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 Sun, 24 May 2026 18:29:48 GMT heroesv@gmail.com (EvilP) http://www.heroworld.net/logo.gif 英雄世界 - 游戏人的家英雄无敌专题站 http://www.heroworld.net/ 上古纪元#补丁 0.80.16 http://www.heroworld.net/news.php?id=2004 http://www.heroworld.net/news.php?id=2004 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427674 hoe Thu, 21 May 2026 15:51:24 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/687506377581527474">https://store.steampowered.com/news/app/3105440/view/687506377581527474</a></p> <h4 class="al">新功能 - New Features</h4> <ul> <li class="eo">Added an alternative starting camera position in combat. It allows you to zoom the starting position in a little closer or, conversely, further out.</li> <li>在战斗中新增了可选的初始镜头位置。允许玩家将起始视角拉近一点,或者反之拉远一点。</li> </ul> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed the pocket dimension logic with the "Direct Supervision" skill that allowed army size to be doubled.</li> <li>修复了“直接监管”技能中次元袋逻辑导致军队规模翻倍的问题。</li> <li class="eo">Fixed a bug that doubled garrison troops during a city siege.</li> <li>修复了攻城战时守备部队数量翻倍的错误。</li> <li class="eo">Fixed incorrect behavior of the "Taunt" effect.</li> <li>修复了“嘲讽”效果的不正确行为。</li> <li class="eo">Fixed a bug where the camera would sometimes zoom in too far at the start of combat.</li> <li>修复了战斗开始时镜头有时会过度拉近的问题。</li> <li class="eo">Disabled camera position saving between battles.</li> <li>禁用了战斗之间保存镜头位置的功能。</li> <li class="eo">Fixed a bug where a hero on the map could not interact with a city by pressing Space.</li> <li>修复了大地图上英雄无法通过空格键与城镇互动的问题。</li> <li class="eo">Fixed a bug that made it impossible to use a hero&apos;s strike when using the upgraded Excalibur.</li> <li>修复了使用升级版王者之剑时无法发动英雄直接攻击的问题。</li> <li class="eo">Fixed incorrect camera behavior in certain situations.</li> <li>修复了特定情况下的镜头行为异常。</li> <li class="eo">Fixed tournament information display after loading a save.</li> <li>修复了读取存档后锦标赛信息显示异常的问题。</li> <li class="eo">Fixed UI breaking when loading the game in map view mode after one of the participants had left the match.</li> <li>修复了有参与者离开比赛后,在地图视图模式下加载游戏导致的界面崩溃。</li> <li class="eo">Fixed incorrect display of the name of a participant who lost or left the game.</li> <li>修复了已失败或离开游戏的参与者姓名显示错误。</li> <li class="eo">Fixed the "Perception" sub-skill of the "Insight" skill.</li> <li>修复了“启迪术”技能的“洞察敌情”子技能。</li> <li class="eo">Fixed Cyrillic character display in player nicknames.</li> <li>修复了玩家昵称中西里尔字符的显示问题。</li> </ul> <h4 class="al">战役 - Campaign</h4> <p><strong>⚠️ 大多数修复不适用于补丁发布前已进入任务的存档 ⚠️</strong></p> <h5>通用 - General</h5> <ul> <li class="eo">Fixed game area layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.</li> <li>修复了多个任务中的游戏区域布局。此修复直接影响人机行为逻辑以及与领土控制相关的子技能运作。</li> <li class="eo">Fixed the timing of story dialogue windows in a number of missions — dialogues following the defeat of story enemies now play strictly after their death animation, not before it.</li> <li>修复了多个任务中剧情对话窗口的时机——击败剧情敌人后的对话现在严格在其死亡动画播放后触发,而非之前。</li> <li class="eo">Necromancy is now enabled by default for Necromancer heroes.</li> <li>亡灵巫师英雄现在默认开启招魂术。</li> </ul> <h5>“深入树林” - Into the Woods</h5> <ul> <li class="eo">Fixed a bug that caused the dialogue with the Crystal Canyon guards to repeat after the player chose to attack them.</li> <li>修复了玩家选择攻击水晶峡谷守卫后,相关对话会重复触发的错误。</li> </ul> <h5>“无尽纷争” - Never-ending Conflict</h5> <ul> <li class="eo">Removed a pile of resources that was located inside decorations and was inaccessible.</li> <li>移除了位于装饰物内部且无法获取的一堆资源。</li> <li class="eo">Added unique inventory icons for quest-related items.</li> <li>为任务相关物品添加了独特的背包图标。</li> </ul> <h5>“燃烧之心” - Burning Hearts</h5> <ul> <li class="eo">Fixed a bug in the dialogue with the builders: selecting "Give Resources" now correctly deducts them from the player&apos;s total.</li> <li>修复了与建造者的对话错误:选择“给予资源”现在会正确地从玩家库存中扣除资源。</li> <li class="eo">The builders&apos; quest is now correctly removed from the journal if the player changes their mind about fulfilling the conditions and decides to attack them instead.</li> <li>如果玩家改变主意决定攻击建造者而非完成任务条件,建造者任务现在会正确地从日志中移除。</li> <li class="eo">Fixed a bug where Ignatius would appear in the final dialogue even when he shouldn&apos;t have. ;</li> <li>修复了伊格内修斯在不该出现的情况下出现在最终对话中的错误。 ;</li> <li class="eo">The neutral Warlock will no longer return and attack the spies at the portal.</li> <li>中立的术士将不再返回并攻击传送门处的间谍。</li> </ul> <h5>“血族盟约” - Deal with a Vampire</h5> <ul> <li class="eo">Fixed bugs with quest markers.</li> <li>修复了任务标记的相关错误。</li> </ul> <h5>“营救骑士” - Saving the Knight</h5> <ul> <li class="eo">Fixed a critical bug related to the Sentinel of Glory that broke all subsequent mission scripts.</li> <li>修复了与“荣耀守望者”相关的严重错误,该错误会导致所有后续任务脚本失效。</li> <li class="eo">Fixed a critical bug related to the Troglodyte that broke all subsequent mission scripts.</li> <li>修复了与“穴居人”相关的严重错误,该错误会导致所有后续任务脚本失效。</li> <li class="eo">Fixed the Troglodyte dialogue replaying after selecting "Attack."</li> <li>修复了选择“攻击”后穴居人对话会重复播放的问题。</li> </ul> <h5>“叛变”与“堕蚀” - Renegade and/or Corruption</h5> <ul> <li class="eo">Fixed a bug where, during the amplifier destruction quest, the player received a negative effect despite having the option available to avoid it.</li> <li>修复了在摧毁增幅器的任务中,尽管玩家拥有可避免的选项但仍受到负面效果影响的错误。</li> <li class="eo">Added a unique model and icon for one of the quest items.</li> <li>为其中一个任务物品添加了独特的模型和图标。</li> <li class="eo">Fixed a bug that caused an infinite tactical phase in the battle with the Necromancer at the portal.</li> <li>修复了在传送门处与亡灵巫师战斗时导致战术阶段无限循环的错误。</li> <li class="eo">Updated the bonus movement point logic for all heroes.</li> <li>更新了所有英雄的额外移动点逻辑。</li> <li class="eo">Minor mission balance tweaks.</li> <li>轻微的任务平衡性调整。</li> <li class="eo">Fixed quest markers.</li> <li>修复了任务标记。</li> <li class="eo">Fixed a bug that caused an error in one of the quests.</li> <li>修复了导致某个任务出错的漏洞。</li> <li class="eo">Replaced one outdated voice-over audio track.</li> <li>替换了一条过时的配音音轨。</li> </ul> <h5>“愿阿尔瓦和平” - Alvar Diruil</h5> <ul> <li class="eo">Fixed a bug that allowed one of the battles to be skipped.</li> <li>修复了允许跳过某场战斗的错误。</li> <li class="eo">Map exit points and paths leading to them are now more visually prominent.</li> <li>地图出口点及通往它们的路径现在在视觉上更加显眼。</li> <li class="eo">Fixed incorrect speaker name and portrait display in certain dialogue lines.</li> <li>修复了特定对话行中说话者姓名和头像显示错误的问题。</li> </ul> <h4 class="al">场景 - Scenarios</h4> <p><strong>⚠️ 大多数修复不适用于补丁发布前的存档 ⚠️</strong></p> <h5>通用 - General</h5> <ul> <li class="eo">Fixed game territory layouts in several missions. This fix directly affects AI behavior logic and the correct functioning of sub-skills related to territory control.</li> <li>修复了多个任务中的游戏领土布局。此修复直接影响人机行为逻辑以及与领土控制相关的子技能运作。</li> </ul> <h5>“乐与坟” - Fun and Graves</h5> <ul> <li class="eo">Fixed a bug that blocked mission completion after winning in one of the possible situations.</li> <li>修复了在特定胜利情况下阻止任务完成的错误。</li> <li class="eo">Fixed a bug where the game incorrectly registered the death of one of the characters.</li> <li>修复了游戏错误判定某角色死亡的漏洞。</li> <li class="eo">Fixed the portrait of one of the non-player characters.</li> <li>修复了某位非玩家角色的肖像。</li> </ul> <h5>“闪亮海峡” - Glittering Strait</h5> <ul> <li class="eo">Fixed a bug that caused an empty, broken dialogue to appear.</li> <li>修复了导致出现空白且损坏的对话框的错误。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Updated localization for all languages: added translations for new settings, fixed errors, etc.</li> <li>更新了所有语言的本地化:为新的设置添加了翻译,修复了错误等。</li> <li class="eo">Added the ability to select the localization language in the bug report submission form.</li> <li>在提交错误报告的表单中增加了选择本地化语言的功能。</li> </ul></div> NVC 对 Julien Pirou 的采访 http://www.heroworld.net/news.php?id=2003 http://www.heroworld.net/news.php?id=2003 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427672 mm Tue, 19 May 2026 10:01:43 GMT <div style="width:640px;"><p>来源:<a href="https://vk.ru/@homm_ashan-bolshoe-intervu-s-zhulenom-piru">https://vk.ru/@homm_ashan-bolshoe-intervu-s-zhulenom-piru</a></p> <p>由于篇幅超长,所以没直接塞新闻里:<a href="http://heroworld.gamerhome.com/universe/825.html">传送门</a></p> <p>部分摘录:</p> <ul class="quote"> <li class="grey">How would you imagine the plot unfolding after the events of Dark Messiah? It seems Ashan has reached a dead end. It&apos;s as if the developers deliberately avoided this moment, as if they didn&apos;t know how to continue the story. Tell us how you resolved this plot twist. We understand this is unofficial, but I&apos;m just curious about your opinion. Would we have seen this in Dark Messiah 2, or did the game end where Dark Messiah left off?</li> <li class="bold">您如何看待《黑暗弥赛亚》之后的剧情发展?似乎亚山已经走到了死胡同。就好像开发者故意回避这一刻,好像他们不知道如何继续故事。告诉我们您是如何解决这个情节的转折的。我们明白这是非官方的,但我只是好奇您的意见。我们会在《黑暗弥赛亚2》中看到这一点,还是游戏就在《黑暗弥赛亚》结束的地方结束了?</li> <li class="eo">Dark Messiah 2 was in development around 2015, but sadly was cancelled along with our plans for more Heroes VII expansions, as recalled above. DM2 was an ambitious and exciting project, and its cancellation breaks my heart even a decade later. The idea was for it to take place in a "mystical reflection" of Stonehelm. You would have played Raelag (with the possibility as embracing stealth, magic or melee combat), now a Dragon Knight in training (still struggling to find his “inner dragon”). Raelag arrives in Stonehelm just as the whole city is engulfed in light (basically what we briefly see in the ending cutscene of DM1). Stonehelm now exists partially in the Spirit World in a sort of "primordial bubble", the Rift, and it&apos;s slowly corrupting the lands around it. Whatever happening inside the city must be stopped before all of Ashan is consumed. Within the Rift, Raelag would be guided by the spirit of Tieru (acting as a sort of sarcastic “mission control”), and would meet some old friends like Zehir, who has also come to investigate the phenomenon. Some parts of Stonehelm have been overwhelmed by elemental magic, so there would be an Earth district, a Fire district, etc. The idea was to have an “interconnected” structure, much like in Metroid or Dark Souls, and some areas would change elements over time. The place is overrun by demons, corrupted humans, remnants of Arantir&apos;s undead armies and magical creatures driven mad. Eventually, Raelag discovers that because Sareth&apos;s fate is in flux and the whole of Ashan hangs on his decision, the world is basically freezing around him. It&apos;s like multiple timelines conflicting with each other, with poor Leanna being simultaneously alive and dead for instance. Kha-Beleth is here too, and wants Sareth to embrace his role as the Dark Messiah to bring down the walls of Sheogh. Raelag also discovers that he was always part of Sar-Shazzar&apos;s prophecy: one of the stanzas mentions the “daughter of fire” as well as her “glory” and “everlasting torment”. He realizes that this refers to Tuidhana and as her first-born son, he is her “glory”. That&apos;s why Kha-Beleth conspired to turn him into Agrael, as a means to control all aspects of the prophecy. But he could never have expected Agrael to fall in love with Isabel, which would lead him to reclaim his true nature and become a Dragon Knight. Ultimately, Zehir—always the smartest man in the room—figures out that Order cannot exist without Chaos and vice-versa. The scenario where Sareth banishes the demons forever would break the world just as surely as the scenario where he joins forces with Kha-Beleth to wage war against Asha&apos;s creation. But there&apos;s another way: Sareth can become the Dark Messiah and open the gates of Sheogh... but also lead the demons himself, seeking cohabitation rather than endless war. Of course, this can&apos;t happen while Kha-Beleth is around to whisper in his ear. Which leads to a final battle pitting our heroes against old Kha, who reveals his true identity and form... whatever they may be :D (We were still debating ^) Oh, and there was also a final rematch between Raelag and his old nemesis Veyer, who would turn into a massive Avatar of Destruction. As Sareth embraces his destiny on his own terms, a new balance between Order and Chaos is reached and Ashan is deeply changed as result... paving the way for new lands, new factions, new characters, etc. And an open horizon for stories.</li> <li class="acc">《黑暗弥赛亚2》大约在 2015 年开发中,但遗憾的是随着我们更多《英雄无敌七》资料片的计划一起被取消了,如上所述。黑米2是一个雄心勃勃且令人兴奋的项目,即使十年过去了,它的取消仍让我心碎。这个想法是让它发生在石盔(Stonehelm)的一个“神秘镜像”中。你将扮演雷拉格(可以选择潜行、魔法或近战),他现在是一名正在受训的龙骑士(仍在努力寻找他的“内在巨龙”)。雷拉格到达石盔时,整座城市正被光芒吞没(基本上就是我们短暂看到的黑暗弥赛亚一结局过场动画)。石盔现在部分存在于灵界,处于一种“原初气泡”中,即裂痕(Rift),它正在慢慢腐蚀周围的陆地。必须阻止城内发生的事情,以免整个亚山被吞噬。在裂痕内部,雷拉格将由蒂耶鲁的灵魂引导(充当一种讽刺的“任务控制中心”),并会见一些老朋友,比如泽希尔,他也来调查这一现象。石盔的某些部分已经被元素魔法淹没,所以会有土区、火区等。这个想法是拥有一个“互连”的结构,很像《银河战士》或《黑暗之魂》,有些区域会随时间改变元素。这个地方挤满了恶魔、被腐化的人类、阿兰蒂尔亡灵军队的残余以及发狂的魔法生物。最终,雷拉格发现因为塞拉斯的命运悬而未决,整个亚山都悬在他周围。这就像多条时间线相互冲突,比如可怜的莉娜同时活着和死了。卡-贝勒斯也在这里,他想让塞拉斯接受他作为黑暗弥赛亚的角色,以此推倒谢尔戈的围墙。雷拉格还发现他一直是萨-沙扎预言的一部分:其中一节提到了“火之女儿”以及她的“荣耀”和“永恒的折磨”。他意识到这是指图德哈娜,作为她的长子,他就是她的“荣耀”。这就是为什么卡-贝勒斯密谋把他变成阿格雷尔,以此来控制预言的方方面面。但他绝没想到阿格雷会爱上伊莎贝尔,这导致他找回了真我并成为了一名龙骑士。最终,泽希尔——永远是房间里最聪明的人——弄清楚了秩序不能没有混沌,反之亦然。塞拉斯永远驱逐恶魔的场景会像他加入卡-贝勒斯向亚莎的造物开战一样的确会打破世界。但还有另一种方式:塞拉斯可以成为黑暗弥赛亚并打开谢尔戈的大门……但也亲自领导恶魔,寻求共存而不是无尽的战争。当然,只要卡-贝勒斯还在耳边低语,这就不可能发生。这就导致了一场最终决战,让我们的英雄对抗老卡,他揭示了他的真实身份和形态……不管它们是什么 :D(我们当时还在争论^)哦,还有一场雷拉格和他的宿敌维亚尔的最终复战,维亚尔会变成一个巨大的毁灭化身(Avatar of Destruction)。随着塞拉斯按照自己的意愿拥抱命运,秩序与混沌之间达成了新的平衡,亚山也因此发生了深刻的变化……为新土地、新阵营、新角色等铺平了道路。以及故事的广阔地平线。</li> </ul> <ul class="quote"> <li class="grey">Is there any chance we&apos;ll get MM XI from you? We loved MM X, we really wanted a sequel, and we were very upset that Part 1 wasn&apos;t greenlit. Tell us more about the plot you were planning.</li> <li class="bold">我们有可能从您这里得到 MM XI 吗?我们爱死 MM X 了,我们真的很想要续作,我们对第一部没有被批准感到非常难过。详细说说您计划中的剧情。