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 Wed, 11 Nov 2026 01:15:49 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#游玩风格与呈现效果 http://www.heroworld.net/news.php?id=2049 http://www.heroworld.net/news.php?id=2049 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427840 h3r Fri, 06 Nov 2026 10:40:46 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3809850/view/668381409493123405">https://store.steampowered.com/news/app/3809850/view/6683814094931234052</a></p> <p>各位英雄们好!</p> <p>自从游戏首曝以来,许多资深老玩家都在关注同一个问题:在全新的3D呈现下,重制版是否能保持原版英雄无敌III那份独一无二的奇幻质感?</p> <p>因此,今天我们想要向大家介绍一个全新的功能——游玩风格。</p> <p>游玩风格是游戏内一系列供玩家自定义游玩体验的功能。这一功能提供了经典、策略、沉浸三种预设模式,以及完全由玩家自主调整的自定义模式,通过这一灵活的框架,你可以调节色彩与光照、视角远近、物体比例等视觉元素,以及移动速度、战斗速度、动画效果等操作体验,让每个玩家都能打造出最适合自己的游玩体验。</p> <p>在这篇日志中,我们想重点向大家介绍我们专为怀旧玩家精心打造的——经典模式。</p> <h3>经典模式</h3> <p>在经典模式下,我们的核心目标就是:最大程度还原记忆中的埃拉西亚,让老玩家一上手就能找回当年的感觉。</p> <p>为了实现这一点,我们针对重制版的视觉效果进行了一系列调整:</p> <h4 class="al">经典光照与色彩基调</h4> <p>在经典模式中,我们专门对光影和色彩进行了调优,减弱过度的光效干扰,还原原版经典、沉稳且带有奇幻油画质感的视觉基调。</p> <div class="ac"> <img src="https://clan.fastly.steamstatic.com/images//46277182/8e7347fc95af066c66f75eafc173e5a68d6e5df0.png" alt="" style="width:100%;"> <br>(1999 英雄无敌III) —— *开发中,不代表最终上线品质 </div> <div class="ac"> <img src="https://clan.fastly.steamstatic.com/images//46277182/be90e1960c86b3f7c52ce8c27e07efb85e7da7d0.png" alt="" style="width:100%;"> <br>(英雄无敌III重制版 经典风格) —— *开发中,不代表最终上线品质 </div> <h4 class="al">生物与物体尺寸放大,提升地图可读性</h4> <p>在经典模式下,我们放大了生物、英雄以及部分地图物体的尺寸:</p> <p>更强的视觉存在感:生物与英雄在地图上更加凸显,提升英雄的主体地位,以及野外生物的压迫感。</p> <p>更强的地图可读性:玩家可以更清晰识别野怪分布、资源类型与宝物位置。</p> <div class="ac"> <video width="100%" height="367" loop autoplay muted><source src="http://heroworld.gamerhome.com/images/news/20261106.mp4" type="video/mp4">您的浏览器不支持Video标签。</video> <br>(英雄无敌III重制版 经典风格) —— *开发中,不代表最终上线品质 </div> <h4 class="al">更高的镜头,更远的视角</h4> <p>相较大家此前在我们的预告片和玩法视频中看到的效果,经典模式下对比沉浸模式,默认镜头会更远,缩放也会更高,更接近原版的视野。</p> <h4 class="al">小地图</h4> <div class="ac"> <img src="https://clan.fastly.steamstatic.com/images//46277182/1bad685feaac4ead0a2a529f2940dd6a70f63d9d.png" alt="" style="width:100%;"> <br>经典模式下,小地图也将和原版保持一致。 </div> <div class="ac"> <img src="https://clan.fastly.steamstatic.com/images//46277182/3577e2d4537467b69d4692d36e3f562d28b454e0.png" alt="" style="width:100%;"> <br>在沉浸模式下,小地图则是原版的冒险地图。 </div> <h3>三种预设,完全自定义</h3> <p>当然,正如开头所说,除了经典模式外,我们也为不同需求的玩家准备了另外两种预设供参考:</p> <h4 class="al">沉浸模式:</h4> <p>充分展示高清材质、动态天气与丰富光影,注重画面的连贯性和氛围表现。为追求现代画面质感与宏大沉浸感的玩家打造。</p> <div class="ac"> <img src="https://clan.fastly.steamstatic.com/images//46277182/39996ccec735902c612a384881fc6651be6a289e.png" alt="" style="width:100%;"> </div> <h4 class="al">策略模式:</h4> <p>增加地图网格,提升移动速度,跳过过场动画,为竞技对战与重度策略玩家打造。</p> <div class="ac"> <img src="https://clan.fastly.steamstatic.com/images//46277182/1a3c0b1d5499bdb9c04c6e3f3485eedad7844799.png" alt="" style="width:100%;"> </div> <p>但最重要的是——选择权永远在玩家手中。 这三种模式不仅是预设开关,更是可自由组合的调节项。</p> <p>如果你想在“经典模式”的尺寸和光影下,调整相机角度,把视角拉到最高?没问题。</p> <p>更喜欢沉浸模式的色彩,但厌倦了动态光影?关掉它。</p> <p>后续我们将通过一场专门的开发者直播,向大家展示这些不同的游玩风格!</p> <h4 class="al">哪些原版细节对你最重要?</h4> <p>经典模式的调优是一个极其细腻的过程,我们想要进一步了解大家对于目前游玩风格的偏好,欢迎大家给我们留下你的看法或是建议!</p> <p>你对经典风格的看法是怎样的?</p> <p>还有什么改变能让你觉得更像原版?</p> <p>在评论区、我们的QQ群(1108606256)内或是Steam讨论串里留下你的想法和意见!</p></div> 英三重制#封闭测试细节 http://www.heroworld.net/news.php?id=2048 http://www.heroworld.net/news.php?id=2048 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427837 h3r Thu, 05 Nov 2026 11:48:08 GMT <div style="width:640px;"><p>注册链接:<a href="https://register.ubisoft.com/heroes-of-might-and-magic-3-remake/">https://register.ubisoft.com/heroes-of-might-and-magic-3-remake/</a></p> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV18w486qEtd"></div> <img src="https://i2.hdslb.com/bfs/archive/521fc24f038329a0b74b36d9b1bb6dd99bbb15ff.jpg@630w_354h_1c_!web-dynamic.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV18w486qEtd/">bilibili</a></h3> <ul> <li>测试开始日期:11 月 18 日;</li> <li>虽然 Steam 活动页面上有截止日期,但是实际上是没有的;</li> <li>需要 Ubisoft Connect:在此测试阶段使用 Ubisoft Connect 是出于技术和运营方面的考虑,这能帮助团队更好地管理测试权限,并收集改进游戏体验所需的数据与反馈。</li> <li>配置需求: <ul> <li class="acc">以下配置要求不代表游戏上线最终配置要求!</li> <li>处理器:Intel Core i5-10600K / AMD Ryzen 5 3600X</li> <li>显卡:NV RTX 3060 8GB / AMD RX 6700 XT 12GB</li> <li>内存:16 GB</li> <li>存储空间:45 GB SSD 固态硬盘</li> <li>操作系统:Windows 11 64 位</li> <li class="blue">为确保参与者在封闭测试期间获得最佳体验,开发团队特意将硬件要求设置为了游戏发售时预计的“中等画质”配置。本次测试旨在以 1080p 和 60 FPS 运行,以便我们收集可靠的玩法与性能反馈。</li> </ul> </li> </ul></div> 上古纪元#补丁 0.82.08 http://www.heroworld.net/news.php?id=2047 http://www.heroworld.net/news.php?id=2047 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427834 hoe Wed, 04 Nov 2026 15:34:52 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/696528800402375339">https://store.steampowered.com/news/app/3105440/view/696528800402375339</a></p> <h4 class="al">电脑对手 - Computer Opponents</h4> <ul> <li class="eo">Adjusted how often AI heroes use Global Map Spells on various difficulties:</li> <li>调整了 AI 英雄在不同难度下使用冒险魔法的频率:</li> <li class="eo">"Easy" difficulty: AI heroes do not use Global Map Spells.</li> <li>「简单」难度:AI 英雄不使用冒险魔法。</li> <li class="eo">"Normal" difficulty: only the AI&apos;s current main hero uses Global Map Spells — no more than once per game day. Secondary heroes do not use them.</li> <li>「普通」难度:仅 AI 当前的主力英雄使用冒险魔法——每个游戏日不超过一次。次要英雄不使用。</li> <li class="eo">"Moderate" difficulty: the AI&apos;s main and secondary heroes use Global Map Spells no more than once per game day.</li> <li>「适中」难度:AI 的主力英雄和次要英雄每个游戏日使用冒险魔法不超过一次。</li> <li class="eo">"Hard" and "Multiplayer" difficulty: the AI&apos;s main hero uses Global Map Spells without restrictions, secondary heroes — no more than once per game day.</li> <li>「困难」和「多人」难度:AI 的主力英雄使用冒险魔法不受限制,次要英雄——每个游戏日不超过一次。</li> <li class="eo">"Unfair" difficulty: the AI&apos;s main and secondary heroes use Global Map Spells without restrictions.</li> <li>「不公」难度:AI 的主力英雄和次要英雄使用冒险魔法不受限制。</li> <li class="eo">On all difficulty levels except "Unfair" and "Multiplayer", the AI now learns Global Map Spells in random order.</li> <li>除「不公」和「多人」外的所有难度下,AI 现在以随机顺序学习冒险魔法。</li> </ul> <h4 class="al">平衡 - Balance</h4> <ul> <li class="eo">The enactment cost of the "Resource Riches I", "Resource Riches II", and "Resource Riches III" laws has been reduced back to the previous values for all factions: 2/3/4 → 1/2/3.</li> <li>所有阵营「资源充沛 I」、「资源充沛 II」和「资源充沛 III」律法的颁布费用已降回之前的数值:2/3/4 → 1/2/3。</li> </ul> <h4 class="al">模板 - Templates</h4> <ul> <li class="eo">Jebus Cross, Jebus Arena, Jebus Tournament: slightly reduced the weekly growth of the guards protecting the passages to the desert areas.</li> <li>Jebus Cross、Jebus Arena、Jebus Tournament:略微降低了保护通往沙漠区域通道的守卫的每周产量。</li> <li class="eo">Blitz: the two guaranteed external creature dwellings in the starting area now appear near the road.</li> <li>Blitz:起始区域中两个固定的外部生物巢穴现在出现在道路附近。</li> <li class="eo">Sprint:</li> <li>Sprint:</li> <li class="eo">Weakened the guards protecting the passages between the areas.</li> <li>削弱了保护区域之间通道的守卫。</li> <li class="eo">Rivers are no longer generated on this template.</li> <li>该模板上不再生成河流。</li> <li class="eo">The town in the third area now starts with a non-upgraded Tier 3 creature dwelling already built.</li> <li>第三区域的城镇现在起始时已建造好一个未升级的三级生物巢穴。</li> <li class="eo">The town in the fifth area now starts with a non-upgraded Tier 5 creature dwelling already built.</li> <li>第五区域的城镇现在起始时已建造好一个未升级的五级生物巢穴。</li> <li class="eo">The "Mercenary Guild" location can no longer be generated on this template.</li> <li>「佣兵公会」地点不再能在该模板上生成。</li> <li class="eo">Pandora&apos;s Boxes that contain creatures can no longer be placed behind the same guard as other objects.</li> <li>包含生物的潘多拉魔盒不再能与其他对象置于同一守卫之后。</li> <li class="eo">Vendetta: fixed a bug that significantly reduced the number of Pandora&apos;s Boxes in the desert areas of this template.</li> <li>Vendetta:修复了一个显著减少该模板沙漠区域中潘多拉魔盒数量的错误。</li> </ul> <h4 class="al">界面 - Interface</h4> <ul> <li class="eo">In matchmaking, hovering over a template name now shows a tooltip with the template&apos;s image on the back of the card.</li> <li>在匹配中,将鼠标悬停在模板名称上现在会显示一个提示框,内含卡背上的模板图像。</li> <li class="eo">Slightly changed the look of the match start screen.</li> <li>略微改变了对局开始界面的外观。</li> <li class="eo">At the faction and hero selection stages, you can now view template information by hovering over its name.</li> <li>在阵营和英雄选择阶段,你现在可以通过将鼠标悬停在模板名称上查看模板信息。</li> </ul> <h4 class="al">错误修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed a bug where loading a saved game would cause additional creature growth from captured external dwellings to stop applying to towns.</li> <li>修复了一个错误:加载存档会导致被占领外部巢穴提供的额外生物产量不再应用于城镇。</li> <li class="eo">Fixed a rare crash when using certain combinations of spells.</li> <li>修复了使用某些法术组合时罕见的崩溃问题。</li> </ul></div> 上古纪元#补丁 0.82.07 http://www.heroworld.net/news.php?id=2046 http://www.heroworld.net/news.php?id=2046 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427829 hoe Fri, 30 Oct 2026 16:50:21 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/696528162820982930">https://store.steampowered.com/news/app/3105440/view/696528162820982930</a></p> <h4 class="al">平衡 - Balance</h4> <h4 class="al">生物 - Creatures</h4> <ul> <li class="eo">Medusa Queen, "Hail of Arrows" ability: The ability&apos;s damage has been halved.</li> <li>美杜莎女王,「箭雨」能力:该能力的伤害已减半。</li> <li class="eo">The ability&apos;s cost has been reduced: 3 → 2.</li> <li>该能力的费用降低:3 → 2。</li> </ul> <h4 class="al">地图对象 - Map </h4> <ul> <li class="eo">Guards in "creature bank" objects have been adjusted:</li> <li>「生物银行」类对象的守卫已调整:</li> <li class="eo">"Colosseum", guard stack size: 11 / 19 / 25 / 30 → 11 / 19 / 26 / 31.</li> <li>「圆形竞技场」,守卫兵种规模:11 / 19 / 25 / 30 → 11 / 19 / 26 / 31。</li> <li class="eo">"Tomb of Vigilance", guard stack size: 19 / 34 / 45 / 52 → 20 / 35 / 47 / 56.</li> <li>「警戒之墓」,守卫兵种规模:19 / 34 / 45 / 52 → 20 / 35 / 47 / 56。</li> <li class="eo">"Boreal Call", guard stack size: 14 / 25 / 33 / 38 → 15 / 26 / 35 / 42.</li> <li>「极渊召唤」,守卫兵种规模:14 / 25 / 33 / 38 → 15 / 26 / 35 / 42。</li> <li class="eo">"Carrion Pile", guard stack size: 30 / 50 / 65 / 75 → 34 / 54 / 70 / 82.</li> <li>「腐尸堆」,守卫兵种规模:30 / 50 / 65 / 75 → 34 / 54 / 70 / 82。</li> <li class="eo">"Petrified Memorial", guard stack size: 7 / 13 / 18 / 21 → 7 / 13 / 18 / 22.</li> <li>「石化纪念馆」,守卫兵种规模:7 / 13 / 18 / 21 → 7 / 13 / 18 / 22。</li> <li class="eo">The strength of external artifact guards on random maps is now reduced by 20% of the original values instead of 40%.</li> <li>随机地图上宝物外部守卫的强度现在降低为原始值的 20%,而非 40%。</li> </ul> <h4 class="al">模板 - Templates</h4> <ul> <li class="eo">Jebus Cross: you once again need to hold the central town for 6 days to win.</li> <li>Jebus Cross:你再次需要占领中央城镇 6 天才能获胜。</li> <li class="eo">Jebus Arena: towns in the central area are now placed near the exits, as originally intended.</li> <li>Jebus Arena:中央区域的城镇现在按原定意图放置在出口附近。</li> <li class="eo">Blitz: all faction creature dwellings on the template now have double starting growth.</li> <li>Blitz:该模板上所有阵营的生物巢穴现在拥有双倍初始产量。</li> <li class="eo">Sprint:</li> <li>Sprint:</li> <li class="eo">Heroes with the "Pathfinder" specialization are no longer available on the template, but the "Scouting" skill is available again.</li> <li>具有「探路者」专精的英雄不再在该模板上可用,但「侦察术」技能再次可用。</li> <li class="eo">The growth of object guard strength in both players&apos; areas has been reduced.</li> <li>双方玩家区域中对象守卫强度的增长已降低。</li> <li class="eo">The "Arborcopia" can no longer be generated on the template.</li> <li>「丰木」不再能在该模板上生成。</li> <li class="eo">Jebus Outcast, Outcast Tournament: fixed a bug that significantly reduced the number of Pandora&apos;s Boxes in the desert areas of these templates.</li> <li>Jebus Outcast、Outcast Tournament:修复了一个显著减少这些模板沙漠区域中潘多拉魔盒数量的错误。</li> </ul> <h4 class="al">错误修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed a bug that changed the starting placement of guards in combat for objects with inner guards.</li> <li>修复了一个会改变带有内部守卫的对象在战斗中守卫初始站位的错误。</li> <li class="eo">The connection loss window no longer appears behind the match start screen.</li> <li>连接丢失窗口不再出现在对局开始界面之后。</li> <li class="eo">Fixed a rare bug where the custom game window might not open if some files were corrupted.</li> <li>修复了一个罕见的错误:如果某些文件损坏,自定义游戏窗口可能无法打开。</li> <li class="eo">Fixed the reward descriptions of Pandora&apos;s Boxes that increase hero stats.</li> <li>修复了提高英雄属性的潘多拉魔盒的奖励描述。</li> </ul></div> 上古纪元#补丁 0.82.06 http://www.heroworld.net/news.php?id=2045 http://www.heroworld.net/news.php?id=2045 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427827 hoe Thu, 29 Oct 2026 18:15:42 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/696528162820981234">https://store.steampowered.com/news/app/3105440/view/696528162820981234</a></p> <h4 class="al">全局地图上的 AI 行为更新 - Updated AI Behavior on the Global Map</h4> <ul> <li class="eo">New AI capabilities:</li> <li>AI 新能力:</li> <li class="eo">AI main heroes can now flee from battle if they realize that winning would be extremely difficult, and for some time after fleeing they follow a special strategy to get back into the game as effectively as possible.</li> <li>AI 主力英雄现在若意识到获胜将极其困难,便可以从战斗中逃跑;逃跑后的一段时间内,它们会遵循一套特殊策略,以尽可能有效地重回游戏。</li> <li class="eo">The AI now learns spells of high Global Map Magic in the Magic Observatory.</li> <li>AI 现在会在魔法天文台中学习高阶全局地图魔法法术。</li> <li class="eo">AI heroes have learned to use the most popular and useful Global Map Spells to move around the map.</li> <li>AI 英雄已学会使用最受欢迎且实用的全局地图法术来在地图上移动。</li> <li class="eo">The AI now distributes resources better to effectively develop towns, hire armies, etc.</li> <li>AI 现在能更好地分配资源,以有效发展城镇、招募军队等。</li> <li class="eo">AI heroes have learned to equip artifacts more effectively, taking into account set items, skills, their army composition, etc.</li> <li>AI 英雄已学会更有效地装备宝物,会考虑套装物品、技能、其军队构成等因素。</li> <li class="eo">AI heroes have learned to pick only skills that suit their current role.</li> <li>AI 英雄已学会只选择适合其当前定位的技能。</li> </ul> <p class="eo">In addition to these new features, we have extensively tuned the AI&apos;s general behavior so that it makes better strategic and local decisions. We will tell you more about this in one of our future news posts.</p> <p>除了这些新功能外,我们还对 AI 的通用行为进行了大量调整,使其能做出更好的战略与局部决策。我们将在未来的一篇新闻中进一步介绍。</p> <h4 class="al">平衡 - Balance</h4> <p class="eo">This update brings a number of major changes that will significantly affect gameplay. With these changes, we pursued two goals: to reduce the creature stats that grew too much in the late game, which hurt the gameplay experience, and to bring more variety to the upgraded versions of creatures, making them more distinct from each other. These are fairly complex tasks: some of them were solved with targeted adjustments, others with a series of diverse changes.</p> <p>本次更新带来了若干重大改动,将显著影响玩法。通过这些改动,我们追求两个目标:削减在后期增长过度的生物属性——这损害了游戏体验——并为生物的升级版本带来更多多样性,使它们彼此更加鲜明。这些任务相当复杂:其中一些通过针对性调整解决,另一些则通过一系列多样化的改动解决。</p> <p class="eo">In addition, we have worked on the formula for creatures&apos; Attack and Defense, namely how they affect the damage dealt. You can read about the reasons and goals of these changes below.</p> <p>此外,我们还处理了生物攻击与防御的公式,即它们如何影响造成的伤害。你可以在下文了解这些改动的原因与目标。</p> <ul> <li class="eo">We will continue to monitor the balance and make adjustments as needed, based on your feedback and the data we collect.</li> <li>我们将继续监测平衡,并根据大家的反馈和我们收集的数据按需进行调整。</li> </ul> <h4 class="al">基于生物攻击与防御调整通用伤害公式 - Adjusting the General Damage Formula Based on Creature Attack and Defense</h4> <ul> <li class="eo">The former damage multiplier formula based on creature stats was:</li> <li>此前基于生物属性的伤害倍率公式为:</li> <li class="eo">Multiplier = (20 + ATK) / (20 + DEF), where ATK was the attacker&apos;s Attack and DEF was the defender&apos;s Defense.</li> <li>倍率 = (20 + ATK) / (20 + DEF),其中 ATK 为攻击方的攻击,DEF 为防御方的防御。</li> <li class="eo">It was originally introduced for two reasons: to keep low-tier creatures relevant in the late game and to cover multiple cases with a single formula — both when ATK is higher than DEF and vice versa.</li> <li>它最初引入有两个原因:让低级生物在后期仍有用武之地,以及用单一公式覆盖多种情况——无论 ATK 高于 DEF 还是相反。</li> <li class="eo">However, several gameplay issues have emerged that, we believe, needed to be addressed:</li> <li>然而,出现了几个我们认为需要解决的玩法问题:</li> <li class="eo">As heroes had so many stats, creatures&apos; base stats became insignificant in the later stages — the outcome of a battle was determined by stack size and damage rather than by Attack and Defense.</li> <li>由于英雄拥有如此多的属性,生物的基础属性在后期变得无足轻重——战斗结果由兵种规模和伤害决定,而非攻击和防御。</li> <li class="eo">As a consequence of the first point, high-tier creatures lost their power as the game progressed and no longer looked like a formidable force compared to their "smaller" brethren.</li> <li>作为第一点的结果,高级生物随着游戏推进而失去威力,与它们的「较小」同类相比不再显得是一支强大的力量。</li> <li class="eo">Artifacts that increase combat stats had little impact on gameplay.</li> <li>提高战斗属性的宝物对玩法影响甚微。</li> <li class="eo">Most importantly: as the total sum of stats grew, their effective power decreased. This confused players and made it harder for them to understand what was happening in battle and assess the situation.</li> <li>最重要的是:随着属性总和增长,其有效威力反而下降。这使玩家困惑,也更难理解战斗中发生了什么并评估局势。</li> </ul> <p class="eo">Let&apos;s look at the last problem with an example. Consider a Troglodyte (Attack 2, Defense 3) fighting a Waurms (Attack 20, Defense 20). Let&apos;s see how much +1 Attack matters at different stages of the game.</p> <p>让我们用一个例子来看最后一个问题。设想一只穴居人(攻击 2,防御 3)对战一只魔蠕(攻击 20,防御 20)。我们来看看 +1 攻击在游戏不同阶段有多大影响。</p> <ul> <li class="eo">Early stage, heroes&apos; Attack and Defense = 0:</li> <li>前期,英雄攻击和防御 = 0:</li> <li class="eo">Troglodyte hits Waurms:</li> <li>穴居人攻击魔蠕:</li> <li class="eo">(20 + 2) / (20 + 20) = 0.550, then with +1 Attack:</li> <li>(20 + 2) / (20 + 20) = 0.550,然后 +1 攻击:</li> <li class="eo">(20 + 3) / (20 + 20) = 0.575. Increase: +4.5%.</li> <li>(20 + 3) / (20 + 20) = 0.575。提升:+4.5%。</li> <li class="eo">Waurms hits Troglodyte:</li> <li>魔蠕攻击穴居人:</li> <li class="eo">(20 + 20) / (20 + 3) = 1.739, then with +1 Attack:</li> <li>(20 + 20) / (20 + 3) = 1.739,然后 +1 攻击:</li> <li class="eo">(20 + 21) / (20 + 3) = 1.783. Increase: +2.5%.</li> <li>(20 + 21) / (20 + 3) = 1.783。提升:+2.5%。</li> <li class="eo">Late stage, heroes&apos; Attack and Defense = 80:</li> <li>后期,英雄攻击和防御 = 80:</li> <li class="eo">Troglodyte hits Waurms:</li> <li>穴居人攻击魔蠕:</li> <li class="eo">(80 + 20 + 2) / (80 + 20 + 20) = 0.8500, then with +1 Attack:</li> <li>(80 + 20 + 2) / (80 + 20 + 20) = 0.8500,然后 +1 攻击:</li> <li class="eo">(80 + 20 + 3) / (80 + 20 + 20) = 0.8583. Increase: +0.98%.</li> <li>(80 + 20 + 3) / (80 + 20 + 20) = 0.8583。提升:+0.98%。</li> <li class="eo">Waurms hits Troglodyte:</li> <li>魔蠕攻击穴居人:</li> <li class="eo">(80 + 20 + 20) / (80 + 20 + 3) = 1.1650, then with +1 Attack:</li> <li>(80 + 20 + 20) / (80 + 20 + 3) = 1.1650,然后 +1 攻击:</li> <li class="eo">(80 + 20 + 21) / (80 + 20 + 3) = 1.1748. Increase: +0.83%.</li> <li>(80 + 20 + 21) / (80 + 20 + 3) = 1.1748。提升:+0.83%。</li> </ul> <p class="eo">The same +1 Attack increased damage by 4.5% and 2.5% at the start of the game, yet later on it granted less than one percent of a bonus. The value of stats decreased as the game progressed.</p> <p>同样的 +1 攻击在游戏开始时使伤害提升 4.5% 和 2.5%,而后期却只带来不到百分之一的加成。属性的价值随着游戏推进而下降。</p> <p class="eo">Let&apos;s look at the second point with an example. 1000 Troglodytes against 75 Waurmos (roughly equivalent to one week&apos;s growth for each). A Troglodyte deals an average of 2 damage, while a Waurms deals 22.5. For simplicity, we only take into account the Attack/Defense multiplier, without other modifiers.</p> <p>让我们用一个例子来看第二点。1000 只穴居人对战 75 只魔蠕(大致相当于各自一周的产量)。一只穴居人平均造成 2 点伤害,而一只魔蠕造成 22.5 点。为简单起见,我们只考虑攻击/防御倍率,不计其他修正。</p> <ul> <li class="eo">Early stage, heroes&apos; Attack and Defense = 0:</li> <li>前期,英雄攻击和防御 = 0:</li> <li class="eo">Troglodyte hits Waurms:</li> <li>穴居人攻击魔蠕:</li> <li class="eo">Coefficient: (20 + 2) / (20 + 20) = 0.550</li> <li>系数:(20 + 2) / (20 + 20) = 0.550</li> <li class="eo">0.550 × 1000 × 2 = 1100 damage.</li> <li>0.550 × 1000 × 2 = 1100 点伤害。</li> <li class="eo">Waurms hits Troglodyte:</li> <li>魔蠕攻击穴居人:</li> <li class="eo">Coefficient: (20 + 20) / (20 + 3) = 1.739</li> <li>系数:(20 + 20) / (20 + 3) = 1.739</li> <li class="eo">1.739 × 75 × 22.5 = 2935 damage.</li> <li>1.739 × 75 × 22.5 = 2935 点伤害。</li> <li class="eo">Waurmos deal 2.67 times more damage.</li> <li>魔蠕造成的伤害高出 2.67 倍。</li> <li class="eo">Middle stage, heroes&apos; Attack and Defense = 20:</li> <li>中期,英雄攻击和防御 = 20:</li> <li class="eo">Troglodyte hits Waurms:</li> <li>穴居人攻击魔蠕:</li> <li class="eo">Coefficient: (20 + 20 + 2) / (20 + 20 + 20) = 0.700</li> <li>系数:(20 + 20 + 2) / (20 + 20 + 20) = 0.700</li> <li class="eo">0.700 × 1000 × 2 = 1400 damage.</li> <li>0.700 × 1000 × 2 = 1400 点伤害。</li> <li class="eo">Waurms hits Troglodyte:</li> <li>魔蠕攻击穴居人:</li> <li class="eo">Coefficient: (20 + 20 + 20) / (20 + 20 + 3) = 1.395</li> <li>系数:(20 + 20 + 20) / (20 + 20 + 3) = 1.395</li> <li class="eo">1.395 × 75 × 22.5 = 2355 damage.</li> <li>1.395 × 75 × 22.5 = 2355 点伤害。</li> <li class="eo">Waurmos deal 1.68 times more damage.</li> <li>魔蠕造成的伤害高出 1.68 倍。</li> <li class="eo">Late stage, heroes&apos; Attack and Defense = 60:</li> <li>后期,英雄攻击和防御 = 60:</li> <li class="eo">Troglodyte hits Waurms:</li> <li>穴居人攻击魔蠕:</li> <li class="eo">Coefficient: (60 + 20 + 2) / (60 + 20 + 20) = 0.820</li> <li>系数:(60 + 20 + 2) / (60 + 20 + 20) = 0.820</li> <li class="eo">0.820 × 1000 × 2 = 1640 damage.</li> <li>0.820 × 1000 × 2 = 1640 点伤害。</li> <li class="eo">Waurms hits Troglodyte:</li> <li>魔蠕攻击穴居人:</li> <li class="eo">Coefficient: (60 + 20 + 20) / (60 + 20 + 3) = 1.205</li> <li>系数:(60 + 20 + 20) / (60 + 20 + 3) = 1.205</li> <li class="eo">1.205 × 75 × 22.5 = 2033 damage.</li> <li>1.205 × 75 × 22.5 = 2033 点伤害。</li> <li class="eo">Waurmos deal 1.24 times more damage.</li> <li>魔蠕造成的伤害高出 1.24 倍。</li> </ul> <p class="eo">The further the game went, the weaker high-tier creatures became relative to low-tier ones. Building around strong stacks was unprofitable, and with small changes to base values (for example, +1 damage for both creatures from the "Drum of War" artifact), a high-tier stack could have even started dealing less damage than a low-tier one in the late game, despite dealing more in the early game.</p> <p>游戏推进得越远,高级生物相对于低级生物就变得越弱。围绕强力兵种构建变得不划算,而且随着基础数值的小幅变化(例如「战鼓」宝物为两种生物各 +1 伤害),高级兵种在后期甚至可能开始比低级兵种造成更少伤害,尽管在前期造成更多。</p> <p class="eo">What we are changing: The new formula is based on the difference between the attacker&apos;s Attack and the defender&apos;s Defense, rather than their absolute values. Let&apos;s call it Delta = ATK − DEF.</p> <p>我们正在改什么:新公式基于攻击方攻击与防御方防御之间的差值,而非它们的绝对值。我们称之为 Delta = ATK − DEF。</p> <p class="eo">The multiplier used in the new formula increases with the difference between the two stats, but each subsequent point gives slightly less than the previous one: the first point of difference gives +4.00%, the second +3.96%, the third +3.92%, and so on, decreasing by 0.04% per point down to zero. Once the difference reaches 100, further increases in stats no longer affect damage.</p> <p>新公式中使用的倍率随两项属性的差值增长,但后续每一点给出的加成略少于前一点:第一点差值给出 +4.00%,第二点 +3.96%,第三点 +3.92%,依此类推,每点递减 0.04% 直至归零。一旦差值达到 100,属性的进一步提升不再影响伤害。</p> <p class="eo">Essentially, the formula calculates the sum of an arithmetic progression. We&apos;ll leave it behind the scenes, though, so we don&apos;t scare you off with overly complex calculations.</p> <p>本质上,该公式计算的是一个等差数列之和。不过我们会把它留在幕后,以免用过于复杂的计算吓跑你们。</p> <ul> <li class="eo">If ATK > DEF, damage is multiplied by (1 + Coefficient).</li> <li>如果 ATK > DEF,伤害乘以 (1 + 系数)。</li> <li class="eo">If DEF > ATK, damage is divided by (1 + Coefficient).</li> <li>如果 DEF > ATK,伤害除以 (1 + 系数)。</li> </ul> <p class="eo">Let&apos;s recalculate both examples using the new formula.</p> <p>让我们用新公式重新计算两个例子。</p> <p class="eo">Key property: the result depends only on the Delta difference, not on the heroes&apos; stats.</p> <p>关键特性:结果只取决于 Delta 差值,而不取决于英雄的属性。</p> <ul> <li class="eo">Troglodyte attacks Waurms: Delta = 2 − 20 = −18 (Defense is higher, so we divide).</li> <li>穴居人攻击魔蠕:Delta = 2 − 20 = −18(防御更高,因此相除)。</li> <li class="eo">Waurms attacks Troglodyte: Delta = 20 − 3 = 17 (Attack is higher, so we multiply).</li> <li>魔蠕攻击穴居人:Delta = 20 − 3 = 17(攻击更高,因此相乘)。</li> <li class="eo">These differences do not change as the hero levels up, since the hero&apos;s bonus is added equally to both creatures.</li> <li>这些差值不会随英雄升级而改变,因为英雄的加成会同等加到两种生物上。</li> <li class="eo">Coefficient for Delta = 17: we add up the increases of the first 17 points (4.00% + 3.96% + …) = 62.56%. Coefficient for Delta = 18: the same plus the 18th point (3.32%) = 65.88%.</li> <li>Delta = 17 的系数:我们将前 17 点的增幅相加(4.00% + 3.96% + …)= 62.56%。Delta = 18 的系数:相同基础上加上第 18 点(3.32%)= 65.88%。</li> </ul> <p class="eo">First example:</p> <p>第一个例子:</p> <ul> <li class="eo">Troglodyte hits Waurms:</li> <li>穴居人攻击魔蠕:</li> <li class="eo">Coefficient: 1.6588</li> <li>系数:1.6588</li> <li class="eo">1.00 / 1.6588 = 0.6028.</li> <li>1.00 / 1.6588 = 0.6028。</li> <li class="eo">Waurms hits Troglodyte:</li> <li>魔蠕攻击穴居人:</li> <li class="eo">Coefficient: 1.6256</li> <li>系数:1.6256</li> <li class="eo">1.00 × 1.6256 = 1.6256.</li> <li>1.00 × 1.6256 = 1.6256。</li> </ul> <p class="eo">The value of +1 Attack is now the same at any stage of the game:</p> <p>+1 攻击的价值现在在游戏的任何阶段都相同:</p> <ul> <li class="eo">Troglodyte hits Waurms:</li> <li>穴居人攻击魔蠕:</li> <li class="eo">Was 0.6028, with +1 Attack → 0.6152. Increase: +2.06%.</li> <li>原为 0.6028,+1 攻击 → 0.6152。提升:+2.06%。</li> <li class="eo">Waurms hits Troglodyte:</li> <li>魔蠕攻击穴居人:</li> <li class="eo">Was 1.6256, with +1 Attack → 1.6588. Increase: +2.04%.</li> <li>原为 1.6256,+1 攻击 → 1.6588。提升:+2.04%。</li> </ul> <p class="eo">Neither the heroes&apos; stats nor the stage of the game affect this anymore.</p> <p>英雄的属性和游戏阶段都不再影响这一点。</p> <p class="eo">Second example:</p> <p>第二个例子:</p> <ul> <li class="eo">Troglodyte hits Waurms: 0.6028 × 1000 × 2 = 1206 damage.</li> <li>穴居人攻击魔蠕:0.6028 × 1000 × 2 = 1206 点伤害。</li> <li class="eo">Waurms hits Troglodyte: 1.6256 × 75 × 22.5 = 2743 damage.</li> <li>魔蠕攻击穴居人:1.6256 × 75 × 22.5 = 2743 点伤害。</li> <li class="eo">Waurmos deal 2.28 times more damage — and this ratio now stays constant throughout the game.</li> <li>魔蠕造成的伤害高出 2.28 倍——而且这一比例现在在整个游戏中保持不变。</li> </ul> <p class="eo">Summary of changes:</p> <p>改动总结:</p> <ul> <li class="eo">One stat point gives the same effect regardless of the total number of stats.</li> <li>一点属性无论属性总和多少都给出相同的效果。</li> <li class="eo">The damage ratio between stacks does not change over the course of the game, so high-tier creatures remain effective at any stage.</li> <li>兵种之间的伤害比例不会随游戏进程改变,因此高级生物在任何阶段都保持有效。</li> <li class="eo">Artifacts and stat bonuses feel equally strong from the beginning to the end of a match.</li> <li>宝物和属性加成从对局开始到结束都感觉同样强大。</li> <li class="eo">Low-tier creatures have become slightly stronger in the early game, but will no longer grow as much in power by the late game.</li> <li>低级生物在前期变得略强,但在后期不再增长那么多威力。</li> </ul> <h4 class="al">针对士气与幸运效果过度幸运或不幸连串的保护 - Protection Against Excessively Lucky or Unlucky Streaks of Morale and Luck Effects</h4> <p class="eo">A mechanism has been added to the game that protects players from excessively long streaks of lucky or unlucky random events related to Morale and Luck. The probability of these effects triggering will now better match players&apos; expectations.</p> <p>游戏中新增了一种机制,保护玩家免受与士气和幸运相关的过度漫长的幸运或不幸随机事件连串。这些效果的触发概率现在将更符合玩家的预期。</p> <p class="eo">Situations where your stacks with 5 Morale do not perform a single bonus action, while an enemy with 1 Morale triggers this effect almost every turn, will become practically impossible.</p> <p>你的兵种拥有 5 点士气却一次奖励行动都不触发,而敌人只有 1 点士气却几乎每回合都触发这一效果的情况,将变得几乎不可能出现。</p> <h4 class="al">战斗界面更新 - Combat Interface Update</h4> <p class="eo">We have updated the combat interface and implemented the following features:</p> <p>我们更新了战斗界面,并实现了以下功能:</p> <ul> <li class="eo">Updated visuals: game elements have become more convenient to use.</li> <li>更新视觉效果:游戏元素使用起来更加方便。</li> <li class="eo">Improved indication on the initiative bar — stack features are now easier to read.</li> <li>改进了主动性条上的指示——兵种特征现在更易于查看。</li> <li class="eo">Heroes&apos; faction active skills have been moved to separate skill panels, which frees up space on the regular hero ability panel.</li> <li>英雄的阵营主动技能已移至单独的技能面板,从而为常规英雄能力面板腾出空间。</li> <li class="eo">Added the "Favorite Spells" feature: you can mark up to 3 favorite combat spells in the spellbook to cast them quickly.</li> <li>新增「Favorite Spells」功能:你可以在法术书中标记最多 3 个常用战斗法术,以便快速施放。</li> </ul> <h4 class="al">通用改动 - General Changes</h4> <ul> <li class="eo">Starting resources have been adjusted depending on the game difficulty.</li> <li>起始资源已根据游戏难度进行了调整。</li> <li class="eo">Single Hero Mode: removed the 20% reduction to the amount of Astrology Points and Law Points required to level up. As a result, unlocking Global Map Spells and Laws in this mode will now be slightly slower.</li> <li>单英雄模式:移除了升级所需星象点数和律法点数减少 20% 的效果。因此,在该模式下解锁全局地图法术和律法现在会略微变慢。</li> <li class="eo">Slightly reduced the amount of Law Points gained for capturing objects.</li> <li>略微降低了占领对象获得的律法点数数量。</li> </ul> <h4 class="al">技能 - Skills</h4> <p class="eo">In this section, you will find changes to hero skills: the long-awaited rework of the Temple faction skill, an entirely new skill, and adjustments to other abilities. As part of these changes, we have moved some subskills to new positions to open up new gameplay opportunities for players.</p> <p>在本节中,你将看到英雄技能的改动:期待已久的圣殿阵营技能重做、一个全新的技能,以及其他能力的调整。作为这些改动的一部分,我们将一些次级技能移到了新位置,以为玩家开辟新的玩法机会。</p> <h4 class="al">正当之力 - "Righteousness"</h4> <p class="eo">The original concept of the Temple faction focused on two aspects: positive effects and the hero&apos;s base stats. In this update, we are pursuing a policy of reducing creature stats in battle, so when reworking the faction skill, we decided to move away from a strong focus on one of these aspects — the hero&apos;s stats. The new version of the faction skill is no longer tied to creatures dying in battle or to a significant increase in the hero&apos;s stats, instead it gives players new tactical opportunities.</p> <p>圣殿阵营最初的概念聚焦于两个方面:正向效果和英雄的基础属性。在本次更新中,我们奉行降低战斗中生物属性的方针,因此在重做阵营技能时,我们决定不再强烈聚焦于其中一个方面——英雄的属性。新版阵营技能不再与生物在战斗中死亡或英雄属性大幅提升挂钩,而是为玩家提供新的战术机会。</p> <p class="eo">The skill has been completely reworked:</p> <p>该技能已被完全重做:</p> <ul> <li class="eo">The new skill allows the hero to use one of three active abilities in battle — the prayers "Song of Wrath", "Plea for Healing", or "Hymn of Power". After activating a prayer, the hero maintains its effect until the end of the battle or until they use any other prayer.</li> <li>新技能允许英雄在战斗中使用三种主动能力之一——祈祷「愤怒之歌」、「治疗恳求」或「力量赞歌」。激活一个祈祷后,英雄维持其效果直到战斗结束或直到使用任何其他祈祷。</li> <li class="eo">The active prayer empowers stacks whose turn comes while it is being maintained. ⭐ The effect of prayers is single-use, and a stack can accumulate up to 3 different prayers. The effect can be stored on multiple stacks at once until each of them triggers it.</li> <li>激活的祈祷会强化在其维持期间轮到的兵种。⭐ 祈祷效果为一次性,一个兵种最多可累积 3 个不同的祈祷。该效果可同时储存在多个兵种上,直到每个兵种各自触发。</li> <li class="eo">"Song of Wrath": attacks of a stack under the prayer&apos;s effect deal additional Pure Damage.</li> <li>「愤怒之歌」:受祈祷效果影响的兵种的攻击造成额外的纯粹伤害。</li> <li class="eo">"Plea for Healing": when a stack under the prayer&apos;s effect takes damage, it restores a certain amount of health. It can resurrect fallen creatures.</li> <li>「治疗恳求」:受祈祷效果影响的兵种受到伤害时,恢复一定量的生命值。它可以复活阵亡的生物。</li> <li class="eo">"Hymn of Power": when a stack under the prayer&apos;s effect uses abilities, the duration of all positive effects applied to it is extended.</li> <li>「力量赞歌」:受祈祷效果影响的兵种使用能力时,施加于其上的所有正向效果的持续时间延长。</li> <li class="eo">The effectiveness of all prayers depends on the hero&apos;s level.</li> <li>所有祈祷的效果取决于英雄等级。</li> <li class="eo">In addition to the main skill, all of its subskills have been reworked and adjusted:</li> <li>除主技能外,其所有次级技能均已重做和调整:</li> <li class="eo">"Fields of Serenity": friendly Temple creatures deal +10% and take −10% damage on their native terrain.</li> <li>「宁静之野」:友方圣殿生物在其原生地形上造成 +10% 伤害并受到 −10% 伤害。</li> <li class="eo">"Secret of Mana": after using any prayer, until the end of the round, friendly stacks restore 1 temporary mana to the hero when their turn comes.</li> <li>「魔力奥秘」:使用任何祈祷后,直到本回合结束,友方兵种在其回合到来时为英雄恢复 1 点临时法力。</li> <li class="eo">"Piety": the hero gains +10% experience.</li> <li>「虔诚」:英雄获得 +10% 经验。</li> <li class="eo">"Requiem": each time a stack dies, all of the hero&apos;s stats increase by 1 until the end of the round.</li> <li>「安魂曲」:每当一个兵种死亡,英雄的所有属性提高 1,直到本回合结束。</li> <li class="eo">"Care for Others": the effect of the prayer in use immediately triggers on the current friendly creature.</li> <li>「关怀他人」:正在使用的祈祷效果立即在当前友方生物上触发。</li> <li class="eo">"Contemplation": using prayers does not require Focus Charges.</li> <li>「沉思」:使用祈祷不需要集能充能。</li> </ul> <h4 class="al">召唤虫群 - "Summon Swarm"</h4> <ul> <li class="eo">"Hive Power" subskill:</li> <li>「虫群力量」次级技能:</li> <li class="eo">Before: the hero gains +1 Luck and Morale.</li> <li>之前:英雄获得 +1 幸运和士气。</li> <li class="eo">⭐ After: the cost and cooldown of the "Premature Emergence" ability are reduced by 1.</li> <li>⭐ 之后:「早产」能力的费用和冷却时间减少 1。</li> <li class="eo">The subskill has been moved to Tier 2.</li> <li>该次级技能已移至 2 级。</li> <li class="eo">The "Ravage" subskill has been moved to Tier 3.</li> <li>「肆虐」次级技能已移至 3 级。</li> </ul> <h4 class="al">⭐ 进攻术 - "Offense"</h4> <ul> <li class="eo">"Battle Frenzy" subskill: the Attack bonus per point of Morale has been reduced: 2 → 1.</li> <li>「战斗狂怒」次级技能:每点士气提供的攻击加成降低:2 → 1。</li> <li class="eo">"Unstoppable Force" subskill: the reduction of enemy creatures&apos; Defense has been reduced: 15% → 10%.</li> <li>「势不可挡」次级技能:对敌方生物防御的降低减少:15% → 10%。</li> </ul> <h4 class="al">⭐ 防御术 - "Defense"</h4> <ul> <li class="eo">"As Luck Would Have It" subskill: the Defense bonus per point of Luck has been reduced: 2 → 1.</li> <li>「命运垂青」次级技能:每点幸运提供的防御加成降低:2 → 1。</li> <li class="eo">"Firmness" subskill: the reduction of enemy creatures&apos; Attack has been reduced: 15% → 10%.</li> <li>「毅力」次级技能:对敌方生物攻击的降低减少:15% → 10%。</li> </ul> <h4 class="al">幸运术 - "Luck"</h4> <ul> <li class="eo">"Always Heads" subskill: the bonus to gold found on the Global Map (including when receiving rewards for capturing objects) has been reduced: 25% → 10%.</li> <li>「总是正面」次级技能:在全局地图上发现的金币加成(包括占领对象时获得的奖励)降低:25% → 10%。</li> </ul> <h4 class="al">⭐ 后勤术 - "Logistics"</h4> <ul> <li class="eo">The "Leaps and Bounds" subskill has been replaced with the new "Strong Mounts" subskill:</li> <li>「疾驰如飞」次级技能已替换为新的「强壮坐骑」次级技能:</li> <li class="eo">Before: the hero restores 5 Movement Points after each battle won.</li> <li>之前:英雄每赢得一场战斗后恢复 5 点移动点数。</li> <li class="eo">After: the hero gains another +5% Movement Points.</li> <li>之后:英雄再获得 +5% 移动点数。</li> <li class="eo">"Careful Planning" subskill: the maximum number of Movement Points saved for the next day has been reduced: 50 → 30.</li> <li>「精心规划」次级技能:为次日保存的最大移动点数数量降低:50 → 30。</li> </ul> <h4 class="al">⭐ 侦察术 - "Scouting"</h4> <ul> <li class="eo">The "Familiar Paths" subskill has been replaced with the new "Leaps and Bounds" subskill:</li> <li>「熟悉的道路」次级技能已替换为新的「疾驰如飞」次级技能:</li> <li class="eo">Before: the hero gains +10 Movement Points while in a territory under their control.</li> <li>之前:英雄在其控制的领土内获得 +10 移动点数。</li> <li class="eo">After: the hero restores 5 Movement Points after each battle won.</li> <li>之后:英雄每赢得一场战斗后恢复 5 点移动点数。</li> <li class="eo">The subskill has been moved to Tier 3.</li> <li>该次级技能已移至 3 级。</li> <li class="eo">The "Counterespionage" subskill has been moved to Tier 2.</li> <li>「反情报」次级技能已移至 2 级。</li> </ul> <h4 class="al">启迪术 - "Insight"</h4> <ul> <li class="eo">The "Enlightenment" subskill has been replaced with the new "Understanding the Ephemeral" subskill:</li> <li>「启蒙」次级技能已替换为新的「洞察瞬息」次级技能:</li> <li class="eo">Before: the hero gains another +10% experience.</li> <li>之前:英雄再获得 +10% 经验。</li> <li class="eo">After: the hero and friendly creatures deal +50% damage to summoned creatures.</li> <li>之后:英雄和友方生物对召唤生物造成 +50% 伤害。</li> </ul> <h4 class="al">巫术 - "Sorcery"</h4> <ul> <li class="eo">Magic damage bonus has been reduced: 20/30/40% → 20/25/30%.</li> <li>魔法伤害加成降低:20/30/40% → 20/25/30%。</li> <li class="eo">⭐ The "Piercing Spells" subskill has been replaced with the new "Magical Influence" subskill:</li> <li>⭐ 「穿刺法术」次级技能已替换为新的「魔法影响」次级技能:</li> <li class="eo">Before: spells ignore 25% of the target&apos;s magic resistance.</li> <li>之前:法术无视目标 25% 的魔法抗性。</li> <li class="eo">After: increases the mana cost of the enemy&apos;s spells by 4.</li> <li>之后:将敌方法术的法力消耗提高 4。</li> <li class="eo">The subskill has been moved to Tier 2.</li> <li>该次级技能已移至 2 级。</li> <li class="eo">The "Summoning Sorcery" subskill has been moved to Tier 3.</li> <li>「召唤巫术」次级技能已移至 3 级。</li> </ul> <h4 class="al">⭐ 夜影魔法 - "Nightshade Magic"</h4> <ul> <li class="eo">The "Hour of the Wolf" subskill has been replaced with the new "Hindrance Aura" subskill:</li> <li>「狼时」次级技能已替换为新的「干扰光环」次级技能:</li> <li class="eo">Before: enemy creatures lose 10% of their Attack and Defense.</li> <li>之前:敌方生物失去 10% 的攻击和防御。</li> <li class="eo">After: at the start of each round except the first, the enemy loses 1 Focus Charge.</li> <li>之后:除第一回合外,每回合开始时敌人失去 1 点集能充能。</li> </ul> <h4 class="al">战斗魔法 - "Battle Magic"</h4> <p class="eo">As part of our general policy of reducing creatures&apos; base stats in the late game, we are significantly reworking "Battle Magic". Until now, this skill simply gave the army additional power regardless of any other factors. It was actively used by both might and magic heroes, which contradicted the original design, according to which the skill should strengthen the combat potential of magic heroes. We understand that this change effectively weakens the skill, so we will closely monitor its performance; for now, we are carrying out a major revision of all subskills available to players when upgrading "Battle Magic".</p> <p>作为我们降低后期生物基础属性总体方针的一部分,我们正在大幅重做「战斗魔法」。到目前为止,该技能只是无条件地赋予军队额外力量。它被力量英雄和魔法英雄积极使用,这与最初的设计相矛盾——根据原设计,该技能应强化魔法英雄的战斗潜力。我们理解这一改动实际上削弱了该技能,因此我们将密切关注其表现;目前,我们正在对玩家升级「战斗魔法」时可用所有次级技能进行重大修订。</p> <p class="eo">Major rework of the skill:</p> <p>该技能的重大重做:</p> <ul> <li class="eo">The skill now not only increases creatures&apos; Attack and Defense based on the hero&apos;s Spell Power and Knowledge, but also reduces the influence of the hero&apos;s Attack and Defense on the corresponding creature stats. Here is how it works. Under normal conditions, creatures receive an Attack bonus equal to 100% of the hero&apos;s Attack and 0% of their Spell Power. With the max level of "Battle Magic", creatures will receive Attack equal to 60% of the hero&apos;s Attack and 40% of their Spell Power.</li> <li>该技能现在不仅根据英雄的法术强度和知识提高生物的攻击和防御,还降低英雄攻击和防御对相应生物属性的影响。其运作方式如下。正常情况下,生物获得的攻击加成等于英雄攻击的 100% 及其法术强度的 0%。在「战斗魔法」满级时,生物获得的攻击将等于英雄攻击的 60% 及其法术强度的 40%。</li> <li class="eo">Bonus to creature stats (and, accordingly, the added penalty) has been increased: 15/20/25% → 20/30/40%.</li> <li>对生物属性的加成(以及相应的附加惩罚)已提高:15/20/25% → 20/30/40%。</li> <li class="eo">The "Aura of Destruction" subskill has been replaced with the new "Piercing Spells" subskill:</li> <li>「毁灭光环」次级技能已替换为新的「穿刺法术」次级技能:</li> <li class="eo">Before: after each spell cast in battle, the hero gains +1 Attack until the end of the battle.</li> <li>之前:战斗中每次施法后,英雄获得 +1 攻击直到战斗结束。</li> <li class="eo">After: spells ignore 25% of the target&apos;s magic resistance.</li> <li>之后:法术无视目标 25% 的魔法抗性。</li> <li class="eo">The "Aura of Protection" subskill has been replaced with the new "Mana Return" subskill:</li> <li>「守护光环」次级技能已替换为新的「法力回流」次级技能:</li> <li class="eo">Before: after each spell cast in battle, the hero gains +1 Defense until the end of the battle.</li> <li>之前:战斗中每次施法后,英雄获得 +1 防御直到战斗结束。</li> <li class="eo">After: after each spell cast in battle, the hero gains +2 temporary mana.</li> <li>之后:战斗中每次施法后,英雄获得 +2 临时法力。</li> <li class="eo">The "Aura of Wizardry" subskill has been reworked:</li> <li>「巫术光环」次级技能已重做:</li> <li class="eo">Before: after each spell cast in battle, the hero gains +1 Spell Power until the end of the battle.