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 Fri, 22 Sep 2023 08:08:34 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/ 弗朗特之门 § 介绍#w48#骨龙 http://www.heroworld.net/news.php?id=1715 http://www.heroworld.net/news.php?id=1715 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425493 front Mon, 11 Sep 2023 07:16:41 GMT <div style="width:640px;"> <table class="frttablea" style="width:100%;"> <col style="width: 35%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 35%;"> <tbody> <tr> <td rowspan="3" class="bold normal">骨龙</td> <td>7</td><td data-width="300" data-title="" data-description=" 兵种等级,1-8级。">兵种等级</td><td>7</td> <td rowspan="3" class="bold normal">枯萎龙</td> </tr> <tr><td>20</td><td>攻击力</td><td class="green">21</td></tr> <tr><td>19</td><td>防御力</td><td>19</td></tr> <tr> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Death_BoneDragon.webp" alt=""></td> <td>31~56</td><td data-width="440" data-title="" data-description=" 在不考虑其它影响因素的情况下,兵种的杀伤能力计算方法为:<br><ul class=small><li><div class=acc>最终伤害=数量×基础伤害×[1+(攻方攻击力-防守方防御力)×0.01]</div>上限?,下限?</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>">伤害</td><td class="green">35~56</td> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Death_WitheredDragon.webp" alt=""></td> </tr> <tr><td>物理</td><td>伤害类型</td><td>物理</td></tr> <tr><td>140</td><td>生命</td><td class="green">160</td></tr> <tr><td>16</td><td data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围和出手顺序,数字越大,出手越快,走的越远。</p><p>兵种的战场移动力和主动性是两个独立但相同的数值,区别在于魔法和宝物之类的加成可能会仅加成在其中一项上。</p>">速度</td><td>16</td></tr> <tr><td>三格兵</td><td>体形</td><td>三格兵</td></tr> <tr><td>N/A</td><td data-width="300" data-title="" data-description=" 远程兵种的弹药量,既可以远程攻击的次数。N/A代表非远程兵种。">弹药</td><td>N/A</td></tr> <tr><td>N/A</td><td data-width="300" data-title="" data-description="<p>兵种的士气,基础值为100,最大为200,最小为0,若士气高于100每1点便有1%的概率让生物士气高涨,若低于100每1点士气有1%的概率让生物士气低落,从而错过一回合的行动。</p><p>当兵种士气高涨时,可以再行动一次,但所能造成的伤害会被限制到75%。</p>">士气</td><td>N/A</td></tr> <tr><td>0%</td><td data-width="300" data-title="" data-description=" 每1点可以使兵种造成暴击的几率增加1%,基础暴击伤害为150%。">暴击率</td><td>0%</td></tr> <tr><td></td><td data-width="300" data-title="" data-description=" 杀死一个该类兵种行使者可以在战后获得的经验点数。">经验</td><td></td></tr> <tr><td></td><td data-width="300" data-title="" data-description=" 用于程序计算兵种各种优先度时使用。">量分</td><td></td></tr> <tr><td colspan="2">2000金币/1魂晶 × 4/周 - <span class="grey">8000金/周</span></td><td data-width="300" data-title="" data-description=" 招募单个此类兵种需要的资源花费。">产量价格</td><td colspan="2">2350金币/2魂晶 × 4/周 - <span class="grey">9400金/周</span></td></tr> <tr><td colspan="2" class="al"><div><span class="acc">未眠者:</span>『被动能力』,不可被治疗和复活,受到治疗与复活效果影响会损失对应生命值,不受士气影响,受到神圣以外的伤害的降低10%。</div><div><span class="acc">堕落重组:</span>『被动能力』,骨龙在死亡后会以一半数量复活一次。</div></td><td>技能</td><td colspan="2" class="al"><span class="acc">未眠者。</span><span class="acc">堕落重组。</span><div><span class="acc">凋零之息:</span>『被动能力』,受到枯萎龙伤害的目标士气-8,攻击力和防御力-5,速度-4,持续3回合。</div></td></tr> <tr><td class="al" colspan="5"><p>死亡大军的统帅曾经非常苦恼于如何对抗那些巨大的战争机器或生物。直到一位死灵法师大胆的旅行到了弗朗特世界的西方尽头——龙墓。百年后,龙墓旁已经建立了一座历史悠久的大墓园,死龙城。骨龙在那之后诞生了,虽然比不上活着的巨龙更有力量,更聪明。但骨龙也从不知恐惧,被击碎也能通过死灵法师的力量复原。就连巨龙看到这些异型也会对死灵法师邪恶的计划感到恶寒。</p><p>在漫长的死亡势力战争历史中,骨龙已经渐渐无法满足未眠者将领们的需求了。骨龙尽管强大而又让敌人恐惧,但在于巨型生物的对碰中,只有骨架和幽魂两种元素的骨龙仍然算不上稳定的结构。于是,这些骨架上包裹上一层漆黑,内部充斥着暗绿色的幽冥琼浆,那些琼浆有些不可控地从骨架的缝隙和眼眶里外泄。枯萎龙应运而生,这种巨龙由于死亡元素的不稳定,会在骨架的某些地方长出一小点皮肉,并且,一旦被这种枯萎龙触碰,活物的身体将迅速衰老,濒临灭亡。</p></td></tr><tr><td class="al" colspan="5"><p>设计者点评:骨龙是一种非常强大而快速的兵种,尽管它们不会飞行,并且在同级的兵种中造价相当便宜。但两条生命使得它们在决战中非常坚韧,并且被枯萎龙击中的单位属性大减,如果在一场战斗中,有大部分兵种都被枯萎龙腐蚀过,那恐怕这样的军队难以抵御未眠者大军的侵袭。</p></td></tr> </tbody> </table></div> 弗朗特之门 § 介绍#w47#FAQ http://www.heroworld.net/news.php?id=1714 http://www.heroworld.net/news.php?id=1714 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425487 front Sun, 03 Sep 2023 16:00:43 GMT <div style="width:640px;"><ul class="faq"> <li>《弗朗特之门》中的地形都会在哪些地方产生影响?</li> <li>和经典一样,《弗朗特之门》中战略地图的地形在进入战斗时会切换到对应的战场。不同的地形会生成不同形状的障碍物。除了战略地图不同势力的领主在移动力上会受到不同程度的影响之外,在战斗中暂时没有影响。</li> <li>是否可以做一个中立生物,它会根据加入的阵营切换形态。比如跟华世领主就是阴阳属性,跟着圣堂就与圣光相关呢?</li> <li>这种中立生物的设计十分酷,我们在计划中也有一个会根据情况改变不同升级形态的强力兵种,希望正式版中能和大家见面。</li> <li>《弗朗特之门》中的攻城和守城与英雄无敌系列中相比有什么创新或不同吗?</li> <li>在守城方面,《弗朗特之门》依旧传承了城墙、箭塔、不同种族不同效果的护城河的守城模式。但在攻城方面,不同种族会有几乎完全不同的策略和解决方案,不是每一个攻城单位都必须靠一次次投石将城墙慢慢拆毁。尤其是有一位死亡阵营的领主,他的特性就是攻城时会拆毁对方所有城墙。所以在《弗朗特之门》中还是存在着各式各样的攻城方式。</li> <li>《弗朗特之门》中有借机攻击吗?</li> <li>借机攻击对于许多远程单位来说几乎是灾难性的,我们并没有设计。但是这个优秀的战棋效果很可能会被给予某个生物作为特技。</li> <li>《弗朗特之门》的经济系统是否将比英雄无敌系列更加复杂?经济的来源和支出是否更加多样?市场的功能仅限于交易资源,还是能买卖宝物,或可以进行投资和回报?</li> <li>首先,在《弗朗特之门》中经济的支出由于神谕的出现,一定会变得更加多样,并且在大后期为了获取八级兵种,大量国库中的黄金也能得到消耗。每个城镇的市场都能购买宝物,但暂时不能出售宝物。待更多测试后,也许会增加投资选项。</li> </ul></div> Fanstratics月报#37#2023-09 http://www.heroworld.net/news.php?id=1713 http://www.heroworld.net/news.php?id=1713 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425482 fst Fri, 01 Sep 2023 10:09:50 GMT <div style="width:640px;"><p>来源:<a href="https://www.fanstratics.com/fstnewsletter37">https://www.fanstratics.com/fstnewsletter37</a>,以下由HeavenK翻译。</p> <ul class="quote"> <li class="grey">​​Fanstratics Troop: Gargoyle.</li> <li class="bold"><a href="http://heroworld.gamerhome.net/artwork/fanstratics/ConceptArt_Gargoyle.webp" rel="colorbox" title="Fanstratics Gargoyle"><img src="http://heroworld.gamerhome.net/artwork/fanstratics/thumbs/ConceptArt_Gargoyle.webp" class="fr" alt=""></a>兵种介绍:石像鬼</li> <li class="eo">Born of the Stoutblud&apos;s unique variation of arcane arts, the Gargoyle is ultimately... a golem. Expertly carved from specially quarried stone, the Gargoyle&apos;s authors crafted its visual appearance from a creative amalgamation of contrary influences. Across its surface, the Gargoyle is etched with numerous runic inscriptions, giving it &apos;life&apos; while codifying its behavior. Additionally, their rugged stone structure and mysterious arcane essence give them many natural immunities and, occasionally... the ability to imbue their Allies with magical resistances. I’ve mentioned this before, but conceptualizing stereotypical fantasy creatures can be more difficult than rendering original creations. Such is the case with a Gargoyle. After a quick page of exceptional thumbnails, Justin worked through two rounds of roughs and produce a big, bulky, magically animated, golem-like Gargoyle. Good stuff. For those who want to see Justin create the drawing, you can always watch <a href="https://www.twitch.tv/videos/1894256570">a VOD of his Twitch stream</a>.</li> <li class="acc">由Stoutblud的独特奥术技艺所创造的石像鬼本质上仍是一尊魔像。特殊的石材配上专业地雕刻,石像鬼的制作者在雕刻其外表时创造性地整合了相反的要素。石像鬼的表面刻印了许多符文,在赋予其生命的同时也对其行动进行编程。此外,石像鬼坚硬的岩石结构与神秘奥术精华给予其许多天然免疫效果,甚至有时还能让盟友也具备一定的法术抗性。</li> </ul> <ul class="quote"> <li class="grey">Fanstratics Question: I have a question (or suggestion if you will) though. In my opinion, the biggest problem with the Heroes franchise (and similar games) is the lack of things to do during the opponent&apos;s turn - especially when playing online multiplayer. This results in lots of waiting time, if, for instance, the opponent has a long battle. It is a problem I have thought a bit about, and other turn-based or semi-turn-based games struggle with (or have found solutions for). Solutions could maybe be simultaneous turns (which would probably only work until players meet each other - due to the nature of the game) or maybe that other players can play the battles as the AI. I&apos;m sure other games have other solutions to the problem. I hope this is something that you will look into for your game.</li> <li class="bold">FST问题:有一个问题或者说是建议,英雄无敌类游戏的一大问题就是对手回合时无事可做,我觉得这是你的游戏需要解决的问题之一。