“服务形态调整”,将启动器的运行从玩家眼前转移到了后台,让启动过程更简洁,而不是完全抛弃了 Connect 组件。</li> <li><strong>未来计划</strong>:育碧表示,这只是改善 Steam 启动体验的第一步,计划未来将此服务推广到更多 Steam 上架的育碧游戏。</li> </ul></div> 上古纪元#补丁 0.80.49 http://www.heroworld.net/news.php?id=2032 http://www.heroworld.net/news.php?id=2032 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427767 hoe Thu, 03 Sep 2026 15:11:06 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1JubF6MEc9"></div> <img src="http://heroworld.gamerhome.com/images/news/20260903-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1JubF6MEc9/">bilibili</a>,<a href="https://www.youtube.com/watch?v=aDALsxjSP-s">youtube</a></h3> <h4 class="al">补丁频率及其内容 - Patch Frequency and its Contents</h4> <p class="eo">As development remains fully active on our end, the frequency of patches with PvE content will go up, which should result in a wide array of maps and scenarios for you to try out. In the latest patch, on top of The Mysterious Island scenario, there were a lot of bug fixes and various changes — make sure you check them out!</p> <p>由于我们这边的开发工作一直在全力进行中,包含PvE内容的补丁频率将会提高,这将为大家带来大量可供尝试的地图。在最新补丁中,除了"神秘岛"之外,还有大量的错误修复和各种改动——大家一定要去看看!</p> <p class="eo">We&apos;d also like to take this moment to note that we understand not all changes may seem appealing at first — the Heroes community is an incredibly vast and varied group with various needs that sometimes can be at odds with one another, so sometimes what may be exciting to one group might not be as interesting to another. We will continue to listen to your feedback and implement it whenever possible, so please make sure you send it our way!</p> <p>我们也想借此机会说明,我们理解并非所有改动一开始都会让大家满意——《英雄无敌》的玩家社群是一个极其庞大且多样化的群体,有着各种不同的需求,有时这些需求甚至可能相互矛盾,所以有时让某一群体兴奋的内容,对另一群体来说可能并不那么有趣。我们会持续倾听大家的反馈,并在尽可能的情况下加以落实,所以请务必向我们传达你们的意见!</p> <h4 class="al">补丁 v. 0.80.49 - The Upcoming Patch</h4> <p class="eo">Two completely new custom maps are coming: Prisoners and Broken Alliance. We have fine-tuned these maps even more in order to give you a fresh PvE experience.</p> <p>两张全新的自制地图即将到来:"囚徒"和"破碎同盟"。我们对这些地图进行了进一步微调,以带给你们全新的PvE体验。</p> <p class="eo">In Broken Alliance — which will also be the first new custom map that&apos;ll be playable in Custom Lobbies and in Hotseat — you will face off against your former allies as you paint the map in your faction&apos;s colours. Crafted with great care by Papyjama himself, this nostalgic classic map is bound to invoke childhood memories among many players and create yet another core experience for those new to the series.</p> <p>在"破碎同盟"中——这也将是第一张可以在自定义房间和热座模式中游玩的全新自制地图——你将面对昔日的盟友,用你所属势力的颜色染遍整张地图。这张令人怀念的经典地图由 Papyjama 本人精心制作,定能唤起许多玩家的童年回忆,同时也会给系列新玩家带来又一种核心体验。</p> <p class="eo">Please note! The Broken Alliance map is only available via the Lobby (or Hotseat).</p> <p>请注意!"破碎同盟"地图仅可通过游戏大厅(或热座模式)游玩。</p> <p class="eo">The Prisoners scenario, on the other hand, is a rather novel story. You will act as a leader of the search party in order to locate the local outpost&apos;s missing commanders that disappeared near the woods. As you venture deeper into the forest, you will discover strange happenings taking place — some more unnatural than others! Steel your nerves and arm yourselves as the only way to acquire more heroes in this scenario will be to find their prisons and free them.