</li> <li class="eo">Unfortunately, I&apos;m not working at Ubisoft anymore and I don&apos;t own the rights to Might &amp; Magic, so if there&apos;s a MM11 it won&apos;t come from me (but never say never I guess!) My pitch for MM11 (codenamed “Odyssey”, which sounded like a nice follow-up to “Legacy”) was for it to take place in the Dragons&apos; Causeway, east of the Holy Empire. It would have featured the Free City of Stormcliff, the Shanriya Nagas, Blackskull orcs, the Helexia monastery, Ostgerd dwarves... Gameplay-wise, I wanted to go for something a little more modern, with real-time movement but still turn-based battles, more in line with MM6-8 but not exactly similar (I love those games but by today&apos;s standards they are clunky). Playable species would have included Minotaurs and Nagas. There would have been a travelling village (a caravan of sort) which would have followed the player across the land and would have been upgraded over the course of the journey, adding new shops, new NPC... I had lots of ideas.</li> <li class="acc">不幸的是,我已经不在育碧工作了,也不拥有《魔法门》的版权,所以如果要有魔法门11,也不会来自我(但我想永远别说永远!)我对魔法门11的提案(代号“奥德赛 Odyssey”,听起来像是“遗产 Legacy”的一个不错后续)是让它发生在神圣帝国东部的龙脉(Dragons&apos; Causeway)。它会以自由城邦风暴崖(Stormcliff)、Shanriya 娜迦、黑颅兽人、Helexia 修道院、Ostgerd 矮人为特色……在玩法方面,我想做一些更现代化的东西,有实时移动但仍然回合制战斗,更符合魔法门六到八,但不完全一样(我爱那些游戏,但以今天的标准来看它们很笨拙)。可玩物种会包括牛头怪和娜迦。会有一个旅行的村庄(一种大篷车),它会跟着玩家穿越陆地,并在旅程中升级,增加新的商店、新的 NPC……我有很多想法。</li> </ul> <ul class="quote"> <li class="grey">Were there any plans at any stage to add new factions (subfactions) that we hadn&apos;t seen before and that didn&apos;t make it to release?</li> <li class="bold">在任何阶段是否有计划添加我们以前没见过的新阵营(子阵营),但未能发布?</li> <li class="eo">Heroes VII came to an abrupt end in 2016 with the release of Trial by Fire. This happened as Ubisoft had decided to close his third party department, Ubisoft Partners, which had been shepherding Might &amp; Magic games until that point. This unfortunately nipped in the bud all our plans for Heroes VII and beyond, as brought the cancellation of the Dark Messiah sequel we were working on. It was a distressing time for everyone involved. Essentially, I had a masterplan for Heroes VII. I was hoping we would do at least 1, but hopefully 2 more expansions for the game, finally catching up with the events of Heroes V and allowing us to move to the post-Dark Messiah era in Heroes VIII. Overall, it was a story in four acts I liked to call the “rise and fall of the Griffin”. Heroes VII vanilla was “Rise of the Griffin”: it saw Ivan seize power and become Emperor. Trial by Fire was “Triumph of the Griffin”: it&apos;s Ivan at the peak of his power, now fully legitimate as a ruler. The next expansion would have been “Corruption of the Griffin”. It would have been a sequel of sorts to the events of Clash of Heroes, dealing with the madness of Emperor Oleg due to Sandro&apos;s influence. At that time, Sandro is in Lorekeep, having essentially infiltrated and corrupted the Blind Brothers (or at least this particular chapter of the order). We would have followed Alexei IV as he assembles a team of allies to take down Sandro once and for all: characters such as Cyrus, Godric, Nadia as well as Zakera from H6 Shades of Darkness. It would have introduced the Shanriya Sanctuary (the "Ice Nagas" seen in Duel of Champions) as a new faction, as well as Sandro&apos;s Nethermancers as an alternate Necropolis line-up. As you can imagine I was really looking forward to this, as a means to finally tell that story after so much build-up. I would have been happy with just doing that one, but even happier if we could have done a third and final expansion, which would have been "The Fall of the Griffin". It would have been about the War of the Eclipse, with Inferno returning, and would have ended with Alexei&apos;s death and Nicolai&apos;s crowning, bringing us full circle. But it&apos;s as they say: the best laid plans of mice and men still come undone...</li> <li class="acc">《英雄无敌七》随着《烈火试炼》的发布在 2016 年戛然而止。这是因为育碧决定关闭其第三方部门 Ubisoft Partners,该部门直到那时一直在指导《魔法门》游戏。不幸的是,这扼杀了我们关于《英雄无敌七》及更远未来的所有计划,导致我们正在制作的《黑暗弥赛亚》续作被取消。这对所有相关人员来说都是一段痛苦的时期。基本上,我为《英雄无敌七》制定了一个总体规划。我希望我们能做至少 1 个,希望是 2 个更多的资料片,最终赶上《英雄无敌五》的事件,让我们能在《英雄无敌八》中进入后黑暗弥赛亚时代。总的来说,这是一个我称之为“狮鹫的兴衰”的四幕剧故事。《英雄无敌七》原版是“狮鹫的崛起”:见证了伊凡夺取政权并成为皇帝。《烈火试炼》是“狮鹫的胜利”:伊凡处于权力的顶峰,作为统治者完全合法化了。下一个资料片本该是“狮鹫的腐化”。这在某种程度上是《英雄交锋》事件的续集,涉及 Oleg 皇帝因桑德罗的影响而发疯。那时,桑德罗在学识要塞,基本上已经渗透并腐化了盲眼兄弟会(或者至少是修会的这一分支)。我们将跟随亚历克斯四世组建一支盟友队伍,以一劳永逸地打倒桑德罗:包括塞勒斯,哥德里克,娜迪亚以及来自六代《暗影黎明》的紮库菈等角色。它会引入 Shanriya 圣所(在《冠军对决》中看到的“冰娜迦”)作为一个新阵营,以及桑德罗的虚空法师(Nethermancers)作为亡灵堡垒的替代阵容。你可以想象我非常期待这个,以此作为在这么多铺垫之后终于讲述那个故事的手段。如果能做完这一个我就很开心了,但如果能做第三个也是最后一个资料片就更开心了,那将是“狮鹫的陨落”。它将关于日蚀之战(War of the Eclipse),地狱回归,并以亚历克斯的死和尼科莱的加冕告终,让我们圆满收官。但正如他们所说:老鼠和人类最好的计划仍然会落空……</li> </ul></div> 上古纪元#补丁 0.80.15 http://www.heroworld.net/news.php?id=2002 http://www.heroworld.net/news.php?id=2002 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427666 hoe Thu, 14 May 2026 16:54:07 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/524250360211046509">https://store.steampowered.com/news/app/3105440/view/524250360211046509</a></p> <p>顺便首发折扣结束,现在游戏售价已经恢复到 149 RMB。</p> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed a bug where AI was not constructing buildings in its cities.</li> <li>修复了电脑玩家不在其城镇内建造建筑的问题。</li> <li class="eo">Fixed a bug where a player would sometimes not appear in the "Connection Problem" window for kicking.</li> <li>修复了有时玩家不会出现在用于踢人的“连接问题”窗口中的问题。</li> </ul></div> 上古纪元#补丁 0.80.14 http://www.heroworld.net/news.php?id=2001 http://www.heroworld.net/news.php?id=2001 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427664 hoe Wed, 13 May 2026 16:10:51 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/703267707461568588">https://store.steampowered.com/news/app/3105440/view/703267707461568588</a></p> <div class="acc quote"> <p>数据里没有任何平衡改动,全是新增难度调整和战役变动。冒险地图的建筑改了很多风味文本。使用本站文本包的记得更新文本包。</p> <p>可能由于官方修改难度系数&amp;*U*&amp;BT&amp;^FYU,所以现在 AI 的城建会出问题。</p> </div> <h3>问题修复 - Bug Fixes</h3> <h4 class="al">网络与稳定性 - Network &amp; Stability</h4> <ul> <li class="eo">Fixed a desync issue caused by the “Involuntary Summons” building in loaded saves.</li> <li>修复了读取存档时由“强制召唤”建筑引起的不同步问题。</li> <li class="eo">Fixed a desync issue caused by the “Guild of Six Winds” building.</li> <li>修复了由“六风公会”建筑引起的不同步问题。</li> <li class="eo">Fixed a freeze in loaded saves where simultaneous turns had been interrupted.</li> <li>修复了读取存档时因同时回合被中断而导致的卡死问题。</li> <li class="eo">Network lobby &amp; matchmaking:</li> <li>网络大厅与匹配机制:</li> <li class="eo">Fixed windows closing for players when lobby settings were changed.</li> <li>修复了修改大厅设置时玩家窗口意外关闭的问题。</li> <li class="eo">Reconnection timeout after a disconnect reduced from 6 to 4 minutes.</li> <li>断线后的重连超时时间从 6 分钟缩短至 4 分钟。</li> <li class="eo">Improved opponent search in matchmaking.</li> <li>改进了匹配机制中的对手搜索功能。</li> <li class="eo">Fixed a bug where a player who left a match was not actually removed from it, potentially causing the match to run indefinitely.</li> <li>修复了离开比赛的玩家未被实际移除,导致比赛可能无限运行的问题。</li> <li class="eo">Kicked players no longer appear in the connection issues window.</li> <li>被踢出的玩家不再显示在连接问题窗口中。</li> <li class="eo">Various other network stability improvements.</li> <li>其他多项网络稳定性改进。</li> </ul> <h4 class="al">计时器、热座模式与界面 - Timers, Hotseat &amp; UI</h4> <ul> <li class="eo">Fixed a bug preventing combat from starting on templates with tournaments and “Hell Light Arena” in hotseat mode.</li> <li>修复了热座模式下,在包含锦标赛和“炼狱之光竞技场”的模板中无法开始战斗的问题。</li> <li class="eo">Players now receive +5 seconds on the timer after each stack ends its turn in combat.</li> <li>玩家在战斗中每支部队结束行动后,计时器将获得 +5 秒的加成。</li> <li class="eo">Changed the rules for timer penalty accumulation when restarting a match.</li> <li>更改了重开比赛时计时器惩罚累积的规则。</li> <li class="eo">Fixed incorrect display of time spent in the campaign.</li> <li>修复了战役中耗时显示不正确的问题。</li> <li class="eo">Redesigned building windows on the city construction screen.</li> <li>重新设计了城镇建造界面中的建筑窗口。</li> <li class="eo">Buildings with a choice are now more prominent: options are displayed separately, and the text indicating a choice must be made has been added to the button.</li> <li>带有选择项的建筑现在更加醒目:选项单独显示,且按钮上增加了提示必须做出选择的文字。</li> <li class="eo">Camera tracking has been disabled in the following situations: entering a town and leaving without a hero; dismissing a hero.</li> <li>在以下情况下禁用了镜头追踪:进入城镇且无英雄随行便离开;解雇英雄。</li> </ul> <h3>平衡性调整 - Balance</h3> <ul> <li class="eo">Difficulty levels in the campaign and on random maps have been adjusted:</li> <li>战役和随机地图的难度等级已进行调整:</li> <li class="eo">A new AI difficulty level has been added to random maps, sitting between Normal and Hard. The full list in ascending order: Easy, Normal, Moderate, Hard, Unfair, and a separate Multiplayer difficulty outside this scale.</li> <li>随机地图新增了一个介于普通和困难之间的人机难度等级。完整难度列表(升序排列):简单、普通、适中、困难、不公,以及一个在此标准之外的独立多人难度。</li> <li class="eo">AI behavior on Hard and Unfair difficulties has been slightly adjusted. As these levels are intended to challenge experienced players, AI strength on these difficulties has been increased.</li> <li>略微调整了困难和极难难度下的人机行为。由于这些等级旨在挑战资深玩家,因此提升了这些难度下的人机强度。</li> <li class="eo">Balancing of Easy and Normal campaign difficulties is ongoing. Changes have been made to the missions “Never-ending Conflict,” “Burning Hearts,” “Deal with a Vampire,” and “Alvar Diruil.” A mission restart is recommended to apply changes in full.</li> <li>简单和普通战役难度的平衡工作仍在进行中。已对“无尽纷争”、“燃烧之心”、“血族盟约”和“愿阿尔瓦和平”任务进行了调整。建议重新开始任务以完全应用更改。</li> <li class="eo">We will continue monitoring difficulty levels in both the campaign and standard play to ensure every player can find their comfort zone. Keep sharing your feedback in the comments and on social media.</li> <li>我们将继续监测战役和标准游戏中的难度等级,确保每位玩家都能找到适合自己的舒适区。请继续在评论区和社交媒体上分享您的反馈。</li> </ul> <h3>战役 - Campaign</h3> <h4 class="al">通用修复 - General Fixes</h4> <ul> <li class="eo">Fixed portrait display for certain characters in the final campaign missions.</li> <li>修复了最终战役任务中某些角色的头像显示问题。</li> <li class="eo">Fixed camera tracking on enemy heroes in the missions “Never-ending Conflict,” “Burning Hearts,” “Renegade,” “Corruption,” and “Alvar Diruil” (when the relevant setting is enabled).</li> <li>修复了“无尽纷争”、“燃烧之心”、“叛变”、“堕蚀”和“愿阿尔瓦和平”任务中对敌方英雄的镜头追踪(当相关设置开启时)。</li> </ul> <h4 class="al">特定任务修复 - Mission-Specific Fixes</h4> <ul> <li class="eo">Garner Hills</li> <li>加纳山丘(Garner Hills)</li> <li class="eo">Fixed a missing final dialogue when all minotaurs had been lost.</li> <li>修复了所有牛头怪阵亡时缺失的最终对话。</li> <li class="eo">Into the Woods</li> <li>进入森林(Into the Woods)</li> <li class="eo">Fixed territory boundary markings.</li> <li>修复了领土边界标记。</li> <li class="eo">Moved some quest objects for better narrative flow.</li> <li>移动了一些任务目标以优化叙事流程。</li> <li class="eo">Fixed dialogue timing after combat with an enemy: it now plays after the enemy&apos;s death animation, not before.</li> <li>修复了与敌人战斗后的对话时机:现在会在敌人死亡动画播放后触发,而非之前。</li> <li class="eo">Alvar Diruil</li> <li>愿阿尔瓦和平(Alvar Diruil)</li> <li class="eo">Fixed quest markers displaying above creature banks.</li> <li>修复了任务标记显示在生物宝箱上方的问题。</li> <li class="eo">Fixed various cases of dialogue appearing at the wrong time.</li> <li>修复了对话在不当时机出现的情况。</li> <li class="eo">Eternal Conflict</li> <li>无尽纷争(Eternal Conflict)</li> <li class="eo">Fixed fog of war reveal over a quest object.</li> <li>修复了任务目标上方的战争迷雾揭示问题。</li> <li class="eo">Fixed a bug preventing combat with a story character from starting.</li> <li>修复了无法与剧情角色开始战斗的错误。</li> <li class="eo">Burning Hearts</li> <li>燃烧之心(Burning Hearts)</li> <li class="eo">Fixed a quest marker remaining above the astrologer&apos;s tower after the related objective was completed.</li> <li>修复了相关目标完成后占星师塔楼上方仍残留任务标记的问题。</li> <li class="eo">Corruption</li> <li>堕蚀(Corruption)</li> <li class="eo">Fixed a reward not being granted for one of the side quests.</li> <li>修复了某个支线任务未发放奖励的问题。</li> <li class="eo">Fixed reputation values shown in one of the dialogues.</li> <li>修复了某段对话中显示的声望值。</li> <li class="eo">Fixed the speaker name on one of the slides.</li> <li>修复了其中一个对话的说话者名称。</li> </ul> <h4 class="al">场景 - Scenarios</h4> <ul> <li class="eo">“Fun and Graves” — Removed redundant dialogues and made minor map design tweaks.</li> <li>“乐与坟”(Fun and Graves)——移除了冗余对话,并对地图设计进行了微调。</li> <li class="eo">“Gorges of Discord” — Fixed the position of the infiltrator dwelling when playing as the Dungeon faction; it can no longer be captured for free.</li> <li>“动荡峡谷”(Gorges of Discord)——修复了地下城阵营游玩时渗透者住所的位置;现在无法免费占领。</li> </ul> <h3>本地化 - Localization</h3> <ul> <li class="eo">Added descriptions for the new difficulty level.</li> <li>为新难度等级添加了描述。</li> <li class="eo">Updated Czech localization: fixed various errors and typos.</li> <li>更新了捷克语本地化:修复了各种错误和拼写问题。</li> <li class="eo">Replaced some narrative placeholder texts in Russian, English, and Czech (remaining localizations to follow in the next patch).</li> <li>替换了俄语、英语和捷克语中的一些叙事占位文本(其余语言的本地化将在下个补丁中跟进)。li> </ul></div> 上古纪元#补丁 0.80.13 http://www.heroworld.net/news.php?id=2000 http://www.heroworld.net/news.php?id=2000 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427656 hoe Fri, 08 May 2026 14:07:24 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/703267707461567506">https://store.steampowered.com/news/app/3105440/view/703267707461567506</a></p> <h3>问题修复 - Bug Fixes</h3> <h4 class="al">玩法与人机 - Gameplay and AI-player</h4> <ul> <li class="eo">Fixed a rare AI error occurring during combat.</li> <li>修复了战斗期间 AI 偶发错误的问题。</li> <li class="eo">Fixed a bug that blocked the recruitment of creatures when using the Diplomacy skill with Negotiator sub-skill.</li> <li>修复了学习“谈判专家”子技能的外交技能导致无法招募生物的问题。</li> <li>测试结果表明,能招,但是如果有外交套装时你拉了数量条就不能招了。</li> <li class="eo">Fixed the Mentors sub-skill of the Recruitment skill.</li> <li>修复了招募技能的“导师”子技能相关问题。</li> <li class="eo">Fixed an issue that allowed players to repeatedly select responses in dialogue windows.</li> <li>修复了玩家可在对话窗口中重复选择回复的问题。</li> </ul> <h4 class="al">操作界面与多人游戏 - UI and Multiplayer</h4> <ul> <li class="eo">Fixed the display of skill and sub-skill tooltips in the hero window when using the Shift key.</li> <li>修复了按住 Shift 键时英雄界面中技能和子技能提示信息的显示问题。</li> <li class="eo">Combat timers no longer overlap the Initiative bar on 16:10 aspect ratio screens.