</li> <li class="eo">I know where you are coming from. Minutes feel like hours when you are waiting for another player to complete their turn. Limited simultaneous turns and unlimited simultaneous turns are something I&apos;m strongly considering. I am also looking at something more radical, but it needs testing. We&apos;ll see.</li> <li class="acc">有限同步回合与无限同步回合都是目前我比较赞同的,同时也想过更激进的方法,不过还需要更多测试。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Question: I have a small question to you regarding your past as HoMM3 designer and hope it won&apos;t be overbearing. There is an Inferno hero named Zydar. His class is Heretic. In the manual his race is stated to be Efreet. His bio in the game reads: "When Zydar isn&apos;t in the field leading troops, he is studying new ways to increase the potency of his spells. While not the greatest of mages, he certainly shows more promise than any of his demon-kin." His stated race is Efreet, him having horns also fits that description (another Efreets, like Octavia, have them as well), but due to the "his demon-kin" part some people assure Zydar is a Kreegan or some other type of demon. Then again, "demon-kin" may refer to Eeofol Inferno creatures in general. And Efreeti are part of those and can be described as demonic, just like Kreegan, Gogs, etc. There&apos;s also the loading screen image in HoMM vanilla, where an archangel battles a person that looks to be Zydar. And the latter has a similar sort of "fire wave" in the lower half of his body that Efreeti have. Would be nice to hear your stance on that.</li> <li class="bold">H3问题:地狱城的英雄泽达在手册中的种族是火精灵,但在其介绍中又提到“他的恶魔同族”。那么问题来了,火精灵也是克林根人或是其他类型的恶魔么?还是说“恶魔同族”代指的是所有伊芙地狱的生物?</li> <li class="eo">When I crafted the various &apos;factions&apos; in HoMM3, I thought of them more as &apos;cultures&apos;, not as &apos;races’. I suspect this is my ‘Americanness’ showing through in my work. For instance, in the USA, you have regional cultures such as... New England, Rust Belt, Deep South, Midwest, Rocky Mountains, etc. Each &apos;culture&apos; is comprised of people from various ethnic and religious backgrounds, but with a shared regional culture. Perhaps the most noteworthy comparison is the New York region versus the SoCal region. Both are similar regarding their ethnic and religious composition, but culturally... they couldn&apos;t be farther apart. With this in mind, I always considered the Efreets &apos;demonic&apos;, but not necessarily Kreegan. Hope this answers your question.</li> <li class="acc">H3的“种族”其实更偏向于“文化”,所以火精灵也是“恶魔的”,但并不一定是克林根人。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Recollection: Demo Map and Map Makers (part 1 of 2).</li> <li class="bold">H3拾遗:测试地图和地图制作者</li> <li class="expand">点击展开长文</li> <li class="eo hidden"><img src="http://heroworld.gamerhome.net/images/news/20230901-Map.webp" alt=""></li> </ul></div> 弗朗特之门 § 介绍#w46#铸造者 http://www.heroworld.net/news.php?id=1712 http://www.heroworld.net/news.php?id=1712 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425474 front Sat, 26 Aug 2023 15:58:55 GMT <div style="width:640px;"><table class="small"> <col><col><col style="width:350px;"> <tbody> <tr> <td colspan="2" class="acc bck">铸造者(8级)</td> <td rowspan="13"><a href="http://heroworld.gamerhome.net/artwork/front/troop_Forger.webp" rel="colorbox" title="弗朗特之门 - 铸造者"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/troop_Forger.webp" alt="troop Giant"></a></td> <tr> <td>生命值</td><td>285</td> </tr> <tr data-width="400" data-title="速度和主动性" data-description="<p>兵种本身有移动范围和主动性两个数值,默认状态下两个数值是一样的,但是魔法宝物的加成会只加成在一个数值上。</p>"><td>速度</td><td>9</td></tr> <tr data-width="400" data-title="攻防修正" data-description="<p>算法类似H3,不过暂定攻防修正值为1%。</p>"><td>攻击力</td><td>36</td></tr> <tr><td>防御力</td><td>33</td></tr> <tr><td>伤害</td><td>45~59</td></tr> <tr><td>伤害类型</td><td>火焰</td></tr> <tr data-width="300" data-title="暴击" data-description="<p>基础暴击伤害为150%。</p>"><td>暴击率</td><td>0%</td></tr> <tr><td>弹药</td><td>N/A</td></tr> <tr><td>体型</td><td>1 x 2</td></tr> <tr data-width="400" data-title="士气" data-description="<p>生物的基础士气为100,最大为200,最小为0,士气每高于100一点便有1%的概率让生物士气高涨,从而多行动一回合,但所能造成的伤害会被限制到75%。士气低于100时,每1点士气有1%的概率让生物士气低落,从而错过一回合的行动。</p>"><td>士气</td><td>100</td></tr> <tr><td>价格</td><td>6400金、6硫磺</td></tr> <tr><td>周产量</td><td>1</td></tr> <tr><td colspan="3" class="al"> <ul> <li><span class="acc">生物:</span>可被治疗和复活,受士气影响</li> <li><span class="acc">火焰亲和:</span>免疫火焰伤害,受到的水伤害和冰霜伤害提高20%</li> <li><span class="acc">融化:</span>被铸造者造成过伤害的敌方单位,每回合承受50x铸造者数量的火焰伤害</li> <li><span class="acc">烈焰成身:</span>受到火焰伤害时,铸造者会回复并复活等量于伤害的生命值</li> <li><span class="acc">炙炎魔肤:</span>在受到近战攻击时,铸造者对其造成相当于35%攻击伤害的火焰伤害</li> <li><span class="acc">铸造:</span>主动技能,为自身打造宝物,增加15点防御力,不可驱散</li> </ul> </td></tr> <tr><td colspan="3" class="al"><p>在弗朗特世界,矮人一族对矿物的理解和锻造能力无人能及,是当之无愧的专家。但在其他的世界,有一种泰坦般强大的生物能够与之媲美,这是一种形似熔炼泰坦的巨大岩浆生物,它们不需要锻炉,也不需要原料即可凭空锻造出武器和护甲。最初这种强大的生物是被熔炼泰坦洛瓦恩在一次战争中召唤出的异界传送门吸引,对熔天峰民们施以援手,随后对铸造颇有研究的两个种族便开始了持久的外交。除了对锻造进行指导以外,铸造者们流动熔岩般的身体对于敌人来说也是一场灾难,他们途经之处,几乎没有城镇和生物能幸存。</p><p>设计者点评:铸造者是熔天峰民部队中最强大的一员。它们价格无比昂贵。出现的场合也在游戏的大后期,但他们的实力绝对可以与任何一个终极单位媲美。</p><p>首先,铸造者作为火焰位面的本土生物,它们完全免疫火焰伤害,无论是范围杀伤的凤凰烈焰,或是毁天灭地的灼世之星,这些火焰伤害只会因为烈焰成身效果转变为对铸造者的治疗。这使得一个在优秀祈焰人带领下的铸造者几乎是可以在高奥能的烈焰魔法下永生不死。</p><p>其次,铸造者的熔岩之拳使得被击中的敌人不断融化,脆弱的敌人会迅速崩溃消失。值得一提的是,和普通火焰伤害带来的灼烧效果不同,这种融化在不被魔法干预的情况下永远不会停止。并且由于造成的是火焰伤害,融化还会再度印发灼烧,造成高额的持续伤害。</p><p>被铸造者攻击非常危险,攻击铸造者的代价更是使人难以承受。铸造者会反弹一部分伤害回敬胆大妄为的攻击者。</p><p>最后,铸造者的名字来源于他的特技——铸造。这些异界生物可以不借助铁玷,金属,符文和锤子就凭空锻造出铠甲,永久性地极大增强自己的属性。</p><p>在游戏后期,铸造者毫无疑问会为矮人大军的大业做出巨大贡献,只要你能够建造前置要求繁琐的烈火传送门。这些强大的终极兵种就会为你服务。同样,每个种族的顶级单位都有如同铸造者这样强悍的能力,敬请期待。</p></td></tr> </tbody> </table> <div class="ac playerwrapper"> <div class="playmask" data-bid="BV1S94y1z7Qs"></div> <img src="http://heroworld.gamerhome.net/images/news/20230826-Forger.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1S94y1z7Qs/">弗朗特之门开发杂谈#04 铸造者</a></h3></td></tr></div> 弗朗特之门 § 介绍#w45#云母鲸 http://www.heroworld.net/news.php?id=1711 http://www.heroworld.net/news.php?id=1711 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425469 front Wed, 16 Aug 2023 12:44:18 GMT <div style="width:640px;"> <table class="frttablea" style="width:100%;"> <col style="width: 35%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 35%;"> <tbody> <tr> <td rowspan="3" class="bold normal">云母鲸</td> <td>5</td><td data-width="300" data-title="" data-description=" 兵种等级,1-8级。">兵种等级</td><td>5</td> <td rowspan="3" class="bold normal">圣洁云母鲸</td> </tr> <tr><td>13</td><td>攻击力</td><td>13</td></tr> <tr><td>13</td><td>防御力</td><td class="green">15</td></tr> <tr> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Haven_Micawhale.webp" alt=""></td> <td>11~14</td><td data-width="440" data-title="" data-description=" 在不考虑其它影响因素的情况下,兵种的杀伤能力计算方法为:<br><ul class=small><li><div class=acc>最终伤害=数量×基础伤害×[1+(攻方攻击力-防守方防御力)×0.01]</div>上限?,下限?</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>">伤害</td><td class="green">12~14</td> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Haven_HolyMicawhale.webp" alt=""></td> </tr> <tr><td>神圣</td><td>伤害类型</td><td>神圣</td></tr> <tr><td>62</td><td>生命</td><td>62</td></tr> <tr><td>8</td><td data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围和出手顺序,数字越大,出手越快,走的越远。</p><p>兵种的战场移动力和主动性是两个独立但相同的数值,区别在于魔法和宝物之类的加成可能会仅加成在其中一项上。</p>">速度</td><td>8</td></tr> <tr><td>双格兵</td><td>体形</td><td>双格兵</td></tr> <tr><td>N/A</td><td data-width="300" data-title="" data-description=" 远程兵种的弹药量,既可以远程攻击的次数。N/A代表非远程兵种。">弹药</td><td>N/A</td></tr> <tr><td>105</td><td data-width="300" data-title="" data-description="<p>兵种的士气,基础值为100,最大为200,最小为0,若士气高于100每1点便有1%的概率让生物士气高涨,若低于100每1点士气有1%的概率让生物士气低落,从而错过一回合的行动。</p><p>当兵种士气高涨时,可以再行动一次,但所能造成的伤害会被限制到75%。