</p> <p>而"囚徒"场景则是一个相当新颖的故事。你将扮演一支搜救队的领袖,去寻找当地前哨站中在森林附近失踪的指挥官们。当你深入森林时,会发现那里发生着一些奇怪的事情——有些甚至超乎寻常!在这个场景中,获取更多英雄的唯一途径就是找到关押他们的监狱并将其解放,请务必沉着冷静、武装好自己!</p> <h4 class="al">路线图补丁前瞻 - Roadmap Patch Preview</h4> <p class="eo">However, there is more. Later this month we will release our Major Roadmap Patch which will feature the following:</p> <p>不过,还不止这些。本月晚些时候,我们将发布大型路线图补丁,其中将包含以下内容:</p> <ul> <li class="eo">Alliances,</li> <li>结盟系统,</li> <li class="eo">New Advanced Random Map Generator Features,</li> <li>全新的高级随机地图生成器功能,</li> <li class="eo">Improved Emoji Wheel,</li> <li>改进的表情转盘,</li> <li class="eo">Changes to matchmaking system,</li> <li>匹配系统的改动,</li> <li class="eo">Updates to the ranking system,</li> <li>排名系统的更新,</li> <li class="eo">Ranked reset,</li> <li>排位重置,</li> <li class="eo">And other changes.</li> <li>以及其他改动。</li> </ul> <p class="eo">Additionally, a major balance patch will address various talking points that have been raised by the community. It will begin tackling the problem of the abundance of %-based damage &amp; defense modifiers, including some major changes to Battle Magic and Battlecraft.</p> <p>此外,一个大型平衡补丁将解决社区提出的各种讨论热点。它将着手处理百分比伤害和防御修正过于泛滥的问题,包括对战斗魔法和战斗技巧的一些重大改动。</p> <p class="eo">In that patch, a rework to the Temple&apos;s faction skill will be introduced in the form of prayers. We&apos;ve seen you agree that Temple&apos;s power fantasy should be built around their faith in the Chalice, and that will be reflected through these new options.</p> <p>在该补丁中,圣堂势力的特长将重做为"祈祷"的形式。我们看到大家认同圣堂的力量幻想应围绕其对圣杯的信仰来构建,这一点将通过这些新选项得以体现。</p> <p class="eo">We will also try to address Hive&apos;s and Dungeon&apos;s bleeding problems by adding a new skill that should help with that. This major balance patch will come in a special beta branch sometime after the Roadmap Patch.</p> <p>我们还将尝试通过增加一项新技能来解决虫巢和地牢势力的流血相关问题。这个大型平衡补丁将在路线图补丁之后的某个时间,以专门的测试分支形式推出。</p> <p class="eo">Aside from balance changes, the update after the Roadmap Patch will also add new units to the game. We&apos;re also deep into the major update to the way our Computer Opponents behave as we continue to expand their overall range of strategies. We will share more information about the improved Computer Opponents and new units later in the future.</p> <p>除了平衡性改动之外,路线图补丁之后的更新还将在游戏中增加新的单位。我们也在深入进行电脑对手行为模式的大型更新,持续扩展它们的整体策略范围。我们将在未来分享更多关于改进后的电脑对手和新单位的信息。</p> <p class="eo">As we don&apos;t want to close this devlog on an empty tease, here&apos;s a little something for you to take a look at! Remember, the Roadmap Patch will arrive later this month!</p> <p>由于我们不想以吊胃口的方式结束这篇开发日志,这里有一张小图让大家先睹为快!记住,路线图补丁将于本月晚些时候到来!</p></div> 英三重制#Gamescom 座谈会 Day4 http://www.heroworld.net/news.php?id=2031 http://www.heroworld.net/news.php?id=2031 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427763 h3r Sun, 30 Aug 2026 04:03:46 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1s94D6pEPE"></div> <img src="http://heroworld.gamerhome.com/images/news/20260830-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1s94D6pEPE/">bilibili</a>,<a href="https://www.youtube.com/watch?v=SG0zeVMWhDI">youtube</a></h3> <h4 class="al">AI总结</h4> <ul> <li><strong>开场与用户研究介绍</strong> <ul> <li>用户研究员Jochen介绍团队工作:始于1996年,全球约15个实验室,通过邀请玩家到工作室或远程测试收集反馈。