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 Mon, 04 May 2026 21:48:38 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 0.80.11 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> 上古纪元#Unfrozen 成立开发联盟 http://www.heroworld.net/news.php?id=1984 http://www.heroworld.net/news.php?id=1984 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427603 hoe Thu, 09 Apr 2026 15:06:44 GMT <div style="width:640px;"><p>Unfrozen 工作室和其他几家游戏工作室(包括开发《这是警察》的 <a href="https://store.steampowered.com/developer/weappy">Weappy</a>、开发《REPLACED》的 <a href="https://www.sadcat.studio/">Sad Cat Studios</a>、<a href="https://www.veagames.com/">VEA Games</a>、<a href="https://www.game-garden.com/">Game Garden</a>)一起成立了一个叫 Nova Assembly​ 的联盟。</p> <p>对《英雄无敌》玩家来说,核心信息是:</p> <ul> <li>《上古纪元》开发不受影响。游戏仍由 Unfrozen 全权负责,4 月 30 日正常发售,后续更新也会按原计划推进。</li> <li>这不是收购,是资源整合。Unfrozen 保持独立,但可以共享联盟内的预算、技术、开发经验等资源,有利于未来更高效地支持《上古纪元》的长期更新或新内容开发。</li> <li>Unfrozen 的 CEO 同时担任该联盟的 CEO,因此《上古纪元》在联盟内属于重点推动项目之一,战略地位不会降低。</li> <li>创作控制权完全保留,游戏设计不会因合作而改变风格或方向。</li> </ul> <p>整体来说,这次合作主要是为了提升开发能力和资源储备,对玩家而言意味着《上古纪元》未来可能获得更持续、更高质量的更新支持。联盟内其他工作室的作品(如《REPLACED》等)也将陆续推出,但不会与《上古纪元》的开发产生冲突。</p></div> 上古纪元#虫巢势力介绍·更新 http://www.heroworld.net/news.php?id=1983 http://www.heroworld.net/news.php?id=1983 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427601 hoe Wed, 08 Apr 2026 15:11:30 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1sRDjB7EUW"></div> <img src="http://heroworld.gamerhome.com/images/news/20260408-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1sRDjB7EUW/">bilibili</a>,<a href="https://www.youtube.com/watch?v=6g9YcRQ7Oh4">youtube</a></h3> <p>虫巢一级兵和四级兵换了名字和模型,一级兵未升级的跑去打野,四级兵模型闲置。</p></div> 上古纪元#抢先体验日期公布 http://www.heroworld.net/news.php?id=1982 http://www.heroworld.net/news.php?id=1982 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427567 hoe Wed, 01 Apr 2026 13:06:39 GMT <div style="width:640px;"><p class="eo">With great pleasure, we are thrilled to announce that Heroes of Might and Magic: Olden Era will launch into Early Access on April 30th 2026! It has been more than 10 years since the last Heroes game, and we are honoured to add a new chapter to the legendary legacy we all grew up with!</p> <p>我们怀着无比激动的心情宣布,《英雄无敌:上古纪元》将于<span class="acc bold"> 2026 年 4 月 30 日 </span>开启抢先体验!距离上一部英雄无敌作品已逾十年,我们深感荣幸能为这陪伴我们成长的传奇系列续写崭新篇章!</p> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV1Mo9EBvEt6"></div> <img src="http://heroworld.gamerhome.com/images/news/20260401-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1Mo9EBvEt6/">bilibili</a>,<a href="https://www.youtube.com/watch?v=IhJlJYMpE0A">youtube</a></h3> <p class="eo">During Early Access, you’ll be able to play:</p> <p>在抢先体验阶段,你将可以体验到:</p> <ul> <li class="eo">Six unique factions: Temple, Dungeon, Schism, Grove, Necropolis, and Hive</li> <li>六大独特阵营:圣堂、地牢、裂渊、蕈林、墓园,以及虫巢</li> <li class="eo">An ingame tutorial</li> <li>内置教程,帮助你快速上手</li> <li class="eo">The first act of our long, non‑linear campaign. More acts will be added with the full release of the game.</li> <li>长篇非线性战役的第一幕。更多章节将在正式版发布时加入</li> <li class="eo">Premade scenarios with self‑contained stories, with even more coming during Early Access</li> <li>预制剧情图,每个都有独立的故事,抢先体验期间还会不断增加</li> <li class="eo">Classic, Single Hero, and Arena modes, available in both single‑player and multiplayer</li> <li>经典模式、单英雄模式与竞技场模式,支持单人及多人游玩</li> <li class="eo">Matchmaking, ranked play, and leaderboards for all three modes</li> <li>三种模式均配备匹配系统、排位赛与排行榜​</li> <li class="eo">A wide variety of Random Map Generator templates for unlimited replayability</li> <li>多种随机地图模板,带来无限重玩乐趣</li> <li class="eo">Hotseat mode, allowing you to play against friends and family one after another on a single PC</li> <li>热座模式,让你在同一台电脑上与亲友轮流对战</li> <li class="eo">A series of puzzle‑style challenges</li> <li>一系列解谜式挑战​</li> <li class="eo">A map editor (beta) to create your own adventures</li> <li>地图编辑器(测试版),创造属于你自己的冒险世界</li> </ul></div> 上古纪元#新一轮PVP测试 http://www.heroworld.net/news.php?id=1981 http://www.heroworld.net/news.php?id=1981 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427564 hoe Thu, 26 Mar 2026 02:01:49 GMT <div style="width:640px;"><ul> <li>仅限在线 1v1 匹配 pvp,没有单人玩法,优点是各种机制已经更新到最新版本,比如新招魂,新圣殿种族技能,新的高阶中立魔法获取方式,魔法CD,子技能扩展为3+3等等。</li> <li>但是可用种族里虫巢和蕈林还是没放出来。</li> <li>限时而且要签保密协议,要提供地址那种……</li> <li>申请链接:<a href="https://docs.google.com/forms/d/e/1FAIpQLScZ_4bMgt1F-O97q_aOb02iA6v43mvJZ_oM8djwtFbT4PYSBg/viewform">https://docs.google.com/forms/d/e/1FAIpQLScZ_4bMgt1F-O97q_aOb02iA6v43mvJZ_oM8djwtFbT4PYSBg/viewform</a></li> <li>由于申请在 Google,反馈和讨论频道啥的在 Discord,没有梯子的大约只能看看新闻……</li> </ul></div> 上古纪元#地牢势力介绍·更新 http://www.heroworld.net/news.php?id=1980 http://www.heroworld.net/news.php?id=1980 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427556 hoe Wed, 11 Mar 2026 16:08:21 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1PwwAziEJ5"></div> <img src="http://heroworld.gamerhome.com/images/news/20260312-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1PwwAziEJ5/">bilibili</a>,<a href="https://www.youtube.com/watch?v=P4Am96ZUMco">youtube</a></h3></div> 艾万-勒布雷东采访 http://www.heroworld.net/news.php?id=1979 http://www.heroworld.net/news.php?id=1979 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427555 mm Tue, 10 Mar 2026 15:26:31 GMT <div style="width:640px;"><div class="quote"> <ul> <li>来源1(俄):<a href="https://vk.ru/@homm_ashan-intervu-nashego-pablika-s-ervanom-le-bretonom-1-marta-2026-g">https://vk.ru/</a></li> <li>来源2(英):<a href="https://www.celestialheavens.com/homm-ashan-community-interview-with-erwan-le-breton">https://www.celestialheavens.com/</a></li> <li>艾万-勒布雷东(Erwan Le Breton)是黑暗弥塞亚联合制作人,东方部落到英雄无敌六的制作人,以及魔法门世界背景设计及创意总监。在育碧供职了 18 年之后在 2021 年离职,创办了 HAWKSWELL,不过根据后面的问答,该工作室已经因为财政因素关门了。</li> </ul> </div> <ul class="quote"> <li class="grey">So, Erwan, you&apos;ve been with us all this way, starting with the creation of the world of Ashan. Tell us what it&apos;s like to create a new setting for a series that already had a world before you? If you were to create the world of Ashan again, would you perhaps change some aspects of the universe (the number of factions, the dragon gods, or something else)?</li> <li class="bold">埃尔万,你全程参与了亚山世界的缔造,一路相伴至今。和我们说说,为一个本就有现成世界观的系列打造全新设定是种怎样的体验?如果让你重新打造亚山世界,你会不会对这个宇宙的某些设定做出调整,比如阵营数量、龙神设定,或是其他方面?</li> <li class="eo">When we acquired the IP, the existing continuity (Varn, Cron, Terra, Xeen, Axeoth) was fragmented and the existing documentation was hard to find. To be honest, it was quite confusing for us at Ubisoft. After several internal meetings, I recommended to creation of a unified, consistent, and accessible “pure fantasy” universe that could serve as a foundation for all future games across different genres, and that would be 100%, owned, documented and managed by Ubisoft.<br>If I were to do it again, I would contact Julien Pirou right away to help us create a consistent bible of the pre-Ubisoft world, and use it for Heroes V and Dark Messiah, keeping the Sci-Fi elements, but only as subtle, mysterious hints.<br>That doesn’t change the fact that I love what we’ve done with Ashan, especially with its core pillars like the Dragon Gods. The main thing I would change is to create more “blank” pages or spaces. We sometimes detailed huge chunks of the world or the timeline that were not present in any game and that came back to bit us later as it limited the creativity of teams who wanted to set their games in these places or periods.