</li> <li>在 16:10 比例屏幕上,战斗计时器不再与行动条重叠。</li> <li class="eo">Fixed the gold growth display after constructing a Bank or Treasury.</li> <li>修复了建造银行或金库后的金币增长显示问题。</li> <li class="eo">Fixed a UI error occuring when spliting stacks.</li> <li>修复了拆分部队堆叠时出现的界面错误。</li> <li class="eo">The Alt key is now functional again during the pick/ban in multiplayer.</li> <li>Alt 键在多人对战的禁用/选取阶段中恢复可用。</li> <li class="eo">The Exit to Desktop button now correctly closes the application while in multiplayer.</li> <li>修复了多人模式下“退出到桌面”按钮无法正确关闭游戏的问题。</li> <li class="eo">Fixed the localization of the opponent’s name in the battle log.</li> <li>修复了战斗记录中对手姓名的文本显示问题。</li> <li class="eo">Fixed the display of losses for stacks containing temporary units.</li> <li>修复了包含临时单位的部队堆叠的损失显示问题。</li> <li class="eo">Fixed a multiplayer bug when a player could continue taking actions even after their turn timer had expired.</li> <li>修复了多人模式中玩家在回合计时结束后仍可继续操作的问题。</li> </ul> <h4 class="al">地图编辑器 - Map Editor</h4> <ul> <li class="eo">Fixed the customizable version of the University object (custom_university): it no longer crushes the game when loading a map.</li> <li>修复了可自定义版本的大学物体(custom_university):加载地图时不再导致游戏崩溃。</li> </ul></div> 征服之歌玉兰DLC将于6月4号发行 http://www.heroworld.net/news.php?id=1999 http://www.heroworld.net/news.php?id=1999 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427654 soc Fri, 08 May 2026 13:09:47 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/news/app/867210/view/703267707461567633">https://store.steampowered.com/news/app/867210/view/703267707461567633</a></p> <p>玉岚沃土承载厚重文史,却已支离破碎。曾三分鼎立的三大家族——李、盛、玄,如今须戮力同心,方能击溃那远古之敌。</p></div> 上古纪元#补丁 0.80.12 http://www.heroworld.net/news.php?id=1998 http://www.heroworld.net/news.php?id=1998 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427649 hoe Tue, 05 May 2026 17:02:15 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/703267074116422352">https://store.steampowered.com/news/app/3105440/view/703267074116422352</a></p> <h4 class="al">问题修复 - Bug Fix</h4> <ul> <li class="eo">Fixed a crash occurring in multiplayer matches with 3 or more players when unit abilities were used during player vs. player combat.</li> <li>修复了 3 名及以上玩家的多人游戏中,在玩家对战期间使用单位技能导致的崩溃问题。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Fixed missing ability description text for Temps magique in French.</li> <li>修复了法语中“魔法时刻”(Temps magique)能力的描述文本缺失问题。</li> <li class="eo">Fixed game date display in Japanese.</li> <li>修复了日语中的游戏日期显示问题。</li> <li class="eo">Fixed various typos across multiple languages.</li> <li>修复了多种语言中的各种拼写错误。</li> </ul></div> 上古纪元#补丁 0.80.11 http://www.heroworld.net/news.php?id=1997 http://www.heroworld.net/news.php?id=1997 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427647 hoe Mon, 04 May 2026 01:27:30 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/703267074116420588">https://store.steampowered.com/news/app/3105440/view/703267074116420588</a></p><p class="eo">In this update, we’ve focused on bug fixes, improving network stability, and balance adjustments.</p> <p>在本次更新中,我们主要专注于漏洞修复、网络稳定性优化以及平衡性调整。</p> <p class="eo">Critical bugs affecting campaign progression and AI-player behaviour have been fixed, and errors in creature and object stats have been corrected.</p> <p>我们修复了影响战役推进和 AI 玩家行为的严重漏洞,并修正了生物与物体属性的数值错误。</p> <p class="eo">The network is now more stable — we’ve improved lobby entry, the reconnection process, and client synchronisation. In multiplayer, we’ve adjusted timers, the “Diplomacy” skill parameters, and the cost of several Hive faction buildings. We’ve also made adjustments to hero skills and fixed localisation mistakes in several languages.</p> <p>网络环境现已更加稳定——我们优化了大厅进入流程、断线重连机制以及客户端同步表现。在多人对战方面,我们调整了计时器设定、“外交”技能的技能参数,以及虫巢阵营部分建筑的造价。此外,我们还对英雄技能进行了调整,并修复了多种语言的本地化错误。</p> <p class="eo">We keep actively working on network stability and balance — there are many more improvements to come. Thank you for your feedback and bug reports: it is thanks to you that we can make the game better with every update.</p> <p>我们将持续致力于优化网络稳定性和游戏平衡性,未来还将带来更多改进。感谢大家的反馈与漏洞提交,正是因为有你们,我们才能通过每一次更新让游戏变得更好。</p> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed a bug that occured when loading several save files in a row and attempting to open the Esc menu.</li> <li>修复了连续加载多个存档并尝试打开 Esc 菜单时出现的错误。</li> <li class="eo">Fixed a bug blocking progress in the “Into the woods” mission.</li> <li>修复了“进入森林”任务中阻碍进度的问题。</li> <li class="eo">Fixed a campaign bug where the Mountain Monastery object increased hero attributes by 1 instead of 2.</li> <li>修复了战役中“山顶修道院”仅提升英雄属性 1 点而非 2 点的错误。</li> <li class="eo">Fixed a rare AI-player error during sieges.</li> <li>修复了攻城战中人机的罕见错误。</li> <li class="eo">The recruitment window now automatically closes once all available units have been hired.</li> <li>招募窗口在可招募单位全部雇佣完毕后自动关闭。</li> <li class="eo">Fixed an issue with construction menu scaling on 21:9 monitors.</li> <li>修复了 21:9 显示器下建造菜单的缩放问题。</li> <li class="eo">Restored missing tooltips explaining stats within the neutral creature window.</li> <li>恢复了野外生物窗口中解释属性的缺失提示信息。</li> <li class="eo">⚠️ Experimental Feature: Added an option to enable input from peripheral devices. Important! Full support for controllers is still not available.</li> <li>⚠️ 实验性功能:新增启用外设输入的选项。注意!目前尚未完全支持控制器。</li> <li class="eo">Set the default AI difficulty in lobbies to Easy.</li> <li>大厅中的默认人机难度设为简单。</li> <li class="eo">⚠️ Please double-check your settings when creating a new lobby if you want to change it!</li> <li>⚠️ 若需更改,请在创建新大厅时仔细检查设置!</li> <li class="eo">Fixed Crystal Iriyad Defense stat (8 → 10).</li> <li>修正水晶伊瑞德的防御数值(8 → 10)。</li> <li class="eo">Fixed the cost of the “Nature’s Fury” ability of Faun Warriors (1 → 2).</li> <li>修正法翁战士“自然之怒”技能的消耗(1 → 2)。</li> <li class="eo">Fixed an issue where the “Children of the Wild” faction law was not functioning.</li> <li>修复“原野之子”阵营法则无效的问题。</li> <li class="eo">Added a notification when receiving an artifact from the “Crow Nest” object.</li> <li>从“鸦巢”获得宝物时新增提示通知。</li> <li class="eo">Fixed an issue causing AI-player to freeze in some battles.</li> <li>修复了部分战斗中人机冻结的问题。</li> <li class="eo">Fixed a bug where the “Beelzebub’s Blessing” bonus incorrectly stacked with “Battle Frenzy” and “As Luck Would Have It” subskills, resulting in unintended massive attribute boosts of the Maniacal Reavers.</li> <li>修复了“别西卜的祝福”加成错误叠加“战斗狂怒”和“命运垂青”子技能,导致狂煞虫​属性异常暴涨的问题。</li> <li class="eo">Fixed the incorrect tooltip for AoE attacks that only target enemy creatures (previously they incorrectly stated they affected all creatures).</li> <li>修复了仅针对敌方单位的范围攻击的错误提示(此前错误地描述为影响所有单位)。</li> <li class="eo">Infernal hydra now correctly applies Weakening Venom when using its alternative attack.</li> <li>地狱九头蛇现在在使用其战技时,会正确施加弱化毒液。</li> </ul> <h4 class="al">网络 - Network</h4> <ul> <li class="eo">Resolved several issues related to joining lobbies and starting games.</li> <li>解决了加入大厅和开始游戏的若干相关问题。</li> <li class="eo">Fixed the reconnection system during active game.</li> <li>修复了游戏进行中的重连系统。</li> <li class="eo">Added a game version check when inviting friends (via the Invite button or lobby code) to prevent desynchronization caused by version mismatches.</li> <li>邀请好友(通过邀请按钮或大厅码)时新增游戏版本检查,防止版本不一致导致的不同步。</li> <li class="eo">Improved filtering for lobbies without password protection.</li> <li>改进了无密码大厅的筛选功能。</li> <li class="eo">Various general networking improvements.</li> <li>多项常规网络优化。</li> </ul> <h4 class="al">平衡性调整 - Balance</h4> <h5>多人模式计时器 - Timers in Multiplayer</h5> <ul> <li class="eo">Time for selecting heroes, skills, and artifacts on Arena increased from 5 to 6 minutes.</li> <li>竞技场中选择英雄、技能和宝物的时长由 5 分钟增加至 6 分钟。</li> <li class="eo">PvE combat timer in Single Hero mode reduced by 5 seconds. The daily timer bonus increased by 15 seconds, and the weekly bonus by 30 seconds.</li> <li>单人英雄模式的 PvE 战斗计时减少 5 秒;每日奖励计时增加 15 秒,每周奖励计时增加 30 秒。</li> </ul> <h5>外交技能 - Diplomacy skill</h5> <ul> <li class="eo">The additional cost for recruiting joining creatures reduced from +100% resources to +50%.</li> <li>招募加入生物所需的额外资源消耗从 +100% 降低至 +50%。</li> <li class="eo">Increased the influence of army composition and hero level on the likelihood of creatures joining the player.</li> <li>提高了军队组成和英雄等级对生物加入玩家队伍概率的影响。</li> <li>同种兵参数从 1 变为 2,升级关系从 0.5 变为 1。英雄等级参数从 100 变为 200。</li> <li class="eo">Slightly reduced army strength requirements when attempting to recruit "Hostile" squads.</li> <li>略微降低了招募敌意值为“敌对”队伍时的军力需求。</li> <li>敌意值参数从【5.0, 2.5, 1.0, 0.5】变为【4.0, 2.0, 1.0, 0.5】。</li> </ul> <ul> <li class="eo">Defense tower damage per constructed building increased from 10% to 15%.</li> <li>每座已建造的建筑对防御塔伤害加成从 10% 提升至 15%。</li> <li class="acc">只改了文本预览,实际伤害还是只有基础值,没有建筑数量加成。</li> </ul> <h5>蜂巢阵营建筑费用 - Hive faction construction costs</h5> <ul> <li class="eo">Chitinous Ziggurat: Gold: 2250 → 3750. Crystals: 5 → 0.</li> <li>​角质巨塔:金币 2250 → 3750;水晶 5 → 0。</li> <li class="eo">Burning Soul Burrows: Gold: 4500 → 6000. Crystals: 10 → 5.</li> <li>燃魂虫窟:金币 4500 → 6000;水晶 10 → 5。</li> </ul> <h5>英雄技能 - Hero Skills</h5> <ul> <li class="eo">Battle Magic: Attack and Defense bonus based on Magic stats: 15/20/25% → 15/25/35%.</li> <li>战斗魔法:基于咒力和知识属性的攻防加成比例 15/20/25% → 15/25/35%。</li> <li class="eo">Thaumaturgy: Additional mana cost for re-casting a spell: 150/125/100% → 100/75/50%.</li> <li>奇术:重新施放法术的额外法力消耗 150/125/100% → 100/75/50%。</li> <li class="eo">Tactics: “One for All” sub-skill. Attack bonus reduced from 3 to 2 per adjacent enemy.</li> <li>战术:“我为人人”子技能:每相邻一名敌人提供的攻击加成从 3 降至 2。</li> <li class="eo">Tactics: “All for One” sub-skill. Defense bonus reduced from 3 to 2 per adjacent friendly creature.</li> <li>战术:“人人为我”子技能:每相邻一名友方生物提供的防御加成从 3 降至 2。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Fixed the outdated game title translation in Traditional Chinese.</li> <li>修复了繁体中文中过时的游戏名称翻译。</li> <li class="eo">Fixed an incorrect translation for the hero Le Ménestrel in French.</li> <li>修复了法语中英雄“吟游诗人”(Le Ménestrel)的错误翻译。</li> <li class="eo">Fixed translation error in the tutorial quest log in Polish.</li> <li>修复了波兰语教程任务日志中的翻译错误。</li> <li class="eo">Fixed a bug with the "Leeching Hop" ability for Hoplets and Dusk Hoplets.</li> <li>修复了酒花萤与黄昏酒花萤“汲能酒花”技能的错误。</li> <li class="eo">Fixed a bug with the Lich Dragon ability description.</li> <li>修复了尸巫龙技能描述的错误。</li> <li class="eo">Minor typo fixes across all supported languages.</li> <li>所有支持的语言进行了少量拼写修正。</li> </ul></div> 上古纪元#50万份销量达成 http://www.heroworld.net/news.php?id=1996 http://www.heroworld.net/news.php?id=1996 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427645 hoe Sun, 03 May 2026 14:01:19 GMT <div style="width:640px;"><div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260503.webp" rel="colorbox" title="主页更新 - 20260503"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260503.webp" alt="20260501"></a></div> <p>EA 发售不到 72 个小时,官方宣布已售出 50 万份。其它一些相关数据:</p> <ul> <li>STEAM评价:大约 6,687 次评价,简中评价占 12.5% 左右,86.60% 好评;</li> <li>最高在线人数:59,068</li> <li>TWITCH观众:最高时为 29,332 人。</li> </ul></div> 上古纪元#补丁 0.80.10 http://www.heroworld.net/news.php?id=1995 http://www.heroworld.net/news.php?id=1995 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427641 hoe Sun, 03 May 2026 00:27:03 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/703267074116420507">https://store.steampowered.com/news/app/3105440/view/703267074116420507</a></p> <h4 class="al">难度调整 - Difficulty adjustments</h4> <ul> <li class="eo">This patch focuses on making the early game experience more enjoyable, especially for those who prefer a relaxed pace. Many of you have expressed concerns that the AI-player was treating you a bit too harshly on Easy and Normal difficulties in custom games. Making the game feel balanced and rewarding for every playstyle is a top priority for us, so we’ve implemented the needed changes.</li> <li>本次补丁主要旨在提升游戏前期的体验,特别是对于那些喜欢轻松节奏的玩家。许多玩家反馈,在自定义游戏中,普通和简单难度下的人机对手过于严苛。让每种游玩风格都能感受到游戏的平衡与回报是我们的首要任务,因此我们实施了所需的改动。</li> <li class="eo">Thank you for taking the time to share your experience with us — it genuinely shapes how the game evolves.</li> <li>感谢您抽出时间分享您的游戏体验——这切实地塑造了游戏的演变方向。</li> <li class="eo">Adjusted the AI difficulty for random maps and scenarios:</li> <li>调整了随机地图和战役场景的人机难度:</li> <li class="eo">Easy. Significantly weakened. The AI will now act very passively, giving players plenty of time for calm, unhurried development.</li> <li>简单难度:大幅削弱。人机现在将表现得非常被动,给予玩家充足的时间进行从容不迫的发展。</li> <li class="eo">Normal. Weakened. The AI is now less aggressive and uses less complex hero and city management (less army transfering between the heroes and the cities, as well as unit upgrading).</li> <li>普通难度:削弱。人机现在的侵略性降低,并且使用不那么复杂的英雄和城镇管理策略(减少英雄与城镇之间的部队调动,以及单位升级)。</li> <li class="eo">We will continue to monitor AI difficulty across all difficulties and make timely adjustments, including the addition of new difficulty levels if necessary.</li> <li>我们将继续监测所有难度下的人机表现,并及时进行调整,包括在必要时添加新的难度等级。</li> </ul> <h4 class="al">问题修复 - Bug Fixes</h4> <ul> <li class="eo">Fixed a bug that caused the siege sub-skill text to display an error.</li> <li>修复了导致攻城子技能文本显示错误的错误。</li> <li class="eo">Fixed an issue where building effects would disappear or display incorrectly during construction.</li> <li>修复了建筑在施工期间效果消失或显示不正确的问题。</li> <li class="eo">Fixed an issue with cloud saves.</li> <li>修复了云存档相关问题。</li> <li class="eo">Restored missing tooltips explaining stats within the creature window.</li> <li>恢复了生物窗口中解释属性的缺失提示信息。</li> <li class="eo">Fixed the display of the hero window after leveling up during combat.</li> <li>修复了战斗中升级后英雄窗口的显示问题。</li> <li class="eo">Removed the ability to launch scenario maps in the online lobby (this caused desynchronization). However, players can still load old scenario saves in the online lobby, doing so will likely results in errors.</li> <li>移除了在线大厅中启动场景地图的功能(这会导致不同步)。不过,玩家仍然可以在在线大厅中加载旧的场景存档,但这样做可能会导致错误。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Fixed an incorrect description of the Chant de champignons ability in French.