</p>">士气</td><td>105</td></tr> <tr><td>0%</td><td data-width="300" data-title="" data-description=" 每1点可以使兵种造成暴击的几率增加1%,基础暴击伤害为150%。">暴击率</td><td>0%</td></tr> <tr><td></td><td data-width="300" data-title="" data-description=" 杀死一个该类兵种行使者可以在战后获得的经验点数。">经验</td><td></td></tr> <tr><td></td><td data-width="300" data-title="" data-description=" 用于程序计算兵种各种优先度时使用。">量分</td><td></td></tr> <tr><td colspan="2">600金币 × 5/周 - <span class="grey">3000金/周</span></td><td data-width="300" data-title="" data-description=" 招募单个此类兵种需要的资源花费。">产量价格</td><td colspan="2">700金币 × 5/周 - <span class="grey">3500金/周</span></td></tr> <tr><td colspan="2" class="al"><div><span class="acc">生物:</span>『被动能力』,可被治疗和复活,受士气影响。</div><div><span class="acc">飞行:</span>『被动能力』,该生物可以在移动时飞行跨越地形和障碍物。</div><div><span class="acc">悬浮:</span>『被动能力』,该生物永久处于空中,免疫地面陷阱和障碍,并可以停留在其上。</div><div><span class="acc">劝化兽:</span>『被动能力』,劝化兽的士气不会低于100,并且免疫心灵控制。</div><div><span class="acc">云母盾:</span>『被动能力』,一队云母鲸拥有等同于一只云母鲸生命值的护盾。</div></td><td>技能</td><td colspan="2" class="al"><span class="acc">生物。</span><span class="acc">飞行。</span><span class="acc">悬浮。</span><span class="acc">劝化兽。</span><span class="acc">云母盾。</span><div><span class="acc">光泳:</span><span class="green">『主动技能』</span>,圣洁云母鲸可以将周围的一队友军吞入身体,持续两轮,每轮治疗数值相当于云母鲸5%的生命值,可复活友军。如果云母鲸在此期间死亡,友军会从中脱出。</div></td></tr> <tr><td class="al" colspan="5"><p>云母鲸是神的恩赐,它们十分美丽,每只云母鲸的身上都长有不同形状和分布的云母壳,这些壳虽然有别于真正的云母,但硬度非凡,并且云母鲸身上的矿石是十分合适的圣光魔法导体。这使得这些能够在光线中游泳的奇特生物能够听到光之国度使者们的声音。云母鲸在白天能够漂浮游弋与充满光的空气中,在深夜则必须回归大海。只有海滨之城提里翠丽斯有大量这种美丽圣洁的生物。</p><p>圣洁云母鲸是圣堂部队中常见的圣洁兽中最强大的生物,教会为他们的身上装上了带有圣洁兽特色的神圣板甲和符文,它们能够从口中喷射出无可匹敌的金色神圣火焰焚烧敌人,也能够将濒死的盟友吞下,让他们在自己体内的光元素萦绕下恢复伤势。而想要攻击它们的敌人则会为它们身周环绕的永恒云母发愁苦恼。</p></td></tr><tr><td class="al" colspan="5"><p>设计者点评:云母鲸是圣堂七国劝化所能达到的最高杰作,当这些活着的圣洁战舰在天空中悬停时,敌方将会感受到前所未有的压力。云母鲸在游戏中充当了肉盾的角色,由于每队云母鲸都被奖励了一个非常坚固的云母盾,所以我们在游戏时更倾向于把云母鲸分成多队,抵御更多伤害。而圣洁云母鲸则可以在射手被敌人近身等关键时机,将队友整个吞下,再状态全满地吐出。</p></td></tr> </tbody> </table></div> 弗朗特之门 § 介绍#w44#FAQ http://www.heroworld.net/news.php?id=1710 http://www.heroworld.net/news.php?id=1710 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425456 front Mon, 07 Aug 2023 08:57:01 GMT <div style="width:640px;"><ul class="faq"> <li>死灵法师的核心机制是类似于三代的无数量限制但有兵种限制的招魂、还是五代有数量限制但可以招魂高级兵种? </li> <li>招魂术更接近英雄无敌3代的作用方式。如果做限制会大大降低玩家在游玩未眠冥约势力时的快感和正反馈,所以我们不打算在数量上限等地方做限制。但是相对于英雄无敌3代中的运作方式,弗朗特之门中只有生物才能出产骷髅,元素和未眠者则不行。</li> <li>《弗朗特之门》中是否有只能通过作弊或极难达成的IF线结局?</li> <li>也许会有,我们目前战役的开发进度有限。但这种IF线结局即便出现也只能视为平行宇宙。主线还是会根据正确的结局走下去,继续发展以便衔接后续剧情。</li> <li>《弗朗特之门》中有关于法术位的设定吗?法术携带是否有上限,施法消耗的资源是什么样的?</li> <li>虽然施法的关键属性被称为记忆,资源被称为记忆水晶。但是实际上《弗朗特之门》中的施法者非常强大,他们能够记住所有已掌握的法术,并将它们统统装在法术书里。理论上你可以培养一个超级法师,将弗朗特世界中所有存在的上百种法术统统收录进自己的法术书。你可以随时选用它们。</li> <li>周事件的设定保留了吗?可否干预这些周事件。</li> <li>周事件的设定非常经典,在《弗朗特之门》中也存在若干不同的周事件。一些宝物和技能会对周事件有所影响,其中一个首发种族的种族能力和周事件息息相关,改变周事件的运作会成为胜利的关键。</li> <li>领主主要如何学习魔法?</li> <li>领主主要学习魔法的渠道是在城镇中建立法师塔学习魔法。法师塔会更容易出现本阵营的法术,其余阵营则是随机出现。一个法师塔在竣工后,就确定了内部可学习的法术。如果想学习不同的法术,就要多造访几座城镇,多游历几个国家了。</li> </ul></div> Fanstratics月报#36#2023-08 http://www.heroworld.net/news.php?id=1709 http://www.heroworld.net/news.php?id=1709 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425447 fst Tue, 01 Aug 2023 12:34:05 GMT <div style="width:640px;"><p>来源:<a href="https://www.fanstratics.com/fstnewsletter36">https://www.fanstratics.com/fstnewsletter36</a>,以下由HeavenK翻译。</p> <ul class="quote"> <li class="grey">​​Fanstratics Troop: Halberdier.</li> <li class="bold"><a href="http://heroworld.gamerhome.net/artwork/fanstratics/ConceptArt_Halberdier.webp" rel="colorbox" title="Fanstratics Halberdier"><img src="http://heroworld.gamerhome.net/artwork/fanstratics/thumbs/ConceptArt_Halberdier.webp" class="fr" alt=""></a>兵种介绍:戟兵</li> <li class="eo">Many Heroes disregard low-level Troops as battlefield fodder for higher-tier enemies. Shrewd Heroes know Allegiant Halberdiers are different. Trained and geared for assaulting ‘greater’ enemies, these stout soldiers specialize in countering Giants and Jousting Troops. When assembled in substantial numbers, and facing down larger opponents, Halberdiers thrive. Typically, when conceptualizing a Troop, Justin and I have hashed out a three-step process: thumbnails, rough, and final render. This time, because we were creating a fairly stereotypical humanoid troop, we skipped the ‘rough’. I think it turned out great. :-) For those who want to see Justin create the drawing, you can always watch <a href="https://www.twitch.tv/videos/1869964617">a VOD of his Twitch stream</a>.</li> <li class="acc">许多英雄会轻视低级兵种,将其视为战场上喂给高级敌军的炮灰。但精明的英雄知晓忠义军戟兵的不同。训练有素、装备精良的戟兵擅于对抗“大型”敌人,这些健壮的士兵有着对抗巨人与骑兵部队的专长。当戟兵汇聚起足够数量时,他们能够击败所面对的大型敌人。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Question: Heroes III HD ended up being a significant disappointment for me on the iPad for the following reasons.It was only ever the basic game, NOT the expansions too.This struck me as an incredibly stupid and disappointing move, since Heroes III Complete was long established and very well supported by third party maps.At the time, it seemed to me that it was simply money-grabbing, but later, someone (you?!) said they thought that the expansions weren&apos;t made HD because Ubisoft had lost the original resources.(Even if that were true, I&apos;d have hoped that something could be done.)</li> <li class="bold">H3问题:HD版没有资料片内容,是不是因为源代码丢失了?</li> <li class="eo">HoMM3 HD was released in late January, 2015.At this time, to my understanding, the source code for the subsequent expansions (AB, SOD, Complete, etc.), was lost.I asked around, looking for a copy, but unfortunately, or fortunately, depending on your point of view, everyone was honorable and did not steal any NWC code.Later, it was brought to my attention, a programmer named John Morris, claimed he had a copy of the source from doing Macintosh ports of HoMM3 and HoMM3 Complete. This was from a Twitter post in October 2017. Later, in March of 2019, he also stated he had FTP’d the source to UbiSoft, but had heard nothing from them since. So, according to John’s account, UbiSoft has all the source code.</li> <li class="acc">HD版是2015年一月末发布的,当时据我所知后续资料片的源代码已丢失。后来有个叫做John Morris的程序员说自己有H3完整版的源代码,该消息是2017年10月的,然后2019年3月他说全部交给育碧了。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Question: There is a guy unrelated to HOMM3 development who has both source and beta, but he refuses to share, and actually said he had sent the source to Current HOMM Copyright Holders, and "if they do not allow me, I am not releasing these".Two years passed since, so...and this guy is a supposed preservationist, he should know better than to sit on anything.Could you maybe ask him for those?These both are needed just for interest, as reverse-engineering of code had been done many times, also there is that Dreamcast RoE-based thing (I am not a programmer, so cannot explain proper).Sorry for asking this, I just hope that maybe he would listen to you.</li> <li class="bold">H3问题:你能联系那个程序员要来源代码么?</li> <li class="eo">To my knowledge, John Morris was contracted by 3DO to port HoMM3 to iOS.If he were to release the source code to the public (without permission), or give it to me, I have no doubt Ubisoft would take him to civil court and sue him for damages to their intellectual property.Additionally, my possessing the original HoMM3 source code, could expose me to a potential lawsuit.Only Ubisoft is supposed to have the HoMM3 source code.Only Ubisoft can legally release it to the public.As long as HoMM3 continues to make money for them (GOG Edition, HD edition, etc.), I can’t imagine they would release the source code to the public.</li> <li class="acc">如果我这么做,育碧会把他告上法庭的。如今H3版权在育碧手上,只有育碧有权力将源代码公开,不过我想只要H3还能带来收益,他们应该不会这么做。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Question: If only it (HoMM3) had custodians who actually care about it - like Blizzard with WarCraft, StarCraft and the like.Heroes is SO much better as a game, yet it&apos;s never seemed as though it was properly appreciated or marketed by its owners.