<br>The lesson from it is “if it’s only on paper and the community doesn’t know about it, then it should not be referred to as canonical”.</li> <li class="acc"> 我们收购这个知识产权时,其原有的故事时间线(瓦恩、科恩、泰拉、席恩、阿克梭)十分零散,相关资料也难以找寻。说实话,这让育碧的我们感到十分困惑。经过数次内部会议后,我提议打造一个统一、连贯且易于理解的“纯奇幻”宇宙,作为未来所有不同品类游戏的基础,且这个宇宙完全归育碧所有,由育碧整理资料并进行管理。<br> 如果能重来一次,我会立刻联系朱利安·皮乌,让他协助我们整理出一套连贯的育碧接手前的世界观设定集,并将其运用到《英雄无敌5》和《黑暗弥赛亚》中,保留科幻元素,但只将其作为隐晦、神秘的线索。<br> 但这并不改变我对我们打造的亚山世界的喜爱,尤其是龙神这类核心设定。我最想做出的改变,是留下更多的“空白”空间。我们有时会把游戏中并未呈现的大量世界细节和时间线内容写得过于详尽,这后来反倒给我们带来了麻烦,因为这限制了想要在这些区域或时期创作游戏的开发团队的创造力。<br> 我们从中得到的教训是:“如果某设定只存在于纸面上,社区玩家对此一无所知,那它就不能被认定为正统设定”。</li> </ul> <ul class="quote"> <li class="grey">Were you familiar with the Might and Magic franchise before you started working on it? Which MM or HoMM games had you played? How did you like it?</li> <li class="bold">你接手这个项目前,了解《魔法门》系列吗?你玩过哪些《魔法门》正传或《英雄无敌》系列作品?感受如何?</li> <li class="eo">I had played Might &amp; Magic VI and VII, and Heroes III and IV (campaigns only, not skirmish or multiplayer / hotseat). I enjoyed them all.</li> <li class="acc">我玩过《魔法门六》《魔法门七》,还有《英雄无敌3》和《英雄无敌4》,不过只玩了战役模式,没玩过遭遇战、多人联机和热座模式。这些作品我都很喜欢。</li> </ul> <ul class="quote"> <li class="grey">Heroes 5 celebrates its 20th anniversary this year. The game is still popular with many fans. But there&apos;s a question that&apos;s been nagging me for years. According to Fabrice Cambounet, more content was planned for the game after patch 3.1. What exactly was that? New maps, neutral creatures, another Sanctuary expansion? Fans have stumbled upon lizardmen and Naga models, as well as some buildings. If this wasn&apos;t supposed to be in Heroes 5, was it supposed to be used elsewhere? Perhaps it&apos;s time to lift the veil of secrecy?</li> <li class="bold">今年是《英雄无敌5》发行 20 周年,这款游戏至今仍受很多粉丝喜爱。但有个问题困扰了我多年,据 Fabrice Cambounet 称,3.1补丁后原本为这款游戏规划了更多内容,具体是什么内容呢?是新地图、中立生物,还是又一个瀛洲阵营的资料片?粉丝们发现了蜥蜴人和那伽的模型,还有一些建筑模型。如果这些内容本就不是为《英雄无敌5》准备的,那是为其他作品准备的吗?或许现在是揭开谜底的时候了?</li> <li class="eo">Development on Heroes V stopped after Tribes of the East because Nival moved to a first iteration of Heroes VI that obviously was never released (the project was cancelled and transferred to Black Hole). The Lizardmen models were from this ambitious Heroes VI project that had terraforming as one of its core pillars.<br>I’m always excited when fans unearth lore and assets from cancelled or unused projects. Sometimes, we’ve been able to give them a “second life”. For example, content originally created for the cancelled Might &amp; Magic Raiders eventually found their way into Might &amp; Magic X, Duel of Champions, and Heroes VII.</li> <li class="acc"> 《英雄无敌5:东方部落》推出后,该作的开发就停止了,因为 Nival 工作室转而开发初代版本的《英雄无敌6》,这个版本显然最终并未发行,项目被取消后移交到了黑洞工作室。蜥蜴人的模型就来自这个野心勃勃的初代《英雄无敌6》项目,地形改造是该项目的核心设定之一。<br> 每当粉丝们发掘出被取消或未启用项目的背景设定和美术资源时,我都很激动。有时,我们还能让这些内容“重获新生”。比如,为被取消的《魔法门:突袭者》创作的内容,最终就被运用到了《魔法门十》《魔法门:冠军对决》和《英雄无敌7》中。</li> </ul> <ul class="quote"> <li class="grey">Some residual information indicates that, at some point after Ubisoft acquired the rights, the new game was going to be set on Axeoth? Some examples. Early versions of town descriptions in H5 occasionally mention things like "refugees from Erathia". And in the Russian localization of Dark Messiah, the dates are marked as "After the Cataclysm" (like in MM9 on Axeoth). There is also the "Beta Ashan" map that references Palaedra from H4. Can you tell us more about that supposed "Axeoth stage"?</li> <li class="bold">有一些残留信息显示,育碧收购版权后的某个阶段,新游戏原本计划以阿克梭为故事背景?举些例子,《英雄无敌5》早期版本的城镇描述中,偶尔会提到“埃拉西亚难民”这类内容;《黑暗弥赛亚》的俄文版中,时间标注为“大灾变之后”,和以阿克梭为背景的《魔法门九》一致;还有一张“测试版亚山”地图,提到了《英雄无敌4》中的 Palaedra(历山德的王国)。你能和我们多说说这个所谓的“阿克梭阶段”吗?</li> <li class="eo">Ashan was developed in parallel with Heroes V and Dark Messiah and the first iterations of those games used references to Axeoth (but generally they were little more than name-dropping, and “all over the place”, something that would have enraged the community).</li> <li class="acc">亚山世界观的打造,和《英雄无敌5》《黑暗弥赛亚》的开发是同步进行的,这两款游戏的初代版本中都出现了阿克梭的相关元素,但基本都只是简单提及名字,而且设定杂乱无章,这种做法本会惹恼粉丝社区。</li> </ul> <ul class="quote"> <li class="grey">After HMM5, Dark Messiah came out. What were Findan, Zehir, Isabel, Wulfstan, Gotai, Kujin, Duncan, and Freyda up to in the years between H5 and Dark Messiah, as well as during the events of the latter?</li> <li class="bold">《英雄无敌5》之后,《黑暗弥赛亚》问世。在《英雄无敌5》到《黑暗弥赛亚》的这段时间里,以及《黑暗弥赛亚》的故事发生时,芬丹、泽希尔、伊莎贝尔、沃尔夫斯坦、高泰、库金、邓肯和法蕾妲都在做什么?</li> <li class="eo">Dark Messiah happens at the end of the existing Ashan’s timeline. Describing what happened in the rest of the world during that apocalyptic time would require a full novel and a someone willing to write it 😊</li> <li class="acc">《黑暗弥赛亚》的故事发生在现有亚山时间线的末期,要描述这场末世浩劫中世界其他地方发生的事,需要一整部小说,还得有愿意执笔的作者才行😊。</li> </ul> <ul class="quote"> <li class="grey">In Dark Messiah, it was revealed that Linna is the last descendant of the Falcons. Is this still canon, or has this fact been retconned? And did Linna remain with Sareth?</li> <li class="bold">《黑暗弥赛亚》中揭示了莉安娜是猎鹰家族的最后后裔,这个设定如今还是正统的吗,还是被修改了?莉安娜最后和塞雷斯在一起了吗?</li> <li class="eo">I don’t remember any retcon on Leanna’s bloodline (but I may have forgotten something). There was no canonical ending for Dark Messiah but in my own playthrough, I rejected my demonic heritage and chose Leanna over Xana 😊</li> <li class="acc">我不记得莉安娜的血脉设定有被修改过,不过也可能是我忘了些细节。《黑暗弥赛亚》并没有正统的官方结局,但我自己玩的时候,选择了拒绝自己的恶魔血统,放弃了 Xana,和莉安娜走到了一起😊。</li> </ul> <ul class="quote"> <li class="grey">Is the Great Namtaru fought in Dark Messiah another form of Namtarus from H6 or just a similarly spider-themed creature sacred for the necromancers?</li> <li class="bold">《黑暗弥赛亚》中玩家与之战斗的巨型娜姆塔茹,是《英雄无敌6》中娜姆塔茹的另一种形态,还是只是死灵法师奉为神圣、同样以蜘蛛为原型的另一种生物?</li> <li class="eo">Namtarus have three shapes: Humanoid (with 6 arms and two legs), Spider Hybrid, and full Spider. The Dark Messiah version is a Namtaru in “full spider” shape.</li> <li class="acc">娜姆塔茹有三种形态:人形(六臂两腿)、蜘蛛混血形态,以及纯蜘蛛形态。《黑暗弥赛亚》中的娜姆塔茹就是纯蜘蛛形态的。</li> </ul> <ul class="quote"> <li class="grey">What time period was the cancelled Dark Messiah 2 supposed to take place in? Who was the planned protagonist? Would it have been a continuation of Sareth&apos;s story?</li> <li class="bold">被取消的《黑暗弥赛亚2》原本计划设定在哪个时间段?主角拟定是谁?会是塞雷斯故事的延续吗?</li> <li class="eo">The pitch of Dark Messiah 2 was you playing Raelag as a Dragon Knight to force Sareth to make the final choice. Sareth’s indecision had created a magical anomaly around the city of Stonehelm (lie a magical rift frozen in time) that could destroy all of Ashan…</li> <li class="acc">《黑暗弥赛亚2》的最初构想是,玩家将扮演身为龙骑士的雷拉格,逼迫塞雷斯做出最终抉择。塞雷斯的优柔寡断在石盔城周边制造了一处魔法异象,像是一道被时间冻结的魔法裂隙,这处异象足以摧毁整个亚山世界……</li> </ul> <ul class="quote"> <li class="grey">Have you discussed continuing Ashan&apos;s story after the events of Dark Messiah? If so, how would the world have changed?</li> <li class="bold">你们是否讨论过续写《黑暗弥赛亚》之后的亚山故事?如果讨论过,这个世界会发生怎样的变化?</li> <li class="eo">Not really. It was part of the “we’ll discuss it when needed” sections of the internal Ashan Bible.</li> <li class="acc">其实并没有深入讨论过。这部分内容被归到了内部亚山世界观设定集里“需要时再讨论”的板块中。</li> </ul> <ul class="quote"> <li class="grey">Was Markal simply a Void follower? Or did he actually develop have some reverence for Asha after his master Sandro&apos;s fall? He does invoke her name at one point in H5.</li> <li class="bold">马尔卡尔只是虚空的信徒吗?