</li> <li>之前:战斗中每次施法后,英雄获得 +1 法术强度直到战斗结束。</li> <li class="eo">After: after each spell cast in battle, the hero gains +1 Spell Power and Knowledge until the end of the battle.</li> <li>之后:战斗中每次施法后,英雄获得 +1 法术强度和知识直到战斗结束。</li> <li class="eo">The subskill has been moved to Tier 3.</li> <li>该次级技能已移至 3 级。</li> <li class="eo">The "Battle Mage&apos;s Authority" and "Mage Protector&apos;s Authority" subskills remain unchanged and do not reduce the Attack and Defense gained from the hero&apos;s stats.</li> <li>「战斗法师的威严」和「守护法师的威严」次级技能保持不变,且不会降低从英雄属性获得的攻击和防御。</li> <li class="eo">The "Magic Time" subskill has been moved to Tier 2.</li> <li>「魔法时刻」次级技能已移至 2 级。</li> </ul> <h4 class="al">抵抗术 - "Resistance"</h4> <ul> <li class="eo">⭐ The "Hindrance Aura" subskill has been replaced with the new "Protective Sorcery" subskill:</li> <li>⭐ 「干扰光环」次级技能已替换为新的「防护巫术」次级技能:</li> <li class="eo">Before: at the start of each round except the first, the enemy loses 1 Focus Charge.</li> <li>之前:除第一回合外,每回合开始时敌人失去 1 点集能充能。</li> <li class="eo">After: reduces damage dealt by Heroic Strike to friendly creatures by 20%. The bonus is doubled if the hero has "First Aid".</li> <li>之后:将英雄打击对友方生物造成的伤害降低 20%。如果英雄拥有「急救」,加成翻倍。</li> <li class="eo">The "Fast Metabolism" subskill has been reworked:</li> <li>「高速代谢」次级技能已重做:</li> <li class="eo">⭐ Reduction of negative effects&apos; duration: 1 → 2.</li> <li>⭐ 负面效果持续时间的减少:1 → 2。</li> <li class="eo">The subskill has been moved to Tier 3.</li> <li>该次级技能已移至 3 级。</li> <li class="eo">The "Time Shift" subskill has been moved to Tier 2.</li> <li>「时间跃迁」次级技能已移至 2 级。</li> </ul> <h4 class="al">战斗技巧 - "Battlecraft"</h4> <ul> <li class="eo">Stat bonus granted when waiting or skipping a turn in battle has been reduced: 20/30/40% → 10/15/20%.</li> <li>战斗中等待或跳过回合时获得的属性加成降低:20/30/40% → 10/15/20%。</li> <li class="eo">The "Melee Mastery" subskill has been replaced with the new "At the ready" subskill:</li> <li>「近战精通」次级技能已替换为新的「严阵以待」次级技能:</li> <li class="eo">Before: friendly creatures deal +10% and take −10% damage in melee.</li> <li>之前:友方生物在近战中造成 +10% 伤害并受到 −10% 伤害。</li> <li class="eo">After: when waiting in battle, a friendly stack gains +1 Speed until the end of the round.</li> <li>之后:在战斗中等待时,一个友方兵种获得 +1 速度直到本回合结束。</li> <li class="eo">The subskill is placed in Tier 3.</li> <li>该次级技能置于 3 级。</li> <li class="eo">The "Long Reach Mastery" subskill has been replaced with the new "Fortifying" subskill:</li> <li>「远程精通」次级技能已替换为新的「加固」次级技能:</li> <li class="eo">Before: friendly creatures deal +10% and take −10% damage from ranged attacks and at range.</li> <li>之前:友方生物在远程攻击和远程战斗中造成 +10% 伤害并受到 −10% 伤害。</li> <li class="eo">After: when skipping a turn, a friendly stack additionally gains +20% Defense.</li> <li>之后:跳过回合时,一个友方兵种额外获得 +20% 防御。</li> <li class="eo">The "Manacraft" subskill has been moved to Tier 2.</li> <li>「魔能技艺」次级技能已移至 2 级。</li> </ul> <h4 class="al">召唤化身 - "Summon Avatar"</h4> <ul> <li class="eo">The "Summon Destruction" subskill has been replaced with the new "Parasitic Summon" subskill:</li> <li>「召唤毁灭」次级技能已替换为新的「寄生召唤」次级技能:</li> <li class="eo">Before: the hero and friendly creatures deal +50% damage to summoned creatures.</li> <li>之前:英雄和友方生物对召唤生物造成 +50% 伤害。</li> <li class="eo">After: the summoned avatar restores 3 temporary mana to the hero when dealing or taking damage.</li> <li>之后:召唤的化身在造成或受到伤害时为英雄恢复 3 点临时法力。</li> </ul> <h4 class="al">急救 - "First Aid"</h4> <p class="eo">A new skill available to all heroes and factions.</p> <p>一个所有英雄和阵营都可用的新技能。</p> <ul> <li class="eo">Base effect: after winning a battle, surviving stacks in the hero&apos;s army restore 20/30/40% of the creatures lost during the battle.</li> <li>基础效果:赢得战斗后,英雄军队中幸存的兵种恢复战斗中损失生物的 20/30/40%。</li> <li class="eo">Subskills:</li> <li>次级技能:</li> <li class="eo">"Return to Service": additionally restores 10% of the creatures lost during the battle. The bonus is doubled if the hero has "Recruitment".</li> <li>「重返岗位」:额外恢复战斗中损失生物的 10%。如果英雄拥有「募兵术」,加成翻倍。</li> <li class="eo">"Healthy Decoctions": friendly creatures gain +2 Health.</li> <li>「健康药剂」:友方生物获得 +2 生命值。</li> <li class="eo">"Antidotes": new ability — removes all negative effects from the target.</li> <li>「解毒剂」:新能力——移除目标身上的所有负面效果。</li> <li class="eo">"Thrill of Battle": each time a friendly stack kills an enemy, it fully restores its health. Does not resurrect fallen creatures.</li> <li>「战斗快感」:每当一个友方兵种杀死敌人时,它完全恢复自己的生命值。不会复活阵亡的生物。</li> <li class="eo">"Adrenaline": whenever a stack takes damage but survives, it deals +10% and takes −10% damage until the end of the next round.</li> <li>「肾上腺素」:每当一个兵种受到伤害但存活时,它造成 +10% 伤害并受到 −10% 伤害直到下一回合结束。</li> <li class="eo">"Ammonia": new ability — once per battle, allows resurrecting a fallen friendly stack, partially restoring its size relative to its size at the start of the battle.</li> <li>「氨水」:新能力——每场战斗一次,允许复活一个阵亡的友方兵种,并按其战斗开始时的规模部分恢复其数量。</li> </ul> <h4 class="al">募兵术 - "Recruitment"</h4> <ul> <li class="eo">The "Strenuous Training" subskill has been reworked:</li> <li>「苦练」次级技能已重做:</li> <li class="eo">Before: friendly creatures gain +2 Health.</li> <li>之前:友方生物获得 +2 生命值。</li> <li class="eo">After: the cooldown of friendly creatures&apos; abilities is reduced by 1 round.</li> <li>之后:友方生物能力的冷却时间减少 1 回合。</li> <li class="eo">The "Elite Guards" subskill has been reworked:</li> <li>「精英卫队」次级技能已重做:</li> <li class="eo">Before: friendly creatures of Tiers 1–3 gain +25% of the hero&apos;s Attack and Defense as Attack and Defense. The bonus is doubled if the hero has "Tactics".</li> <li>之前:1–3 级友方生物获得等同于英雄攻击和防御 25% 的攻击和防御。如果英雄拥有「战术」,加成翻倍。</li> <li class="eo">After: allows retraining friendly creatures into their alternative versions without restrictions.</li> <li>之后:允许将友方生物无限制地重新训练为其替代版本。</li> <li class="eo">The "Mentors" subskill has been replaced with the new "Militia" subskill:</li> <li>「导师」次级技能已替换为新的「民兵」次级技能:</li> <li class="eo">Before: allows upgrading friendly creatures without visiting a town if the hero&apos;s army already contains such upgraded creatures. Such an upgrade costs more than a regular one.</li> <li>之前:如果英雄军队已包含此类升级生物,允许无需访问城镇即可升级友方生物。此类升级费用高于常规升级。</li> <li class="eo">After: at the start of battle, friendly stacks of Tiers 1–3 receive 5% temporary creatures. The bonus is doubled if the hero has "Tactics".</li> <li>之后:战斗开始时,1–3 级友方兵种获得 5% 临时生物。如果英雄拥有「战术」,加成翻倍。</li> </ul> <h4 class="al">⭐ 奇术 - "Thaumaturgy"</h4> <ul> <li class="eo">The "Antimage" subskill has been replaced with the new "Vast Soul" subskill:</li> <li>「敌法师」次级技能已替换为新的「浩瀚灵魂」次级技能:</li> <li class="eo">Before: increases the mana cost of the enemy&apos;s spells by 4.</li> <li>之前:将敌方法术的法力消耗提高 4。</li> <li class="eo">After: reduces the cooldown of all of the hero&apos;s spells by 1 round.</li> <li>之后:将英雄所有法术的冷却时间减少 1 回合。</li> <li class="eo">The subskill has been moved to Tier 3.</li> <li>该次级技能已移至 3 级。</li> <li class="eo">The "Vast Soul" subskill has been renamed to "Fields of Mana" and moved to Tier 2.</li> <li>「浩瀚灵魂」次级技能已更名为「魔力之野」并移至 2 级。</li> </ul> <h4 class="al">⭐ 英雄 - Heroes</h4> <ul> <li class="eo">The starting skills of some heroes have been changed:</li> <li>一些英雄的起始技能已更改:</li> <li class="eo">Julius: now starts the game with the "First Aid" skill instead of "Resistance".</li> <li>朱利叶斯:现在以「急救」技能开局,而非「抵抗术」。</li> <li class="eo">Leira: now starts the game with the "First Aid" skill instead of "Nightshade Magic".</li> <li>莱拉:现在以「急救」技能开局,而非「夜影魔法」。</li> <li class="eo">The Iron Master: now starts the game with the "First Aid" skill instead of "Resistance".</li> <li>铁大师:现在以「急救」技能开局,而非「抵抗术」。</li> <li class="eo">Old Pilgrim: now starts the game with the "Tactics" skill instead of "Battle Magic".</li> <li>老朝圣者:现在以「战术」技能开局,而非「战斗魔法」。</li> <li class="eo">Zam: now starts the game with the "Resistance" skill instead of "Recruitment".</li> <li>扎姆:现在以「抵抗术」技能开局,而非「募兵术」。</li> <li class="eo">The Minstrel: now starts the game with the "Battle Magic" skill instead of "Sorcery".</li> <li>吟游诗人:现在以「战斗魔法」技能开局,而非「巫术」。</li> <li class="eo">Lord Edgar: increases creatures&apos; Attack and Defense by 10% + 5% for every 6 levels (instead of 5).</li> <li>埃德加领主:每 6 级将生物的攻击和防御提高 10% + 5%(而非 5)。</li> <li class="eo">Creature specialists increase the Attack and Defense of their creatures by 1 for every 5 hero levels (instead of 3).</li> <li>生物专精每 5 个英雄等级将其生物的攻击和防御提高 1(而非 3)。</li> <li class="eo">Experience specialists gain 1 stat point for every 3 hero levels (instead of 2).</li> <li>经验专精每 3 个英雄等级获得 1 点属性点(而非 2)。</li> </ul> <h4 class="al">宝物 - Artifacts</h4> <ul> <li class="eo">Multiple copies of the same artifact can no longer be equipped at the same time.</li> <li>同一宝物的多个副本不再能同时装备。</li> <li class="eo">New artifacts added:</li> <li>新增宝物:</li> <li class="eo">Common main weapon "Soldier&apos;s Sword": +1 to the hero&apos;s Attack and Spell Power.</li> <li>常见主武器「士兵之剑」:英雄的攻击和法术强度 +1。</li> <li class="eo">Rare ring "Alchemist&apos;s Signet-Ring": +2 to the hero&apos;s Attack and Spell Power.</li> <li>稀有戒指「炼金术士印戒」:英雄的攻击和法术强度 +2。</li> <li class="eo">Epic belt "Kergar buckle": +3 to the hero&apos;s Attack and Spell Power.</li> <li>史诗腰带「克加尔扣环」:英雄的攻击和法术强度 +3。</li> <li class="eo">Common ring "Commoner&apos;s Ward": +1 to the hero&apos;s Attack and Knowledge.</li> <li>常见戒指「平民护符」:英雄的攻击和知识 +1。</li> <li class="eo">Rare belt "Battle Mage&apos;s Belt": +2 to the hero&apos;s Attack and Spell Power.</li> <li>稀有腰带「战斗法师腰带」:英雄的攻击和法术强度 +2。</li> <li class="eo">Epic off-hand weapon "Greater Djinn&apos;s Bracers": +3 to the hero&apos;s Attack and Spell Power.</li> <li>史诗副手武器「大巨灵护腕」:英雄的攻击和法术强度 +3。</li> <li class="eo">Common cloak "Satchel": +1 to the hero&apos;s Defense and Spell Power.</li> <li>常见斗篷「挎包」:英雄的防御和法术强度 +1。</li> <li class="eo">Rare off-hand weapon "Ritual Shield": +2 to the hero&apos;s Defense and Spell Power.</li> <li>稀有副手武器「仪式之盾」:英雄的防御和法术强度 +2。</li> <li class="eo">Epic boots "Boots of Dreams": +3 to the hero&apos;s Defense and Spell Power.</li> <li>史诗靴子「梦之靴」:英雄的防御和法术强度 +3。</li> <li class="eo">Common armor "Leather Armor": +1 to the hero&apos;s Defense and Knowledge.</li> <li>常见护甲「皮甲」:英雄的防御和知识 +1。</li> <li class="eo">Rare boots "Enchanted Jackboots": +2 to the hero&apos;s Defense and Knowledge.</li> <li>稀有靴子「附魔长靴」:英雄的防御和知识 +2。</li> <li class="eo">Epic helmet "Archmage&apos;s Hood": +3 to the hero&apos;s Defense and Knowledge.</li> <li>史诗头盔「大法师兜帽」:英雄的防御和知识 +3。</li> <li class="eo">⭐ Legendary item "Orb of Poison": during the first round of combat, both heroes cannot use hero abilities.</li> <li>⭐ 传奇物品「剧毒之球」:战斗第一回合期间,双方英雄都无法使用英雄能力。</li> <li class="eo">Two new items have been added to the "Living Arrows" set:</li> <li>「灵动之箭」套装新增了两件物品:</li> <li class="eo">Epic off-hand weapon "Elven Blade": removes the melee penalty for friendly shooters.</li> <li>史诗副手武器「精灵之刃」:移除友方射手的近战惩罚。</li> <li class="eo">Epic item "Ripe Apple": friendly creatures deal +10% ranged damage.</li> <li>史诗物品「熟苹果」:友方生物造成 +10% 远程伤害。</li> <li class="eo">Set bonuses are now activated when collecting 3 and 5 items instead of 2 and 3.</li> <li>套装加成现在在收集 3 件和 5 件物品时激活,而非 2 件和 3 件。</li> <li class="eo">A new item has been added to the "Ambassador&apos;s Word" set:</li> <li>「大使致辞」套装新增了一件物品:</li> <li class="eo">Legendary cloak "Diplomat&apos;s Robe": +10% to the hero&apos;s Persuasion Power.</li> <li>传奇斗篷「外交官长袍」:英雄的说服力 +10%。</li> <li class="eo">Set bonuses are now activated when collecting 3 items instead of 2.</li> <li>套装加成现在在收集 3 件物品时激活,而非 2 件。</li> <li class="eo">"Ambassador&apos;s Sash" is now a belt instead of a cloak.</li> <li>「外交官长袍」现在是腰带,而非斗篷。</li> <li class="eo">The rarity of "Orb of Destruction" has been increased from rare to epic.</li> <li>「毁灭之球」的稀有度从稀有提升为史诗。</li> <li class="eo">The item is now part of the "Hero of Tales" set. This set&apos;s bonuses are now activated when collecting 3 items instead of 2.</li> <li>该物品现在是「传说英雄」套装的一部分。该套装加成现在在收集 3 件物品时激活,而非 2 件。</li> <li class="eo">⭐ "Tactical Guide" now blocks pre-battle army placement for both heroes in the battle, not only for the enemy.</li> <li>⭐「战术指南」现在阻止战斗中双方英雄的战前军队布置,而不仅是敌方。</li> <li class="eo">The rarity of "Orb of Inhibition" has been increased from epic to legendary. ⭐ This artifact now only blocks the use of the heroes&apos; spellbooks.</li> <li>「抑制之球」的稀有度从史诗提升为传奇。⭐ 该宝物现在仅阻止使用英雄的法术书。</li> <li class="eo">The rarity of "Monster Head" has been increased from rare to epic.</li> <li>「怪物头颅」的稀有度从稀有提升为史诗。</li> <li class="eo">The rarity of "Ring of Neutrality" has been increased from rare to epic.</li> <li>「中立之戒」的稀有度从稀有提升为史诗。</li> <li class="eo">The penalty to the enemy hero&apos;s Spell Power from the "Crimson Resonance Controller" artifact has been reduced: 20/30% → 10/15%.</li> <li>「绯红共振控制器」宝物对敌方英雄法术强度的惩罚降低:20/30% → 10/15%。</li> <li class="eo">The "Vortex Robe" artifact now restores temporary mana to the hero instead of permanent mana.</li> <li>「漩涡长袍」宝物现在为英雄恢复临时法力,而非永久法力。</li> <li class="eo">⭐ The "Seven-League Boots" artifact can once again be generated on random templates.</li> <li>⭐「七里格靴」宝物再次可以在随机模板上生成。</li> </ul> <h4 class="al">法术 - Spells</h4> <h4 class="al">⭐ 日光魔法 - Daylight Magic</h4> <ul> <li class="eo">"Shorten Shadow": reduction of the target&apos;s Attack and Defense: 3 → 2.</li> <li>「缩减阴影」:目标攻击和防御的降低:3 → 2。</li> </ul> <h4 class="al">⭐ 夜影魔法 - Nightshade Magic</h4> <ul> <li class="eo">"Enlarge Shadow": increase of the target&apos;s Attack and Defense: 3 → 2.</li> <li>「阴影扩散」:目标攻击和防御的提高:3 → 2。</li> </ul> <h4 class="al">⭐ 奥术魔法 - Arcane Magic</h4> <ul> <li class="eo">"Optical Illusion": ranged damage reduction: 30/60/60/60% → 30/45/45/45%.</li> <li>「光学幻象」:远程伤害降低:30/60/60/60% → 30/45/45/45%。</li> </ul> <h4 class="al">高阶中立魔法 - High Neutral Magic</h4> <ul> <li class="eo">"Second Wind":</li> <li>「风行再启」:</li> <li class="eo">Mana cost reduced: 17/13/13/13 → 15/11/11/11.</li> <li>法力消耗降低:17/13/13/13 → 15/11/11/11。</li> <li class="eo">Movement Points restoration adjusted: 40/40/60/60 → 35/35/50/80.</li> <li>移动点数恢复调整:40/40/60/60 → 35/35/50/80。</li> <li class="eo">Number of uses depending on spell level adjusted: 1/1/1/2 → 1/1/1/1.</li> <li>使用次数随法术等级调整:1/1/1/2 → 1/1/1/1。</li> <li class="eo">⭐ "Shadowflight":</li> <li>⭐「化影飞行」:</li> <li class="eo">Penalty for flying over obstacles increased: 30% → 40%.</li> <li>飞越障碍物的惩罚提高:30% → 40%。</li> <li class="eo">Can now be learned at hero level 4. Learning cost has been adjusted.</li> <li>现在可在英雄 4 级时学习。学习费用已调整。</li> <li class="eo">"Pocket Dimension":</li> <li>「次元袋」:</li> <li class="eo">Mana cost increased: 14/10/10/10 → 22/18/18/18.</li> <li>法力消耗提高:14/10/10/10 → 22/18/18/18。</li> <li class="eo">⭐ Can now be learned at hero level 12. Learning cost has been adjusted.</li> <li>⭐ 现在可在英雄 12 级时学习。学习费用已调整。</li> <li class="eo">"Gate of Light":</li> <li>「光之门」:</li> <li class="eo">Mana cost reduced: 28/20/20/20 → 18/10/10/10.</li> <li>法力消耗降低:28/20/20/20 → 18/10/10/10。</li> <li class="eo">⭐ Can now be learned at hero level 8. Learning cost has been adjusted.</li> <li>⭐ 现在可在英雄 8 级时学习。学习费用已调整。</li> <li class="eo">"Dimension Door":</li> <li>「次元门」:</li> <li class="eo">Teleport range when the spell is upgraded to level 3 increased: 11 → 12 squares.</li> <li>法术升级至 3 级时的传送范围提高:11 → 12 格。</li> </ul> <h4 class="al">阵营 - Factions</h4> <p class="eo">As part of the faction creature changes, we have also revisited the balance value of Speed, alongside adjustments related to the reworked base damage formula. As a result, some stacks may have received minor stat adjustments — primarily high-speed creatures. However, most of the changes are related to the rework of alternative upgrades: in all such cases, creatures have undergone major changes.</p> <p>作为阵营生物改动的一部分,我们也重新审视了速度的平衡价值,并配合重做后的基础伤害公式进行了调整。因此,一些兵种可能获得了小幅属性调整——主要是高速生物。然而,大多数改动与替代升级的重做有关:在所有此类情况下,生物都经历了重大改动。</p> <p class="eo">Our goal is to make sure that every creature in the game can find its place and differs from its alternative upgrades. This does not mean that we are aiming for a perfectly even split in creature popularity: the main goal is for every stack to have its own use and offer new, unique gameplay.</p> <p>我们的目标是确保游戏中的每一种生物都能找到自己的定位,并与它的替代升级有所区别。这并不意味着我们要追求生物受欢迎程度完全平均:主要目标是让每个兵种都有自己的用途,并提供新的独特玩法。</p> <p class="eo">Please note: due to these updates, some units may seem to look weaker. This is due to the need to balance the changes. For example, if a stack gains a new passive ability, it becomes stronger relative to other units than it was before. To maintain balance in such cases, we need to reduce its stats or take away some of its other gameplay options.</p> <p>请注意:由于这些更新,一些单位可能看起来更弱了。这是平衡改动的需要。例如,如果一个兵种获得了新的被动能力,它相对于其他单位就比之前更强了。为在此类情况下维持平衡,我们需要降低它的属性或拿走它的一些其他玩法选项。</p> <p class="eo">Also, as part of this update, we have addressed the balance of some laws that affect creatures, making them more balanced and better suited to the role each stack plays.</p> <p>此外,作为本次更新的一部分,我们还处理了一些影响生物的律法平衡,使它们更加平衡,并更适合每个兵种所扮演的角色。</p> <ul> <li class="eo">⭐ Reduced the cost of Tier 1–3 creatures in all towns.</li> <li>⭐ 降低了所有城镇中一级至三级生物的费用。</li> <li class="eo">Faction creature changes:</li> <li>阵营生物改动:</li> </ul> <h4 class="al">圣殿 - Temple</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Swordsman, Guard Captain, and Sun&apos;s Aegis: these creatures have received a new active ability called "Shields Up", which grants them an effect that reduces the ranged damage they take.</li> <li>剑士、守卫队长和圣阳盾卫:这些生物获得了新的主动能力「Shields Up」,使其获得一个减少所受远程伤害的效果。</li> <li class="eo">Swordsman:</li> <li>剑士:</li> <li class="eo">Attack: 4 → 3</li> <li>攻击:4 → 3</li> <li class="eo">Defense: 4 → 3</li> <li>防御:4 → 3</li> <li class="eo">Guard Captain:</li> <li>守卫队长:</li> <li class="eo">Attack: 6 → 4</li> <li>攻击:6 → 4</li> <li class="eo">Defense: 5 → 4</li> <li>防御:5 → 4</li> <li class="eo">Sun&apos;s Aegis:</li> <li>圣阳盾卫:</li> <li class="eo">Attack: 5 → 3</li> <li>攻击:5 → 3</li> <li class="eo">Defense: 8 → 6</li> <li>防御:8 → 6</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Crossbowman:</li> <li>弩兵:</li> <li class="eo">Attack: 5 → 4</li> <li>攻击:5 → 4</li> <li class="eo">Austringer:</li> <li>驯鹰弩兵:</li> <li class="eo">Attack: 5 → 6</li> <li>攻击:5 → 6</li> <li class="eo">Speed: 4 → 3</li> <li>速度:4 → 3</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Griffin:</li> <li>狮鹫:</li> <li class="eo">Damage: 5-9 → 6-8</li> <li>伤害:5-9 → 6-8</li> <li class="eo">Temple Griffin:</li> <li>圣殿狮鹫:</li> <li class="eo">Attack: 8 → 7</li> <li>攻击:8 → 7</li> <li class="eo">Defense: 6 → 10</li> <li>防御:6 → 10</li> <li class="eo">Damage: 5-9 → 6-8</li> <li>伤害:5-9 → 6-8</li> <li class="eo">Guardian Griffin:</li> <li>守卫狮鹫:</li> <li class="eo">Defense: 10 → 6</li> <li>防御:10 → 6</li> <li class="eo">Damage: 7-7 → 8-8</li> <li>伤害:7-7 → 8-8</li> <li class="eo">Initiative: 10 → 11</li> <li>主动性:10 → 11</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Lightweaver:</li> <li>织光者:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Damage: 11-11 → 10-10</li> <li>伤害:11-11 → 10-10</li> <li class="eo">Hierophant:</li> <li>圣光师:</li> <li class="eo">Attack: 13 → 12</li> <li>攻击:13 → 12</li> <li class="eo">Defense: 16 → 17</li> <li>防御:16 → 17</li> <li class="eo">Damage: 11-11 → 10-10</li> <li>伤害:11-11 → 10-10</li> <li class="eo">Sun Herald:</li> <li>圣阳使:</li> <li class="eo">Attack: 16 → 15</li> <li>攻击:16 → 15</li> <li class="eo">Defense: 13 → 12</li> <li>防御:13 → 12</li> <li class="eo">Damage: 11-18 → 10-16</li> <li>伤害:11-18 → 10-16</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Cavalry:</li> <li>骑兵:</li> <li class="eo">Defense: 17 → 18</li> <li>防御:17 → 18</li> <li class="eo">Morale: 1 → 0</li> <li>士气:1 → 0</li> <li class="eo">Noble Cavalry:</li> <li>贵族骑兵:</li> <li class="eo">Defense: 17 → 18</li> <li>防御:17 → 18</li> <li class="eo">Damage: 12-16 → 10-14</li> <li>伤害:12-16 → 10-14</li> <li class="eo">The creature has received a new passive ability called "Inspiring", which increases the chance of positive Morale triggering for all nearby friendly creatures.</li> <li>该生物获得了新的被动能力「Inspiring」,可提高附近所有友方生物触发正向士气的几率。</li> <li class="eo">Sunspear Cavalry:</li> <li>阳矛骑兵:</li> <li class="eo">Defense: 22 → 18</li> <li>防御:22 → 18</li> <li class="eo">Morale: 2 → 1</li> <li>士气:2 → 1</li> <li class="eo">The creature has received a new active ability called "Strike and Return", which allows the stack to return to its starting position after attacking.</li> <li>该生物获得了新的主动能力「Strike and Return」,允许该兵种在攻击后返回起始位置。</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Mother Superior:</li> <li>修女院长:</li> <li class="eo">Health: 125 → 120</li> <li>生命值:125 → 120</li> <li class="eo">Initiative: 9 → 7</li> <li>主动性:9 → 7</li> <li class="eo">The creature has received a new passive ability called "Malleus Maleficarum", which reduces the magic damage taken by all nearby friendly creatures.</li> <li>该生物获得了新的被动能力「Malleus Maleficarum」,可降低附近所有友方生物所受的魔法伤害。</li> <li class="eo">Excommunicator:</li> <li>绝罚者:</li> <li class="eo">Attack: 26 → 20</li> <li>攻击:26 → 20</li> <li class="eo">Damage: 23-33 → 29-33</li> <li>伤害:23-33 → 29-33</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Angel:</li> <li>天使:</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> </ul> <p class="eo">The construction cost of creature dwellings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of creature value and rebalancing.</p> <p>生物巢穴的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随生物价值审查与再平衡进行了各种调整。</p> <p class="eo">Given the major update to the Temple faction skill, we are slightly revising the changes to the faction&apos;s laws that were implemented in the previous update. As a result, the number of levels of laws that improve faction creatures has once again been reduced to two.</p> <p>鉴于圣殿阵营技能的重大更新,我们正在略微修订上次更新中实施的阵营律法改动。因此,强化阵营生物的律法等级数再次减少为两级。</p> <ul> <li class="eo">All "Elite" creature laws: number of upgrade levels: 3 → 2.</li> <li>所有「Elite」生物律法:升级等级数:3 → 2。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Tax Collectors" law: activation cost: 2/2 → 3/3.</li> <li>「Tax Collectors」律法:激活费用:2/2 → 3/3。</li> <li class="eo">"Architect&apos;s Mastery" law: activation cost: 2 → 3.</li> <li>「Architect&apos;s Mastery」律法:激活费用:2 → 3。</li> <li class="eo">"Execute Excellence" law: removed from the list of available laws.</li> <li>「Execute Excellence」律法:从可用律法列表中移除。</li> <li class="eo">"Elite Griffins" law: now increases the Attack and Defense of Griffins in the player&apos;s army by 3 / 6 instead of the bonus to Health.</li> <li>「Elite Griffins」律法:现在将玩家军队中狮鹫的攻击和防御提高 3 / 6,而非生命值加成。</li> <li class="eo">"Training: Melee Combat" law: activation cost: 3/3 → 4/4.</li> <li>「Training: Melee Combat」律法:激活费用:3/3 → 4/4。</li> <li class="eo">"Training: Long Reach Combat" law: activation cost: 3/3 → 4/4.</li> <li>「Training: Long Reach Combat」律法:激活费用:3/3 → 4/4。</li> <li class="eo">"Elite Cavalry" law: now increases the Attack and Defense of Cavalry in the player&apos;s army by 3 / 6 instead of the bonus to ignoring the target&apos;s Defense. The Speed bonus remains unchanged.</li> <li>「Elite Cavalry」律法:现在将玩家军队中骑兵的攻击和防御提高 3 / 6,而非无视目标防御的加成。速度加成保持不变。</li> <li class="eo">"Elite Inquisitors" law: now increases the Health of Inquisitors in the player&apos;s army by 15 / 30 instead of the bonus to ignoring the attacker&apos;s Attack. The Speed bonus remains unchanged.</li> <li>「Elite Inquisitors」律法:现在将玩家军队中审判官的生命值提高 15 / 30,而非无视攻击者攻击的加成。速度加成保持不变。</li> <li class="eo">"Encouragement" law: activation cost: 2/2 → 3/3.</li> <li>「Encouragement」律法:激活费用:2/2 → 3/3。</li> <li class="eo">"Hero&apos;s Blessing" law:</li> <li>「Hero&apos;s Blessing」律法:</li> <li class="eo">Number of upgrade levels: 1 → 3.</li> <li>升级等级数:1 → 3。</li> <li class="eo">Activation cost: 3 → 4/2/2.</li> <li>激活费用:3 → 4/2/2。</li> <li class="eo">"Elite Angels" law: Angels in the player&apos;s army now ignore 10% / 20% of the target&apos;s Defense and the attacker&apos;s Attack instead of inheriting the hero&apos;s stats.</li> <li>「Elite Angels」律法:玩家军队中的天使现在无视目标防御和攻击者攻击的 10% / 20%,而非继承英雄属性。</li> <li class="eo">"Sacred Protection" law: activation cost: 4 → 5.</li> <li>「Sacred Protection」律法:激活费用:4 → 5。</li> </ul> <h4 class="al">墓园 - Necropolis</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Skeleton:</li> <li>骷髅兵:</li> <li class="eo">Defense: 1 → 2</li> <li>防御:1 → 2</li> <li class="eo">Skeleton Warrior:</li> <li>骷髅战士:</li> <li class="eo">Defense: 3 → 2</li> <li>防御:3 → 2</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">Skeleton Archer:</li> <li>骷髅射手:</li> <li class="eo">Defense: 1 → 2</li> <li>防御:1 → 2</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Base growth in towns has been reduced: 19 → 18. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量降低:19 → 18。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Wight:</li> <li>阴魂:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Wraith:</li> <li>幽灵:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Speed: 7 → 6</li> <li>速度:7 → 6</li> <li class="eo">The creature has lost the active ability "Howl of the Banshee", which it could use to force a stack to move.</li> <li>该生物失去了主动能力「Howl of the Banshee」,原本可用它迫使一个兵种移动。</li> <li class="eo">The creature has received a new active ability called "Gates of Afterlife", which allows it to summon Wights on an adjacent hex.</li> <li>该生物获得了新的主动能力「Gates of Afterlife」,允许它在相邻格召唤阴魂。</li> <li class="eo">Phantasm:</li> <li>幻鬼:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Defense: 4 → 6</li> <li>防御:4 → 6</li> <li class="eo">Initiative: 6 → 7</li> <li>主动性:6 → 7</li> <li class="eo">Speed: 7 → 6</li> <li>速度:7 → 6</li> <li class="eo">The creature has received a new active ability called "Howl of the Banshee".</li> <li>该生物获得了新的主动能力「Howl of the Banshee」。</li> </ul> <p class="eo">The visuals and narrative of the upgraded versions of Undead Pets did not quite match the role they play, so as part of the review of alternative upgrades, we adjusted their skills to fix this shortcoming.</p> <p>亡灵犬升级版的视觉与叙事与其所扮演的角色不太匹配,因此作为替代升级审查的一部分,我们调整了它们的技能以修正这一不足。</p> <ul> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Base growth in towns has been reduced: 14 → 13. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量降低:14 → 13。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Undead Pet:</li> <li>亡灵犬:</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">Barghest:</li> <li>血魔犬:</li> <li class="eo">Defense: 6 → 4</li> <li>防御:6 → 4</li> <li class="eo">The creature has received a new passive ability called "Double Strike".</li> <li>该生物获得了新的被动能力「Double Strike」。</li> <li class="eo">The creature has lost the active ability "Call the Pack", which it could use to create temporary creatures.</li> <li>该生物失去了主动能力「Call the Pack」,原本可用它创建临时生物。</li> <li class="eo">Armored Hound:</li> <li>披甲犬:</li> <li class="eo">Health: 18 → 14</li> <li>生命值:18 → 14</li> <li class="eo">Attack: 4 → 6</li> <li>攻击:4 → 6</li> <li class="eo">Defense: 8 → 10</li> <li>防御:8 → 10</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">The creature has received a new active ability called "Call the Pack".</li> <li>该生物获得了新的主动能力「Call the Pack」。</li> </ul> <p class="eo">In gameplay, Graverobbers and their upgraded versions have held a rather shaky position due to their combat stats. Instead of simply increasing the stack&apos;s raw power, we want to further strengthen their support potential, so we are giving them a new type of passive abilities that empower certain stacks.</p> <p>在玩法中,劫墓者及其升级版由于其战斗属性一直处于相当不稳定的位置。与其简单地提高兵种的原始强度,我们希望进一步强化它们的支援潜力,因此赋予它们一种新的被动能力,用以强化特定兵种。</p> <ul> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Base growth in towns has been reduced: 10 → 9. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量降低:10 → 9。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Graverobber:</li> <li>劫墓者:</li> <li class="eo">Attack: 11 → 6</li> <li>攻击:11 → 6</li> <li class="eo">Defense: 10 → 8</li> <li>防御:10 → 8</li> <li class="eo">Damage: 6-9 → 5-8</li> <li>伤害:6-9 → 5-8</li> <li class="eo">Merchant of Death:</li> <li>贩亡人:</li> <li class="eo">Attack: 11 → 6</li> <li>攻击:11 → 6</li> <li class="eo">Defense: 10 → 8</li> <li>防御:10 → 8</li> <li class="eo">Damage: 7-10 → 8-8</li> <li>伤害:7-10 → 8-8</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">The creature has lost the active ability "Ensnare Memories", which it could use to summon Wights on an adjacent hex.</li> <li>该生物失去了主动能力「Ensnare Memories」,原本可用它在相邻格召唤阴魂。</li> <li class="eo">Number of Skeletons summoned by the "Dig Up Bones" ability: 3 × stack size → 2 × stack size.</li> <li>「Dig Up Bones」能力召唤的骷髅数量:3 × 兵种规模 → 2 × 兵种规模。</li> <li class="eo">The creature has received a new passive ability called "Throwing a Bone", which increases the Speed and Initiative of all friendly Skeletons (and their upgraded versions).</li> <li>该生物获得了新的被动能力「Throwing a Bone」,可提高所有友方骷髅兵(及其升级版)的速度和主动性。</li> <li class="eo">Kennelmaster:</li> <li>驭犬师:</li> <li class="eo">Attack: 14 → 6</li> <li>攻击:14 → 6</li> <li class="eo">Defense: 10 → 8</li> <li>防御:10 → 8</li> <li class="eo">Damage: 6-9 → 5-8</li> <li>伤害:6-9 → 5-8</li> <li class="eo">The creature has received a new passive ability called "Pack Leader", which increases the Speed and Initiative of all friendly Undead Pets (and their upgraded versions).</li> <li>该生物获得了新的被动能力「Pack Leader」,可提高所有友方亡灵犬(及其升级版)的速度和主动性。</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Lich:</li> <li>尸巫:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 12 → 13</li> <li>防御:12 → 13</li> <li class="eo">Damage: 13-16 → 12-15</li> <li>伤害:13-16 → 12-15</li> <li class="eo">Pestilent Lich:</li> <li>疫病尸巫:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 12 → 13</li> <li>防御:12 → 13</li> <li class="eo">Damage: 16-16 → 15-15</li> <li>伤害:16-16 → 15-15</li> <li class="eo">Speed: 3 → 2</li> <li>速度:3 → 2</li> <li class="eo">The creature has received a new passive ability called "Plague Aura", which increases the duration of negative effects applied to enemy creatures.</li> <li>该生物获得了新的被动能力「Plague Aura」,可延长施加于敌方生物的负面效果持续时间。</li> <li class="eo">Sanguine Lich:</li> <li>血色尸巫:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 16 → 13</li> <li>防御:16 → 13</li> <li class="eo">Damage: 13-16 → 12-15</li> <li>伤害:13-16 → 12-15</li> <li class="eo">Initiative: 4 → 5</li> <li>主动性:4 → 5</li> <li class="eo">The creature has received a new active ability called "Last Spark", which destroys the target corpse and restores temporary mana to the hero.</li> <li>该生物获得了新的主动能力「Last Spark」,可摧毁目标尸体并为英雄恢复临时法力。</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Dread Knight:</li> <li>恐怖骑士:</li> <li class="eo">Health: 80 → 85</li> <li>生命值:80 → 85</li> <li class="eo">Attack: 19 → 21</li> <li>攻击:19 → 21</li> <li class="eo">Damage: 12-14 → 12-16</li> <li>伤害:12-14 → 12-16</li> <li class="eo">Avatar of War:</li> <li>战争化身:</li> <li class="eo">Health: 80 → 85</li> <li>生命值:80 → 85</li> <li class="eo">Attack: 19 → 21</li> <li>攻击:19 → 21</li> <li class="eo">Defense: 20 → 18</li> <li>防御:20 → 18</li> <li class="eo">Damage: 18-20 → 16-20</li> <li>伤害:18-20 → 16-20</li> <li class="eo">Speed: 8 → 9</li> <li>速度:8 → 9</li> <li class="eo">Hollow Reaper:</li> <li>空洞死神:</li> <li class="eo">Health: 80 → 85</li> <li>生命值:80 → 85</li> <li class="eo">Attack: 25 → 21</li> <li>攻击:25 → 21</li> <li class="eo">Damage: 24-26 → 24-32</li> <li>伤害:24-26 → 24-32</li> <li class="eo">The creature has received a new passive ability called "Paralyzing Dread", which increases the chance of negative Morale triggering for all nearby enemies.</li> <li>该生物获得了新的被动能力「Paralyzing Dread」,可提高附近所有敌人触发负向士气的几率。</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Vampire, Vampire Lord, Vampire Scholar: the strength of the "Vampirism" passive ability has been increased: 50% → 66.6%.</li> <li>吸血鬼、吸血鬼领主、吸血鬼学者:「Vampirism」被动能力的强度提高:50% → 66.6%。</li> <li class="eo">Vampire:</li> <li>吸血鬼:</li> <li class="eo">Attack: 22 → 26</li> <li>攻击:22 → 26</li> <li class="eo">Defense: 20 → 24</li> <li>防御:20 → 24</li> <li class="eo">Vampire Lord:</li> <li>吸血鬼领主:</li> <li class="eo">Attack: 22 → 26</li> <li>攻击:22 → 26</li> <li class="eo">Defense: 26 → 28</li> <li>防御:26 → 28</li> <li class="eo">Vampire Scholar:</li> <li>吸血鬼学者:</li> <li class="eo">Attack: 27 → 26</li> <li>攻击:27 → 26</li> <li class="eo">Defense: 20 → 24</li> <li>防御:20 → 24</li> <li class="eo">Damage: 30-30 → 35-35</li> <li>伤害:30-30 → 35-35</li> <li class="eo">Speed: 5 → 6</li> <li>速度:5 → 6</li> </ul> <p class="eo">The construction cost of creature dwellings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of creature value and rebalancing.</p> <p>生物巢穴的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随生物价值审查与再平衡进行了各种调整。</p> <ul> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Tax Collectors" law: number of upgrade levels: 2 → 3.</li> <li>「Tax Collectors」律法:升级等级数:2 → 3。</li> <li class="eo">"Bloodthirst" law: Vampirism bonus for creatures in the army: 60% → 50%.</li> <li>「Bloodthirst」律法:军队中生物的吸血加成:60% → 50%。</li> <li class="eo">"Free Death" law: activation cost: 3/2/2 → 4/3/3.</li> <li>「Free Death」律法:激活费用:3/2/2 → 4/3/3。</li> <li class="eo">"Terra Mortis" law: activation cost: 5 → 6.</li> <li>「Terra Mortis」律法:激活费用:5 → 6。</li> <li class="eo">"Return to the Soil" law:</li> <li>「Return to the Soil」律法:</li> <li class="eo">Number of upgrade levels: 2 → 1.</li> <li>升级等级数:2 → 1。</li> <li class="eo">Activation cost: 4 → 5.</li> <li>激活费用:4 → 5。</li> <li class="eo">"Death&apos;s Presence" law:</li> <li>「Death&apos;s Presence」律法:</li> <li class="eo">Number of upgrade levels: 2 → 1.</li> <li>升级等级数:2 → 1。</li> <li class="eo">Activation cost: 4 → 5.</li> <li>激活费用:4 → 5。</li> </ul> <h4 class="al">森林 - Grove</h4> <p class="eo">The Grove faction has undergone the biggest adjustments compared to other factions. There were quite a few problems in the design of its upgraded creatures: the gameplay of many upgraded creatures was practically the same, their role was unclear, and their abilities did not fit the image and narrative of the creatures very well. In addition, due to the risky gameplay in the early stages, when losing even a single unit could lead to extremely negative consequences, we are slightly strengthening the faction&apos;s starting potential.</p> <p>与其他阵营相比,森林阵营经历了最大的调整。其升级生物的设计存在相当多的问题:许多升级生物的玩法几乎相同,定位不清晰,能力也与生物的形象和叙事不太契合。此外,由于前期玩法风险较高,即使损失单个单位也可能导致极其负面的后果,我们略微强化了该阵营的起始潜力。</p> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Base growth in towns has been increased: 13 → 14. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量提高:13 → 14。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Faun, Faun Archer, Faun Warrior: these creatures have received a new active ability called "Outsider Eradication", which lets them perform an attack that deals more damage.</li> <li>法翁、法翁射手、法翁战士:这些生物获得了新的主动能力「Outsider Eradication」,使其能够进行一次造成更多伤害的攻击。</li> <li class="eo">Faun:</li> <li>法翁:</li> <li class="eo">Defense: 3 → 4</li> <li>防御:3 → 4</li> <li class="eo">Faun Archer:</li> <li>法翁射手:</li> <li class="eo">Defense: 3 → 4</li> <li>防御:3 → 4</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Base growth in towns has been increased: 9 → 10. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量提高:9 → 10。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Hoplet:</li> <li>酒花萤:</li> <li class="eo">Defense: 5 → 6</li> <li>防御:5 → 6</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Initiative: 6 → 7</li> <li>主动性:6 → 7</li> <li class="eo">Speed: 5 → 6</li> <li>速度:5 → 6</li> <li class="eo">Dawn Hoplet:</li> <li>黎明酒花萤:</li> <li class="eo">Attack: 9 → 6</li> <li>攻击:9 → 6</li> <li class="eo">Defense: 5 → 6</li> <li>防御:5 → 6</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Initiative: 6 → 8</li> <li>主动性:6 → 8</li> <li class="eo">Luck: 2 → 1</li> <li>幸运:2 → 1</li> <li class="eo">The creature has received a new passive ability called "Whirlwind Strike".</li> <li>该生物获得了新的被动能力「Whirlwind Strike」。</li> <li class="eo">Dusk Hoplet:</li> <li>黄昏酒花萤:</li> <li class="eo">Attack: 7 → 8</li> <li>攻击:7 → 8</li> <li class="eo">Defense: 7 → 8</li> <li>防御:7 → 8</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Initiative: 9 → 8</li> <li>主动性:9 → 8</li> <li class="eo">Speed: 5 → 7</li> <li>速度:5 → 7</li> <li class="eo">Morale: 2 → 1</li> <li>士气:2 → 1</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Vine Iriyad:</li> <li>藤蔓伊瑞德:</li> <li class="eo">Health: 45 → 40</li> <li>生命值:45 → 40</li> <li class="eo">Attack: 6 → 4</li> <li>攻击:6 → 4</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Initiative: 2 → 3</li> <li>主动性:2 → 3</li> <li class="eo">Fungal Iriyad:</li> <li>真菌伊瑞德:</li> <li class="eo">Health: 45 → 40</li> <li>生命值:45 → 40</li> <li class="eo">Attack: 6 → 4</li> <li>攻击:6 → 4</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Initiative: 3 → 4</li> <li>主动性:3 → 4</li> <li class="eo">Speed: 4 → 3</li> <li>速度:4 → 3</li> <li class="eo">Crystal Iriyad:</li> <li>水晶伊瑞德:</li> <li class="eo">Health: 45 → 40</li> <li>生命值:45 → 40</li> <li class="eo">Attack: 6 → 4</li> <li>攻击:6 → 4</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Initiative: 3 → 4</li> <li>主动性:3 → 4</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Naiad:</li> <li>水灵:</li> <li class="eo">Health: 40 → 50</li> <li>生命值:40 → 50</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Damage: 10-14 → 10-13</li> <li>伤害:10-14 → 10-13</li> <li class="eo">Speed: 5 → 4</li> <li>速度:5 → 4</li> <li class="eo">Vernal Naiad:</li> <li>春水灵:</li> <li class="eo">Health: 40 → 50</li> <li>生命值:40 → 50</li> <li class="eo">Attack: 11 → 20</li> <li>攻击:11 → 20</li> <li class="eo">Defense: 14 → 12</li> <li>防御:14 → 12</li> <li class="eo">Damage: 14-18 → 12-15</li> <li>伤害:14-18 → 12-15</li> <li class="eo">Initiative: 7 → 6</li> <li>主动性:7 → 6</li> <li class="eo">Speed: 6 → 4</li> <li>速度:6 → 4</li> <li class="eo">The creature has received a new active ability called "Whirlpool", which allows it to pull enemies toward a selected point.</li> <li>该生物获得了新的主动能力「Whirlpool」,允许其将敌人拉向选定地点。</li> <li class="eo">Brumal Naiad:</li> <li>冬水灵:</li> <li class="eo">Health: 40 → 50</li> <li>生命值:40 → 50</li> <li class="eo">Attack: 15 → 12</li> <li>攻击:15 → 12</li> <li class="eo">Defense: 10 → 18</li> <li>防御:10 → 18</li> <li class="eo">Damage: 14-18 → 10-13</li> <li>伤害:14-18 → 10-13</li> <li class="eo">Initiative: 6 → 7</li> <li>主动性:6 → 7</li> <li class="eo">Speed: 5 → 4</li> <li>速度:5 → 4</li> <li class="eo">The creature has received a new active ability called "Hypothermia", which reduces the enemy hero&apos;s stats until the end of the round.</li> <li>该生物获得了新的主动能力「Hypothermia」,可降低敌方英雄的属性直至本回合结束。</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Herbomancer:</li> <li>植灵巫师:</li> <li class="eo">Attack: 12 → 13</li> <li>攻击:12 → 13</li> <li class="eo">Defense: 14 → 15</li> <li>防御:14 → 15</li> <li class="eo">Damage: 15-18 → 14-18</li> <li>伤害:15-18 → 14-18</li> <li class="eo">Initiative: 6 → 5</li> <li>主动性:6 → 5</li> <li class="eo">Sporemancer:</li> <li>孢子巫师:</li> <li class="eo">Defense: 18 → 15</li> <li>防御:18 → 15</li> <li class="eo">Damage: 15-18 → 18-18</li> <li>伤害:15-18 → 18-18</li> <li class="eo">Initiative: 8 → 7</li> <li>主动性:8 → 7</li> <li class="eo">The creature has lost the active ability "Protective Roots", which it could use to make a friendly stack immune to magic damage.</li> <li>该生物失去了主动能力「Protective Roots」,原本可用它使一个友方兵种免疫魔法伤害。</li> <li class="eo">The active ability "Swarm of Bees" has been replaced with a new, stronger "Bees Invasion" ability, which now deals damage and applies an effect to all enemies within one hex of the target.</li> <li>主动能力「Swarm of Bees」已替换为新的、更强的「Bees Invasion」能力,现在会对目标一格范围内的所有敌人造成伤害并施加效果。</li> <li class="eo">The passive ability "Mushroom Magic" now reduces the mana cost of the friendly hero&apos;s spells by 3 instead of 2.</li> <li>被动能力「Mushroom Magic」现在将友方英雄法术的法力消耗降低 3,而非 2。</li> <li class="eo">Murmurmancer:</li> <li>低语巫师:</li> <li class="eo">Attack: 12 → 13</li> <li>攻击:12 → 13</li> <li class="eo">Defense: 14 → 15</li> <li>防御:14 → 15</li> <li class="eo">Damage: 18-18 → 14-18</li> <li>伤害:18-18 → 14-18</li> <li class="eo">Initiative: 8 → 5</li> <li>主动性:8 → 5</li> <li class="eo">Speed: 5 → 4</li> <li>速度:5 → 4</li> <li class="eo">The creature has received a new active ability called "Protective Roots".</li> <li>该生物获得了新的主动能力「Protective Roots」。