</li> <li>修复了法语中“蘑菇之歌”(Chant de champignons)能力的错误描述。</li> <li class="eo">Minor typo fixes across various languages.</li> <li>修复了多种语言中的小错别字。</li> </ul></div> 上古纪元#补丁 0.80.09 http://www.heroworld.net/news.php?id=1994 http://www.heroworld.net/news.php?id=1994 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427639 hoe Fri, 01 May 2026 16:10:25 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/703267074116420409">https://store.steampowered.com/news/app/3105440/view/703267074116420409</a></p> <h4 class="al">问题修复 - Bug fixes</h4> <ul> <li class="eo">Fixed an issue where hotkeys would fail to save or reset correctly.</li> <li>修复了快捷键无法正确保存或重置的问题。</li> <li class="eo">Fixed the display of Credits in Simplified and Traditional Chinese, Japanese and Korean.</li> <li>修复了简体中文、繁体中文、日文和韩文下的制作人员名单显示问题。</li> <li class="eo">Fixed data loading issues for the leaderboard and profile in some versions.</li> <li>修复了部分版本中排行榜和玩家档案的数据加载问题。</li> <li class="eo">Temporarily disabled detection of unsupported peripherals (such as gamepads, steering wheels, pedals) to prevent conflicts with keyboard and mouse controls. An option to enable these devices will return as an experimental feature in a future update.</li> <li>暂时禁用了不受支持的外部设备(如手柄、方向盘、踏板)的检测,以防止其与键鼠控制发生冲突。启用这些设备的选项将在未来的更新中作为实验性功能回归。</li> </ul> <h4 class="al">网络 - Network</h4> <ul> <li class="eo">Optimized analytics and data saving for online games launched from the lobby.</li> <li>优化了从大厅启动的在线游戏的数据分析与保存功能。</li> <li class="eo">Fixed a rare server error occuring in the lobby.</li> <li>修复了大厅中偶尔发生的服务器错误。</li> </ul> <h4 class="al">随机图模版平衡性调整 - Balance</h4> <h5>Zookeper</h5> <ul> <li class="eo">Fixed template rules that could cause launch errors or crash during gameplay.</li> <li>修复了可能导致启动错误或游戏过程中崩溃的模板规则。</li> </ul> <h5>Symmetry</h5> <ul> <li class="eo">Fixed elevation issues that caused incorrect placement of Hell Light Arena.</li> <li>修复了导致地狱光竞技场放置位置错误的高度问题。</li> <li class="eo">Fixed template rules that could cause launch errors or crash during gameplay.</li> <li>修复了可能导致启动错误或游戏过程中崩溃的模板规则。</li> </ul> <h5>Arcade</h5> <ul> <li class="eo">Added Dragon Utopias to the central area.</li> <li>在中央区域添加了龙之国。</li> <li class="eo">Reduced the number of Pandora’s Boxes containig creatures in the central area.</li> <li>减少了中央区域包含生物的潘多拉魔盒数量。</li> <li class="eo">Adjusted the value of Dragon Utopias and Legendary Artifacts.</li> <li>调整了龙之国和传奇宝物的价值。</li> <li class="eo">Reduced the number of points of interest with multiple rewards.</li> <li>减少了具有多重奖励的权重。</li> <li class="eo">Increased the number of points of interest with single reward.</li> <li>增加了具有单一奖励的权重。</li> </ul> <h5>Sprint</h5> <ul> <li class="eo">Removed Pandora’s Boxes that grant experience.</li> <li>移除了提供经验值的潘多拉魔盒。</li> <li class="eo">Increased the number of artifacts.</li> <li>增加了宝物数量。</li> <li class="eo">Reduced the number of Pandora’s Boxes containing creatures in the penultimate (6th) area.</li> <li>减少了倒数第二(第6)区域中包含生物的潘多拉魔盒数量。</li> <li class="eo">Added Dragon Utopias to the penultimate (6th) area.</li> <li>在倒数第二(第6)区域添加了龙之国。</li> <li class="eo">Adjusted the distribution of reward values across areas 4—7.</li> <li>调整了第 4 至 7 区域的奖励价值分布。</li> </ul> <h4 class="al">本地化 - Localization</h4> <ul> <li class="eo">Fixed minor typos in the Russian localization.</li> <li>修复了俄语本地化中的小错别字。</li> <li class="eo">Removed an extra colon from main menu button in the Spanish localization.</li> <li>移除了西班牙语本地化主菜单按钮中多余的冒号。</li> <li class="eo">Fixed a typo in the bug report interface in the Polish localization.</li> <li>修复了波兰语本地化中错误报告界面的拼写错误。</li> <li class="eo">Fixed the description of Self‑Reconstruction ability for the Lich Dragon across all languages.</li> <li>修复了尸巫龙“自我重构”能力在所有语言中的描述。</li> <li class="eo">Fixed font size issues on the clock in Simplified and Traditional Chinese.</li> <li>修复了简体中文和繁体中文下时钟的字体大小问题。</li> <li class="eo">Fixed spacing issues in the Ukrainian localization.</li> <li>修复了乌克兰语本地化中的间距问题。</li> <li class="eo">Fixed several missing symbols in Simplified and Traditional Chinese, Korean, and Japanese.</li> <li>修复了简体中文、繁体中文、韩语和日语中缺失的符号问题。</li> <li class="acc">什么符号我不知道,但是我字符集还是没修!!!!!!!!!!</li> </ul></div> 上古纪元#25万份销量达成 http://www.heroworld.net/news.php?id=1993 http://www.heroworld.net/news.php?id=1993 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427638 hoe Fri, 01 May 2026 14:36:43 GMT <div style="width:640px;"><div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260501.webp" rel="colorbox" title="主页更新 - 20260501"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260501.webp" alt="20260501"></a></div> <p>EA 发售到现在大约 25 个小时,官方宣布已售出 25 万份。其它一些相关数据:</p> <ul> <li>STEAM评价:大约 3100 次评价,简中稳定占 10% 左右,87.74% 好评;</li> <li>上了 STEAM 首页封面推荐,在 STEAM 的<a href="https://store.steampowered.com/charts/topselling/global">全球最畅销排行</a>中居第一。</li> <li>最高在线人数:51,169,还在增加中……</li> <li>TWITCH观众:最高时为 20,474 人。</li> <li>以 CEO 说 25 万份收回开发成本的说法,上古纪元的开发预算相对而言真不算高。</li> </ul></div> 征服之歌#玉兰家族 http://www.heroworld.net/news.php?id=1992 http://www.heroworld.net/news.php?id=1992 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427634 soc Fri, 01 May 2026 12:00:47 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/867210/view/703267074116420209">https://store.steampowered.com/news/app/867210/view/703267074116420209</a></p> <p class="eo">It’s time to look west. Or at least west of the islands of Arleon, and take another look at Yulan, our upcoming faction. We’ve been busy building things, and from now until release, there will be more regular updates coming your way.</p> <p>是时候将目光投向西方了。或者至少是阿莱昂群岛以西,重新审视一下我们即将推出的阵营——玉兰。我们一直在忙着开发,从现在到正式发布,我们会定期发布更新。</p> <p class="eo">Have you wishlisted? You should, that bearded guy with a bow wants you to!</p> <p>你把它加入愿望清单了吗?你应该加入,那个戴着弓箭的胡子男希望你这么做!</p> <p class="eo">So what is this devlog about? We usually stick to a theme. This one is a bit broader, but we’ll spend some extra time on a few areas.</p> <p>那么这篇开发日志是关于什么的呢?我们通常会围绕一个主题展开。这次的主题比较宽泛,但我们会花更多时间在几个方面进行探讨。</p> <p class="eo">The Yulan campaign, for example, is well into its copy stage, which means gathering dialogue and lore for translation. We’ll also use this devlog to introduce a few more Wielders, or Seekers as they are called in Yulan, and take a closer look at their respective Houses.</p> <p>例如,玉兰战役目前已进入文案撰写阶段,这意味着我们需要收集对话和背景故事以供翻译。我们还将利用这篇开发日志介绍几位新的行使者(在玉兰被称为寻觅者),并深入了解他们各自的家族。</p> <p class="eo">And since I can’t help myself, there will be more pixel art.</p> <p>既然我控制不住自己,以后还会创作更多像素画。</p> <p class="eo">So this one has a bit of everything.</p> <p>所以这个里面什么都有一点。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260430-1.webp" rel="colorbox" title="主页更新 - 20260430 1"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260430-1.webp" alt="20260430 1"></a></div> <p class="eo">It&apos;s a very passionate bunch</p> <p>这是一群充满热情的人。</p> <p class="eo">The Houses of Yulan are tied to different Essences, sometimes to the point where that Essence begins to take over. That’s the case with the transcendants. All Houses have their examples of this.</p> <p>玉兰各家族与不同的本质相连,有时甚至达到本质占据主导地位的地步。超凡者便是如此。所有家族都有这样的例子。</p> <p class="eo">For House Sheng, that example is Yubo the Howler, who has let Creation do quite a number on him. More force of nature than man at this point.</p> <p>对盛家来说 ,那个例子就是嚎叫者尤博 ,他已经被大自然狠狠地摧残过一次。此时此刻,他与其说是人,不如说是自然之力。</p> <p class="eo">Shun and Lord Sheng are far more human in their appearance, but they all have their quirks. As mentioned in the first devlog, Shun is the life-embracing Wielder who takes centre stage in the three-map Yulan campaign. It is through her, and at times somewhat drink-blurred perspective, that we experience Yulan and the dangers threatening it.</p> <p>舜和盛大人外表更像人类,但他们也都有各自的怪癖。正如第一篇开发日志中所述,舜是一位热爱生活的行使者,在三张地图组成的玉兰战役中扮演着核心角色。我们正是通过她——有时略带醉意——的视角来体验玉兰以及威胁着它的种种危险。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260430-2.webp" rel="colorbox" title="主页更新 - 20260430 2"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260430-2.webp" alt="20260430 2"></a></div> <p class="eo">A group to be trusted to be sure</p> <p>一个值得信赖的团队</p> <p class="eo">House Xuan has a particular connection to Arcana, and a reputation among the other Houses for careful planning and well-chosen words. In a land like Yulan, shaped by conflict and intrigue, that is not necessarily a bad thing, and there is a reason House Xuan holds the position it does. But there is a measure of distrust towards Xuan.</p> <p>玄家与秘术有着特殊的联系,在其他家族中也以谋略周密、言辞谨慎著称。在玉兰这片饱受冲突与阴谋蹂躏的土地上,这未必是件坏事,玄家之所以能占据如今的地位,自有其道理。但人们对玄家仍抱有一定的怀疑。</p> <p class="eo">Many of those careful plans are currently devised by Minister Xuan Quioming, a man with a very reassuring smile.</p> <p>目前,这些精心制定的计划大多由宣启明部长负责 ,他笑容可掬,令人倍感安心。</p> <p class="eo">Meilin is a different case. The Essence of Arcana is tearing her apart from within, and holding it together is a constant struggle.</p> <p>梅琳的情况则不同。秘术的精髓正在从内部撕裂她,而维持这种状态对她来说始终是一场艰苦的斗争。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260430-3.webp" rel="colorbox" title="主页更新 - 20260430 3"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260430-3.webp" alt="20260430 3"></a></div> <p class="eo">Strict, ordered and totally in charge, at least of their own provinces</p> <p>严格、有序且完全掌控一切,至少在他们自己的省份是如此。</p> <p class="eo">House Li seeks to bring structure and order to its part of Yulan. Plans are more often than not followed, rigorous discipline is expected, and the Wielders of the House tend to lead by example.</p> <p>李家致力于为玉兰领地带来秩序与结构。计划往往得到执行,纪律严明,而李家的掌管者也往往以身作则。</p> <p class="eo">Lady Li leads the House, and under her strict guidance, it has strengthened its position in Yulan. House Sheng would likely say they spend too much time thinking instead of acting, but that depends on who you ask.</p> <p>李夫人掌管盛家,在她的严格管控下,盛家在玉兰的地位日益稳固。盛家或许会说他们光想不做,但这话可得看你问谁了。</p> <p class="eo">Shan the Unbroken stands as an unmoving pillar within House Li’s ranks. The Essence has shaped him into something closer to a walking fortress, naturally resistant to magic, something that tends to be useful in the war between the Houses.</p> <p>“不屈之山” 是李家阵营中一根屹立不倒的支柱。精髓将他塑造成一座行走的堡垒,天生对魔法免疫,这在家族间的战争中往往非常有用。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260430-4.webp" rel="colorbox" title="主页更新 - 20260430 4"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260430-4.webp" alt="20260430 4"></a></div> <p class="eo">The fortified camp of House Xuan guards the river</p> <p>宣家的坚固营地守卫着这条河。</p> <p class="eo">And did I say war? Yes, as the campaign starts, the Houses of Yulan are at war with each other; this is far from uncommon. Schemes and both open and covert conflict are a part of everyday life for the citizens of Great Yulan. </p> <p>我刚才提到战争了吗?是的,战役伊始,玉兰各大家族便已交战;这种情况并不罕见。阴谋诡计以及公开或隐秘的冲突,都是大玉兰子民日常生活的一部分。</p> <p class="eo">Since this is a campaign, we needed a new "world" map, something to show you the scale of the conflict and give you, as a player, an idea of where the story unfolds, so we put together something new, and it was awesome working with something a little different from our regular maps that you have seen in our earlier campaigns. </p> <p>由于这是一场战役,我们需要一张新的“世界”地图,向你们展示冲突的规模,并让你们(作为玩家)了解故事的展开地点,所以我们制作了一些新的东西,与我们之前战役中你们看到的常规地图略有不同,这种合作方式非常棒。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260430-5.webp" rel="colorbox" title="主页更新 - 20260430 5"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260430-5.webp" alt="20260430 5"></a></div> <p class="eo">And by the time we release Yulan, there will also be texts!</p> <p>等到我们发布《玉兰》的时候,也会有文字内容!</p> <p class="eo">With that, there is just one small pixelated detail left, and that is to show off some, but not all of our new map entities, just to show off our pixel artists, really, showing the Yulan version of some beloved map entities, after all, a ton of the originals wouldn’t work on the fields of Yulan. </p> <p>至此,只剩下一个小小的像素细节需要展示,那就是展示一些(但不是全部)我们的新地图实体,实际上只是为了展示我们的像素艺术家,展示一些深受喜爱的地图实体的玉兰版本,毕竟,很多原版在玉兰的田野上都无法使用。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260430-6.webp" rel="colorbox" title="主页更新 - 20260430 6"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260430-6.webp" alt="20260430 6"></a></div> <p class="eo">Check out all those Yulan variants.</p> <p>看看玉兰的所有变种。</p></div> 上古纪元抢先体验上线 http://www.heroworld.net/news.php?id=1991 http://www.heroworld.net/news.php?id=1991 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427630 hoe Thu, 30 Apr 2026 12:51:09 GMT <div style="width:640px;"><ul> <li>购买下载游戏:<a href="https://store.steampowered.com/app/3105440/">https://store.steampowered.com/app/3105440/</a></li> <li>首发加入 XGP:<a href="https://www.xbox.com/zh-CN/games/store/heroes-of-might-and-magic-olden-era/9P2TFCCRKMRD">XGP 页面</a></li> <li>游戏价格:111.75 人民币(原价149,首发75折) / 29.99 美元(原价39.99)</li> <li>游戏资料:<a href="http://heroworld.gamerhome.com/oe/">速查模式</a> 或者 <a href="http://heroworld.gamerhome.com/oe/index.php">静态页面</a>。</li> <li>已初步更新到 EA 当前的 0.80.07 版本。</li> <li>可能会比较卡,建议用速查模式开启缓存看。</li> <li>扩展阅读中有战役和剧情图的基本信息,攻略再说……</li> <li>自家汉化已跟进:<a href="http://heroworld.gamerhome.com/dl.php?id=115">http://heroworld.gamerhome.com/dl.php?id=115</a></li> <li class="acc">对资料和汉化有意见:<a href="http://heroworld.gamerhome.com/feedback.php">到这里提交</a></li> </ul> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV1449eB3EqH"></div> <img src="http://heroworld.gamerhome.com/images/news/20260430-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1449eB3EqH/">bilibili</a>,<a href="https://www.youtube.com/watch?v=H-9GmgPIiPM">youtube</a></h3></div> 上古纪元#蕈林势力介绍 http://www.heroworld.net/news.php?id=1990 http://www.heroworld.net/news.php?id=1990 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427628 hoe Wed, 29 Apr 2026 15:25:40 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1eo9sBfEK9"></div> <img src="http://heroworld.gamerhome.com/images/news/20260429-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1eo9sBfEK9/">bilibili</a>,<a href="https://www.youtube.com/watch?v=3YORCyN0B88">youtube</a></h3></div> 上古纪元# 150 万愿望单 http://www.heroworld.net/news.php?id=1989 http://www.heroworld.net/news.php?id=1989 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427625 hoe Fri, 24 Apr 2026 17:23:03 GMT <div style="width:640px;"><div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260425.webp" rel="colorbox" title="主页更新 - 20260425"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260425.webp" alt="20260425"></a></div> <p>官方宣布游戏在 Steam 获得 150 万愿望单!