</li> <li class="bold">H3问题:如果H3的版权在一个真正关心的保管员手中就好了。</li> <li class="eo">Many great franchises, not limited to video games, have suffered abuse at the hands of their owners.HoMM is not unique in this regard.</li> <li class="acc">很多伟大的系列,不仅限于电子游戏,最终都会落得这个下场。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Question: So the folks at Ubisoft not like you or what? You worked on a game loved by millions and which still has a passionate 20 years after the fact.</li> <li class="bold">H3问题:所以育碧不喜欢你么?</li> <li class="eo">I doubt I’m on their radar. When Ubisoft bought the Might and Magic intellectual property, they briefly approached Jon Van Caneghem (JVC) about working on the project. They didn’t like his ideas, and decided to go their own way. Over the years, they have also been in touch with David Mullich, but not once did they speak to him about working on HoMM. To this point... consider Star Wars. George Lucas wants to retire. He puts Kathleen Kennedy in charge of Lucasfilm and sells the franchise to Disney. Any reasonable person would want to keep George Lucas in the loop as they drafted scripts, cast the actors, shot footage, edited the film, etc. This didn&apos;t happen. Why? Kathleen Kennedy wanted to make her version of Star Wars and claim all the glory for herself. Involving George would have simply undercut her position. I could be wrong, but I suspect it&apos;s no different regarding M&amp;M, HoMM, and Ubisoft. Believe me, if I had the money, I&apos;d attempt to purchase the IP from Ubisoft, but I don&apos;t. Unless something dramatic occurs, I firmly believe, franchise reincarnation is the only way forward.</li> <li class="acc">我怀疑自己并不在他们的雷达上,育碧购买魔法门版权后,联系过JVC,不过他们不喜欢他的点子,于是决定自己来干。后来育碧也联系过David Mullich,不过没提到英雄无敌的事。这事就像星球大战系列一样,新掌门人想要按照自己的想法办事。如果我有足够的钱,我会试图把IP从育碧手里买来,不过我没有,所以除非出现奇迹,否则这事最终就是这样了。</li> </ul></div> 弗朗特之门 § 介绍#w43#FAQ http://www.heroworld.net/news.php?id=1708 http://www.heroworld.net/news.php?id=1708 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425434 front Tue, 25 Jul 2023 00:36:29 GMT <div style="width:640px;"><ul class="faq"> <li>现在的游戏基本都是快节奏,玩家耐心少。具体战斗有悔棋功能吗?</li> <li>《弗朗特之门》是一款回合制战棋游戏,战棋应该是经过斟酌的策略类游戏,如果加入悔棋功能,会让玩家的每一步抉择都太过随意,并且试错成本也太低。作为一个传统的战棋类游戏,我们还是不希望保留悔棋功能。</li> <li> 之前宝物活动中提到大前门不支持混兵,这样在没有宝物支持的情况下。万一混兵惩罚太严重,总不能混兵都是无士气单位吧?</li> <li>《弗朗特之门》相对于传统回合制战棋游戏来说,获取其他势力兵种的机会较少。因为《弗朗特之门》主张单一种族之间的配合,很多领主技能和种族特殊玩法也是建立在该种族的兵种上的,所以会对混兵有严苛的惩罚。具体惩罚内容是每混一个势力的单位,全军就降低15点士气。但除此之外,中立生物是不会受到此规则影响的。你仍然可以收集强大的中立生物加入军队,打出配合。</li> <li> 想到一个中立雇佣兵设定。临时雇员:由于没有签订正式合同,没有五险一金,该单位的雇佣价格是同阶级的50%,每次攻击需要根据存活数量支付10%小费,该单位作为临时工,士气系统和其他单位不一样,0士气需要支付20%小费,200士气可以免费。</li> <li>这个系统很有趣,但是在《弗朗特之门》中,混编中立生物本来就不会受到士气惩罚。同时,由于更加百搭和易于操控。中立生物也比其他有势力所属的生物要弱一些。</li> <li> 以前放出的资料中提到了每个势力的魔法和自然元素,这些魔法都有哪些?</li> <li>在《弗朗特之门》的初版中有六个种族,每个种族都有其对应的魔法元素。圣堂七国对应的魔法元素是“神圣”。未眠冥约是“死亡”,熔天峰民是“火焰”,烁蓝深洋是“流水”,真龙华世是“阴阳”,而森罗古嗣是“自然”。我们试图像万智牌的五色轮那样,制定出每个元素(颜色)擅长和不擅长的事项,我们希望每个元素能够在一个方面更加突出,在之后的周报中我们会总结一下这些内容。</li> <li> 能不能把bug做成视频发出来?</li> <li>完全可以。实际上我们已经积攒了很多素材(笑)。在实机演示之后,也许我们可以在b站粽子的账号里做一个bug特辑。</li> <li>墓园的终极兵种有幽灵龙只吗? 幽灵龙有无实体吗?</li> <li>未眠冥约阵营的终极兵种不是幽灵龙,是一种我们原创的不死生物,其设计灵感来源于一部恐怖电影中的一个经典受刑片段,并且可以透露的是:它是由某一个势力的终极生物改造而来的。</li> <li>死灵法师的核心机制是类似于三代的无数量限制但有兵种限制的招魂、还是五代有数量限制但可以招魂高级兵种? </li> <li>招魂术更接近英雄无敌3代的作用方式,但是只有生物才能出产骷髅,元素和未眠者不行。</li> </ul></div> 弗朗特之门 § 介绍#w42#光影同晖 http://www.heroworld.net/news.php?id=1707 http://www.heroworld.net/news.php?id=1707 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425424 front Sun, 16 Jul 2023 17:03:46 GMT <div style="width:640px;"><div class="ac"> <a href="http://heroworld.gamerhome.net/artwork/front/hero_Epyon.webp" rel="colorbox" title="弗朗特之门 - 艾比安·神圣之翼"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/hero_Epyon.webp" alt="艾比安·神圣之翼"></a> </div> <h3>光影同晖— 艾比安·神圣之翼</h3> <ul> <li>年龄:35岁</li> <li>身份:圣骑士</li> </ul> <p>作为已经离开了晴翼城核心政治很久的皇子,比起皇室和贵族的世界,他更热衷在前线与士兵们休戚与共,这样的性格,让他更加像是一个平民出身的战士,而不是尊贵的皇子。他平易近人的性格,在民众中获得了相当高的威望,但也因此被很多身居高位者认为他有损皇家的威严。对于这些评价,艾比安从来不置可否,只是当独自一人之时,他那略微紧蹙的眉宇显得心事重重,或许在他的的心中,藏有很多不为人知的故事和思虑。</p> <h3>关于传统英雄的不传统</h3> <p>在目前这个短平快叙事盛行的年代,传统意义上的主角,他们常常扮演着工具人的角色,伴随着提前安排好的开端和结尾,沿着既定的轨迹行走于编排好的命运。</p> <p>我曾经试图找出一些不同的想法和观点,比如一个不那么伟光正的骑士,一个不那么阴险的盗贼,或者一个力大无穷的法师,但是后来发现,这些东西其实也并不新鲜,轻小说里比比皆是,而沉迷人设本身,也容易忽视故事本身的架构。</p> <p>所谓初心难忘,然而勿忘初心却是很难的事,这个时代,或许没有多少人再想成为“列夫托尔斯泰”,但是一个个的主角,却应该依旧希望自己是“安娜-卡列尼娜”。在必要的时候活着,在需要的时候死去,而这也是传统英雄或者说是传统角色应该有的一种秉持。</p> <p>所以,《弗朗特之门》的故事中,我们的艾比安.神圣之翼,也将是一个“传统”的英雄,你值得信任的英雄。</p> <p class="grey">在之后的周报中,我们将陆续公布六位战役主角并发布一些战役剧情相关的细节。</p></div> 弗朗特之门 § 介绍#w41#献祭 http://www.heroworld.net/news.php?id=1706 http://www.heroworld.net/news.php?id=1706 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425399 front Sun, 02 Jul 2023 16:00:42 GMT <div style="width:640px;"><p>献祭是死亡骑士拥有的一种特殊能力,死亡骑士将各种生物转化为基本的死亡元素,然后重构为未眠者的姿态,无论是拥有肉体的还是元素生物,都逃不过幽冥的掌控。</p> <p>设计者点评:在游戏中,操控死亡骑士的玩家不必担心加入麾下的其他势力兵种是否好用,通过献祭,这些生物会统统转化为死亡阵营的生物,并且还能够根据操控者的喜好转化成任意一种死亡部队,无论是海量的吸血鬼,或是骷髅?尸巫?只要有足够的材料,这些都任你挑选。</p> <table> <col style="width:64px;"><col> <tbody> <tr> <td rowspan="3"><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Sacrifice_1.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Sacrifice_1.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Sacrifice_2.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Sacrifice_2.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Sacrifice_3.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Sacrifice_3.webp" style="width:60px;" alt="" class="noshadow"></a></td> <td class="bcd">献祭</td></tr> <tr><td class="al"><p>领主可以将部队中的生物杀死,转换成相应或更低阶级的死亡势力生物。无法献祭死亡势力的生物。 </p></td></tr> <tr> <td class="al"><ol><li>初级献祭:领主获得献祭界面,在献祭界面,领主可以牺牲一整只部队,从而将该部队按一定比例转化成任意一种小于等于该部队阶级的死亡势力生物。</li><li>中级献祭:领主获得献祭界面,在献祭界面,领主可以牺牲一整只部队,从而将该部队按一定比例转化成任意一种小于等于该部队阶级的死亡势力生物。在该过程中有被牺牲的生物也能触发圣柜充能。</li><li>高级献祭:领主获得献祭界面,在献祭界面,领主可以牺牲一整只部队,从而将该部队按一定比例转化成任意一种小于等于该部队阶级的死亡势力生物。在该过程中有被牺牲的生物也能触发圣柜充能。有额外百分之5的几率转化为升级过的死亡势力生物。</li></ol></td> </tr> </tbody> </table> <table style="width:620px;"> <tbody> <tr><td colspan="9"><h3>初级献祭表</h3></td></tr> <tr><td colspan="9" class="acc">献祭1个x级生物/得到x个x级死亡生物</td></tr> <tr><td></td><td>1级</td><td>2级</td><td>3级</td><td>4级</td><td>5级</td><td>6级</td><td>7级</td><td>8级</td></tr> <tr><td>1级</td><td>0.8</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>2级</td><td>1</td><td>0.8</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>3级</td><td>1.5</td><td>1</td><td>0.8</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>4级</td><td>2.5</td><td>1.5</td><td>1</td><td>0.8</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>5级</td><td>4</td><td>2.5</td><td>1.5</td><td>1</td><td>0.8</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>6级</td><td>8</td><td>4</td><td>2.5</td><td>1.5</td><td>1</td><td>0.8</td><td>-</td><td>-</td></tr> <tr><td>7级</td><td>15</td><td>8</td><td>4</td><td>2.5</td><td>1.5</td><td>1</td><td>0.8</td><td>-</td></tr> <tr><td>8级</td><td>40</td><td>15</td><td>8</td><td>4</td><td>2.5</td><td>1.5</td><td>1</td><td>0.8</td></tr> <tr><td>9级</td><td>100</td><td>40</td><td>15</td><td>8</td><td>4</td><td>2.5</td><td>1.5</td><td>1</td></tr> <tr><td