</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Qilin:</li> <li>麒麟:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Attack: 22 → 23</li> <li>攻击:22 → 23</li> <li class="eo">Defense: 20 → 23</li> <li>防御:20 → 23</li> <li class="eo">Damage: 24-30 → 24-29</li> <li>伤害:24-30 → 24-29</li> <li class="eo">Initiative: 9 → 8</li> <li>主动性:9 → 8</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Luck: 2 → 0</li> <li>幸运:2 → 0</li> <li class="eo">Thunder Qilin:</li> <li>雷麒麟:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Attack: 22 → 23</li> <li>攻击:22 → 23</li> <li class="eo">Defense: 20 → 23</li> <li>防御:20 → 23</li> <li class="eo">Damage: 30-36 → 30-35</li> <li>伤害:30-36 → 30-35</li> <li class="eo">Initiative: 11 → 10</li> <li>主动性:11 → 10</li> <li class="eo">Luck: 2 → 0</li> <li>幸运:2 → 0</li> <li class="eo">The creature has lost the passive ability "Cloud Nine", which generated Focus Points at the beginning of each round.</li> <li>该生物失去了被动能力「Cloud Nine」,原本每回合开始时生成集能点。</li> <li class="eo">The creature has received a new passive ability called "Scintillating Scales", which increases the magic damage taken by all nearby enemies.</li> <li>该生物获得了新的被动能力「Scintillating Scales」,可提高附近所有敌人所受的魔法伤害。</li> <li class="eo">Mist Qilin:</li> <li>雾麒麟:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Attack: 24 → 23</li> <li>攻击:24 → 23</li> <li class="eo">Defense: 22 → 23</li> <li>防御:22 → 23</li> <li class="eo">Damage: 27-36 → 24-29</li> <li>伤害:27-36 → 24-29</li> <li class="eo">Initiative: 13 → 9</li> <li>主动性:13 → 9</li> <li class="eo">Luck: 2 → 0</li> <li>幸运:2 → 0</li> <li class="eo">The creature has received a new passive ability called "Cloud Nine".</li> <li>该生物获得了新的被动能力「Cloud Nine」。</li> <li class="eo">The creature has lost the passive ability "Scintillating Scales".</li> <li>该生物失去了被动能力「Scintillating Scales」。</li> <li class="eo">The creature has received a new passive ability called "Opportunity Attack", which allows it to always attack enemies passing nearby.</li> <li>该生物获得了新的被动能力「Opportunity Attack」,使其始终能攻击经过附近的敌人。</li> <li class="eo">The active ability "Mist Form" has been reworked: it now reduces incoming damage to 1 instead of by a certain percentage.</li> <li>主动能力「Mist Form」已重做:现在将所受伤害降低至 1 点,而非按一定百分比降低。</li> <li class="eo">The creature has received a new active ability called "Forest Haze", which prevents the target enemy stack from shooting.</li> <li>该生物获得了新的主动能力「Forest Haze」,可阻止目标敌方兵种射击。</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Phoenix:</li> <li>凤凰:</li> <li class="eo">Attack: 28 → 31</li> <li>攻击:28 → 31</li> <li class="eo">Defense: 26 → 27</li> <li>防御:26 → 27</li> <li class="eo">Flaming Phoenix:</li> <li>烈焰凤凰:</li> <li class="eo">Attack: 36 → 35</li> <li>攻击:36 → 35</li> <li class="eo">The creature has received a new passive ability called "Flaming Agony", which makes it deal damage to all nearby stacks upon its death.</li> <li>该生物获得了新的被动能力「Flaming Agony」,使其在死亡时对附近所有兵种造成伤害。</li> <li class="eo">Energy Phoenix:</li> <li>爆能凤凰:</li> <li class="eo">Attack: 28 → 30</li> <li>攻击:28 → 30</li> <li class="eo">Defense: 39 → 34</li> <li>防御:39 → 34</li> </ul> <p class="eo">The construction cost of creature dwellings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of creature value and rebalancing.</p> <p>生物巢穴的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随生物价值审查与再平衡进行了各种调整。</p> <ul> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">Building the "Blooming Pond" no longer requires a "Mage Guild".</li> <li>建造「灵涌池塘」不再需要「法师公会」。</li> <li class="eo">"Elite Fauns" law: now allows Fauns in the player&apos;s army to counterattack twice: once before the enemy&apos;s attack and once after.</li> <li>「Elite Fauns」律法:现在允许玩家军队中的法翁反击两次:一次在敌人攻击前,一次在攻击后。</li> <li class="eo">"Forest Magic" law: activation cost: 4/4 → 3/3.</li> <li>「Forest Magic」律法:激活费用:4/4 → 3/3。</li> <li class="eo">"Focus" law: activation cost: 3 → 2.</li> <li>「Focus」律法:激活费用:3 → 2。</li> <li class="eo">"Live roots" law: activation cost: 6 → 5.</li> <li>「Live roots」律法:激活费用:6 → 5。</li> <li class="eo">⭐ "Veiled by the Trees" law: bonus to creature stats reduced: 2/4/6 → 1/2/3.</li> <li>⭐「Veiled by the Trees」律法:生物属性加成降低:2/4/6 → 1/2/3。</li> <li class="eo">"Elite Mancers" law: now allows Herbomancers in the player&apos;s army to use abilities without ending their turn.</li> <li>「Elite Mancers」律法:现在允许玩家军队中的植灵巫师使用能力而不结束其回合。</li> <li class="eo">"Elite Qilins" law: now increases the Attack and Defense of Qilins in the player&apos;s army by 3 / 6 instead of the bonus to Damage.</li> <li>「Elite Qilins」律法:现在将玩家军队中麒麟的攻击和防御提高 3 / 6,而非伤害加成。</li> </ul> <h4 class="al">虫巢 - Hive</h4> <p class="eo">We continue to work on Hive creatures to make playing this faction more engaging while preserving its key feature — an aggressive and risky playstyle. Some of the changes described below should allow the Hive to dominate the enemy even more, improving its effectiveness in battle. Others will allow the Hive to adapt to a more cautious playstyle, which should lead to the same result — fewer losses in regular battles. In addition, the faction&apos;s gameplay was too dependent on randomness, and by adjusting creature stats and laws, we want to make it more predictable for the player.</p> <p>我们继续对虫巢生物进行调整,以使该阵营的玩法更具吸引力,同时保留其核心特色——激进且高风险的玩法风格。下文所述的部分改动应能让虫巢进一步压制敌人,提高其在战斗中的效率。其他改动则能让虫巢适应更谨慎的玩法,这应能带来同样的结果——在常规战斗中减少损失。此外,该阵营的玩法过于依赖随机性,通过调整生物属性和律法,我们希望使其对玩家而言更具可预测性。</p> <ul> <li class="eo">Fire Larva:</li> <li>火焰幼虫:</li> <li class="eo">Health: 16 → 20</li> <li>生命值:16 → 20</li> <li class="eo">Base explosion damage of the passive ability on death: 15 → 10.</li> <li>死亡时被动能力的基础爆炸伤害:15 → 10。</li> <li class="eo">Explosion damage when using active abilities: 30 → 15.</li> <li>使用主动能力时的爆炸伤害:30 → 15。</li> <li class="eo">The creature has received a new passive ability called "Castes", which increases the power of Larvae depending on the class of the hero whose army they are in. With might heroes, they deal 50% more damage. With magic heroes, their explosion deals 50% more damage.</li> <li>该生物获得了新的被动能力「Castes」,根据其所在军队的英雄职业提高幼虫的力量。与力量英雄搭配时,它们造成 50% 额外伤害。与魔法英雄搭配时,它们的爆炸造成 50% 额外伤害。</li> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Parasite:</li> <li>寄体:</li> <li class="eo">Health: 7 → 10</li> <li>生命值:7 → 10</li> <li class="eo">Warden Parasite:</li> <li>卫寄体:</li> <li class="eo">Health: 9 → 12</li> <li>生命值:9 → 12</li> <li class="eo">Defense: 6 → 3</li> <li>防御:6 → 3</li> <li class="eo">The creature has received a new active ability called "Strike and Return", which allows the stack to return to its starting position after attacking.</li> <li>该生物获得了新的主动能力「Strike and Return」,允许该兵种在攻击后返回起始位置。</li> <li class="eo">Ravager Parasite:</li> <li>乱寄体:</li> <li class="eo">Health: 7 → 10</li> <li>生命值:7 → 10</li> <li class="eo">Attack: 6 → 5</li> <li>攻击:6 → 5</li> <li class="eo">The passive ability "Topple the Strong!" now deals +6% damage (instead of +3%) to higher-tier enemies for each tier of difference.</li> <li>被动能力「Topple the Strong!」现在每相差一级,对更高级别敌人造成 +6% 伤害(而非 +3%)。</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Locust:</li> <li>恶蝗:</li> <li class="eo">Health: 12 → 15</li> <li>生命值:12 → 15</li> <li class="eo">Overgrown Locust:</li> <li>异恶蝗:</li> <li class="eo">Health: 16 → 18</li> <li>生命值:16 → 18</li> <li class="eo">Harvester Locust:</li> <li>掠恶蝗:</li> <li class="eo">Health: 12 → 15</li> <li>生命值:12 → 15</li> <li class="eo">Defense: 4 → 6</li> <li>防御:4 → 6</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Hornet:</li> <li>大黄蜂:</li> <li class="eo">Defense: 10 → 9</li> <li>防御:10 → 9</li> <li class="eo">Damage: 4-9 → 2-12</li> <li>伤害:4-9 → 2-12</li> <li class="eo">Initiative: 10 → 9</li> <li>主动性:10 → 9</li> <li class="eo">Chanter:</li> <li>咏唱蜂:</li> <li class="eo">Defense: 10 → 9</li> <li>防御:10 → 9</li> <li class="eo">Damage: 4-9 → 2-12</li> <li>伤害:4-9 → 2-12</li> <li class="eo">Initiative: 4 → 11</li> <li>主动性:4 → 11</li> <li class="eo">Speed: 11 → 8</li> <li>速度:11 → 8</li> <li class="eo">Stinger:</li> <li>斯汀格:</li> <li class="eo">Defense: 10 → 9</li> <li>防御:10 → 9</li> <li class="eo">Damage: 4-9 → 2-12</li> <li>伤害:4-9 → 2-12</li> <li class="eo">Initiative: 12 → 9</li> <li>主动性:12 → 9</li> <li class="eo">Speed: 9 → 10</li> <li>速度:9 → 10</li> </ul> <p class="eo">We decided to significantly expand the capabilities of upgraded Scorpions and clearly define their roles. The defensive upgrade has taken on the role of a support stack that will empower other Hive stacks, opening up new opportunities for the faction. The alternative upgrade serves as a fighter and has been strengthened accordingly.</p> <p>我们决定显著扩展升级版甲蝎的能力,并明确其定位。防御型升级承担了支援兵种的角色,将强化其他虫巢兵种,为该阵营开辟新的可能性。替代升级则充当战士,并已相应加强。</p> <ul> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Scorpion:</li> <li>甲蝎:</li> <li class="eo">Attack: 12 → 13</li> <li>攻击:12 → 13</li> <li class="eo">Defense: 12 → 15</li> <li>防御:12 → 15</li> <li class="eo">Damage: 10-12 → 10-14</li> <li>伤害:10-12 → 10-14</li> <li class="eo">Volcanic Scorpion:</li> <li>火山甲蝎:</li> <li class="eo">Health: 55 → 45</li> <li>生命值:55 → 45</li> <li class="eo">Attack: 12 → 13</li> <li>攻击:12 → 13</li> <li class="eo">Defense: 14 → 15</li> <li>防御:14 → 15</li> <li class="eo">Damage: 10-12 → 10-14</li> <li>伤害:10-12 → 10-14</li> <li class="eo">Initiative: 6 → 8</li> <li>主动性:6 → 8</li> <li class="eo">Luck: 2 → 1</li> <li>幸运:2 → 1</li> <li class="eo">All "Adaptation" active abilities have been reworked. They now affect all friendly stacks with half the effectiveness.</li> <li>所有「Adaptation」主动能力已重做。它们现在以一半的效果影响所有友方兵种。</li> <li class="eo">Spelaean Scorpion:</li> <li>洞穴甲蝎:</li> <li class="eo">Attack: 14 → 13</li> <li>攻击:14 → 13</li> <li class="eo">Defense: 12 → 15</li> <li>防御:12 → 15</li> <li class="eo">Damage: 12-14 → 12-16</li> <li>伤害:12-14 → 12-16</li> <li class="eo">Initiative: 6 → 7</li> <li>主动性:6 → 7</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> <li class="eo">Luck: 1 → 2</li> <li>幸运:1 → 2</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Reaver:</li> <li>煞虫:</li> <li class="eo">Attack: 18 → 21</li> <li>攻击:18 → 21</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Morale: 1 → 0</li> <li>士气:1 → 0</li> <li class="eo">Menacing Reaver:</li> <li>骇煞虫:</li> <li class="eo">Attack: 18 → 21</li> <li>攻击:18 → 21</li> <li class="eo">Defense: 18 → 12</li> <li>防御:18 → 12</li> <li class="eo">Damage: 20-30 → 20-40</li> <li>伤害:20-30 → 20-40</li> <li class="eo">Speed: 7 → 8</li> <li>速度:7 → 8</li> <li class="eo">Morale: 3 → 0</li> <li>士气:3 → 0</li> <li class="eo">The creature has lost the active ability "Rapid Assault", which allowed it to attack an enemy without receiving a counterattack.</li> <li>该生物失去了主动能力「Rapid Assault」,原本允许其攻击敌人而不受反击。</li> <li class="eo">The creature has received a new passive ability called "Swift Strike".</li> <li>该生物获得了新的被动能力「Swift Strike」。</li> <li class="eo">Maniacal Reaver:</li> <li>狂煞虫:</li> <li class="eo">Attack: 18 → 21</li> <li>攻击:18 → 21</li> <li class="eo">Initiative: 12 → 11</li> <li>主动性:12 → 11</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Morale: 2 → 0</li> <li>士气:2 → 0</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Waurms:</li> <li>魔蠕:</li> <li class="eo">Attack: 21 → 20</li> <li>攻击:21 → 20</li> <li class="eo">Defense: 21 → 20</li> <li>防御:21 → 20</li> <li class="eo">Damage: 21-23 → 20-24</li> <li>伤害:21-23 → 20-24</li> <li class="eo">Luck: 1 → 2</li> <li>幸运:1 → 2</li> <li class="eo">The "Corpse Eater" passive ability has been weakened: the amount of health restored has been reduced: 120 → 100.</li> <li>「Corpse Eater」被动能力已削弱:恢复的生命值数量降低:120 → 100。</li> <li class="eo">Devourer:</li> <li>噬蠕:</li> <li class="eo">Attack: 21 → 20</li> <li>攻击:21 → 20</li> <li class="eo">Defense: 21 → 20</li> <li>防御:21 → 20</li> <li class="eo">Damage: 27-29 → 24-28</li> <li>伤害:27-29 → 24-28</li> <li class="eo">Initiative: 7 → 8</li> <li>主动性:7 → 8</li> <li class="eo">Luck: 3 → 2</li> <li>幸运:3 → 2</li> <li class="eo">The kill threshold of the "Devour" active ability has been reduced: 40% → 30%.</li> <li>「Devour」主动能力的击杀阈值降低:40% → 30%。</li> <li class="eo">Pyroboros:</li> <li>火蠕:</li> <li class="eo">Attack: 21 → 20</li> <li>攻击:21 → 20</li> <li class="eo">Defense: 21 → 20</li> <li>防御:21 → 20</li> <li class="eo">Damage: 21-23 → 20-24</li> <li>伤害:21-23 → 20-24</li> <li class="eo">Initiative: 8 → 7</li> <li>主动性:8 → 7</li> <li class="eo">Speed: 8 → 10</li> <li>速度:8 → 10</li> <li class="eo">The creature has lost the passive ability "Corpse Eater", which allowed it to restore health by devouring corpses.</li> <li>该生物失去了被动能力「Corpse Eater」,原本允许其通过吞噬尸体恢复生命值。</li> <li class="eo">The creature has received a new passive ability called "Mana Eater", which allows it to restore mana to the hero by devouring corpses.</li> <li>该生物获得了新的被动能力「Mana Eater」,允许其通过吞噬尸体为英雄恢复法力。</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Hive Queen:</li> <li>虫巢女王:</li> <li class="eo">Attack: 25 → 30</li> <li>攻击:25 → 30</li> <li class="eo">Defense: 25 → 30</li> <li>防御:25 → 30</li> <li class="eo">Bonus to the stack&apos;s Attack and Defense when the enemy army contains Temple and Necropolis creatures reduced: 25% → 20%.</li> <li>当敌方军队包含圣殿和墓园生物时,该兵种的攻击和防御加成降低:25% → 20%。</li> <li class="eo">Hive Mother:</li> <li>虫巢育母:</li> <li class="eo">Attack: 25 → 30</li> <li>攻击:25 → 30</li> <li class="eo">Defense: 25 → 30</li> <li>防御:25 → 30</li> <li class="eo">Bonus to the stack&apos;s Attack and Defense when the enemy army contains Temple and Necropolis creatures reduced: 25% → 20%.</li> <li>当敌方军队包含圣殿和墓园生物时,该兵种的攻击和防御加成降低:25% → 20%。</li> <li class="eo">Hive Huntress:</li> <li>虫巢猎女:</li> <li class="eo">Attack: 25 → 30</li> <li>攻击:25 → 30</li> <li class="eo">Defense: 25 → 30</li> <li>防御:25 → 30</li> <li class="eo">Damage: 70-70 → 60-60</li> <li>伤害:70-70 → 60-60</li> <li class="eo">Initiative: 8 → 9</li> <li>主动性:8 → 9</li> <li class="eo">Bonus to the stack&apos;s Attack and Defense when the enemy army contains Temple and Necropolis creatures reduced: 25% → 20%.</li> <li>当敌方军队包含圣殿和墓园生物时,该兵种的攻击和防御加成降低:25% → 20%。</li> <li class="eo">The passive ability "Squash the Weak!" now deals +6% damage (instead of +3%) to lower-tier enemies for each tier of difference.</li> <li>被动能力「Squash the Weak!」现在每相差一级,对更低级别敌人造成 +6% 伤害(而非 +3%)。</li> </ul> <ul> <li class="eo">Building the "Paper Nest" now requires the "Neglected Housing" and the "Carrion Lair".</li> <li>建造「纸巢」现在需要「破败居所」和「腐肉虫巢」。</li> <li class="eo">The construction cost of creature dwellings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of creature value and rebalancing.</li> <li>生物巢穴的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随生物价值审查与再平衡进行了各种调整。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">⭐ "Hive Integration" law:</li> <li>⭐「Hive Integration」律法:</li> <li class="eo">Number of upgrade levels: 3 → 2.</li> <li>升级等级数:3 → 2。</li> <li class="eo">Activation cost: 2/2/2 → 3/3.</li> <li>激活费用:2/2/2 → 3/3。</li> <li class="eo">⭐ "Hive Reception" law:</li> <li>⭐「Hive Reception」律法:</li> <li class="eo">Number of upgrade levels: 3 → 2.</li> <li>升级等级数:3 → 2。</li> <li class="eo">Activation cost: 2/2/2 → 3/3.</li> <li>激活费用:2/2/2 → 3/3。</li> <li class="eo">⭐ "Great Conquest" law: bonus to creature stats reduced: 2/4/6 → 1/2/3.</li> <li>⭐「Great Conquest」律法:生物属性加成降低:2/4/6 → 1/2/3。</li> <li class="eo">"Elite Parasites" law: now increases the max damage of Parasites in the player&apos;s army by 1 / 2 instead of the bonus to Health.</li> <li>「Elite Parasites」律法:现在将玩家军队中寄体的最大伤害提高 1 / 2,而非生命值加成。</li> <li class="eo">"Elite Hornets" law: now increases the min damage of Hornets in the player&apos;s army by 2 / 4 instead of the bonus to Initiative.</li> <li>「Elite Hornets」律法:现在将玩家军队中大黄蜂的最小伤害提高 2 / 4,而非主动性加成。</li> <li class="eo">"Elite Scorpions" law: now reduces the cooldown of Scorpions&apos; abilities in the player&apos;s army by 1 / 2 rounds instead of the bonuses to Luck and Morale.</li> <li>「Elite Scorpions」律法:现在将玩家军队中甲蝎能力的冷却时间减少 1 / 2 回合,而非幸运和士气加成。</li> <li class="eo">"Elite Waurmos" law: now increases the Initiative of Waurmos in the player&apos;s army by 1 / 2 instead of the bonuses to Luck and Morale.</li> <li>「Elite Waurmos」律法:现在将玩家军队中魔蠕的主动性提高 1 / 2,而非幸运和士气加成。</li> <li class="eo">"Elite Hive Queens" law: now increases the Attack, Defense, and Damage of Hive Queens in the player&apos;s army by 3 / 6, as well as their Speed and Initiative by 1 / 1, instead of the bonuses to Damage and Health.</li> <li>「Elite Hive Queens」律法:现在将玩家军队中虫巢女王的攻击、防御和伤害提高 3 / 6,并将其速度和主动性提高 1 / 1,而非伤害和生命值加成。</li> <li class="eo">"Great Conquest" law: once again affects all creatures, not just Hive creatures.</li> <li>「Great Conquest」律法:再次影响所有生物,而不仅是虫巢生物。</li> </ul> <p class="eo">The law that allows Larvae to provoke enemies was originally added to the faction to help minimize casualties in battles where no ranged units were available. However, the effect itself proved incredibly powerful and drew negative feedback from some players. Now, with a new skill that helps reduce casualties being added to the game, the Hive will be able to keep its army combat-ready for longer. Therefore, we are weakening the provocation effect:</p> <p>允许幼虫挑衅敌人的律法最初加入该阵营,是为了帮助在没有远程单位的战斗中尽量减少伤亡。然而,该效果本身被证明极其强大,并招致了一些玩家的负面反馈。现在,随着一种有助于减少伤亡的新技能被加入游戏,虫巢将能够让其军队更长时间保持战斗力。因此,我们正在削弱挑衅效果:</p> <ul> <li class="eo">"Hive Offsprings II" law: Larvae now provoke enemies only during the first round after hatching.</li> <li>「Hive Offsprings II」律法:幼虫现在仅在孵化后的第一回合挑衅敌人。</li> </ul> <h4 class="al">裂渊 - Schism</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Stinging Ra&apos;Shoth:</li> <li>尖刺拉绍斯:</li> <li class="eo">Attack: 5 → 6</li> <li>攻击:5 → 6</li> <li class="eo">Defense: 5 → 6</li> <li>防御:5 → 6</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Cultist:</li> <li>邪教徒:</li> <li class="eo">Attack: 5 → 4</li> <li>攻击:5 → 4</li> <li class="eo">Binder:</li> <li>束缚者:</li> <li class="eo">Attack: 5 → 4</li> <li>攻击:5 → 4</li> <li class="eo">Votary:</li> <li>誓信徒:</li> <li class="eo">Attack: 9 → 6</li> <li>攻击:9 → 6</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> <li class="eo">The creature has received a new passive ability called "Rift Conductor", which increases the Initiative of all friendly Ra&apos;Shoth, Grand Shoth, and Abyssal Envoys (and their upgraded versions).</li> <li>该生物获得了新的被动能力「Rift Conductor」,可提高所有友方拉绍斯、巨绍斯和深渊使节(及其升级版)的主动性。</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Aga&apos;Shoth Rider:</li> <li>阿迦绍斯骑手:</li> <li class="eo">Health: 20 → 25</li> <li>生命值:20 → 25</li> <li class="eo">Damage: 5-7 → 6-8</li> <li>伤害:5-7 → 6-8</li> <li class="eo">Initiative: 6 → 5</li> <li>主动性:6 → 5</li> <li class="eo">Aga&apos;Shoth Tamer:</li> <li>阿迦绍斯驯师:</li> <li class="eo">Health: 20 → 25</li> <li>生命值:20 → 25</li> <li class="eo">Attack: 8 → 12</li> <li>攻击:8 → 12</li> <li class="eo">Defense: 8 → 12</li> <li>防御:8 → 12</li> <li class="eo">Damage: 5-7 → 6-8</li> <li>伤害:5-7 → 6-8</li> <li class="eo">Aga&apos;Shoth Mat&apos;ha:</li> <li>阿迦绍斯玛塔:</li> <li class="eo">Damage: 5-7 → 6-8</li> <li>伤害:5-7 → 6-8</li> <li class="eo">The creature has received a new passive ability called "Raid", which increases the Speed of all friendly Ra&apos;Shoth, Grand Shoth, and Abyssal Envoys (and their upgraded versions).</li> <li>该生物获得了新的被动能力「Raid」,可提高所有友方拉绍斯、巨绍斯和深渊使节(及其升级版)的速度。</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Grand Shoth:</li> <li>巨绍斯:</li> <li class="eo">Damage: 10-13 → 10-12</li> <li>伤害:10-13 → 10-12</li> <li class="eo">Speed: 5 → 6</li> <li>速度:5 → 6</li> <li class="eo">Unspeakable Shoth:</li> <li>不可名绍斯:</li> <li class="eo">Damage: 10-13 → 10-12</li> <li>伤害:10-13 → 10-12</li> <li class="eo">Unthinkable Shoth:</li> <li>不可构绍斯:</li> <li class="eo">Damage: 10-13 → 10-12</li> <li>伤害:10-13 → 10-12</li> <li class="eo">Initiative: 13 → 11</li> <li>主动性:13 → 11</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Concubus, Mistress of Chains, and Bewitcher have received a new passive ability called "Seduction", thanks to which they always take minimum damage.</li> <li>魅魔、锁链魅魔和惑心魅魔获得了新的被动能力「Seduction」,因此它们始终受到最小伤害。</li> <li class="eo">Concubus:</li> <li>魅魔:</li> <li class="eo">Attack: 16 → 15</li> <li>攻击:16 → 15</li> <li class="eo">Defense: 13 → 14</li> <li>防御:13 → 14</li> <li class="eo">Damage: 14-20 → 16-20</li> <li>伤害:14-20 → 16-20</li> <li class="eo">Mistress of Chains:</li> <li>锁链魅魔:</li> <li class="eo">Attack: 20 → 19</li> <li>攻击:20 → 19</li> <li class="eo">Defense: 13 → 14</li> <li>防御:13 → 14</li> <li class="eo">Damage: 14-20 → 16-20</li> <li>伤害:14-20 → 16-20</li> <li class="eo">The passive ability "Earn Your Magic, Dear" now increases the mana cost of the enemy hero&apos;s spells by 3 instead of 2.</li> <li>被动能力「Earn Your Magic, Dear」现在将敌方英雄法术的法力消耗提高 3,而非 2。</li> <li class="eo">Bewitcher:</li> <li>惑心魅魔:</li> <li class="eo">Attack: 16 → 15</li> <li>攻击:16 → 15</li> <li class="eo">Defense: 13 → 18</li> <li>防御:13 → 18</li> <li class="eo">Damage: 20-20 → 16-20</li> <li>伤害:20-20 → 16-20</li> <li class="eo">The creature has received a new passive ability called "Flog Idle Mind", thanks to which its attacks deal additional damage depending on the army&apos;s current Focus.</li> <li>该生物获得了新的被动能力「Flog Idle Mind」,因此其攻击会根据军队当前的集能点造成额外伤害。</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Arbitrator:</li> <li>仲裁者:</li> <li class="eo">Attack: 20 → 21</li> <li>攻击:20 → 21</li> <li class="eo">Defense: 20 → 22</li> <li>防御:20 → 22</li> <li class="eo">Damage: 18-22 → 18-24</li> <li>伤害:18-22 → 18-24</li> <li class="eo">Rift Arbitrator:</li> <li>裂隙仲裁者:</li> <li class="eo">Attack: 26 → 21</li> <li>攻击:26 → 21</li> <li class="eo">Defense: 28 → 29</li> <li>防御:28 → 29</li> <li class="eo">Damage: 18-22 → 18-24</li> <li>伤害:18-22 → 18-24</li> <li class="eo">Bloated Arbitrator:</li> <li>肿胀仲裁者:</li> <li class="eo">Attack: 28 → 26</li> <li>攻击:28 → 26</li> <li class="eo">Defense: 22 → 24</li> <li>防御:22 → 24</li> <li class="eo">Damage: 22-26 → 22-28</li> <li>伤害:22-26 → 22-28</li> </ul> <ul> <li class="eo">Building the "Involuntary Summons" now requires the "Great Library" instead of the "Mage Guild".</li> <li>建造「强制召唤」现在需要「大图书馆」,而非「法师公会」。</li> <li class="eo">The construction cost of creature dwellings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of creature value and rebalancing.</li> <li>生物巢穴的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随生物价值审查与再平衡进行了各种调整。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Elite Cultists" law: now increases the Health of Cultists in the player&apos;s army by 5 instead of the bonus to Damage.</li> <li>「Elite Cultists」律法:现在将玩家军队中邪教徒的生命值提高 5,而非伤害加成。</li> <li class="eo">"Elite Aga&apos;Shoth Riders" law: now increases the Damage of Aga&apos;Shoth Riders in the player&apos;s army by 2 instead of the bonus to Health.</li> <li>「Elite Aga&apos;Shoth Riders」律法:现在将玩家军队中阿迦绍斯骑手的伤害提高 2,而非生命值加成。</li> <li class="eo">"Elite Concubi" law: Attack and Defense bonuses increased: 4 → 6.</li> <li>「Elite Concubi」律法:攻击和防御加成提高:4 → 6。</li> <li class="eo">"Unstoppable" elite hero class: bonus to hero stats: 10 → 8.</li> <li>「Unstoppable」精英英雄职业:英雄属性加成:10 → 8。</li> </ul> <h4 class="al">地牢 - Dungeon</h4> <p class="eo">As with the Grove faction, Dungeon creatures were very similar to each other. However, unlike the Grove, the Dungeon faced another problem — few ways to spend Focus Charges. The changes described below are designed to solve these problems and bring alternative upgrades more in line with their narrative and image.</p> <p>与森林阵营一样,地牢生物彼此非常相似。然而,与森林不同的是,地牢还面临另一个问题——消耗集能充能的方式很少。下文所述改动旨在解决这些问题,并使替代升级更符合其叙事和形象。</p> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Troglodyte:</li> <li>穴居人:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Infernal Troglodyte:</li> <li>地狱穴居人:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Defense: 6 → 5</li> <li>防御:6 → 5</li> <li class="eo">Toxic Troglodyte:</li> <li>剧毒穴居人:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Attack: 5 → 4</li> <li>攻击:5 → 4</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Guile Infiltrator:</li> <li>狡诈渗透者:</li> <li class="eo">Initiative: 6 → 8</li> <li>主动性:6 → 8</li> <li class="eo">Speed: 7 → 5</li> <li>速度:7 → 5</li> <li class="eo">Luck: 2 → 1</li> <li>幸运:2 → 1</li> <li class="eo">The creature has lost the active ability "Shadowstrike", which allowed it to attack any enemy on the battlefield while ignoring its Defense.</li> <li>该生物失去了主动能力「Shadowstrike」,原本允许其无视防御攻击战场上的任意敌人。</li> <li class="eo">The creature has lost the passive ability "Staggering Hits", which prevented the target of its attack from counterattacking until the end of the round.</li> <li>该生物失去了被动能力「Staggering Hits」,原本可阻止其攻击目标在本回合结束前反击。</li> <li class="eo">The creature has received a new passive ability called "Sharper Blade", which increases its Luck with each attack.</li> <li>该生物获得了新的被动能力「Sharper Blade」,每次攻击都会提高其幸运。</li> <li class="eo">The creature has received a new passive ability called "Liquidation", which instantly kills the attacked enemy if, after the attack, its stack size is below a certain value.</li> <li>该生物获得了新的被动能力「Liquidation」,如果被攻击的敌人在攻击后兵种规模低于一定值,则立即杀死它。</li> <li class="eo">The creature has received a new passive ability called "Swift Strike".</li> <li>该生物获得了新的被动能力「Swift Strike」。</li> <li class="eo">Bleak Infiltrator:</li> <li>冷酷渗透者:</li> <li class="eo">Initiative: 9 → 6</li> <li>主动性:9 → 6</li> <li class="eo">The creature has received a new active ability called "Shadowstrike". ⭐ The damage of this ability has been halved.</li> <li>该生物获得了新的主动能力「Shadowstrike」。⭐ 该能力的伤害已减半。</li> <li class="eo">The creature has received a new passive ability called "Staggering Hits".</li> <li>该生物获得了新的被动能力「Staggering Hits」。</li> <li class="eo">The creature has received a new passive ability called "Ambush", which allows it to hide in the shadows and be untargetable at the start of the battle and at the start of each round until its turn comes.</li> <li>该生物获得了新的被动能力「Ambush」,使其能够在战斗开始时以及每回合开始时隐藏于阴影中,直到其回合到来前无法被选为目标。</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Onyx Dancer, Jasper Dancer, and Aureate Dancer: these creatures have received a new active ability called "Blade Dance", which allows them to attack twice until the end of the round.</li> <li>黑玉刃舞者、碧玉刃舞者和鎏金刃舞者:这些生物获得了新的主动能力「Blade Dance」,允许它们在本回合结束前攻击两次。</li> <li class="eo">Onyx Dancer:</li> <li>黑玉刃舞者:</li> <li class="eo">Defense: 8 → 7</li> <li>防御:8 → 7</li> <li class="eo">Speed: 2 → 3</li> <li>速度:2 → 3</li> <li class="eo">Jasper Dancer:</li> <li>碧玉刃舞者:</li> <li class="eo">Defense: 8 → 9</li> <li>防御:8 → 9</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> <li class="eo">Aureate Dancer:</li> <li>鎏金刃舞者:</li> <li class="eo">Attack: 8 → 9</li> <li>攻击:8 → 9</li> <li class="eo">Defense: 8 → 9</li> <li>防御:8 → 9</li> <li class="eo">Initiative: 7 → 6</li> <li>主动性:7 → 6</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Minotaur, Minotaur Lord, and Minotaur Vanguard: these creatures have received a new active ability called "Minotaur&apos;s Onslaught", which allows them to push the target back with their next attack, if possible.</li> <li>牛头怪、牛头怪领主和牛头怪先锋:这些生物获得了新的主动能力「Minotaur&apos;s Onslaught」,允许它们在下一次攻击时尽可能将目标击退。</li> <li class="eo">Minotaur:</li> <li>牛头怪:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Damage: 12-14 → 11-14</li> <li>伤害:12-14 → 11-14</li> <li class="eo">Minotaur Lord:</li> <li>牛头怪领主:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 15 → 12</li> <li>防御:15 → 12</li> <li class="eo">Damage: 12-14 → 11-14</li> <li>伤害:12-14 → 11-14</li> <li class="eo">Minotaur Vanguard:</li> <li>牛头怪先锋:</li> <li class="eo">Attack: 15 → 14</li> <li>攻击:15 → 14</li> <li class="eo">Defense: 11 → 14</li> <li>防御:11 → 14</li> <li class="eo">Damage: 14-16 → 11-14</li> <li>伤害:14-16 → 11-14</li> <li class="eo">The creature has received a new active ability called "Balthazar&apos;s Tramp", which reduces the Speed of all nearby enemies for several rounds.</li> <li>该生物获得了新的主动能力「Balthazar&apos;s Tramp」,可在数回合内降低附近所有敌人的速度。</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Medusa:</li> <li>美杜莎:</li> <li class="eo">Attack: 15 → 18</li> <li>攻击:15 → 18</li> <li class="eo">Defense: 14 → 16</li> <li>防御:14 → 16</li> <li class="eo">Damage: 11-15 → 14-17</li> <li>伤害:11-15 → 14-17</li> <li class="eo">Medusa Sculptor:</li> <li>美杜莎雕师:</li> <li class="eo">Attack: 20 → 18</li> <li>攻击:20 → 18</li> <li class="eo">Defense: 18 → 16</li> <li>防御:18 → 16</li> <li class="eo">Damage: 15-15 → 14-17</li> <li>伤害:15-15 → 14-17</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">The creature has received a new passive ability "Marble Arrows", which reduces the target&apos;s Initiative on attack.</li> <li>该生物获得了新的被动能力「Marble Arrows」,可在攻击时降低目标的主动性。</li> <li class="eo">Medusa Queen:</li> <li>美杜莎女王:</li> <li class="eo">Attack: 17 → 23</li> <li>攻击:17 → 23</li> <li class="eo">Defense: 14 → 16</li> <li>防御:14 → 16</li> <li class="eo">Damage: 11-15 → 14-17</li> <li>伤害:11-15 → 14-17</li> <li class="eo">Initiative: 8 → 7</li> <li>主动性:8 → 7</li> <li class="eo">The creature has lost the passive ability "Marble Arrows".</li> <li>该生物失去了被动能力「Marble Arrows」。</li> <li class="eo">The creature has received a new active ability called "Hail of Arrows", which allows it to select several hexes and bring down a rain of arrows on each of them, dealing damage to all enemies near the targets.</li> <li>该生物获得了新的主动能力「Hail of Arrows」,允许其选择多个格子,并向每个格子降下箭雨,对目标附近的所有敌人造成伤害。</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Hydra:</li> <li>九头蛇:</li> <li class="eo">Defense: 22 → 27</li> <li>防御:22 → 27</li> <li class="eo">Damage: 25-28 → 25-30</li> <li>伤害:25-28 → 25-30</li> <li class="eo">Chthonic Hydra:</li> <li>冥府九头蛇:</li> <li class="eo">Defense: 30 → 33</li> <li>防御:30 → 33</li> <li class="eo">Damage: 25-28 → 25-30</li> <li>伤害:25-28 → 25-30</li> <li class="eo">Infernal Hydra:</li> <li>地狱九头蛇:</li> <li class="eo">Attack: 30 → 29</li> <li>攻击:30 → 29</li> <li class="eo">Defense: 26 → 27</li> <li>防御:26 → 27</li> <li class="eo">Damage: 30-38 → 30-35</li> <li>伤害:30-38 → 30-35</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Cave Dragon:</li> <li>洞龙:</li> <li class="eo">Health: 275 → 300</li> <li>生命值:275 → 300</li> <li class="eo">Attack: 29 → 32</li> <li>攻击:29 → 32</li> <li class="eo">Defense: 25 → 28</li> <li>防御:25 → 28</li> <li class="eo">Black Dragon:</li> <li>黑龙:</li> <li class="eo">Health: 350 → 375</li> <li>生命值:350 → 375</li> <li class="eo">Attack: 29 → 32</li> <li>攻击:29 → 32</li> <li class="eo">Ashen Dragon:</li> <li>烬龙:</li> <li class="eo">Health: 300 → 325</li> <li>生命值:300 → 325</li> <li class="eo">Attack: 37 → 36</li> <li>攻击:37 → 36</li> <li class="eo">Defense: 25 → 28</li> <li>防御:25 → 28</li> </ul> <ul> <li class="eo">The construction cost of creature dwellings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of creature value and rebalancing.</li> <li>生物巢穴的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随生物价值审查与再平衡进行了各种调整。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Elite Infiltrators" law: now increases the max damage of Infiltrators in the player&apos;s army by 1 / 2 instead of the bonus to Health.</li> <li>「Elite Infiltrators」律法:现在将玩家军队中渗透者的最大伤害提高 1 / 2,而非生命值加成。</li> <li class="eo">"Elite Dancers" law: now increases the Luck and Morale of Dancers in the player&apos;s army by 1 / 2 instead of the bonus to Attack and Defense.</li> <li>「Elite Dancers」律法:现在将玩家军队中刃舞者的幸运和士气提高 1 / 2,而非攻击和防御加成。</li> <li class="eo">"Elite Minotaurs" law: now increases the Attack and Defense of Minotaurs in the player&apos;s army by 2 / 4 instead of the bonus to Damage. The Initiative and Speed bonuses remain unchanged.</li> <li>「Elite Minotaurs」律法:现在将玩家军队中牛头怪的攻击和防御提高 2 / 4,而非伤害加成。主动性和速度加成保持不变。</li> <li class="eo">"Elite Medusae" law: now increases only the Attack of Medusae in the player&apos;s army by 4 / 8 instead of the bonuses to Attack and Defense. The Initiative bonus remains unchanged.</li> <li>「Elite Medusae」律法:现在仅将玩家军队中美杜莎的攻击提高 4 / 8,而非攻击和防御加成。主动性加成保持不变。</li> <li class="eo">"Elite Hydras" law: now increases the Defense of Hydras in the player&apos;s army by 4 / 8 instead of the bonuses to Health. The Speed bonus remains unchanged.</li> <li>「Elite Hydras」律法:现在将玩家军队中九头蛇的防御提高 4 / 8,而非生命值加成。速度加成保持不变。</li> <li class="eo">"Balthazar&apos;s Bodyguard" elite hero class: bonus to hero&apos;s Attack: 100% → 40%.</li> <li>「Balthazar&apos;s Bodyguard」精英英雄职业:英雄攻击加成:100% → 40%。</li> <li class="eo">"Silvertongue&apos;s Envoy" elite hero class: bonus to hero&apos;s Defense: 100% → 40%.</li> <li>「Silvertongue&apos;s Envoy」精英英雄职业:英雄防御加成:100% → 40%。</li> <li class="eo">"Amelchia&apos;s Heir" elite hero class: bonus to hero&apos;s Spell Power: 100% → 40%.</li> <li>「Amelchia&apos;s Heir」精英英雄职业:英雄法术强度加成:100% → 40%。</li> </ul> <h4 class="al">中立生物 - Neutral Creatures</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Pixie:</li> <li>花妖:</li> <li class="eo">Health: 6 → 4</li> <li>生命值:6 → 4</li> <li class="eo">Attack: 3 → 2</li> <li>攻击:3 → 2</li> <li class="eo">Defense: 3 → 2</li> <li>防御:3 → 2</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Ghoul:</li> <li>食尸鬼:</li> <li class="eo">Attack: 9 → 7</li> <li>攻击:9 → 7</li> <li class="eo">Defense: 7 → 5</li> <li>防御:7 → 5</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Animated Armor:</li> <li>活化盔甲:</li> <li class="eo">Defense: 8 → 7</li> <li>防御:8 → 7</li> <li class="eo">Damage: 5-12 → 6-12</li> <li>伤害:5-12 → 6-12</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Starchild:</li> <li>星孩:</li> <li class="eo">Attack: 13 → 12</li> <li>攻击:13 → 12</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Added a new neutral creature — Mummy.</li> <li>新增中立生物——木乃伊。</li> <li class="eo">Giant Toad:</li> <li>巨蟾:</li> <li class="eo">Attack: 19 → 16</li> <li>攻击:19 → 16</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Couatl:</li> <li>羽蛇:</li> <li class="eo">Health: 95 → 100</li> <li>生命值:95 → 100</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Added a new neutral creature — Kitsune.</li> <li>新增中立生物——九尾狐。</li> <li class="eo">The number of these creatures that can be obtained as a reward from Pandora&apos;s Boxes has undergone various adjustments related to the review of creature value and rebalancing.</li> <li>这些生物可从潘多拉魔盒奖励中获得的数量,已随生物价值审查与再平衡进行了各种调整。</li> </ul> <h4 class="al">地图生成器与对象 - Map Generator and class="al">通用改动 - General Changes</h4> <ul> <li class="eo">Pandora&apos;s Boxes have been substantially reworked: all of them now let the player choose a reward.</li> <li>潘多拉魔盒已大幅重做:现在所有魔盒都允许玩家选择奖励。</li> <li class="eo">Pandora&apos;s Boxes that previously gave hero experience now let you choose between hero experience, Law Points, or Astrology Points. The value of such objects has been increased by 25%.</li> <li>此前给予英雄经验的潘多拉魔盒,现在可让你在英雄经验、律法点数或星象点数之间选择。此类对象的价值提高了 25%。</li> <li class="eo">Pandora&apos;s Boxes that previously gave gold now let you choose between gold, resources, or Alchemical Dust. The value of such objects has been increased by 20%.</li> <li>此前给予金币的潘多拉魔盒,现在可让你在金币、资源或炼金粉尘之间选择。此类对象的价值提高了 20%。</li> <li class="eo">Pandora&apos;s Boxes that previously gave creatures remain unchanged: the player can still choose any upgrade version.</li> <li>此前给予生物的潘多拉魔盒保持不变:玩家仍可选择任意升级版本。</li> <li class="eo">Pandora&apos;s Boxes that previously gave stats have been reworked. They are now divided into two groups: "combat" and "magic".</li> <li>此前给予属性的潘多拉魔盒已重做。它们现在分为两组:「combat」和「magic」。</li> <li class="eo">Combat Pandora&apos;s Boxes let you choose between increasing the hero&apos;s Attack by 4/6, increasing the hero&apos;s Defense by 4/6, ⭐ or increasing both stats by 2/3.</li> <li>战斗潘多拉魔盒可让你在以下选项中选择:将英雄攻击提高 4/6、将英雄防御提高 4/6,⭐ 或将两项属性各提高 2/3。</li> <li class="eo">Magic Pandora&apos;s Boxes let you choose between increasing the hero&apos;s Spell Power by 4/6, increasing the hero&apos;s Knowledge by 4/6, ⭐ or increasing both stats by 2/3.</li> <li>魔法潘多拉魔盒可让你在以下选项中选择:将英雄法术强度提高 4/6、将英雄知识提高 4/6,⭐ 或将两项属性各提高 2/3。</li> <li class="eo">In addition, the value of such objects is now significantly lower than before.</li> <li>此外,此类对象的价值现在显著低于之前。</li> <li class="eo">Pandora&apos;s Boxes that previously gave spells have been merged. Instead of separate objects that gave all spells of a specific magic school or a specific tier, now:</li> <li>此前给予法术的潘多拉魔盒已合并。不再是给予特定魔法学派或特定层级所有法术的独立对象,现在:</li> <li class="eo">There are five Pandora&apos;s Boxes in the game — one for each spell tier.</li> <li>游戏中有五个潘多拉魔盒——每个法术层级一个。</li> <li class="eo">Each box lets you choose which magic school&apos;s spells the hero will learn.</li> <li>每个魔盒可让你选择英雄将学习哪个魔法学派的法术。</li> <li class="eo">⭐ Alternatively, each such Pandora&apos;s Box can be used to restore 20/40/60/80/100% of the hero&apos;s mana (depending on the tier).</li> <li>⭐ 或者,每个此类潘多拉魔盒可用于恢复英雄法力的 20/40/60/80/100%(取决于层级)。</li> <li class="eo">In addition, the value of such objects is significantly lower than before.</li> <li>此外,此类对象的价值现在显著低于之前。</li> </ul> <ul> <li class="eo">Guards in "creature bank" objects have been significantly adjusted:</li> <li>「生物银行」类对象的守卫已显著调整:</li> <li class="eo">"Point of Balance", guard stack size: 4 / 8 / 11 / 14 → 6 / 11 / 15 / 18.</li> <li>「平衡点」,守卫兵种规模:4 / 8 / 11 / 14 → 6 / 11 / 15 / 18。</li> <li class="eo">"Colosseum", guard stack size: 7 / 14 / 20 / 25 → 11 / 19 / 25 / 30.</li> <li>「圆形竞技场」,守卫兵种规模:7 / 14 / 20 / 25 → 11 / 19 / 25 / 30。</li> <li class="eo">"Ritual Pyre", guard stack size: 4 / 8 / 11 / 14 → 6 / 11 / 15 / 18.</li> <li>「仪式柴堆」,守卫兵种规模:4 / 8 / 11 / 14 → 6 / 11 / 15 / 18。</li> <li class="eo">"Tomb of Vigilance", guard stack size: 14 / 28 / 40 / 50 → 19 / 34 / 45 / 52.</li> <li>「警戒之墓」,守卫兵种规模:14 / 28 / 40 / 50 → 19 / 34 / 45 / 52。</li> <li class="eo">"Boreal Call", guard stack size: 11 / 22 / 32 / 40 → 14 / 25 / 33 / 38.</li> <li>「极渊召唤」,守卫兵种规模:11 / 22 / 32 / 40 → 14 / 25 / 33 / 38。</li> <li class="eo">"Carrion Pile", guard stack size: 19 / 38 / 55 / 69 → 30 / 50 / 65 / 75.</li> <li>「腐尸堆」,守卫兵种规模:19 / 38 / 55 / 69 → 30 / 50 / 65 / 75。</li> <li class="eo">"Petrified Memorial", guard stack size: 5 / 10 / 14 / 18 → 7 / 13 / 18 / 21.</li> <li>「石化纪念馆」,守卫兵种规模:5 / 10 / 14 / 18 → 7 / 13 / 18 / 21。</li> <li class="eo">The guards of the first two versions of each listed object no longer include upgraded stacks. The number of upgraded stacks in other versions of the objects has been adjusted.</li> <li>所列每个对象前两个版本的守卫不再包含升级兵种。其他版本对象中的升级兵种数量已调整。</li> <li class="eo">"Chimerologist": creature conversion penalty reduced: 15% → 10%.</li> <li>「嵌合学家」:生物转化惩罚降低:15% → 10%。</li> <li class="eo">⭐ The inner guards of some "resource bank" objects have received minor adjustments: "Ancient Crypt", "Prismatic Nest", "Circle of Life", "Uncanny Rite".</li> <li>⭐ 一些「资源银行」对象的内部守卫获得了小幅调整:「远古墓穴」、「棱彩巢穴」、「生命循环」、「诡秘祭仪」。</li> <li class="eo">"Mearea&apos;s Altar": the guardians are now always split into three stacks on the battlefield.</li> <li>「米瑞娅祭坛」:守卫现在在战场上始终拆分为三个兵种。</li> <li class="eo">"Trophy Hunter&apos;s Den": the inner guards are split into stacks of 2 Dragonslayers each and start the battle positioned around the player&apos;s army in the corners of the arena.</li> <li>「战利品猎人小屋」:内部守卫被拆分为每堆 2 名屠龙者的多个兵种,并在战斗开始时布置在竞技场角落、玩家军队周围。</li> <li class="eo">"Overgrown Vori Ruins": the amount of Alchemical Dust received as a reward for defeating the inner guard has been halved. The object&apos;s inner guard has been adjusted: it has become stronger, and the guardians are now always split into three stacks on the battlefield.</li> <li>「荒芜的沃里遗迹」:击败内部守卫后获得的炼金粉尘数量减半。该对象的内部守卫已调整:它变得更强,且守卫现在在战场上始终拆分为三个兵种。</li> <li class="eo">Added a new object for templates with a tournament system or a decisive battle — "Hell Light Spire". It allows registering the hero who last visited the object for the duel. The presence of this object depends on the map or template and does not guarantee a change in the match rules.</li> <li>为具有锦标赛系统或决胜战的模板新增了一个对象——「炼狱之光尖塔」。它允许登记最后访问该对象的英雄以参加决斗。该对象的存在取决于地图或模板,并不保证比赛规则发生变化。</li> <li class="eo">On templates and maps with a tournament system or a decisive battle, the hero selected for battle is now displayed. You can find this information in the tooltip of each player, including opponents.</li> <li>在具有锦标赛系统或决胜战的模板和地图上,现在会显示被选中参战的英雄。你可以在每个玩家(包括对手)的提示信息中找到此信息。</li> <li class="eo">Slightly reduced the chance that groups of 3 or more objects are generated under the protection of a single guard.</li> <li>略微降低了 3 个或更多对象组在单个守卫保护下生成的概率。</li> <li class="eo">⭐ The strength of the external guards of artifacts has been reduced by 40% for all artifact rarities.</li> <li>⭐ 所有稀有度宝物的外部守卫强度降低了 40%。