</p></div> 上古纪元#开发日志#15#艺术风格 http://www.heroworld.net/news.php?id=1988 http://www.heroworld.net/news.php?id=1988 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427624 hoe Fri, 24 Apr 2026 17:20:56 GMT <div style="width:640px;"><p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/510737555678822926">steam</a></p> <div class="quote"> <h4 class="al">省流 - In summary</h4> <ul> <li class="eo">Olden Era is an original, standalone entry in the franchise — not a remake — which allows us to deliver a lot of unique content, with endless possibilities.</li> <li>《上古纪元》是该系列的原创独立作品,而非重制版,这使我们能够提供大量独特的内容,并拥有无限的可能性。</li> <li class="eo">The game is funded and developed by the Unfrozen team alone, which gave us creative freedom, but also posed some technical and financial limitations we had to consider.</li> <li>这款游戏完全由 Unfrozen 团队出资开发,这给了我们创作自由,但也带来了一些我们必须考虑的技术和财务限制。</li> <li class="eo">Since development is funded by us, we need to plan our budget wisely — by prioritizing performance and readability of the game, which is our main focus.</li> <li>由于开发资金来自我们,我们需要明智地规划预算——优先考虑游戏的性能和可读性,这是我们的主要关注点。</li> <li class="eo">The stylised art style is central to the game’s identity and longevity. The initial games in the series were designed with bright, fable-like and cartoonish style in mind. In following these decisions, we return the series to its roots.</li> <li>独特的艺术风格是游戏的核心所在,也是其长盛不衰的关键。系列早期作品的设计理念便是采用明亮、寓言式的卡通风格。秉承这些理念,我们让系列回归本源。</li> <li class="eo">Our artistic and design choices are based on deep research, previous experience and multiple stages of the project.</li> <li>我们的艺术和设计选择基于深入的研究、以往的经验以及项目的多个阶段。</li> <li class="eo">The art style choice allows us to include more content without sacrificing clarity or gameplay features. As it is similar to the classic games, it lets us work with your feedback faster and allows us to add more nostalgic objects and creatures that you all remember and love with a refreshed, but very familiar design.</li> <li>这种美术风格的选择让我们能够在不牺牲清晰度和游戏性的前提下,加入更多内容。由于它与经典游戏风格相似,我们可以更快地根据大家的反馈进行调整,并以焕然一新却又倍感熟悉的全新设计,添加更多大家记忆犹新、喜爱有加的物品和生物。</li> <li class="eo">2D animation tends to be extremely time-consuming and expensive, while mostly yielding average results. Animating such art style comes with a lot of restrictions. This is why we chose 3D — so that we could create the game on a bigger scale than what 2D animation would have allowed us to.</li> <li>二维动画制作往往极其耗时耗力,而且效果也往往差强人意。这种艺术风格的动画制作有很多限制。这就是我们选择三维动画的原因——这样我们就能以比二维动画更大的规模来制作游戏。</li> <li class="eo">Performance, clarity, and readability guide every design choice we make.</li> <li>性能、清晰度和易读性是我们所有设计选择的指导原则。</li> <li class="eo">To ensure a smooth gameplay experience, performance is and will remain our top priority, with lower system requirements than the current Steam median. This is one of the most important factors to our playerbase, and as such, we take it very seriously as well, and will constantly optimize the game further!</li> <li>为了确保流畅的游戏体验,性能始终是我们的首要任务,我们的系统要求低于目前 Steam 的平均配置。这对于我们的玩家群体来说至关重要,因此我们也非常重视这一点,并将持续优化游戏!</li> <li class="eo">Every asset is handmade and done nearly exclusively in-house. This is a strict position that we took on for the project and it will not change in the future. No AI. No shortcuts.</li> <li>所有素材均为手工制作,几乎全部由我们内部团队完成。这是我们为本项目坚持的严格原则,未来也不会改变。不使用人工智能,不走捷径。</li> <li class="eo">Community feedback is actively shaping the game — and always will. Many changes that happened were the result of us not only reading your feedback, but also immediately acting upon it. As listed above, some of the changes are: New unit models, new settings for visual effects or readability, expanded battlegrounds and a partially updated UI.</li> <li>社区反馈一直在积极地影响着游戏——而且一直如此。许多改动都源于我们不仅阅读了大家的反馈,而且还立即采取了行动。如上所述,部分改动包括:新的单位模型、新的视觉效果或可读性设置、扩展的战场以及部分更新的用户界面。</li> <li class="eo">From all of these various changes that we’ve made, the visual settings that we implemented will let you tune the look of the game to your liking so that you will be able to make it darker or brighter based on your preferences. You will also be able to adjust highlights between certain interactables on the map to your needs.</li> <li>通过我们所做的种种改动,我们新增的视觉设置功能可以让您根据个人喜好调整游戏画面,例如调暗或调亮。您还可以根据需要调整地图上某些可交互元素之间的高光效果。</li> <li class="eo">Modding support will ensure that players can customise their experience in the future.</li> <li>模组支持将确保玩家未来能够自定义游戏体验。</li> </ul> </div> <p class="eo">Heroes of Might and Magic has always embraced change — not only in the captivating blend of tactics, strategy, and economy, but also in its visuals. From the hand-painted charm of Heroes II to the high-fidelity realism of later titles, each entry introduced a new artistic direction that helped to define the tone, mood, and identity of the series’ universes.</p> <p>《魔法门之英雄无敌》系列一直以来都勇于变革——不仅体现在引人入胜的战术、策略和经济体系的融合上,也体现在其视觉风格上。从《英雄无敌二》的手绘风格到后续作品的高保真写实画面,每一部作品都引入了全新的艺术方向,从而塑造了系列世界观的基调、氛围和独特个性。</p> <p class="eo">With Olden Era, we are continuing that tradition. While building on the legacy of the series, we are introducing our own identity and ideas to the players — one rooted in the vivid, magical style that first drew many of us to the world of Enroth.</p> <p>在《上古纪元》中,我们将延续这一传统。在传承系列精髓的同时,我们也向玩家们融入了我们独特的风格和理念——这种风格根植于最初吸引我们许多人进入恩洛斯世界的生动奇幻风格。</p> <p class="eo">This devlog explores the artistic choices behind Olden Era and offers a behind-the-scenes look at how we approached key design decisions.</p> <p>这篇开发日志探讨了上古纪元背后的艺术选择,并提供了我们如何处理关键设计决策的幕后视角。</p> <h4 class="al">倾听社区的声音 - Listening to the Community</h4> <p class="eo">As we were working on the game, we reached out to the Heroes community across multiple platforms and conducted over 20 interviews with opinion leaders — including pro gamers, YouTubers, Heroes streamers, modders and map makers — to better understand what matters to players today.</p> <p>在开发这款游戏的过程中,我们通过多个平台与《英雄无敌》社区进行了沟通,并对 20 多位意见领袖(包括职业玩家、YouTube 用户、《英雄无敌》主播、模组制作者和地图制作者)进行了采访,以更好地了解如今玩家最关心的是什么。</p> <p class="eo">Here is what we heard loud and clear:</p> <p>我们清楚地听到了以下内容:</p> <ul> <li class="eo">The game must run smoothly and be accessible.</li> <li>游戏必须运行流畅且易于上手。</li> <li class="eo">Visual clarity is essential — everything must be easy to read.</li> <li>视觉清晰度至关重要——所有内容都必须易于阅读。</li> <li class="eo">Familiar gameplay is key, but it should be modernised.</li> <li>熟悉的游戏玩法是关键,但应该进行现代化改造。</li> <li class="eo">The legacy matters, but players also want something new to explore.</li> <li>传承固然重要,但玩家也渴望探索新事物。</li> </ul> <p class="eo">These insights aligned closely with our own vision and became foundational pillars in the development of Olden Era.</p> <p>这些见解与我们自己的愿景非常契合,并成为上古纪元发展的基础支柱。</p> <h4 class="al">并非重制——全新篇章 - Not a Remake — a New Chapter</h4> <p class="eo">One of the most frequent questions we continue to receive is: Where does Olden Era stand as a Heroes of Might and Magic game?</p> <p>我们经常收到的问题之一是:《魔法门之英雄无敌》系列游戏中,《上古纪元》处于什么地位?</p> <p class="eo">The answer is clear and important: Olden Era is not a remake of any previous chapters. It is a brand-new, official entry in the franchise — built from the ground up. While we have deep appreciation for the earlier Heroes games, our intention has always been to create something original and fresh for people to enjoy.</p> <p>答案清晰且至关重要:《上古纪元》并非任何前作的重制版 ,而是该系列全新推出的官方作品——从零开始打造。我们对之前的《英雄无敌》系列游戏充满敬意,但我们的初衷始终是为玩家创造原创且耳目一新的体验。</p> <p class="eo">We have preserved the core mechanics that define Heroes, but we are also evolving the formula with new features, quality-of-life improvements, a distinctive tone, and a unique visual style. A fresh artistic vision is central to that evolution. While we drew inspiration from earlier games — especially Heroes II — we reimagined those ideas to suit modern computers, development tools, expectations, and our own creative goals.</p> <p>我们保留了《英雄无敌》系列的核心机制,同时也在不断革新,加入了新功能、提升游戏体验、独特的基调和视觉风格。全新的艺术理念是这一革新的核心。虽然我们从之前的作品——尤其是《英雄无敌二》——中汲取了灵感,但我们对这些理念进行了重新构思,使其更符合现代计算机、开发工具、玩家预期以及我们自身的创作目标。</p> <h4 class="al">从系列剧的过往经历中汲取教训 - Lessons from the Series’ Past</h4> <p class="eo">Heroes of Might and Magic is a series with a long history that you can learn a lot from. Each game brought something new to the table. Not only did mechanics vary, but also the visual style changed drastically. We studied them all — both gameplay and art — to understand what worked, what didn’t, why certain choices were less successful than others, and how we could do our best to choose the right direction.</p> <p>《魔法门之英雄无敌》系列历史悠久,值得我们学习。每一部作品都带来了新的元素。不仅游戏机制各不相同,视觉风格也发生了翻天覆地的变化。我们研究了所有作品——包括游戏玩法和美术——以了解哪些有效,哪些无效,为什么某些选择不如其他选择成功,以及如何才能尽最大努力选择正确的方向。</p> <h4 class="al">英雄无敌一和二:化繁为简的魔法<br>Heroes I &amp; II: Magic in Simplicity</h4> <p class="eo">Following in the footsteps of their spiritual predecessor King’s Bounty by the same lead designer Jon Van Caneghem these games embraced bold colours, charm, and fairy-tale aesthetics. Their visuals were immediately readable and emotionally resonant — an approach that inspired us deeply.</p> <p>秉承其精神前作《国王的恩赐》的风格,由同一位首席设计师 Jon Van Caneghem 操刀,这些游戏采用了大胆的色彩、迷人的魅力和童话般的审美。它们的画面清晰易懂,情感饱满——这种设计理念深深地启发了我们。</p> <p class="eo">This visual style and its vibrant, intense colours are what drew people in and earned the game’s spot as a memorable classic. As a group of fans who grew up with these games, we chose to honour this legacy and embrace it whilst working on Olden Era.</p> <p>这种视觉风格及其鲜艳浓烈的色彩正是吸引玩家并使其成为经典之作的关键所在。作为一群伴随这些游戏成长起来的粉丝,我们在开发《上古纪元》时,选择传承并发扬这一传统。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-01.webp" rel="colorbox" title="主页更新 - 20260424 01"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-01.webp" alt="20260424 01"></a></div> <h4 class="al">英雄无敌三:游戏玩法至上 - Heroes III: Gameplay Reigns</h4> <p class="eo">While legendary Heroes III shifted drastically toward a more realistic visual style, abandoning the cosy hand-drawn animations of the former title in favour of 3D models rendered as 2D sequences. However, this new direction initially reduced the readability of the global map in comparison to earlier titles.</p> <p>《英雄无敌三》虽然风格大变,采用了更加写实的视觉风格,摒弃了前作温馨的手绘动画,转而使用 3D 模型渲染成 2D 序列。然而,这种新方向最初降低了世界地图的可读性,使其不如前作。</p> <p class="eo">At the time of its release, the change from a fairy-tale artstyle to baroque-inspired aesthetic was met with a wide range of responses. But in the end, what truly mattered was that its core gameplay loop had been solidified and became the standard for nearly all games released later. That mechanical brilliance remains a cornerstone of Olden Era.</p> <p>游戏发售之初,从童话般的美术风格转向巴洛克风格的转变引发了褒贬不一的评价。但最终,真正重要的是其核心玩法循环得以完善,并成为之后几乎所有游戏的标杆。这种机制上的精妙之处至今仍是《上古纪元》的基石。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-02.webp" rel="colorbox" title="主页更新 - 20260424 02"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-02.webp" alt="20260424 02"></a></div> <h4 class="al">英雄无敌四:实验的代价<br>Heroes IV: The Cost of Experimentation</h4> <p class="eo">Creative and ambitious, Heroes IV took an unexpected turn toward the isometric 3D trend that was popular at the time. In doing so, it sacrificed clarity and cohesion — its combat maps remain a reminder that visual style should never compromise usability.</p> <p>《英雄无敌四》创意十足且雄心勃勃,出人意料地采用了当时流行的等距 3D 视角。然而,这样做却牺牲了清晰度和连贯性,其战斗地图至今仍提醒我们,视觉风格绝不应以牺牲易用性为代价。</p> <p class="eo">At the same time, its approach to the core gameplay taught many that straying too far from the familiar gameplay can be a risk of losing more veteran players than attracting new ones into the community.</p> <p>与此同时,它对核心玩法的处理方式让许多人明白,偏离熟悉的玩法太远可能会导致失去更多老玩家,而不是吸引新玩家加入社区。</p> <p class="eo">Despite these missteps, Heroes IV is a game we respect deeply for its creative push, and we believe it was unfairly underrated at its time.</p> <p>尽管存在这些失误,但我们非常尊重《英雄无敌四》这款游戏的创新精神,并认为它在当时被低估了。</p> <p class="eo">Heroes of Might and Magic IV and Heroes of Might and Magic: Olden Era battlefields side by side</p> <p>《魔法门之英雄无敌四》和《魔法门之英雄无敌:古代纪元》的战场并排显示</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-03.webp" rel="colorbox" title="主页更新 - 20260424 03"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-03.webp" alt="20260424 03"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-04.webp" rel="colorbox" title="主页更新 - 20260424 04"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-04.webp" alt="20260424 04"></a></div> <h4 class="al">《英雄无敌五—六》:全面 3D 化的潜在陷阱<br>Heroes V–VII: Potential Pitfalls of Full 3D Transition</h4> <p class="eo">Heroes V, developed by Nival Interactive, introduced another major revolution by fully transitioning to 3D. The shift brought stunning town screens and a dramatic visual overhaul that gave the game a unique presence. This bold leap left a lasting impression on players and remains a memorable chapter for all the players of the franchise.</p> <p>由 Nival Interactive 开发的《英雄无敌五》通过全面转型为 3D,带来了又一次重大革新。这一转变带来了令人惊艳的城镇画面和彻底的视觉效果提升,赋予了游戏独一无二的魅力。这一大胆的飞跃给玩家留下了深刻的印象,至今仍是该系列所有玩家心中难忘的一章。</p> <p class="eo">However, like any innovation, it came with challenges.</p> <p>然而,任何创新都伴随着挑战。</p> <p class="eo">Creating realistic proportions for characters and landscape in a fully 3D environment was not easy without negatively affecting readability essential in a strategy game. To keep the clarity, visual indicators, such as bright circles, were added to make the heroes and units stand out on the map.</p> <p>在全 3D 环境中创建逼真的人物和场景比例并非易事,尤其是在不影响策略游戏至关重要的可读性的前提下。为了保持清晰度,我们添加了诸如亮圈之类的视觉指示器,使英雄和单位在地图上更加醒目。</p> <p class="eo">In addition, the richness of animated 3D objects, while visually impressive, also came with higher performance demands. While with the development of gaming hardware it was not a problem for some, the games became less accessible for those who had older and less powerful computers.