colspan="9"><h3>中级献祭表</h3></td></tr> <tr><td></td><td>1级</td><td>2级</td><td>3级</td><td>4级</td><td>5级</td><td>6级</td><td>7级</td><td>8级</td></tr> <tr><td>1级</td><td>0.9</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>2级</td><td>1.5</td><td>0.9</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>3级</td><td>2</td><td>1.5</td><td>0.9</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>4级</td><td>4</td><td>2</td><td>1.5</td><td>0.9</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>5级</td><td>9</td><td>4</td><td>2</td><td>1.5</td><td>0.9</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>6级</td><td>16</td><td>9</td><td>4</td><td>2</td><td>1.5</td><td>0.9</td><td>-</td><td>-</td></tr> <tr><td>7级</td><td>25</td><td>16</td><td>9</td><td>4</td><td>2</td><td>1.5</td><td>0.9</td><td>-</td></tr> <tr><td>8级</td><td>60</td><td>25</td><td>16</td><td>9</td><td>4</td><td>2</td><td>1.5</td><td>0.9</td></tr> <tr><td>9级</td><td>150</td><td>60</td><td>25</td><td>16</td><td>9</td><td>4</td><td>2</td><td>1.5</td></tr> <tr><td colspan="9"><h3>高级献祭表</h3></td></tr> <tr><td></td><td>1级</td><td>2级</td><td>3级</td><td>4级</td><td>5级</td><td>6级</td><td>7级</td><td>8级</td></tr> <tr><td>1级</td><td>1</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>2级</td><td>1.5</td><td>1</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>3级</td><td>3</td><td>1.5</td><td>1</td><td>-</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>4级</td><td>6</td><td>3</td><td>1.5</td><td>1</td><td>-</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>5级</td><td>10</td><td>6</td><td>3</td><td>1.5</td><td>1</td><td>-</td><td>-</td><td>-</td></tr> <tr><td>6级</td><td>16</td><td>10</td><td>6</td><td>3</td><td>1.5</td><td>1</td><td>-</td><td>-</td></tr> <tr><td>7级</td><td>25</td><td>16</td><td>10</td><td>6</td><td>3</td><td>1.5</td><td>1</td><td>-</td></tr> <tr><td>8级</td><td>100</td><td>25</td><td>16</td><td>10</td><td>6</td><td>3</td><td>1.5</td><td>1</td></tr> <tr><td>9级</td><td>260</td><td>100</td><td>25</td><td>16</td><td>10</td><td>6</td><td>3</td><td>2</td></tr> </tbody> </table></div> Fanstratics月报#35#2023-07 http://www.heroworld.net/news.php?id=1705 http://www.heroworld.net/news.php?id=1705 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425398 fst Sat, 01 Jul 2023 09:05:34 GMT <div style="width:640px;"><p>来源:<a href="https://www.fanstratics.com/fstnewsletter35">https://www.fanstratics.com/fstnewsletter35</a>,以下由HeavenK翻译。</p> <ul class="quote"> <li class="grey">​​Fanstratics Troop: Toadish Intruder.</li> <li class="bold"><a href="http://heroworld.gamerhome.net/artwork/fanstratics/ConceptArt_ToadishIntruder.webp" rel="colorbox" title="Fanstratics Toadish Intruder"><img src="http://heroworld.gamerhome.net/artwork/fanstratics/thumbs/ConceptArt_ToadishIntruder.webp" class="fr" alt=""></a>兵种介绍:蟾蜍侵袭者</li> <li class="eo">Toadish Intruders are a difficult Troop to engage under any circumstance. Wielding a long, heavy rapier, doused with toxins derived from their wart-covered skin, the Toadish Intruder specializes not in killing, but in applying poisonous debilitation. If they are unable to pierce their targets and administer their contaminants, their own thick hide has a chance to apply a pollutant to any Troop brave enough to Assault them. As expected, this Troop is immune to the very contagions it produces. Justin asked if he could conceptualize and render this Troop on his Twitch stream. I said, “Sure.” This put us on an accelerated timeline as Justin had the last two weeks of the month scheduled for other things. Considering how this Troop turned out, perhaps we should ‘rush’ more often. Another favorite. For those who want to see Justin create the drawing, you can always watch <a href="https://www.twitch.tv/videos/1846529972">a VOD of his Twitch stream</a>.</li> <li class="acc">蟾蜍侵袭者在任何情况下都是一个难以应对的部队。手中挥舞着重型长剑,长满痦子的皮肤沾染着剧毒体液,这样的蟾蜍侵袭者既擅长杀戮,又有着让人虚弱的毒素。当他们暂时不能执行刺穿敌人的首要任务时,其厚重的表皮还能够向所有胆敢攻击它们的部队散播剧毒污染物。自然,他们免疫自身所生成的毒液。</li> </ul> <ul class="quote"> <li class="grey">Fanstratics Question: I really like HoMM III and HoMM V (as it close to third part), but I have one major problem with both of them. Mainly we play with my wife in hotseat mode with teams (humans vs AI). And at some level of our skills it becomes quite boring to play against AI (especially in HoMMV). AI becomes predictable or even stupid (for example, AI heroes run back and forth until the end of movement points). So, did you consider such a problem? As I understand, today machine learning can dramatically change the situation.</li> <li class="bold">FST问题:英雄无敌3代与5代的ai后期有问题,FST会不会采用目前的ai学习解决该问题。</li> <li class="eo">Regarding the Ai, I can only speak to HoMM3. Overall, for something programmed in 1999, I believe it does what it is supposed to do, and I think it does its job quite well. Is there room for improvement? I believe ‘yes’. Where Fanstratics is concerned, I suspect we will take a traditional approach when building our Ai. Still, if time and budget permit, I would like to add additional &apos;Ai profiles&apos; at a later date. This is where machine learning could possibly play a role. We&apos;ll see what happens. Ai is quickly becoming the newest frontier in game and technology development.</li> <li class="acc">FST的ai肯定会有改进,也会考虑各种先进的ai技术,只要预算和时间充裕。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Question: Regarding the HoMM3 Board Game, they had a survey for fans asking about their favorite gameplay elements and what from the original PC game they&apos;d most like to see featured in the board game. To me, this was nearly impossible to answer, because I think every part of HOMM3 works really beautifully in concert and removing or altering any one part might have cascading effects on the whole game, but being cornered, I thought that everything that works about HOMM3 ultimately stems from the exploration of the map in any given scenario... because that&apos;s what opens the doors to every other element of gameplay. Do you agree or disagree? What are your thoughts there?</li> <li class="bold">H3问题:H3桌游做了个调研,关于最喜欢的游戏要素,我认为最主要的是地图探索部分,你是否同意?</li> <li class="eo">From what little I’ve seen of the game, it appears they are attempting to touch upon all facets of HoMM3. So, I suspect this developer&apos;s &apos;question&apos; was simply an attempt to engage their community. As to your question, you are correct in how everything in HoMM3 works in concert.What would happen if you removed Adventuring, or Town building, or Battlefield combat?In the end, there really is no right or wrong answer, as it all comes down to the type of game you want to make.If you posed this question to the HoMM3 community, I have no doubt you would start a flame war as everyone has a different opinion concerning the relative importance of each element... and each person thinks their opinion is the right one.</li> <li class="acc">H3的诸多要素都很重要,无论是冒险、城镇建设还是战斗。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Recollection: HoMM2 Gold and Long Overdue Credit.</li> <li class="bold">H3拾遗:H2黄金版和长时间逾期的信用</li> <li class="expand">点击展开长文</li> <li class="eo hidden"><img src="http://heroworld.gamerhome.net/images/news/20230701-HoMM2Gold.webp" alt=""></li> </ul></div> 弗朗特之门 § 介绍#w40#组合宝物 http://www.heroworld.net/news.php?id=1704 http://www.heroworld.net/news.php?id=1704 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425388 front Sun, 25 Jun 2023 16:00:42 GMT <div style="width:640px;"><table> <col><col><col><col> <tbody> <tr> <td colspan="4"><h3>至简之力</h3></td> </tr> <tr> <td colspan="4" class="al acc"> <ul> <li>组合件数:8件,全为普通级;</li> <li>基础属性:+2力量,+7耐久,+2士气,每周+1目前最少的资源;</li> <li>组合属性:+8幸运;</li> </ul> </td> </tr> <tr> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_IronHelmet.webp" class="noshadow" alt=""></td> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_IronKnightBreastplate.webp" class="noshadow" alt=""></td> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_SteelVambraces.webp" class="noshadow" alt=""></td> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_SolidBoots.webp" class="noshadow" alt=""></td> </tr> <tr> <td>铁护头</td> <td>铁骑士胸甲</td> <td>精钢臂甲</td> <td>坚实腿甲</td> </tr> <tr> <td>+1耐久</td> <td>+2耐久</td> <td>+1力量</td> <td>+1耐久</td> </tr> <tr> <td colspan="4" class="al"> <p>“一顶头盔也许不能让你平安归来,但铁的重量能令你在战场上睡个好觉。”