</li> </ul> <h4 class="al">模板 - Templates</h4> <ul> <li class="eo">⭐ On the Blitz, Chosen One, Exodus Classic, Exodus, Galaxy, Helltide, Infinity, Jebus Arena, Jebus Tournament, Massacre, Mix, Outcast Tournament, and Symmetry templates, "Siegecraft" can no longer be offered to a hero when leveling up. On the Sprint template, "Siegecraft", "Logistics", and "Scouting" can no longer be offered to a hero when leveling up.</li> <li>⭐ 在 Blitz、Chosen One、Exodus Classic、Exodus、Galaxy、Helltide、Infinity、Jebus Arena、Jebus Tournament、Massacre、Mix、Outcast Tournament 和 Symmetry 模板上,英雄升级时不再会被提供「攻城术」。在 Sprint 模板上,英雄升级时不再会被提供「攻城术」、「后勤术」和「侦察术」。</li> <li class="eo">The "Diplomatic Gifts", "Ambassador&apos;s Sash", and "Diplomat&apos;s Robe" artifacts can no longer be generated on random templates and maps. These artifacts will return to the game with the rework of the "Diplomacy" skill.</li> <li>「外交礼品」、「外交官长袍」和「外交官长袍」宝物不再能在随机模板和地图上生成。这些宝物将随「外交术」技能的重做回归游戏。</li> <li class="eo">Many templates have received minor adjustments improving object generation.</li> <li>许多模板获得了小幅调整,改进了对象生成。</li> <li class="eo">Added the new Jebus Arena template — a variation of the old-style Jebus Cross template (160×160, with towns near the exits to the central area) without a central town and with the ability to challenge an opponent to battle using the "Hell Light Arena".</li> <li>新增 Jebus Arena 模板——旧式 Jebus Cross 模板的变体(160×160,城镇位于通往中央区域的出口附近),没有中央城镇,并可使用「炼狱之光竞技场」向对手发起战斗挑战。</li> </ul> <h4 class="al">Jebus Cross</h4> <ul> <li class="eo">Template size increased: 160×160 → 176×176.</li> <li>模板尺寸增大:160×160 → 176×176。</li> <li class="eo">⭐ The number of days you need to hold the central town to win has been reduced from 6 to 5. If the enemy recaptures the town, this timer is reset.</li> <li>⭐ 占领中央城镇以获胜所需的天数从 6 天减少为 5 天。如果敌人重新夺回城镇,该计时器会重置。</li> <li class="eo">The central area of the template has been significantly reworked:</li> <li>模板的中央区域已大幅重做:</li> <li class="eo">Secondary central towns are no longer tied to the main exits from the side areas — they are placed randomly throughout the center.</li> <li>次级中央城镇不再绑定于侧边区域的主出口——它们随机分布在整个中央区域。</li> <li class="eo">Instead of secondary towns, "Remote Footholds" are now located at the main exits from the areas.</li> <li>区域主出口处现在放置的是「远程据点」,而非次级城镇。</li> <li class="eo">Base creature growth in dwellings reduced from double to single.</li> <li>巢穴的基础生物产量从双倍降低为单倍。</li> <li class="eo">⭐ The central area of the template can now randomly be smaller or larger.</li> <li>⭐ 模板的中央区域现在可以随机变小或变大。</li> <li class="eo">The side areas are now connected by a portal for quick travel between them.</li> <li>侧边区域现在通过传送门相连,以便在它们之间快速移动。</li> <li class="eo">Creature growth in dwellings in the side areas reduced from triple to double.</li> <li>侧边区域巢穴的生物产量从三倍降低为双倍。</li> </ul> <h4 class="al">Jebus Tournament</h4> <ul> <li class="eo">Despite the addition of the new object, the condition for selecting a hero for battle remains the same — the starting hero takes part in tournament battles.</li> <li>尽管新增了该对象,选择参战英雄的条件保持不变——起始英雄参加锦标赛战斗。</li> <li class="eo">Final battles on the template now take place one day earlier.</li> <li>该模板上的最终战斗现在提前一天进行。</li> <li class="eo">Slightly adjusted the balance value of areas on the map.</li> <li>略微调整了地图上各区域的平衡价值。</li> <li class="eo">The central town has been removed from each player&apos;s treasure area. The remaining towns are now distributed more evenly within the area, and the "Remote Footholds" of the central area are generated near these towns.</li> <li>中央城镇已从每个玩家的宝物区域中移除。剩余城镇现在在该区域内分布更均匀,中央区域的「远程据点」生成在这些城镇附近。</li> <li class="eo">Objects in a treasure area are now guaranteed not to match the faction of the player who owns that treasure area.</li> <li>宝物区域中的对象现在保证不会与拥有该宝物区域玩家的阵营相匹配。</li> <li class="eo">Pandora&apos;s Boxes with creatures have been returned to treasure areas in small numbers, and the possible number of Pandora&apos;s Boxes with spells has been increased.</li> <li>带生物的潘多拉魔盒已少量回归宝物区域,带法术的潘多拉魔盒的可能数量已增加。</li> <li class="eo">Increased the number of artifacts in treasure areas.</li> <li>增加了宝物区域中宝物的数量。</li> </ul> <h4 class="al">Infinity</h4> <ul> <li class="eo">Changed the template format: it is now a best-of-three tournament format with continuous simultaneous turns.</li> <li>更改了模板格式:现在为三局两胜的锦标赛格式,采用持续同时回合。</li> <li class="eo">The central area has been split into two isolated parts.</li> <li>中央区域已拆分为两个隔离部分。</li> <li class="eo">Final battles on the template take place on the following in-game days:</li> <li>该模板上的最终战斗在以下游戏内日期进行:</li> <li class="eo">Day 2 of Week 2;</li> <li>第 2 周第 2 天;</li> <li class="eo">Day 6 of Week 2;</li> <li>第 2 周第 6 天;</li> <li class="eo">Day 3 of Week 3.</li> <li>第 3 周第 3 天。</li> </ul> <h4 class="al">⭐ Sand Clover</h4> <ul> <li class="eo">Reduced the starting and maximum number of heroes: a player now starts with no more than 3 heroes, and their maximum number has been reduced to 6.</li> <li>降低了起始和最大英雄数量:玩家现在起始不超过 3 名英雄,最大数量降低为 6。</li> <li class="eo">The corner neutral areas have received minor adjustments:</li> <li>角落中立区域获得了小幅调整:</li> <li class="eo">Slightly reduced the value of objects that the player can find in these areas.</li> <li>略微降低了玩家在这些区域能找到的对象的价值。</li> <li class="eo">Towns generated in these areas always share a single faction that differs from the players&apos; starting factions.</li> <li>这些区域生成的城镇始终共享一个与玩家起始阵营不同的单一阵营。</li> <li class="eo">Increased the strength of the guards of portals leading to the corner neutral areas.</li> <li>提高了通往角落中立区域的传送门守卫强度。</li> <li class="eo">Reduced the strength of guards blocking the way to the intermediate areas.</li> <li>降低了阻挡通往中间区域道路的守卫强度。</li> <li class="eo">Significantly improved the passability of the central part of the desert area, as well as the value of its contents.</li> <li>显著改善了沙漠区域中部的通行性,以及其内容的价值。</li> <li class="eo">Reduced the number of mandatory external creature dwellings in the areas on the map.</li> <li>减少了地图上区域中强制外部生物巢穴的数量。</li> </ul> <h4 class="al">⭐ Sprint</h4> <ul> <li class="eo">Template size increased: 112×112 → 128×128.</li> <li>模板尺寸增大:112×112 → 128×128。</li> <li class="eo">The contents of the areas have been extensively tuned to make gameplay more varied and interesting.</li> <li>区域内容已进行广泛调整,使玩法更加多样和有趣。</li> <li class="eo">Adjusted the strength of guards along the way to slightly slow players down and encourage them to explore the areas.</li> <li>调整了沿途守卫的强度,以略微减缓玩家节奏并鼓励他们探索区域。</li> <li class="eo">Increased the strength of guards in the final areas of the template.</li> <li>提高了模板最终区域中守卫的强度。</li> <li class="eo">Mandatory Pandora&apos;s Boxes in the areas are now placed at a distance from each other.</li> <li>区域中的强制潘多拉魔盒现在彼此间隔放置。</li> </ul> <h4 class="al">Exodus</h4> <ul> <li class="eo">Due to the rework of Pandora&apos;s Boxes that increase hero stats, their limits and spawn chances on the template have been adjusted.</li> <li>由于提高英雄属性的潘多拉魔盒已重做,其在模板上的上限和生成几率已调整。</li> <li class="eo">The guard strength of the "Mountain Monastery" object on the template has been tripled.</li> <li>模板上「山顶修道院」对象的守卫强度已提高为三倍。</li> <li class="eo">⭐ The external guard strength of creature dwelling objects and the Mercenary Guild has been increased by 1.5 times.</li> <li>⭐ 生物巢穴对象和佣兵公会的外部守卫强度提高了 1.5 倍。</li> <li class="eo">⭐ Slightly increased the strength of guards at the entrances to the desert areas.</li> <li>⭐ 略微提高了沙漠区域入口处守卫的强度。</li> <li class="eo">Pandora&apos;s Boxes that increase hero stats or grant the hero spells can now appear in small numbers in the first desert area.</li> <li>提高英雄属性或授予英雄法术的潘多拉魔盒现在可以少量出现在第一个沙漠区域。</li> <li class="eo">The second desert area now always contains at least one "Dragon Utopia", one "Research Laboratory", and one "Overgrown Vori Ruins" object, and their maximum number per area is limited to 2/2/1 respectively.</li> <li>第二个沙漠区域现在始终包含至少一个「龙之国」、一个「研究实验室」和一个「荒芜的沃里遗迹」对象,且它们每个区域的最大数量分别限制为 2/2/1。</li> <li class="eo">⭐ "Boots of Travel", "Backpack", and "Seven-League Boots" can no longer appear on the template.</li> <li>⭐「旅行靴」、「背包」和「七里格靴」不再能出现在该模板上。</li> </ul> <h4 class="al">竞技场模式 - Arena Mode</h4> <ul> <li class="eo">At the stack selection stage, players can now be offered stacks they have already picked in previous stages.</li> <li>在兵种选择阶段,现在可以向玩家提供他们在之前阶段已选择过的兵种。</li> <li class="eo">The size of creature stacks offered for selection has been increased by 15–20%.</li> <li>提供选择的生物兵种规模提高了 15–20%。</li> <li class="eo">Adjustments to heroes&apos; starting stat bonuses:</li> <li>英雄起始属性加成调整:</li> <li class="eo">The following heroes have received a +1 stat bonus: John Johnson; Pip; Octavia; Aunt Daliar; Vim; Echolily; Grellekh the Betrayer; Kwinri.</li> <li>以下英雄获得了 +1 属性加成:John Johnson;皮普;奥克塔维亚;达莉亚姨妈;维姆;艾可莉莉;叛徒格雷列克;奎里。</li> <li class="eo">The following heroes have received a +2 stat bonus: Gingertail; Tölketh.</li> <li>以下英雄获得了 +2 属性加成:金吉苔尔;托尔凯斯。</li> <li class="eo">Stat bonus has been reduced from +3 to +2 for: Nadir; Adahn; Blackhorn; Curson, Duke of Rage; Mila; Oriax.</li> <li>属性加成从 +3 降低为 +2:纳迪尔;阿丹;布莱克霍;愤怒公爵柯森;米拉;奥莉娅克丝。</li> <li class="eo">Stat bonus has been reduced from +4 to +2 for: Tavi; Enatee.</li> <li>属性加成从 +4 降低为 +2:塔维;艾纳缇。</li> </ul> <h4 class="al">错误修复 - Bug Fixes</h4> <h4 class="al">战斗与生物机制 - Combat and Creature Mechanics</h4> <ul> <li class="eo">Abilities that kill +1 creature no longer trigger on obstacles.</li> <li>击杀 +1 生物的能力不再对障碍物触发。</li> <li class="eo">Creatures summoned onto cells with a "Firewall" or traps no longer die immediately.</li> <li>召唤到带有「火墙」或陷阱的格子上的生物不再立即死亡。</li> <li class="eo">Creature corpses now properly disappear if another stack, killed with a knockback effect, dies on top of them.</li> <li>如果另一个因击退效果被杀死的兵种死在生物尸体上,该尸体现在会正确消失。</li> <li class="eo">Abilities marked "only the strongest active effect applies" (for example, on Cavalry) no longer take enemies into account.</li> <li>标记为「仅最强主动效果生效」的能力(例如骑兵身上的)不再将敌人纳入计算。</li> <li class="eo">Wait can no longer be activated during a stack&apos;s action animation.</li> <li>在兵种行动动画期间不再能激活等待。</li> <li class="eo">Initiative bonuses (for example, "Early Start") now properly apply to waiting stacks.</li> <li>主动性加成(例如「先行一步」)现在正确作用于等待中的兵种。</li> <li class="eo">Additional damage from spells and creature abilities (for example, from the new Temple Prayer) no longer causes the enemy to accumulate additional Focus Points.</li> <li>来自法术和生物能力的额外伤害(例如来自新的圣殿祈祷)不再使敌人累积额外的集能点。</li> </ul> <h4 class="al">生物 - Creatures</h4> <ul> <li class="eo">The minimum and maximum Morale and Luck values of some creatures are now within the correct ranges.</li> <li>一些生物的最小和最大士气与幸运值现在处于正确范围内。</li> <li class="eo">Added the missing description of the Kittenhorns&apos; passive ability, which enhances the Diplomacy effect of the hero whose army they are in.</li> <li>补充了小角猫被动能力的缺失描述,该能力可增强其所在军队英雄的外交术效果。</li> <li class="eo">The effect of the Minotaurs&apos; passive ability "Adrenaline Surge" now has the correct duration.</li> <li>牛头怪被动能力「肾上腺素激增」的效果现在具有正确持续时间。</li> <li class="eo">The effect of the Medusae&apos;s passive ability "Marble Arrows" now stacks correctly.</li> <li>美杜莎被动能力「大理石箭支」的效果现在正确叠加。</li> <li class="eo">The effect of the Reavers&apos; active ability "Beelzebub&apos;s Blessing" now has the correct duration.</li> <li>煞虫主动能力「别西卜的祝福」的效果现在具有正确持续时间。</li> <li class="eo">Bonuses of the "increases the duration of applied effects" type no longer increase the duration of Scorpions&apos; adaptations.</li> <li>「延长施加效果持续时间」类型的加成不再延长甲蝎适应效果的持续时间。</li> <li class="eo">Fixed the description of the "Ranged Attack" passive ability of Worldwatchers and Halflings.</li> <li>修正了世界观察者和半身人「远程射击」被动能力的描述。</li> <li class="eo">The Grolls&apos; ability "Rrr, Jump!" no longer deals damage to friendly creatures.</li> <li>格罗尔的能力「吼,跳!」不再对友方生物造成伤害。</li> <li class="eo">The Sentinels of Glory&apos;s ability "Doreath&apos;s Way" no longer shows that it will deal damage to friendly creatures.</li> <li>荣耀守望者的能力「多雷斯之道」不再显示会对友方生物造成伤害。</li> <li class="eo">The Mist Qilins&apos; ability "Cloud Nine" no longer grants bonuses after the stack dies.</li> <li>雾麒麟的能力「九霄云外」不再在兵种死亡后提供加成。</li> </ul> <h4 class="al">法术与技能 - Spells and Skills</h4> <ul> <li class="eo">⭐ A creature woken up by damage whilst affected by the "Sleep" spell will correctly receive the "Insomnia" effect from now on.</li> <li>⭐ 受「入睡」法术影响时被伤害唤醒的生物,从现在起会正确获得「失眠」效果。</li> <li class="eo">⭐ The "Lucky Day" subskill of the "Luck" skill now takes effect when its conditions are met.</li> <li>⭐「幸运术」的「幸运日」次级技能现在会在满足条件时生效。</li> <li class="eo">⭐ The "All for One" subskill of the "Tactics" skill no longer grants a Defense bonus when there are no friendly creatures nearby.</li> <li>⭐「战术」的「人人为我」次级技能在附近没有友方生物时不再提供防御加成。</li> <li class="eo">⭐ The "As Luck Would Have It" subskill of the "Defense" skill no longer grants a bonus above the Luck limit.</li> <li>⭐「防御术」的「命运垂青」次级技能不再提供超过幸运上限的加成。</li> <li class="eo">The bonus to an additional counterattack from the "Riposte" spell now starts working at spell level 3 instead of level 2.</li> <li>「反击」法术的额外反击加成现在从法术等级 3 开始生效,而非等级 2。</li> <li class="eo">The "Doreath&apos;s Tide" spell now dispels the petrification effect.</li> <li>「多雷斯之潮」法术现在会驱散石化效果。</li> <li class="eo">The damage in the description of the "Umbral Grip" spell is now calculated correctly.</li> <li>「幽暗之握」法术描述中的伤害现在计算正确。</li> <li class="eo">When using the "Reality Distortion" spell, damage is no longer multiplied by the number of hits twice.</li> <li>使用「扭曲现实」法术时,伤害不再被命中次数乘以两次。</li> <li class="eo">The "Recruitment" skill can now appear in Global Map objects that teach heroes new skills.</li> <li>「募兵术」技能现在可以出现在教英雄新技能的全局地图对象中。</li> </ul> <h4 class="al">阵营律法 - Faction Laws</h4> <ul> <li class="eo">⭐ Once the Hive law "Natural Selection" is enacted, you can now choose the upgraded version of creatures when recruiting them in towns.</li> <li>⭐ 虫巢律法「Natural Selection」颁布后,你现在在城镇招募生物时可以选择其升级版本。</li> <li class="eo">The descriptions of the "Hive Integration" and "Hive Reception" laws now properly specify that they only affect Hive creatures.</li> <li>「Hive Integration」和「Hive Reception」律法的描述现在正确说明它们只影响虫巢生物。</li> </ul> <h4 class="al">宝物 - Artifacts</h4> <ul> <li class="eo">The "Two-faced Mask" artifact can no longer be bought at the Marketplace.</li> <li>「双面面具」宝物不再能在市场购买。</li> </ul> <h4 class="al">界面 - Interface</h4> <ul> <li class="eo">⭐ From now on the hotkey for opening the Marketplace works if at least one of your towns has a Marketplace.</li> <li>⭐ 从现在起,只要你的至少一个城镇拥有市场,打开市场的快捷键即可生效。</li> <li class="eo">⭐ The creature details window can now be opened during the opponent&apos;s turn.</li> <li>⭐ 生物详情窗口现在可以在对手回合期间打开。</li> <li class="eo">⭐ Fonts no longer break when changing the language after finishing a Classic or Single Hero game.</li> <li>⭐ 在完成经典或单英雄游戏后更改语言时,字体不再损坏。</li> <li class="eo">Player names in the game results notification (victory/defeat) are now displayed correctly.</li> <li>游戏结果通知(胜利/失败)中的玩家名称现在正确显示。</li> <li class="eo">The interface can no longer be hidden while the game is loading.</li> <li>游戏加载期间不再能隐藏界面。</li> <li class="eo">The cursor in the main menu no longer changes to the system cursor while the interface is hidden.</li> <li>隐藏界面时,主菜单中的光标不再变为系统光标。</li> <li class="eo">Automatically closing the battle results no longer closes dialogues in some missions and scenarios.</li> <li>自动关闭战斗结果不再关闭某些任务和场景中的对话。</li> <li class="eo">Hiding the interface no longer triggers in text fields.</li> <li>隐藏界面不再在文本字段中触发。</li> <li class="eo">The list of available screen resolutions now updates when changing monitors.</li> <li>更换显示器时,可用屏幕分辨率列表现在会更新。</li> <li class="eo">Battle and map animation speed settings are no longer reset on match restart.</li> <li>战斗和地图动画速度设置在对局重启后不再重置。</li> <li class="eo">The damage tooltip under the effect of the "Taunt" spell is now displayed correctly.</li> <li>「嘲讽」法术效果下的伤害提示现在正确显示。</li> <li class="eo">The tooltip for potential damage to friendly creatures is now displayed when using the Lich Dragons&apos; "Bone Armageddon" and the Starchildren&apos;s "Starfall" abilities.</li> <li>使用尸巫龙的「骸骨末日」和星孩的「星坠」能力时,现在会显示对友方生物潜在伤害的提示。</li> <li class="eo">The victory/defeat window is no longer partially displayed in the settings window.</li> <li>胜利/失败窗口不再部分显示在设置窗口中。</li> <li class="eo">Hero stat tooltips in battle are no longer displayed during the Tactics Phase.</li> <li>战斗中英雄属性提示不再在战术阶段显示。</li> </ul> <h4 class="al">多人游戏 - Multiplayer</h4> <ul> <li class="eo">Restarts can now be used after desynchronization.</li> <li>失同步后现在可以使用重启。</li> <li class="eo">Players who have just joined the lobby are now displayed in the active slot settings drop-down list in the lobby.</li> <li>刚加入大厅的玩家现在会显示在大厅的活跃槽位设置下拉列表中。</li> <li class="eo">In a multiplayer game, one player can no longer close another player&apos;s pause menu by pressing Esc.</li> <li>在多人游戏中,一名玩家不再能通过按 Esc 关闭另一名玩家的暂停菜单。</li> <li class="eo">In a multiplayer game, one player can no longer close another player&apos;s restart confirmation window.</li> <li>在多人游戏中,一名玩家不再能关闭另一名玩家的重启确认窗口。</li> </ul> <h4 class="al">稳定性与存档 - Stability and Saves</h4> <ul> <li class="eo">⭐ Saves in the lobby now properly show the correct difficulty.</li> <li>⭐ 大厅中的存档现在正确显示正确的难度。</li> <li class="eo">Fixed a rare freeze when clicking the "Custom Game" button in the main menu.</li> <li>修复了在主菜单点击「自定义游戏」按钮时罕见的卡死问题。</li> <li class="eo">Reloading a save now works correctly if some of the opponents were defeated before the save was made.</li> <li>如果在制作存档前部分对手已被击败,重新加载存档现在正常工作。</li> </ul> <h4 class="al">竞技场模式 - Arena Mode</h4> <ul> <li class="eo">The subskills of the "Summon Avatar" skill now work correctly in Arena mode.</li> <li>「召唤化身」技能的次级技能现在在竞技场模式中正常工作。</li> <li class="eo">The hotkey for opening the Battle Log no longer works during the draft stage.</li> <li>打开战斗日志的快捷键不再在选秀阶段生效。</li> <li class="eo">The mana value can no longer be negative.</li> <li>法力值不再能为负数。</li> </ul> <h4 class="al">战役与场景 - Campaign and Scenarios</h4> <ul> <li class="eo">Fixed some character portraits in campaign dialogue windows.</li> <li>修复了战役对话窗口中的一些角色头像。</li> <li class="eo">"Garner Hills". In old saves, the dialogue with the rider beyond the bridge no longer repeats endlessly if the player bribed him or showed him the "Last Coin" artifact.</li> <li>「加纳山丘」。在旧存档中,如果玩家贿赂了桥那边的骑手或向他展示了「最后的硬币」宝物,与他的对话不再无限重复。</li> <li class="eo">"Never-ending Conflict". The "Capture the escaped priestesses" quest from the necromancers in the upper left corner of the map can no longer be taken if the player is already doing the escaped priestesses&apos; quest "Free the priestesses at the altar".</li> <li>「无尽纷争:圣杯之战」。如果玩家已经在进行逃亡女祭司的任务「Free the priestesses at the altar」,则不再能接取地图左上角亡灵巫师给予的「Capture the escaped priestesses」任务。</li> <li class="eo">"Burning Hearts". The Stargazer now gives a reward for correctly answering all 4 of his riddles.</li> <li>「燃烧之心:日辉赐福」。观星者现在会在正确回答他的全部 4 个谜语后给予奖励。</li> <li class="eo">"Gorges of Discord". In old saves, the final dialogue is no longer cut short by the victory screen.</li> <li>「愿阿尔瓦和平」。在旧存档中,最终对话不再被胜利画面截断。</li> <li class="eo">"Deal with a Vampire". After completing the dead knight&apos;s quest, the game no longer gets stuck if you place a second hero at his new spawn point. ⚠️ This fix does not apply to old saves made inside the mission.</li> <li>「血族盟约」。完成死亡骑士的任务后,如果你在他的新生成点放置第二名英雄,游戏不再卡住。⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Saving the Knight". The rightmost "Twilight Bloom" object now grants an artifact as a reward, as stated in its tooltip. ⚠️ This fix does not apply to old saves made inside the mission.</li> <li>「营救骑士」。最右侧的「暮色之花」对象现在会如提示所述给予宝物作为奖励。⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Saving the Knight". Fixed numerous bugs in the troglodyte&apos;s quest. ⚠️ This fix does not apply to old saves made inside the mission.</li> <li>「营救骑士」。修复了穴居人任务中的大量错误。⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Renegade" / "Corruption". The reward behind the hydras in the sand biome can no longer be collected without fighting them. ⚠️ This fix does not apply to old saves made inside the mission.</li> <li>「叛变」/「堕蚀」。沙地生物群系中九头蛇后方的奖励不再能在不与它们战斗的情况下收集。⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Alvar Diruil". Fixed a bug that allowed attacking the town with one of the remaining heroes and, upon winning, breaking all further scripted logic. ⚠️ This fix does not apply to old saves made inside the mission.</li> <li>「愿阿尔瓦和平」。修复了一个允许用剩余英雄之一攻击城镇并在获胜后破坏所有后续脚本逻辑的错误。⚠️ 此修复不适用于在任务内制作的旧存档。</li> </ul></div> 英三重制#单位重设计理念 http://www.heroworld.net/news.php?id=2044 http://www.heroworld.net/news.php?id=2044 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427822 h3r Sat, 24 Oct 2026 02:16:54 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3809850/view/668380030964864687">https://store.steampowered.com/news/app/3809850/view/668380030964864687</a></p> <h4 class="al">Heroes of Might and Magic III Remake: Our Unit Redesign Philosophy</h4> <p class="eo">Today&apos;s Dev Blog is the first in a series of continuous discussions addressing factions and art, and covers a Heroes of Might and Magic III Remake topic you&apos;ve all been eagerly discussing, the redesign of the units.</p> <p>今天的开发者博客是系列持续讨论的第一篇,围绕阵营与美术展开,涵盖大家一直热切讨论的英雄无敌3重制版话题——单位重设计。</p> <p class="eo">Let&apos;s use a before/after of a mighty gorgon as a teaser.</p> <p>让我们用一只蛮牛的前后对比图作为引子。</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20261024-OldGorgon.webp" alt="20261024 OldGorgon" class="noshadow"><img src="http://heroworld.gamerhome.com/images/news/20261024-NewGorgon.webp" alt="20261024 NewGorgon" class="noshadow"></div> <p class="eo">Today we are going to talk about how we originally tackled the factions in the Remake. While these initial designs are still evolving based on your feedback, we&apos;re excited to share a behind-the-scenes look into their creation. You can also scroll down to the end of the article, to see some of the updated design of units based on your previous feedbacks.</p> <p>今天我们将谈谈我们最初在重制版中如何处理各阵营。虽然这些初期设计仍在根据大家的反馈不断演进,我们很高兴能分享其创作幕后。你也可以滚动到文章末尾,查看根据大家此前反馈更新的一些单位设计。</p> <p class="eo">Now, let&apos;s get started.</p> <p>现在,让我们开始吧。</p> <p class="eo">To preserve the spirit of the original game within a 3D remake framework, we established a set of core guidelines right from the start to steer our creature design:</p> <p>为了在 3D 重制框架内保留原版游戏的灵魂,我们从一开始就制定了一套核心准则来指导生物设计:</p> <h4 class="al">我们如何保留原版英雄无敌3的灵魂?<br> How Do We Keep the Spirit of the Original Heroes of Might and Magic III?</h4> <p class="eo">Step 1: Gather everything about the original faction design</p> <p>第一步:收集关于原阵营设计的一切</p> <p class="eo">First, we need to analyze the original designs and gather as much information about each faction as possible, including:</p> <p>首先,我们需要分析原始设计,并尽可能收集关于每个阵营的信息,包括:</p> <ul> <li class="eo">Visuals</li> <li>视觉外观</li> <li class="eo">Lore</li> <li>背景设定</li> <li class="eo">Unit stats</li> <li>单位属性</li> <li class="eo">Combat effects</li> <li>战斗效果</li> <li class="eo">The original designers&apos; notes and philosophy</li> <li>原设计师的笔记与理念</li> </ul> <p class="eo">Step 2: Identify the design anchors and the art direction</p> <p>第二步:确定设计锚点与美术方向</p> <p class="eo">Next, we deconstruct these elements to identify the most recognizable design anchors and define the overall art direction for the faction.</p> <p>接下来,我们解构这些元素,找出最具辨识度的设计锚点,并定义该阵营的整体美术方向。</p> <p class="eo">Let&apos;s take Castle as an example: based on lore descriptions of the faction, our analysis of the town, and references to real-world historical architecture, we established a unified shape language and color palette for Castle.</p> <p>以城堡为例:基于该阵营的背景故事描述、我们对城镇的分析,以及对现实世界历史建筑的参考,我们为城堡建立了统一的形状语言和色彩搭配。</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20261024-1.webp" alt="20261024 1"><img src="http://heroworld.gamerhome.com/images/news/20261024-2.webp" alt="20261024 2"></div> <p class="eo">Step 3: Analyze each creature and define its design keywords</p> <p>第三步:分析每个生物并定义其设计关键词</p> <p class="eo">Next, we analyze individual creatures and their core details such as personality, occupation, physical traits, and attire. From there, we define their primary design keywords and brainstorm how to best reflect their faction&apos;s unique identity through their character design.</p> <p>接下来,我们分析单个生物及其核心细节,如性格、职业、身体特征和服饰。由此,我们定义其主要设计关键词,并构思如何通过角色设计最好地体现其阵营的独特身份。</p> <p class="eo">Let&apos;s take the Pikeman / Halberdier as an example: in Heroes of Might and Magic III, they are European Renaissance-style melee infantrymen with a recognized social standing, giving them a proud, determined, and high-spirited disposition. We translated these traits into their silhouette design using our established shape language:</p> <p>以戟兵/长戟兵为例:在英雄无敌3中,他们是欧洲文艺复兴风格的近战步兵,拥有公认的社会地位,这赋予他们骄傲、坚定、昂扬的气质。我们使用已建立的形状语言,将这些特征转化到他们的剪影设计中:</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20261024-3.webp" alt="20261024 3"></div> <h4 class="al">我们如何确保它在 3D 中成立?<br> How do we Make Sure it Works in 3D?</h4> <p class="eo">Simply stretching original 2D sprites into 3D models would leave them looking flat and sparse on modern screens. We need to dig into the design intent behind the original work and add a wealth of detail to fulfill what a 3D perspective demands.</p> <p>简单地将原版 2D 精灵拉伸成 3D 模型,会让它们在现代屏幕上显得扁平而稀疏。我们需要深入挖掘原作背后的设计意图,并增添丰富的细节以满足 3D 视角的要求。</p> <p class="eo">Our approach is to gather historical or natural references based on the lore background, build reference boards, abstract concrete objects into design elements, and refine silhouettes.</p> <p>我们的方法是基于背景故事收集历史或自然参考,建立参考板,将具体物体抽象为设计元素,并精炼剪影。</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20261024-4.webp" alt="20261024 4"><img src="http://heroworld.gamerhome.com/images/news/20261024-5.webp" alt="20261024 5"></div> <p class="eo">At the same time, 3D models must adapt to the actual in-game camera angle:</p> <p>同时,3D 模型必须适应实际的游戏内镜头角度:</p> <ul> <li class="eo">Put extra emphasis on head, shoulder and chest: Because the Remake&apos;s camera is built on a top-down view, we concentrate the most important design elements on the upper half of the character&apos;s body.</li> <li>额外强调头部、肩部和胸部:因为重制版的镜头建立在俯视视角上,我们将最重要的设计元素集中在角色身体的上半部分。</li> <li class="eo">Work on making sure that the weapon has a clear and distinct silhouette: To ensure strong readability, we trim away overly cluttered surface details and maintain an overall sense of clarity. Weapon sizes are modestly exaggerated, while high-level detail is focused on joints, mechanical structures, and material layers.</li> <li>确保武器拥有清晰而独特的剪影:为保证良好的可读性,我们裁去过于杂乱的表面细节,保持整体清晰感。武器尺寸适度夸张,而高层次的细节则集中在关节、机械结构和材质层次上。</li> <li class="eo">In collaboration with the animation team, we created motion reference guides for the characters.</li> <li>我们与动画团队合作,为角色制作了动作参考指南。</li> </ul> <p class="eo">We noticed that movement, attack, and spellcasting animations in the original game had wide ranges of motion, carrying a slightly exaggerated, almost "theatrical" quality. In the original, this is to help players clearly see the actions at low resolutions, this ended up becoming an essential part of the characters&apos; core identity. As a result, we have faithfully preserved these key conceptual elements and poses.</p> <p>我们注意到原版游戏中的移动、攻击和施法动画动作幅度很大,带有略微夸张、近乎「戏剧化」的质感。在原版中,这是为了帮助玩家在低分辨率下清晰看到动作,最终却成为角色核心身份的重要部分。因此,我们忠实保留了这些关键的概念元素和姿势。</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20261024-6.webp" alt="20261024 6"></div> <h4 class="al">我们如何创造一个连贯统一的世界?<br> How do we Create a Consistent, Unified World?</h4> <p class="eo">Another important part of our vision is to further strengthen the identity of each faction, making every civilization feel even more distinct and cohesive within the world.</p> <p>我们愿景的另一重要部分是进一步加强每个阵营的身份,让每个文明在世界中感觉更加鲜明和凝聚。</p> <p class="eo">Heroes of Might and Magic III was born in the 90s, when Western CRPGs favored the "Pandemonium / Bestiary" design approach—cramming every cool monster from fantasy novels, D&amp;D handbooks, and sci-fi stories into the game. Faction color palettes and visual languages were used to reinforce each creature&apos;s sense of belonging to its faction.</p> <p>英雄无敌3诞生于 90 年代,当时西方 CRPG 偏爱「万魔殿/怪物图鉴」式的设计手法——把奇幻小说、D&amp;D 手册和科幻故事里所有酷炫的怪物都塞进游戏。阵营色彩搭配和视觉语言被用来强化每个生物对其阵营的归属感。</p> <p class="eo">To long-time fans of Heroes, this eclectic mix is an important part of the game&apos;s charm and unique personality. Preserving that personality was important to us. At the same time, we felt there was room to push each faction&apos;s identity a bit further, making what makes them unique stand out more clearly. It helps newcomers quickly grasp the fantasy behind each of them while also giving the Remake its own flavor and perspective on the world of Heroes III.</p> <p>对英雄系列的长期粉丝来说,这种兼收并蓄的混搭是游戏魅力和独特个性的重要部分。保留这种个性对我们很重要。同时,我们觉得仍有空间把每个阵营的身份再推进一步,让它们的独特之处更清晰地凸显出来。这有助于新玩家快速把握每个阵营背后的幻想,同时也赋予重制版自己对英雄无敌3世界的风味与视角。</p> <p class="eo">We&apos;ve tried to enrich faction backgrounds and enhance internal consistency from both narrative and design perspectives:</p> <p>我们尝试从叙事和设计两个角度丰富阵营背景并增强内部一致性:</p> <p class="eo">Enriching Faction Lore:</p> <p>丰富阵营背景故事:</p> <p class="eo">Based on original lore, we imagined and designed their social structure and habits, taking a more realistic approach to refine their skeletal and movement logic for greater credibility.</p> <p>基于原版背景故事,我们想象并设计了它们的社会结构与习性,以更写实的方式精炼其骨骼和运动逻辑,以增强可信度。</p> <p class="eo">We care about the life of an ordinary Troglodyte:</p> <p>我们关心一个普通洞穴人的生活:</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20261024-7.webp" alt="20261024 7"></div> <p class="eo">Enhancing Faction Consistency (Danger Zone!)</p> <p>增强阵营一致性(危险区!)</p> <p class="eo">In the original game, the Gorgon was a bull with colorful snake-like skin. But during our discussions, we wondered: In a swamp full of slimy, scaly, winged, and venomous amphibious creatures, why is there a bull in the mix?</p> <p>在原版游戏中,(戈尔贡)野牛是一头有着彩色蛇样皮肤的公牛。但在讨论中我们不禁想问:在一个充满黏滑、有鳞、有翼、有毒的两栖生物的沼泽里,为什么会混进一头公牛?</p> <p class="eo">So during design, we gave it more lizard and amphibian features to make it look like a monster native to the swamp ecosystem. Looking back, it seems like for many of you, we pushed that idea too far and lost some of the elements that made the original design so iconic, and that&apos;s why we are currently reworking it.</p> <p>因此在设计中,我们赋予了它更多蜥蜴和两栖动物的特征,使其看起来像是沼泽生态系统的原生怪物。回头看,对你们中的许多人来说,我们似乎把这个想法推得太远,丢失了一些让原设计如此标志性的元素,这就是我们目前正在重做它的原因。</p> <h4 class="al">反馈与迭代 - Feedback and Iteration</h4> <p class="eo">This brings us to the final step: feedback and revisions.</p> <p>这就来到了最后一步:反馈与修订。</p> <p class="eo">In the past, we worked with our Insider Group and changed some creature designs based on their suggestions, such as the Efreet Sultan:</p> <p>过去,我们与内部测试组合作,根据他们的建议更改了一些生物设计,例如火怪苏丹:</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20261024-OldEfreetSultan.webp" alt="20261024 Old EfreetSultan" class="noshadow"><img src="http://heroworld.gamerhome.com/images/news/20261024-NewEfreetSultan.webp" alt="20261024 New EfreetSultan" class="noshadow"></div> <p class="eo">Now, we want to expand the feedback loop to everyone. Moving forward, we&apos;ll regularly share concept designs for various factions, hear your thoughts, and release videos demonstrating the updated in-game results.</p> <p>现在,我们希望将反馈循环扩展到所有人。今后,我们将定期分享各阵营的概念设计,听取大家的想法,并发布展示更新后游戏内成果的视频。</p> <p class="eo">Some updated unit designs</p> <p>一些更新后的单位设计</p> <p class="eo">Based on previous feedback, we&apos;ve already made some tweaks to several creatures,</p> <p>基于此前的反馈,我们已经对几个生物做了一些调整,</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20261024-NewArchangel.webp" rel="colorbox" title="主页更新 - 20261024 New Archangel"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20261024-NewArchangel.webp" alt="20261024 New Archangel"></a><a href="http://heroworld.gamerhome.com/images/news/20261024-NewArchDevil.webp" rel="colorbox" title="主页更新 - 20261024 New ArchDevil"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20261024-NewArchDevil.webp" alt="20261024 New ArchDevil" class="noshadow"></a></div> <p class="eo">We will release a video to show the updated version of Castle very soon.</p> <p>我们很快将发布一段视频,展示更新后的城堡版本。</p> <p class="eo">Other heavily discussed units, including the Black Dragon, Wight/Wraith, Lich, and Zealot, etc, are actively being adjusted and will be showcased in future Factions &amp; Art discussions.</p> <p>其他讨论热烈的单位,包括黑龙、阴魂/幽灵、尸巫和祭司等,正在积极调整中,并将在未来的阵营与美术讨论中展示。</p></div> 上古纪元#测试补丁 0.82.04 http://www.heroworld.net/news.php?id=2043 http://www.heroworld.net/news.php?id=2043 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427819 hoe Thu, 22 Oct 2026 15:22:46 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/3105440/view/696527528635929301">https://store.steampowered.com/news/app/3105440/view/696527528635929301</a></p> <p class="acc">这种更新法加上数值变动数量,因为要手工录入和检查一部分补丁记录,根本没法有效更新,以后 beta 版本的资料实在更不在。</p> <p class="blue">另外本站最近可能会有服务器更新维护……时间和时长未知……</p> <h4 class="al">错误修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed a bug that caused the game to freeze when launching some templates.</li> <li>修复了一个导致游戏在启动某些模板时卡死的错误。</li> </ul> <h4 class="al">平衡 - Balance</h4> <ul> <li class="eo">Reduced the cost of Tier 1–3 creatures in all towns.</li> <li>降低了所有城镇中一级至三级生物的费用。</li> <li class="eo">Doubled the amount of Law Points gained for capturing objects.</li> <li>占领对象获得的律法点数翻倍。</li> <li class="eo">The number of creatures revived by the "First Aid" skill has been reduced back to its original value (20/30/40%).</li> <li>「急救术」技能复活的生物数量已降回原始值(20/30/40%)。</li> <li class="eo">Additional damage from spells and creature abilities (for example, from the new Temple Prayer) no longer causes the enemy to accumulate additional Focus Points.</li> <li>来自法术和生物能力的额外伤害(例如来自新的圣殿祈祷)不再使敌人累积额外的集能点。</li> </ul></div> 上古纪元#测试补丁 0.82.03 http://www.heroworld.net/news.php?id=2042 http://www.heroworld.net/news.php?id=2042 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427818 hoe Wed, 21 Oct 2026 15:45:33 GMT <div style="width:640px;"><h4 class="al">通用 - General</h4> <ul> <li class="eo">Starting resources have been adjusted depending on the game difficulty.</li> <li>起始资源已根据游戏难度进行了调整。</li> <li class="eo">Single Hero Mode: removed the 20% reduction to the amount of Astrology Points and Law Points required to level up. As a result, unlocking Global Map Spells and Laws in this mode will now be slightly slower.</li> <li>单英雄模式:移除了升级所需星象点数和律法点数减少 20% 的效果。因此,在该模式下解锁全局地图法术和律法现在会略微变慢。</li> </ul> <h4 class="al">技能 - Skills</h4> <ul> <li class="eo">Made various changes to the subskills of "Summon Swarm", "Offense", "Defense", "Logistics", "Scouting", "Sorcery", "Nightshade Magic", "Resistance" and "Thaumaturgy".</li> <li>对「召唤虫群」、「进攻术」、「防御术」、「后勤术」、「侦察术」、「巫术」、「夜影魔法」、「抵抗术」和「奇术」的次级技能进行了各种改动。</li> <li class="eo">Reworked the new Temple faction skill: the effect of its Prayers is now single-use, but it can stack. Instead of affecting only the currently active stack, it can now be stored on multiple stacks at once until each of them triggers it.</li> <li>重做了新的圣殿阵营技能:其祈祷效果现在为一次性,但可以叠加。它不再只影响当前行动的兵种,现在可以同时储存在多个兵种上,直到每个兵种各自触发。</li> </ul> <h4 class="al">英雄 - Heroes</h4> <ul> <li class="eo">Adjusted the starting skills of Typhona, Old Pilgrim, Zam and The Minstrel.</li> <li>调整了堤丰娜、老朝圣者、扎姆和吟游诗人的起始技能。</li> <li class="eo">Weakened the specialization of Lord Edgar, as well as the specializations of all creature specialists and experience specialists.</li> <li>削弱了埃德加领主的专精,以及所有生物专精和经验特长。</li> </ul> <h4 class="al">宝物 - Artifacts</h4> <ul> <li class="eo">Added a new artifact: "Orb of Poison". It prevents both heroes from using hero abilities during the first round of combat. "Orb of Inhibition" no longer applies this effect.</li> <li>新增宝物:「剧毒之球」。它阻止双方英雄在战斗第一回合使用英雄能力。「抑制之球」不再施加此效果。</li> <li class="eo">"Tactical Guide" now affects both sides of the battle, not only the enemy.</li> <li>「战术指南」现在影响战斗双方,而不仅是敌方。</li> </ul> <h4 class="al">法术 - Spells</h4> <ul> <li class="eo">"Shadowflight" (level 1) has been weakened and moved to Tier 1 of High Neutral Magic, allowing heroes to learn it at level 4.</li> <li>「化影飞行」(1 级)已削弱,并移至高阶中立魔法 1 级,允许英雄在 4 级时学习。</li> <li class="eo">"Gate of Light" has been moved to Tier 2 of High Neutral Magic, allowing heroes to learn it at level 8.</li> <li>「光之门」已移至高阶中立魔法 2 级,允许英雄在 8 级时学习。</li> <li class="eo">"Pocket Dimension" has been moved to Tier 3 of High Neutral Magic, allowing heroes to learn it at level 12.</li> <li>「次元袋」已移至高阶中立魔法 3 级,允许英雄在 12 级时学习。</li> <li class="eo">"Dimension Door" (level 4) has been slightly buffed.</li> <li>「次元门」(4 级)已略微增强。</li> </ul> <h4 class="al">生物 - Creatures</h4> <ul> <li class="eo">Made numerous minor balance adjustments to creatures.</li> <li>对生物进行了大量小幅平衡调整。</li> </ul> <h4 class="al">地图对象 - Map class="eo">Adjusted the guards of "Mearea&apos;s Altar".</li> <li>调整了「米瑞娅祭坛」的守卫。</li> <li class="eo">"Pandora&apos;s Box" objects containing spells no longer teach the hero magic while ignoring their magic skills.</li> <li>包含法术的「潘多拉魔盒」对象不再无视英雄的魔法技能来教授其魔法。</li> <li class="eo">"Pandora&apos;s Box" objects with a choice can no longer be closed and postponed.</li> <li>带选择的「潘多拉魔盒」对象不再能关闭并推迟。</li> </ul> <h4 class="al">模板 - Templates</h4> <ul> <li class="eo">Exodus: the external guards of creature dwellings are now increased by ×1.5 instead of ×2.</li> <li>Exodus:生物巢穴的外部守卫现在提高 ×1.5,而非 ×2。</li> </ul> <h4 class="al">错误修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed various bugs, including one that granted players a huge amount of Law Points when capturing external dwellings.</li> <li>修复了各种错误,包括一个在占领外部巢穴时给予玩家大量律法点数的错误。</li> </ul></div> 英三重制#详解四大阶段社区共创计划 http://www.heroworld.net/news.php?id=2041 http://www.heroworld.net/news.php?id=2041 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427814 h3r Tue, 20 Oct 2026 09:08:28 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1T2nw6GE9K"></div> <img src="http://heroworld.gamerhome.com/images/news/20261020-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1T2nw6GE9K/">bilibili</a></h3></div> 上古纪元#测试补丁 0.82.02 http://www.heroworld.net/news.php?id=2040 http://www.heroworld.net/news.php?id=2040 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427810 hoe Thu, 15 Oct 2026 17:18:14 GMT <div style="width:640px;"><h4 class="al">更新冒险地图上的 AI 行为 - Updated AI Behavior on the Global Map</h4> <p>新的 AI 能力 - New AI capabilities</p> <ul> <li class="eo">AI main heroes can now flee from battle if they realize that winning would be extremely difficult, and for some time after fleeing they follow a special strategy to get back into the game as effectively as possible.</li> <li>AI 主力英雄如果意识到获胜极其困难,现在可以从战斗中逃跑,逃跑后一段时间内会执行特殊策略以尽可能有效地重返游戏。</li> <li class="eo">The AI now learns spells of high Global Map Magic in the Magic Observatory.</li> <li>AI 现在会在魔法观星台学习高阶冒险地图法术。</li> <li class="eo">AI heroes have learned to use the most popular and useful Global Map Spells to move around the map.</li> <li>AI 英雄已学会使用最流行和最有用的冒险地图法术在地图上移动。</li> <li class="eo">The AI now distributes resources better to effectively develop towns, hire armies, etc.</li> <li>AI 现在能更好地分配资源,以有效发展城镇、雇佣军队等。</li> <li class="eo">AI heroes have learned to equip artifacts more effectively, taking into account set items, skills, army composition, etc.</li> <li>AI 英雄已学会更有效地装备宝物,考虑套装物品、技能、军队构成等因素。</li> <li class="eo">AI heroes have learned to pick only skills that suit their current role.</li> <li>AI 英雄已学会只选择适合其当前角色的能力。</li> </ul> <p class="eo">In addition to these new features, we have extensively tuned the AI&apos;s general behavior so that it makes better strategic and local decisions. We plan to tell you more about this in future news when the update is released for the main version of the game.</p> <p>除了这些新功能外,我们还广泛调整了 AI 的通用行为,使其能做出更好的战略和局部决策。我们计划在主版本游戏发布此更新时,在未来的新闻中详细介绍。</p> <h4 class="al">新的中立生物 - New Neutral Creatures</h4> <p>狐妖(Kitsune)和木乃伊(Mummy)。</p> <a href="https://clan.fastly.steamstatic.com/images//45162246/f4299fa2ef080b6024efa65753e7822e108aeab9.gif" rel="colorbox" title="20261016-1"><img src="http://heroworld.gamerhome.com/images/news/20261016-1.webp" alt="20261016"></a> <h4 class="al">平衡 - Balance</h4> <p class="eo">This update brings a number of major changes that will significantly affect gameplay. With these changes, we pursued two goals: to reduce the creature stats that grew too much in the late game, which hurt the gameplay experience, and to bring more variety to the upgraded versions of creatures, making them more distinct from each other. These are fairly complex tasks: some of them were solved with targeted adjustments, others with a series of diverse changes.