</p> <p>此外,虽然动画 3D 物体的丰富性带来了令人惊艳的视觉效果,但也对性能提出了更高的要求。随着游戏硬件的发展,这对于一些用户来说不成问题,但对于那些使用老旧低端电脑的用户来说,这些游戏就变得难以运行了。</p> <p class="eo">In Olden Era, we tried to focus both on optimization and a lasting look, suitable for a strategy game.</p> <p>在《上古纪元》中,我们力求兼顾优化和持久的视觉效果,使其适合策略游戏。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-05.webp" rel="colorbox" title="主页更新 - 20260424 05"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-05.webp" alt="20260424 05"></a></div> <p class="eo">The developers of Heroes VI and VII explored a similar stylistic path by blending realistic 3D landscapes with more static, flat visuals for the faction towns. This approach moved away from the Heroes V designs — which had drawn some comparisons from the community to Warhammer Fantasy Battles — in favour of more unified, monochromatic heraldries.</p> <p>《英雄无敌六》和《英雄无敌七》的开发者探索了类似的风格路线,将写实的 3D 场景与阵营城镇的静态平面视觉效果相结合。这种做法摒弃了《 英雄无敌五》的设计——后者曾被玩家社区拿来与《战锤幻想战役》相比较——转而采用更加统一的单色纹章。</p> <p class="eo">While this was a deliberate and interesting stylistic solution, some players still judged the new style for reducing the readability of the units within one faction.</p> <p>虽然这是一个刻意而有趣的风格解决方案,但一些玩家仍然认为这种新风格降低了同一阵营内单位的可读性。</p> <p class="eo">Might and Magic: Heroes VI global map and Might and Magic: Heroes VII battlefield</p> <p>《魔法门:英雄无敌六》冒险地图和《魔法门:英雄无敌七》战场</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-06.webp" rel="colorbox" title="主页更新 - 20260424 06"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-06.webp" alt="20260424 06"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-07.webp" rel="colorbox" title="主页更新 - 20260424 07"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-07.webp" alt="20260424 07"></a></div> <h4 class="al">其他灵感来源:《国王的恩赐:传奇》<br>Other Inspirations: King’s Bounty: the Legend</h4> <p class="eo">King’s Bounty: the Legend (2008) was both a commercial and artistic success thanks to its lush, whimsical visuals. This approach earned the game a lasting love of the players, that resulted in multiple expansions, and its place among the fans of turn-based strategies. Even to this day the game has aged gracefully thanks to its artstyle choice.</p> <p>《国王的恩赐:传奇》(2008)凭借其华丽而奇幻的画面,在商业和艺术上都取得了巨大成功。这种风格赢得了玩家的持久喜爱,催生了多个资料片,并使其在回合制策略游戏爱好者中占据了一席之地。时至今日,这款游戏依然魅力不减,这得益于其独特的艺术风格。</p> <p class="eo">In contrast, Disciples III — a darker, more ‘realistic’ fantasy title, released about a year later — highlighted how easy it is to lose readability and system performance when aiming for gritty photorealism, especially in 3D-strategy games. Despite that, the raw brutality of the chosen artstyle evoked strong emotions among the game’s audience.</p> <p>相比之下,大约一年后推出的《信徒3》——一款风格更为黑暗、更“写实”的奇幻游戏——则凸显了在追求极致写实效果时,尤其是在 3D 策略游戏中,画面清晰度和系统性能很容易受到影响。尽管如此,其所采用的粗犷残酷的艺术风格依然激起了玩家强烈的共鸣。</p> <p class="eo">From both, we gained a valuable lesson: artistic cohesion matters, however, in this genre readability matters even more.</p> <p>从这两部作品中,我们都学到了一个宝贵的教训:艺术上的连贯性固然重要,但在这个类型中,可读性更为重要。</p> <p class="eo">To sum up everything we have learnt from the visual history of Heroes and other genre-defining games:</p> <p>总结我们从《英雄无敌》和其他定义游戏类型的视觉历史中学到的一切:</p> <ul> <li class="eo">Visual changes were always present throughout the Heroes series.</li> <li>《英雄无敌》系列游戏中一直都存在视觉上的变化。</li> <li class="eo">Our personal preference in style draws from the nostalgic looks of Heroes II and King’s Bounty.</li> <li>我们个人的风格偏好借鉴了《英雄无敌二》和《国王的恩赐》的怀旧风格。</li> <li class="eo">Although changes and progress are inevitable, they must be done with care.</li> <li>虽然变革和进步不可避免,但必须谨慎进行。</li> <li class="eo">Readability and performance have always been and probably will stay crucial for the genre.</li> <li>可读性和表现力一直以来都是,而且可能将来也会是该类型作品的关键要素。</li> <li class="eo">Factions should have their leading colour palette, but it shouldn’t dictate everything within it.</li> <li>各个阵营应该有自己的主色调,但主色调不应该决定阵营内的一切。</li> <li class="eo">Stylisation is one of the keys to success that also prolongs the life of the art style and a game in general.</li> <li>风格化是成功的关键之一,它还能延长艺术风格乃至整个游戏的寿命。</li> </ul> <h4 class="al">视觉开发:从原型到量产<br>Visual Development: From Prototype to Production</h4> <p class="eo">With all of this in mind, we explored many directions during prototyping — tweaking saturation, contrast, silhouettes, scale, background detail, and more. Every iteration brought us closer to a visual style that blends personality, clarity, and performance.</p> <p>考虑到所有这些因素,我们在原型制作过程中探索了许多方向——调整饱和度、对比度、轮廓、比例、背景细节等等。每一次迭代都让我们更接近一种兼具个性、清晰度和性能的视觉风格。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-08.webp" rel="colorbox" title="主页更新 - 20260424 08"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-08.webp" alt="20260424 08"></a></div> <p class="eo">Very early concept of the visuals, showing how Art Team experimented with lighting, shadows and saturation</p> <p>视觉效果的早期概念图,展示了美术团队如何尝试运用光照、阴影和饱和度。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-09.webp" rel="colorbox" title="主页更新 - 20260424 09"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-09.webp" alt="20260424 09"></a></div> <p class="eo">Early stage prototype. Objects are easier to see and have a clearer shape, colours are not as intense as before</p> <p>早期原型。物体更容易辨认,形状更清晰,颜色不如以前鲜艳。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-10.webp" rel="colorbox" title="主页更新 - 20260424 10"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-10.webp" alt="20260424 10"></a></div> <p class="eo">Next prototype. Adjusted saturation, objects and decorations are closer to a unified style. Some purchased models are used here as placeholders</p> <p>下一个原型。调整了饱和度,物体和装饰更接近统一的风格。这里使用了一些购买的模型作为占位符。</p> <p class="eo">What we’ve landed on so far is a cohesive, hand-crafted visual identity — one that balances the key qualities important for the Heroes experience: nostalgic visuals recreating the feeling of familiar universe, and easy readability, so important for a turn-based strategy.</p> <p>我们目前所采用的是一种连贯的、手工打造的视觉识别系统——它平衡了《英雄无敌》体验中重要的关键品质:怀旧的视觉效果重现了熟悉的世界感,以及易于阅读的特性,这对于回合制策略游戏来说至关重要。</p> <p class="eo">As we approach Early Access, we continue working on the game visuals, improving them based both on our own vision and your feedback, which helps us see your perspective!</p> <p>随着抢先体验版的临近,我们将继续改进游戏画面,根据我们自己的愿景和你们的反馈不断改进,这有助于我们了解你们的观点!</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-11.webp" rel="colorbox" title="主页更新 - 20260424 11"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-11.webp" alt="20260424 11"></a></div> <p class="eo">The current development build. The artstyle for both objects and decorations forms a unified blend of familiar and brand new visuals</p> <p>当前开发版本。物品和装饰的艺术风格融合了熟悉的元素和全新的视觉效果,形成统一的视觉风格。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-12.webp" rel="colorbox" title="主页更新 - 20260424 12"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-12.webp" alt="20260424 12"></a></div> <h4 class="al">性能和视觉优先级 - Performance and Visual Priorities</h4> <p class="eo">Aiming to avoid any major problems with performance we have designed Olden Era to run smoothly, with lower system requirements than the current Steam median, so that as many people as possible can get to enjoy Olden Era.</p> <p>为了避免出现任何重大性能问题,我们设计了上古纪元,使其运行流畅, 系统要求低于当前 Steam 的平均水平,以便尽可能多的人能够享受上古纪元。</p> <p class="eo">A large-scale 160×160 Jebus Cross map can contain tens of thousands of animated and effect-laden objects, and millions and millions of polygons on the screen at the same time, which can severely impact performance. We handle this by efficiently backloading assets into RAM or GPU’s VRAM, keeping gameplay seamless and responsive.</p> <p>一张 160×160 的大型 Jebus Cross 地图可以同时包含数万个动画和特效物体,以及屏幕上数百万个多边形,这会严重影响性能。我们通过将资源高效地回载到内存或显存中来解决这个问题, 从而保持游戏的流畅性和响应速度 。</p> <p class="eo">We strongly recommend using an SSD for optimal performance, especially to minimise load times. This is the hardware cost of optimization that allows for as few interruptions as possible.</p> <p>我们强烈建议使用固态硬盘以获得最佳性能 ,尤其是在最大程度缩短加载时间方面。这是优化性能的硬件成本,旨在尽可能减少中断。</p> <p class="eo">Our other goal is for the only loading screen you ever see to be when starting or continuing a game — not when entering towns or battles.</p> <p>我们的另一个目标是,只在开始或继续游戏时才会出现加载画面,而不是在进入城镇或战斗时出现加载画面。</p> <h4 class="al">精明预算,专注努力 - Smart Budgeting, Focused Effort</h4> <p class="eo">Even as we build a fantasy world, we face the practical reality of game development. As previously mentioned, we are developing Olden Era independently using our own funds.</p> <p>即使我们构建的是一个奇幻世界,我们也必须面对游戏开发的现实问题。正如之前提到的,我们正在使用自有资金独立开发《上古纪元》。</p> <p class="eo">All development — both technical and artistic — is done by our internal teams, with almost no outsourcing. This ensures full creative control and consistency in vision during development.</p> <p>所有开发工作——包括技术和艺术方面——均由我们的内部团队完成,几乎没有外包。这确保了我们在开发过程中拥有完全的创作控制权,并保证了愿景的一致性。</p> <p class="eo">Even if we found ourselves in the middle of an AI-revolution, our direction for Olden Era was set years before it began. Therefore, we made a firm decision not to use AI to generate any assets. It means that every model, texture, and animation you see in the game is hand-crafted by our artists.</p> <p>即便我们身处人工智能革命的浪潮之中,上古纪元的发展方向早在革命开始数年前就已确定。因此,我们坚决决定不使用人工智能生成任何素材。这意味着游戏中你看到的每一个模型、纹理和动画都是由我们的美术师手工打造的。</p> <p class="eo">This topic has created a huge discussion in the game development industry, sparking lots of thoughts but also outrage. Our philosophy and stance remains that we will not use Generative AI whatsoever during development and that decision will not change at any point — it would be disrespectful to the hard work our Art Team has done as well as to you, our community. We are further supported in that by our publisher Hooded Horse, whose CEO Tim Bender said the following in a recent interview that you can check here:</p> <p>这个话题在游戏开发行业引发了广泛的讨论,激起了人们的诸多思考,同时也招致了不少争议。我们的理念和立场始终如一:在开发过程中绝不使用任何形式的生成式人工智能,这一决定绝不会改变——这不仅是对我们美术团队辛勤工作的不尊重,也是对我们社区的不尊重。我们的发行商 Hooded Horse 也支持我们的这一决定,其首席执行官 Tim Bender 在最近的一次采访中表示(点击此处查看采访内容):</p> <p class="eo">“I f*king hate gen AI art. It has made my life more difficult in many ways…suddenly it infests sh*t in a way it shouldn&apos;t," Bender said. "It is now written into our contracts if we&apos;re publishing the game, &apos;no f*king AI assets&apos;.”</p> <p>“我他妈最讨厌 AI 生成的素材了。它在很多方面都让我的工作变得更难……它突然间就以不该有的方式泛滥成灾,”本德说道。“现在,如果我们要发行这款游戏,合同里都会写明‘禁止使用 AI 素材’。”</p> <p class="eo">Part of this decision involved showing off our talented artists’ work, some of which you can check here</p> <p>这项决定的一部分内容是展示我们才华横溢的艺术家们的作品,您可以在<a href="https://www.youtube.com/playlist?list=PLjW_ciM7j96vs-PPFuzvLmP5-axRT8-3Z">这里</a>查看部分作品。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-13.webp" rel="colorbox" title="主页更新 - 20260424 13"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-13.webp" alt="20260424 13"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-14.webp" rel="colorbox" title="主页更新 - 20260424 14"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-14.webp" alt="20260424 14"></a></div> <p class="eo">Concept art created by our artist Dzikawa</p> <p>由我们的艺术家 Dzikawa 创作的概念艺术图</p> <p class="eo">All of this means we must plan carefully what we can work on, and prioritise what matters most: gameplay, content, and long-term support. In fact, we are proud to say that Olden Era will launch with more content than any previous Heroes game at release — thanks in large part to our art style choice and efficient planning. This allowed us to implement more content without sacrificing other important features such as map editor, maximum map size, templates, and readability of the global map.</p> <p>这一切都意味着我们必须仔细规划工作内容,并优先考虑最重要的方面:游戏性、内容和长期支持。事实上,我们很自豪地宣布,《上古纪元》在发售时将拥有比以往任何一款《英雄无敌》游戏都更丰富的内容——这主要归功于我们选择的美术风格和高效的规划。这使我们能够在不牺牲其他重要功能(例如地图编辑器、最大地图尺寸、模板和全局地图的可读性)的情况下,实现更多内容。</p> <p class="eo">To support this claim, we have analysed the most popular Heroes titles in terms of content:</p> <p>为了佐证这一观点,我们从内容方面分析了最受欢迎的《英雄无敌》系列作品:</p> <table> <thead> <tr> <th>项目 / 版本</th> <th>H2</th> <th>H3</th> <th>H5</th> <th>H6</th> <th>H7</th> <th>OE (EA)</th> </tr> </thead> <tbody> <tr> <td class="major-header" colspan="7">DLC 数量</td> </tr> <tr> <td>资料片/DLC</td> <td>1</td> <td>2</td> <td>2</td> <td>1 (+2)</td> <td>1</td> <td>TBD</td> </tr> <tr> <td class="major-header" colspan="7">阵营生物</td> </tr> <tr> <td class="sub-header">基础</td> <td>57</td> <td>116</td> <td>84</td> <td>84</td> <td>114</td> <td>127</td> </tr> <tr> <td class="sub-header">DLC</td> <td>0</td> <td>10</td> <td>84</td> <td>14</td> <td>19</td> <td>TBD</td> </tr> <tr> <td class="major-header" colspan="7">中立生物</td> </tr> <tr> <td class="sub-header">基础</td> <td>9</td> <td>6</td> <td>6</td> <td>11</td> <td>20</td> <td>18</td> </tr> <tr> <td class="sub-header">DLC</td> <td>0</td> <td>13</td> <td>3</td> <td>1</td> <td>5</td> <td>TBD</td> </tr> <tr> <td class="major-header" colspan="7">宝物</td> </tr> <tr> <td class="sub-header">基础</td> <td>82</td> <td>125</td> <td>71</td> <td>109</td> <td>153</td> <td>148</td> </tr> <tr> <td class="sub-header">DLC</td> <td>17</td> <td>14</td> <td>22</td> <td>31</td> <td>23</td> <td>TBD</td> </tr> <tr> <td>地图建筑</td> <td>62</td> <td>171</td> <td>131</td> <td>~100</td> <td>87</td> <td>190</td> </tr> <tr> <td>英雄/每阵营</td> <td>9</td> <td>16</td> <td>10</td> <td>~10 + 自定义</td> <td>~13</td> <td>18</td> </tr> <tr> <td>首发法术数量</td> <td>45</td> <td>70</td> <td>44</td> <td>60</td> <td>79</td> <td>74</td> </tr> <tr> <td>冒险地图法术</td> <td>17</td> <td>10</td> <td>4</td> <td>2</td> <td>9</td> <td>17</td> </tr> <tr> <td>英雄技能数量</td> <td>14</td> <td>28</td> <td>17 (+152)</td> <td>46</td> <td>24 (+168)</td> <td>30 (+180)</td> </tr> <tr> <td class="ac" colspan="7"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-15.webp" alt="20260424 15"></a></td> </tr> </tbody> </table> <h4 class="al">面向未来的视觉效果 - Future-Proof Visuals</h4> <p class="eo">One of our primary goals behind the art style choice has been to ensure that the visuals remain appealing for years to come. Technology evolves quickly, however stylised visuals, when designed with care, retain their charm and legibility for years.