</li> <li>用户研究团队不直接修改游戏,而是发现玩家困惑与问题,提供给开发团队解决。</li> <li>示例:原版界面信息不清晰(如反击、生命值),经反馈后改进了UI。</li> <li>邀请玩家加入测试数据库,参与线上或实验室测试。</li> </ul> </li> <li><strong>“与开发者共玩”对战环节</strong> <ul> <li>资深程序员Jason(城堡) vs 社区VIP玩家Dark Dragon(地狱),地图“傲气冲天”。</li> <li>展示内容:新招募界面、城镇进入动画、愿望清单系统(自动建造)、自动收集资源、快速战斗/重打、战斗速度调节等。</li> <li>演示了快捷键(部分可自定义)、战场距离可视化、王国地图俯视操作等新功能。</li> </ul> </li> <li><strong>社区问答与开发反馈</strong> <ul> <li><strong>阵营与内容</strong>:全部9阵营均在基础游戏中,未在科隆重点展示的阵营后续会逐步揭晓;《历代记》仍在评估。</li> <li><strong>平衡性</strong>:默认采用《完整版》平衡,正与HOTA协商可选平衡方案。</li> <li><strong>自定义选项</strong>:部分快捷键可自定义;UI位置(如小地图)、颜色主题等暂未实现,但可讨论。</li> <li><strong>美术与优化</strong>:建筑、单位全3D,但细节层次(LOD)仍在优化中;画面打磨与性能优化、可读性之间需平衡。</li> <li><strong>经典切换</strong>:无法一键切换回2D经典版(因需双引擎运行),但原版游戏仍可购买游玩。</li> <li><strong>作弊码</strong>:开发者作弊菜单存在,具体玩家可用的作弊码系统仍在研究中。</li> <li><strong>反馈优先级</strong>:核心玩法不变;对新增自动化功能(如探索模式金币/经验选择)、美术细节等开放反馈;团队将根据社区迫切需求和开发时间评估。</li> </ul> </li> <li><strong>开发团队分享</strong> <ul> <li><strong>3D化目标:</strong>增强沉浸感(如城镇进入动画、单位比例展示、环境细节),同时保持策略可读性。</li> <li><strong>英雄半身像设计:</strong>参考历史肖像画,通过着装、姿态传递角色文化与个性。</li> <li><strong>游戏手感:</strong>强调实际游玩体验优于截图,科隆试玩反馈积极。</li> </ul> </li> </ul></div> 英三重制#Gamescom 座谈会 Day2 http://www.heroworld.net/news.php?id=2030 http://www.heroworld.net/news.php?id=2030 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427760 h3r Fri, 28 Aug 2026 10:22:04 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1fNtA6yEyK"></div> <img src="http://heroworld.gamerhome.com/images/news/20260828-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1fNtA6yEyK/">bilibili</a>,<a href="https://www.youtube.com/watch?v=Tejm1LNqv9o">youtube</a></h3> <h4 class="al">AI总结</h4> <ul> <li><strong>座谈会主题与嘉宾</strong> <ul> <li>聚焦UGC(用户生成内容),强调社区创作是《英雄无敌3》保持25年活力的关键。</li> <li>出席嘉宾:社区开发Yiran、创意总监Jean-Félix;《深渊号角》(HOTA)代表Alex Taron;《神秘岛》地图作者Papyjama(弗朗索瓦)。</li> </ul> </li> <li><strong>社区创作遗产回顾</strong> <ul> <li><strong>历史</strong>:1999年原版附带地图/战役编辑器,催生了地图、MOD(如《追随神迹》《深渊号角》)、锦标赛、艺术创作等多元内容生态。</li> <li><strong>HOTA介绍</strong>:延续《末日之刃》《死亡阴影》精神的非官方扩展包,已免费登陆Steam并集成创意工坊,强调“保持原版精神”与“现代化便利”并重。</li> <li><strong>Papyjama分享</strong>:其地图《神秘岛》灵感源自儒勒·凡尔纳,手工放置约34,000个物体;特色包括多起点、难度分级、叙事彩蛋(如“假圣杯坑”),并融入摄影构图技巧。</li> </ul> </li> <li><strong>重制版对UGC的支持计划</strong> <ul> <li><strong>地图转换</strong>:开发“一键转换”技术,可将原版编辑器制作的任何地图自动转换为3D版本,并支持分享。</li> <li><strong>编辑器更新</strong>:发布时提供基于《死亡阴影完整版》的增强编辑器(如多语言支持);未来计划兼容HOTA模板编辑器及更多MOD工具。</li> <li><strong>UGC平台</strong>:游戏内集成跨平台(PC/主机)内容分享选项卡,支持上传与下载地图、战役、模板;发布时将预装一批经授权的经典社区地图。</li> <li><strong>未来方向</strong>:持续向下兼容(如VCMI、《追随神迹》)、开放更多编辑权限(如自定义平衡性调整),并与HOTA等团队保持合作但保留各自发展路径。</li> </ul> </li> <li><strong>问答环节摘录</strong> <ul> <li><strong>阵营与内容</strong>:首发包含原版9阵营及三部曲战役;《历代记》未定,但正在评估;未来可能新增英雄及阵营。</li> <li><strong>平衡性</strong>:默认采用《完整版》平衡,正与HOTA协商提供其平衡方案作为可选模式(时间未定)。</li> <li><strong>模组支持</strong>:使用自研Snowdrop引擎,发布初期工具开放有限,但将根据社区需求逐步开放API与脚本系统。</li> <li><strong>源代码</strong>:确认已获得《完整版》源代码,这是本次重制项目的基础。