</p> <p>本次更新带来了许多将显著影响游戏玩法的重大改动。通过这些改动,我们追求两个目标:降低游戏后期增长过多的生物属性,这损害了游戏体验;并为生物的升级版本带来更多多样性,使它们彼此之间更加不同。这些都是相当复杂的任务:其中一些通过针对性调整解决,另一些则通过一系列多样化的改动解决。</p> <p class="eo">In addition, we have worked on the formula for creatures&apos; Attack and Defense, namely how they affect the damage dealt. You can read about the reasons and goals of these changes below.</p> <p>此外,我们修改了生物攻击和防御的公式,即它们如何影响造成的伤害。你可以在下方阅读这些改动的原因和目标。</p> <ul> <li class="eo">Please note: none of the changes presented in the open test are final. They may be adjusted, reverted, etc. depending on your feedback and the data collected during the test.</li> <li>请注意:公开测试中呈现的改动均非最终版本。根据你的反馈和测试期间收集的数据,它们可能会被调整、回退等。</li> </ul> <h4 class="al">调整基于生物攻击和防御的总体伤害公式<br> Adjusting the General Damage Formula Based on Creature Attack and Defense</h4> <p class="eo">The current damage multiplier formula based on creature stats:</p> <p>当前基于生物攻防的伤害倍率公式:</p> <p class="eo">Multiplier = (20 + ATK) / (20 + DEF), where ATK is the attacker&apos;s Attack and DEF is the defender&apos;s Defense.</p> <p>倍率 = (20 + 攻击) / (20 + 防御),其中攻击是攻击者的攻击,防御是防御者的防御。</p> <p class="eo">It was originally introduced for two reasons: to keep low-tier creatures relevant in the late game and to cover both cases with a single formula — both when ATK is higher than DEF and vice versa.</p> <p>最初引入它是出于两个原因:让低阶生物在游戏后期仍然有意义,并用单一公式涵盖两种情况——攻击高于防御时以及相反情况。</p> <p class="eo">However, several gameplay issues have emerged that we believe need to be addressed:</p> <p>然而,出现了几个我们认为需要解决的游戏问题:</p> <ul> <li class="eo">As heroes have so many stats, creatures&apos; base stats become insignificant in the later stages — the outcome of a battle is determined by stack size and damage rather than by Attack and Defense.</li> <li>由于英雄拥有高额攻防,生物的基础攻防在后期变得微不足道——战斗结果由生物规模和伤害决定,而非攻击和防御。</li> <li class="eo">As a consequence of the first point, high-tier creatures lost their power as the game progressed and no longer looked like a formidable force compared to their "younger" brethren.</li> <li>作为第一点的后果,高阶生物随着游戏进程失去了力量,与它们的「年轻」同胞相比不再像一支令人生畏的力量。</li> <li class="eo">Artifacts that increase combat stats had little impact on gameplay.</li> <li>增加战斗属性的宝物对游戏玩法影响甚微。</li> <li class="eo">Most importantly: as the total sum of stats grew, their effective power decreased. This confused players and made it harder for them to understand what was happening in battle and assess the situation.</li> <li>最重要的是:随着属性总和的增长,它们的有效力量下降。这令玩家困惑,使他们更难理解战斗中发生的情况并评估局势。</li> </ul> <h4 class="al">示例计算 - Example Calculations</h4> <p class="eo">Let&apos;s look at the last problem with an example. Consider a Troglodyte (Attack 2, Defense 3) fighting a Waurms (Attack 20, Defense 20). Let&apos;s see how much +1 Attack matters at different stages of the game.</p> <p>让我们通过一个例子来看最后一个问题。考虑一个穴居人(攻击 2,防御 3)与魔蠕(攻击 20,防御 20)战斗。让我们看看在不同游戏阶段 +1 攻击的重要性。</p> <h4 class="al">早期阶段,英雄攻击和防御 = 0 - Early stage, heroes&apos; Attack and Defense = 0</h4> <ul> <li class="eo">Troglodyte hits Waurms:<br>(20 + 2) / (20 + 20) = 0.550, then with +1 Attack:<br>(20 + 3) / (20 + 20) = 0.575. Increase: +4.5%.</li> <li>穴居人攻击魔蠕:<br>(20 + 2) / (20 + 20) = 0.550,然后 +1 攻击:<br>(20 + 3) / (20 + 20) = 0.575。增幅:+4.5%。</li> <li class="eo">Waurms hits Troglodyte:<br>(20 + 20) / (20 + 3) = 1.739, then with +1 Attack:<br>(20 + 21) / (20 + 3) = 1.783. Increase: +2.5%.</li> <li>魔蠕攻击穴居人:<br>(20 + 20) / (20 + 3) = 1.739,然后 +1 攻击:<br>(20 + 21) / (20 + 3) = 1.783。增幅:+2.5%。</li> </ul> <h4 class="al">后期阶段,英雄攻击和防御 = 80 - Late stage, heroes&apos; Attack and Defense = 80</h4> <ul> <li class="eo">Troglodyte hits Waurms:<br>(80 + 20 + 2) / (80 + 20 + 20) = 0.8500, then with +1 Attack:<br>(80 + 20 + 3) / (80 + 20 + 20) = 0.8583. Increase: +0.98%.</li> <li>穴居人攻击魔蠕:<br>(80 + 20 + 2) / (80 + 20 + 20) = 0.8500,然后 +1 攻击:<br>(80 + 20 + 3) / (80 + 20 + 20) = 0.8583。增幅:+0.98%。</li> <li class="eo">Waurms hits Troglodyte:<br>(80 + 20 + 20) / (80 + 20 + 3) = 1.1650, then with +1 Attack:<br>(80 + 20 + 21) / (80 + 20 + 3) = 1.1748. Increase: +0.83%.</li> <li>魔蠕攻击穴居人:<br>(80 + 20 + 20) / (80 + 20 + 3) = 1.1650,然后 +1 攻击:<br>(80 + 20 + 21) / (80 + 20 + 3) = 1.1748。增幅:+0.83%。</li> </ul> <p class="eo">The same +1 Attack increases damage by 4.5% and 2.5% at the start of the game, but by less than one percent at the end. The value of stats decreases as the game progresses.</p> <p>同样的 +1 攻击在游戏开始时增加 4.5% 和 2.5% 的伤害,但在结束时增加不到百分之一。属性的价值随着游戏进程而降低。</p> <h4 class="al">第二个示例 - Second Example</h4> <p class="eo">Let&apos;s look at the second point with an example. 1000 Troglodytes against 75 Waurmos (roughly equivalent to one week&apos;s growth for each). A Troglodyte deals an average of 2 damage, while a Waurm deals 22.5. For simplicity, we only take into account the Attack/Defense multiplier, without other modifiers.</p> <p>让我们通过第二个例子来看第二点。1000 个穴居人对抗 75 个魔蠕(大约相当于每个生物一周的产量)。穴居人平均造成 2 点伤害,而魔蠕造成 22.5 点。为简化,我们只考虑攻击/防御倍率,不含其他修正。</p> <h4 class="al">早期阶段,英雄攻击和防御 = 0 - Early stage, heroes&apos; Attack and Defense = 0</h4> <ul> <li class="eo">Troglodyte hits Waurms: Coefficient: (20 + 2) / (20 + 20) = 0.550; 0.550 × 1000 × 2 = 1100 damage.</li> <li>穴居人攻击魔蠕:系数:(20 + 2) / (20 + 20) = 0.550;0.550 × 1000 × 2 = 1100 伤害。</li> <li class="eo">Waurms hits Troglodyte: Coefficient: (20 + 20) / (20 + 3) = 1.739; 1.739 × 75 × 22.5 = 2935 damage. Waurmos deal 2.67 times more damage.</li> <li>魔蠕攻击穴居人:系数:(20 + 20) / (20 + 3) = 1.739;1.739 × 75 × 22.5 = 2935 伤害。魔蠕造成 2.67 倍更多伤害。</li> </ul> <h4 class="al">中期阶段,英雄攻击和防御 = 20 - Middle stage, heroes&apos; Attack and Defense = 20</h4> <ul> <li class="eo">Troglodyte hits Waurms: Coefficient: (20 + 20 + 2) / (20 + 20 + 20) = 0.700; 0.700 × 1000 × 2 = 1400 damage.</li> <li>穴居人攻击魔蠕:系数:(20 + 20 + 2) / (20 + 20 + 20) = 0.700;0.700 × 1000 × 2 = 1400 伤害。</li> <li class="eo">Waurms hits Troglodyte: Coefficient: (20 + 20 + 20) / (20 + 20 + 3) = 1.395; 1.395 × 75 × 22.5 = 2355 damage. Waurmos deal 1.68 times more damage.</li> <li>魔蠕攻击穴居人:系数:(20 + 20 + 20) / (20 + 20 + 3) = 1.395;1.395 × 75 × 22.5 = 2355 伤害。魔蠕造成 1.68 倍更多伤害。</li> </ul> <h4 class="al">后期阶段,英雄攻击和防御 = 60 - Late stage, heroes&apos; Attack and Defense = 60</h4> <ul> <li class="eo">Troglodyte hits Waurms: Coefficient: (60 + 20 + 2) / (60 + 20 + 20) = 0.820; 0.820 × 1000 × 2 = 1640 damage.</li> <li>穴居人攻击魔蠕:系数:(60 + 20 + 2) / (60 + 20 + 20) = 0.820;0.820 × 1000 × 2 = 1640 伤害。</li> <li class="eo">Waurms hits Troglodyte: Coefficient: (60 + 20 + 20) / (60 + 20 + 3) = 1.205; 1.205 × 75 × 22.5 = 2033 damage. Waurmos deal 1.24 times more damage.</li> <li>魔蠕攻击穴居人:系数:(60 + 20 + 20) / (60 + 20 + 3) = 1.205;1.205 × 75 × 22.5 = 2033 伤害。魔蠕造成 1.24 倍更多伤害。</li> </ul> <p class="eo">The further the game goes, the weaker high-tier creatures become relative to low-tier ones. Building around strong stacks becomes unprofitable, and with small changes to base values (for example, +1 damage for both from the "Drum of War" artifact), a high-tier stack may even start dealing less damage than a low-tier one in the late game, although it dealt more in the early game.</p> <p>游戏进行得越久,高阶生物相对于低阶生物就越弱。围绕强力生物构建阵容变得无利可图,并且对基础数值的微小改动(例如,来自「战鼓」宝物的双方 +1 伤害)可能导致高阶生物在后期造成的伤害甚至低于低阶生物,尽管它在早期造成更多伤害。</p> <h4 class="al">改动内容 - What we are changing</h4> <p class="eo">The new formula is based on the difference between the attacker&apos;s Attack and the defender&apos;s Defense, rather than their absolute values. Let&apos;s call it Delta = ATK − DEF.</p> <p>新公式基于攻击者的攻击和防御者的防御之间的差值,而非它们的绝对值。我们称之为 Delta = 攻击 − 防御。</p> <p class="eo">The multiplier increases with the difference, but each subsequent point gives slightly less than the previous one: the first point of difference gives +4.00%, the second +3.96%, the third +3.92%, and so on, decreasing by 0.04% per point down to zero. Once the difference reaches 100, further increases in Attack or Defense no longer affect damage.</p> <p>倍率随差值增加,但每后续一点提供的增幅略低于前一点:第一点差值提供 +4.00%,第二点 +3.96%,第三点 +3.92%,依此类推,每点递减 0.04% 直至零。一旦差值达到 100,攻击或防御的进一步提升不再影响伤害。</p> <p class="eo">Essentially, the formula calculates the sum of an arithmetic progression. We&apos;ll leave it behind the scenes, though, so we don&apos;t scare you off with overly complex formulas.</p> <p>本质上,该公式计算等差数列的和。不过我们会将其留在幕后,以免用过于复杂的公式吓到你。</p> <ul> <li class="eo">If ATK > DEF, damage is multiplied by (1 + Coefficient).</li> <li>如果攻击 > 防御,伤害乘以 (1 + 系数)。</li> <li class="eo">If DEF > ATK, damage is divided by (1 + Coefficient).</li> <li>如果防御 > 攻击,伤害除以 (1 + 系数)。</li> </ul> <h4 class="al">重新计算示例 - Recalculating Examples</h4> <p class="eo">Key property: the result depends only on the Delta difference, not on the heroes&apos; stats.</p> <p>关键特性:结果仅取决于 Delta 差值,与英雄属性无关。</p> <ul> <li class="eo">Troglodyte attacks Waurms: Delta = 2 − 20 = −18 (Defense is higher, so we divide).</li> <li>穴居人攻击魔蠕:Delta = 2 − 20 = −18(防御更高,所以我们除以)。</li> <li class="eo">Waurms attacks Troglodyte: Delta = 20 − 3 = 17 (Attack is higher, so we multiply).</li> <li>魔蠕攻击穴居人:Delta = 20 − 3 = 17(攻击更高,所以我们乘以)。</li> <li class="eo">These differences do not change as the hero levels up, since the hero&apos;s bonus is added equally to both creatures.</li> <li>这些差值不会随英雄升级而改变,因为英雄的加成平等地加到两种生物上。</li> <li class="eo">Coefficient for Delta = 17: we add up the increases of the first 17 points (4.00% + 3.96% + …) = 62.56%. Coefficient for Delta = 18: the same plus the 18th point (3.32%) = 65.88%.</li> <li>Delta = 17 的系数:我们将前 17 点的增幅相加 (4.00% + 3.96% + …) = 62.56%。Delta = 18 的系数:同上加上第 18 点 (3.32%) = 65.88%。</li> </ul> <h4 class="al">第一个示例 - First example</h4> <ul> <li class="eo">Troglodyte hits Waurms: Coefficient: 1.6588; 1.00 / 1.6588 = 0.6028.</li> <li>穴居人攻击魔蠕:系数:1.6588;1.00 / 1.6588 = 0.6028。</li> <li class="eo">Waurms hits Troglodyte: Coefficient: 1.6256; 1.00 × 1.6256 = 1.6256.</li> <li>魔蠕攻击穴居人:系数:1.6256;1.00 × 1.6256 = 1.6256。</li> </ul> <p class="eo">The value of +1 Attack is now the same at any stage of the game:</p> <p>+1 攻击的价值现在在游戏的任何阶段都相同:</p> <ul> <li class="eo">Troglodyte hits Waurms: Was 0.6028, with +1 Attack → 0.6152. Increase: +2.06%.</li> <li>穴居人攻击魔蠕:原为 0.6028,+1 攻击后 → 0.6152。增幅:+2.06%。</li> <li class="eo">Waurms hits Troglodyte: Was 1.6256, with +1 Attack → 1.6588. Increase: +2.04%.</li> <li>魔蠕攻击穴居人:原为 1.6256,+1 攻击后 → 1.6588。增幅:+2.04%。</li> </ul> <p class="eo">Neither the heroes&apos; stats nor the stage of the game affect this anymore.</p> <p>英雄属性和游戏阶段都不再影响这一点。</p> <h4 class="al">第二个示例 - Second example</h4> <ul> <li class="eo">Troglodyte hits Waurms: 0.6028 × 1000 × 2 = 1206 damage.</li> <li>穴居人攻击魔蠕:0.6028 × 1000 × 2 = 1206 伤害。</li> <li class="eo">Waurms hits Troglodyte: 1.6256 × 75 × 22.5 = 2743 damage. Waurmos deal 2.28 times more damage — and this ratio now stays constant throughout the game.</li> <li>魔蠕攻击穴居人:1.6256 × 75 × 22.5 = 2743 伤害。魔蠕造成 2.28 倍更多伤害——这个比例现在在整场游戏中保持恒定。</li> </ul> <h4 class="al">改动总结 - Summary of changes</h4> <ul> <li class="eo">One stat point gives the same effect regardless of the total number of stats.</li> <li>一个属性点在总属性数无论多少的情况下都提供相同的效果。</li> <li class="eo">The damage ratio between stacks does not change over the course of the game, so high-tier creatures remain effective at any stage.</li> <li>生物之间的伤害比例在游戏过程中不会改变,因此高阶生物在任何阶段都保持有效。</li> <li class="eo">Artifacts and stat bonuses feel equally strong from the beginning to the end of a match.</li> <li>宝物和属性加成从比赛开始到结束感觉同样强力。</li> <li class="eo">Low-tier creatures have become slightly stronger in the early game, but will no longer grow as much in power by the late game.</li> <li>低阶生物在游戏早期变得略强,但在后期不再像以前那样大幅增长力量。</li> </ul> <h4 class="al">防止士气与幸运效果出现过度幸运或倒霉的连续触发<br>Protection Against Excessively Lucky or Unlucky Streaks of Morale and Luck Effects</h4> <p class="eo">A mechanism has been added to the game that protects players from excessively long streaks of lucky or unlucky random events related to Morale and Luck. The probability of these effects triggering will now better match players&apos; expectations. Situations where your stacks with 5 Morale do not perform a single bonus action, while an enemy&apos;s stack with 1 Morale triggers this effect almost every turn, will become practically impossible.</p> <p>游戏中添加了一种机制,保护玩家免受与士气和幸运相关的过度漫长幸运或倒霉随机事件连续触发。这些效果触发的概率现在将更好地匹配玩家的预期。你的士气为 5 的生物没有执行一次额外行动,而敌人的士气为 1 的生物几乎每回合都触发此效果的情况将变得几乎不可能。</p> <h4 class="al">战斗界面更新 - Combat Interface Update</h4> <p class="eo">We have updated the combat interface and implemented the following features:</p> <a href="https://clan.fastly.steamstatic.com/images//45162246/70ff3aceecd27278c5b1549be3a9e5f348e78a37.gif" rel="colorbox" title="20261016-2"><img src="http://heroworld.gamerhome.com/images/news/20261016-2.webp" alt="20261016"></a> <p>我们更新了战斗界面并实现了以下功能:</p> <ul> <li class="eo">Updated visuals: game elements have become more convenient.</li> <li>更新视觉效果:游戏元素变得更加方便。</li> <li class="eo">Improved indication on the initiative bar — stack features are now easier to read.</li> <li>改进了行动条上的指示——生物特征现在更容易阅读。</li> <li class="eo">Heroes&apos; faction active skills have been moved to separate skill panels, which frees up space on the regular hero ability panel.</li> <li>英雄的阵营主动技能已移至独立的技能面板,这释放了常规英雄能力面板上的空间。</li> <li class="eo">Added the "Favorite Spells" feature: you can mark 3 favorite combat spells in the spellbook to cast them quickly.</li> <li>添加了「偏好法术」功能:你可以在法术书中标记 3 个偏好的战斗法术以快速施放。</li> </ul> <h4 class="al">技能 - Skills</h4> <p class="eo">In this section, you will find changes to hero skills: the long-awaited rework of the Temple faction skill, a new skill, and adjustments to other abilities. As part of these changes, we tried to find more suitable places for some subskills to open up new gameplay opportunities for players.</p> <p>在本节中,你将找到英雄技能的改动:备受期待的圣殿阵营技能重做、一个新技能以及其他能力的调整。作为这些改动的一部分,我们试图为一些子技能找到更合适的位置,为玩家开启新的游戏玩法机会。</p> <h4 class="al">正义 - Righteousness</h4> <p class="eo">The original concept of the Temple faction focused on two aspects: positive effects and the hero&apos;s base stats. In this update, we are pursuing a policy of reducing creature stats in battle, so when reworking the faction skill, we decided to move away from a strong focus on one of these aspects — the hero&apos;s stats. The new version of the faction skill is no longer tied to creatures dying in battle or to a significant increase in the hero&apos;s stats, but it gives players new tactical opportunities.</p> <p>圣殿阵营的最初概念聚焦于两个方面:正面效果和英雄的基础属性。在本次更新中,我们奉行降低战斗中生物属性的策略,因此在重做阵营技能时,我们决定不再强烈关注其中一个方面——英雄的属性。阵营技能的新版本不再与生物在战斗中死亡或英雄属性的大幅提升挂钩,但它为玩家提供了新的战术机会。</p> <p class="eo">The skill has been completely reworked:</p> <p>该技能已被完全重做:</p> <ul> <li class="eo">The new skill allows the hero to use one of three prayers in battle: "Song of Wrath", "Plea for Healing", or "Hymn of Power". After activating a prayer, the hero maintains its effect until the end of the battle or until they use any other prayer.</li> <li>新技能允许英雄在战斗中使用三种祈祷之一:「愤怒之歌」、「治疗祈愿」或「力量圣歌」。激活祈祷后,英雄维持其效果直到战斗结束或直到他们使用任何其他祈祷。</li> <li class="eo">The active prayer empowers stacks whose turn comes while it is being maintained. The empowerment lasts until the turn passes to another stack.</li> <li>主动祈祷在维持期间强化轮到行动的生物。强化持续到下个生物行动为止。</li> <li class="eo">"Song of Wrath": attacks of a stack under the prayer&apos;s effect deal additional Pure Damage.</li> <li>「愤怒之歌」:处于祈祷效果下的生物的攻击造成额外的纯粹伤害。</li> <li class="eo">"Plea for Healing": when a stack under the prayer&apos;s effect takes damage, it restores a certain amount of health. It can resurrect fallen creatures.</li> <li>「治疗祈愿」:当处于祈祷效果下的生物受到伤害时,恢复一定量生命值。它可以复活阵亡的生物。</li> <li class="eo">"Hymn of Power": when a stack under the prayer&apos;s effect uses abilities, the duration of all positive effects applied to it is extended.</li> <li>「力量圣歌」:当处于祈祷效果下的生物使用能力时,施加给它的所有正面效果的持续时间延长。</li> <li class="eo">The effectiveness of all prayers depends on the hero&apos;s level.</li> <li>所有祈祷的效果取决于英雄的等级。</li> <li class="eo">In addition to the main skill, all of its subskills have been reworked and adjusted:</li> <li>除了主技能外,其所有子技能都已被重做和调整: <ul> <li class="eo">"Fields of Serenity": friendly Temple creatures deal +10% and take −10% damage on their native terrain.</li> <li>『宁静之野』:友方的圣殿生物在其本土地形上造成 +10% 伤害并承受 −10% 伤害。</li> <li class="eo">"Secret of Mana": after using any prayer, until the end of the round, allied stacks restore 1 temporary mana to the hero when their turn comes.</li> <li>『魔能奥秘』:使用任何祈祷后,直到回合结束,盟军生物轮到行动时为英雄恢复 1 点临时法力。</li> <li class="eo">"Piety": the hero gains +10% experience.</li> <li>『虔诚』:英雄获得 +10% 经验值。</li> <li class="eo">"Requiem": each time a creature dies, all of the hero&apos;s stats increase by 1 until the end of the round.</li> <li>『安魂曲』:每次生物死亡时,英雄的所有属性增加 1,直到回合结束。</li> <li class="eo">"Care for Others": the effect of the prayer in use immediately triggers on the current allied creature.</li> <li>『关爱他人』:正在使用的祈祷效果立即在当前友方生物上触发。</li> <li class="eo">"Contemplation": using prayers does not require Focus Charges.</li> <li>『冥想』:使用祈祷不需要专注充能。</li> </ul> </li> </ul> <h4 class="al">召唤虫群 - Summon Swarm</h4> <ul> <li class="eo">"Hive Power" subskill:</li> <li>『虫群力量』子技能: <ul> <li class="eo">Before: the hero gains +1 Luck and Morale.</li> <li>之前:英雄获得 +1 幸运和士气。</li> <li class="eo">After: the cost and cooldown of the "Premature Emergence" ability are reduced by 1.</li> <li>之后:「提前孵化」能力的消耗和冷却减少 1。</li> <li class="eo">The subskill has been moved to Tier 2.</li> <li>该子技能已移至二阶(高级)。</li> </ul> </li> <li class="eo">The "Ravage" subskill has been moved to Tier 3.</li> <li>『肆虐』子技能已移至三阶(专家)。</li> </ul> <h4 class="al">幸运 - Luck</h4> <ul> <li class="eo">"Always Heads" subskill: the bonus to gold found on the Global Map (including when receiving rewards for capturing objects) has been reduced: 25% → 10%.</li> <li>『总是正面』子技能:在冒险地图上发现的金币加成(包括占领物体时获得奖励)已降低:25% → 10%。</li> </ul> <h4 class="al">启迪术 - Insight</h4> <ul> <li class="eo">The "Enlightenment" subskill has been replaced with the new "Understanding the Ephemeral" subskill:</li> <li>『​启蒙』子技能已被新的『洞悉虚幻』子技能替换: <ul> <li class="eo">Before: the hero gains another +10% experience.</li> <li>之前:英雄获得额外 +10% 经验值。</li> <li class="eo">After: the hero and friendly creatures deal +50% damage to summoned creatures.</li> <li>之后:英雄和友方生物对召唤生物造成 +50% 伤害。</li> </ul> </li> </ul> <h4 class="al">巫术 - Sorcery</h4> <ul> <li class="eo">Magic damage bonus reduced: 20/30/40% → 20/25/30%.</li> <li>魔法伤害加成降低:20/30/40% → 20/25/30%。</li> <li class="eo">The "Piercing Spells" subskill has been replaced with the new "Protective Sorcery" subskill:</li> <li>『穿透法术』子技能已被新的『庇护巫术』子技能替换: <ul> <li class="eo">Before: spells ignore 25% of the target&apos;s magic resistance.</li> <li>之前:法术忽略目标 25% 的魔法抗性。</li> <li class="eo">After: reduces damage dealt by Heroic Strike to friendly creatures by 20%. The bonus is doubled if the hero has "First Aid".</li> <li>之后:减少英勇打击对友方生物造成的伤害 20%。如果英雄拥有『急救』,加成翻倍。</li> </ul> </li> <li class="eo">The "Summoning Sorcery" subskill has been moved to Tier 3.</li> <li>『召唤巫术』子技能已移至三阶(专家)。</li> <li class="eo">"Sticky Magic" subskill:</li> <li>『粘性魔法』子技能: <ul> <li class="eo">Bonus to the duration of applied effects reduced: 2 → 1.</li> <li>施加效果持续时间的加成降低:2 → 1。</li> <li class="eo">The subskill has been moved to Tier 2.</li> <li>该子技能已移至二阶(高级)。</li> </ul> </li> </ul> <h4 class="al">战斗魔法 - Battle Magic</h4> <p class="eo">As part of our general policy of reducing creatures&apos; base stats in the late game, we are significantly reworking "Battle Magic". Currently, this skill simply gives the army base power regardless of any other factors. It is actively used by both might and magic heroes, which contradicts the original design, according to which the skill should strengthen the combat potential of magic heroes. We understand that this change effectively weakens the skill, so we will closely monitor its performance; for now, we are carrying out a major revision of all subskills available to players when upgrading it.</p> <p>作为我们在后期降低生物基础属性总体策略的一部分,我们正在大幅重做『战斗魔法』。目前,该技能只是无条件地给军队提供基础力量。它被广泛用于力量型和魔法型英雄,这与原始设计相矛盾,根据该设计,该技能应该加强魔法英雄的战斗潜力。我们理解这个改动实际上削弱了技能,因此我们将密切关注其表现;目前,我们正在对玩家升级时可用的所有子技能进行重大修订。</p> <p class="eo">Major rework of the skill:</p> <p>技能的重大重做:</p> <ul> <li class="eo">The skill now not only increases creatures&apos; Attack and Defense based on the hero&apos;s Spell Power and Knowledge, but also reduces the influence of the hero&apos;s Attack and Defense on the corresponding creature stats. Here is how it works. Under normal conditions, creatures receive an Attack bonus equal to 100% of the hero&apos;s Attack and 0% of their Spell Power. With the max level of "Battle Magic", creatures will receive Attack equal to 60% of the hero&apos;s Attack and 40% of their Spell Power.</li> <li>该技能现在不仅基于英雄的咒力和知识增加生物的攻击和防御,还减少英雄的攻击和防御对相应生物属性的影响。其运作方式如下:在正常情况下,生物获得的攻击加成等于英雄攻击的 100% 和咒力的 0%。在『战斗魔法』最高等级时,生物将获得等于英雄攻击 60% 和咒力 40% 的攻击。</li> <li class="eo">Bonus to creature stats (and, accordingly, the added penalty) increased: 15/20/25% → 20/30/40%.</li> <li>生物属性加成(以及相应的惩罚)增加:15/20/25% → 20/30/40%。</li> <li class="eo">The "Aura of Destruction" subskill has been replaced with the new "Piercing Spells" subskill:</li> <li>『毁灭光环』子技能已被新的『穿透法术』子技能替换: <ul> <li class="eo">Before: after each spell cast in battle, the hero gains +1 Attack until the end of the battle.</li> <li>之前:战斗中每次施放法术后,英雄获得 +1 攻击直到战斗结束。</li> <li class="eo">After: spells ignore 25% of the target&apos;s magic resistance.</li> <li>之后:法术忽略目标 25% 的魔法抗性。</li> </ul> </li> <li class="eo">The "Aura of Protection" subskill has been replaced with the new "Mana Return" subskill:</li> <li>『守护光环』子技能已被新的『魔能返还』子技能替换: <ul> <li class="eo">Before: after each spell cast in battle, the hero gains +1 Defense until the end of the battle.</li> <li>之前:战斗中每次施放法术后,英雄获得 +1 防御直到战斗结束。</li> <li class="eo">After: after each spell cast in battle, the hero gains +2 temporary mana.</li> <li>之后:战斗中每次施放法术后,英雄获得 +2 临时法力。</li> </ul> </li> <li class="eo">The "Aura of Wizardry" subskill has been reworked:</li> <li>『巫术光环』子技能已被重做: <ul> <li class="eo">Before: after each spell cast in battle, the hero gains +1 Spell Power until the end of the battle.</li> <li>之前:战斗中每次施放法术后,英雄获得 +1 咒力直到战斗结束。</li> <li class="eo">After: after each spell cast in battle, the hero gains +1 Spell Power and Knowledge until the end of the battle.</li> <li>之后:战斗中每次施放法术后,英雄获得 +1 咒力和知识直到战斗结束。</li> <li class="eo">The subskill has been moved to Tier 3.</li> <li>该子技能已移至三阶(专家)。</li> </ul> </li> <li class="eo">The "Battle Mage&apos;s Authority" and "Mage Protector&apos;s Authority" subskills remain unchanged and do not reduce the inheritance of Attack and Defense from the hero&apos;s stats.</li> <li>『战斗法师的威严』和『守护法师的威严』子技能保持不变,不会减少从英雄属性继承的攻击和防御。</li> <li class="eo">The "Magic Time" subskill has been moved to Tier 2.</li> <li>『魔法时刻』子技能已移至二阶(高级)。</li> </ul> <h4 class="al">抵抗术 - Resistance</h4> <ul> <li class="eo">The "Fast Metabolism" subskill has been reworked:</li> <li>『高速代谢』子技能已被重做: <ul> <li class="eo">Before: negative effects applied to friendly creatures last fewer rounds: −1.</li> <li>之前:施加给友方生物的负面效果持续回合数减少:−1。</li> <li class="eo">After: negative effects applied to friendly creatures cannot last longer than 2 rounds.</li> <li>之后:施加给友方生物的负面效果持续时间不能超过 2 回合。</li> <li class="eo">The subskill has been moved to Tier 3.</li> <li>该子技能已移至三阶(专家)。</li> </ul> </li> <li class="eo">The "Time Shift" subskill has been moved to Tier 2.</li> <li>『时间跃迁』子技能已移至二阶(高级)。</li> </ul> <h4 class="al">战斗技巧 - Battlecraft</h4> <ul> <li class="eo">Stat bonus when waiting or skipping a turn in battle reduced: 20/30/40% → 10/15/20%.</li> <li>战斗中等待或跳过回合时的属性加成降低:20/30/40% → 10/15/20%。</li> <li class="eo">The "Melee Mastery" subskill has been replaced with the new "At the ready" subskill:</li> <li>『近战精通』子技能已被新的『蓄势待发』子技能替换: <ul> <li class="eo">Before: friendly creatures deal +10% and take −10% damage in melee.</li> <li>之前:友方生物在近战中造成 +10% 伤害并承受 −10% 伤害。</li> <li class="eo">After: when waiting in battle, a friendly stack gains +1 Speed until the end of the round.</li> <li>之后:战斗中等待时,友方生物获得 +1 速度直到回合结束。</li> <li class="eo">The subskill is placed in Tier 3.</li> <li>该子技能位于三阶(专家)。</li> </ul> </li> <li class="eo">The "Long Reach Mastery" subskill has been replaced with the new "Fortifying" subskill:</li> <li>『远程精通』子技能已被新的『坚壁』子技能替换: <ul> <li class="eo">Before: friendly creatures deal +10% and take −10% damage from ranged attacks and at range.</li> <li>之前:友方生物从远程攻击和远距离承受 +10% 伤害并造成 −10% 伤害。</li> <li class="eo">After: when skipping a turn, a friendly stack additionally gains +20% Defense.</li> <li>之后:跳过回合时,友方生物额外获得 +20% 防御。</li> </ul> </li> <li class="eo">The "Manacraft" subskill has been moved to Tier 2.</li> <li>『魔能技艺』子技能已移至二阶(高级)。</li> </ul> <h4 class="al">召唤化身 - Summon Avatar</h4> <ul> <li class="eo">The "Summon Destruction" subskill has been replaced with the new "Parasitic Summon" subskill:</li> <li>『召唤毁灭』子技能已被新的『寄生召唤』子技能替换: <ul> <li class="eo">Before: the hero and friendly creatures deal +50% damage to summoned creatures.</li> <li>之前:英雄和友方生物对召唤生物造成 +50% 伤害。</li> <li class="eo">After: the summoned avatar restores 3 temporary mana to the hero when dealing or taking damage.</li> <li>之后:召唤的化身在造成或承受伤害时为英雄恢复 3 点临时法力。</li> </ul> </li> </ul> <h4 class="al">急救术 - First Aid</h4> <p class="eo">A new skill available to all heroes and factions.</p> <p>所有英雄和阵营可用的新技能。</p> <ul> <li class="eo">Base effect: after winning a battle, surviving stacks in the hero&apos;s army restore 20/30/40% of the creatures lost during the battle.</li> <li>基础效果:赢得战斗后,英雄军队中存活的生物复活战斗中损失生物的 20/30/40%。</li> <li class="eo">Subskills:</li> <li>子技能: <ul> <li class="eo">"Return to Service": additionally restores 10% of the creatures lost during the battle. The bonus is doubled if the hero has "Recruitment".</li> <li>『重返战场』:额外恢复战斗中损失生物的 10%。如果英雄拥有『招募』,加成翻倍。</li> <li class="eo">"Healthy Decoctions": friendly creatures gain +2 Health.</li> <li>『养生汤剂』:友方生物获得 +2 生命值。</li> <li class="eo">"Antidotes": new ability — removes all negative effects from the target.</li> <li>『解毒剂』:新能力——移除目标身上所有负面效果。</li> <li class="eo">"Thrill of Battle": each time a friendly stack kills an enemy, it fully restores its health. Does not resurrect fallen creatures.</li> <li>『战意激昂』:每次友方生物击杀敌人时,完全恢复其生命值。不会复活阵亡生物。</li> <li class="eo">"Adrenaline": whenever a stack takes damage but survives, it deals +10% and takes −10% damage until the end of the next round.</li> <li>『肾上腺素』:每当生物受到伤害但存活时,它造成 +10% 伤害并承受 −10% 伤害,直到下一回合结束。</li> <li class="eo">"Ammonia": new ability — once per battle, allows resurrecting a fallen friendly stack, partially restoring its size relative to its size at the start of the battle.</li> <li>『氨醒』:新能力——每场战斗一次,允许复活一个阵亡的友方生物,部分恢复其规模,相对于战斗开始时的规模。</li> </ul> </li> <li class="eo">The following heroes have received this skill as a starting skill: Julius, Leira, The Iron Master, Typhona.</li> <li>以下英雄已将本技能作为起始技能:Julius、Leira、The Iron Master、Typhona。</li> </ul> <h4 class="al">募兵术 - Recruitment</h4> <ul> <li class="eo">The "Strenuous Training" subskill has been reworked:</li> <li>『苦练』子技能已被重做: <ul> <li class="eo">Before: friendly creatures gain +2 Health.</li> <li>之前:友方生物获得 +2 生命值。</li> <li class="eo">After: reduces the cooldown of friendly creatures&apos; abilities by several rounds: −1.</li> <li>之后:减少友方生物能力的冷却回合数:−1。</li> </ul> </li> <li class="eo">The "Elite Guards" subskill has been reworked:</li> <li>『精英卫队』子技能已被重做: <ul> <li class="eo">Before: friendly creatures of Tiers 1–3 gain +25% of the hero&apos;s Attack and Defense as Attack and Defense. The bonus is doubled if the hero has "Tactics".</li> <li>之前:第 1–3 阶友方生物获得英雄攻击和防御的 +25% 作为攻击和防御。如果英雄拥有『战术』,加成翻倍。</li> <li class="eo">After: allows retraining friendly creatures into their alternative versions without restrictions.</li> <li>之后:允许将友方生物无限制地重训为它们的替代版本。</li> </ul> </li> <li class="eo">The "Mentors" subskill has been replaced with the new "Militia" subskill:</li> <li>『导师』子技能已被新的『民兵』子技能替换: <ul> <li class="eo">Before: allows upgrading friendly creatures without visiting a town if the hero&apos;s army already contains such upgraded creatures. Such an upgrade costs more than a regular one.</li> <li>之前:如果英雄军队已包含此类升级生物,允许不访问城镇就升级友方生物。此类升级比常规升级花费更多。</li> <li class="eo">After: at the start of battle, friendly stacks of Tiers 1–3 receive 5% temporary creatures. The bonus is doubled if the hero has "Tactics".</li> <li>之后:战斗开始时,第 1–3 阶友方生物获得 5% 临时生物。如果英雄拥有『战术』,加成翻倍。</li> </ul> </li> </ul> <h4 class="al">宝物 - Artifacts</h4> <ul> <li class="eo">Identical artifacts can no longer be equipped at the same time.</li> <li>相同的宝物不能再同时装备。</li> <li class="eo">New artifacts added:</li> <li>新增宝物: <ul> <li class="eo">Common main weapon "Soldier&apos;s Sword": +1 to the hero&apos;s Attack and Spell Power.</li> <li>普通主手武器「步兵剑」:英雄攻击和咒力 +1。</li> <li class="eo">Rare ring "Alchemist&apos;s Signet-Ring": +2 to the hero&apos;s Attack and Spell Power.</li> <li>稀有戒指「炼金术士印戒」:英雄攻击和咒力 +2。</li> <li class="eo">Epic belt "Kergar buckle": +3 to the hero&apos;s Attack and Spell Power.</li> <li>史诗腰带「克尔加扣带」:英雄攻击和咒力 +3。</li> <li class="eo">Common ring "Commoner&apos;s Ward": +1 to the hero&apos;s Attack and Knowledge.</li> <li>普通戒指「平民护符」:英雄攻击和知识 +1。</li> <li class="eo">Rare belt "Battle Mage&apos;s Belt": +2 to the hero&apos;s Attack and Spell Power.</li> <li>稀有腰带「战法师腰带」:英雄攻击和咒力 +2。</li> <li class="eo">Epic off-hand weapon "Greater Djinn&apos;s Bracers": +3 to the hero&apos;s Attack and Spell Power.</li> <li>史诗副手武器「大灯神护腕」:英雄攻击和咒力 +3。</li> <li class="eo">Common cloak "Satchel": +1 to the hero&apos;s Defense and Spell Power.</li> <li>普通披风「行囊」:英雄防御和咒力 +1。</li> <li class="eo">Rare off-hand weapon "Ritual Shield": +2 to the hero&apos;s Defense and Spell Power.</li> <li>稀有副手武器「仪式盾」:英雄防御和咒力 +2。</li> <li class="eo">Epic boots "Boots of Dreams": +3 to the hero&apos;s Defense and Spell Power.</li> <li>史诗靴子「梦之靴」:英雄防御和咒力 +3。</li> <li class="eo">Common armor "Leather Armor": +1 to the hero&apos;s Defense and Knowledge.</li> <li>普通铠甲「皮甲」:英雄防御和知识 +1。</li> <li class="eo">Rare boots "Enchanted Jackboots": +2 to the hero&apos;s Defense and Knowledge.</li> <li>稀有靴子「附魔军靴」:英雄防御和知识 +2。</li> <li class="eo">Epic helmet "Archmage&apos;s Hood": +3 to the hero&apos;s Defense and Knowledge.</li> <li>史诗头盔「大法师兜帽」:英雄防御和知识 +3。</li> </ul> </li> <li class="eo">Two new items have been added to the "Living Arrows" set:</li> <li>『灵动之箭』套装新增两件物品: <ul> <li class="eo">Epic off-hand weapon "Elven Blade": removes the melee penalty for friendly shooters.</li> <li>史诗副手武器「精灵之刃」:移除友善射手的近战惩罚。</li> <li class="eo">Epic item "Ripe Apple": friendly creatures deal +10% ranged damage.</li> <li>史诗物品「熟苹果」:友善生物造成 +10% 远程伤害。</li> <li class="eo">Set bonuses are now activated when collecting 3 and 5 items instead of 2 and 3.</li> <li>套装奖励现在在收集 3 件和 5 件时激活,而非 2 件和 3 件。</li> </ul> </li> <li class="eo">A new item has been added to the "Ambassador&apos;s Word" set:</li> <li>『大使致辞』套装新增一件物品: <ul> <li class="eo">Legendary cloak "Diplomat&apos;s Robe": +10% to the hero&apos;s Persuasion Power.</li> <li>传说披风「外交官长袍」:英雄说服力 +10%。</li> <li class="eo">Set bonuses are now activated when collecting 3 items instead of 2.</li> <li>套装奖励现在在收集 3 件时激活,而非 2 件。</li> <li class="eo">"Ambassador&apos;s Sash" is now a belt instead of a cloak.</li> <li>『大使饰带』现在是腰带而非披风。</li> </ul> </li> <li class="eo">The rarity of "Orb of Destruction" has been increased from rare to epic.</li> <li>『毁灭之球』的稀有度已从稀有提升至史诗。</li> <li class="eo">The item is now part of the "Hero of Tales" set. This set&apos;s bonuses are now activated when collecting 3 items instead of 2.</li> <li>该物品现在是『传说英雄』套装的一部分。该套装奖励现在在收集 3 件时激活,而非 2 件。</li> <li class="eo">The rarity of "Tactical Guide" has been increased from epic to legendary.</li> <li>『战术指南』的稀有度已从史诗提升至传说。</li> <li class="eo">The rarity of "Orb of Inhibition" has been increased from epic to legendary.</li> <li>『抑制之球』的稀有度已从史诗提升至传说。</li> <li class="eo">The rarity of "Monster Head" has been increased from rare to epic.</li> <li>『怪物头颅』的稀有度已从稀有提升至史诗。</li> <li class="eo">The rarity of "Ring of Neutrality" has been increased from rare to epic.</li> <li>『中立之戒』的稀有度已从稀有提升至史诗。</li> <li class="eo">The bonus to reducing the enemy hero&apos;s Spell Power of the "Crimson Resonance Controller" artifact has been reduced: 20/30% → 10/15%.</li> <li>『绯红共振控制器』宝物降低敌方英雄咒力的加成已降低:20/30% → 10/15%。</li> <li class="eo">The "Vortex Robe" artifact now restores temporary mana to the hero instead of permanent mana.</li> <li>『漩涡长袍』宝物现在为英雄恢复临时法力而非永久法力。</li> </ul> <h4 class="al">法术 - Spells</h4> <h4 class="al">高阶中立魔法 - High Neutral Magic</h4> <ul> <li class="eo">"Second Wind":</li> <li>『​风行再启』: <ul> <li class="eo">Mana cost reduced: 17/13/13/13 → 15/11/11/11.</li> <li>法力消耗降低:17/13/13/13 → 15/11/11/11。</li> <li class="eo">Movement Points restoration adjusted: 40/40/60/60 → 35/35/50/80.</li> <li>移动点数恢复调整:40/40/60/60 → 35/35/50/80。</li> <li class="eo">Number of uses depending on spell level adjusted: 1/1/1/2 → 1/1/1/1.</li> <li>根据法术等级的使用次数调整:1/1/1/2 → 1/1/1/1。</li> </ul> </li> <li class="eo">"Pocket Dimension": mana cost increased: 14/10/10/10 → 22/18/18/18.</li> <li>『次元袋』:法力消耗增加:14/10/10/10 → 22/18/18/18。</li> <li class="eo">"Gate of Light": mana cost reduced: 28/20/20/20 → 18/10/10/10.</li> <li>『光之门』:法力消耗降低:28/20/20/20 → 18/10/10/10。</li> </ul> <h4 class="al">Temple - 圣殿</h4> <p class="eo">As part of the faction creature changes, we have also revisited the balance value of Speed, alongside adjustments related to the reworked base formula. As a result, some stacks may have received minor stat adjustments — primarily high-speed creatures. However, most of the changes are related to the rework of alternative upgrades: in all such cases, creatures have undergone major changes.</p> <p>作为阵营生物改动的一部分,我们也重新审视了速度的平衡价值,并配合重做后的基础公式进行了调整。因此,一些兵种可能获得了小幅属性调整——主要是高速生物。然而,大多数改动与替代升级的重做有关:在所有此类情况下,生物都经历了重大改动。</p> <p class="eo">Our goal is to make sure that every creature in the game can find its place and differs from its alternative upgrades. This does not mean that we are aiming for a perfectly even split in creature popularity: the main goal is for every stack to have its own use, offer new and unique gameplay, or something else.</p> <p>我们的目标是确保游戏中的每一种生物都能找到自己的定位,并与它的替代升级有所区别。这并不意味着我们要追求生物受欢迎程度完全平均:主要目标是让每个兵种都有自己的用途,提供新的独特玩法,或者其他价值。</p> <p class="eo">Please note: due to these updates, some units will be weakened. For example, if a stack gains a new passive ability, it means it has become stronger. But to maintain balance, we need to reduce its stats or take away some of its other gameplay options.</p> <p>请注意:由于这些更新,一些单位将被削弱。例如,如果一个兵种获得了新的被动能力,这意味着它变强了。但为了维持平衡,我们需要降低它的属性或拿走它的一些其他玩法选项。</p> <p class="eo">Also, as part of this update, we have addressed the balance of some laws that affect creatures, making them more balanced and better suited to the role each stack plays.</p> <p>此外,作为本次更新的一部分,我们还处理了一些影响生物的律法平衡,使它们更加平衡,并更适合每个兵种所扮演的角色。</p> <h4 class="al">Temple - 圣殿</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Swordsman, Guard Captain, and Sun&apos;s Aegis: these stacks have received the new active ability "Shields Up", which grants them an effect that reduces the ranged damage they take.</li> <li>剑士、守卫队长和圣阳盾卫:这些兵种获得了新的主动能力「Shields Up」,使其获得一个减少所受远程伤害的效果。</li> <li class="eo">Swordsman:</li> <li>剑士:</li> <li class="eo">Attack: 4 → 3</li> <li>攻击:4 → 3</li> <li class="eo">Defense: 4 → 3</li> <li>防御:4 → 3</li> <li class="eo">Guard Captain:</li> <li>守卫队长:</li> <li class="eo">Attack: 6 → 5</li> <li>攻击:6 → 5</li> <li class="eo">Sun&apos;s Aegis:</li> <li>圣阳盾卫:</li> <li class="eo">Defense: 8 → 7</li> <li>防御:8 → 7</li> </ul> <ul> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Crossbowman:</li> <li>弩兵:</li> <li class="eo">Attack: 5 → 4</li> <li>攻击:5 → 4</li> <li class="eo">Austringer:</li> <li>驯鹰弩兵:</li> <li class="eo">Attack: 5 → 6</li> <li>攻击:5 → 6</li> <li class="eo">Speed: 4 → 3</li> <li>速度:4 → 3</li> </ul> <ul> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Griffin:</li> <li>狮鹫:</li> <li class="eo">Damage: 5-9 → 6-8</li> <li>伤害:5-9 → 6-8</li> <li class="eo">Temple Griffin:</li> <li>圣殿狮鹫:</li> <li class="eo">Attack: 8 → 7</li> <li>攻击:8 → 7</li> <li class="eo">Defense: 6 → 10</li> <li>防御:6 → 10</li> <li class="eo">Damage: 5-9 → 6-8</li> <li>伤害:5-9 → 6-8</li> <li class="eo">Guardian Griffin:</li> <li>守卫狮鹫:</li> <li class="eo">Attack: 9 → 10</li> <li>攻击:9 → 10</li> <li class="eo">Defense: 10 → 6</li> <li>防御:10 → 6</li> <li class="eo">Damage: 7-7 → 8-8</li> <li>伤害:7-7 → 8-8</li> <li class="eo">Initiative: 10 → 11</li> <li>主动性:10 → 11</li> </ul> <ul> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Lightweaver:</li> <li>织光者:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Hierophant:</li> <li>圣光师:</li> <li class="eo">Attack: 13 → 12</li> <li>攻击:13 → 12</li> <li class="eo">Defense: 16 → 17</li> <li>防御:16 → 17</li> <li class="eo">Sun Herald:</li> <li>圣阳使:</li> <li class="eo">Attack: 16 → 17</li> <li>攻击:16 → 17</li> <li class="eo">Defense: 13 → 14</li> <li>防御:13 → 14</li> <li class="eo">Damage: 11-18 → 11-17</li> <li>伤害:11-18 → 11-17</li> </ul> <ul> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Cavalry:</li> <li>骑兵:</li> <li class="eo">Defense: 17 → 18</li> <li>防御:17 → 18</li> <li class="eo">Morale: 1 → 0</li> <li>士气:1 → 0</li> <li class="eo">Noble Cavalry:</li> <li>贵族骑兵:</li> <li class="eo">Defense: 17 → 18</li> <li>防御:17 → 18</li> <li class="eo">Damage: 12-16 → 10-14</li> <li>伤害:12-16 → 10-14</li> <li class="eo">The stack has received the new passive ability "Inspiring", which increases the chance of positive Morale triggering for all nearby allies.</li> <li>该兵种获得了新的被动能力「Inspiring」,可提高附近所有友军触发正向士气的几率。</li> <li class="eo">Sunspear Cavalry:</li> <li>阳矛骑兵:</li> <li class="eo">Defense: 22 → 18</li> <li>防御:22 → 18</li> <li class="eo">Morale: 2 → 1</li> <li>士气:2 → 1</li> <li class="eo">The stack has received the new active ability "Strike and Return", which allows the stack to return to its starting position after attacking.</li> <li>该兵种获得了新的主动能力「Strike and Return」,允许该兵种在攻击后返回起始位置。</li> </ul> <ul> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Mother Superior:</li> <li>修女院长:</li> <li class="eo">Health: 125 → 120</li> <li>生命值:125 → 120</li> <li class="eo">Initiative: 9 → 7</li> <li>主动性:9 → 7</li> <li class="eo">The stack has received the new passive ability "Malleus Maleficarum", which reduces the magic damage taken by all nearby allies.</li> <li>该兵种获得了新的被动能力「Malleus Maleficarum」,可降低附近所有友军所受的魔法伤害。</li> <li class="eo">Excommunicator:</li> <li>绝罚者:</li> <li class="eo">Attack: 26 → 20</li> <li>攻击:26 → 20</li> <li class="eo">Damage: 23-33 → 29-33</li> <li>伤害:23-33 → 29-33</li> </ul> <ul> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Angel:</li> <li>天使:</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> </ul> <p class="eo">The construction cost of creature-producing buildings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of stack value and rebalancing.</p> <p>生物生产建筑的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随兵种价值审查与再平衡进行了各种调整。</p> <p class="eo">Given the major update to the Temple faction skill, we are slightly revising the changes to the faction&apos;s laws that were implemented in the previous update. As a result, the number of levels of laws that improve faction creatures has once again been reduced to two.</p> <p>鉴于圣殿阵营技能的重大更新,我们正在略微修订上次更新中实施的阵营律法改动。因此,强化阵营生物的律法等级数再次减少为两级。</p> <ul> <li class="eo">All "Elite" creature laws: number of upgrade levels: 3 → 2.</li> <li>所有「Elite」生物律法:升级等级数:3 → 2。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Tax Collectors" law: activation cost: 2/2 → 3/3.</li> <li>「Tax Collectors」律法:激活费用:2/2 → 3/3。</li> <li class="eo">"Architect&apos;s Mastery" law: activation cost: 2 → 3.</li> <li>「Architect&apos;s Mastery」律法:激活费用:2 → 3。</li> <li class="eo">"Execute Excellence" law: removed from the list of available laws.</li> <li>「Execute Excellence」律法:从可用律法列表中移除。</li> <li class="eo">"Elite Griffins" law: now increases the Attack and Defense of Griffins in the player&apos;s army by 2 / 4 instead of the bonus to Health.</li> <li>「Elite Griffins」律法:现在将玩家军队中狮鹫的攻击和防御提高 2 / 4,而非生命值加成。</li> <li class="eo">"Training: Melee Combat" law: activation cost: 3/3 → 4/4.</li> <li>「Training: Melee Combat」律法:激活费用:3/3 → 4/4。</li> <li class="eo">"Training: Long Reach Combat" law: activation cost: 3/3 → 4/4.</li> <li>「Training: Long Reach Combat」律法:激活费用:3/3 → 4/4。