</p> <p>“精铁打造胸甲,护你生命周全。”</p> <p>“你不会以为掰腕子靠的是这种破烂玩意吧?”</p> <p>“不要偷懒,站得稳,活得才长。”</p> </td> </tr> <tr> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_LongSword.webp" class="noshadow" alt=""></td> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_Shield.webp" class="noshadow" alt=""></td> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_PewterRing.webp" class="noshadow" alt=""></td> <td><img src="http://heroworld.gamerhome.net/front/file/icon_artifact_EndlessFoodBasket.webp" class="noshadow" alt=""></td> </tr> <tr> <td>长剑</td> <td>盾牌</td> <td>白蜡石指环</td> <td>无尽食篮</td> </tr> <tr> <td>+1力量</td> <td>+2耐久</td> <td>+1耐久,+2士气</td> <td>每周+1目前最少的资源</td> </tr> <tr> <td colspan="4" class="al"> <p>“拿起一把剑,是从农夫变成骑士最重要的一步。”</p> <p>“一面平平无奇的盾牌,却也不是在乱世谁都能奢望的。”</p> <p>“质地优秀的白蜡石只能在天辉平原深处挖掘,有些刻劳斯的神父声称白蜡石是天使的泪水在地下发酵至今的结果。”</p> <p>“这下再也不会有人饿肚子了,敞开肚皮吃吧。”</p> </td> </tr> </tbody> </table></div> 弗朗特之门 § 介绍#w39#神射手 http://www.heroworld.net/news.php?id=1703 http://www.heroworld.net/news.php?id=1703 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425381 front Sun, 18 Jun 2023 16:00:26 GMT <div style="width:640px;"><table class="frttablea" style="width:640px;"> <col style="width: 35%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 35%;"> <tbody> <tr> <td rowspan="3" class="bold normal">神射手<br>Marksman</td> <td>2</td><td data-width="300" data-title="" data-description=" 兵种等级,1-8级。">兵种等级</td><td>2</td> <td rowspan="3" class="bold normal">神佑射手<br>Blessed Marksman</td> </tr> <tr><td>5</td><td>攻击力</td><td class="green">6</td></tr> <tr><td>3</td><td>防御力</td><td>3</td></tr> <tr> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Haven_Marksman.webp" alt="" class="noshadow"></td> <td>2~3</td><td data-width="440" data-title="" data-description=" 在不考虑其它影响因素的情况下,兵种的杀伤能力计算方法为:<br><ul class=small><li><div class=acc>最终伤害=数量×基础伤害×[1+(攻方攻击力-防守方防御力)×0.01]</div>上限?,下限?</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>">伤害</td><td class="green">2~4</td> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Haven_BlessedMarksman.webp" alt="" class="noshadow"></td> </tr> <tr><td>物理</td><td>伤害类型</td><td>物理</td></tr> <tr><td>10</td><td>生命</td><td class="green">11</td></tr> <tr><td>4</td><td data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围和出手顺序,数字越大,出手越快,走的越远。</p><p>兵种的战场移动力和主动性是两个独立但相同的数值,区别在于魔法和宝物之类的加成可能会仅加成在其中一项上。</p>">速度</td><td>4</td></tr> <tr><td>单格兵</td><td>体形</td><td>单格兵</td></tr> <tr><td>10</td><td data-width="300" data-title="" data-description=" 远程兵种的弹药量,既可以远程攻击的次数。N/A代表非远程兵种。">弹药</td><td class="green">15</td></tr> <tr><td>100</td><td data-width="300" data-title="" data-description="<p>兵种的士气,基础值为100,最大为200,最小为0,若士气高于100每1点便有1%的概率让生物士气高涨,若低于100每1点士气有1%的概率让生物士气低落,从而错过一回合的行动。</p><p>当兵种士气高涨时,可以再行动一次,但所能造成的伤害会被限制到75%。</p>">士气</td><td>100</td></tr> <tr><td>0%</td><td data-width="300" data-title="" data-description=" 每1点可以使兵种造成暴击的几率增加1%,基础暴击伤害为150%。">暴击率</td><td class="green">2%</td></tr> <tr><td></td><td data-width="300" data-title="" data-description=" 杀死一个该类兵种行使者可以在战后获得的经验点数。">经验</td><td></td></tr> <tr><td></td><td data-width="300" data-title="" data-description=" 用于程序计算兵种各种优先度时使用。">量分</td><td></td></tr> <tr><td colspan="2">110金币 × 12/周 - <span class="grey">1320金/周</span></td><td data-width="300" data-title="" data-description=" 招募单个此类兵种需要的资源花费。">产量价格</td><td colspan="2">130金币 × 12/周 - <span class="grey">1560金/周</span></td></tr> <tr><td colspan="2"><ul class="al"><li><span class="acc">生物:</span>可被治疗和复活,受士气影响。</li><li><span class="acc">坚守阵地:</span>神射手在第一次被一个敌军近身后,可在该敌军进攻前,对该其进行一次远程攻击。</li></ul></td><td>技能</td><td colspan="2" class="al"><ul><li><span class="acc">生物,坚守阵地。</span></li><li><span class="acc">白金鸟:</span>神佑射手每有一轮未曾移动或传送,就会增加5%伤害。</li></ul></td></tr> <tr><td class="al" colspan="5"><p>这些持弩的神射手是七国中最基础的远程部队,虽然数量众多,但每个人都有非常高超的射击技巧,他们的射击练习异常艰苦,甚至在狮鹫之眼学院中,有配备牧师进行缓解治疗,以便他们投入无尽的练习,在这堪称残酷的练习中才诞生了这群百发百中的神射手。</p><p>神佑射手无一不是具有圣窥的战士,他们亲眼见证过天使,因此他们的双眼就永远不会因为岁月的流逝而变得迟钝,视线也不会模糊,他们可以轻易通过肉眼确认数百米外的目标。并且他们配备更精良的白金护甲及手弩,这让他们的战斗力如虎添翼。</p></td></tr> </tbody> </table></div> 弗朗特之门 § 介绍#w38#圣堂城镇 http://www.heroworld.net/news.php?id=1702 http://www.heroworld.net/news.php?id=1702 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425375 front Sun, 11 Jun 2023 17:44:53 GMT <div style="width:640px;"><p>(这个大约算预告?)</p> <div class="ac"><a href="http://heroworld.gamerhome.net/screenshot/front/230230612-1.webp" rel="colorbox" title="弗朗特之门 - 230230612 1"><img src="http://heroworld.gamerhome.net/screenshot/front/thumbs/230230612-1.webp" alt="230230612 1"></a><a href="http://heroworld.gamerhome.net/screenshot/front/230230612-3.webp" rel="colorbox" title="弗朗特之门 - 230230612 3"><img src="http://heroworld.gamerhome.net/screenshot/front/thumbs/230230612-3.webp" alt="230230612 3"></a><a href="http://heroworld.gamerhome.net/screenshot/front/230230612-2.webp" rel="colorbox" title="弗朗特之门 - 230230612 2"><img src="http://heroworld.gamerhome.net/screenshot/front/thumbs/230230612-2.webp" alt="230230612 2"></a><a href="http://heroworld.gamerhome.net/screenshot/front/230230612-4.webp" rel="colorbox" title="弗朗特之门 - 230230612 4"><img src="http://heroworld.gamerhome.net/screenshot/front/thumbs/230230612-4.webp" alt="230230612 4"></a></div> <p>在弗朗特世界众多风格迥异的主城中,圣堂的城镇应当是最适合人类居住的。圣堂的建筑洁白而规整,神圣之光跃然白金装饰之上,金色的圣泉潺潺流淌于丘陵间。</p> <p>当玩家刚进入城镇时,他们会看到黄昏天空下空旷的平原,未建成的王国中只有城墙和孤零零的城堡,一个充满希望王国等着玩家去建立。</p> <p>随着玩家收集资源,建造更多建筑,诸如生产卫士的皇家战争学院及祈祷广场贸易区,神羽军械库等建筑都会出现。目前展示的原画尚为初级阶段的圣堂建筑。在后续开发资讯中,我们将展示游戏实机过程中一个王国的建立(不包含奇迹建筑)。以及更多种族的城镇。</p></div> 弗朗特之门 § 介绍#w37#开发杂谈#03 http://www.heroworld.net/news.php?id=1701 http://www.heroworld.net/news.php?id=1701 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425371 front Sat, 10 Jun 2023 01:33:14 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV1Pu4y1f7Vp"></div> <img src="http://heroworld.gamerhome.net/images/news/20230610-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV1Pu4y1f7Vp/">弗朗特之门杂谈#03 恒荒巨兽 上</a></h3></div> Fanstratics月报#34#2023-06 http://www.heroworld.net/news.php?id=1700 http://www.heroworld.net/news.php?id=1700 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425360 fst Thu, 01 Jun 2023 10:33:29 GMT <div style="width:640px;"><p>来源:<a href="https://www.fanstratics.com/fstnewsletter34">https://www.fanstratics.com/fstnewsletter34</a>,以下由HeavenK翻译。</p> <ul class="quote"> <li class="grey">​​Fanstratics Troop: Lamassu.</li> <li class="bold"><a href="http://heroworld.gamerhome.net/artwork/fanstratics/ConceptArt_Lamassu.webp" rel="colorbox" title="Fanstratics Lamassu"><img src="http://heroworld.gamerhome.net/artwork/fanstratics/thumbs/ConceptArt_Lamassu.webp" class="fr" alt=""></a>兵种介绍:拉玛苏</li> <li class="eo">Exotic and mysterious, the Lamassu is a fierce beauty and ferocious combatant. Equipped with a two-handed long sword, she is a flying, lightning-imbued melee fighter. Gifted with an Energy siphoning Enchantment, the Lamassu can transfer Energy between herself and other Troop Divisions. This ability also gives her a greater Energy capacity, along with the added option to evenly disperse accumulated Energy to all Allied Troop Divisions. Not much to say regarding this one. It was easy to conceptualize, and we breezed through the thumbnails, the rough, and the final render. For those who want to see Justin create the drawing, you can always watch <a href="https://www.twitch.tv/videos/1822238621">a VOD of his Twitch stream</a>.</li> <li class="acc">异域神秘的拉玛苏是勇猛的美人与凶残的斗士。手持双手长剑的她是一个蕴含闪电的飞行近战战士。拉玛苏所具备的能量虹吸能力可以在自己与其他部队之间传输能量。这项能力也让她有着更高的能量上限,并提供一个额外选项让积累的能量可以平均分配给所有友方部队。