还是在其导师桑德罗倒台后,他其实对亚莎产生了些许敬畏之心?他在《英雄无敌5》中确实曾呼唤过亚莎的名字。</li> <li class="eo">Markal studied under Sandro but did not become a Void follower. He remained devoted to the Spider Goddess.</li> <li class="acc">马尔卡尔师从桑德罗,但并未成为虚空的信徒,他始终效忠于蜘蛛女神亚莎。</li> </ul> <ul class="quote"> <li class="grey">Heroes 7 features the Wolf Duchy. But if you look at the MMDoc cards, they look more like the soldiers of the Griffin Duchy (spearmen and crossbowmen). At some point, did you decide to change the duchy featured? Also, did you develop concept art for soldiers from other duchies while working on the franchise?</li> <li class="bold">《英雄无敌7》中出现了恶狼公国,但看《魔法门:冠军对决》的卡牌会发现,恶狼公国的士兵形象更像是狮鹫公国的,比如长矛兵和弩手。你们是否在某个阶段决定更换登场的公国?另外,你们在开发这个系列时,是否为其他公国的士兵创作过概念设计图?</li> <li class="eo">Duel of Champions was a great way for us to explore the various duchies (producing 2D art was less costly than creating 3D models for a Heroes game). Heroes 7 used the Heroes 6 Griffin models with minor variations inspired by the Duel of Champions cards.</li> <li class="acc">《魔法门:冠军对决》为我们探索各个公国的设定提供了很好的契机,毕竟制作 2D 美术作品的成本,远低于为《英雄无敌》系列游戏制作 3D 模型。《英雄无敌7》沿用了《英雄无敌6》中狮鹫公国的模型,只是参考《魔法门:冠军对决》的卡牌做了一些细微改动。</li> </ul> <ul class="quote"> <li class="grey">Agar recreated the lizardmen. Can you tell us about the fate of those very first lizardmen created by Agar? Was there any plan to use them to revive the faction Fortress from Heroes 3? or would they become allies of Sanctuary over time?</li> <li class="bold">阿伽重新创造出了蜥蜴人,你能和我们说说他最初创造的那些蜥蜴人的命运吗?你们是否曾计划用这些蜥蜴人重现《英雄无敌3》中的壁垒阵营?或者它们本会随着时间的推移成为瀛洲的盟友?</li> <li class="eo">The Ashan Agar is the creator of several Beastmen species, some of them that were considered failures, or designed for non-combat purposes (servants, workers, “courtiers and courtesans”). During the Beastman rebellion, not all of them joined the Orcs. The “aquatic / reptilian” Sanctuary faction was our take on the Heroes 3 Fortress and we could have indeed included Asian-themed Lizardmen.</li> <li class="acc">亚山世界的阿伽创造出了多个兽人亚种,其中一些被认为是失败的造物,还有一些本就被设计为非战斗用途,比如充当仆役、劳工,或是“侍臣与侍女”。兽人叛乱期间,并非所有兽人亚种都加入了兽人阵营。以水生和爬行生物为特色的瀛洲阵营,是我们对《英雄无敌3》壁垒阵营的重新诠释,我们原本也确实打算加入带有东方风格的蜥蜴人。</li> </ul> <ul class="quote"> <li class="grey">We came across this unusual creature in Sylvan&apos;s concept art. Could you tell us more about what it was supposed to be?</li> <li class="bold">我们在森林阵营的概念设计图中发现了一种奇特的生物,能和我们多说说这种生物原本的设定吗?</li> <li class="eo">Simply “badass” Sylvan Werewolves (not Beastmen, Elf shapeshifters). Their giant size and visual design was inspired by the “Garous” from the World of Darkness Werewolf: The Apocalypse TTRPG (especially the “Fianna” tribe).</li> <li class="acc">这就是森林阵营超霸气的狼人,它们并非兽人,而是能变形的精灵。其巨大的体型和视觉设计灵感,来源于桌上角色扮演游戏《黑暗世界:狼族:天启》中的“盖鲁”,尤其是其中的“费安娜”部族。</li> </ul> <ul class="quote"> <li class="grey">Do gremlins exist in Ashan? :) Perhaps they were created later in the timeline than H7 and were named after a nickname for cabirs?</li> <li class="bold">亚山世界中有精怪吗?😊或许它们出现在《英雄无敌7》之后的时间线中,还是以卡比尔的别称命名的?</li> <li class="eo">Gremlins exist in Heroes V and Clash of Heroes. They are very similar to the pre-Ashan Gremlins but in Ashan, they are “specialized Goblins”, which means they were created at the same time as the Orcs. Cabirs in Heroes VII are minor spirits of Fire inspired by the Cabeiri of Greek Mythology who were associated with Hephaistos, fire and the forge, but with the added “Jinx” trait of the typical Gremlin (a mischievous sprite imagined as the cause of any trouble or mischance).</li> <li class="acc">亚山世界是有精怪的,《英雄无敌5》和《魔法门:英雄交锋》中都出现过。它们和亚山世界观诞生前的地精十分相似,但在亚山设定中,精怪是“专精型地精”,也就意味着它们和兽人是同时被创造出来的。《英雄无敌7》中的卡比尔/火精怪是低级火元素灵体,其原型是希腊神话中与赫菲斯托斯、火焰和锻造相关的卡贝里众神,同时还被赋予了典型精怪的“霉运”特质——精怪本就是被认为会制造各种麻烦和意外的顽皮妖精。</li> </ul> <ul class="quote"> <li class="grey">Do you think there could indeed be other worlds beyond Ashan in the Void? Did Sandro have a point?</li> <li class="bold">你认为虚空中是否真的存在亚山之外的其他世界?桑德罗的看法是否有道理?</li> <li class="eo">Certainly. Julien Pirou will love to tell you more about them 😊</li> <li class="acc">当然存在,朱利安·皮乌肯定很乐意和你们细说这些😊。</li> </ul> <ul class="quote"> <li class="grey">Are there faceless - women? If so, how were they described? Or do they have no gender? Is there a finite number of faceless and can new appear?</li> <li class="bold">有无面者女性吗?如果有,相关设定是怎样的?还是说无面者本就没有性别?无面者的数量是固定的吗,会有新的无面者诞生吗?</li> <li class="eo">They have no gender and there’s one Faceless for every Angel as they’re mystically tied to them (like the Mystics and Skeksis in the movie Dark Crystal).</li> <li class="acc">无面者没有性别,每一位天使都对应着一位无面者,二者之间存在神秘的联系,就像电影《黑水晶》中的神秘族和斯克西斯族一样。</li> </ul> <ul class="quote"> <li class="grey">Faceless Erebos was a charismatic character. Were there any new stories planned for him? Or The Blades of Erebos?</li> <li class="bold">无面者厄瑞玻斯是个极具魅力的角色,你们是否为他或厄瑞玻斯之刃计划过新的故事?</li> <li class="eo">Erebos was a key character whose lore was originally created for Might &amp; Magic Raiders and later integrated into Might &amp; Magic X. There are indeed many stories to tell about him, in video game format or on other media.</li> <li class="acc">厄瑞玻斯是核心角色,其背景设定最初是为《魔法门:突袭者》创作的,后来被融入了《魔法门十》。关于他的故事还有很多可以挖掘的,不管是做成电子游戏,还是通过其他媒介呈现都可以。</li> </ul> <ul class="quote"> <li class="grey">Who exactly did Ronan Falcon take as his wife? There are two differing historical accounts of that in MM10. Was that intentional?</li> <li class="bold">罗南·法尔肯究竟娶了谁为妻?《魔法门十》中有两种截然不同的记载,这是刻意为之的吗?</li> <li class="eo">In the lore book “The Binding of the Clans”, it is told that “Ronan the Great married the beautiful daughter of clan Griffin”. However, in “Dynasties of Light”, he “wed the dark haired Treva of house Stag and they were blessed with three sons and a daughter. The first son and heir, Brian, was born in 18 YSD.”<br>The mistake is not intentional. Ronan wed Treva of House Stag. It is Ronan II the Graceful who married a daughter of house Griffin (named Tatiana) in YSD 123.<br>Fun fact, Ronan is the name of my younger brother and means “little seal” in Breton (the name also exists in Ireland with the same meaning).</li> <li class="acc"> 设定集《部族的盟约》中记载,“伟大的罗南迎娶了狮鹫部族美丽的女儿”;但在《光明王朝》中,记载的是他“娶了雄鹿家族黑发的特雷瓦,二人育有三子一女,长子兼继承人布赖恩于神启纪年18年出生”。<br> 这个矛盾并非刻意为之,正确的设定是罗南迎娶了雄鹿家族的特雷瓦,而优雅的罗南二世在神启纪年123年,迎娶了狮鹫家族的女儿塔季扬娜。<br> 说个趣味小知识,罗南是我弟弟的名字,在布列塔尼语中意为“小海豹”,这个名字在爱尔兰语中也是同样的意思。</li> </ul> <ul class="quote"> <li class="grey">Who was Raelag&apos;s father? Do Raelag, Sylsai, and Menan have the same father?</li> <li class="bold">雷拉格的父亲是谁?雷拉格、希尔塞和梅南是同父异母的兄弟姐妹吗?</li> <li class="eo">To be honest, we never discussed Raelag’s father. Maybe it would have been one of the revelations of Dark Messiah II?</li> <li class="acc">说实话,我们从未讨论过雷拉格父亲的设定,或许这本会是《黑暗弥赛亚2》的伏笔之一?</li> </ul> <ul class="quote"> <li class="grey">Was Thralsai intended to be Sylsai&apos;s son? Their names and clan affiliation suggest some connection.</li> <li class="bold">斯拉尔赛原本的设定是希尔塞的儿子吗?二人的名字和部族归属都暗示着二者存在关联。</li> <li class="eo">I’m not sure we discussed this possibility but that’s a very valid theory.</li> <li class="acc">我不确定我们是否讨论过这个可能性,但这确实是个很合理的推测。</li> </ul> <ul class="quote"> <li class="grey">Can you tell us about Sveltana&apos;s fate? Was her appearance planned for future games in the series? Would we have seen a new continent, or would she have returned to Thallan with some new, unstoppable force (a massive army of the undead or a powerful artifact)?</li> <li class="bold">能和我们说说斯维特塔娜的命运吗?你们是否计划让她在该系列后续游戏中登场?