</li> <li class="eo">"Elite Cavalry" law: now increases the Attack and Defense of Cavalry in the player&apos;s army by 3 / 6 instead of the bonus to ignoring the target&apos;s Defense. The Speed bonus remains unchanged.</li> <li>「Elite Cavalry」律法:现在将玩家军队中骑兵的攻击和防御提高 3 / 6,而非无视目标防御的加成。速度加成保持不变。</li> <li class="eo">"Elite Inquisitors" law: now increases the Health of Inquisitors in the player&apos;s army by 15 / 30 instead of the bonus to ignoring the attacker&apos;s Attack. The Speed bonus remains unchanged.</li> <li>「Elite Inquisitors」律法:现在将玩家军队中审判官的生命值提高 15 / 30,而非无视攻击者攻击的加成。速度加成保持不变。</li> <li class="eo">"Encouragement" law: activation cost: 2/2 → 3/3.</li> <li>「Encouragement」律法:激活费用:2/2 → 3/3。</li> <li class="eo">"Hero&apos;s Blessing" law:</li> <li>「Hero&apos;s Blessing」律法:</li> <li class="eo">Number of upgrade levels: 1 → 3.</li> <li>升级等级数:1 → 3。</li> <li class="eo">Activation cost: 3 → 4/2/2.</li> <li>激活费用:3 → 4/2/2。</li> <li class="eo">"Elite Angels" law: Angels in the player&apos;s army now ignore 10% / 20% of the target&apos;s Defense and the attacker&apos;s Attack instead of inheriting the hero&apos;s stats.</li> <li>「Elite Angels」律法:玩家军队中的天使现在无视目标防御和攻击者攻击的 10% / 20%,而非继承英雄属性。</li> <li class="eo">"Sacred Protection" law: activation cost: 4 → 5.</li> <li>「Sacred Protection」律法:激活费用:4 → 5。</li> </ul> <h4 class="al">Necropolis - 墓园</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Skeleton:</li> <li>骷髅兵:</li> <li class="eo">Defense: 1 → 2</li> <li>防御:1 → 2</li> <li class="eo">Skeleton Warrior:</li> <li>骷髅战士:</li> <li class="eo">Defense: 3 → 2</li> <li>防御:3 → 2</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">Skeleton Archer:</li> <li>骷髅射手:</li> <li class="eo">Defense: 1 → 2</li> <li>防御:1 → 2</li> </ul> <ul> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Base growth in towns reduced: 19 → 18. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量降低:19 → 18。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Wight:</li> <li>阴魂:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Wraith:</li> <li>幽灵:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Speed: 7 → 6</li> <li>速度:7 → 6</li> <li class="eo">The stack has lost the active ability "Howl of the Banshee", which it could use to force a stack to move.</li> <li>该兵种失去了主动能力「Howl of the Banshee」,原本可用它迫使一个兵种移动。</li> <li class="eo">The stack has received the new active ability "Gates of Afterlife", which allows the stack to summon Wights on an adjacent hex.</li> <li>该兵种获得了新的主动能力「Gates of Afterlife」,允许该兵种在相邻格召唤阴魂。</li> <li class="eo">Phantasm:</li> <li>幻鬼:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Defense: 4 → 6</li> <li>防御:4 → 6</li> <li class="eo">Initiative: 6 → 7</li> <li>主动性:6 → 7</li> <li class="eo">Speed: 7 → 6</li> <li>速度:7 → 6</li> <li class="eo">The stack has received the new active ability "Howl of the Banshee".</li> <li>该兵种获得了新的主动能力「Howl of the Banshee」。</li> </ul> <p class="eo">The visuals and narrative of the upgraded versions of Undead Pets did not quite match the role they play, so as part of the review of alternative upgrades, we adjusted their skills to fix this shortcoming.</p> <p>亡灵犬升级版的视觉与叙事与其所扮演的角色不太匹配,因此作为替代升级审查的一部分,我们调整了它们的技能以修正这一不足。</p> <ul> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Base growth in towns reduced: 14 → 13. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量降低:14 → 13。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Undead Pet:</li> <li>亡灵犬:</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">Barghest:</li> <li>血魔犬:</li> <li class="eo">Defense: 6 → 4</li> <li>防御:6 → 4</li> <li class="eo">The stack has received the new passive ability "Double Strike".</li> <li>该兵种获得了新的被动能力「Double Strike」。</li> <li class="eo">The stack has lost the active ability "Call the Pack", which it could use to create temporary stacks.</li> <li>该兵种失去了主动能力「Call the Pack」,原本可用它创建临时兵种。</li> <li class="eo">Armored Hound:</li> <li>披甲犬:</li> <li class="eo">Health: 18 → 14</li> <li>生命值:18 → 14</li> <li class="eo">Attack: 4 → 6</li> <li>攻击:4 → 6</li> <li class="eo">Defense: 8 → 10</li> <li>防御:8 → 10</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">The stack has received the new active ability "Call the Pack".</li> <li>该兵种获得了新的主动能力「Call the Pack」。</li> </ul> <p class="eo">In gameplay, Graverobbers and their upgraded versions have held a rather shaky position due to their combat stats. Instead of simply increasing the stack&apos;s raw power, we want to further strengthen their support potential, so we are giving them a new type of passive abilities that empower certain stacks.</p> <p>在玩法中,劫墓者及其升级版由于其战斗属性一直处于相当不稳定的位置。与其简单地提高兵种的原始强度,我们希望进一步强化它们的支援潜力,因此赋予它们一种新的被动能力,用以强化特定兵种。</p> <ul> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Base growth in towns reduced: 10 → 9. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量降低:10 → 9。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Graverobber:</li> <li>劫墓者:</li> <li class="eo">Attack: 11 → 7</li> <li>攻击:11 → 7</li> <li class="eo">Defense: 10 → 8</li> <li>防御:10 → 8</li> <li class="eo">Merchant of Death:</li> <li>贩亡人:</li> <li class="eo">Attack: 11 → 7</li> <li>攻击:11 → 7</li> <li class="eo">Defense: 10 → 8</li> <li>防御:10 → 8</li> <li class="eo">Damage: 7-10 → 9-9</li> <li>伤害:7-10 → 9-9</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">The stack has lost the active ability "Ensnare Memories", which it could use to summon Wights on an adjacent hex.</li> <li>该兵种失去了主动能力「Ensnare Memories」,原本可用它在相邻格召唤阴魂。</li> <li class="eo">Number of Skeletons summoned by the "Dig Up Bones" ability: 3 × stack size → 2 × stack size.</li> <li>「Dig Up Bones」能力召唤的骷髅数量:3 × 兵种规模 → 2 × 兵种规模。</li> <li class="eo">The stack has received the new passive ability "Throwing a Bone", which increases the Speed and Initiative of all allied Skeletons (and their upgraded versions).</li> <li>该兵种获得了新的被动能力「Throwing a Bone」,可提高所有友方骷髅兵(及其升级版)的速度和主动性。</li> <li class="eo">Kennelmaster:</li> <li>驭犬师:</li> <li class="eo">Attack: 14 → 7</li> <li>攻击:14 → 7</li> <li class="eo">Defense: 10 → 8</li> <li>防御:10 → 8</li> <li class="eo">The stack has received the new passive ability "Pack Leader", which increases the Speed and Initiative of all allied Undead Pets (and their upgraded versions).</li> <li>该兵种获得了新的被动能力「Pack Leader」,可提高所有友方亡灵犬(及其升级版)的速度和主动性。</li> </ul> <ul> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Lich:</li> <li>尸巫:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 12 → 13</li> <li>防御:12 → 13</li> <li class="eo">Damage: 13-16 → 12-15</li> <li>伤害:13-16 → 12-15</li> <li class="eo">Pestilent Lich:</li> <li>疫病尸巫:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 12 → 13</li> <li>防御:12 → 13</li> <li class="eo">Damage: 16-16 → 15-15</li> <li>伤害:16-16 → 15-15</li> <li class="eo">Speed: 3 → 2</li> <li>速度:3 → 2</li> <li class="eo">The stack has received the new passive ability "Plague Aura", which increases the duration of negative effects applied to enemy creatures.</li> <li>该兵种获得了新的被动能力「Plague Aura」,可延长施加于敌方生物的负面效果持续时间。</li> <li class="eo">Sanguine Lich:</li> <li>血色尸巫:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 16 → 13</li> <li>防御:16 → 13</li> <li class="eo">Damage: 13-16 → 12-15</li> <li>伤害:13-16 → 12-15</li> <li class="eo">Initiative: 4 → 5</li> <li>主动性:4 → 5</li> <li class="eo">The stack has received the new active ability "Last Spark", which destroys the target corpse and restores temporary mana to the hero.</li> <li>该兵种获得了新的主动能力「Last Spark」,可摧毁目标尸体并为英雄恢复临时法力。</li> </ul> <ul> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Dread Knight:</li> <li>恐怖骑士:</li> <li class="eo">Health: 80 → 85</li> <li>生命值:80 → 85</li> <li class="eo">Attack: 19 → 22</li> <li>攻击:19 → 22</li> <li class="eo">Damage: 12-14 → 12-16</li> <li>伤害:12-14 → 12-16</li> <li class="eo">Avatar of War:</li> <li>战争化身:</li> <li class="eo">Health: 80 → 85</li> <li>生命值:80 → 85</li> <li class="eo">Attack: 19 → 22</li> <li>攻击:19 → 22</li> <li class="eo">Defense: 20 → 18</li> <li>防御:20 → 18</li> <li class="eo">Damage: 18-20 → 18-24</li> <li>伤害:18-20 → 18-24</li> <li class="eo">Hollow Reaper:</li> <li>空洞死神:</li> <li class="eo">Health: 80 → 85</li> <li>生命值:80 → 85</li> <li class="eo">Attack: 25 → 22</li> <li>攻击:25 → 22</li> <li class="eo">Damage: 24-26 → 24-32</li> <li>伤害:24-26 → 24-32</li> <li class="eo">The stack has received the new passive ability "Paralyzing Dread", which increases the chance of negative Morale triggering for all nearby enemies.</li> <li>该兵种获得了新的被动能力「Paralyzing Dread」,可提高附近所有敌人触发负向士气的几率。</li> </ul> <ul> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Vampire, Vampire Lord, Vampire Scholar: the strength of the "Vampirism" passive ability has been increased: 50% → 66.6%.</li> <li>吸血鬼、吸血鬼领主、吸血鬼学者:「Vampirism」被动能力的强度提高:50% → 66.6%。</li> <li class="eo">Vampire:</li> <li>吸血鬼:</li> <li class="eo">Attack: 22 → 26</li> <li>攻击:22 → 26</li> <li class="eo">Defense: 20 → 24</li> <li>防御:20 → 24</li> <li class="eo">Vampire Lord:</li> <li>吸血鬼领主:</li> <li class="eo">Attack: 22 → 26</li> <li>攻击:22 → 26</li> <li class="eo">Defense: 26 → 28</li> <li>防御:26 → 28</li> <li class="eo">Vampire Scholar:</li> <li>吸血鬼学者:</li> <li class="eo">Attack: 27 → 26</li> <li>攻击:27 → 26</li> <li class="eo">Defense: 20 → 24</li> <li>防御:20 → 24</li> <li class="eo">Damage: 30-30 → 35-35</li> <li>伤害:30-30 → 35-35</li> <li class="eo">Speed: 5 → 6</li> <li>速度:5 → 6</li> </ul> <p class="eo">The construction cost of creature-producing buildings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of stack value and rebalancing.</p> <p>生物生产建筑的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随兵种价值审查与再平衡进行了各种调整。</p> <ul> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Tax Collectors" law: number of upgrade levels: 2 → 3.</li> <li>「Tax Collectors」律法:升级等级数:2 → 3。</li> <li class="eo">"Bloodthirst" law: Vampirism bonus for creatures in the army: 60% → 50%.</li> <li>「Bloodthirst」律法:军队中生物的吸血加成:60% → 50%。</li> <li class="eo">"Elite Dread Knights" law: max damage bonus increased: 6/6 → 8/8.</li> <li>「Elite Dread Knights」律法:最大伤害加成提高:6/6 → 8/8。</li> <li class="eo">"Free Death" law: activation cost: 3/2/2 → 4/3/3.</li> <li>「Free Death」律法:激活费用:3/2/2 → 4/3/3。</li> <li class="eo">"Terra Mortis" law: activation cost: 5 → 6.</li> <li>「Terra Mortis」律法:激活费用:5 → 6。</li> <li class="eo">"Return to the Soil" law:</li> <li>「Return to the Soil」律法:</li> <li class="eo">Number of upgrade levels: 2 → 1.</li> <li>升级等级数:2 → 1。</li> <li class="eo">Activation cost: 4 → 5.</li> <li>激活费用:4 → 5。</li> <li class="eo">"Death&apos;s Presence" law:</li> <li>「Death&apos;s Presence」律法:</li> <li class="eo">Number of upgrade levels: 2 → 1.</li> <li>升级等级数:2 → 1。</li> <li class="eo">Activation cost: 4 → 5.</li> <li>激活费用:4 → 5。</li> </ul> <h4 class="al">Grove - 森林</h4> <p class="eo">The Grove faction has undergone the biggest adjustments compared to other factions. There were quite a few problems in the design of its upgraded creatures: the gameplay of many upgraded stacks was practically the same, their role was unclear, and their abilities did not fit the image and narrative of the stacks very well. In addition, due to the risky gameplay in the early stages, when losing even a single unit could lead to extremely negative consequences, we are slightly strengthening the faction&apos;s starting potential.</p> <p>与其他阵营相比,森林阵营经历了最大的调整。其升级生物的设计存在相当多的问题:许多升级兵种的玩法几乎相同,定位不清晰,能力也与兵种的形象和叙事不太契合。此外,由于前期玩法风险较高,即使损失单个单位也可能导致极其负面的后果,我们略微强化了该阵营的起始潜力。</p> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Base growth in towns increased: 13 → 15. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量提高:13 → 15。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Faun, Faun Archer, Faun Warrior: these stacks have received the new active ability "Outsider Eradication", which lets them perform an attack that deals more damage.</li> <li>法翁、法翁射手、法翁战士:这些兵种获得了新的主动能力「Outsider Eradication」,使其能够进行一次造成更多伤害的攻击。</li> <li class="eo">Faun:</li> <li>法翁:</li> <li class="eo">Defense: 3 → 4</li> <li>防御:3 → 4</li> <li class="eo">Faun Archer:</li> <li>法翁射手:</li> <li class="eo">Attack: 4 → 8</li> <li>攻击:4 → 8</li> <li class="eo">Defense: 3 → 4</li> <li>防御:3 → 4</li> <li class="eo">Faun Warrior:</li> <li>法翁战士:</li> <li class="eo">Attack: 6 → 8</li> <li>攻击:6 → 8</li> <li class="eo">Defense: 6 → 8</li> <li>防御:6 → 8</li> </ul> <ul> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Base growth in towns increased: 9 → 11. The number of creatures in heroes&apos; starting armies has been adjusted accordingly.</li> <li>城镇基础产量提高:9 → 11。英雄初始军队中的生物数量已相应调整。</li> <li class="eo">Hoplet:</li> <li>酒花萤:</li> <li class="eo">Defense: 5 → 6</li> <li>防御:5 → 6</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Initiative: 6 → 7</li> <li>主动性:6 → 7</li> <li class="eo">Speed: 5 → 6</li> <li>速度:5 → 6</li> <li class="eo">Dawn Hoplet:</li> <li>黎明酒花萤:</li> <li class="eo">Attack: 9 → 6</li> <li>攻击:9 → 6</li> <li class="eo">Defense: 5 → 6</li> <li>防御:5 → 6</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Initiative: 6 → 8</li> <li>主动性:6 → 8</li> <li class="eo">Luck: 2 → 1</li> <li>幸运:2 → 1</li> <li class="eo">The stack has received the new passive ability "Whirlwind Strike".</li> <li>该兵种获得了新的被动能力「Whirlwind Strike」。</li> <li class="eo">Dusk Hoplet:</li> <li>黄昏酒花萤:</li> <li class="eo">Attack: 7 → 8</li> <li>攻击:7 → 8</li> <li class="eo">Defense: 7 → 8</li> <li>防御:7 → 8</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Initiative: 9 → 8</li> <li>主动性:9 → 8</li> <li class="eo">Speed: 5 → 7</li> <li>速度:5 → 7</li> <li class="eo">Morale: 2 → 1</li> <li>士气:2 → 1</li> </ul> <ul> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Vine Iriyad:</li> <li>藤蔓伊瑞德:</li> <li class="eo">Attack: 6 → 7</li> <li>攻击:6 → 7</li> <li class="eo">Defense: 11 → 13</li> <li>防御:11 → 13</li> <li class="eo">Damage: 5-7 → 6-9</li> <li>伤害:5-7 → 6-9</li> <li class="eo">Initiative: 2 → 3</li> <li>主动性:2 → 3</li> <li class="eo">Fungal Iriyad:</li> <li>真菌伊瑞德:</li> <li class="eo">Attack: 6 → 7</li> <li>攻击:6 → 7</li> <li class="eo">Defense: 11 → 13</li> <li>防御:11 → 13</li> <li class="eo">Damage: 4-8 → 6-9</li> <li>伤害:4-8 → 6-9</li> <li class="eo">Initiative: 3 → 4</li> <li>主动性:3 → 4</li> <li class="eo">Speed: 4 → 3</li> <li>速度:4 → 3</li> <li class="eo">Crystal Iriyad:</li> <li>水晶伊瑞德:</li> <li class="eo">Attack: 6 → 7</li> <li>攻击:6 → 7</li> <li class="eo">Defense: 11 → 13</li> <li>防御:11 → 13</li> <li class="eo">Damage: 5-7 → 6-9</li> <li>伤害:5-7 → 6-9</li> <li class="eo">Initiative: 3 → 4</li> <li>主动性:3 → 4</li> </ul> <ul> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Naiad:</li> <li>水灵:</li> <li class="eo">Health: 40 → 50</li> <li>生命值:40 → 50</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Damage: 10-14 → 12-14</li> <li>伤害:10-14 → 12-14</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">Speed: 5 → 4</li> <li>速度:5 → 4</li> <li class="eo">Vernal Naiad:</li> <li>春水灵:</li> <li class="eo">Health: 40 → 50</li> <li>生命值:40 → 50</li> <li class="eo">Attack: 11 → 20</li> <li>攻击:11 → 20</li> <li class="eo">Defense: 14 → 12</li> <li>防御:14 → 12</li> <li class="eo">Damage: 14-18 → 14-16</li> <li>伤害:14-18 → 14-16</li> <li class="eo">Speed: 6 → 4</li> <li>速度:6 → 4</li> <li class="eo">The stack has received the new active ability "Whirlpool", which allows it to pull enemies toward a selected point.</li> <li>该兵种获得了新的主动能力「Whirlpool」,允许其将敌人拉向选定地点。</li> <li class="eo">Brumal Naiad:</li> <li>冬水灵:</li> <li class="eo">Health: 40 → 50</li> <li>生命值:40 → 50</li> <li class="eo">Attack: 15 → 12</li> <li>攻击:15 → 12</li> <li class="eo">Defense: 10 → 18</li> <li>防御:10 → 18</li> <li class="eo">Damage: 14-18 → 12-14</li> <li>伤害:14-18 → 12-14</li> <li class="eo">Initiative: 6 → 8</li> <li>主动性:6 → 8</li> <li class="eo">Speed: 5 → 4</li> <li>速度:5 → 4</li> <li class="eo">The stack has received the new active ability "Hypothermia", which reduces the enemy hero&apos;s stats until the end of the round.</li> <li>该兵种获得了新的主动能力「Hypothermia」,可降低敌方英雄的属性直至本回合结束。</li> </ul> <ul> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Herbomancer:</li> <li>植灵巫师:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 14 → 16</li> <li>防御:14 → 16</li> <li class="eo">Damage: 15-18 → 14-18</li> <li>伤害:15-18 → 14-18</li> <li class="eo">Initiative: 6 → 5</li> <li>主动性:6 → 5</li> <li class="eo">Sporemancer:</li> <li>孢子巫师:</li> <li class="eo">Attack: 16 → 18</li> <li>攻击:16 → 18</li> <li class="eo">Defense: 18 → 16</li> <li>防御:18 → 16</li> <li class="eo">Damage: 15-18 → 18-18</li> <li>伤害:15-18 → 18-18</li> <li class="eo">Initiative: 8 → 7</li> <li>主动性:8 → 7</li> <li class="eo">The stack has lost the active ability "Protective Roots", which it could use to make an allied stack immune to magic damage.</li> <li>该兵种失去了主动能力「Protective Roots」,原本可用它使一个友方兵种免疫魔法伤害。</li> <li class="eo">The stack&apos;s active ability "Swarm of Bees" has been replaced with the new, stronger "Bees Invasion" ability, which now deals damage and applies an effect to all enemies within one hex of the target.</li> <li>该兵种的主动能力「Swarm of Bees」已替换为新的、更强的「Bees Invasion」能力,现在会对目标一格范围内的所有敌人造成伤害并施加效果。</li> <li class="eo">The stack&apos;s passive ability "Mushroom Magic" now reduces the mana cost of the allied hero&apos;s spells by 3 instead of 2.</li> <li>该兵种的被动能力「Mushroom Magic」现在将友方英雄法术的法力消耗降低 3,而非 2。</li> <li class="eo">Murmurmancer:</li> <li>低语巫师:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 14 → 16</li> <li>防御:14 → 16</li> <li class="eo">Damage: 18-18 → 14-18</li> <li>伤害:18-18 → 14-18</li> <li class="eo">Initiative: 8 → 6</li> <li>主动性:8 → 6</li> <li class="eo">The stack has received the new active ability "Protective Roots".</li> <li>该兵种获得了新的主动能力「Protective Roots」。</li> </ul> <ul> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Qilin:</li> <li>麒麟:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Attack: 22 → 23</li> <li>攻击:22 → 23</li> <li class="eo">Defense: 20 → 23</li> <li>防御:20 → 23</li> <li class="eo">Damage: 24-30 → 24-33</li> <li>伤害:24-30 → 24-33</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Luck: 2 → 0</li> <li>幸运:2 → 0</li> <li class="eo">Thunder Qilin:</li> <li>雷麒麟:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Attack: 22 → 23</li> <li>攻击:22 → 23</li> <li class="eo">Defense: 20 → 23</li> <li>防御:20 → 23</li> <li class="eo">Damage: 30-36 → 30-39</li> <li>伤害:30-36 → 30-39</li> <li class="eo">Luck: 2 → 0</li> <li>幸运:2 → 0</li> <li class="eo">The stack has lost the passive ability "Cloud Nine", which generated Focus Points at the beginning of each round.</li> <li>该兵种失去了被动能力「Cloud Nine」,原本每回合开始时生成集能点。</li> <li class="eo">The stack has received the new passive ability "Scintillating Scales", which increases the magic damage taken by all nearby enemies.</li> <li>该兵种获得了新的被动能力「Scintillating Scales」,可提高附近所有敌人所受的魔法伤害。</li> <li class="eo">Mist Qilin:</li> <li>雾麒麟:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Attack: 24 → 23</li> <li>攻击:24 → 23</li> <li class="eo">Defense: 22 → 23</li> <li>防御:22 → 23</li> <li class="eo">Damage: 27-36 → 24-33</li> <li>伤害:27-36 → 24-33</li> <li class="eo">Initiative: 13 → 10</li> <li>主动性:13 → 10</li> <li class="eo">Luck: 2 → 0</li> <li>幸运:2 → 0</li> <li class="eo">The stack has received the new passive ability "Cloud Nine".</li> <li>该兵种获得了新的被动能力「Cloud Nine」。</li> <li class="eo">The stack has lost the passive ability "Scintillating Scales".</li> <li>该兵种失去了被动能力「Scintillating Scales」。</li> <li class="eo">The stack has received the new passive ability "Opportunity Attack", which allows it to always attack enemies passing nearby.</li> <li>该兵种获得了新的被动能力「Opportunity Attack」,使其始终能攻击经过附近的敌人。</li> <li class="eo">The stack&apos;s active ability "Mist Form" has been reworked: it now reduces incoming damage to one point instead of by a certain percentage.</li> <li>该兵种的主动能力「Mist Form」已重做:现在将所受伤害降低至一点,而非按一定百分比降低。</li> <li class="eo">The stack has received the new active ability "Forest Haze", which prevents the target enemy stack from shooting.</li> <li>该兵种获得了新的主动能力「Forest Haze」,可阻止目标敌方兵种射击。</li> </ul> <ul> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Phoenix:</li> <li>凤凰:</li> <li class="eo">Attack: 28 → 31</li> <li>攻击:28 → 31</li> <li class="eo">Flaming Phoenix:</li> <li>烈焰凤凰:</li> <li class="eo">Attack: 36 → 35</li> <li>攻击:36 → 35</li> <li class="eo">Defense: 27 → 26</li> <li>防御:27 → 26</li> <li class="eo">The stack has received the new passive ability "Flaming Agony", which makes it deal damage to all nearby stacks upon its death.</li> <li>该兵种获得了新的被动能力「Flaming Agony」,使其在死亡时对附近所有兵种造成伤害。</li> <li class="eo">Energy Phoenix:</li> <li>爆能凤凰:</li> <li class="eo">Attack: 28 → 30</li> <li>攻击:28 → 30</li> <li class="eo">Defense: 39 → 32</li> <li>防御:39 → 32</li> </ul> <p class="eo">The construction cost of creature-producing buildings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of stack value and rebalancing.</p> <p>生物生产建筑的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随兵种价值审查与再平衡进行了各种调整。</p> <ul> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">Building the "Blooming Pond" no longer requires a "Mage Guild".</li> <li>建造「Blooming Pond」不再需要「Mage Guild」。</li> <li class="eo">"Elite Fauns" law: now allows Fauns in the player&apos;s army to counterattack twice: once before the enemy&apos;s attack and once after.</li> <li>「Elite Fauns」律法:现在允许玩家军队中的法翁反击两次:一次在敌人攻击前,一次在攻击后。</li> <li class="eo">"Forest Magic" law: activation cost: 4/4 → 3/3.</li> <li>「Forest Magic」律法:激活费用:4/4 → 3/3。</li> <li class="eo">"Focus" law: activation cost: 3 → 2.</li> <li>「Focus」律法:激活费用:3 → 2。</li> <li class="eo">"Live roots" law: activation cost: 6 → 5.</li> <li>「Live roots」律法:激活费用:6 → 5。</li> <li class="eo">"Elite Mancers" law: now allows Herbomancers in the player&apos;s army to use abilities without ending their turn.</li> <li>「Elite Mancers」律法:现在允许玩家军队中的植灵巫师使用能力而不结束其回合。</li> <li class="eo">"Elite Qilins" law: now increases the Attack and Defense of Qilins in the player&apos;s army by 3 / 6 instead of the bonus to Damage.</li> <li>「Elite Qilins」律法:现在将玩家军队中麒麟的攻击和防御提高 3 / 6,而非伤害加成。</li> </ul> <h4 class="al">Hive - 虫巢</h4> <p class="eo">We continue to work on Hive stacks to make playing this faction more engaging while preserving its key feature — an aggressive and risky playstyle. Some of the changes described below should allow the Hive to dominate the enemy even more, improving its effectiveness in battle. Others will allow the Hive to adapt to a more cautious playstyle, which should lead to the same result — fewer losses in regular battles. In addition, the faction&apos;s gameplay was too dependent on randomness, and by adjusting creature stats and laws, we want to make it more predictable for the player.</p> <p>我们继续对虫巢兵种进行调整,以使该阵营的玩法更具吸引力,同时保留其核心特色——激进且高风险的玩法风格。下文所述的部分改动应能让虫巢进一步压制敌人,提高其在战斗中的效率。其他改动则能让虫巢适应更谨慎的玩法,这应能带来同样的结果——在常规战斗中减少损失。此外,该阵营的玩法过于依赖随机性,通过调整生物属性和律法,我们希望使其对玩家而言更具可预测性。</p> <ul> <li class="eo">Fire Larva:</li> <li>火焰幼虫:</li> <li class="eo">Health: 16 → 20</li> <li>生命值:16 → 20</li> <li class="eo">Base explosion damage of the passive ability on death: 15 → 10.</li> <li>死亡时被动能力的基础爆炸伤害:15 → 10。</li> <li class="eo">Explosion damage when using active abilities: 30 → 15.</li> <li>使用主动能力时的爆炸伤害:30 → 15。</li> <li class="eo">The stack has received the new passive ability "Castes", which increases the power of Larvae depending on the class of the hero whose army they are in. With might heroes, they deal 50% more damage. With magic heroes, their explosion deals 50% more damage.</li> <li>该兵种获得了新的被动能力「Castes」,根据其所在军队的英雄职业提高幼虫的力量。与力量英雄搭配时,它们造成 50% 额外伤害。与魔法英雄搭配时,它们的爆炸造成 50% 额外伤害。</li> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Parasite:</li> <li>寄体:</li> <li class="eo">Health: 7 → 8</li> <li>生命值:7 → 8</li> <li class="eo">Warden Parasite:</li> <li>卫寄体:</li> <li class="eo">Health: 9 → 10</li> <li>生命值:9 → 10</li> <li class="eo">Defense: 6 → 3</li> <li>防御:6 → 3</li> <li class="eo">The stack has received the new active ability "Strike and Return", which allows the stack to return to its starting position after attacking.</li> <li>该兵种获得了新的主动能力「Strike and Return」,允许该兵种在攻击后返回起始位置。</li> <li class="eo">Ravager Parasite:</li> <li>乱寄体:</li> <li class="eo">Health: 7 → 8</li> <li>生命值:7 → 8</li> <li class="eo">Attack: 6 → 5</li> <li>攻击:6 → 5</li> <li class="eo">The stack&apos;s passive ability "Topple the Strong!" now deals +6% damage (instead of +3%) to higher-tier enemies for each tier of difference.</li> <li>该兵种的被动能力「Topple the Strong!」现在每相差一级,对更高级别敌人造成 +6% 伤害(而非 +3%)。</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Harvester Locust:</li> <li>掠恶蝗:</li> <li class="eo">Defense: 4 → 6</li> <li>防御:4 → 6</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Hornet:</li> <li>大黄蜂:</li> <li class="eo">Attack: 7 → 8</li> <li>攻击:7 → 8</li> <li class="eo">Defense: 10 → 9</li> <li>防御:10 → 9</li> <li class="eo">Damage: 4-9 → 4-12</li> <li>伤害:4-9 → 4-12</li> <li class="eo">Initiative: 10 → 9</li> <li>主动性:10 → 9</li> <li class="eo">Chanter:</li> <li>咏唱蜂:</li> <li class="eo">Attack: 7 → 8</li> <li>攻击:7 → 8</li> <li class="eo">Defense: 10 → 9</li> <li>防御:10 → 9</li> <li class="eo">Damage: 4-9 → 4-12</li> <li>伤害:4-9 → 4-12</li> <li class="eo">Initiative: 4 → 11</li> <li>主动性:4 → 11</li> <li class="eo">Speed: 11 → 8</li> <li>速度:11 → 8</li> <li class="eo">Stinger:</li> <li>斯汀格:</li> <li class="eo">Attack: 7 → 8</li> <li>攻击:7 → 8</li> <li class="eo">Defense: 10 → 9</li> <li>防御:10 → 9</li> <li class="eo">Damage: 4-9 → 4-12</li> <li>伤害:4-9 → 4-12</li> <li class="eo">Initiative: 12 → 9</li> <li>主动性:12 → 9</li> <li class="eo">Speed: 9 → 10</li> <li>速度:9 → 10</li> </ul> <p class="eo">We decided to significantly expand the capabilities of upgraded Scorpions and clearly define their roles. The defensive upgrade has taken on the role of a support stack that will empower other Hive stacks, opening up new opportunities for the faction. The alternative upgrade serves as a fighter and has been strengthened accordingly.</p> <p>我们决定显著扩展升级版甲蝎的能力,并明确其定位。防御型升级承担了支援兵种的角色,将强化其他虫巢兵种,为该阵营开辟新的可能性。替代升级则充当战士,并已相应加强。</p> <ul> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Scorpion:</li> <li>甲蝎:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Defense: 12 → 14</li> <li>防御:12 → 14</li> <li class="eo">Damage: 10-12 → 10-14</li> <li>伤害:10-12 → 10-14</li> <li class="eo">Volcanic Scorpion:</li> <li>火山甲蝎:</li> <li class="eo">Attack: 12 → 14</li> <li>攻击:12 → 14</li> <li class="eo">Damage: 10-12 → 10-14</li> <li>伤害:10-12 → 10-14</li> <li class="eo">Luck: 2 → 1</li> <li>幸运:2 → 1</li> <li class="eo">All "Adaptation" active abilities have been reworked. They now affect all allied stacks with half the effectiveness.</li> <li>所有「Adaptation」主动能力已重做。它们现在以一半的效果影响所有友方兵种。</li> <li class="eo">Spelaean Scorpion:</li> <li>洞穴甲蝎:</li> <li class="eo">Attack: 14 → 16</li> <li>攻击:14 → 16</li> <li class="eo">Defense: 12 → 16</li> <li>防御:12 → 16</li> <li class="eo">Damage: 12-14 → 14-18</li> <li>伤害:12-14 → 14-18</li> <li class="eo">Initiative: 6 → 7</li> <li>主动性:6 → 7</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> <li class="eo">Morale: 2 → 1</li> <li>士气:2 → 1</li> </ul> <ul> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Reaver:</li> <li>煞虫:</li> <li class="eo">Attack: 18 → 22</li> <li>攻击:18 → 22</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Morale: 1 → 0</li> <li>士气:1 → 0</li> <li class="eo">Menacing Reaver:</li> <li>骇煞虫:</li> <li class="eo">Attack: 18 → 22</li> <li>攻击:18 → 22</li> <li class="eo">Defense: 18 → 12</li> <li>防御:18 → 12</li> <li class="eo">Damage: 20-30 → 20-40</li> <li>伤害:20-30 → 20-40</li> <li class="eo">Speed: 7 → 8</li> <li>速度:7 → 8</li> <li class="eo">Morale: 3 → 0</li> <li>士气:3 → 0</li> <li class="eo">The stack has lost the active ability "Rapid Assault", which allowed it to attack an enemy without receiving a counterattack.</li> <li>该兵种失去了主动能力「Rapid Assault」,原本允许其攻击敌人而不受反击。</li> <li class="eo">The stack has received the new passive ability "Swift Strike".</li> <li>该兵种获得了新的被动能力「Swift Strike」。</li> <li class="eo">Maniacal Reaver:</li> <li>狂煞虫:</li> <li class="eo">Attack: 18 → 22</li> <li>攻击:18 → 22</li> <li class="eo">Initiative: 12 → 11</li> <li>主动性:12 → 11</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Morale: 2 → 0</li> <li>士气:2 → 0</li> </ul> <ul> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Waurms:</li> <li>魔蠕:</li> <li class="eo">Attack: 21 → 20</li> <li>攻击:21 → 20</li> <li class="eo">Defense: 21 → 20</li> <li>防御:21 → 20</li> <li class="eo">Damage: 21-23 → 20-24</li> <li>伤害:21-23 → 20-24</li> <li class="eo">Luck: 1 → 2</li> <li>幸运:1 → 2</li> <li class="eo">The "Corpse Eater" passive ability has been weakened: the amount of health restored has been reduced: 120 → 100.</li> <li>「Corpse Eater」被动能力已削弱:恢复的生命值数量降低:120 → 100。</li> <li class="eo">Devourer:</li> <li>噬蠕:</li> <li class="eo">Attack: 21 → 20</li> <li>攻击:21 → 20</li> <li class="eo">Defense: 21 → 20</li> <li>防御:21 → 20</li> <li class="eo">Damage: 27-29 → 24-28</li> <li>伤害:27-29 → 24-28</li> <li class="eo">Initiative: 7 → 8</li> <li>主动性:7 → 8</li> <li class="eo">Luck: 3 → 2</li> <li>幸运:3 → 2</li> <li class="eo">The kill threshold of the "Devour" active ability has been reduced: 40% → 30%.</li> <li>「Devour」主动能力的击杀阈值降低:40% → 30%。</li> <li class="eo">Pyroboros:</li> <li>火蠕:</li> <li class="eo">Attack: 21 → 20</li> <li>攻击:21 → 20</li> <li class="eo">Defense: 21 → 20</li> <li>防御:21 → 20</li> <li class="eo">Damage: 21-23 → 20-24</li> <li>伤害:21-23 → 20-24</li> <li class="eo">Initiative: 8 → 7</li> <li>主动性:8 → 7</li> <li class="eo">Speed: 8 → 10</li> <li>速度:8 → 10</li> <li class="eo">The stack has lost the passive ability "Corpse Eater", which allowed it to restore health by devouring corpses.</li> <li>该兵种失去了被动能力「Corpse Eater」,原本允许其通过吞噬尸体恢复生命值。</li> <li class="eo">The stack has received the new passive ability "Mana Eater", which allows it to restore temporary mana to the hero by devouring corpses.</li> <li>该兵种获得了新的被动能力「Mana Eater」,允许其通过吞噬尸体为英雄恢复临时法力。</li> </ul> <ul> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Hive Queen:</li> <li>虫巢女王:</li> <li class="eo">Attack: 25 → 30</li> <li>攻击:25 → 30</li> <li class="eo">Defense: 25 → 30</li> <li>防御:25 → 30</li> <li class="eo">Bonus to the stack&apos;s Attack and Defense when the enemy army contains Temple and Necropolis creatures reduced: 25% → 20%.</li> <li>当敌方军队包含圣殿和墓园生物时,该兵种的攻击和防御加成降低:25% → 20%。</li> <li class="eo">Hive Mother:</li> <li>虫巢育母:</li> <li class="eo">Attack: 25 → 30</li> <li>攻击:25 → 30</li> <li class="eo">Defense: 25 → 30</li> <li>防御:25 → 30</li> <li class="eo">Bonus to the stack&apos;s Attack and Defense when the enemy army contains Temple and Necropolis creatures reduced: 25% → 20%.</li> <li>当敌方军队包含圣殿和墓园生物时,该兵种的攻击和防御加成降低:25% → 20%。</li> <li class="eo">Hive Huntress:</li> <li>虫巢猎女:</li> <li class="eo">Attack: 25 → 30</li> <li>攻击:25 → 30</li> <li class="eo">Defense: 25 → 30</li> <li>防御:25 → 30</li> <li class="eo">Damage: 70-70 → 60-60</li> <li>伤害:70-70 → 60-60</li> <li class="eo">Initiative: 8 → 9</li> <li>主动性:8 → 9</li> <li class="eo">Bonus to the stack&apos;s Attack and Defense when the enemy army contains Temple and Necropolis creatures reduced: 25% → 20%.</li> <li>当敌方军队包含圣殿和墓园生物时,该兵种的攻击和防御加成降低:25% → 20%。</li> <li class="eo">The stack&apos;s passive ability "Squash the Weak!" now deals +6% damage (instead of +3%) to lower-tier enemies for each tier of difference.</li> <li>该兵种的被动能力「Squash the Weak!」现在每相差一级,对更低级别敌人造成 +6% 伤害(而非 +3%)。</li> </ul> <ul> <li class="eo">Building the "Paper Nest" now requires the "Neglected Housing" and the "Carrion Lair".</li> <li>建造「Paper Nest」现在需要「Neglected Housing」和「Carrion Lair」。</li> <li class="eo">The construction cost of creature-producing buildings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of stack value and rebalancing.</li> <li>生物生产建筑的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随兵种价值审查与再平衡进行了各种调整。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Elite Parasites" law: now increases the max damage of Parasites in the player&apos;s army by 1 / 2 instead of the bonus to Health.</li> <li>「Elite Parasites」律法:现在将玩家军队中寄体的最大伤害提高 1 / 2,而非生命值加成。</li> <li class="eo">"Elite Hornets" law: now increases the min damage of Hornets in the player&apos;s army by 2 / 4 instead of the bonus to Initiative.</li> <li>「Elite Hornets」律法:现在将玩家军队中大黄蜂的最小伤害提高 2 / 4,而非主动性加成。</li> <li class="eo">"Elite Scorpions" law: now reduces the cooldown of Scorpions&apos; abilities in the player&apos;s army by 1 / 2 rounds instead of the bonuses to Luck and Morale.</li> <li>「Elite Scorpions」律法:现在将玩家军队中甲蝎能力的冷却时间减少 1 / 2 回合,而非幸运和士气加成。</li> <li class="eo">"Elite Waurmos" law: now increases the Initiative of Waurmos in the player&apos;s army by 1 / 2 instead of the bonuses to Luck and Morale.</li> <li>「Elite Waurmos」律法:现在将玩家军队中魔蠕的主动性提高 1 / 2,而非幸运和士气加成。</li> <li class="eo">"Elite Hive Queens" law: now increases the Attack, Defense, and Damage of Hive Queens in the player&apos;s army by 3 / 6, as well as their Speed and Initiative by 1 / 1, instead of the bonuses to Damage and Health.</li> <li>「Elite Hive Queens」律法:现在将玩家军队中虫巢女王的攻击、防御和伤害提高 3 / 6,并将其速度和主动性提高 1 / 1,而非伤害和生命值加成。</li> <li class="eo">"Great Conquest" law: once again affects all creatures, not just Hive creatures.</li> <li>「Great Conquest」律法:再次影响所有生物,而不仅是虫巢生物。</li> </ul> <p class="eo">The law that allows Larvae to provoke enemies was originally added to the faction to help minimize casualties in battles where no ranged units were available. However, the effect itself proved incredibly powerful and drew negative feedback from some players.</p> <p>允许幼虫挑衅敌人的律法最初加入该阵营,是为了帮助在没有远程单位的战斗中尽量减少伤亡。然而,该效果本身被证明极其强大,并招致了一些玩家的负面反馈。</p> <p class="eo">Now, with a new skill that helps reduce casualties being added to the game, the Hive will have another way to keep its army combat-ready for longer. Therefore, we are weakening the provocation effect:</p> <p>现在,随着一种有助于减少伤亡的新技能被加入游戏,虫巢将拥有另一种方式来让其军队更长时间保持战斗力。因此,我们正在削弱挑衅效果:</p> <ul> <li class="eo">"Hive Offsprings II" law: Larvae now provoke enemies only during the first round after hatching.</li> <li>「Hive Offsprings II」律法:幼虫现在仅在孵化后的第一回合挑衅敌人。</li> </ul> <h4 class="al">Schism - 裂渊</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Stinging Ra&apos;Shoth:</li> <li>尖刺拉绍斯:</li> <li class="eo">Attack: 5 → 6</li> <li>攻击:5 → 6</li> <li class="eo">Defense: 5 → 6</li> <li>防御:5 → 6</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Cultist:</li> <li>邪教徒:</li> <li class="eo">Attack: 5 → 6</li> <li>攻击:5 → 6</li> <li class="eo">Defense: 4 → 5</li> <li>防御:4 → 5</li> <li class="eo">Binder:</li> <li>束缚者:</li> <li class="eo">Attack: 5 → 6</li> <li>攻击:5 → 6</li> <li class="eo">Defense: 7 → 8</li> <li>防御:7 → 8</li> <li class="eo">Votary:</li> <li>誓信徒:</li> <li class="eo">Attack: 9 → 8</li> <li>攻击:9 → 8</li> <li class="eo">Defense: 4 → 5</li> <li>防御:4 → 5</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> <li class="eo">The stack has received the new passive ability "Rift Conductor", which increases the Initiative of all allied Ra&apos;Shoth, Grand Shoth, and Abyssal Envoys (and their upgraded versions).</li> <li>该兵种获得了新的被动能力「Rift Conductor」,可提高所有友方拉绍斯、巨绍斯和深渊使节(及其升级版)的主动性。</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Aga&apos;Shoth Rider:</li> <li>阿迦绍斯骑手:</li> <li class="eo">Health: 20 → 25</li> <li>生命值:20 → 25</li> <li class="eo">Attack: 7 → 8</li> <li>攻击:7 → 8</li> <li class="eo">Defense: 7 → 8</li> <li>防御:7 → 8</li> <li class="eo">Damage: 5-7 → 6-8</li> <li>伤害:5-7 → 6-8</li> <li class="eo">Initiative: 6 → 5</li> <li>主动性:6 → 5</li> <li class="eo">Aga&apos;Shoth Tamer:</li> <li>阿迦绍斯驯师:</li> <li class="eo">Health: 20 → 25</li> <li>生命值:20 → 25</li> <li class="eo">Defense: 8 → 11</li> <li>防御:8 → 11</li> <li class="eo">Damage: 5-7 → 6-8</li> <li>伤害:5-7 → 6-8</li> <li class="eo">Initiative: 9 → 8</li> <li>主动性:9 → 8</li> <li class="eo">Aga&apos;Shoth Mat&apos;ha:</li> <li>阿迦绍斯玛塔:</li> <li class="eo">Attack: 7 → 10</li> <li>攻击:7 → 10</li> <li class="eo">Defense: 7 → 8</li> <li>防御:7 → 8</li> <li class="eo">Damage: 5-7 → 6-8</li> <li>伤害:5-7 → 6-8</li> <li class="eo">Speed: 6 → 5</li> <li>速度:6 → 5</li> <li class="eo">The stack has received the new passive ability "Raid", which increases the Speed of all allied Ra&apos;Shoth, Grand Shoth, and Abyssal Envoys (and their upgraded versions).</li> <li>该兵种获得了新的被动能力「Raid」,可提高所有友方拉绍斯、巨绍斯和深渊使节(及其升级版)的速度。</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Grand Shoth:</li> <li>巨绍斯:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Damage: 10-13 → 12-14</li> <li>伤害:10-13 → 12-14</li> <li class="eo">Speed: 5 → 6</li> <li>速度:5 → 6</li> <li class="eo">Unspeakable Shoth:</li> <li>不可名绍斯:</li> <li class="eo">Attack: 11 → 14</li> <li>攻击:11 → 14</li> <li class="eo">Defense: 11 → 14</li> <li>防御:11 → 14</li> <li class="eo">Damage: 10-13 → 12-14</li> <li>伤害:10-13 → 12-14</li> <li class="eo">Unthinkable Shoth:</li> <li>不可构绍斯:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Damage: 10-13 → 14-14</li> <li>伤害:10-13 → 14-14</li> <li class="eo">Initiative: 13 → 12</li> <li>主动性:13 → 12</li> <li class="eo">Speed: 6 → 7</li> <li>速度:6 → 7</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Concubus, Mistress of Chains, and Bewitcher: these stacks have received the new passive ability "Seduction", thanks to which they always take minimum damage.</li> <li>魅魔、锁链魅魔和惑心魅魔:这些兵种获得了新的被动能力「Seduction」,因此它们始终受到最小伤害。</li> <li class="eo">Concubus:</li> <li>魅魔:</li> <li class="eo">Health: 60 → 55</li> <li>生命值:60 → 55</li> <li class="eo">Attack: 16 → 15</li> <li>攻击:16 → 15</li> <li class="eo">Defense: 13 → 14</li> <li>防御:13 → 14</li> <li class="eo">Damage: 14-20 → 16-20</li> <li>伤害:14-20 → 16-20</li> <li class="eo">Mistress of Chains:</li> <li>锁链魅魔:</li> <li class="eo">Health: 60 → 55</li> <li>生命值:60 → 55</li> <li class="eo">Attack: 20 → 19</li> <li>攻击:20 → 19</li> <li class="eo">Defense: 13 → 14</li> <li>防御:13 → 14</li> <li class="eo">Damage: 14-20 → 16-20</li> <li>伤害:14-20 → 16-20</li> <li class="eo">The stack&apos;s passive ability "Earn Your Magic, Dear" now increases the mana cost of the enemy hero&apos;s spells by 3 instead of 2.</li> <li>该兵种的被动能力「Earn Your Magic, Dear」现在将敌方英雄法术的法力消耗提高 3,而非 2。</li> <li class="eo">Bewitcher:</li> <li>惑心魅魔:</li> <li class="eo">Health: 60 → 55</li> <li>生命值:60 → 55</li> <li class="eo">Attack: 16 → 15</li> <li>攻击:16 → 15</li> <li class="eo">Defense: 13 → 18</li> <li>防御:13 → 18</li> <li class="eo">Damage: 20-20 → 16-20</li> <li>伤害:20-20 → 16-20</li> <li class="eo">The stack has received the new passive ability "Flog Idle Mind", thanks to which the stack&apos;s attacks deal additional damage depending on the army&apos;s current Focus.</li> <li>该兵种获得了新的被动能力「Flog Idle Mind」,因此该兵种的攻击会根据军队当前的集能点造成额外伤害。</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Arbitrator:</li> <li>仲裁者:</li> <li class="eo">Attack: 20 → 24</li> <li>攻击:20 → 24</li> <li class="eo">Defense: 20 → 23</li> <li>防御:20 → 23</li> <li class="eo">Damage: 18-22 → 18-24</li> <li>伤害:18-22 → 18-24</li> <li class="eo">Rift Arbitrator:</li> <li>裂隙仲裁者:</li> <li class="eo">Attack: 26 → 24</li> <li>攻击:26 → 24</li> <li class="eo">Defense: 28 → 29</li> <li>防御:28 → 29</li> <li class="eo">Damage: 18-22 → 18-24</li> <li>伤害:18-22 → 18-24</li> <li class="eo">Bloated Arbitrator:</li> <li>肿胀仲裁者:</li> <li class="eo">Defense: 22 → 24</li> <li>防御:22 → 24</li> <li class="eo">Damage: 22-26 → 22-28</li> <li>伤害:22-26 → 22-28</li> </ul> <ul> <li class="eo">Building the "Involuntary Summons" now requires the "Great Library" instead of the "Mage Guild".</li> <li>建造「Involuntary Summons」现在需要「Great Library」,而非「Mage Guild」。</li> <li class="eo">The construction cost of creature-producing buildings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of stack value and rebalancing.</li> <li>生物生产建筑的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随兵种价值审查与再平衡进行了各种调整。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Elite Cultists" law: now increases the Health of Cultists in the player&apos;s army by 5 instead of the bonus to Damage.</li> <li>「Elite Cultists」律法:现在将玩家军队中邪教徒的生命值提高 5,而非伤害加成。</li> <li class="eo">"Elite Aga&apos;Shoth Riders" law: now increases the Damage of Aga&apos;Shoth Riders in the player&apos;s army by 2 instead of the bonus to Health.</li> <li>「Elite Aga&apos;Shoth Riders」律法:现在将玩家军队中阿迦绍斯骑手的伤害提高 2,而非生命值加成。</li> <li class="eo">"Elite Concubi" law: Attack and Defense bonuses increased: 4 → 6.</li> <li>「Elite Concubi」律法:攻击和防御加成提高:4 → 6。</li> <li class="eo">"Unstoppable" elite hero class: bonus to hero stats: 10 → 8.