</li> </ul> <ul class="quote"> <li class="grey">Fanstratics Question: How will the hero leveling work in FST? For example, in HOMM3, it only takes 3 levels to become an expert in any magic. In HOMM4, you need 15 levels for the same. At the same time, in HOMM3 it is not necessary to know the schools of magic in order to learn the corresponding spells, especially if there are artifacts, for example, a Tome of Earth Magic or Tome of Water Magic.</li> <li class="bold">FST问题:FST的英雄升级方式如何?H3里面,你只需要3级就能精通一系法术;而在H4里,你需要15级才能完全精通。同时,H3里你不需要该系魔法技能就能学完该系的全部法术,特别是当你有了对应法术书时。</li> <li class="eo">Hero leveling, and associated elements, will adhere closely to the HoMM3 method. After all, FST is a spiritual successor to HoMM3, and I want to keep it simple.</li> <li class="acc">英雄等级和其他元素都接近H3,毕竟FST是H3的精神续作。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Question: A small question regarding the development of HoMM3. Was there any specific reason why the message about the grail disappearing when the hero carrying it is defeated? The ultimate artifacts in HoMM2 have that message (and are also excluded from the loot gained by defeating a hero).</li> <li class="bold">H3问题:为什么H3里携带圣杯的英雄被击败后圣杯就丢失了?</li> <li class="eo">If I correctly recall, this mechanic was created in HoMM2 and carried over into HoMM3. Its goal was twofold. First, was to prevent the ‘passing around’ of the Ultimate Artifact from one Hero to another. Second, was to prevent an ‘abuse’. Specifically, the player would identify a CPU Hero digging for the Ultimate Artifact, then sit by and wait until the CPU Hero had found it. After it was discovered, the player would attack and defeat the CPU Hero, and take the Ultimate Artifact. To incentivize the player to dig, and be the first to find the Ultimate Artifact, the aforementioned mechanic was incorporated into the game.</li> <li class="acc">如果我记得没错,这个机制在H2就有了。其目标有两点。第一,防止英雄之间传递圣杯;第二,防止“滥用”圣杯机制。比如玩家蹲在AI挖圣杯的英雄边上,等AI挖出来就抢过来。游戏的机制还是要鼓励玩家自己去挖掘圣杯。</li> </ul> <ul class="quote"> <li class="grey">HoMM3 Recollection: MP3’s</li> <li class="bold">H3拾遗:mp3</li> <li class="expand">点击展开长文</li> <li class="eo hidden"><img src="http://heroworld.gamerhome.net/images/news/20230601-mp3.webp" alt=""></li> </ul></div> 弗朗特之门 § 介绍#w36#骸骨妖 http://www.heroworld.net/news.php?id=1699 http://www.heroworld.net/news.php?id=1699 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425351 front Sun, 28 May 2023 16:00:30 GMT <div style="width:640px;"><div class="ac playerwrapper"> <div class="playmask" data-bid="BV17m4y1t71z"></div> <img src="http://heroworld.gamerhome.net/images/news/20230523-Cover.webp" alt=""> </div> <h3><a href="https://www.bilibili.com/video/BV17m4y1t71z/">弗朗特之门开发杂谈#02</a></h3> <table class="frttablea"> <col style="width: 35%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 10%;"><col style="width: 35%;"> <tbody> <tr> <td rowspan="3" class="bold normal">骸骨妖<br>Wicked Bones</td> <td>2</td><td data-width="300" data-title="" data-description=" 兵种等级,1-8级。">兵种等级</td><td>2</td> <td rowspan="3" class="bold normal">骸骨惧妖<br>Horror Bones</td> </tr> <tr><td>5</td><td>攻击力</td><td>5</td></tr> <tr><td>2</td><td>防御力</td><td>2</td></tr> <tr> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Necropolis_WickedBones.webp" alt="" class="noshadow"></td> <td>3~4</td><td data-width="440" data-title="" data-description=" 在不考虑其它影响因素的情况下,兵种的杀伤能力计算方法为:<br><ul class=small><li><div class=acc>最终伤害=数量×基础伤害×[1+(攻方攻击力-防守方防御力)×0.01]</div>上限?,下限?</li></ul><p class=purple>按SHIFT一次可使此窗口不消失,再按次恢复。</p>">伤害</td><td>3~4</td> <td rowspan="10"><img src="http://heroworld.gamerhome.net/front/file/troop_Necropolis_HorrorBones.webp" alt="" class="noshadow"></td> </tr> <tr><td>物理</td><td>伤害类型</td><td>物理</td></tr> <tr><td>15</td><td>生命</td><td>15</td></tr> <tr><td>6</td><td data-width="300" data-title="" data-description="<p>决定兵种在战场上的移动范围和出手顺序,数字越大,出手越快,走的越远。</p><p>兵种的战场移动力和主动性是两个独立但相同的数值,区别在于魔法和宝物之类的加成可能会仅加成在其中一项上。</p>">速度</td><td class="green">7</td></tr> <tr><td>单格兵</td><td>体形</td><td>单格兵</td></tr> <tr><td>N/A</td><td data-width="300" data-title="" data-description=" 远程兵种的弹药量,既可以远程攻击的次数。N/A代表非远程兵种。">弹药</td><td>N/A</td></tr> <tr><td>N/A</td><td data-width="300" data-title="" data-description="<p>兵种的士气,基础值为100,最大为200,最小为0,若士气高于100每1点便有1%的概率让生物士气高涨,若低于100每1点士气有1%的概率让生物士气低落,从而错过一回合的行动。</p><p>当兵种士气高涨时,可以再行动一次,但所能造成的伤害会被限制到75%。</p>">士气</td><td>N/A</td></tr> <tr><td>0%</td><td data-width="300" data-title="" data-description=" 每1点可以使兵种造成暴击的几率增加1%,基础暴击伤害为150%。">暴击率</td><td>0%</td></tr> <tr><td>-</td><td data-width="300" data-title="" data-description=" 杀死一个该类兵种行使者可以在战后获得的经验点数。">经验</td><td>-</td></tr> <tr><td>-</td><td data-width="300" data-title="" data-description=" 用于程序计算兵种各种优先度时使用。">量分</td><td>-</td></tr> <tr><td colspan="2">45金币 × 28/周</td><td data-width="300" data-title="" data-description=" 招募单个此类兵种需要的资源花费。">产量价格</td><td colspan="2">60金币 × 28/周</td></tr> <tr><td colspan="2" class="al"><ul><li><span class="acc">未眠者:</span>不可被治疗和复活,受到治疗与复活效果影响会损失对应生命值,不受士气影响,受到神圣以外的伤害的降低10%。</li><li><span class="acc">骸骨身躯:</span>骸骨妖减少30%受到的远程伤害。</li><li><span class="acc">拼凑:</span>当一个骸骨妖单位阵亡时,仍然会轮到它的回合,可通过牺牲两倍于骸骨妖数量的骷髅使骸骨妖复活。</li> </ul></td><td>技能</td><td colspan="2" class="al"><ul><li>未眠者</li><li>骸骨身躯</li><li>拼凑</li><li><span class="acc">恐惧骸刃:</span>骸骨惧妖可以攻击面前3x1格子的所有敌方单位。</li></ul></td></tr> <tr><td class="al" colspan="5"><p>不同于它们的表亲——那些脆弱不看的骷髅兵或其他骷髅兵组合成的造物。骸骨妖是用白骨所能制造出最有效率的士兵,他们身体接近巨魔般高大,但稍微纤细一些,身体上的骨骼比正常的骷髅要多出两倍以上,无论是手臂还是大腿,都有三条主要的骨骼保证其耐久。而骸骨妖的颅骨则呈现出一种近乎愤怒的“表情” 。亡灵法师通常会给他们装配一把骨头制成的小型镰刀以加强他们杀伤敌人的能力。</p><p>除了将骨镰变为两把构造更大,更锋利的骨镰以外,骸骨惧妖的表情由怒转悲。一些构成黑暗天幕的黑雾弥漫在这些骸骨怪物周围,并且,他们本就复杂的骨架上还伸展出了许多长短不一的骨刺,连头颅的形状也发生了些许改变。它们的出现就让敌人感到胆寒,和他们交战的后果非死即伤。并且骸骨惧妖已经具备了一些死亡骑士教导出的基本战斗惯性,虽然不具备智慧,但拥有更强大和娴熟的本能,以应对生者的战技。</p></td></tr> </tbody> </table> <div class="quote"> <a href="http://heroworld.gamerhome.net/artwork/front/hero_RayManson.webp" rel="colorbox" title="弗朗特之门 - 雷·曼森"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/hero_RayManson.webp" alt="雷·曼森" class="fr noshadow"></a> <h3>白骨侯 — 雷·曼森</h3> <ul> <li>年龄:110岁</li> <li>身份:死亡骑士</li> <li>特长:雷带领的骸骨妖基础生命值为10,但免疫受到的远程伤害。</li> </ul> <p>曼森一家都不正常。这是大绿野的居民之间达成共识的一句话。想要活命就远离曼森家族那座恐怖的宅子。大约伪装了二十余年后,雷·曼森和他的姐姐终于不能隐藏在正常人中间。而这对变态姐弟作为臭名昭著的一对死亡骑士,已经在大绿野犯下了累累凡人看来无可饶恕的罪行。雷·曼森对于白骨有着醉心的喜爱,他喜欢收集各种生物的骨头供自己赏玩。</p> <p>设计者点评:雷是一名白骨大师,他在带领骸骨妖出战时,能发挥这些恐怖收割者的真正实力,当前期对抗远程野怪时,骸骨妖能够完全无视来自远程的消耗和骚扰,径直走向那些惊慌失措的远程单位,将他们彻底斩杀。</p> </div></div> 征服之歌0.85平衡性修正 http://www.heroworld.net/news.php?id=1698 http://www.heroworld.net/news.php?id=1698 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425349 soc Thu, 25 May 2023 13:04:19 GMT <div style="width:640px;"><p>来源:<a href="https://www.songsofconquest.com/changelogs">https://www.songsofconquest.com/changelogs</a></p> <p>补丁还在测试服,不过一般测试服只改BUG不改数据,所以有空就先把平衡修正部发出来了。</p> <p>另外上个补丁也就是目前版本0.84,添加了4种新中立生物和洛斯的战役。