</p> <p>我们选择这种艺术风格的主要目标之一是确保视觉效果在未来数年内保持吸引力。技术日新月异,但精心设计的风格化视觉效果却能长久保持其魅力和清晰度。</p> <p class="eo">Although nobody can deny Heroes III being the high point of the series, we personally believe that it was Heroes II — with its timeless visuals — that caused the franchise to become so well-known in the first place. That’s the kind of longevity we aim for.</p> <p>虽然没人能否认《英雄无敌三》是系列巅峰之作,但我们个人认为,正是《英雄无敌二》凭借其永恒的画面,才让这个系列一举成名。这正是我们所追求的持久生命力。</p> <p class="eo">Our visual direction is trying to blend the best of Heroes I through III, with touches from King’s Bounty, presented in a clean, almost isometric presentation that highlights the charm.</p> <p>我们的视觉方向力求融合《英雄无敌一》到《英雄无敌三》的精华,并融入《国王的恩赐》的元素,以简洁、近乎等距的视角呈现,凸显其魅力。</p> <p class="eo">In the end, it’s not just about nostalgia, we want to ensure that Olden Era has its own identity, and even a decade from now players can return to it and still find it beautiful.</p> <p>归根结底,这不仅仅是怀旧的问题,我们希望确保上古纪元拥有自己的独特风格,即使十年后玩家们可以重返上古纪元,仍然会觉得它很美。</p> <h4 class="al">那么,为什么是 3D 而不是 2D 呢?<br>So why 3D and not 2D?</h4> <p class="eo">At first glance, 2D graphics seemed ideal for our goals. They evoke fantasy worlds, carry hand-crafted charm, and tend to be less demanding on hardware. However, working with 2D comes with a lot of hidden challenges.</p> <p>乍一看,2D 图形似乎非常符合我们的目标。它们能营造奇幻世界,充满手工质感,而且对硬件要求不高。然而,使用 2D 图形也存在许多隐藏的挑战。</p> <h4 class="al">并非如此简单 - Not Really Simple </h4> <p class="eo">Many people love 2D animation for its “simplicity and warmth”, but in reality creating high-quality 2D animation is anything but simple. Every object must be drawn by hand, and every angle or rotation — animated separately. It’s a slow and labour-intensive process.</p> <p>许多人喜欢二维动画,因为它“简洁而温馨”,但实际上,制作高质量的二维动画绝非易事。每个物体都必须手工绘制,每个角度或旋转都需要单独制作动画。这是一个缓慢而耗费人力的过程。</p> <p class="eo">Imagine a unit that can move not only left and right but diagonally. In 2D, diagonal movement requires an entirely new set of assets. Add in attack and defence animations, and the workload multiplies fast.</p> <p>想象一下,一个单位不仅可以左右移动,还可以斜向移动。在二维游戏中,斜向移动需要一套全新的资源。再加上攻击和防御动画,工作量会迅速成倍增长。</p> <p class="eo">Then there’s the matter of volume. To make an object feel three-dimentional in 2D, light and shadow have to be painted directly onto it. These highlights, however, will remain static — rotating the unit or moving a light source won’t change them.</p> <p>其次是体积问题。为了让二维物体看起来有三维立体感,必须直接在物体上绘制光影。然而,这些高光是固定的——旋转物体或移动光源都不会改变它们。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-16.webp" rel="colorbox" title="主页更新 - 20260424 16"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-16.webp" alt="20260424 16"></a></div> <p class="eo">In Hollow Knight, for example, highlights are painted right onto the beetle sprite and stay the same no matter how it moves</p> <p>例如,在《空洞骑士》中,高光直接绘制在甲虫的图像上,无论它如何移动,高光都保持不变。</p> <p class="eo">This limitation is why many games with “flat”, cartoon-like visuals are actually 3D under the hood — a style often called 2.5D.</p> <p>正是由于这种限制,许多画面“扁平”的卡通风格游戏实际上在底层是 3D 的,这种风格通常被称为 2.5D。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-17.webp" rel="colorbox" title="主页更新 - 20260424 17"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-17.webp" alt="20260424 17"></a></div> <p class="eo">The Banner Saga is a great example of 2.5D game with turn-based combat</p> <p>《旗帜的传说》是 2.5D 回合制战斗游戏的优秀范例。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-18.webp" rel="colorbox" title="主页更新 - 20260424 18"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-18.webp" alt="20260424 18"></a></div> <p class="eo">Ori and the Blind Forest uses similar techniques, blending 3D technology with a painterly style</p> <p>《奥日与黑暗森林》也采用了类似的技术,将 3D 技术与绘画风格融合在一起。</p> <p class="eo">In 3D, dynamic lighting is built-in. A 3D model is made of polygons, and the engine can calculate light rays hitting each surface, adjust shading based on position and movement. This eliminates many of the manual steps required in 2D.</p> <p>在 3D 建模中,动态光照是内置的。3D 模型由多边形构成,引擎可以计算照射到每个表面的光线,并根据位置和运动调整阴影。这省去了 2D 建模中许多手动操作步骤。</p> <h4 class="al">模型动画 - Animating the Models </h4> <p class="eo">We learned these limitations first-hand while working on Iratus: Lord of the Dead. Creating that game was… let’s just say, a learning experience. The thing is, when it comes to 2D animation, there are really only two main approaches:</p> <p>我们在开发《伊拉图斯:亡灵之主》时亲身经历了这些局限性。制作这款游戏​​……这么说吧,是一次宝贵的学习经历。事实上,就二维动画而言,主要方法只有两种:</p> <p class="eo">#1: Skeletal animation (aka Spine animation). Moves parts of a flat image like a puppet. It fakes depth but cannot truly rotate, often looking stiff and “marionette-like”. It is still a ton of work, for the result that does not always feel great: Because this technique was often used in older browser games, it also carries that visual association for many players.</p> <p>#1: 骨骼动画(又称脊椎动画)。它像操控木偶一样移动平面图像的某些部分。它能模拟深度,但无法真正旋转,因此看起来往往僵硬而“像提线木偶”。制作这种动画仍然非常耗时,而且效果也并非总是令人满意:由于这项技术常用于早期的浏览器游戏,因此许多玩家对它的视觉印象也与此类似。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-19.webp" rel="colorbox" title="主页更新 - 20260424 19"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-19.webp" alt="20260424 19"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-20.webp" rel="colorbox" title="主页更新 - 20260424 20"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-20.webp" alt="20260424 20"></a></div> <p class="eo">Iratus, our previous game, was built with this animation style in mind</p> <p>我们之前的游戏《伊拉图斯》在设计之初就考虑到了这种动画风格。</p> <p class="eo">#2: Full frame-by-frame animation (classic Disney™ style). Every single frame is drawn by hand. It can look amazing, but costs in time, finances, and labour are enormous. Disney™ films were made by hundreds — sometimes thousands — of artists, working frame by frame. And what if you want to change anything in the finished animation? Welcome back to the drawing desk to re-do every single frame again! Doing this for over 140 creatures, each with multiple animations, would be unrealistic.</p> <p>#2: 逐帧动画(经典的迪士尼风格)。每一帧都是手工绘制的。虽然效果惊艳,但耗时、耗资和人工成本都非常巨大。迪士尼电影是由数百甚至数千名艺术家逐帧制作完成的。如果想要修改已完成的动画怎么办?那就得回到绘图桌前,重新绘制每一帧!要为超过 140 个角色,每个角色又有多段动画,这样做是不现实的。</p> <p class="eo">A standout example of the modern games that used this approach is Cuphead, whose creators spent at least 7 full years hand-drawing, scanning, and colouring tens of thousands frames. Apart from time consumption, the reality is that nowadays skilled 2D animators are scarce (roughly one for every 20–30 experienced 3D artists).</p> <p>现代游戏中运用这种方法的一个杰出例子是《茶杯头》,其创作者至少花费了整整 7 年时间,手工绘制、扫描并上色了数万帧画面。除了耗时之外,现实情况是,如今熟练的二维动画师非常稀缺(大约每 20-30 位经验丰富的三维艺术家才有一位二维动画师)。</p> <p class="eo">To sum up: 3D is just much more suitable when it comes to budgeting and longevity of the game’s life-span. In simple terms: a lot of the work that has to be manually applied in 2D on a case-by-case basis, is automatically handled by 3D engines’ various features.</p> <p>总而言之,就游戏预算和生命周期而言,3D 显然更胜一筹。简单来说,2D 游戏中许多需要逐个手动完成的工作,在 3D 引擎的各种功能下都能自动完成。</p> <h4 class="al">以全新视角重振经典作品 - Reviving Legacy Material with a New Vision</h4> <p class="eo">By setting Olden Era centuries before the events of the RPG game Might and Magic VIII, we have gained creative freedom to explore the early days of Jadame — a continent of the world of Enroth, not explored in the Heroes series before. That meant we could create multiple new factions, creatures and heroes, with their own stories and personalities. Of course everything that is added has to be in accordance with Branding Team’s vision of the world and its inner structure.</p> <p>通过将 “上古纪元” 设定在角色扮演游戏《魔法门八》事件发生数个世纪之前,我们获得了创作上的自由,得以探索贾达姆大陆的早期历史——这片大陆是恩洛斯世界的一部分,此前在《英雄无敌》系列中从未出现过。这意味着我们可以创造多个全新的阵营、生物和英雄,赋予他们各自的故事和个性。当然,所有新增内容都必须符合品牌团队对世界及其内部结构的构想。</p> <p class="eo">One of our main goals (and challenges!) was to create a perfectly balanced mix of old and new — a game in which characters familiar to many of us since childhood would head out on new adventures across the new continent, fighting monsters not seen before and living through the stories before untold.</p> <p>我们的主要目标(也是挑战!)是创造一个新旧完美平衡的游戏——在这个游戏中,我们许多人从小就熟悉的角色将在新的大陆上展开新的冒险,与以前从未见过的怪物战斗,并经历以前从未讲述过的故事。</p> <p class="eo">This meant: </p> <p>这意味着:</p> <h4 class="al">标志性生物和英雄的全新设计<br>New designs for iconic creatures and heroes</h4> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-21.webp" alt="20260424 21"></div> <img src="http://heroworld.gamerhome.com/h2/file/c-46.gif" alt="" class="fl noshadow"> <p class="eo">Unicorn in Heroes II vs Unicorn in Olden Era</p> <p>《英雄无敌二》中的独角兽 vs《上古纪元》的独角兽</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-23.webp" rel="colorbox" title="主页更新 - 20260424 23"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-23.webp" alt="20260424 23"></a></div> <img src="http://heroworld.gamerhome.com/h2/file/c-39.gif" alt="" class="fl noshadow"> <p class="eo">Pixie in Heroes II vs Pixie in Olden Era</p> <p>《英雄无敌二》中的妖精 vs《上古纪元》中的花妖</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-24.webp" alt="20260424 24" class="noshadow"></div> <p class="eo">Vatawna in Heroes II vs Vatawna in Olden Era</p> <p>《英雄无敌二》中的瓦塔娜 vs《上古纪元》的瓦塔娜</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-25.webp" alt="20260424 25" class="noshadow"></div> <p class="eo">Ethric the Mad in RPG Might and Magic VI vs Ethric the Mad in Olden Era</p> <p>《魔法门六》中的疯狂埃斯里克 vs《上古纪元》的疯狂埃斯里克</p> <p class="eo">Not known to many, the world of Enroth is going through technological decline the closer we get to the events of the RPG Might and Magic VIII.</p> <p>鲜为人知的是,随着我们越来越接近角色扮演游戏《魔法门八》的剧情,恩洛斯的世界正在经历技术衰退。</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-26.webp" alt="20260424 26"></div> <p class="eo">“TERMINATOR” Drone in RPG Might and Magic VI vs Worldwatcher in Olden Era</p> <p>《魔法门六》中的“终结者”无人机对阵古代世界观察者</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-27.webp" alt="20260424 27"></div> <p class="eo">Couatl in RPG Might and Magic VIII vs Couatl in Olden Era</p> <p>《魔法门八》角色扮演游戏中的羽蛇 vs《上古纪元》的羽蛇</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-28.webp" alt="20260424 28" class="noshadow"></div> <p class="eo">Artorius Veritas in RPG Might and Magic VIII vs Artorius Veritas in Olden Era</p> <p>《魔法门八》角色扮演游戏中的阿托利斯·维里塔斯 vs《上古纪元》的阿托利斯·维里塔斯</p> <h4 class="al">将经典人物“年轻化”并拓展他们的故事<br>‘Aging down’ classic figures and expanding their stories</h4> <p class="eo">As we wish to relive the nostalgia of seeing a hero we’ve grown to know as a child, we decided to also bring back a few familiar faces, as well as units from the other Heroes of Might and Magic games, especially in cases where the lore allowed us to do so!</p> <p>为了重温儿时熟悉的英雄带来的怀旧之情,我们决定也带回一些熟悉的面孔,以及其他《魔法门之英雄无敌》游戏中的单位,尤其是在剧情允许的情况下!</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-29.webp" alt="20260424 29" class="noshadow"></div> <p class="eo">Old Vesper in Heroes II vs Young Vesper in Olden Era</p> <p>《英雄无敌二》中的老维斯珀 vs《上古纪元》中的年轻维斯珀</p> <p class="eo">Even when the only material available was a blurry sprite or a low-res portrait, we worked to reimagine it faithfully. The result was a visual blend of the old and the new that honours the franchise’s roots while pushing forward.</p> <p>即使只有模糊的像素图或低分辨率的肖像,我们也努力忠实地还原原作。最终呈现出的视觉效果融合了新旧元素,既尊重了系列的根源,又向前迈进了一步。</p> <h4 class="al">您的反馈正在发挥作用 - Your Feedback in Action</h4> <p class="eo">Although we have our own vision, we are carefully listening to the feedback of our community, implementing the most interesting ideas and suggestions as well as tuning the game to appeal to most of you.</p> <p>虽然我们有自己的愿景,但我们正在认真听取社区的反馈,采纳最有趣的想法和建议,并调整游戏以吸引你们中的大多数人。</p> <p class="eo">Following a lot of the feedback we received over the last few months we decided to come up with quite a few changes to the readability of Olden Era’s both combat map and adventure map. Here are some of the ones we’ve already shared with you as well as a few fresh reveals.</p> <p>根据过去几个月收到的大量反馈,我们决定对《上古纪元》的战斗地图和冒险地图的易读性进行一些改进。以下是我们之前已经分享过的一些改动,以及一些最新公布的内容。</p> <h4 class="al">扩展战场 - Expanded Battleground </h4> <p class="eo">One of the key pieces of feedback we have received from you was that the battleground isn’t large enough. We expanded it and adjusted most units’ statistics to accommodate for that.</p> <p>我们收到的主要反馈之一是战场面积不够大。为此,我们扩大了战场面积,并调整了大多数单位的属性。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-30.webp" rel="colorbox" title="主页更新 - 20260424 30"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-30.webp" alt="20260424 30"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-31.webp" rel="colorbox" title="主页更新 - 20260424 31"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-31.webp" alt="20260424 31"></a></div> <h3>视觉设置 - Visual Settings </h3> <h4 class="al">新的可读性设置 - New Readability Settings</h4> <p class="eo">As you shared your feedback with us whilst playing the demo, it was made clear that you would like more readability options. This is why we created a separate readability tab that allows you to adjust various options to your liking. We’ll go over these options below.</p> <p>您在试玩演示版时向我们反馈的意见表明,您希望获得更多可读性辅助选项。因此,我们专门创建了一个可读性辅助选项卡,方便您根据个人喜好调整各项设置。以下我们将详细介绍这些选项。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-32.webp" rel="colorbox" title="主页更新 - 20260424 32"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-32.webp" alt="20260424 32"></a></div> <h4 class="al">可自定义的高亮设置 - Customisable highlight settings</h4> <p class="eo">We added various options for the highlight feature, allowing you to change its colour, the way the highlight pops up (be it by pressing ALT, hovering over objects or to be permanently on) as well as adjust the highlight colours based on what you’re interacting, such as heroes, guards, visited objects and so on.</p> <p>我们为高亮功能添加了各种选项,允许您更改其颜色、高亮弹出方式(无论是按 ALT 键、将鼠标悬停在对象上还是永久显示),以及根据您正在交互的内容(例如英雄、守卫、访问过的对象等)调整高亮颜色。