</li> <li>「Unstoppable」精英英雄职业:英雄属性加成:10 → 8。</li> </ul> <h4 class="al">Dungeon - 地牢</h4> <p class="eo">As with the Grove faction, Dungeon stacks were very similar to each other. However, unlike the Grove, the Dungeon faced another problem — few ways to spend Focus. The changes described below are designed to solve these problems and bring alternative upgrades more in line with their narrative and image.</p> <p>与森林阵营一样,地牢兵种彼此非常相似。然而,与森林不同的是,地牢还面临另一个问题——消耗集能点的方式很少。下文所述改动旨在解决这些问题,并使替代升级更符合其叙事和形象。</p> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Troglodyte:</li> <li>穴居人:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Infernal Troglodyte:</li> <li>地狱穴居人:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Defense: 6 → 5</li> <li>防御:6 → 5</li> <li class="eo">Toxic Troglodyte:</li> <li>剧毒穴居人:</li> <li class="eo">Health: 8 → 9</li> <li>生命值:8 → 9</li> <li class="eo">Attack: 5 → 4</li> <li>攻击:5 → 4</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Guile Infiltrator:</li> <li>狡诈渗透者:</li> <li class="eo">Initiative: 6 → 8</li> <li>主动性:6 → 8</li> <li class="eo">Speed: 7 → 5</li> <li>速度:7 → 5</li> <li class="eo">Luck: 2 → 1</li> <li>幸运:2 → 1</li> <li class="eo">The stack has lost the active ability "Shadowstrike", which allowed it to attack any enemy on the battlefield while ignoring its Defense.</li> <li>该兵种失去了主动能力「Shadowstrike」,原本允许其无视防御攻击战场上的任意敌人。</li> <li class="eo">The stack has lost the passive ability "Staggering Hits", which prevented the target of its attack from counterattacking until the end of the round.</li> <li>该兵种失去了被动能力「Staggering Hits」,原本可阻止其攻击目标在本回合结束前反击。</li> <li class="eo">The stack has received the new passive ability "Sharper Blade", which increases its Luck with each attack.</li> <li>该兵种获得了新的被动能力「Sharper Blade」,每次攻击都会提高其幸运。</li> <li class="eo">The stack has received the new passive ability "Liquidation", which instantly kills the attacked enemy if, after the attack, its stack size is below a certain value.</li> <li>该兵种获得了新的被动能力「Liquidation」,如果被攻击的敌人在攻击后兵种规模低于一定值,则立即杀死它。</li> <li class="eo">The stack has received the new passive ability "Swift Strike".</li> <li>该兵种获得了新的被动能力「Swift Strike」。</li> <li class="eo">Bleak Infiltrator:</li> <li>冷酷渗透者:</li> <li class="eo">Initiative: 9 → 6</li> <li>主动性:9 → 6</li> <li class="eo">The stack has received the new active ability "Shadowstrike".</li> <li>该兵种获得了新的主动能力「Shadowstrike」。</li> <li class="eo">The stack has received the new passive ability "Staggering Hits".</li> <li>该兵种获得了新的被动能力「Staggering Hits」。</li> <li class="eo">The stack has received the new passive ability "Ambush", which allows it to hide in the shadows and be untargetable at the start of the battle and at the start of each round until its turn comes.</li> <li>该兵种获得了新的被动能力「Ambush」,使其能够在战斗开始时以及每回合开始时隐藏于阴影中,直到其回合到来前无法被选为目标。</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Onyx Dancer, Jasper Dancer, and Aureate Dancer: these stacks have received the new active ability "Blade Dance", which allows them to attack twice until the end of the round.</li> <li>黑玉刃舞者、碧玉刃舞者和鎏金刃舞者:这些兵种获得了新的主动能力「Blade Dance」,允许它们在本回合结束前攻击两次。</li> <li class="eo">Onyx Dancer:</li> <li>黑玉刃舞者:</li> <li class="eo">Defense: 8 → 7</li> <li>防御:8 → 7</li> <li class="eo">Speed: 2 → 3</li> <li>速度:2 → 3</li> <li class="eo">Jasper Dancer:</li> <li>碧玉刃舞者:</li> <li class="eo">Defense: 8 → 9</li> <li>防御:8 → 9</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">Speed: 4 → 5</li> <li>速度:4 → 5</li> <li class="eo">Aureate Dancer:</li> <li>鎏金刃舞者:</li> <li class="eo">Attack: 8 → 9</li> <li>攻击:8 → 9</li> <li class="eo">Defense: 8 → 7</li> <li>防御:8 → 7</li> <li class="eo">Initiative: 7 → 6</li> <li>主动性:7 → 6</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Minotaur, Minotaur Lord, and Minotaur Vanguard: these stacks have received the new active ability "Minotaur&apos;s Onslaught", which allows them to push the target back with their next attack, if possible.</li> <li>牛头怪、牛头怪领主和牛头怪先锋:这些兵种获得了新的主动能力「Minotaur&apos;s Onslaught」,允许它们在下一次攻击时尽可能将目标击退。</li> <li class="eo">Minotaur:</li> <li>牛头怪:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 11 → 12</li> <li>防御:11 → 12</li> <li class="eo">Damage: 12-14 → 12-16</li> <li>伤害:12-14 → 12-16</li> <li class="eo">Minotaur Lord:</li> <li>牛头怪领主:</li> <li class="eo">Attack: 11 → 12</li> <li>攻击:11 → 12</li> <li class="eo">Defense: 15 → 16</li> <li>防御:15 → 16</li> <li class="eo">Damage: 12-14 → 12-16</li> <li>伤害:12-14 → 12-16</li> <li class="eo">Minotaur Vanguard:</li> <li>牛头怪先锋:</li> <li class="eo">Attack: 15 → 14</li> <li>攻击:15 → 14</li> <li class="eo">Defense: 11 → 14</li> <li>防御:11 → 14</li> <li class="eo">Damage: 14-16 → 12-16</li> <li>伤害:14-16 → 12-16</li> <li class="eo">The stack has received the new active ability "Balthazar&apos;s Tramp", which reduces the Speed of all nearby enemies for several rounds.</li> <li>该兵种获得了新的主动能力「Balthazar&apos;s Tramp」,可在数回合内降低附近所有敌人的速度。</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Medusa:</li> <li>美杜莎:</li> <li class="eo">Attack: 15 → 18</li> <li>攻击:15 → 18</li> <li class="eo">Defense: 14 → 16</li> <li>防御:14 → 16</li> <li class="eo">Damage: 11-15 → 14-19</li> <li>伤害:11-15 → 14-19</li> <li class="eo">Medusa Sculptor:</li> <li>美杜莎雕师:</li> <li class="eo">Attack: 20 → 18</li> <li>攻击:20 → 18</li> <li class="eo">Defense: 18 → 16</li> <li>防御:18 → 16</li> <li class="eo">Damage: 15-15 → 14-19</li> <li>伤害:15-15 → 14-19</li> <li class="eo">Initiative: 5 → 6</li> <li>主动性:5 → 6</li> <li class="eo">The stack has received the new passive ability "Marble Arrows", which reduces the target&apos;s Initiative on attack.</li> <li>该兵种获得了新的被动能力「Marble Arrows」,可在攻击时降低目标的主动性。</li> <li class="eo">Medusa Queen:</li> <li>美杜莎女王:</li> <li class="eo">Attack: 17 → 23</li> <li>攻击:17 → 23</li> <li class="eo">Defense: 14 → 16</li> <li>防御:14 → 16</li> <li class="eo">Damage: 11-15 → 14-19</li> <li>伤害:11-15 → 14-19</li> <li class="eo">Initiative: 8 → 7</li> <li>主动性:8 → 7</li> <li class="eo">The stack has lost the passive ability "Marble Arrows".</li> <li>该兵种失去了被动能力「Marble Arrows」。</li> <li class="eo">The stack has received the new active ability "Hail of Arrows", which allows it to select several hexes and bring down a rain of arrows on each of them, dealing damage to all enemies near the targets.</li> <li>该兵种获得了新的主动能力「Hail of Arrows」,允许其选择多个格子,并向每个格子降下箭雨,对目标附近的所有敌人造成伤害。</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Hydra:</li> <li>九头蛇:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Defense: 22 → 27</li> <li>防御:22 → 27</li> <li class="eo">Damage: 25-28 → 25-30</li> <li>伤害:25-28 → 25-30</li> <li class="eo">Chthonic Hydra:</li> <li>冥府九头蛇:</li> <li class="eo">Health: 160 → 150</li> <li>生命值:160 → 150</li> <li class="eo">Defense: 30 → 32</li> <li>防御:30 → 32</li> <li class="eo">Damage: 25-28 → 25-30</li> <li>伤害:25-28 → 25-30</li> <li class="eo">Infernal Hydra:</li> <li>地狱九头蛇:</li> <li class="eo">Health: 130 → 120</li> <li>生命值:130 → 120</li> <li class="eo">Attack: 30 → 29</li> <li>攻击:30 → 29</li> <li class="eo">Defense: 26 → 27</li> <li>防御:26 → 27</li> <li class="eo">Damage: 30-38 → 30-35</li> <li>伤害:30-38 → 30-35</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Cave Dragon:</li> <li>洞龙:</li> <li class="eo">Health: 275 → 300</li> <li>生命值:275 → 300</li> <li class="eo">Attack: 29 → 32</li> <li>攻击:29 → 32</li> <li class="eo">Defense: 25 → 28</li> <li>防御:25 → 28</li> <li class="eo">Black Dragon:</li> <li>黑龙:</li> <li class="eo">Health: 350 → 375</li> <li>生命值:350 → 375</li> <li class="eo">Attack: 29 → 32</li> <li>攻击:29 → 32</li> <li class="eo">Ashen Dragon:</li> <li>烬龙:</li> <li class="eo">Health: 300 → 325</li> <li>生命值:300 → 325</li> <li class="eo">Attack: 37 → 36</li> <li>攻击:37 → 36</li> <li class="eo">Defense: 25 → 28</li> <li>防御:25 → 28</li> </ul> <ul> <li class="eo">The construction cost of creature-producing buildings, as well as the number of the corresponding creatures that can be obtained as a reward from Pandora&apos;s Boxes, have undergone various adjustments related to the review of stack value and rebalancing.</li> <li>生物生产建筑的建造成本,以及可从潘多拉魔盒奖励中获得的对应生物数量,已随兵种价值审查与再平衡进行了各种调整。</li> <li class="eo">Laws "Resource Riches I", "Resource Riches II", "Resource Riches III": activation cost: 1/2/3 → 2/3/4.</li> <li>律法「Resource Riches I」、「Resource Riches II」、「Resource Riches III」:激活费用:1/2/3 → 2/3/4。</li> <li class="eo">"Elite Infiltrators" law: now increases the max damage of Infiltrators in the player&apos;s army by 1 / 2 instead of the bonus to Health.</li> <li>「Elite Infiltrators」律法:现在将玩家军队中渗透者的最大伤害提高 1 / 2,而非生命值加成。</li> <li class="eo">"Elite Dancers" law: now increases the Luck and Morale of Dancers in the player&apos;s army by 1 / 2 instead of the bonus to Attack and Defense.</li> <li>「Elite Dancers」律法:现在将玩家军队中刃舞者的幸运和士气提高 1 / 2,而非攻击和防御加成。</li> <li class="eo">"Elite Minotaurs" law: now increases the Attack and Defense of Minotaurs in the player&apos;s army by 2 / 4 instead of the bonus to Damage. The Initiative and Speed bonuses remain unchanged.</li> <li>「Elite Minotaurs」律法:现在将玩家军队中牛头怪的攻击和防御提高 2 / 4,而非伤害加成。主动性和速度加成保持不变。</li> <li class="eo">"Elite Medusae" law: now increases only the Attack of Medusae in the player&apos;s army by 4 / 8 instead of the bonuses to Attack and Defense. The Initiative bonus remains unchanged.</li> <li>「Elite Medusae」律法:现在仅将玩家军队中美杜莎的攻击提高 4 / 8,而非攻击和防御加成。主动性加成保持不变。</li> <li class="eo">"Elite Hydras" law: now increases the Defense of Hydras in the player&apos;s army by 4 / 8 instead of the bonuses to Health. The Speed bonus remains unchanged.</li> <li>「Elite Hydras」律法:现在将玩家军队中九头蛇的防御提高 4 / 8,而非生命值加成。速度加成保持不变。</li> <li class="eo">"Balthazar&apos;s Bodyguard" elite hero class: bonus to hero&apos;s Attack: 100% → 40%.</li> <li>「Balthazar&apos;s Bodyguard」精英英雄职业:英雄攻击加成:100% → 40%。</li> <li class="eo">"Silvertongue&apos;s Envoy" elite hero class: bonus to hero&apos;s Defense: 100% → 40%.</li> <li>「Silvertongue&apos;s Envoy」精英英雄职业:英雄防御加成:100% → 40%。</li> <li class="eo">"Amelchia&apos;s Heir" elite hero class: bonus to hero&apos;s Spell Power: 100% → 40%.</li> <li>「Amelchia&apos;s Heir」精英英雄职业:英雄法术强度加成:100% → 40%。</li> </ul> <h4 class="al">Neutral Stacks - 中立兵种</h4> <ul> <li class="eo">Tier 1:</li> <li>一级:</li> <li class="eo">Pixie:</li> <li>花妖:</li> <li class="eo">Health: 6 → 4</li> <li>生命值:6 → 4</li> <li class="eo">Attack: 3 → 2</li> <li>攻击:3 → 2</li> <li class="eo">Defense: 3 → 2</li> <li>防御:3 → 2</li> <li class="eo">Tier 2:</li> <li>二级:</li> <li class="eo">Ghoul:</li> <li>食尸鬼:</li> <li class="eo">Attack: 9 → 7</li> <li>攻击:9 → 7</li> <li class="eo">Defense: 7 → 5</li> <li>防御:7 → 5</li> <li class="eo">Damage: 4-8 → 4-6</li> <li>伤害:4-8 → 4-6</li> <li class="eo">Tier 3:</li> <li>三级:</li> <li class="eo">Animated Armor:</li> <li>活化盔甲:</li> <li class="eo">Defense: 8 → 7</li> <li>防御:8 → 7</li> <li class="eo">Damage: 5-12 → 6-12</li> <li>伤害:5-12 → 6-12</li> <li class="eo">Tier 4:</li> <li>四级:</li> <li class="eo">Starchild:</li> <li>星孩:</li> <li class="eo">Attack: 13 → 12</li> <li>攻击:13 → 12</li> <li class="eo">Tier 5:</li> <li>五级:</li> <li class="eo">Added a new neutral enemy — Mummy.</li> <li>新增中立敌人——木乃伊。</li> <li class="eo">Giant Toad:</li> <li>巨蟾:</li> <li class="eo">Attack: 19 → 16</li> <li>攻击:19 → 16</li> <li class="eo">Tier 6:</li> <li>六级:</li> <li class="eo">Couatl:</li> <li>羽蛇:</li> <li class="eo">Health: 95 → 100</li> <li>生命值:95 → 100</li> <li class="eo">Tier 7:</li> <li>七级:</li> <li class="eo">Added a new neutral enemy — Kitsune.</li> <li>新增中立敌人——狐妖。</li> <li class="eo">The number of these creatures that can be obtained as a reward from Pandora&apos;s Boxes has undergone various adjustments related to the review of stack value and rebalancing.</li> <li>这些生物可从潘多拉魔盒奖励中获得的数量,已随兵种价值审查与再平衡进行了各种调整。</li> </ul> <h4 class="al">General changes - 通用改动</h4> <ul> <li class="eo">Pandora&apos;s Boxes have been substantially reworked: all of them now let the player choose a reward.</li> <li>潘多拉魔盒已大幅重做:现在所有魔盒都允许玩家选择奖励。</li> <li class="eo">Pandora&apos;s Boxes that previously gave hero experience now let you choose between hero experience, Law Points, or Astrology Points. The value of such objects has been increased by 25%.</li> <li>此前给予英雄经验的潘多拉魔盒,现在可让你在英雄经验、律法点数或星象点数之间选择。此类对象的价值提高了 25%。</li> <li class="eo">Pandora&apos;s Boxes that previously gave gold now let you choose between gold, resources, or Alchemical Dust. The value of such objects has been increased by 20%.</li> <li>此前给予金币的潘多拉魔盒,现在可让你在金币、资源或炼金粉尘之间选择。此类对象的价值提高了 20%。</li> <li class="eo">Pandora&apos;s Boxes that previously gave creatures remain unchanged: the player can still choose any upgrade version.</li> <li>此前给予生物的潘多拉魔盒保持不变:玩家仍可选择任意升级版本。</li> <li class="eo">Pandora&apos;s Boxes that previously gave stats have been reworked. They are now divided into two groups: "combat" and "magic".</li> <li>此前给予属性的潘多拉魔盒已重做。它们现在分为两组:「combat」和「magic」。</li> <li class="eo">Combat Pandora&apos;s Boxes let you choose between increasing the hero&apos;s Attack by 4/6, increasing the hero&apos;s Defense by 4/6, or a one-time restoration of 20/30% Movement Points.</li> <li>战斗潘多拉魔盒可让你在以下选项中选择:将英雄攻击提高 4/6、将英雄防御提高 4/6,或一次性恢复 20/30% 移动点数。</li> <li class="eo">Magic Pandora&apos;s Boxes let you choose between increasing the hero&apos;s Spell Power by 4/6, increasing the hero&apos;s Knowledge by 4/6, or a one-time restoration of 20/30% mana.</li> <li>魔法潘多拉魔盒可让你在以下选项中选择:将英雄法术强度提高 4/6、将英雄知识提高 4/6,或一次性恢复 20/30% 法力。</li> <li class="eo">In addition, the value of such objects is now significantly lower than before.</li> <li>此外,此类对象的价值现在显著低于之前。</li> <li class="eo">Pandora&apos;s Boxes that previously gave spells have been merged. Instead of separate objects that gave all spells of a specific magic school or a specific tier, now:</li> <li>此前给予法术的潘多拉魔盒已合并。不再是给予特定魔法学派或特定层级所有法术的独立对象,现在:</li> <li class="eo">There are five Pandora&apos;s Boxes in the game — one for each spell tier.</li> <li>游戏中有五个潘多拉魔盒——每个法术层级一个。</li> <li class="eo">Each box lets you choose which magic school&apos;s spells the hero will learn.</li> <li>每个魔盒可让你选择英雄将学习哪个魔法学派的法术。</li> <li class="eo">The hero learns the spells even without Wisdom or the magic school skills.</li> <li>即使没有智慧术或魔法学派技能,英雄也能学习这些法术。</li> <li class="eo">In addition, the value of such objects is significantly lower than before.</li> <li>此外,此类对象的价值现在显著低于之前。</li> </ul> <ul> <li class="eo">Guards in Creature Bank-type objects have been significantly adjusted:</li> <li>生物银行类对象的守卫已显著调整:</li> <li class="eo">"Point of Balance", guard stack size: 4 / 8 / 11 / 14 → 6 / 11 / 15 / 18.</li> <li>「平衡点」,守卫兵种规模:4 / 8 / 11 / 14 → 6 / 11 / 15 / 18。</li> <li class="eo">"Colosseum", guard stack size: 7 / 14 / 20 / 25 → 11 / 20 / 27 / 32.</li> <li>「圆形竞技场」,守卫兵种规模:7 / 14 / 20 / 25 → 11 / 20 / 27 / 32。</li> <li class="eo">"Ritual Pyre", guard stack size: 4 / 8 / 11 / 14 → 7 / 12 / 16 / 19.</li> <li>「仪式柴堆」,守卫兵种规模:4 / 8 / 11 / 14 → 7 / 12 / 16 / 19。</li> <li class="eo">"Tomb of Vigilance", guard stack size: 14 / 28 / 40 / 50 → 20 / 38 / 52 / 62.</li> <li>「警戒之墓」,守卫兵种规模:14 / 28 / 40 / 50 → 20 / 38 / 52 / 62。</li> <li class="eo">"Boreal Call", guard stack size: 11 / 22 / 32 / 40 → 16 / 28 / 38 / 46.</li> <li>「极渊召唤」,守卫兵种规模:11 / 22 / 32 / 40 → 16 / 28 / 38 / 46。</li> <li class="eo">"Carrion Pile", guard stack size: 19 / 38 / 55 / 69 → 30 / 55 / 75 / 90.</li> <li>「腐尸堆」,守卫兵种规模:19 / 38 / 55 / 69 → 30 / 55 / 75 / 90。</li> <li class="eo">"Petrified Memorial", guard stack size: 5 / 10 / 14 / 18 → 7 / 13 / 18 / 22.</li> <li>「石化纪念馆」,守卫兵种规模:5 / 10 / 14 / 18 → 7 / 13 / 18 / 22。</li> <li class="eo">The guards of the first two versions of each listed object no longer include upgraded stacks. The number of upgraded stacks in other versions of the objects has been adjusted.</li> <li>所列每个对象前两个版本的守卫不再包含升级兵种。其他版本对象中的升级兵种数量已调整。</li> </ul> <ul> <li class="eo">"Chimerologist": creature conversion penalty reduced: 15% → 10%.</li> <li>「嵌合学家」:生物转化惩罚降低:15% → 10%。</li> <li class="eo">"Mearea&apos;s Altar": the object&apos;s inner guard has been increased by 1 Couatl. It is now split into stacks of 1 Couatl each instead of a single stack.</li> <li>「米瑞娅祭坛」:该对象的内部守卫增加了 1 只羽蛇。它现在被拆分为每堆 1 只羽蛇的多个兵种,而非单个兵种。</li> <li class="eo">"Trophy Hunter&apos;s Den": The internal guards are split into stacks of 2 Dragon Slayers each and start the battle positioned around the player&apos;s army rather than directly opposite it.</li> <li>「战利品猎人小屋」:内部守卫被拆分为每堆 2 名屠龙者的多个兵种,并在战斗开始时布置在玩家军队周围,而非正对面。</li> <li class="eo">"Overgrown Vori Ruins": the amount of Alchemical Dust received as a reward for defeating the inner guard has been halved. The object&apos;s inner guard has been adjusted: it has become stronger, and the guardians are now always split into three stacks on the battlefield.</li> <li>「荒芜的沃里遗迹」:击败内部守卫后获得的炼金粉尘数量减半。该对象的内部守卫已调整:它变得更强,且守卫现在在战场上始终拆分为三个兵种。</li> <li class="eo">Added a new object for templates with a tournament system or a decisive battle — "Hell Light Spire". It allows registering the hero who last visited the object for the duel. The presence of this object depends on the map or template and does not guarantee a change in the match rules.</li> <li>为具有锦标赛系统或决胜战的模板新增了一个对象——「炼狱之光尖塔」。它允许登记最后访问该对象的英雄以参加决斗。该对象的存在取决于地图或模板,并不保证比赛规则发生变化。</li> <li class="eo">On templates and maps with a tournament system or a decisive battle, the hero selected for battle is now displayed. You can find this information in the tooltip of each player, including opponents.</li> <li>在具有锦标赛系统或决胜战的模板和地图上,现在会显示被选中参战的英雄。你可以在每个玩家(包括对手)的提示信息中找到此信息。</li> <li class="eo">Slightly reduced the chance that groups of 3 or more objects are generated under the protection of a single guard.</li> <li>略微降低了 3 个或更多对象组在单个守卫保护下生成的概率。</li> </ul> <p class="acc">模版的修正略……</p> <p class="acc">PvP 匹配机制的修正略……</p> <p class="acc">竞技场的修正略……</p> <h4 class="al">Bug Fixes - 错误修复</h4> <h4 class="al">Combat and creature mechanics - 战斗与生物机制</h4> <ul> <li class="eo">Abilities that kill +1 unit no longer trigger on obstacles.</li> <li>击杀 +1 单位的能力不再对障碍物触发。</li> <li class="eo">Units summoned onto a "Firewall" or traps no longer die immediately.</li> <li>召唤到「火墙」或陷阱上的单位不再立即死亡。</li> <li class="eo">Unit corpses now disappear if another unit, killed with a knockback effect, dies on top of them.</li> <li>如果另一个因击退效果被杀死的单位死在单位尸体上,该尸体现在会消失。</li> <li class="eo">Abilities marked "only the strongest active effect applies" (for example, on Cavalry) no longer take enemies into account.</li> <li>标记为「仅最强主动效果生效」的能力(例如骑兵身上的)不再将敌人纳入计算。</li> <li class="eo">Wait can no longer be activated during a stack&apos;s action animation.</li> <li>在兵种行动动画期间不再能激活等待。</li> <li class="eo">Initiative bonuses (for example, "Early Start") now apply to waiting units.</li> <li>主动性加成(例如「先行一步」)现在会作用于等待中的单位。</li> </ul> <h4 class="al">Creatures - 生物</h4> <ul> <li class="eo">The minimum and maximum Morale and Luck values of some creatures are now within the correct ranges.</li> <li>一些生物的最小和最大士气与幸运值现在处于正确范围内。</li> <li class="eo">Added the missing description of the Kittenhorns&apos; passive ability, which enhances the Diplomacy effect of the hero whose army they are in.</li> <li>补充了小角猫被动能力的缺失描述,该能力可增强其所在军队英雄的外交术效果。</li> <li class="eo">The effect of the Minotaurs&apos; passive ability "Adrenaline Surge" now has the correct duration.</li> <li>牛头怪被动能力「肾上腺素激增」的效果现在具有正确持续时间。</li> <li class="eo">The effect of the Medusae&apos;s passive ability "Marble Arrows" now stacks correctly.</li> <li>美杜莎被动能力「大理石箭支」的效果现在正确叠加。</li> <li class="eo">The effect of the Reavers&apos; active ability "Beelzebub&apos;s Blessing" now has the correct duration.</li> <li>煞虫主动能力「别西卜的祝福」的效果现在具有正确持续时间。</li> <li class="eo">Bonuses of the "increases the duration of applied effects" type no longer increase the duration of Scorpions&apos; adaptations.</li> <li>「延长施加效果持续时间」类型的加成不再延长甲蝎适应效果的持续时间。</li> <li class="eo">Fixed the description of the "Ranged Attack" passive ability of Worldwatchers and Halflings.</li> <li>修正了世界观察者和半身人「远程射击」被动能力的描述。</li> <li class="eo">The Grolls&apos; ability "Rrr, Jump!" no longer deals damage to allies.</li> <li>格罗尔的能力「吼,跳!」不再对友军造成伤害。</li> <li class="eo">The Sentinels of Glory&apos;s ability "Doreath&apos;s Way" no longer shows that it will deal damage to allies.</li> <li>荣耀守望者的能力「多雷斯之道」不再显示会对友军造成伤害。</li> <li class="eo">The Mist Qilins&apos; ability "Cloud Nine" no longer grants bonuses after the stack dies.</li> <li>雾麒麟的能力「九霄云外」不再在兵种死亡后提供加成。</li> </ul> <h4 class="al">Spells and skills - 法术与技能</h4> <ul> <li class="eo">The bonus to an additional counterattack from the "Riposte" spell now starts working at spell level 3 instead of level 2.</li> <li>「反击」法术的额外反击加成现在从法术等级 3 开始生效,而非等级 2。</li> <li class="eo">The "Doreath&apos;s Tide" spell now dispels the petrification effect.</li> <li>「多雷斯之潮」法术现在会驱散石化效果。</li> <li class="eo">The damage in the description of the "Umbral Grip" spell is now calculated correctly.</li> <li>「幽暗之握」法术描述中的伤害现在计算正确。</li> <li class="eo">When using the "Reality Distortion" spell, damage is no longer multiplied by the number of hits twice.</li> <li>使用「扭曲现实」法术时,伤害不再被命中次数乘以两次。</li> <li class="eo">The "Recruitment" skill can now appear in Global Map objects that teach heroes new skills.</li> <li>「募兵术」技能现在可以出现在教英雄新技能的全局地图对象中。</li> </ul> <h4 class="al">Faction laws - 阵营律法</h4> <ul> <li class="eo">The descriptions of the "Hive Integration" and "Hive Reception" laws now specify that they only affect Hive creatures.</li> <li>「虫巢统合」和「虫巢前排」律法的描述现在明确说明它们只影响虫巢生物。</li> </ul> <h4 class="al">Artifacts - 宝物</h4> <ul> <li class="eo">The "Two-faced Mask" artifact can no longer be bought at the Marketplace.</li> <li>「双面面具」宝物不再能在市场购买。</li> </ul> <h4 class="al">Interface - 界面</h4> <ul> <li class="eo">Player nicknames in the game results text (victory/defeat) are now displayed correctly.</li> <li>游戏结果文本(胜利/失败)中的玩家昵称现在正确显示。</li> <li class="eo">The interface can no longer be hidden while the game is loading.</li> <li>游戏加载期间不再能隐藏界面。</li> <li class="eo">The cursor in the main menu no longer changes to the system cursor when the interface is hidden.</li> <li>隐藏界面时,主菜单中的光标不再变为系统光标。</li> <li class="eo">Automatically closing the battle results no longer closes dialogues in some missions and scenarios.</li> <li>自动关闭战斗结果不再关闭某些任务和场景中的对话。</li> <li class="eo">Hiding the interface no longer triggers in text fields.</li> <li>隐藏界面不再在文本字段中触发。</li> <li class="eo">The list of available screen resolutions now updates when changing monitors.</li> <li>更换显示器时,可用屏幕分辨率列表现在会更新。</li> <li class="eo">Battle and map animation speed settings are no longer reset on restart.</li> <li>战斗和地图动画速度设置在重启后不再重置。</li> <li class="eo">The damage tooltip under the effect of the "Taunt" spell is now displayed correctly.</li> <li>「嘲讽」法术效果下的伤害提示现在正确显示。</li> <li class="eo">The tooltip for potential damage to allies is now displayed when using the Lich Dragons&apos; "Bone Armageddon" and the Starchildren&apos;s "Starfall" abilities.</li> <li>使用尸巫龙的「骸骨末日」和星孩的「星坠」能力时,现在会显示对友军潜在伤害的提示。</li> <li class="eo">The victory/defeat window is no longer partially displayed in the settings window.</li> <li>胜利/失败窗口不再部分显示在设置窗口中。</li> <li class="eo">Hero stat tooltips in battle are no longer displayed during the Tactics Phase.</li> <li>战斗中英雄属性提示不再在战术阶段显示。</li> </ul> <h4 class="al">Multiplayer - 多人游戏</h4> <ul> <li class="eo">Restart can now be used after desynchronization.</li> <li>失同步后现在可以使用重启。</li> <li class="eo">Players who have just joined are now displayed in the active slot settings drop-down list in the lobby.</li> <li>刚加入的玩家现在会显示在大厅的活跃槽位设置下拉列表中。</li> <li class="eo">In a multiplayer game, one player can no longer close another player&apos;s Esc window by pressing Esc.</li> <li>在多人游戏中,一名玩家不再能通过按 Esc 关闭另一名玩家的 Esc 窗口。</li> <li class="eo">In a multiplayer game, one player can no longer close another player&apos;s restart confirmation window.</li> <li>在多人游戏中,一名玩家不再能关闭另一名玩家的重启确认窗口。</li> </ul> <h4 class="al">Stability and saves - 稳定性与存档</h4> <ul> <li class="eo">Fixed a rare freeze when clicking the "Custom Game" button in the main menu.</li> <li>修复了在主菜单点击「自定义游戏」按钮时罕见的卡死问题。</li> <li class="eo">Reloading a save now works correctly if some of the opponents have been eliminated.</li> <li>如果部分对手已被消灭,重新加载存档现在正常工作。</li> </ul> <h4 class="al">Arena mode - 竞技场模式</h4> <ul> <li class="eo">The subskills of the "Summon Avatar" skill now work correctly in Arena mode.</li> <li>「召唤化身」技能的次级技能现在在竞技场模式中正常工作。</li> <li class="eo">The hotkey for opening the Battle Log no longer works during the Pick/Ban stage.</li> <li>打开战斗日志的快捷键不再在 Pick/Ban 阶段生效。</li> <li class="eo">The mana value can no longer be negative.</li> <li>法力值不再能为负数。</li> </ul> <h4 class="al">Campaign and scenarios - 战役与场景</h4> <ul> <li class="eo">Fixed some character portraits in campaign dialogue windows.</li> <li>修复了战役对话窗口中的一些角色头像。</li> <li class="eo">"Garner Hills". In old saves, the dialogue with the rider beyond the bridge no longer repeats endlessly if the player bribed him or showed him the "Last Coin" artifact.</li> <li>加纳山丘。在旧存档中,如果玩家贿赂了桥那边的骑手或向他展示了「最后的硬币」宝物,与他的对话不再无限重复。</li> <li class="eo">"Never-ending Conflict". The "Capture the escaped priestesses" quest from the necromancers in the upper left corner of the map can no longer be taken if the player is already doing the escaped priestesses&apos; quest "Free the priestesses at the altar".</li> <li>无尽纷争:圣杯之战。如果玩家已经在进行逃亡女祭司的任务「Free the priestesses at the altar」,则不再能接取地图左上角亡灵巫师给予的「Capture the escaped priestesses」任务。</li> <li class="eo">"Burning Hearts". The Stargazer now gives a reward for correctly answering all 4 of his riddles.</li> <li>燃烧之心:日辉赐福。观星者现在会在正确回答他的全部 4 个谜语后给予奖励。</li> <li class="eo">"Gorges of Discord". In old saves, the final dialogue is no longer cut short by the victory screen.</li> <li>愿阿尔瓦和平。在旧存档中,最终对话不再被胜利画面截断。</li> <li class="eo">"Deal with a Vampire". After completing the dead knight&apos;s quest, the game no longer gets stuck if you place a second hero at his new spawn point.</li> <li>血族盟约。完成死亡骑士的任务后,如果你在他的新生成点放置第二名英雄,游戏不再卡住。</li> <li class="eo">⚠️ This fix does not apply to old saves made inside the mission.</li> <li>⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Saving the Knight". The rightmost "Twilight Bloom" object now grants an artifact as a reward, as stated in its tooltip.</li> <li>营救骑士。最右侧的「暮色之花」对象现在会如提示所述给予宝物作为奖励。</li> <li class="eo">⚠️ This fix does not apply to old saves made inside the mission.</li> <li>⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Saving the Knight". Fixed numerous bugs in the troglodyte&apos;s quest.</li> <li>营救骑士。修复了穴居人任务中的大量错误。</li> <li class="eo">⚠️ This fix does not apply to old saves made inside the mission.</li> <li>⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Renegade" / "Corruption". The reward behind the hydras in the sand biome can no longer be collected without fighting them.</li> <li>叛变 / 堕蚀。沙地生物群系中九头蛇后方的奖励不再能在不与它们战斗的情况下收集。</li> <li class="eo">⚠️ This fix does not apply to old saves made inside the mission.</li> <li>⚠️ 此修复不适用于在任务内制作的旧存档。</li> <li class="eo">"Alvar Diruil". Fixed a bug that allowed attacking the town with one of the remaining heroes and, upon winning, breaking all further scripted logic.</li> <li>愿阿尔瓦和平。修复了一个允许用剩余英雄之一攻击城镇并在获胜后破坏所有后续脚本逻辑的错误。</li> <li class="eo">⚠️ This fix does not apply to old saves made inside the mission.</li> <li>⚠️ 此修复不适用于在任务内制作的旧存档。</li> </ul></div> 上古纪元#补丁测试服 http://www.heroworld.net/news.php?id=2039 http://www.heroworld.net/news.php?id=2039 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427808 h3r Thu, 15 Oct 2026 15:48:55 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/689771494788563699">https://store.steampowered.com/news/app/3105440/view/689771494788563699</a></p> <p class="acc">具体的修正上面链接有,译文和整理明天再说,有其它事要整……</p> <h4 class="al">如何加入测试版 - How to join the beta</h4> <ul> <li class="eo">Open Steam and right-click Heroes of Might and Magic: Olden Era in your library.</li> <li>打开 Steam,在资料库中右键点击《英雄无敌:上古纪元》。</li> <li class="eo">Select "Properties" → "Game Versions &amp; Betas".</li> <li>选择「属性」→「游戏版本与测试版」。</li> <li class="eo">In the "Game Versions &amp; Betas" section, select the public-test-branch branch.</li> <li>在「游戏版本与测试版」区域,选择 public-test-branch 分支。</li> <li class="eo">Wait for Steam to download the update and launch the game as usual.</li> <li>等待 Steam 下载更新,然后照常启动游戏。</li> <li class="eo">In some cases, you&apos;ll need to restart the Steam application for the Beta branch to appear.</li> <li>在某些情况下,你需要重启 Steam 客户端才能显示测试分支。</li> </ul> <h4 class="al">如何返回主版本 - How to return to the main version</h4> <ul> <li class="eo">In the same "Game Versions &amp; Betas" tab, select "Default Public Version".</li> <li>在同一「游戏版本与测试版」标签页中,选择「默认公开版本」。</li> </ul> <h4 class="al">存档 - Saves</h4> <ul> <li class="eo">Beta saves are stored in the saves_beta and campSaving_beta folders.</li> <li>Beta 存档存储在 saves_beta 和 campSaving_beta 文件夹中。</li> </ul> <h4 class="al">请注意 - Please note</h4> <ul> <li class="eo">When you switch to the beta, your save list will be empty. This is normal: your saves are still there and will reappear once you switch back to the main version.</li> <li>切换到 Beta 时,你的存档列表将为空。这是正常现象:你的存档仍然存在,切换回主版本后会重新出现。</li> <li class="eo">Cloud saves are disabled in the beta.</li> <li>Beta 中禁用云存档。</li> <li class="eo">Beta saves will not be visible in the main version of the game.</li> <li>Beta 存档在主版本游戏中不可见。</li> </ul> <h4 class="al">多人游戏 - Multiplayer</h4> <ul> <li class="eo">To play together, all players must be using the same game version. Beta players will play on a separate server with other beta players.</li> <li>要一起游戏,所有玩家必须使用相同的游戏版本。Beta 玩家将与其他 Beta 玩家在独立服务器上游玩。</li> </ul></div> 英三重制#封闭测试资格注册 http://www.heroworld.net/news.php?id=2038 http://www.heroworld.net/news.php?id=2038 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427806 h3r Thu, 15 Oct 2026 08:14:10 GMT <div style="width:640px;"><p>注册链接:<a href="https://register.ubisoft.com/heroes-of-might-and-magic-3-remake/zh-CN">https://register.ubisoft.com/heroes-of-might-and-magic-3-remake/zh-CN</a></p> <p>注意:不是注册了就能玩上,要抽资格的;而且是封闭测试也就是有保密协议的。</p> <p>无截止日期(虽然微博上写的10月24),也不是一次性抽取。</p> <p>另外官方的重制版QQ群:1108606256,<a href="https://qm.qq.com/q/IjnIasI0k8">https://qm.qq.com/q/IjnIasI0k8</a></p></div> 上古纪元#补丁 0.81.04 http://www.heroworld.net/news.php?id=2037 http://www.heroworld.net/news.php?id=2037 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427796 hoe Fri, 02 Oct 2026 16:11:50 GMT <div style="width:640px;"><h4 class="al">新增内容 - New Additions</h4> <ul> <li class="eo">Added an indicator showing when interaction with heroes or objects is unavailable.</li> <li>新增了指示标识,用于显示何时无法与英雄或对象互动。</li> <li class="eo">Added 4 new emojis </li> <li>新增了 4 个表情</li> </ul> <h4 class="al">大厅与模板 - Lobby &amp; Templates</h4> <ul> <li class="eo">Fixed a bug where the tournament battle would fail to load if the first tournament date was set to day one of the game. The first day can no longer be selected for tournament scheduling, as intended.</li> <li>修复了若将首个比赛日设为游戏第一天,比赛战斗会加载失败的 bug。现在按设计意图,首个比赛日不能再选为游戏第一天。</li> <li class="eo">Fixed a bug where a tournament battle would not start when the battles are scheduled one after another.</li> <li>修复了当比赛战斗被安排为连续进行时,比赛无法开始的 bug。</li> <li class="eo">Fixed the display of the Alliance count in templates.</li> <li>修复了模板中联盟数量的显示问题。</li> </ul> <h4 class="al">竞技场 - Arena</h4> <ul> <li class="eo">Fixed overlapping tooltips for 「Spatial Snare」 during Arena draft.</li> <li>修复了竞技场选择阶段『空间牢笼』提示重叠的问题。</li> </ul> <h4 class="al">战斗 - Combat</h4> <ul> <li class="eo">Fixed a bug where units affected by the 「Fatal Decay」 spell were unable to attack in melee.</li> <li>修复了受『致命衰败』法术影响的单位无法进行近战攻击的 bug。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Added missing Hungarian localization.</li> <li>补充了缺失的匈牙利语本地化。</li> <li class="eo">Fixed the translation of the 「Redraw」 button in Arena mode across several languages.</li> <li>修复了竞技场模式下『重抽』按钮在多种语言中的翻译。</li> <li class="eo">Fixed the Russian localization where 「Knowledge」 was by accident replaced with 「Attack」.</li> <li>修复了俄语本地化中『知识』被误替换为『攻击』的问题。</li> <li class="eo">Fixed the display of the "Number of Players" column in the template selection window in the lobby.</li> <li>修复了大堂中模板选择窗口玩家数量列的显示问题。</li> </ul> <h4 class="al">稳定性与网络 - Stability &amp; Network</h4> <ul> <li class="eo">Fixed a bug where game startup from an online lobby could fail under slow or unstable connections.</li> <li>修复了在网络缓慢或不稳定时,从在线大厅启动游戏可能失败的 bug。</li> <li class="eo">Fixed a bug where a player&apos;s turn would freeze if they interacted with a 「Tomb of a Nameless Hero」 or 「Four Scholars Shrine」 while an opponent was simultaneously entering their town or a combat.</li> <li>修复了当对手正同时进入其城镇或战斗时,若玩家与『无名英雄之墓』或『四贤圣坛』互动,会导致玩家回合卡死的 bug。</li> </ul></div> 上古纪元#补丁 0.81.02 http://www.heroworld.net/news.php?id=2036 http://www.heroworld.net/news.php?id=2036 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427791 hoe Wed, 30 Sep 2026 14:07:42 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/676258795703240871">https://store.steampowered.com/news/app/3105440/view/676258795703240871</a></p> <p>视频介绍:<a href="https://www.bilibili.com/video/BV1Mkaf6hEXm/">https://www.bilibili.com/video/BV1Mkaf6hEXm/</a></p> <h3>Q3季度路线图度更新总结</h3> <h4 class="al">结盟系统上线</h4> <ul> <li>终于支持组队/合作玩法,可用于 PvE 和 PvP。</li> <li>支持同时行动,不用再等盟友结束回合。</li> <li>新增资源交易、资源请求、英雄间交换军队、传递宝物等功能。</li> <li>这些功能也可通过“远程据点”和“次元袋”法术实现。</li> <li>只要队伍中一人达成胜利条件,全队获胜。</li> <li>后续会有更多地图和模板支持结盟。</li> </ul> <h4 class="al">结盟游戏怎么开</h4> <ul> <li>多人菜单建房间,邀请好友,可合作打 AI 或组队对抗,比如 2v2。</li> <li>想和 AI 盟友一起打 AI,可用快速开始里的 5 个新结盟模板。</li> <li>也可用自定义游戏,选现有模板或“破碎的联盟”地图。</li> </ul> <h4 class="al">高级随机地图生成器</h4> <ul> <li>主要面向喜欢 PvE 打 AI、追求完全随机和不可预测体验的玩家。</li> <li>可自定义胜利条件、地图大小、自由混战或联盟、资源丰富度、可控制英雄数量、对称或非对称。</li> <li>生成的地图不来自现有模板池,随机性更强,更强调探索和意外。</li> <li>目前仅在快速开始中可用,未来会扩展。</li> <li>原有模板系统继续保留,适合喜欢可预测、平衡生成的玩家和 PvP。</li> <li>模板信息现在更详细,有说明和预期描述。</li> </ul> <h4 class="al">英雄技能平衡</h4> <ul> <li>重做了亡灵法术逻辑,UI 更清晰易用。</li> <li>对裂渊和蕈林的关键机制做了重要平衡调整。</li> <li>调整了大量通用英雄技能。</li> </ul> <h4 class="al">存档与读取菜单更新</h4> <ul> <li>存档分为单人和多人标签。</li> <li>每个战役、场景/地图、挑战都有独立分类。</li> <li>旧存档归入“未分类”,仍按单人和多人分开。</li> </ul> <h4 class="al">表情轮盘更新</h4> <ul> <li>表情更多,从 GG 到惊讶、愤怒都有。</li> <li>不仅全局地图可用,战斗中也能用。</li> </ul> <h4 class="al">匹配系统改进</h4> <ul> <li>校准更公平,高分段失败扣分权重更高。</li> <li>对手分差会影响得分/扣分。</li> <li>排行榜已重置,可重新冲榜。</li> <li>未来还会继续调整。</li> </ul> <h4 class="al">近期计划</h4> <ul> <li>继续做新的 PvE 地图和单人冒险,10 月有更多消息。</li> <li>即将发布大型平衡补丁:重做圣殿阵营技能、重新平衡百分比伤害加成、新增神器与技能。</li> <li>补丁前会开公开测试分支。</li> <li>新增生物:一个经典生物(木乃伊),以及一个全新、敏捷神秘的生物(狐妖)。</li> <li>继续训练 AI,让 PvE 更有趣。</li> </ul> <h4 class="al">整体态度</h4> <ul> <li>强调会继续兑现路线图承诺。</li> <li>兼顾 PvE 和 PvP 玩家。</li> <li>Q3 路线图目标已完成,已开始做年底计划内容。</li> </ul> <h3>0.81.02 补丁记录 - Changelog</h3> <h4 class="al">战斗与生物机制 - Combat &amp; Creature Mechanics</h4> <ul> <li class="eo">「Double attack」 effects now correctly apply to the Onyx and Jasper Dancers&apos; alternative attack.</li> <li>『双重攻击』效果现在能正确作用于黑玉刃舞者和碧玉刃舞者的战技。</li> <li class="eo">Traps now correctly trigger when stacks are forcibly moved onto them.</li> <li>当兵种被强制移动到陷阱上时,陷阱现在能正确触发。</li> <li class="eo">Traps located within the area of the 「Overwatch」 effect now trigger correctly.</li> <li>位于『掩护支援』效果范围内的陷阱现在能正确触发。</li> <li class="eo">Landing on a 「Spatial Snare」 trap no longer allows a stack to continue its turn when positive Morale activates.</li> <li>触发正面士气时,踩中『空间牢笼』陷阱不再允许生物堆继续其回合。</li> <li class="eo">Applying Speed and Initiative buffs to summoned creatures now correctly recalculates turn order.</li> <li>对召唤生物施加速度和主动性增益现在能正确重新计算行动顺序。</li> <li class="eo">Fixed a bug where the death of an Energy Phoenix at the end of a round could cause the first stack of the next round to skip its turn.</li> <li>修复了爆能凤凰在回合结束时死亡可能导致下一回合首个生物堆跳过其行动的问题。</li> <li class="eo">Fixed two separate bugs that caused combat to freeze after an Energy Phoenix died at end of round — one involving 「Reality Distortion」 and one involving negative Morale triggering alongside that same effect.</li> <li>修复了两个独立问题:爆能凤凰在回合结束时死亡后导致战斗卡死——一个涉及『扭曲现实』,另一个涉及负面士气与该效果同时触发。</li> <li class="eo">「Reality Distortion」 now correctly deals damage at the end of the turn in the last round of its duration.</li> <li>『扭曲现实』现在能在其持续时间的最后一回合结束时正确造成伤害。</li> <li class="eo">Effects of the type "prevents health restoration" now block healing from all game mechanics without exception.</li> <li>『阻止生命恢复』类型的效果现在能无例外地阻断所有游戏机制的治疗。</li> <li class="eo">The Mist Qilin is now correctly protected from Speed and Initiative reduction effects by its passive ability.</li> <li>雾麒麟现在能通过其被动能力正确免疫速度和主动性削减效果。(??)</li> <li class="eo">The 「Murderous Glee」 passive now correctly triggers even if the stack previously killed an enemy with a counter-attack.</li> <li>即使生物堆之前通过反击击杀了敌人,『凶残极乐』被动现在也能正确触发。</li> <li class="eo">「Naira&apos;s Kiss」 now triggers even when a stack ends its turn after the timer expires. Its damage is also now correctly reduced by bonuses of the type "reduces all incoming damage."</li> <li>即使生物堆在计时器耗尽后结束回合,『奈拉之吻』现在也能触发。其伤害现在也能被『减少所有所受伤害』类型的加成正确减免。</li> <li class="eo">The 「Buckler」 artifact now correctly allows counter-attacks against enemies with 「Swift Strike」 if that property was gained during combat.</li> <li>『圆盾』现在能正确允许对拥有『迅敏攻击』被动的敌人进行反击。</li> <li class="eo">A Phoenix resurrected via the 「Immortal」 passive can no longer use abilities before awakening.</li> <li>通过『不朽』被动复活的凤凰在觉醒前不再能使用能力。</li> <li class="eo">Stacks with the Ranged Attack property now behave correctly under the 「Berserk」 effect, creature passives trigger properly, and Iriyads no longer damage themselves.</li> <li>拥有远程射击属性的生物堆在『丧心病狂』效果下现在表现正确,生物被动正常触发,且伊瑞德不再对自己造成伤害。</li> <li class="eo">Abyssal Envoys under the 「Will of the Abyss」 ability no longer gain an extra turn when positive Morale triggers.</li> <li>在『深渊意志』能力下的深渊使节触发正面士气时不再获得额外回合。</li> <li class="eo">Several game mechanics and effects that previously failed to trigger after the last enemy was killed now work correctly.</li> <li>之前在最后一个敌人被击杀后未能触发的若干游戏机制和效果现在能正常工作。</li> </ul> <h4 class="al">生物 - Creatures</h4> <ul> <li class="eo">The Infiltrator passive ability 「Sharper Blade」 now works correctly.</li> <li>渗透者的被动能力『利刃』现在工作正常。</li> <li class="eo">The Infiltrator active ability 「Shadowstrike」 now correctly ignores the target&apos;s Defense.</li> <li>渗透者的主动能力『暗影突袭』现在能正确忽略目标的防御。</li> <li class="eo">The Hive Queen passive ability 「Squash the Weak!」 now works correctly.</li> <li>虫巢女王的被动能力『碾碎弱者!』现在工作正常。</li> </ul> <h4 class="al">法术与技能 - Spells &amp; Skills</h4> <ul> <li class="eo">The 「Sorcery」 skill now correctly enhances traps.</li> <li>『巫术』技能现在能正确强化陷阱。</li> <li class="eo">「Pocket Dimension」 can no longer be cast in locations the hero cannot reach.</li> <li>『次元袋』不能再被施放在英雄无法到达的位置。</li> <li class="eo">Fixed a bug with hero Xirr&apos;s specialization that caused him to be susceptible to negative effects in combat.</li> <li>修复了英雄希尔(Xirr)专精导致他在战斗中易受负面效果影响的错误。</li> <li class="eo">Uses of Global Map Spells obtained from scrolls are now correctly tracked when transferring scrolls to another hero.</li> <li>将卷轴转移给另一名英雄时,从卷轴获得的全局地图法术的使用次数现在能被正确追踪。</li> </ul> <h4 class="al">宝物 - Artifacts</h4> <ul> <li class="eo">The 「Vortex Robe」 artifact no longer triggers multiple times when interacting with multi-hit spells.</li> <li>『漩涡长袍』宝物在与多段法术互动时不再多次触发。</li> </ul> <h4 class="al">人工智能与稳定性 - AI &amp; Stability</h4> <ul> <li class="eo">The AI in combat no longer ignores restrictions on hero ability usage.</li> <li>战斗中的人工智能不再忽略对英雄能力使用的限制。</li> <li class="eo">Fixed an AI freeze when attempting to capture a neutral city previously owned by a player who left or was defeated.</li> <li>修复了人工智能尝试占领已被离开或击败的玩家拥有的中立城市时卡死的问题。</li> <li class="eo">Fixed an AI freeze when one of its heroes interacted with a portal whose exit point was occupied by another hero.</li> <li>修复了人工智能的一名英雄与出口被另一名英雄占据的传送门互动时卡死的问题。</li> <li class="eo">In rare situations, the turn no longer freezes after a player is defeated.</li> <li>在极少数情况下,玩家被击败后回合不再卡死。</li> <li class="eo">Fixed a rare bug where a game save would fail to load.</li> <li>修复了极少数情况下游戏存档无法加载的错误。</li> </ul> <h4 class="al">重大新功能 - Major New Features</h4> <ul> <li class="eo">1. Alliance System</li> <li>1. 联盟系统</li> <li class="eo">The Alliance system has been added, allowing players to team up and fight together against opponents. As part of an Alliance, players have access to the following:</li> <li>联盟系统已加入,允许玩家组队共同对抗对手。