玩家是否本会见到一块新的大陆,或者她会带着全新的、势不可挡的力量回到萨兰大陆,比如一支庞大的亡灵军队或是一件强力神器?</li> <li class="eo">Sveltana was indeed planned as a recurring character (and would have been a perfect mentor / helper for Raelag in Dark Messiah 2). She was never about power and war, more about knowledge, magic and faith, so her travel to the Shrouded South would have been more about discovering how Asha was known and revered in this place.<br>Fun fact: her name came from a French pun (Svelte in French means “slender and elegant”), but was not supposed to be her official name (should have been the original Russian, Svetlana). It just stuck with the team and made it to the final game in its twisted form.</li> <li class="acc"> 我们确实计划让斯维特塔娜成为常驻角色,她本会是《黑暗弥赛亚2》中雷拉格的完美导师和助手。她的核心并非权力与战争,而是知识、魔法和信仰,因此她前往迷雾之南的旅程,更多是为了探寻在这片土地上,亚莎是如何被人们知晓和敬仰的。<br> 说个趣味小知识,她的名字源自一个法语双关语,法语中“svelte”意为“苗条优雅的”,但这并非她的原定官方名字,原本要用俄语原名斯维特塔娜。只是这个名字被开发团队一直沿用,最后就以这个变体形式出现在了成品游戏中。</li> </ul> <ul class="quote"> <li class="grey">Demon attacks during the Eclipses only happen on Thallan? On other continents, too, were demonic attacks supposed to occur?</li> <li class="bold">日食期间的恶魔入侵只发生在萨兰大陆吗?原本设定中,其他大陆是否也会遭遇恶魔入侵?</li> <li class="eo">There’s no reason Demons would limit their incursions to Thallan. But the other continents were not really developed and never mentioned by the Inferno leaders. So maybe there was something there that would repel the Demons, or maybe they had different breeds of Demons invade them, not bound to Kha Beleth?</li> <li class="acc">恶魔没有理由只在萨兰大陆发动入侵,只是我们并未深入开发其他大陆的设定,地狱的首领们也从未提及这些大陆。所以或许那些大陆上有能击退恶魔的力量,又或者入侵那些大陆的,是不受卡-贝勒斯掌控的其他恶魔族群?</li> </ul> <ul class="quote"> <li class="grey">Tell us about the other continents of Ashan. Please.. 😊</li> <li class="bold">和我们说说亚山的其他大陆吧,拜托了😊。</li> <li class="eo">We left those blank spots on the map for a purpose. We expected a game to use them as their setting (and it would have meant a great exciting “brainstorming” for us) but the occasion never came, so we never really discussed what could have been there.</li> <li class="acc">我们在地图上留下这些空白区域是有目的的,本期待有游戏能以这些区域为背景,这对我们来说也会是一场有趣的头脑风暴,但始终没有这样的机会,所以我们也从未深入讨论过这些区域的设定。</li> </ul> <ul class="quote"> <li class="grey">Was it planned that any part of the free cities faction,wind swords, black guard, blind brothers, Nethermancer or sea elves would be represented in the game? If so, what would be an example creature roster? Maybe you were planning other factions? If so, which ones? Or subfactions (meaning, for example, in Sanctuary these are: Shanriya, Kabuki, Sayama) or new human duchies?</li> <li class="bold">你们是否计划让自由都市阵营的相关势力,比如风刃团、黑卫、盲眼兄弟会、虚空法师或海精灵出现在游戏中?如果有,拟定的生物单位阵容大概是怎样的?你们是否还计划过其他阵营?如果有,是哪些?又或者是计划加入子阵营,比如瀛洲的珊瑞雅、歌舞伎、狭山这类,或是新的人类公国?</li> <li class="eo">Subfactions (including the Human duchies) were great for alternative upgrades (a feature we wanted to bring back to Heroes). “Neutral” groups like Wind Swords etc. were better for possible mercenaries on the map (Heroes) or to play an important role in other games (RPGs). Sea Elves or Nethermancers would have been great for alternative factions in an expansion. The tricky part was that no Ubisoft Heroes game was able to showcase all the existing factions (for obvious development cost reasons). So the priority was always “add a missing faction” and not “create an alternate one” (like the Sea Elves for instance).<br>Duel of Champions allowed us to test alternative creatures and subfactions (a couple of 2D cards is far less costly than a full roster of 3D creatures and buildings for a Heroes faction).<br>Mobile games are also great for this because they last for years and need regular content updates.</li> <li class="acc"> 子阵营,包括人类的各个公国,很适合做单位的另类升级设定,这也是我们想重新加入《英雄无敌》系列的特色。风刃团这类中立势力,更适合作为《英雄无敌》大地图上的雇佣兵,或是在其他角色扮演游戏中扮演重要角色。海精灵或虚空法师本会是资料片中另类阵营的绝佳选择。但问题在于,受开发成本的客观限制,育碧开发的《英雄无敌》系列作品,都无法呈现所有已设定的阵营。因此我们的优先级始终是补充缺失的阵营,而非创造新的另类阵营,比如海精灵阵营。<br> 《魔法门:冠军对决》让我们有机会测试另类生物单位和子阵营的设定,毕竟制作几张 2D 卡牌的成本,远低于为《英雄无敌》的一个阵营制作全套 3D 生物和建筑模型。<br> 手机游戏也很适合做这类内容的尝试,因为手游的运营周期长达数年,需要定期更新内容。</li> </ul> <ul class="quote"> <li class="grey">Does Arantir come from? How did he become a necromancer?</li> <li class="bold">阿兰蒂尔来自哪里?他是如何成为死灵法师的?</li> <li class="eo">Like many “early” Necromancers, Arantir is from the Seven Cities and first studied as a Wizard before joining the ranks of the Spider Cultists. His lifelong interest (some would say “obsession”) was the study of Demons and of Sheogh. Not to worship or control them, but to destroy them once and for all. This naturally led him to Asha.</li> <li class="acc">和许多早期的死灵法师一样,阿兰蒂尔来自七城联盟,他最初修习的是巫师的法术,之后才加入了蜘蛛教派。他毕生的兴趣,甚至可以说是执念,是研究恶魔和谢尔戈地狱,他的目的并非崇拜或操控恶魔,而是将它们彻底消灭,这也让他自然而然地信奉了亚莎。</li> </ul> <ul class="quote"> <li class="grey">Are orcs resistant to magical mind-affecting effects?</li> <li class="bold">兽人是否对精神系魔法效果有抗性?</li> <li class="eo">Their magic resistance applies to all “schools” of Magic but it does not make them fully immune.</li> <li class="acc">兽人对所有派系的魔法都有抗性,但并非完全免疫。</li> </ul> <ul class="quote"> <li class="grey">Necromancer Aguirre, is this a reference to you in the world of Ashan? Many fans see similarities between you.</li> <li class="bold">死灵法师阿吉雷,是你在亚山世界中的化身吗?很多粉丝都觉得你们二人很像。</li> <li class="eo">In the original brief for Aguirre, it was not my face that we used as reference but that of the actor Christopher Eccleston. I guess the final resemblance was a (well-intended) joke from the Black Hole artists because I was often mentioning Necropolis as my favourite faction. My Ubisoft colleagues also pointed out the similarities and after a while, I became comfortable with the fact that Aguirre would be my “dark twin” in Ashan 😊</li> <li class="acc">阿吉雷的最初设定参考,并非我的相貌,而是演员克里斯托弗·埃克莱斯顿。我想最终成品和我长得像,是黑洞工作室的美术师们开的一个善意的玩笑,因为我总说墓园是我最喜欢的阵营。育碧的同事们也指出了这一点,久而久之,我也欣然接受了阿吉雷是我在亚山世界的“黑暗分身”这个设定😊。</li> </ul> <ul class="quote"> <li class="grey">What are the names of the Dungeon and Sanctuary mounts in Heroes 6? Could you tell us more about these creatures?</li> <li class="bold">《英雄无敌6》中,地牢和瀛洲阵营的坐骑分别叫什么?能和我们多说说这些生物的设定吗?</li> <li class="eo">The Sanctuary mount was some sort of “lesser Kirin”, a mix of a goat / deer / reptile, still a sacred magical beast but terrestrial instead of flying and not as “epic” or “intelligent” as their greater cousins.<br>The original design of the Dungeon mount comes from the cancelled RPG developed in Shanghai and was named “Manticore”. It was inspired by the work of the Swiss Artist H.R. Giger who designed the Xenomorphs for the Alien movies. It was part of our vision to take the Dark Elves away from Warhammer or Dungeons &amp; Dragons and closer to their Dragon-Goddess Malassa and alien-looking shapeless shadowy entities. This “Manticore” was supposed to be an apex predator of the “Underdark”, more like a giant tiger or panther than a horse. No need for eyes because it lived in darkness and relied on other senses.<br>When we reused the artwork for Shades of Darkness, the internal codename for the creature was not Manticore but “Shadowbeast”. I’m not sure it got an official name.</li> <li class="acc"><div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260310-1.webp" rel="colorbox" title="主页更新 - 20260310 1"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260310-1.webp" alt="20260310 1"></a></div> 瀛洲阵营的坐骑是一种“低级麒麟”,融合了山羊、鹿和爬行生物的特征,依旧是神圣的魔法生物,但属于陆生生物,无法飞行,也不如高阶麒麟那般威风,智商也稍逊一筹。<br> 地牢阵营坐骑的最初设计,来自上海工作室被取消的一款角色扮演游戏,最初命名为“蝎尾狮”。其设计灵感来源于为《异形》系列设计异形的瑞士艺术家H.R.