</li> <li><strong>重制价值</strong>:强调3D画面与生活质量改进(如心愿单、战斗可视范围)旨在吸引新玩家与流失老玩家,与《上古纪元》面向核心玩家形成互补。</li> </ul> </li> <li><strong>社区致谢</strong> <ul> <li>所有嘉宾均感谢玩家反馈与创意贡献,Papyjama特别指出地图制作是团队合作,并感谢Unfrozen同事的支持。</li> <li>最后邀请现场观众体验试玩,并鼓励将游戏加入Steam愿望清单。</li> </ul> </li> </ul></div> 英三重制#Gamescom 座谈会 Day1 http://www.heroworld.net/news.php?id=2029 http://www.heroworld.net/news.php?id=2029 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427759 h3r Fri, 28 Aug 2026 05:37:12 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1Yotc6cEhG"></div> <img src="http://heroworld.gamerhome.com/images/news/20260827-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1Yotc6cEhG/">bilibili</a>,<a href="https://www.youtube.com/watch?v=6FDVYAaYKdI">youtube</a></h3> <h4 class="al">AI总结</h4> <ul> <li><strong>开场与嘉宾介绍</strong> <ul> <li>社区开发Yiran主持,介绍到场嘉宾:品牌总监Eric、创意总监Jean-Félix Monin,以及两位特邀嘉宾。</li> <li>现场和线上观众可通过二维码提交问题,座谈会后统一解答。</li> </ul> </li> <li><strong>重制版核心理念</strong> <ul> <li><strong>原汁原味</strong>:保留1999年原版的经典魅力,不破坏核心玩法与体验。</li> <li><strong>现代化</strong>:针对2026年的新玩家和老玩家,升级画面与操作流畅度,提升吸引力。</li> <li><strong>社区合作</strong>:重视与社区合作,融入多年来玩家创造的大量内容(如地图、MOD等)。</li> </ul> </li> <li><strong>游戏内容与玩法保留</strong> <ul> <li>完整包含《埃拉西亚的光复》主线及两部资料片《末日之刃》《死亡阴影》。</li> <li>首发即可使用全部9个阵营、完整兵种及中立单位(展台试玩仅开放4个阵营用于打磨)。</li> <li>核心玩法循环保持不变:大地图探索 → 战术战斗 → 城镇建设与招募,三者紧密结合。</li> <li>英雄系统(RPG元素)、技能、法术、宝物、竞技场平衡等全部保留,与原版完全一致。</li> </ul> </li> <li><strong>原创作者Jon Van Caneghem分享</strong> <ul> <li>灵感来源于桌游和策略游戏,旨在打造可反复游玩的“沙盒”体验。</li> <li>三个模式(冒险、战斗、城镇)逐步融合,形成独特玩法。</li> <li>地图编辑器是系列成功的关键,社区创作(如《追随神迹》)是长久生命力的源泉。</li> </ul> </li> <li><strong>游戏模式与多人功能</strong> <ul> <li>保留所有原版模式:战役、单人场景、随机地图生成器。</li> <li>多人模式:热座模式(粉丝强烈要求保留)和在线多人(改进匹配系统)。</li> </ul> </li> <li><strong>生活质量改进(QoL)</strong> <ul> <li><strong>战斗距离可视化</strong>:按Alt键显示敌人攻击范围,辅助决策。</li> <li><strong>心愿单系统</strong>:设定建造目标后,系统自动罗列前置条件并在资源充足时自动建造,减少繁琐操作。</li> <li>所有QoL功能均为可选,玩家可选择关闭,完全还原原版体验。</li> </ul> </li> <li><strong>游戏风格预设</strong> <ul> <li><strong>经典</strong>:最接近原版的视角、UI和操作。</li> <li><strong>策略</strong>:动画加速、信息一目了然,适合重视效率的玩家。</li> <li><strong>沉浸式</strong>:镜头拉近、UI简化,适合注重探索和PVE体验的玩家。</li> <li>玩家可随时在游戏内切换风格,或自定义自己的风格组合。</li> </ul> </li> <li><strong>视觉升级与3D化</strong> <ul> <li>采用全3D技术(Snowdrop引擎)和自由镜头,增强世界沉浸感与史诗感。</li> <li>冒险地图、战场、城镇均重新制作,支持镜头旋转和拉近查看细节。</li> <li>城镇加入专属3D界面(如招募界面)和征服动画(可跳过),同时保留经典2D界面切换选项。</li> <li>视觉风格参考中世纪和文艺复兴艺术(如Hieronymus Bosch画作),由概念艺术家Magdalena主导主视觉设计。</li> </ul> </li> <li><strong>社区与MOD支持</strong> <ul> <li>与《深渊号角》(HOTA)团队保持联系与合作,讨论未来整合可能。</li> <li>支持经典与HOTA修改版本之间的选择(平衡性调整可选)。</li> <li>重视玩家UGC:原版编辑器制作的地图可一键转换为3D版本,并提供游戏内分享平台(PC/主机通用)。</li> <li>考虑未来整合《追随神迹》等其他MOD,视社区需求而定。</li> </ul> </li> <li><strong>发售与平台信息</strong> <ul> <li>首发平台:PC(含Steam Deck兼容)、PS5、Xbox Series S/X。</li> <li>发售时即包含两部资料片(《末日之刃》《死亡阴影》)。</li> <li>未来计划通过DLC/资料片形式持续支持,可能加入新阵营等内容。</li> <li>目前没有重制《英雄无敌2》或《历代记》的具体计划,但持开放态度。</li> </ul> </li> <li><strong>开发者团队与玩家互动</strong> <ul> <li>团队成员涵盖铁杆粉丝、中等水平玩家和新手,确保兼顾不同玩家群体的需求。</li> <li>开发过程中已与VIP内部测试小组合作,积极收集反馈。</li> <li>团队认真阅读每条社区评论(Discord、Reddit等),对玩家建议持开放态度。</li> <li>现场观众提问:未来可能增加直播解说辅助功能(如观战工具),以及随机地图模板编辑器兼容性(正与HOTA团队商讨)。