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-33.webp" rel="colorbox" title="主页更新 - 20260424 33"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-33.webp" alt="20260424 33"></a></div> <h4 class="al">可自定义颜色配置文件 - Customisable colour profiles</h4> <p class="eo">Colour profiles can be used to make the image more vibrant, turn the game darker or keep the middle ground between the two. Depending on what you choose, you will either lower or further increase the saturation of the game.</p> <p>色彩配置文件可用于增强图像鲜艳度、降低游戏亮度或保持两者之间的平衡。根据您的选择,您可以降低或进一步提高游戏的饱和度。</p> <div class="ac"><img src="http://heroworld.gamerhome.com/images/news/20260424-34.webp" alt="20260424 34" style="width:100%;"></div> <p class="eo">Default colour / Saturated colour / Dark colour</p> <p>默认颜色 / 饱和色彩 /深色系</p> <p class="eo">Apart from that we added the options so everyone can adjust the visuals of the game to their liking:</p> <p>除此之外,我们还添加了各种选项,让每个人都可以根据自己的喜好调整游戏画面:</p> <ul> <li class="eo">Option to toggle outlines:</li> <li>可选择是否显示轮廓:<ul> <li class="eo">Keep them on as they are</li> <li>保持原样即可</li> <li class="eo">Keep the outlines on interactive objects only</li> <li>仅保留交互式对象的轮廓</li> <li class="eo">Turn them off completely</li> <li>完全关闭它们</li> </ul></li> <li class="eo">Combat map highlights for active units</li> <li>战斗地图上活跃单位的亮点</li> <li class="eo">Player-coloured spaces beneath units</li> <li>单位下方玩家颜色区域</li> <li class="eo">Full UI toggle for clean screenshots</li> <li>启用完整用户界面切换,即可截取清晰屏幕截图</li> <li class="eo">Toggle the cloud shadows</li> <li>切换云层阴影</li> <li class="eo">Option to fully desaturate background on the global map, leaving the interactable objects clearly visible (see the images below)</li> <li>可选择完全降低全球地图背景的饱和度,使可交互对象清晰可见(见下图)。</li> </ul> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-35.webp" rel="colorbox" title="主页更新 - 20260424 35"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-35.webp" alt="20260424 35"></a></div> <p class="eo">No desaturation, 50% desaturation and 100% desaturation</p> <p>无脱饱和度、50%脱饱和度和100%脱饱和度</p> <h4 class="al">更新后的用户界面 - Updated User Interface</h4> <p class="eo">Since our first reveal, your constant feedback was that our UI could use a little bit more love. We updated it to be more immersive and reminiscent of the older games. We believe that it’s in a good place between old, nostalgic UI and a new, modern approach to the interface. We will continue to read your feedback and use it to improve the UI in Early Access.</p> <p>自游戏首次亮相以来,大家一直反馈我们的用户界面需要改进。我们对其进行了更新,使其更具沉浸感,并更贴近老游戏的风格。我们相信,目前的界面设计恰到好处,既保留了复古怀旧的元素,又兼具现代感。我们将继续关注大家的反馈,并在抢先体验阶段不断改进用户界面。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-36.webp" rel="colorbox" title="主页更新 - 20260424 36"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-36.webp" alt="20260424 36"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-37.webp" rel="colorbox" title="主页更新 - 20260424 37"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-37.webp" alt="20260424 37"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-38.webp" rel="colorbox" title="主页更新 - 20260424 38"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-38.webp" alt="20260424 38"></a></div> <h4 class="al">更新后的模型 - Updated Models</h4> <p class="eo">Many of you voiced your concern when it comes to certain models in the game. We</p> <p>很多玩家都对游戏中的某些模型表示担忧。</p> <p class="eo">also want our units to be as aesthetically and visually pleasing as they can be, so we look closely at what the community wants and all the ways we can improve upon them! While many models already received some changes, we are constantly listening to more and more feedback from our players, and here we would like to show you some of the most recent changes we made according to that! In addition to that, we also added a way to rotate, zoom in on and view models in the unit preview screen.</p> <p>我们也希望我们的单位在美观和视觉效果上都能达到最佳状态,因此我们会密切关注社区的需求,并思考如何才能做得更好!虽然许多模型已经进行了一些改动,但我们仍在不断倾听玩家的反馈,并在此向大家展示我们根据这些反馈做出的一些最新改动!此外,我们还在单位预览界面中添加了旋转、缩放和查看模型的功能。</p> <p class="eo">The model viewer lets you fully rotate the units and zoom in on them</p> <p>模型查看器允许您完全旋转模型并放大查看。</p> <h4 class="al">天使 - The Angels</h4> <p class="eo">Angel models were redesigned for clarity and visual impact, but at the same time they kept their unique look.</p> <p>天使系列模型经过重新设计,更加清晰醒目,同时又保留了其独特的外观。</p> <p class="eo">However, you’ve let us know that the Archangels would look much better if they had a different hue so we updated them according to your feedback!</p> <p>不过,您告诉我们,如果大天使们换一种颜色会更好看,所以我们根据您的反馈对它们进行了更新!</p> <table> <tbody> <tr class="acc bold"> <td>天使(Angel)</td> <td>大天使(Archangel)</td> <td>极天使(Apotheosis)</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Angel_Old.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Archangel_Old.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Apotheosis_Old.webp" alt="" style="width:200px;"></td> </tr> <tr> <td></td> <td><img src="http://heroworld.gamerhome.com/images/news/20260424-39.webp" alt="" style="width:200px;"></td> <td></td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Angel.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Archangel.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Apotheosis.webp" alt="" style="width:200px;"></td> </tr> </tbody> </table> <table> <tbody> <tr class="acc bold"> <td>骑兵(Cavalry)</td> <td>贵族骑兵</td> <td>阳矛骑兵</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Cavalry_Old.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_NobleCavalry_Old.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_SunspearCavalry_Old.webp" alt="" style="width:200px;"></td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_Cavalry.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_NobleCavalry.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Temple_SunspearCavalry.webp" alt="" style="width:200px;"></td> </tr> </tbody> </table> <h4 class="al">恐惧骑士 - The Dread Knights</h4> <p class="eo">We’ve heard your feedback about the old Dread Knight model and so we decided to replace them with a new one that is more in line with the nostalgic look they were known for in Heroes III and IV.</p> <p>我们收到了大家对旧版恐惧骑士模型的反馈,因此我们决定用一个更符合《英雄无敌三》和《英雄无敌四》中那种怀旧外观的新模型来替换它们。</p> <table> <tbody> <tr class="acc bold"> <td>恐怖骑士(Dread Knight)</td> <td>战争化身(Avatar of War)</td> <td>空洞死神 Hollow Reaper </td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Necropolis_DreadKnight_Old.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Necropolis_AvatarofWar_Old.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Necropolis_HollowReaper_Old.webp" alt="" style="width:200px;"></td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Necropolis_DreadKnight.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Necropolis_AvatarofWar.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Necropolis_HollowReaper.webp" alt="" style="width:200px;"></td> </tr> </tbody> </table> <h4 class="al">水螈 - The Aqualotls</h4> <p class="eo">You’ve let us know that aqualotls from Mexican mythology were difficult to distinguish in combat and that you would like to see more humanoid creatures in the Grove’s lineup. We removed them and added the greek Naiads, who kept a bit of the aqualotl in their visual design.</p> <p>您曾告诉我们,墨西哥神话中的水怪在战斗中难以区分,并且您希望在林地中看到更多的人形生物。我们移除了水螈,并加入了希腊水仙女,她们的视觉设计保留了一些水怪的特征。</p> <table> <tbody> <tr class="acc bold"> <td>水螈(Aqualotl)</td> <td>Blooming Aqualotl</td> <td>Polar Aqualotl</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Sylvan_Aqualotl.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Sylvan_BloomingAqualotl.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Sylvan_PolarAqualotl.webp" alt="" style="width:200px;"></td> </tr> <tr class="acc bold"> <td>水灵(Naiad)</td> <td>春水灵​​(Vernal Naiad)</td> <td>冬水灵(Brumal Naiad)</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Grove_Naiad.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Grove_VernalNaiad.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Grove_BrumalNaiad.webp" alt="" style="width:200px;"></td> </tr> </tbody> </table> <h4 class="al">虫巢 - The Hive</h4> <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260424-40.webp" rel="colorbox" title="主页更新 - 20260424 40"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-40.webp" alt="20260424 40"></a><a href="http://heroworld.gamerhome.com/images/news/20260424-41.webp" rel="colorbox" title="主页更新 - 20260424 41"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260424-41.webp" alt="20260424 41"></a></div> <p class="eo">Hive units are retextured to stand out more, gaining a more distinct and insect-like colour scheme. They have also had their Gnats and Mantes replaced with more distinguishable Parasites and Scorpions.</p> <p>虫巢单元的纹理经过重新设计,更加醒目,采用了更鲜明、更具昆虫特征的配色方案。此外,虫巢中的蚋和螳螂也被替换成了更容易辨认的寄生虫和蝎子。</p> <table> <tbody> <tr class="acc bold"> <td>腐蝇(Gnat)</td> <td>Warden Gnat</td> <td>Ravager Gnat</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_Gnat.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_WardenGnat.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_RavagerGnat.webp" alt="" style="width:200px;"></td> </tr> <tr class="acc bold"> <td>寄体(Parasite)</td> <td>卫寄体</td> <td>乱寄体​</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_Parasite.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_WardenParasite.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_RavagerParasite.webp" alt="" style="width:200px;"></td> </tr> </tbody> </table> <table> <tbody> <tr class="acc bold"> <td>螳螂(Mantis)</td> <td>Vermilion Mantis</td> <td>Royal Mantis​</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_Mantis.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_VermilionMantis.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_RoyalMantis.webp" alt="" style="width:200px;"></td> </tr> <tr class="acc bold"> <td>甲蝎(Scorpion)</td> <td>火山甲蝎​</td> <td>洞穴甲蝎​</td> </tr> <tr> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_Scorpion.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_VolcanicScorpion.webp" alt="" style="width:200px;"></td> <td><img src="http://heroworld.gamerhome.com/oe/file/ss_troop_Hive_SpelaeanScorpion.webp" alt="" style="width:200px;"></td> </tr> </tbody> </table> <p class="eo">Thank you for all of the feedback you have provided so far — we appreciate your passionate approach to our work and will continue implementing changes as we push forward towards the Early Access release!</p> <p>感谢您迄今为止提供的所有反馈——我们非常感谢您对我们工作的热情,并将继续进行改进,以推进抢先体验版的发布!</p> <h4 class="al">未来模组支持 - Future Modding Support </h4> <p class="eo">We know how much the Heroes community values modding, and that it’s one of the key elements that helped the series live such a long life. That’s why Olden Era is being built with high modability in mind. Once the game is fully released, we are intending to give you the chance to swap or adjust visuals or create new content of your own. We believe players should be able to shape the game they love.</p> <p>我们深知《英雄无敌》社区对 MOD 的重视,它也正是该系列能够长盛不衰的关键因素之一。因此,《上古纪元》在设计之初就充分考虑了 MOD 的可玩性。 游戏正式发布后,我们将提供修改或调整画面效果,以及创建全新内容的平台。我们相信,玩家应该能够参与塑造自己喜爱的游戏。</p> <h4 class="al">结论:一款经久不衰的游戏<br>Conclusion: A Game Built to Last</h4> <p class="eo">We are building Olden Era not just for launch, but for the years ahead. We believe this game carries forward the legacy of Heroes, but also stands on its own. We want the game and — by extension — the franchise to become more accessible to new players while remaining engaging to the veterans alike. We want Olden Era to be a new chapter in the series’ journey through the years with its own stories and unique design.</p> <p>我们打造《上古纪元》并非仅仅为了游戏发售,更着眼于未来的发展。我们相信这款游戏不仅传承了《英雄无敌》系列的精髓,更拥有其独特的魅力。我们希望这款游戏,乃至整个系列,能够更容易地吸引新玩家,同时也能保持老玩家的沉浸感。我们希望《上古纪元》能够成为该系列发展历程中的全新篇章,拥有其独特的故事和设计。</p> <p class="eo">Thank you for being on this journey with us so far and stay tuned!</p> <p>感谢您一路陪伴我们,敬请期待!</p></div> 上古纪元#圣殿势力介绍·更新 http://www.heroworld.net/news.php?id=1987 http://www.heroworld.net/news.php?id=1987 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427621 hoe Thu, 23 Apr 2026 15:06:36 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV11soTBBEBG"></div> <img src="http://heroworld.gamerhome.com/images/news/20260423-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV11soTBBEBG/">bilibili</a>,<a href="https://www.youtube.com/watch?v=UXwIm0db1fg">youtube</a></h3></div> 上古纪元#竞技场压力测试开启 http://www.heroworld.net/news.php?id=1986 http://www.heroworld.net/news.php?id=1986 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427616 hoe Wed, 22 Apr 2026 09:07:29 GMT <div style="width:640px;"><p><a href="https://store.steampowered.com/app/3241970/">还是在之前的 Demo 的基础上更新到版本号 0.72.54</a>。</p> <p>关于竞技场模式的一些<a href="http://heroworld.gamerhome.com/oe/821.html">机制介绍</a>。</p> <p>这次竞技场能用的还是之前的四族:圣殿、墓园、地牢、裂渊。</p> <p>时间持续到明天早上 5 点,所以想试的尽快。</p></div> 上古纪元#竞技场模式压力测试 http://www.heroworld.net/news.php?id=1985 http://www.heroworld.net/news.php?id=1985 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427611 hoe Thu, 16 Apr 2026 15:09:09 GMT <div style="width:640px;"><p class="eo">On April 22nd, from 2026/4/22 17:00 to 2026/4/23 05:00 , we’re hosting a massive online multiplayer stress-test, and we want you there!</p> <p>2026 年 4 月 22 日 17:00 至 4 月 23 日 05:00,我们将举办一场大型多人在线压力测试,诚邀您参与!</p> <p class="eo">The goal is to get as many people online at the same time as possible to see how our servers handle a crowd. By jumping in and playing, you’re helping us find and fix those last-minute bugs before the official launch. Your help makes a huge difference.</p> <p>我们的目标是让尽可能多的玩家同时在线,以测试服务器在高负载下的表现。通过参与游玩,您将帮助我们找出并修复正式上线前的最后一批问题。您的贡献至关重要。</p> <p class="eo">No sign-ups or extra steps are needed. Just head to :x_steam: our demo during the test window, download the build, and start playing. We’ll take care of the data on our end.</p> <p>无需注册或额外步骤。请在测试期间前往我们的<a href="https://store.steampowered.com/app/3241970/">试玩版页面</a>,下载版本并开始游玩。数据收集将由我们全程处理。</p> <p class="eo">⚔️ Only Arena mode will be available during that time! ⚔️</p> <p>⚔️ 测试期间仅开放竞技场模式!⚔️</p></div>