吉格。我们希望让黑暗精灵脱离《战锤》和《龙与地下城》的影子,更贴近它们的龙神马拉萨,以及外形怪异、无固定形态的暗影生物,这款坐骑的设计正是其中一环。这只“蝎尾狮”本是地下黑暗世界的顶级掠食者,外形更像巨型老虎或黑豹,而非马匹;它生活在黑暗中,无需眼睛,依靠其他感官感知周围环境。<br> 我们在《英雄无敌6:黑暗之影》中重新使用这款美术设计时,给它取的内部代号不再是蝎尾狮,而是“暗影兽”,我不确定它是否有正式的官方名称。</li> </ul> <ul class="quote"> <li class="grey">White tigers are known to exist in Axeoth. Do they also exist in Ashan? If so, why were they only added for the Lost Tales of Axeoth campaigns? There&apos;s also art of the hero Ossir depicting a white tiger pelt as a trophy. Ossir killed the last white tiger?</li> <li class="bold">阿克梭世界中有白虎存在,亚山世界也有吗?如果有,为何只在《阿克梭失落传说》的战役中加入了白虎?还有英雄奥瑟的美术形象中,白虎皮是他的战利品,难道奥瑟杀死了最后一只白虎?</li> <li class="eo">White tigers have their place in Ashan. The Heroes V art for Ossir was clearly inspired by the pre-Ashan games (remember we were developing Ashan in parallel with the game at that time, which explains a couple of inconsistencies with the lore). The fact that we haven’t put them in a game is mostly because adding creatures had a cost and we were always discussing which ones would made it and which ones would have to wait.<br>The French artist Olivier Ledroit had worked on a Sylvan “White Tiger Rider” concept but he ended up proposing a white spotted sabretooth lynx instead 😊</li> <li class="acc"> 亚山世界是有白虎的。《英雄无敌5》中奥瑟的美术形象,明显参考了亚山世界观诞生前的系列作品,要知道当时我们是同步开发游戏和亚山世界观的,这也解释了部分设定上的矛盾。白虎始终未在正片游戏中登场,主要是因为添加生物单位需要成本,我们总要反复讨论哪些单位能登场,哪些需要搁置。<br> 法国艺术家 Olivier Ledroit 曾为森林阵营设计过“白虎骑士”的概念,但最后他改成了白色带斑点的剑齿山猫😊。</li> </ul> <ul class="quote"> <li class="grey">Can we say that the younger spirits of the elements (troglodytes, Cabirs , Kappas) are small peoples with their own culture?</li> <li class="bold">我们能否将这些低级元素灵体,比如穴居人、卡比尔、河童,视作拥有自身文化的弱小族群?</li> <li class="eo">They are lesser sprits but not children. Not a question of age but of purpose. Their tasks and dominions are more limited / specialized.</li> <li class="acc">它们是低级灵体,但并非“幼体”,这和年龄无关,而是其存在的使命决定的。它们的职责和掌控的领域,都更有限、更专精。</li> </ul> <ul class="quote"> <li class="grey">Who did Ivan Griffin choose as his wife according to canon? Nolwenn or Tanis?</li> <li class="bold">按照正统设定,伊凡·狮鹫娶了谁为妻?是诺尔温还是塔妮丝?</li> <li class="eo">Nolwenn became his wife and mother of his son Alexei. Tanis remained a close advisor and confident, possibly a mistress. The full tale has never been written…</li> <li class="acc">正统设定是伊凡娶了诺尔温,她也是伊凡之子阿列克谢的母亲。塔妮丝则一直是伊凡的亲信顾问,二人关系亲密,她或许也是伊凡的情人,这段完整的故事我们从未执笔撰写……</li> </ul> <ul class="quote"> <li class="grey">Are there any fictional but unrealized creatures? Do you have concept art or descriptions of these creatures?</li> <li class="bold">是否有只存在于设定中、但从未登场的生物?你们有这些生物的概念设计图或相关设定描述吗?</li> <li class="eo"> The Thrall was a great addition to the Demon legions (from Dark Messiah 2).<br>The Fallen Angel was discussed with Nival for their cancelled Heroes VI project.<br>Also from Nival’s Heroes VI was the first Sanctuary / Naga concepts and a female Djinn Blade Dancer.<br>A cancelled ambitious RPG that was supposed to be developed by Ubisoft Shanghai gave us the Dark Elf “Shadow Priest / Sorcerer” that inspired the entire Dungeon Faction in Shades of Darkness.<br>The same RPG project had an amazing Sylvan line-up, including this top tier “Forest Lord” (the Elf Werewolves were also from this project).</li> <li class="acc"> <a href="http://heroworld.gamerhome.com/images/news/20260310-5.webp" rel="colorbox" title="主页更新 - 20260310 5"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260310-5.webp" alt="20260310 5" class="fr"></a> 奴魔本会是恶魔军团的全新单位,这个设定来自被取消的《黑暗弥赛亚2》。<br> 我们曾和 Nival 工作室探讨过,在其被取消的初代《英雄无敌6》中加入堕落天使的设定。<br> Nival 的初代《英雄无敌6》中,还诞生了瀛洲和那伽的初代概念设计,以及女灯神刃舞者的设定。<br> 育碧上海工作室一款被取消的野心之作——某款角色扮演游戏,设计出了黑暗精灵“暗影牧师/暗影巫师”的形象,这个设定也为《英雄无敌6:黑暗之影》的整个地牢阵营奠定了设计基调。<br> 这款被取消的角色扮演游戏,还为森林阵营设计了一套超棒的单位阵容,包括高阶单位“森林领主”,森林阵营的精灵狼人设定也来自这个项目。 <div class="ac"><a href="http://heroworld.gamerhome.com/images/news/20260310-2.webp" rel="colorbox" title="主页更新 - 20260310 2"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260310-2.webp" alt="20260310 2"></a><a href="http://heroworld.gamerhome.com/images/news/20260310-3.webp" rel="colorbox" title="主页更新 - 20260310 3"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260310-3.webp" alt="20260310 3"></a><a href="http://heroworld.gamerhome.com/images/news/20260310-4.webp" rel="colorbox" title="主页更新 - 20260310 4"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260310-4.webp" alt="20260310 4"></a><a href="http://heroworld.gamerhome.com/images/news/20260310-6.webp" rel="colorbox" title="主页更新 - 20260310 6"><img src="http://heroworld.gamerhome.com/images/news/thumbs/20260310-6.webp" alt="20260310 6"></a></div></li> </ul> <ul class="quote"> <li class="grey">When Hangvul lost his limbs, he rebuilt them using a special dwarven metal. Could you tell me more about this metal? Is it used elsewhere?</li> <li class="bold">汉格瓦尔失去四肢后,用一种特殊的矮人金属重造了肢体,能和我们多说说这种金属吗?它还有其他用途吗?</li> <li class="eo">It’s Shadowsteel, Ashan’s “Dark Mithril” found underground. Light but sturdy and easily enchanted. It’s mostly used by the Dwarves and Dark Elves. Some say it was born from the spilled blood of the Faceless.</li> <li class="acc">这种金属是暗影钢,是亚山世界的“黑暗秘银”,蕴藏于地底。它质地轻盈却十分坚固,还极易被附魔,主要被矮人和黑暗精灵使用。有传言称,暗影钢是由无面者洒落的鲜血凝结而成的。</li> </ul> <ul class="quote"> <li class="grey">How do dragons appear in Ashan? Do they hatch from eggs or are they magical clusters? Have you discussed the possibility of other dragons appearing in the game? (Would they be the avatars of Shalassa and Ylath, or something else borrowed from the old universe (Rust, Azure, Faerie), or perhaps something else entirely?)</li> <li class="bold">亚山世界的龙是如何诞生的?是从龙蛋中孵化,还是由魔法能量凝聚而成?你们是否讨论过在游戏中加入其他种类龙的可能性?比如会是莎拉萨和伊拉斯的化身,还是借鉴旧世界观的其他龙种,比如锈龙、碧龙、仙女龙,又或是全新的龙种?</li> <li class="eo">No Rust of Fairy Dragons planned, no. Again, we never envisoned “Fairies” in Ashan. We did not want endless combinations of Dragons like in other Fantasy games. Dragons found on Ashan being avatars of the Gods but also “material” creatures would probably lay eggs but these would be indestructible artifacts of immense power, and fiercely defended by their parents.</li> <li class="acc">我们从未计划加入锈龙和仙女龙,亚山世界观中也从未设定过“仙子”这类存在。我们不想像其他奇幻游戏那样,设计出无数种龙的变体。亚山世界的龙,既是神明的化身,也是拥有实体的生物,它们大概率会产卵,而这些龙蛋都是坚不可摧的至宝,蕴含着强大的力量,龙的父母会拼尽全力守护龙蛋。</li> </ul> <ul class="quote"> <li class="grey">Would we ever meet leprechauns, satyrs, trolls or orcs?</li> <li class="bold">玩家是否有机会在游戏中见到丛林妖精、萨堤尔、巨魔,或是兽人?</li> <li class="eo">Leprechauns, no. That was a pet peeve of mine. I’m from Brittany, the Celtic area of France, I love everything Celtic, including Leprechauns, and I really felt that they had nothing to do in Ashan where there are no “Fairies” or gnomes or brownies, etc., unless completely reinvented to fit the lore.<br>Orcs exist in Ashan. Satyrs or Fauns would simply be Beastmen. Trolls are very similar to Ogres and Cyclops, so to add them would mean making them some kind of Earth / Stone spirits rather than another Orc sub-species.</li> <li class="acc"> 丛林妖精是绝不会出现的,我个人很反感在亚山加入这个设定。我来自法国的布列塔尼,这里是凯尔特文化区,我热爱一切凯尔特文化,包括丛林妖精,但我认为丛林妖精和亚山的世界观格格不入,因为亚山没有仙子、侏儒、棕仙这类生物,除非对丛林妖精的设定进行彻底重塑,否则绝不加入。<br> 兽人在亚山世界是存在的,萨堤尔或半羊人会被归为兽人亚种。巨魔和食人魔、独眼巨人十分相似,若要加入巨魔,会将其设定为土元素或石元素灵体,而非另一种兽人亚种。</li> </ul> <ul class="quote"> <li class="grey">Does gunpowder exist in Ashan? If so, when and how did it appear? In the game, we encountered a goblin with bombs (pictured), but could we have encountered humans (one of the duchies) or dwarves with firearms? Which faction would these developments be more suitable for?