</li> </ul> </li> <li><strong>游戏平衡与AI</strong> <ul> <li>首发版本保持原版完整平衡性,不做任何修改。</li> <li>正在与HOTA团队讨论是否提供HOTA平衡版本作为可选项。</li> <li>AI(包括中立敌方和战役AI)在首发时保持原版,未来可能视反馈进行改进。</li> </ul> </li> <li><strong>常见问题答疑</strong> <ul> <li><strong>作弊码</strong>:如《英雄无敌2》的“32167”黑龙代码,是开发人员有意或无意留下的彩蛋。</li> <li><strong>AI生成内容</strong>:所有视觉内容均为艺术家手工制作,未使用AI。</li> <li><strong>女性英雄模型</strong>:每个阵营提供4个英雄模型(力量/魔法、男/女),包含女性英雄。</li> <li><strong>移动方式</strong>:冒险地图移动方式与原版完全一致(回合制)。</li> <li><strong>单英雄模式</strong>:目前未计划,但可根据社区需求考虑。</li> </ul> </li> </ul></div> 上古纪元#补丁 0.80.48 http://www.heroworld.net/news.php?id=2028 http://www.heroworld.net/news.php?id=2028 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427757 hoe Fri, 28 Aug 2026 01:43:53 GMT <div style="width:640px;"><ul> <li class="eo">Fixed a bug where restarting a multiplayer game could cause client desynchronization in certain situations.</li> <li>修复了在特定情况下重新开始多人游戏可能导致客户端不同步的问题。</li> <li>Core.zip 无变化。</li> </ul></div> 英三重制#基础问答 http://www.heroworld.net/news.php?id=2027 http://www.heroworld.net/news.php?id=2027 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427756 h3r Thu, 27 Aug 2026 11:17:00 GMT <div style="width:640px;"><p><a href="https://steamcommunity.com/games/3809850/announcements/detail/676256257153171855">https://steamcommunity.com/games/3809850/announcements/detail/676256257153171855</a></p> <p>指挥官们!</p> <p>继昨晚的消息发布后,相信大家的心里都有许多问题。我们将在这篇 Devblog,以及后续的 Devblog 中为大家逐步解答。</p> <h4 class="al">第一个问题,为什么要做重制版?</h4> <p>最简单的回答就是:因为大家喜欢!</p> <p>在过去的 30 年中,英雄无敌三一直是许多人心目中回合制策略游戏的黄金标准,也是整个系列最具代表性的作品之一。探索大世界、战术战斗、军队建设、英雄升级,这些体验从未过时。在许多当下的策略游戏中,我们仍能看到它的影子。</p> <p>在英雄无敌三社区内,一直有人在制作地图、研究玩法、组织比赛、开发模组。对很多经典游戏来说,随着内容被消耗,活跃玩家群体也逐渐缩小。但英雄无敌三的社区生态让它拥有了一种特殊的生命力。</p> <p>但时间确实留下了痕迹,现代玩家期待更直观的信息展示和交互,期待更具沉浸感的体验、期待更稳定的联机体验……这些并不会改变英雄无敌三的策略深度,却会影响玩家实际体验它的方式。</p> <p>英雄无敌三已经证明了自己的伟大。我们要做的,不是重新定义它,而是让它在未来的三十年里,依然值得被玩家发现、体验和热爱。这就是我们决定打造重制版的原因。</p> <h4 class="al">重制,如何重制?</h4> <p>我们并不认为《英雄无敌三》需要被重新发明。我们的任务,是理解它为什么成功,并把这种成功带给新一代玩家。</p> <p>在 2015 年,英雄无敌三高清版推出了,期待通过更高分辨率的画面和对现代系统的支持,让更多玩家能够重新体验英雄无敌三。但随即的评价和社区表现让我们意识到,对于英雄无敌三这样一款作品,仅仅提升画面表现是不够的。</p> <p>玩家希望体验完整的内容,希望拥有更好的联机体验,享受现代化的界面和操作逻辑。希望游戏能够建立在一个足够强大的技术基础之上,从而支持它继续发展。而这些期待,也帮助我们重新思考一个问题:如果今天重新开始打造英雄无敌三,我们会怎么做?</p> <p class="bold">我们设定了三个基础的设计理念:</p> <h4 class="al">还原经典</h4> <p>还原经典有两个层面的含义。</p> <p>其一是内容的完整性:我们包含了全部的剧情,包括《埃拉西亚的光复》,以及其两个资料片《末日之刃》和《死亡阴影》。上线第一天起,你就可以玩到所有阵营。</p> <p>其二是玩法的还原性:《英雄无敌三》之所以成为经典,源于它对策略与 RPG 元素的独特融合,而这一切都建立在三个核心支柱之上:大地图探索、战术战斗与城镇经营。</p> <p>在重制过程中,我们始终围绕这三个核心体验开展设计。我们不仅保留了原作的玩法框架,还努力维持其标志性的游戏节奏与平衡性,希望让老玩家能够立刻找到熟悉的感觉。同时,我们也针对部分繁琐操作进行了适度优化,让整体体验更加符合现代玩家的习惯。</p> <p>此外,随机地图生成器、热座模式等经典玩法也将完整回归。</p> <h4 class="al">现代重构</h4> <p>首先,我们采用了全 3D 重构。在保留原作美术风格与辨识度的基础上,重新打造地图、城镇与战斗场景,为玩家带来更具层次感与沉浸感的世界。</p> <p>与此同时,我们也致力于实现对经典内容的现代化呈现。无论是视觉效果、动画表现,还是场景细节,我们都希望将玩家记忆中的英雄世界,以当代玩家所期待的品质重新展现出来。</p> <p>除了画面升级,我们同样关注游玩过程中的每一个细节。通过一系列玩法体验优化,包括更直观的信息展示、更流畅的操作逻辑以及可选择的游玩风格,我们希望减少不必要的操作摩擦,让玩家能够将更多精力投入到策略决策和剧情本身。</p> <h4 class="al">常玩常新</h4> <p>正如我们前面提到的,英雄无敌的生命力很大程度来源于其社区生态:玩家自发地创作新的内容进行游玩,进一步提升了游戏的可玩性。我们决定进一步发挥这一点:让玩家能够持续地创造内容。</p> <p>首先是对玩家自创内容的保存:地图编辑器可以将原版游戏创作的地图直接导入、转化为适配重制版的地图。