作为联盟成员,玩家可使用以下功能:</li> <ul> <li class="eo">Simultaneous turns with no restrictions in online play. Allied players meeting on the map do not switch to sequential turns — they continue acting simultaneously.</li> <li>在线游戏中无限制的同时回合。联盟玩家在地图上相遇时不切换为顺序回合——他们继续同时行动。</li> <li class="eo">A temporary lock system for players and objects has been added to support this mechanic. For example, while a player is in combat, their ally cannot interact with their heroes. The lock is lifted immediately after combat ends.</li> <li>为支持该机制,添加了玩家和对象的临时锁定系统。例如,当一名玩家在战斗中时,其盟友无法与其英雄互动。锁定在战斗结束后立即解除。</li> <li class="eo">Allies share the fog of war and can see each other&apos;s planned movement paths.</li> <li>盟友共享战争迷雾,并能看到彼此的计划移动路径。</li> <li class="eo">Allied heroes can freely interact with one another through the standard exchange window, where both players can give and take artifacts and armies.</li> <li>联盟英雄可以通过标准交换窗口自由互动,双方可以给予和取走宝物和军队。</li> <li class="eo">Players can send and request resources through a dedicated interface. The player list panel has been updated to display more notifications for easier trading.</li> <li>玩家可以通过专用界面发送和请求资源。玩家列表面板已更新,显示更多通知以便交易。</li> <li class="eo">Via 「Remote Footholds」 and 「Pocket Dimension」, allies gain access to a shared Alliance storage for remote transfer of artifacts and armies.</li> <li>通过『远程据点』和『次元袋』,盟友可访问共享的联盟仓库,用于远程转移宝物和军队。</li> <li class="eo">Several new templates specifically designed for Alliance play have been added to the game.</li> <li>游戏中添加了几个专门为联盟玩法设计的新模板。</li> </ul> <li class="eo">2. Save &amp; Load UI Update</li> <li>2. 存档与读取界面更新</li> <li class="eo">The save and load interface and file structure have been completely overhauled.</li> <li>存档和读取界面及文件结构已全面重做。</li> <ul> <li class="eo">Each match now has its own profile that stores its saves.</li> <li>每场对局现在拥有自己的配置文件来存储其存档。</li> <li class="eo">Saves can be sorted by date, name, and in-game time.</li> <li>存档可按日期、名称和游戏内时间排序。</li> <li class="eo">A save can now be loaded directly from this window without going through the lobby.</li> <li>现在可以直接从此窗口加载存档,无需经过大厅。</li> <li class="eo">Save information has been significantly expanded: the window now shows a minimap screenshot, hero roster, and other details.</li> <li>存档信息已大幅扩展:窗口现在显示小地图截图、英雄名册和其他详细信息。</li> <li class="eo">Saves are split into Single Player and Multiplayer tabs.</li> <li>存档分为单人游戏和多人游戏标签页。</li> <li class="eo">Filters by save type have been added: Campaign, Template, Scenario, Map, Tutorial, Challenge, Other. The Multiplayer tab also includes a filter by connection type: All, Hotseat, Online.</li> <li>添加了按存档类型的筛选器:战役、模板、场景、地图、教程、挑战、其他。多人游戏标签页还包括按连接类型筛选:全部、同一台、在线。</li> <li class="eo">Bulk deletion of saves is now available.</li> <li>现在支持批量删除存档。</li> </ul> <li class="eo">3. Quick Start Update</li> <li>3. 快速开始更新</li> <li class="eo">The Quick Start interface has been significantly reworked:</li> <li>快速开始界面已大幅重做:</li> <ul> <li class="eo">Templates and scenarios now display much more detailed information.</li> <li>模板和场景现在显示更详细的信息。</li> <li class="eo">Sorting for templates and scenarios has been added.</li> <li>添加了模板和场景的排序功能。</li> <li class="eo">Tags have been added to help find templates and scenarios suited to your playstyle.</li> <li>添加了标签以帮助查找适合你游戏风格的模板和场景。</li> </ul> <li class="eo">4. Fully Random Map Generator</li> <li>4. 完全随机地图生成器</li> <li class="eo">Since Early Access launch, the game has featured a random map generator — but it only worked based on pre-made templates. This update adds a fully random map generator that creates a unique map from scratch based on your chosen settings. The feature is available in single-player Quick Start mode. First, choose the map&apos;s base settings:</li> <li>自抢先体验版发布以来,游戏一直有一个随机地图生成器——但它只能基于预制模板工作。本次更新添加了一个完全随机地图生成器,根据你选择的设置从头创建独特地图。该功能在单人快速开始模式中可用。首先,选择地图的基本设置:</li> <ul> <li class="eo">Game mode: multi-hero or single hero.</li> <li>游戏模式:多英雄或单英雄。</li> <li class="eo">Map size.</li> <li>地图大小。</li> <li class="eo">Number of players.</li> <li>玩家数量。</li> <li class="eo">Alliances: if enabled, players are randomly assigned to teams (when possible).</li> <li>联盟:如果启用,玩家被随机分配到队伍(在可能的情况下)。</li> <li class="eo">Overall zone richness and content density.</li> <li>区域整体丰富度和内容密度。</li> <li class="eo">Overall map difficulty.</li> <li>地图整体难度。</li> <li class="eo">Symmetry: if enabled, the map will have a symmetrical structure. An asymmetrical map may be completely unpredictable.</li> <li>对称性:如果启用,地图将具有对称结构。不对称地图可能完全不可预测。</li> <li class="eo">Win conditions.</li> <li>胜利条件。</li> </ul> <li class="eo">Then, just like in regular Quick Start, you choose your faction, hero, and difficulty level — and begin the game.</li> <li>然后,就像在常规快速开始中一样,你选择阵营、英雄和难度等级——并开始游戏。</li> <li class="eo">5. Emoji Wheel &amp; Notification System Update</li> <li>5. 表情轮盘与通知系统更新</li> <li class="eo">The Emoji Wheel has been fully updated, along with improvements to the companion notification system:</li> <li>表情轮盘已全面更新,伙伴通知系统也得到改进:</li> <ul> <li class="eo">The Emoji Wheel is now available not only on the global map, but also in combat and in towns.</li> <li>表情轮盘现在不仅可在全局地图上使用,也可在战斗和城镇中使用。</li> <li class="eo">Customization of the wheel&apos;s content has been significantly improved.</li> <li>轮盘内容的自定义功能已大幅改进。</li> <li class="eo">New emojies have been added.</li> <li>添加了新表情。</li> <li class="eo">The player list now displays notifications sent by other players, both in expanded and collapsed view.</li> <li>玩家列表现在显示其他玩家发送的通知,无论是在展开还是折叠视图下。</li> </ul> <li class="eo">6. Matchmaking System Update</li> <li>6. 匹配系统更新</li> <li class="eo">Alongside the rating reset, we are introducing a number of important changes to the matchmaking system:</li> <li>伴随天梯重置,我们正在对匹配系统进行一些重要更改:</li> <ul> <li class="eo">An automated cheater detection algorithm and a low-priority system have been added.</li> <li>添加了自动作弊者检测算法和低优先级系统。</li> <li class="eo">All players now start with a rating of 1000 regardless of the skill level chosen before calibration matches.</li> <li>所有玩家现在起始天梯分为1000,无论校准赛前选择的技能等级如何。</li> <li class="eo">The calibration process has been adjusted: wins during calibration now grant additional points independent of the base gain.</li> <li>校准过程已调整:校准期间的胜利现在授予额外分数,与基础收益无关。</li> <li class="eo">The number of points gained and lost per match now depends on the player&apos;s current rank. The higher the rank, the fewer points earned for a win and the more lost for a defeat. For example, at the lowest rank a win grants 40 points and a loss costs 10. At the highest rank it&apos;s reversed: 10 for a win and 40 for a loss.</li> <li>每场比赛获得和失去的分数现在取决于玩家当前段位。段位越高,胜利获得的分数越少,失败失去的分数越多。例如,在最低段位胜利获得40分,失败损失10分。在最高段位则相反:胜利10分,失败40分。</li> <li class="eo">The influence of rating difference between players on the final point totals has been significantly increased.</li> <li>玩家间天梯分差异对最终总分的影响已大幅增加。</li> </ul> </ul> <h4 class="al">次要玩法改动 - Minor Gameplay Changes</h4> <ul> <li class="eo">The selected alternative camera position in combat is now saved between battles and applied immediately, not from the next battle onwards.</li> <li>战斗中选择的备用摄像机位置现在会在战斗之间保存并立即应用,而不是从下一场战斗开始。</li> <li class="eo">Traps automatically created during a siege now take priority over other traps and cannot be destroyed by them.</li> <li>围城期间自动创建的陷阱现在优先于其他陷阱,且不能被它们破坏。</li> <li class="eo">Bonuses that increase maximum HP no longer reduce the number of Fire Larvae summoned to the battlefield.</li> <li>增加最大生命值的加成不再减少召唤到战场上的火焰幼虫数量。</li> <li class="eo">The 「Emerald Resonance Controller」 artifact now also protects temporary creatures from banishment.</li> <li>『翡翠共振控制器』宝物现在也保护临时生物不被放逐。</li> <li class="eo">The Temple law 「Sacred Lands」 has been replaced by 「Sacred Protection,」 making friendly heroes immune to negative effects in combat and on the adventure map.</li> <li>圣堂法则『神圣之地』已被『神圣保护』取代,使我方英雄在战斗和冒险地图上免疫负面效果。</li> </ul></div> 英三重制#直面老玩家评论 http://www.heroworld.net/news.php?id=2035 http://www.heroworld.net/news.php?id=2035 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427777 h3r Mon, 14 Sep 2026 10:52:16 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1DEY16YESz"></div> <img src="http://heroworld.gamerhome.com/images/news/20260914-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1DEY16YESz/">bilibili</a></h3></div> 英三重制#品牌总监采访 http://www.heroworld.net/news.php?id=2034 http://www.heroworld.net/news.php?id=2034 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427775 h3r Mon, 14 Sep 2026 01:52:33 GMT <div style="width:640px;"><p>来源:<a href="https://www.celestialheavens.com/q-a-with-eric-damian-vernet-about-heroes-3-remake-and-a-few-more">Celestial Heavens</a></p> <p>本篇是 Anavrin 对品牌总监(Brand Director) Eric Damian-Vernet 的采访。</p> <!-- ================= 问答 1 ================= --> <ul class="quote"> <li class="grey">Heroes III is a game that fans have been playing for decades. I can understand why we&apos;ll see a remake of this game. However, the previous attempt to make an HD Edition of the game was criticized. Could you explain why you chose to remake Heroes 3 (and not, say, Heroes 5, which is also popular with fans)?</li> <li class="bold">《英雄无敌3》是一款粉丝们玩了几十年的游戏。我能理解为什么会推出重制版。不过,之前尝试制作的高清版曾受到批评。你能解释一下为什么选择重制《英雄无敌3》(而不是同样受粉丝欢迎的《英雄无敌5》)吗?</li> <li class="eo">Heroes V is a great game and certainly has its supporters within the Heroes community, but let’s be clear, factually, it is not in the same league as Heroes III when it comes to popularity and legacy. There are simply no two games like Heroes III in the Heroes series, and I would even say in the entire Might and Magic franchise. HD Edition clearly had its flaws* some we are working on addressing in the Remake e.g. the Complete version content i.e. all the factions, campaigns, RMG, supporting UGC and modding with tools etc.</li> <li class="acc">《英雄无敌5》是一款很棒的游戏,在英雄无敌社区中当然也有支持者,但说清楚一点,从事实上看,在流行度和传承地位上,它和《英雄无敌3》根本不在一个级别。英雄无敌系列里根本没有两款游戏像《英雄无敌3》这样,我甚至可以说整个《魔法门》系列也是如此。高清版显然有它的缺陷,其中一些我们正在重制版中解决,例如完整版内容,也就是所有阵营、战役、RMG、支持 UGC 以及用工具进行模改等。</li> </ul> <!-- ================= 问答 2 ================= --> <ul class="quote"> <li class="grey">Since the release of the original Heroes 3, a huge number of mods have been released (for example, In the Wake of Gods, Horn of the Abyss, Tides of War, and many others). Some mods add new factions, others alternative creatures, and some more fundamentally change the game and add commanders. Could you tell me how the remake will compare to them? What is the advantage of the remake over all these mods? Why should I play the remake instead of the original Heroes 3? :)</li> <li class="bold">自从原版《英雄无敌3》发布以来,已经推出了大量模组(例如《追随神迹》《深渊号角》《战争之潮》等许多模组)。有些模组添加了新阵营,有些添加了替代生物,还有一些更从根本上改变了游戏并加入了指挥官。你能告诉我重制版与它们相比如何吗?重制版相对于所有这些模组有什么优势?我为什么应该玩重制版而不是原版《英雄无敌3》?:)</li> <li class="eo">The Remake is for anyone who loved Heroes III or played a Heroes game at a point in their lives and want to reconnect with the series with modernized visuals and gameplay. We’re also making it for first time Heroes players, with extensive tutorials and quality of life tools and options so they can discover the greatness of Heroes III without doing extensive homework online. Online PvP is back with matchmaking and simultaneous turns. And we are already bringing some of the most popular mod improvements in the Remake and new factions are likely to come at some point.</li> <li class="acc">重制版面向任何热爱《英雄无敌3》的人,或者任何在人生某个阶段玩过英雄无敌游戏、并希望以现代化视觉和玩法重新连接这个系列的人。我们也在为首次接触英雄无敌的玩家制作它,提供大量教程和便利性工具与选项,让他们无需在网上做大量功课就能发现《英雄无敌3》的伟大之处。在线 PvP 回归,并带有匹配和同时回合。我们已经把一些最受欢迎的模组改进带入重制版,新阵营也很可能在某个时候推出。</li> </ul> <!-- ================= 问答 3 ================= --> <ul class="quote"> <li class="grey">And if you compare the Remake to Olden Era, what are its advantages? :)</li> <li class="bold">如果你把重制版与《上古纪元》相比,它有什么优势?</li> <li class="eo">Heroes III Remake is Heroes III, the Classic, with modernized gameplay and visuals, i.e. the original factions, the classic campaigns, single scenarios and even community made maps … It’s the complete package with huge content from day 1… and the potential for more content after release, either through official DLC or community content. Heroes Olden Era is a new Heroes game with its own factions, a new story campaign, twists on gameplay, new features and modes. It’s an Early Access game that will add content and features as it progresses towards its 1.0 release. We see them as complementary and each have their own advantages …</li> <li class="acc">《英雄无敌3》重制版就是《英雄无敌3》,是经典版,拥有现代化的玩法与视觉,也就是原版阵营、经典战役、剧情场景甚至社区自制地图……它是从第一天起就包含海量内容的完整包……并且在发布后还有更多内容的潜力,无论是通过官方 DLC 还是社区内容。《英雄无敌:上古纪元》是一款新的英雄无敌游戏,拥有自己的阵营、新故事战役、玩法变化、新功能与模式。它是一款抢先体验游戏,会随着向 1.0 版本推进而增加内容和功能。我们认为它们是互补的,各有各的优势……</li> </ul> <!-- ================= 问答 4 ================= --> <ul class="quote"> <li class="grey">Does the remake rewrite the AI ​​from scratch or does it use the original&apos;s source code? Should we expect improved AI?</li> <li class="bold">重制版是从头重写 AI,还是使用原版源代码?我们应该期待 AI 改进吗?</li> <li class="eo">It’s the AI of the original ported in the new engine.</li> <li class="acc">它是原版 AI 移植到新引擎中。</li> </ul> <!-- ================= 问答 5 ================= --> <ul class="quote"> <li class="grey">Do you have any plans to change (adjust) the campaign plots? Are you considering completely revising the entire plot and canceling the Reckoning?</li> <li class="bold">你们有计划改变(调整)战役剧情吗?你们是否考虑彻底修改整个剧情并取消“大灾变”?</li> <li class="eo">We are adding a prologue campaign (to also act as a tutorial) which we are making as consistent as possible with the official canon storyline. Prologue aside the plot is the same as in the Original.</li> <li class="acc">我们正在添加一个序幕战役(同时也作为教程),我们会尽可能使其与官方正史剧情保持一致。除了序幕之外,剧情与原版相同。</li> </ul> <!-- ================= 问答 6 ================= --> <ul class="quote"> <li class="grey">How will the story be presented in the campaigns themselves? Will it be pages of text, or will you try animated cutscenes? Will there be voiceovers? Will the campaign plots themselves be changed (added to)?</li> <li class="bold">战役中的故事将如何呈现?会是整页文字,还是会尝试动画过场?会有语音吗?战役剧情本身会改变(增加)吗?</li> <li class="eo">All campaigns are now integrated into a single “Chronology” which displays them in order and in context to each other (e.g. plot points happening simultaneously but from a different faction’s point of view). Each campaign mission will be introduced by voice overs. And by completing missions you will unlock “visions” that will combine into 3 lengthy cutscenes retelling the complete events of each of the main sagas – The restoration of Erathia, The Armageddon’s Blade and the Shadow of Death.</li> <li class="acc">所有战役现在都整合到一个统一的“编年史”中,按顺序并相互关联地展示它们(例如同时发生但来自不同阵营视角的剧情点)。每个战役任务都会由语音引入。完成任务后,你将解锁“幻象”,它们会组合成三段长篇过场,重述每个主要传奇的完整事件——埃拉西亚的光复、末日之刃和死亡阴影。</li> </ul> <!-- ================= 问答 7 ================= --> <ul class="quote"> <li class="grey">Why did you decide to abandon the heroic fantasy style of the 60s-80s metal scene in favor of a more classic fantasy feel during the development of the remake?</li> <li class="bold">为什么你们决定在重制版开发中放弃 60~80 年代金属场景的英雄奇幻风格,转而采用更经典的奇幻感觉?</li> <li class="eo">For the Remake we defined our direction as grounded hopeful Medieval Fantasy. Grounded because inspirations for Heroes III are rooted in our World history and myths and legends. Hopeful, because from our perspective Enroth is a bright and magical world during its Golden age, unlike darker end-of-the-world Fantasy such as Warhammer or The Witcher. From our experience, each and every fan has a different take on Heroes III’s aesthetic. During demo or playtests, some players thought we were too dark, others that we were too colorful, so in the end we can only hope to strike the right balance through iterations.</li> <li class="acc">对于重制版,我们把方向定义为脚踏实地、充满希望的中世纪奇幻。“脚踏实地”是因为《英雄无敌3》的灵感根植于我们的世界历史、神话与传说。“充满希望”是因为从我们的视角看,恩洛斯在其黄金时代是一个明亮而神奇的世界,不像《战锤》或《巫师》那样更黑暗的末日奇幻。根据我们的经验,每个粉丝对《英雄无敌3》的美学都有不同看法。在演示或测试中,有些玩家觉得我们太暗,另一些觉得我们太鲜艳,所以最终我们只能希望通过反复迭代来取得恰到好处的平衡。</li> </ul> <!-- ================= 问答 8 ================= --> <ul class="quote"> <li class="grey">Why is the Wolf rider now a human instead of a goblin?</li> <li class="bold">为什么狼骑士现在是人类而不是大耳怪?</li> <li class="eo">We find that an interesting unique aspect of Heroes’ factions is that they are diverse, not mono-cultural and we feel that this diversity is lacking a bit in the Stronghold line up. Having humans as riders is our way of addressing that perceived lack of diversity in the Remake, we already have goblins as Tier 1 unit, and some of the most popular Stronghold heroes are humans so it’s not like we are introducing a totally new creature to the faction. On the gameplay side nothing changes. That said we are aware there’s some apprehension regarding some unit redesigns in the Remake, we’re reading comments, let’s see.</li> <li class="acc">我们发现英雄无敌阵营一个有趣而独特的方面是它们具有多样性,并非单一文化,而我们觉得这种多样性在据点阵容中有所缺失。让人类作为骑手,是我们在重制版中解决这种感知到的多样性缺失的方式。我们已经把大耳怪作为一级单位,而且一些最受欢迎的据点英雄也是人类,所以这并不是说我们给这个阵营引入了一个全新生物。玩法方面没有任何变化。话虽如此,我们意识到有人对重制版中某些单位重新设计感到担忧,我们正在阅读评论,拭目以待。</li> </ul> <!-- ================= 问答 9和10 ================= --> <ul class="quote"> <li class="grey">As far as we know, the Forge faction was originally planned for the Armageddon&apos;s Blade expansion, but it was canceled during development. Many fans are working on bringing this faction back to the game (HotA, DoR). Do you plan to include the Forge faction in the Remake, or will it remain a beautiful legend?</li> <li class="bold">据我们所知,铸造厂阵营原本计划用于《末日之刃》资料片,但在开发过程中被取消。许多粉丝正在努力将这个阵营带回游戏(HotA、DoR)。你们计划在重制版中加入铸造厂阵营吗,还是它会继续成为一个美丽的传说?</li> <li class="grey">Is anyone from the original Heroes 3 team involved in the remake&apos;s development?</li> <li class="bold">原版《英雄无敌3》团队有人参与重制版的开发吗?</li> <li class="eo">For now, it’s the 9 original factions. No members of the original Heroes III team are currently on the team but we talked with a few, some are open to collaborating, but we’ll have to find the right project for that to happen.</li> <li class="acc">目前只有原版 9 个阵营。原版《英雄无敌3》团队成员目前没有人在团队中,但我们和一些人谈过,有些人对合作持开放态度,但我们必须找到合适的项目才能实现。</li> </ul> <!-- ================= 问答 11 ================= --> <ul class="quote"> <li class="grey">Are you collaborating with modding teams on the remake? Or perhaps with the creator of the online lobby for the original Heroes 3?</li> <li class="bold">你们在重制版上会与模组团队合作吗?或者也许与原版《英雄无敌3》在线大厅的创作者合作?</li> <li class="eo">We have a good relationship with the HOTA crew, nothing to reveal for now but we hope to bring them - and other mod teams - onboard the Remake either as modders or contributors to the Remake.</li> <li class="acc">我们与 HOTA 团队关系良好,目前没有什么可透露的,但我们希望把他们——以及其他模组团队——引入重制版,无论是作为模组作者还是重制版的贡献者。</li> </ul> <!-- ================= 问答 12 ================= --> <ul class="quote"> <li class="grey">Is there a significant focus on the game&apos;s multiplayer? Will there be simultaneous turns? A spectator mode? Perhaps new multiplayer modes? Are you planning on bringing the most popular fan-made multiplayer maps into the game?</li> <li class="bold">游戏是否会重点关注意多人?会有同时回合吗?观战模式?也许新的多人模式?你们计划把最受欢迎的粉丝自制多人地图带入游戏吗?</li> <li class="eo">The Remake will ship with the classic 8 player multiplayer, hotseat/offline and online. There will be simultaneous turns at launch, but no spectator mode is planned for now. Many Fan-made multiplayer maps are already supported (depending on the version of the editor used to create them) and can be imported and played in the Remake. For example Paragon 2.0.</li> <li class="acc">重制版将随附经典的 8 人多人、热座/离线以及在线。发布时会有同时回合,但目前没有计划观战模式。许多粉丝自制多人地图已经得到支持(取决于创建它们所用的编辑器版本),可以导入并在重制版中游玩。例如 Paragon 2.0。</li> </ul> <!-- ================= 问答 13 ================= --> <ul class="quote"> <li class="grey">Caravan mechanics were added in subsequent games. This helped optimize the process of buying creatures from outer dwellings. Will we see something similar in the remake?</li> <li class="bold">后续游戏加入了篷车机制。这有助于优化从外部巢穴购买生物的过程。我们会在重制版中看到类似内容吗?</li> <li class="eo">We are working on optional automation features that will alleviate some of the micromanagement for players who wish to use them. We will reveal these in more detail later.</li> <li class="acc">我们正在开发可选的自动化功能,以减轻希望使用它们的玩家的一些微操负担。我们稍后会透露更多细节。</li> </ul> <!-- ================= 问答 14 ================= --> <ul class="quote"> <li class="grey">What are your plans for the game? Should we expect long-term support?</li> <li class="bold">你们对游戏有什么计划?我们应该期待长期支持吗?</li> <li class="eo">We have plans for extra content after the release but how long term the support will be will obviously depend on how well the game sells and how many players play it.</li> <li class="acc">我们有发布后额外内容的计划,但支持的长期程度显然取决于游戏销量以及有多少玩家游玩。</li> </ul> <!-- ================= 问答 15 ================= --> <ul class="quote"> <li class="grey">Should we expect any expansions, or will the remake be limited to the original 3 characters?</li> <li class="bold">我们应该期待任何资料片吗,还是重制版将仅限于原版 3 个?</li> <li class="eo">We have plans for extra content after the release, we will share more as we get closer to launch.</li> <li class="acc">我们有发布后额外内容的计划,随着临近发布我们会分享更多。</li> </ul> <!-- ================= 问答 16 ================= --> <ul class="quote"> <li class="grey">What should we expect in the expansions? Will they simply be story-driven campaigns or will new factions be introduced into the game?</li> <li class="bold">我们应该在资料片中期待什么?它们只是剧情驱动的战役,还是会将新阵营引入游戏?</li> <li class="eo">It could be both but for now we’re very much focused on shipping a great Remake based on the original Complete content.</li> <li class="acc">两者都有可能,但目前我们非常专注于基于原版完整内容推出一个出色的重制版。</li> </ul> <!-- ================= 问答 17 ================= --> <ul class="quote"> <li class="grey">Do you think there might have been an entire continent somewhere in Enroth that we weren&apos;t told about for some reason? If so, let&apos;s imagine who might inhabit it? Do you personally have any creatures that haven&apos;t yet appeared in the game that you&apos;d like to include in the Enroth universe :)</li> <li class="bold">你认为恩洛斯的某个地方可能有一整块我们因某种原因未曾被告知的大陆吗?如果是这样,让我们想象一下谁可能居住在那里?你个人有没有希望加入恩洛斯宇宙、但尚未在游戏中出现的生物?:)</li> <li class="eo">Maybe but we’ve already got plenty to explore with Antagarich, Jadame and Enroth … A creature? Probably the Lobstrosity.</li> <li class="acc">也许吧,但我们已经有很多可以在恩塔格瑞、贾达姆和恩洛斯探索的内容了…… 一种生物?大概是龙虾怪。</li> </ul> <!-- ================= 问答 18 ================= --> <ul class="quote"> <li class="grey">What challenges did the team face when transitioning from a 2D game to 3D? What solutions did they find?</li> <li class="bold">团队在从 2D 游戏过渡到3D时面临了哪些挑战?他们找到了什么解决方案?</li> <li class="eo">I would say the balance between realism / immersion vs readability of the map, and of course optimization to make sure the game is playable on reasonable configs. Map object proportions (Hero model vs mountain vs town etc.) are tricky to set in a semi-realistic, immersive 3d world map compared to a more stylized 2D view. No easy solutions unfortunately, a lot of work, testing and iterating … and it’s an ongoing process.</li> <li class="acc">我会说,是真实感/沉浸感与地图可读性之间的平衡,当然还有优化,以确保游戏在合理配置上可玩。与更风格化的 2D 视图相比,在半真实、沉浸式的3D世界地图中,地图物体比例(英雄模型与山、城镇等)很难设定。不幸的是没有简单解决方案,需要大量工作、测试和迭代…… 而且这是一个持续的过程。</li> </ul> <!-- ================= 问答 19 ================= --> <ul class="quote"> <li class="grey">Will there be an editor and map generator?</li> <li class="bold">会有编辑器和地图生成器吗?</li> <li class="eo">Yes</li> <li class="acc">有</li> </ul> <!-- ================= 问答 20 ================= --> <ul class="quote"> <li class="grey">Can we expect modder support?</li> <li class="bold">我们可以期待模组作者支持吗?</li> <li class="eo">We are working on adding new features to the editor on top of map making tools, that would allow players to play with the stats and create their own balancing and patches. We hope to add more tools as we go and are looking forward to welcome modders and content creators on the Remake.</li> <li class="acc">我们正在为编辑器在地图制作工具之上添加新功能,让玩家可以调整数值并创建自己的平衡与补丁。我们希望随着进展添加更多工具,并期待欢迎模组作者和内容创作者加入重制版。</li> </ul> <!-- ================= 问答 21 ================= --> <ul class="quote"> <li class="grey">Who is the game&apos;s composer this time, why was he chosen, and what inspired him in his work?</li> <li class="bold">这次游戏的作曲家是谁,为什么选择他,他的创作灵感来自什么?</li> <li class="eo">We will make an announcement regarding the music of the game later. Stay tuned</li> <li class="acc">我们稍后会公布关于游戏音乐的消息。敬请关注</li> </ul> <!-- ================= 问答 22 ================= --> <ul class="quote"> <li class="grey">Will the game&apos;s appearance and design change before the final version is released in 2027? Do the developers plan to listen to the fan community (as in the Olden era) and change unit appearances, graphics, effects, etc.?</li> <li class="bold">游戏的外观和设计会在 2027 年最终版本发布前改变吗?开发者计划听取粉丝社区意见(像《上古纪元》那样)并更改单位外观、图形、效果等吗?</li> <li class="eo">The game will keep improving until the release. We are looking at ways to best integrate the fans into the Remake, we will communicate on the next steps soon.</li> <li class="acc">游戏会一直改进直到发布。我们正在寻找最佳方式让粉丝融入重制版,我们很快就会沟通下一步。</li> </ul> <!-- ================= 问答 23 ================= --> <ul class="quote"> <li class="grey">Why do you think Heroes 3 is so popular with fans? Will the remake be able to achieve the same popularity?</li> <li class="bold">你认为为什么《英雄无敌3》如此受粉丝欢迎?重制版能取得同样的受欢迎程度吗?</li> <li class="eo">For me it’s a combination of many things, amongst other great strategic gameplay built on the very solid foundations of I and II, the Fantasy adventure toybox with all the classic creatures from D&amp;D to Myths and fairy tales, the unforgettable music and also a favorable context – released during the golden age of PC gaming and strategy, rampant piracy and growing PC audience in the West but also in the East. As for the Remake, please ask me again in 27 years wink Erathia must survive!</li> <li class="acc">对我来说这是许多因素的结合,除了建立在1代和2代非常坚实基础上的出色策略玩法,还有从 DND 到神话与童话中所有经典生物的奇幻冒险玩具盒、令人难忘的音乐,以及有利的背景——发布于 PC 游戏和策略游戏的黄金时代、盗版猖獗以及西方和东方PC受众增长之时。至于重制版,请 27 年后再问我吧,埃拉西亚必须生存!</li> </ul> <!-- ================= 问答 24 ================= --> <ul class="quote"> <li class="grey">Will there be a collector&apos;s edition of the game? What will it include?</li> <li class="bold">游戏会有典藏版吗?它会包含什么?</li> <li class="eo">Details on the different editions will be announced as we get closer to launch.</li> <li class="acc">不同版本的细节将在临近发布时公布。</li> </ul> <h4 class="al">魔法门品牌 - Franchise</h4> <!-- ================= 系列问题 1 ================= --> <ul class="quote"> <li class="grey">After the announcement of the Heroes 3 remake, should we expect new Olden Era content? Can we expect expansions with new factions in the near future?</li> <li class="bold">在《英雄无敌3》重制版公布后,我们应该期待《上古纪元》的新内容吗?我们能在不久的将来期待带有新阵营的资料片吗?</li> <li class="eo">Unfrozen have already communicated their roadmap for Olden Era, more content is definitely coming.</li> <li class="acc">Unfrozen 已经公布了《上古纪元》的路线图,更多内容肯定会到来。</li> </ul> <!-- ================= 系列问题 2 ================= --> <ul class="quote"> <li class="grey">Aren&apos;t you worried about competition between H3R and Olden Era? I assume the same people will play these games; aren&apos;t you creating competition for yourself?</li> <li class="bold">你们不担心H3R和《上古纪元》之间的竞争吗?我猜会是同一批人玩这些游戏;你们不是在给自己制造竞争吗?</li> <li class="eo">We hope players will play both games; we know Heroes fans play multiple games.</li> <li class="acc">我们希望玩家会两款游戏都玩;我们知道英雄无敌粉丝会玩多款游戏。</li> </ul> <!-- ================= 系列问题 3 ================= --> <ul class="quote"> <li class="grey">Are there any other unannounced Might &amp; Magic projects currently in the works?</li> <li class="bold">目前是否有其他未公布的《魔法门》项目正在制作中?</li> <li class="eo">I cannot say sorry smile teeth</li> <li class="acc">我不能说,抱歉</li> </ul> <!-- ================= 系列问题 4 ================= --> <ul class="quote"> <li class="grey">Are there any plans for remasters of classic Might and Magic games?</li> <li class="bold">有计划重制经典《魔法门》游戏吗?</li> <li class="eo">No as of today. Remasters are tricky,</li> <li class="acc">截至目前没有。重制很棘手,</li> </ul> <!-- ================= 系列问题 4A ================= --> <ul class="quote"> <li class="grey">The Might and Magic RPG fanbase is very small compared to that of Heroes, how big would the sales potential be?</li> <li class="bold">与英雄无敌相比,《魔法门》RPG 粉丝群体非常小,销售潜力会有多大?</li> <li class="eo">RPG as a genre has completely changed dimension with games such as Baldur’s Gate 3 or Witcher 3, setting up incredibly hard to reach expectations amongst RPG players. Also we would need to locate the original source code… not always a piece of cake.</li> <li class="acc">RPG 作为一个类型已经因《博德之门3》或《巫师3》等游戏而完全改变了维度,在 RPG 玩家中设定了极其难以达到的期望。此外,我们还需要找到原始源代码…… 这并不总是小菜一碟。</li> </ul> <!-- ================= 系列问题 5 ================= --> <ul class="quote"> <li class="grey">We currently have two active Might &amp; Magic Heroes projects in the works. This is encouraging. However, I imagine Might &amp; Magic fans are still feeling the pinch. Should we expect an RPG (or any other genre) game?</li> <li class="bold">我们目前有两个活跃的《魔法门之英雄无敌》项目正在制作中。这令人鼓舞。然而,我想《魔法门》粉丝仍然感到紧缺。我们应该期待一款 RPG(或任何其他类型)游戏吗?</li> <li class="eo">I would love to see Might and Magic return to its classic RPG roots. But for that to happen we would need repeated proven successes with our current games, and also be able to find the talents with the required genre expertise and also interested and passionate about the series. It’s a step-by-step process.</li> <li class="acc">我很想看到《魔法门》回归其经典 RPG 根源。但要做到这一点,我们需要当前游戏反复取得经过验证的成功,还需要找到具备所需类型专业知识、并且对这个系列感兴趣且有热情的人才。这是一个循序渐进的过程。</li> </ul> <!-- ================= 系列问题 6 ================= --> <ul class="quote"> <li class="grey">Many games in the franchise have a huge number of modders working on them. Releasing the source code of the games would help many people develop their mods. Have you considered releasing the source code for older (outdated) games in the series?</li> <li class="bold">该系列中许多游戏都有大量模组作者在为其工作。发布游戏的源代码会帮助许多人开发模组。你们是否考虑过发布系列中较旧(过时)游戏的源代码?</li> <li class="eo">No to release, keep in mind that for some games we simply don’t have the source code. On the other hand, we may share some info and assets we have with some trusted modders, for example for the Dark Messiah Restoration mode. We haven’t had the opportunity for such collaboration on a Heroes title yet but it could happen.</li> <li class="acc">不会发布,请记住,对于某些游戏我们根本没有源代码。另一方面,我们可能会与一些受信任的模组作者分享我们拥有的一些信息和素材,例如《黑暗弥赛亚》修正模式。我们还没有机会在英雄无敌作品上进行这种合作,但这可能会发生。</li> </ul> <!-- ================= 系列问题 7 ================= --> <ul class="quote"> <li class="grey">Is there any new news from the world of Ashan? Perhaps there are plans for a new game (remake) or at least a book? smile teeth After Julien Pirou&apos;s interview, many were very sorry that so many great plans and games were not realized. Maybe it&apos;s time to think about these projects again?</li> <li class="bold">亚山世界有什么新消息吗?也许有计划推出新游戏(重制)或至少一本书?在 Julien Pirou 的采访之后,许多人都为那么多伟大的计划和游戏未能实现而感到非常遗憾。也许是时候重新考虑这些项目了?</li> <li class="eo">That could be great, love Julien, but again it will depend on our current projects perform first.</li> <li class="acc">那可能很棒,喜欢 Julien,但再次强调,这将首先取决于我们当前项目的表现。</li> </ul> <!-- ================= 系列问题 8 ================= --> <ul class="quote"> <li class="grey">Have you considered merging the universes (Ashan and the old universe)? Or creating a new world? What is the brand&apos;s direction for the next five years, and which universe will you continue to develop (with new games)?</li> <li class="bold">你们是否考虑过合并宇宙(亚山和旧世界)?或者创建一个新世界?品牌未来五年的方向是什么,你们将继续开发哪个宇宙(推出新游戏)?</li> <li class="eo">For now, we’re focused on Enroth as main world to develop, although our Fates TCG set in the Sea of Fates which technically is close to a “merged Ashan-Old Universe”.</li> <li class="acc">目前,我们专注于将恩洛斯作为主要世界来开发,尽管我们的《命运》TCG设定在命运之海,从技术上讲接近“合并的亚山-旧世界”。</li> </ul> <!-- ================= 系列问题 9 ================= --> <ul class="quote"> <li class="grey">Heroes of Might and Magic: 30th Anniversary Retrospective was recently published. Should we expect any new books (world histories, developer diaries, Atlases of Worlds, the Enroth Cookbook)?</li> <li class="bold">《魔法门之英雄无敌:30周年回顾》最近发布了。我们应该期待任何新书吗(世界历史、开发者日记、世界地图集、恩洛斯食谱)?</li> <li class="eo">In terms of book we have the Table top RPG from Modiphius / Lans Macabre coming this year. There will be some art books from Archon for their projects. After that, let’s see what makes sense, it must be financially viable for our Publishing partners, meaning there should be an audience and a demand for it.</li> <li class="acc">在书籍方面,我们有来自 Modiphius / Lans Macabre 的桌面RPG将在今年推出。Archon 会为他们的项目推出一些艺术设定集。在那之后,让我们看看什么合理,它必须对我们的出版合作伙伴具有财务可行性,这意味着应该有受众和需求。</li> </ul> <!-- ================= 系列问题 10 ================= --> <ul class="quote"> <li class="grey">The announcement of three new factions this year in Heroes of Might &amp; Magic III: The Board Game is exciting. Should we expect more new factions from other mods (like Day of Reckoning), or are these the last available expansions?</li> <li class="bold">今年《魔法门之英雄无敌III:桌游》公布三个新阵营令人兴奋。我们应该期待来自其他模组(如DoR)的更多新阵营吗,还是这些是最后可用的扩展?</li> <li class="eo">As far as I know this is the last campaign for the Heroes III boardgame, let’s see how it goes. But ultimately it is Archon’s decision.</li> <li class="acc">据我所知,这是《英雄无敌3》桌游的最后一个战役,让我们看看进展如何。但最终这是 Archon 的决定。</li> </ul> <!-- ================= 系列问题 11 ================= --> <ul class="quote"> <li class="grey">Is the Chinese version of Heroes Dynasty currently supported? Are there any other games in the brand currently published only in China? Should we expect anything in the global release?</li> <li class="bold">《英雄无敌:王朝》中文版目前是否仍受支持?该品牌目前是否有其他仅在中国发行的游戏?我们应该期待全球发行吗?</li> <li class="eo">Heroes Dynasty is still supported, the future will depend on the develop/publisher Longtu. A new Heroes SLG by Ruyi games/Tencent has just begun closed testing in China, we’ll see how it goes with the local heroes and mobile strategy fans. For now globally it’s still “just” Era of Chaos which is going to celebrate their 7th anniversary soon.</li> <li class="acc">《英雄王朝》仍受支持,未来将取决于开发商/发行商龙图。由 Ruyi games/腾讯 开发的一款新的英雄无敌 SLG 刚刚在中国开始封闭测试,我们看看它在当地英雄无敌和移动策略粉丝中的表现如何。目前全球范围内仍然“只是”《战争纪元》,它即将庆祝其 7 周年。</li> </ul> <!-- ================= 系列问题 12 ================= --> <ul class="quote"> <li class="grey">Should we expect new fractions after Sylvan in Fates? Will we see the Dark Elves of Ashan, or, conversely, with the announcement of the Heroes 3 remake, should we expect races from the old universe?</li> <li class="bold">我们应该期待《命运》中森林之后的新阵营吗?我们会看到亚山的黑暗精灵,或者相反,随着《英雄无敌3》重制版的公布,我们应该期待旧宇宙的种族吗?</li> <li class="eo">As long as the game remains popular It’s safe to assume that there will be new cards and probably other factions. Follow the Fates TCG social media / discord sever to get the latest updates and news</li> <li class="acc">只要游戏保持受欢迎,就可以安全地假设会有新卡牌,可能还有其他阵营。关注《命运》TCG 的社交媒体 / Discord 服务器以获取最新更新和新闻。</li> </ul> <h4 class="al">其它 - Special questions</h4> <!-- ================= 特别问题 1 ================= --> <ul class="quote"> <li class="grey">Tell us a little about yourself. We understand you currently live in Shanghai, China. How did you end up there? Why China?</li> <li class="bold">请稍微介绍一下你自己。我们了解到你目前住在中国上海。你是怎么到那里的?为什么是中国?</li> <li class="eo">I grew up with video games, I had my first Amstrad cpc 464 at 6, then Amiga, PC, home and handheld console from 8 bits to PS5 today. After my study I had the chance to secure an internship at Ubisoft Headquarters in Paris, at that time it wasn’t the giant publisher it is now yet, but ambitious projects and studios were starting to spawn all over the world. I always wanted to “make games” and I was presented with the opportunity to either join a dev team either in Montreal or Shanghai. I travelled to Shanghai to get a feeling for the life there and fell in love with the city – the Blade Runner/Cyberpunk like skyline, the high tech studio and energy an talent of the people and dev … and here we are 20 years later, I’m still there. I find it puzzling when many people think of today’s China as a low-cost country producing cheap but bad quality products and games… from what I can observe they’re at the cutting edge of so many industries and technologies, and we haven’t seen the whole of it yet. In many ways It’s just stimulating for me to be where the world of tomorrow is being shaped today.</li> <li class="acc">我是伴随着电子游戏长大的,6 岁时有了第一台 Amstrad CPC 464,然后是 Amiga、PC、家用和掌上主机,从 8 位到今天的 PS5。学业结束后,我有机会在巴黎的育碧总部获得实习机会,那时它还不是如今的巨头发行商,但雄心勃勃的项目和工作室已经开始在世界各地涌现。我一直想“做游戏”,当时有机会加入蒙特利尔或上海的一个开发团队。我去上海感受那里的生活,并爱上了这座城市——类似《银翼杀手》/赛博朋克的天际线、高科技工作室以及人们和开发者的活力与才华…… 20 年后的今天,我仍然在那里。当很多人把今天的中国视为生产廉价但劣质产品和游戏的低成本国家时,我觉得很困惑…… 据我观察,他们在许多行业和技术上都处于前沿,而我们还没有看到全貌。在很多方面,身处今天正在塑造明日世界的地方,对我来说就是很刺激。</li> </ul> <!-- ================= 特别问题 2 ================= --> <ul class="quote"> <li class="grey">What did you work on before the Might &amp; Magic franchise? Has your life and profession always been connected to computer games?</li> <li class="bold">在《魔法门》系列之前你做什么工作?你的生活和职业一直与电脑游戏相关吗?</li> <li class="eo">Except Might and Magic I worked in production on new IPs such as Tom Clancy’s Endwar, I Am Alive and some big brand project such as Splinter Cell or Michael Jackson games. I also held the role of Brand director for China Publishing for several years, leading a team helping bring and adapt some of our biggest games and franchises to/for China players e.g. The Division 2, Assassin’s Creed Odyssey, Rabbids, Rayman, Just Dance etc, working with Nintendo, Tencent, and even some movie major. I don’t say “before Might and Magic” as I have almost always worked on Might and Magic projects during my 20 years at Ubisoft, some which unfortunately never became public.</li> <li class="acc">除了《魔法门》,我还参与过新 IP 的制作,如《汤姆·克兰西:终结战争》《我还活着》以及一些大品牌项目,如《细胞分裂》或迈克尔·杰克逊游戏。我还担任过数年中国发行品牌总监,带领团队帮助将我们一些最大的游戏和系列引入/适配中国玩家,例如《全境封锁2》《刺客信条:奥德赛》《疯狂兔子》《雷曼》《舞力全开》等,与任天堂、腾讯甚至一些电影巨头合作。我不说“在《魔法门》之前”,因为我在育碧的 20 年里几乎一直参与《魔法门》项目,其中一些不幸从未公开。</li> </ul> <!-- ================= 特别问题 3 ================= --> <ul class="quote"> <li class="grey">What games do you play? Do you play Might &amp; Magic Fates / Olden Era / other games you&apos;ve helped develop? Could we meet you there by chance in multiplayer?</li> <li class="bold">你玩什么游戏?你玩《魔法门:命运》/《上古纪元》/你帮助开发的其他游戏吗?我们能在多人游戏里碰巧遇到你吗?</li> <li class="eo">I play all the games, I don’t like or play multiplayer though unless it’s coop or hot seat, I’m more of a campaign/single scenario kind of player. Currently I’m replying all the classic Heroes III campaigns in the Remake, trying to remember the old strategies, I’m having a great time proud</li> <li class="acc">我玩所有游戏,但我不喜欢也不玩多人,除非是合作或热座,我更像战役/单场景型玩家。目前我正在重制版中重玩所有经典《英雄无敌3》战役,努力回忆过去的策略,我玩得很开心 proud</li> </ul> <!-- ================= 特别问题 5 ================= --> <ul class="quote"> <li class="grey">Do you have any hobbies? What&apos;s your favorite book, movie, or TV series? Favorite food :)</li> <li class="bold">你有什么爱好?你最喜欢的书、电影或电视剧是什么?最喜欢的食物 :)</li> <li class="eo">I love sports in general, training Thai boxing three times a week. I’m currently reading Dungeon Crawler’s Carl and watching The Gentlemen season 2, a cool gangster Tv show by Guy Ritchie. As for food, I love eating any sort of tofu, China has so many great Tofu-based dishes, especially if you can eat “spicy”.</li> <li class="acc">我总体上喜欢运动,每周训练三次泰拳。我目前正在读《Dungeon Crawler Carl》,并在看《绅士们》第二季,一部由盖·里奇制作的酷炫黑帮电视剧。至于食物,我喜欢吃任何种类的豆腐,中国有太多很棒的豆腐菜肴,尤其是如果你能吃“辣”。</li> </ul> <!-- ================= 特别问题 6 ================= --> <ul class="quote"> <li class="grey">You meet a fan (for example, of Might &amp; Magic heroes) who dreams of becoming a game developer for their favorite franchise. Would you recommend them to follow that path, or is developing a game completely different from playing one? Where should they start? What advice would you give them?</li> <li class="bold">你遇到一个粉丝(例如《魔法门之英雄无敌》的粉丝),梦想成为自己最爱系列的游戏开发者。你会建议他们走这条路吗,还是开发游戏与玩游戏完全不同?他们应该从哪里开始?你会给他们什么建议?</li> <li class="eo">I would say start by joining a mod team as a contributor or create maps, campaigns or fan arts, create and animate a community. I won’t say it’s easy and common but it is possible, we know a few who made it e.g. Magdalena Katanska or Iana Venge for artists or Papyjama as a map maker for Heroes III and now a Level designer for Olden Era.</li> <li class="acc">我会说,先从作为贡献者加入一个模组团队开始,或者制作地图、战役或粉丝艺术,创建并活跃一个社区。我不会说这很容易和常见,但这是可能的,我们知道一些人做到了,例如艺术家 Magdalena Katanska 或 Iana Venge,或者 Papyjama 作为《英雄无敌3》地图制作者,现在是《上古纪元》的关卡设计师。</li> </ul></div> 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>