</li> <li class="bold">亚山世界中有火药吗?如果有,是何时、如何出现的?我们在游戏中见过带着炸弹的哥布林,那玩家是否本有机会见到使用火器的人类,比如某个公国的士兵,或是使用火器的矮人?火器这类设定更适合哪个阵营?</li> <li class="eo">One of the commandments of Ashan shared with all the teams working on Might &amp; Magic games was NO GUNPOWDER. And to be honest I don’t know this Goblin Juggler / Bomber creature or what game it’s from (the last games I worked on were Elemental Guardians and Era of Chaos, but it’s possible they added creatures without our team being involved, due to the nature of Mobile games requiring a constant addition of new content).</li> <li class="acc">我们给所有开发《魔法门》系列的团队定下了一条铁律:亚山世界中禁止出现火药。说实话,我并不认识这个扔炸弹的杂耍哥布林,也不知道它出现在哪款游戏中。我参与开发的最后几款作品是《魔法门:元素守护者》和《魔法门之英雄无敌:战争纪元》,而手游的特性就是需要持续更新内容,所以很可能是其他团队在未告知我们的情况下加入了这个生物。</li> </ul> <ul class="quote"> <li class="grey">Given the existence of the steamship of Bart Brimstone, is it possible that other steam-related inventions (drills, lifts, pumps, etc.) will emerge? Also, what is Bart Brimstone&apos;s fate after the events of the game?</li> <li class="bold">既然巴特·布林斯通的蒸汽船存在,那亚山世界是否可能出现其他蒸汽相关的发明,比如蒸汽钻机、蒸汽升降机、蒸汽水泵等?另外,游戏故事结束后,巴特·布林斯通的命运如何?</li> <li class="eo">Bart Brimstone is one of Julien Pirou’s additions to Ashan that was supposed to make the world evolve from “Pure / High Fantasy” where Magic and the Dragonblood crystals replace science to a possible future where science would play a part (including Steampunk, gunpowder…) and where the Science-Fiction elements present in the pre-Ubisoft Might &amp; Magic games could come back. Only Julien would know what fate he had planned for Bart 😊</li> <li class="acc">巴特·布林斯通是朱利安·皮乌为亚山世界加入的角色,这个角色的存在,是为了推动亚山世界从魔法和龙血晶取代科学的“纯奇幻/高奇幻”风格,向科学占据一席之地的未来过渡,甚至可能加入蒸汽朋克、火药等元素,也让育碧接手前《魔法门》系列的科幻元素有回归的可能。至于朱利安为巴特规划了怎样的命运,就只有他自己知道了😊。</li> </ul> <ul class="quote"> <li class="grey">Tell me more about Sayuri. We met her in Might and Magic: Elemental Guardians, but before that, we came across Sayuri&apos;s diary in Heroes 6 and Art in MMDOC.</li> <li class="bold">和我们多说说小百合吧。我们在《魔法门:元素守护者》中见到了她,而在此之前,《英雄无敌6》中出现过她的日记,《魔法门:冠军对决》中也有她的美术形象。</li> <li class="eo">She had a bigger role to play. Under her discreet demeanour, she was hiding her true identity, a Dragon Knight observer (obviously dedicated to Shalassa).</li> <li class="acc">她本会扮演更重要的角色,看似低调的她,隐藏着自己的真实身份——龙骑士观察员,而且她效忠于的显然是莎拉萨。</li> </ul> <ul class="quote"> <li class="grey">Is it time to reveal who Kha-Beleth really was? His origins and history? How did Raelag defect to Kha-Beleth? And why did everyone forget about him (except Sorshan, by the way, why didn&apos;t Sorshan forget)?</li> <li class="bold">现在是时候揭晓卡-贝勒斯的真实身份了吧?还有他的起源和过往?雷拉格是如何投靠卡-贝勒斯的?为什么所有人都忘记了雷拉格,唯独索杉没有忘记?</li> <li class="eo">We had two possible candidates for Kha-Beleth and we were unable to decide.<br>The first one was the “obvious” choice. It was Sar-Shazzar who sabotaged the ritual of his master Sar-Elam and later entered Sheogh through the “flaw” during a Lunar Eclipse to rule over the Demons and become the Demon Sovereign (remember that the night he “died”, his body turned to ashes so there was no real proof of his true death).<br>The second option was more “mystical”. Kha-Beleth was born because of Sar-Shazzar’s sabotage but its impact was to split Sar-Elam’s soul in two. One (the “largest and brightest” part) became the spiritual wall locking Sheogh, the other (the “small dark splinter”) took shape in the form of Kha-Beleth. In this version, Kha-Beleth is Sar-Elam’s twisted shadow, maddened and enraged by years of imprisonment in the prison he had himself built. This is a stronger motivation for the Tears of Asha because her “prophet” is broken and doomed to eternal torment (not just “dissolved”). This once again feels like a reference to the movie Dark Crystal where it all starts when the crystal is broken and when spiritual unity is restored when the missing splinter is returned.<br>The story of Agreal / Raelag is already quite detailed so I’m not sure which part you feel is missing.<br>When Raelag joined the Dragon Knights he gained access to one of their greatest powers which is to make people forget them or fail to notice them (something of a “mass” Jedi mind trick or Men In Black neuralyzer).<br>As for Sorshan, he was protected from the effect by his deep connection to the “whispers of Malassa” (his constant visions of buried secrets and lost memories), and maybe chosen by Raelag to remember him?</li> <li class="acc"> 我们为卡-贝勒斯的真实身份拟定了两个候选答案,最终也没能敲定。<br> 第一个是比较直观的答案:他就是萨-沙扎尔。这个角色破坏了导师萨-艾朗的仪式,而后在一次月食期间,通过一道“裂隙”进入谢尔戈地狱,统治了恶魔,成为了恶魔君主。要知道,他“死去”的那晚,身体化为了灰烬,没有任何证据能证明他真的殒命了。<br> 第二个答案则更具神秘色彩:卡-贝勒斯因萨-沙扎尔的破坏行为而诞生,而这次破坏的后果是萨-艾朗的灵魂一分为二。其中那部分“最庞大、最光明”的灵魂,化作了封锁谢尔戈的精神屏障;另一小部分“黑暗的碎片”则凝聚成形,成为了卡-贝勒斯。在这个设定中,卡-贝勒斯是萨-艾朗扭曲的影子,因被囚禁在自己亲手打造的牢笼中数百年,变得疯狂而暴怒。这个设定也让亚莎之泪的剧情有了更强烈的动机——因为她的“先知”已然破碎,注定要承受永恒的折磨,而非简单的“消散”。这一点再次致敬了电影《黑水晶》,故事的开端源于水晶的破碎,而当遗失的碎片归位,精神的统一才得以恢复。<br> 阿格雷尔/雷拉格的故事线其实已经相当详尽了,我不确定你觉得哪部分内容有所缺失。<br> 雷拉格加入龙骑士后,掌握了他们最强大的能力之一:能让人们忘记自己,或是根本注意不到自己的存在。这种能力就像是大范围的绝地心灵控术,或是《黑衣人》里的记忆消除器。<br> 至于索杉,他之所以能不受这种能力的影响,是因为他与“马拉萨的低语”有着深厚的联结,他总能看见那些被掩埋的秘密和遗失的记忆。或许,也是雷拉格选择让他记住自己的?</li> </ul> <ul class="quote"> <li class="grey">What was Kirill&apos;s fate after Heroes 6? Did he become the leader of a secret resistance in Shio? What would this organization do?</li> <li class="bold">《英雄无敌6》之后,基里尔的命运如何?他是否成为了谢尔戈某支秘密抵抗组织的领袖?这个组织的使命是什么?</li> <li class="eo">Kiril indeed goes “undercover” in Sheogh to prepare his final strike against Kha Beleth. He is recruited by the Dragon Knights to become a Dragon Knight of Urgash (a very rare thing). He was supposed to appear in Dark Messiah 2 to help Raelag.</li> <li class="acc">基里尔确实潜入了谢尔戈,暗中筹备对卡-贝勒斯的最终一击。他被龙骑士招募,成为了一名鄂加斯龙骑士,这是极为罕见的事。他本会在《黑暗弥赛亚2》中登场,辅佐雷拉格。</li> </ul> <ul class="quote"> <li class="grey">In the latest mobile games in the series, we&apos;ve seen characters from the old universe. (For example, Katerina, Gelu.) Are these their Ashan counterparts or a homage to the old universe?</li> <li class="bold">在该系列最新的手游中,我们看到了旧世界观的角色,比如卡特琳娜、格鲁。这些角色是他们在亚山世界的对应形象,还是对旧世界观的致敬?</li> <li class="eo">Homage to the old universe. Most of the mobile games take a lot of liberties with Ashan’s canon (again, due to the fact that they constantly need new content, have to go fast, and are less focused on the narrative and more on the systems).</li> <li class="acc">这些都是对旧世界观的致敬。大多数手游都对亚山的正统设定做了大幅改动,原因还是一样的:手游需要持续更新新内容,开发节奏快,且更注重游戏玩法系统,而非剧情叙事。</li> </ul> <ul class="quote"> <li class="grey">Do you have a favorite creature in Ashan? Visually or conceptually?</li> <li class="bold">你有亚山世界中最喜欢的生物吗?无论是从视觉设计还是设定概念上来说。</li> <li class="eo">The Faceless. They look great and I love the concept of “for each Angel, there is a Faceless, both sides of the same coin”, and maybe one day they will merge into a superior “cosmic” being that would serve Asha (once again, strong reference to the movie Dark Crystal that had a strong influence on me as a child).</li> <li class="acc">是无面者。他们的视觉设计非常出色,而且我很喜欢“一位天使对应一位无面者,二者是同一枚硬币的两面”这个设定。或许有一天,他们会融合为更高级的“宇宙存在”,效忠于亚莎。这一点再次深度致敬了电影《黑水晶》,这部影片在我小时候给了我很大的影响。</li> </ul> <ul class="quote"> <li class="grey">Were you involved in the early development of Fate and Olden Era? Is anyone from the original writing team still working on the games? For example, in Fates, we see characters from Ashan, but there&apos;s no plot at all. Do your remaining colleagues at Ubisoft consult with you? Do you communicate with anyone from the Might and Magic Team?