</p> <p>其次是平台和工具的配合:我们在游戏内内置了用户创作(UGC)内容平台,玩家可以方便地上传分享或是浏览下载模组和地图;游戏内的 UGC 套件可以供玩家充分发挥创造力,打造自己的地图和模组。</p> <p>最后是与社区与玩家的合作:我们已经与一些玩家展开了合作,未来还会有更多的机会让玩家充分发挥和展示自己的创造力!</p> <h4 class="al">一个承诺,两款游戏</h4> <p>2022 年,我们做出了一个重要的决定。</p> <p>经过多年的沉寂后,我们决定重新投入《英雄无敌》这一经典系列,并为它构建一个长期发展的未来。这一决定催生了两个不同但相互关联的项目。</p> <p>《英雄无敌:上古纪元》将为系列带来新的故事、新的阵营和新的冒险。</p> <p>而《英雄无敌三重制版》则希望以现代技术重新呈现塑造这一系列的经典体验。</p> <p>虽然方向不同,但它们源自同一个信念:《英雄无敌》不仅属于过去,也应该拥有未来。</p> <p>对于我们来说,重制版并不仅仅是一次对经典的回顾。它更是对整个系列的一份承诺。一份关于传承、关于创新、关于长期投入的承诺。</p> <p>《英雄无敌三重制版》不是为了让玩家停止玩原版,而是为了让更多玩家开始玩英雄无敌系列。</p> <h4 class="al">无需走出舒适区</h4> <p>当然,我们深知英雄无敌三原版已经陪伴了玩家 30 多年,我们也相信它会继续陪伴你们——别担心!</p> <p>本次英雄无敌三重制版公开的同时,我们将在 Steam 上架 1999 年的英雄无敌三,包含死亡阴影和末日之刃两个资料片。我们也将持续支持这个版本。</p> <p>(是的我们知道传错包体了........对不起!但现在问题已经修复!)</p> <h4 class="al">请与我们保持联系!</h4> <p>请期待我们后续关于画面升级、QoL、UGC 功能等详细技术日志。如果你们有任何想要了解的方面,也欢迎在评论区给我们留言,或是加入我们的 Discord 和我们直接进行交流。我们也将通过公开问答活动,直播等方式与你们直接沟通,回答社区内的问题。</p> <p>加入社区,与我们保持联系!</p></div> 英雄无敌三重制线下试玩玩家视频合集 http://www.heroworld.net/news.php?id=2026 http://www.heroworld.net/news.php?id=2026 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427752 h3r Wed, 26 Aug 2026 08:09:38 GMT <div style="width:640px;"><ul> <li>超高校級の河童:<a href="https://www.bilibili.com/video/BV1ZU8S6mEXC/">https://www.bilibili.com/video/BV1ZU8S6mEXC/</a></li> <li>夿夿罗萨:<a href="https://www.bilibili.com/video/BV1KBh56aEAz/">https://www.bilibili.com/video/BV1KBh56aEAz/</a></li> <li>假日循环:<a href="https://www.bilibili.com/video/BV16X896hE18/">https://www.bilibili.com/video/BV16X896hE18/</a></li> <li>阳天光:<a href="https://www.bilibili.com/video/BV1Xn8Q6yEyJ/">https://www.bilibili.com/video/BV1Xn8Q6yEyJ/</a></li> <li>狂奔魔暴龙:<a href="https://www.bilibili.com/video/BV1rt8X6fE7Q/">https://www.bilibili.com/video/BV1rt8X6fE7Q/</a></li> <li>制作人采访问答:<a href="https://www.gamersky.com/news/202608/2195381.shtml">https://www.gamersky.com/news/202608/2195381.shtml</a></li> </ul> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/h3r/keyart_3.webp" rel="colorbox" title="英雄无敌3:重制版 - keyart 3"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/keyart_3.webp" alt="keyart 3"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/keyart_2.webp" rel="colorbox" title="英雄无敌3:重制版 - keyart 2"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/keyart_2.webp" alt="keyart 2"></a></div></div> 英雄无敌三3D重制版公布 http://www.heroworld.net/news.php?id=2025 http://www.heroworld.net/news.php?id=2025 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427749 h3r Tue, 25 Aug 2026 19:40:30 GMT <div style="width:640px;"><p><a href="https://news.ubisoft.com/en-us/article/54MdgBHzrGnGT0mwKtT9aq/">https://news.ubisoft.com/en-us/article/54MdgBHzrGnGT0mwKtT9aq/</a></p> <p>你将重新探索这款广受赞誉的回合制策略经典,及其两部资料片。游戏以全 3D 形态与 4K 分辨率忠实重现。跟随凯瑟琳女王踏上征程,为埃拉西亚王国恢复秩序。此前,她的王国因国王遇刺、各路势力大举入侵而陷入分裂。你将探索绚丽奇幻世界,建造宏伟城邦,率领史诗英雄,投身恢弘的战术回合之战。</p> <p>传奇重生。经典永续。 重回埃拉西亚大地,(再次)探索这款殿堂级策略游戏,本作附带两款扩展内容,为你带来宏大的策略博弈与壮阔冒险。