</p> <ul> <li>远程攻击如果射击路线中有高地和城墙,造成的伤害会被减少50%;</li> <li>攻城战增加城墙;</li> <li>防御塔卫兵数量有调整;</li> <li>弩炮伤害从25~35变为40-60,生命值从40变为50;</li> <li>正义、灵魂之矛、撕裂现在可以对本方兵种使用;</li> <li>============兵种平衡修正============</li> <li>游方艺人生命值从9变为10;</li> <li>吟游诗人最大伤害从5变为6;</li> <li>法夜怒灵失去等待技能,获得魔法免疫和精华扰乱技能;</li> <li>女王守卫获得精华战士技能;</li> <li>法夜贵族生命值从85变为70,招募价格从1200金变为1000金;</li> <li>法夜女王生命值从120变为100;</li> <li>誓约束缚者生命值从14变为15,获得守卫能力,招募价格从140金变为150金;</li> <li>军团兵获得守卫能力,招募价格从260金变为270金;</li> <li>异教徒生命值从11变为14,音乐技能从加近战远程攻击变为加魔法攻击;</li> <li>誓言歌手生命值从22变为25,音乐技能从加近战远程攻击变为加魔法攻击;</li> <li>毒物学家生命值从12变为15,最大伤害从4变为3,增加灵动能力;</li> <li>毒物之源生命值从20变为25,伤害从4~8变为3~6,增加灵动和潜行能力;</li> <li>亡灵法师生命值从60变为50,最大伤害从12变为14;</li> <li>恶灵获得吸取精华能力,失去增强能力;</li> <li>军团获得护盾能力;</li> <li>恐惧恶犬获得激励能力;</li> <li>工匠最小伤害从6变为7;</li> <li>能工巧匠最小伤害从9变为10;</li> <li>恐怖狂兽人主动性从32变为31,获得前线战士能力,失去威吓能力;</li> <li>地狱之息主动性从35变为25,生命值从100变为80,伤害从25~35变为20~30,价格从1600金1星铁变为1300金1星铁;</li> <li>地狱咆哮获得轰炸能力,失去等待能力,毁灭精华从1变为2,主动性从42变为32,生命值从120变为100,最小伤害从40变为30,价格从2200金2星铁变为2000金2星铁;</li> <li>萨满最大伤害从2变为3,价格从140金变为150金;</li> <li>智者价格从340金变为300金;</li> <li>蛙人保护者最大伤害从8变为7,获得公牛冲击能力,失去保护能力,价格从450金变为500金;</li> <li>成年爬行者伤害从12~16变为10~15;获得潜伏能力,失去等待能力;</li> <li>龙人最大伤害从10变为12;</li> <li>巨龙获得威胁咆哮能力,失去等待能力,主动性从47变为38,生命值从180变为160,精华从2奥术变为1奥术1毁灭;</li> <li>巨龙长老获得威胁咆哮能力,失去等待能力,主动性从48变为39,生命值从240变为200,精华从2奥术变为1奥术1毁灭;</li> <li>============技能数值修改============</li> <li>渴望等级2从+30主动性变为+15;</li> <li>风一般的速度等级2从+20主动性变为+10;</li> <li>敬畏几率从+10% / +15% / +20%变为+10% / +20% / +30%;</li> <li>袭击者1级从+200%变为+250%,2、3级从400%变为500%;</li> <li>============宝物移动力主动性数值修改============</li> <li>荣耀的风笛从+15主动性变为+10主动性;</li> <li>奥雷莉亚的骨灰从+20主动性变为+15主动性;</li> <li>星铁头盔从+6主动性变为+5主动性;</li> <li>金桂冠从+10主动性变为+5主动性;</li> <li>天堂之靴从+2行使者移动力+2部队战场移动力变为+3行使者移动力+1部队战场移动力;</li> <li>工艺精湛的靴子从+5主动性变为+3主动性;</li> <li>============建筑价格修改============</li> <li>市场的资源交易价格从木石售出价50/60/70/80/90,买入价350/250/200/150/100,稀有加倍,变为木石售出价50/75/100/125/150,买入价350/300/250/200/150,稀有150/200/250/300/350和1000/700/500/400/350;</li> <li>农舍资源消耗从1200金4木变为1000金5木;</li> <li>农舍升级资源消耗从2木3琥珀2星铁变为3木3琥珀2星铁;</li> <li>酒馆资源消耗从1200金2木1石变为1000金2木2石;</li> <li>酒馆升级资源消耗从3木3月丝3琥珀变为2石3木2月丝3琥珀;</li> <li>召集弓手资源消耗从1500金10木变为1000金10木;</li> <li>城堡金币消耗从2500金变为2000金;</li> <li>老鼠窝资源消耗从1200金4石变为800金5石;</li> <li>老鼠窝升级资源消耗从4石4月丝变为2石2月丝3星铁;</li> <li>地窖资源消耗从1000金2石2琥珀变为1200金2木2石;</li> <li>实验室金币消耗从2500变为2000;</li> <li>实验室升级资源消耗从5石15木4月丝2星铁变为5石15木3月丝2星铁;</li> <li>奥雷莉亚圣所金币消耗从1500变为1000;</li> <li>奥雷莉亚圣所升级资源消耗从5木3月丝4星铁变为5木3月丝5星铁;</li> <li>风笛哨所金币消耗从1000变为800;</li> <li>风笛哨所升级资源消耗从4石2琥珀2星铁变为4石2木2琥珀2星铁;</li> <li>恶犬巢穴资源消耗从1500金3石1木变为1500金2石2木;</li> <li>恶犬巢穴升级资源消耗从2木3月丝3琥珀变为4木4石2月丝3琥珀;</li> <li>雇佣兵营地升级资源消耗从5石5木5月丝2琥珀变为5石5木5月丝;</li> <li>堡垒升级资源消耗从5石5木10星铁变为10石10星铁;</li> <li>萨萨尼德资源消耗从3000金5月丝变为2500金5月丝;</li> <li>工坊资源消耗从3000金10石3星铁变为2500金5石3星铁;</li> <li>工坊升级资源消耗从5石5木3琥珀3星铁变为5石10木2琥珀3星铁;</li> <li>制造厂金币消耗从7000金变为6000金;</li> <li>制造厂升级资源消耗从5月丝10星铁变为5月丝5琥珀15星铁;</li> <li>披屋资源消耗从1200金4木变为800金4木;</li> <li>披屋升级资源消耗从4石4月丝4星铁变为3石3月丝3星铁;</li> <li>萨满小屋资源消耗从1000金4石2木变为800金2石2木;</li> <li>萨满小屋升级从5石5琥珀5月丝变为3石3琥珀3月丝;</li> <li>泥屋升级资源消耗从10石3月丝2星铁变为5石5木10月丝5星铁;</li> <li>野兽蓄栏资源消耗从1500金10石4月丝变为1500金10石5月丝;</li> <li>野兽蓄栏升级资源消耗从3月丝2星铁变为5石5月丝;</li> <li>切伦圣所资源消耗从2500金5石5木5琥珀变为2000金5石5木5琥珀;</li> <li>切伦圣所升级资源消耗从5石5木3月丝3琥珀变为10石3月丝3琥珀;</li> <li>二级燃烧洞穴资源消耗从10石10月丝20琥珀变为5000金10石10木15月丝15琥珀;</li> </ul></div> 弗朗特之门 § 介绍#w35#死亡骑士与恐翼堡 http://www.heroworld.net/news.php?id=1697 http://www.heroworld.net/news.php?id=1697 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425342 front Sun, 21 May 2023 16:00:04 GMT <div style="width:640px;"><a href="http://heroworld.gamerhome.net/artwork/front/symbol_hero_DeathKnight.webp" rel="colorbox" title="弗朗特之门 - symbol hero DeathKnight"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/symbol_hero_DeathKnight.webp" alt="symbol hero DeathKnight" class="fr noshadow"></a><p>死亡骑士作为军队的主要将领,虽然圣柜的储量和操纵不及死灵法师们,但他们的战斗力远非凡人能及。他们不知疲倦,可以永久地训练自身的武技,一点点死灵能量就能让自己恢复如初,不同于死灵法师们用圣柜召唤无数仆从,死亡骑士更喜欢用圣柜中的元素补充自己失去的肢体、器官,甚至是强化器官,再激烈的战斗中召唤骨盾、血矛,甚至是一次巨大的幽冥爆炸。他们身为将领,在拥有高超的指挥艺术的同时,应用圣柜的方式也和那些羸弱的死灵法师不同。</p> <p>死亡骑士们各个武技超群,尽管躯体不会变得越来越强,但静默侯们强化了他们的圣柜,觐见过幽冥司的死亡骑士就更加不同,它们的存在本身就散发出一种难以言喻的恐惧气息与恐怖气质,让心理承受能力较弱的敌人丢盔卸甲地逃窜。除此之外,死亡骑士们没有凡人名为“寿命”的桎梏,可以无尽地训练下去,经验和技巧都可以无限制地累积,从而让他们变得没有边界地强大。</p> <p>恐翼鸦是第一幽冥司,雷吉斯的象征。也是死亡势力绝对的武力象征。战术,战斗,压制。雷吉斯将自己已经化为了这个概念,并伴随粘稠的恐惧一起植入死亡骑士们的心中,他们对雷吉斯有多恐惧,他们对雷吉斯就有多崇拜。</p> <p>鸦翼的符号也成了死亡势力每个大墓园中军事建筑上常见的符号。恐翼堡就是大墓园中最重要的军事建筑之一。它与死灵法师们的骸骨塔楼相对应,承载了训练死亡骑士和一部分兵种的作用。</p> <p>在恐翼堡中有很多关于战术、战斗技巧的训练,这些训练都来源于生前便是强大士兵或将军的未眠者个体,根据他们的经验编排了教学系统,从而让未眠者变得更加致命和恐怖。其中恐翼堡中一门重要的课程名就是:如何让敌人恐惧你?</p> <p>恐翼堡建筑本身就类似于一只巨大的漆黑乌鸦。从中走出的优秀死亡骑士也经常以鸦作为自己新的姓氏,希望能够像那无上的幽冥司——恐鸦雷吉斯一样残忍、无情、无尽索取,令敌人胆寒。</p> <p>死亡骑士的候选人们在经过数年如一日的严苛训练之后,将迎来一场残酷的恐翼死炼,这是一场与雷吉斯的宠物之间的厮杀,如果能在限定的时间内存活下来,雷吉斯将从阴影中赠与通过测试的死亡骑士一匹死亡战马。</p> <p>最终,受训者通过自己的圣柜,在死亡骑士导师和死灵法师导师的指引下,打造自己的护甲和武器。让一部分圣柜以半永久的姿态固定在自己身上,从而成为一名真正的恐怖大师,一名死亡骑士。</p> <div class="ac"><a href="http://heroworld.gamerhome.net/artwork/front/heroclass_DeathKnight.webp" rel="colorbox" title="弗朗特之门 - heroclass DeathKnight"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/heroclass_DeathKnight.webp" alt="heroclass DeathKnight"></a></div></div> 弗朗特之门 § 介绍#w34#英雄技能X4 http://www.heroworld.net/news.php?id=1696 http://www.heroworld.net/news.php?id=1696 http://www.gamerhome.net/bbs/forum.php?mod=viewthread&tid=425331 front Sun, 14 May 2023 16:00:29 GMT <div style="width:640px;"><table> <col style="width:64px;"><col> <tbody> <tr> <td rowspan="3"><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Swiftness_1.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Swiftness_1.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Swiftness_2.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Swiftness_2.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Swiftness_3.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Swiftness_3.webp" style="width:60px;" alt="" class="noshadow"></a></td> <td class="bcd">疾行术</td></tr> <tr><td class="al"><p>通用技能,在学习后增加部队的移动距离和主动性。</p></td></tr> <tr> <td class="al normal"><ol><li>初级疾行术:增加部队1格移动距离。</li><li>中级疾行术:增加部队2格移动距离。</li><li>高级疾行术:增加部队2格移动距离,并提高1点速度。</li></ol></td> </tr> </tbody> </table> <table> <col style="width:64px;"><col> <tbody> <tr> <td rowspan="3"><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Toughness_1.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Toughness_1.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Toughness_2.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Toughness_2.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Toughness_3.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Toughness_3.webp" style="width:60px;" alt="" class="noshadow"></a></td> <td class="bcd">健体术</td></tr> <tr><td class="al"><p>通用技能,在学习后增加部队的生命值。</p></td></tr> <tr> <td class="al normal"><ol><li>初级健体术:增加部队5%的生命值。</li><li>中级健体术:增加部队10%的生命值。</li><li>高级健体术:增加部队12%的生命值,并额外增加非小型单位5%的生命值。</li></ol></td> </tr> </tbody> </table> <table> <col style="width:64px;"><col> <tbody> <tr> <td rowspan="3"><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Recruitment_1.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Recruitment_1.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Recruitment_2.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Recruitment_2.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Recruitment_3.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Recruitment_3.webp" style="width:60px;" alt="" class="noshadow"></a></td> <td class="bcd">政术</td></tr> <tr><td class="al"><p>通用技能,在学习后增加城镇兵种产量。</p></td></tr> <tr> <td class="al normal"><ol><li>初级政术:增加最后停留的城镇25%的兵种产量。</li><li>中级政术:增加最后停留的城镇50%的兵种产量。并降低5%招募费用。</li><li>高级政术:增加所有城镇50%的兵种产量。并降低10%招募费用。</li></ol></td> </tr> </tbody> </table> <table> <col style="width:64px;"><col> <tbody> <tr> <td rowspan="3"><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Mysticism_1.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Mysticism_1.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Mysticism_2.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Mysticism_2.webp" style="width:60px;" alt="" class="noshadow"></a><a rel="colorbox" href="http://heroworld.gamerhome.net/artwork/front/skill_Mysticism_3.webp"><img src="http://heroworld.gamerhome.net/artwork/front/thumbs/skill_Mysticism_3.webp" style="width:60px;" alt="" class="noshadow"></a></td> <td class="bcd">神秘术</td></tr> <tr><td class="al"><p>通用技能,在学习后增加记忆空格的恢复效率。</p></td></tr> <tr> <td class="al normal"><ol><li>初级神秘术:每天结束时回复10%的记忆空格,最低1个。</li><li>中级神秘术:每天结束时回复20%的记忆空格,最低2个。</li><li>高级神秘术:每天结束时回复30%的记忆空格,最低3个。</li></ol></td> </tr> </tbody> </table></div>