</li> <li class="bold">你是否参与了《命运》和《上古纪元》的早期开发?原编剧团队中还有人参与该系列游戏的开发吗?比如在《命运》中,能看到亚山的角色,却完全没有相关剧情。你育碧的老同事会向你咨询相关问题吗?你还和魔法门开发团队的人有交流吗?</li> <li class="eo">I have not been involved at all but a former member of our Might &amp; Magic team still works for Ubisoft as a freelance and helps them with lore, assets, etc. (I won’t be specific, I haven’t asked this person if they would be OK to be mentioned). I’m still discussing with the Ubisoft people working on the Might &amp; Magic games, but not as a consultant. I still have regular contacts with former Might &amp; Magic team members who have also left Ubisoft.</li> <li class="acc">我完全没有参与这两款游戏的开发,但我们魔法门原团队的一位成员,如今以自由职业者的身份为育碧工作,协助他们处理世界观设定、美术资源等相关事宜。我就不具体说是谁了,毕竟没问过对方是否愿意被提及。我现在依然会和育碧旗下负责魔法门系列的工作人员交流,但并非以顾问的身份。我也和其他离开育碧的魔法门原团队成员保持着定期的联系。</li> </ul> <ul class="quote"> <li class="grey">Would you participate in the development of MMH (HoMM) or MM again? If so, and you had to decide which universe the events would take place in, would you choose Ashan? What would these games be like, especially in terms of plot and lore?</li> <li class="bold">你是否愿意再次参与《英雄无敌》或《魔法门》正传的开发?如果愿意,且由你决定游戏的故事背景,你会选择亚山世界吗?你心中的这款游戏会是什么样子,尤其是剧情和世界观设定方面?</li> <li class="eo">I would be honoured to work on a new Might Magic game but when I left, my last recommendation was “leave Ashan behind and create a new world”. Main reasons were “Ashan is now so rich (meaning complex) with lore that it gives a lot of constraints to new developers who don’t know what they can or cannot do” and “Might &amp; Magic is not a “world”, it’s a multiverse so have fun with that”. That said, if I was given the opportunity to do a game set in Ashan, it would be turn-based party RPG (similar to Baldur’s Gate 3).</li> <li class="acc">能参与开发新的魔法门系列游戏,对我来说是莫大的荣幸。但我离开育碧时,最后的建议是“放下亚山,打造一个全新的世界”。主要原因有两点:一是亚山的世界观设定如今已经极为丰富,换言之也十分复杂,这会给新的开发者带来诸多限制,让他们难以把握创作的边界;二是魔法门系列的核心并非单一的“世界”,而是一个“多元宇宙”,完全可以在这一点上大胆创作。话虽如此,如果有机会开发一款以亚山为背景的游戏,我会把它做成一款回合制小队角色扮演游戏,风格类似《博德之门3》。</li> </ul> <ul class="quote"> <li class="grey">You led us all this time around the Ashan universe. Now, looking back, would you repeat that whole journey as well or change anything? Wouldn&apos;t you release all games or on the contrary insist on releasing a canceled project?</li> <li class="bold">你一直引领着我们探索亚山宇宙。如今回首过往,你是否愿意重走这段开发之路,还是会做出一些改变?你会选择推出所有规划过的游戏,还是反过来,坚持推出某个被取消的项目?</li> <li class="eo">Great question! I would stick to my decision to build Ashan but I would hire Julien Pirou right away and connect with the community to include more references to the previous worlds of Might &amp; Magic. I would also explain better our decision (my statements at that time were felt as offensive and arrogant, which I totally understand). I would reduce the scope of Heroes VI to prevent its tragic ending (the state of the game when it launched and the fatal blow it dealt to Black Hole). I would fight tooth and nail to have sequels to Clash of Heroes and Dark Messiah (two amazing games that deserved more love and support). I had tons of other Might &amp; Magic games I wanted to push but they were mostly RPGs.</li> <li class="acc">这个问题问得非常好!我依然会坚持打造亚山世界的决定,但我会立刻聘请朱利安·皮乌加入团队,同时和粉丝社区保持紧密联系,在设定中加入更多对魔法门旧世界观的致敬。我也会更好地向大家解释我们的创作决定,我知道我当时的一些言论让人觉得冒犯且傲慢,这一点我完全理解。我会缩减《英雄无敌6》的开发规模,避免它落得那样的悲剧结局——游戏发售时的糟糕状态,也给黑洞工作室带来了致命的打击。我会竭尽全力推动《魔法门:英雄交锋》和《黑暗弥赛亚》推出续作,这两款游戏都非常出色,值得更多的喜爱和支持。我原本还想推动多款魔法门系列新作的开发,只不过这些作品大多是角色扮演类的。</li> </ul> <ul class="quote"> <li class="grey">Are there any Easter eggs or references in the games that fans haven&apos;t seen yet? Could you please share them if there are any?</li> <li class="bold">游戏中是否还有粉丝尚未发现的彩蛋或致敬细节?如果有的话,能否和我们分享一下?</li> <li class="eo">Julien Pirou is really the “Grandmaster” of Easter eggs and hidden references so this question is for him 😊 Concerning some of my personal Easter eggs, I guess someone has already spotted it but the map names in the Heroes VI Necropolis campaign (In the Wake of Adversity, Towards the Within, Circumradiant Dawn, The Spider&apos;s Stratagem) are “albums” or “songs” from one of my favourite bands, Dead Can Dance (a fitting band for the Necropolis faction). If you’re familiar with Tarot and Alchemy, you’ll also find several references I disseminated in Ashan and our games.</li> <li class="acc">朱利安·皮乌才是设计彩蛋和隐藏致敬的“大师”,这个问题还是留给他吧😊。至于我设计的一些个人彩蛋,我想可能已经有人发现了:《英雄无敌6》墓园阵营战役中的地图名称,比如《逆境之后》《走向内心》《光辉黎明》《蜘蛛的计谋》,都是我最喜欢的乐队“逝者之舞”的专辑名或歌曲名,这支乐队的风格和墓园阵营的气质也十分契合。如果你对塔罗牌和炼金术有所了解,还能在亚山的设定和我们开发的游戏中,发现我埋下的诸多相关致敬细节。</li> </ul> <ul class="quote"> <li class="grey">What other projects have you been involved with besides Might and Magic? (Not necessarily gaming ones) Can you tell us about it?</li> <li class="bold">除了魔法门系列,你还参与过哪些项目?不一定是游戏相关的,能和我们说说吗?</li> <li class="eo">My first paid job in the gaming industry was in the early 1990s. I was asked to collect all “fan fictions” from a play by mail “MMORPG” that was called Quest. I was myself a guild leader in this community. The end result was a world book called Kharne. Then I moved to writing several “Play Your Own Adventure” books for a teenage audience, all based on different mythologies (Djinn is one of them, obviously based on the Arabian Nights). I also co-wrote with my brother a series of Bandes Dessinées (French word for “Comic Books”) on Celtic folklore called Les Contes du Korrigan (the Korrigan is the Breton cousin of the Scottish Brownie or the Irish Leprechaun).<br>I have been working on a novel for some time. Hopefully it will be published someday…<br>At Ubisoft I have been involved in some way on several other games, notably Beyond Good &amp; Evil 1 (before Might &amp; Magic) and Beyond Good &amp; Evil 2 (just before I left), The Settlers, For Honor, Avatar: Frontiers of Pandora, Assassin’s Creed Odyssey.</li> <li class="acc"> 我在游戏行业的第一份有偿工作是在上世纪90年代初,当时我受委托收集一款名为《探索》的邮件式大型多人在线角色扮演游戏的所有粉丝小说,我自己也是这个游戏社区里的一个公会会长。最终这些内容被整理成了一本名为《卡恩》的世界观设定集。之后,我为青少年读者创作了好几本“自定冒险”类书籍,每一本都基于不同的神话体系,其中有一本关于精灵的,灵感显然来自《一千零一夜》。我还和弟弟合著了一系列以凯尔特民间传说为主题的法国漫画,名为《科里甘的传说》,科里甘是布列塔尼地区的精怪,相当于苏格兰的棕仙、爱尔兰的丛林妖精。<br> 我还在创作一本小说,已经写了一段时间了,希望有一天能正式出版……<br> 在育碧,我还以不同的方式参与过其他多款游戏的开发,尤其是《超越善恶1》(在接手魔法门系列之前)、《超越善恶2》(就在我离开育碧之前),还有《工人物语》《荣耀战魂》《阿凡达:潘多拉边境》《刺客信条:奥德赛》。</li> </ul> <ul class="quote"> <li class="grey">Could you tell us what you&apos;re currently working on? Tell us more about your studio, Hawkswell, and the recently announced Legends of Awen: Rise of the Fianna? Does the game have any similarities to Might and Magic games? Could this studio develop games set in the Might and Magic universe or projects that could serve as spiritual successors to the heroes?</li> <li class="bold">能和我们说说你目前在做什么吗?详细讲讲你的霍克斯韦尔工作室,还有最近公布的《阿文传说:费安娜的崛起》这款游戏。这款游戏和魔法门系列有相似之处吗?这间工作室是否有可能开发以魔法门宇宙为背景的游戏,或是打造英雄无敌系列的精神续作?</li> <li class="eo">At the time of this interview, my studio, Hawkswell has unfortunately been closed for financial reasons. Our game was a CRPG set in a Celtic-Fantasy world with little reference to Might &amp; Magic, more connected to my comic book series and my studies (I wrote a Master Thesis on the Irish playwright and poet William Butler Yeats as a student at La Sorbonne University, and his work was strongly rooted in Irish mythology and folklore—the name Hawkswell comes from one of its plays “At the Hawk’s Well”, which is ironically about the pursuit of immortality).