</p> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV1NphL6aEb7"></div> <img src="http://heroworld.gamerhome.com/images/news/20260826-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1NphL6aEb7/">bilibili</a>,<a href="https://www.youtube.com/watch?v=yBUckLZ5QRk">youtube</a></h3> <ul> <li>官方网站:<a href="http://mightandmagic.com/HMM3R">http://mightandmagic.com/HMM3R</a></li> <li>STEAM:<a href="https://store.steampowered.com/app/3809850/">https://store.steampowered.com/app/3809850/</a></li> <li>另外<a href="https://store.steampowered.com/app/4921760/"> H3 原版(40元)</a>和<a href="https://store.steampowered.com/app/5061200/">深渊号角(免费)</a>也上线了 STEAM,不过均没有中文;</li> <li>育碧成都与育碧上海联合开发;</li> <li>Snowdrop 引擎全 3D 彻底重构;动态光照;实时天气系统;季节更替;</li> <li>STEAM 上显示有全程中文配音;</li> <li>包含完整九个种族与两个资料片;</li> <li>原版战役保持不变并整合呈现;新增可玩序章、尾声与过场动画;</li> <li>目前看起来首发版本不包含历代记;自然也不会包含深渊号角;</li> <li>游戏玩法、机制、数值无变化;</li> <li>兼容旧地图;</li> <li>UBI 官网的公布新闻的副标题为:Return to Erathia in 2027;</li> <li>登陆平台:PC · PlayStation 5 · Xbox Series X|S;</li> <li>地图 / 战役编辑;英雄 / 生物数值调整工具;地图 / 模组浏览器、分享;</li> <li>更多截图见:<a href="http://heroworld.gamerhome.com/album.php?id=72">http://heroworld.gamerhome.com/album.php?id=72</a></li> <li>游戏视频见:<a href="https://www.bilibili.com/video/BV1NphL6aEb7/">https://www.bilibili.com/video/BV1NphL6aEb7/</a></li> <li>关于 H3 资料片源代码:在育碧制作 H3HD 时两个资料片的源代码的确是丢失的,或者说接手时可能因为混乱而没拿到;但是依<a href="http://heroworld.gamerhome.com/news.php?id=1709"> Fanstratics 月报#36 </a>里富尔顿的说法,后来有个叫 John Morris 的程序员,原本为 H3 做过 Mac 版本移植的为育碧提供了一份资料片的源代码。</li> </ul> <hr> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Town_Castle.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Town Castle"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Town_Castle.webp" alt="20260826 Town Castle"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Town_Conflux.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Town Conflux"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Town_Conflux.webp" alt="20260826 Town Conflux"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-HeroScreen_Gelu.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 HeroScreen Gelu"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-HeroScreen_Gelu.webp" alt="20260826 HeroScreen Gelu"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-HeroScreen_Sandro.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 HeroScreen Sandro"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-HeroScreen_Sandro.webp" alt="20260826 HeroScreen Sandro"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-AdventureMap_Close.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 AdventureMap Close"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-AdventureMap_Close.webp" alt="20260826 AdventureMap Close"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-AdventureMap_Wide.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 AdventureMap Wide"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-AdventureMap_Wide.webp" alt="20260826 AdventureMap Wide"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Battle_Grass.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Battle Grass"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Battle_Grass.webp" alt="20260826 Battle Grass"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Battle_Siege.