</li> <li class="acc">在接受这次采访时,我的霍克斯韦尔工作室很遗憾因财务问题已经关闭了。我们当时开发的游戏是一款传统角色扮演游戏,背景设定在凯尔特奇幻世界,和魔法门系列的关联很小,更多是和我创作的漫画系列,以及我的学术研究相关。我在索邦大学读研究生时,写过一篇关于爱尔兰剧作家、诗人威廉·巴特勒·叶芝的硕士论文,他的作品深深植根于爱尔兰神话和民间传说。而霍克斯韦尔这个工作室的名字,就来自他的一部剧作《鹰之井边》,颇具讽刺意味的是,这部剧的主题正是对永生的追寻。</li> </ul> <ul class="quote"> <li class="grey">Would you write a book about Ashan? Perhaps release an add-on to Ashan Compendium, or even write an adventure novel (And maybe even direct a film or TV series)? Maybe game developer diaries? Or developer diaries for an universe Ashan?</li> <li class="bold">你会写一本关于亚山的书吗?比如为《亚山设定集》推出增补内容,或是写一本冒险小说,甚至执导一部相关的电影或电视剧?也可以是游戏开发日志,或是亚山宇宙的开发手记?</li> <li class="eo">I would love to write a series of fantasy novels set in Ashan or direct a TV show (it would be costly but worth it 😊). But the world of Ashan is owned by Ubisoft and there’s very little chance they would sell it to me for an amount I could afford. And considering the recent Might &amp; Magic games, I don’t think their plan is to develop transmedia content based on Ashan.</li> <li class="acc">我非常想写一系列以亚山为背景的奇幻小说,或是执导一部相关的电视剧,虽然成本会很高,但这一切都是值得的😊。但亚山世界的版权归育碧所有,他们几乎不可能以我能承受的价格把版权卖给我。而且从最近的魔法门系列游戏来看,我认为育碧并没有计划围绕亚山开发跨媒介的衍生内容。</li> </ul> <ul class="quote"> <li class="grey">How do you spend your free time? Do you have any hobbies?</li> <li class="bold">你平时的空闲时间是怎么度过的?有什么爱好吗?</li> <li class="eo">Apart from writing, I love to swim, snorkel and scuba-dive. I used to play the guitar in a pop-rock band. We were mostly doing covers, from the Rolling Stones to Metallica and Rage Against the Machine. I was singing a couple of songs from our setlist. That’s me back then during a live show in the streets of Paris (before Hawkswell). Now that I have some “free time” again, I plan to join a new band.</li> <li class="acc">除了写作,我还喜欢游泳、浮潜和水肺潜水。我以前还在一支流行摇滚乐队里弹吉他,我们主要翻唱其他乐队的作品,从滚石乐队、金属乐队,到暴力反抗机器乐队的歌都有。我也会在演出中唱几首我们的曲目,那张街头演出的照片就是我创办霍克斯韦尔工作室之前拍的。现在我又有了一些空闲时间,打算加入一支新的乐队。</li> </ul> <ul class="quote"> <li class="grey">By the way, do you follow the work of fans of your games? These works are by our active members, and they wanted to share them with you.</li> <li class="bold">对了,你有关注玩家粉丝们的创作吗?这些作品都是我们社区里活跃成员的心血,他们想把这些作品分享给你。</li> <li class="eo">It took me quite some time to answer all your questions. I had to dig back into my archives to make sure I wasn’t misremembering certain details. But in doing so, I found myself on an emotional journey back in time, made all the more meaningful because I knew I was taking it for people who care so deeply about our work (not just mine).<br>What you wrote in your email, and in the introduction and conclusion to your questionnaire, along with the breathtaking quality of your Ashan-inspired artworks and figurines, truly moved me. They arrived at a difficult moment in my personal life and career, and their impact was greater than you may realize.<br>There are times when you begin to wonder whether what you do matters at all. Whether you’re just running in circles, or pushing a Sisyphus-sized boulder up a hill you’ll never climb.<br>But moments like this remind you that someone is watching, and more importantly, that someone cares. That what you imagine finds its way into other people’s lives.<br>So thank you. From the bottom of my heart. You’ve given me one of the best reasons to keep fighting, to keep writing, and to keep building worlds that resonate with who I am. And, hopefully, with others as well.</li> <li class="acc">回答这些问题花了我不少时间,我不得不翻出过往的资料档案,确保自己没有记错某些细节。但在这个过程中,我仿佛踏上了一段充满情绪的时光之旅,而这段旅程因我知道是为了这些深爱着我们作品的人——不只是我的作品——而变得更有意义。<br>你在邮件里、问卷的开头和结尾写下的那些话,还有粉丝们创作的这些惊艳的亚山主题美术作品和手办,真的让我深受感动。这些东西出现在我个人生活和职业发展的低谷期,它们带来的影响,远比你们想象的要大。<br>人总会有这样的时刻:开始怀疑自己所做的一切是否有意义,怀疑自己只是在原地打转,或是像西西弗斯一样,推着一块巨石爬上一座永远无法登顶的山峰。<br>但这样的时刻会提醒你,有人在关注着你,更重要的是,有人在乎你。你所构想的世界,最终走进了别人的生活。<br>所以,谢谢你们,从心底里感谢。是你们给了我坚持下去的最好理由,让我继续创作,继续构建那些能和自己产生共鸣的世界,也希望这些世界,能和更多人产生共鸣。</li> </ul></div> 上古纪元#听劝进度更新 http://www.heroworld.net/news.php?id=1978 http://www.heroworld.net/news.php?id=1978 http://www.gamerhome.com/bbs/forum.php?mod=viewthread&tid=427552 hoe Sat, 07 Mar 2026 05:37:54 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1EHPhz5ESt"></div> <img src="http://heroworld.gamerhome.com/images/news/20260307-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1EHPhz5ESt/">bilibili</a>,<a href="https://www.youtube.com/watch?v=b9TXbsq8a6Y">youtube</a></h3> <h4 class="al">更新总结</h4> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-01.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 01"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-01.webp" alt="20260307 01"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-02.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 02"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-02.webp" alt="20260307 02"></a></div> <p>操作界面底案更新</p> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-03.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 03"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-03.webp" alt="20260307 03"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-04.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 04"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-04.webp" alt="20260307 04"></a></div> <p>战场大小变大,普通战场从9x11扩大到和攻城战一样的13x11,以及边角的两格不再被抹掉。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-05.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 05"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-05.webp" alt="20260307 05"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-06.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 06"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-06.webp" alt="20260307 06"></a></div> <p>高阶中立魔法,也就是原来独立的飞跳回那类冒险魔法的机制修改:增加了一个冒险魔法次元袋,相当于可移动的远程据点,和远程据点互通。解锁方式变为需要星悟,星悟由星象点数累积获得,星象点数主要由市政中心产出。冒险魔法的位阶变为 2、3、4 阶各两个,等级需求 4 / 8 / 12 级。获取将比以前困难,也将使神话魔法卷轴名符其实。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-07.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 07"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-07.webp" alt="20260307 07"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-08.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 08"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-08.webp" alt="20260307 08"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-09.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 09"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-09.webp" alt="20260307 09"></a></div> <p>大地图非可互动目标可以统一设置饱和度,以保证对相应目标的快速识别。</p> <div class="ac"><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-10.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 10"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-10.webp" alt="20260307 10"></a><a href="http://heroworld.gamerhome.com/screenshot/hoe/20260307-11.webp" rel="colorbox" title="英雄无敌:上古纪元 - 20260307 11"><img src="http://heroworld.gamerhome.com/screenshot/hoe/thumbs/20260307-11.webp" alt="20260307 11"></a></div> <p>不同类型的中立设施可以设置不同的高亮颜色,以及终于有了快捷键设置。</p> <p>来源:<a href="https://store.steampowered.com/news/app/3105440/view/499474120884356515">https://store.steampowered.com/news/app/3105440/view/499474120884356515</a></p> <ul> <li>以及圣殿骑兵,亡灵黑骑,蕈林(新改的Grove还没决定译成啥)的四级水螈换类水鱼模型名字变Naiad,还有上面没说的虫巢一级腐蝇改模型叫寄体/寄生虫。放的动图比较大,想看的自己上steam看。</li> <li>一些中立设施加了点光效。</li> <li>可以在野外右键看野怪的具体详细属性。</li> <li>小地图上的其他指示器。大量额外的游戏内提示信息。</li> <li>战斗中需要更多视觉提示。</li> <li>更全面地展示解锁英雄技能子职业的要求。</li> <li>自动战斗。</li> </ul></div>