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Battle Siege"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Battle_Siege.webp" alt="20260826 Battle Siege"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Battle_Snow.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Battle Snow"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Battle_Snow.webp" alt="20260826 Battle Snow"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Battle_Titan_BlackDragon.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Battle Titan BlackDragon"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Battle_Titan_BlackDragon.webp" alt="20260826 Battle Titan BlackDragon"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Creature_Fortress.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Creature Fortress"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Creature_Fortress.webp" alt="20260826 Creature Fortress"></a><a href="http://heroworld.gamerhome.com/screenshot/h3r/20260826-Creature_Inferno.webp" rel="colorbox" title="英雄无敌3:重制版 - 20260826 Creature Inferno"><img src="http://heroworld.gamerhome.com/screenshot/h3r/thumbs/20260826-Creature_Inferno.webp" alt="20260826 Creature Inferno"></a></div></div> 上古纪元#补丁 0.80.47 http://www.heroworld.net/news.php?id=2024 http://www.heroworld.net/news.php?id=2024 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427747 hoe Tue, 25 Aug 2026 16:58:43 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/694270021955749710">https://store.steampowered.com/news/app/3105440/view/694270021955749710</a></p> <ul> <li class="eo">Fixed a bug where certain save files failed to load following the previous update.</li> <li>修复了上个更新后部分存档无法加载的问题。</li> <li class="eo">Re-fixed an issue that caused hero detection and selection errors prior to the start of combat on tournament templates.</li> <li>再次修复了比赛模板中战斗开始前可能出现的英雄检测与选择错误问题。</li> <li class="eo">Applied small technical fixes to improve overall network connection stability.</li> <li>应用了少量技术修复,以提升整体网络连接稳定性。</li> <li class="eo">Outcast Tournament: Fixed a missing guard strength multiplier in player starting areas.</li> <li>Outcast Tournament:修复了玩家初始区域中守卫强度倍率缺失的问题。</li> <li class="eo">Jebus Tournament: Fixed rare instances where Pandora&apos;s Boxes containing creature armies could still generate in the central area.</li> <li>Jebus Tournament:修复了极少数情况下,中央区域仍可能生成包含生物军队的潘多拉魔盒的问题。</li> <li class="eo">Fixed AI player logic that caused improper guard prioritization when attempting to break through passways to new areas.</li> <li>修复了 AI 玩家在尝试突破通往新区域的通道时,对守卫优先级判断不当的逻辑问题。</li> <li class="eo">Fixed a bug where laws intended strictly for heroes of a specific faction mistakenly applied their effects to heroes of any other faction.</li> <li>修复了本应仅限特定阵营英雄使用的法则,错误地对其他阵营英雄生效的问题。</li> <li class="eo">Fixed an issue that caused the game to freeze when combining the 「Refract and Reflect」 and 「Blasphemous Adoration」 abilities.</li> <li>修复了同时触发『折射与反射』与『亵渎崇拜』能力时可能导致游戏卡死的问题。</li> </ul></div> 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:测试中……<a href="http://heroworld.gamerhome.com/dl/h3/RoE(Remake).h3c">下载链接</a>,有疑问可到上方论坛帖子中反馈。</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>