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5.3更新日志(今日堂堂登场

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IP属地:上海来自Android客户端1楼2024-10-30 23:04回复
    Greetings folks,
    We hope you enjoyed reading through our Dev blog last week, where we shed some light on the changes coming in Patch 5.3 for Total War: WARHAMMER III.
    In advance of the patch's release tomorrow, you can find the full release notes below, including all the new and updated content, balancing and bug fixes.
    Due to a technical error with our Total War Community Blog, we've needed to separate the more nuanced Battle Balance detail into a separate forum post which you can find here. It details all of the changes we've made to various units across the Factions, from Hit Points, to Base Weapon Damage, Recruitment Costs in Multiplayer, and various other factors. We're working on an update for our Web Tech to ensure that we won't need to add so many clicks to your day in the future, so please accept our apologies for the extra inconvenience today.
    Update 5.3 otherwise contains plenty of new changes, fixes, improvements, and an all-new unit variant so let's get into it!
    大家好,
    我们希望您喜欢上周阅读我们的开发者博客,在那里我们介绍了全面战争:战锤III的补丁5.3中的一些变化。
    在明天补丁发布之前,您可以在下面找到完整的发布说明,包括所有新的和更新的内容、平衡和错误修复。
    由于我们的全面战争社区博客出现技术错误,我们需要将更微妙的战斗平衡细节分开到一个单独的论坛帖子中,你可以在这里找到。它详细介绍了我们对各派系不同单位所做的所有更改,从命中点到基础武器伤害、多人游戏中的招募成本以及各种其他因素。我们正在为我们的网络技术进行更新,以确保我们将来不需要为您的一天增加这么多点击,所以请接受我们对今天额外不便的歉意。
    更新5.3包含大量新的更改、修复、改进和一个全新的单位变体,所以让我们开始吧!


    IP属地:上海来自Android客户端2楼2024-10-30 23:07
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      2025-07-22 12:06:31
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      Ogre Kingdoms – Mercenary Recruitment ReworkIncreased the Ogre mercenary unit cap per army to 3 from 1
      Ogre mercenary pools now replenish at a rate of 1 unit every 5 turns
      The quality of mercenary units available now depends on the tier of the Ogre camp
      More mercenary units are now available from Ogre camps, including:
      Ogre Bulls
      Ogre Bulls (Dual Weapons)
      Maneaters
      Maneaters (Ogre Pistols)
      Mournfang Cavalry
      Ogre Giant
      食人魔王国-雇佣兵招募将每支军队的食人魔雇佣兵单位上限从1提高到3
      食人魔佣兵池现在以每5回合1个单位的速度补充
      现在可用的雇佣兵部队的质量取决于食人魔营地的等级
      现在,食人魔营地有更多的雇佣军单位可供使用,包括:
      食人魔公牛战士
      食人魔公牛战士(双持武器)
      噬人者
      噬人者(食人魔手枪)
      丧牙兽骑兵
      巨人


      IP属地:上海来自Android客户端3楼2024-10-30 23:09
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        Developer Note: We're aware that Zhao Ming's benefits for Ogre Mercenaries currently do not apply to the new units, and we will look to resolve this in the near future.
        开发者注:我们注意到昭明为食人魔雇佣兵提供的加成不适用于新单位,我们将在不久的将来解决这个问题。


        IP属地:上海来自Android客户端4楼2024-10-30 23:11
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          Ogre Kingdoms - Bounties
          We plan to release a large rework for the Ogre Kingdoms in the next DLC pack, alongside an extensive 'Mercenary Contracts' feature for Golgfag Maneater. Therefore, we felt the existing Contracts feature needed a refresh and were able to implement it ahead of that release.
          The feature has been renamed to "Bounties" to avoid confusion with the upcoming feature
          We've improved the UI to make it more thematic
          Bounties no longer require player acceptane at a rate of one every 10 turns
          All three are issued and active simultaneously, allowing players to complete them opportunistically.
          When one Bounty is completed (or expires or is aborted), it will be replaced with a new one on the following turn
          食人魔王国-赏金
          我们计划在下一个DLC包中为食人魔王国发布一个大型的返工版本,同时为Golgfag Maneater提供一个广泛的“雇佣兵合同”功能。因此,我们认为现有的合同功能需要更新,并能够在发布之前实现它。
          该功能已更名为“赏金”,以避免与即将推出的功能混淆
          我们改进了用户界面,使其更具主题性
          奖金不再要求玩家每10回合接受一次
          全部三个同时发布和激活,允许玩家机会主义地完成它们。
          当一个赏金完成(或到期或中止)时,它将在下一回合被新的赏金替换。


          IP属地:上海来自Android客户端5楼2024-10-30 23:13
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            We hope this whets your appetite for the upcoming Ogre Kingdoms rework, where the existing Legendary Lords will even get some exclusive toys to play with! More on that in the future.
            我们希望这能激发您对即将到来的食人魔王国重做的兴趣,在那里,现有的传奇领主甚至会得到一些独家玩具来玩!未来将对此进行更多介绍。


            IP属地:上海来自Android客户端6楼2024-10-30 23:14
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              New Magic Items
              You can read more about our plans with Magic Items in our recent patch 5.3 dev blog. We're releasing 16 new generic items (in the dev blog it previously stated 18, but this was an error, sorry!) that are useful for ranged characters, who, until now, haven’t had the best selection of items. Additionally, we're adding 6 new unique Magic Items with more strange and powerful effects. All of these new items will be accessible as post-battle loot for all factions, with the chance of the item dropping depending on its rarity of course.
              新魔法物品
              您可以在我们最近的5.3版本开发博客中阅读更多关于我们使用魔法物品的计划。我们将发布16个新的普通装备(在开发博客中,它之前表示为18个,但这是一个错误,抱歉!),这些装备对远程角色很有用,到目前为止,远程角色还没有最好的装备选择。此外,我们还添加了6个新的独特魔法物品,具有更奇怪和更强大的效果。所有这些新装备都可以作为所有派系的战后战利品使用,当然,物品掉落的几率取决于其稀有程度。


              IP属地:上海来自Android客户端7楼2024-10-30 23:16
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                Developer Note: As of 5.3, unique items (just those below at the moment) can drop from battles, which wasn't the case previously. For now the chance for these to drop is alongside other generic item drops, meaning you'll likely get a generic and a unique from a battle when a unique does drop, but as giving unique items outside of bespoke situations is new to the game how we provide them may change in future.
                开发者注:从5.3开始,特殊装备(目前只有下面的装备)可以从战斗中掉落,而以前不是这样。目前,这些装备掉落的机会是与其他普通装备掉落在一起的,这意味着当一个特殊装备掉落时,你可能会从战斗中得到一个普通的和一个特殊的装备,但由于在定制情况之外提供特殊装备对游戏来说是新的,我们提供这些装备的方式可能会在未来发生变化。


                IP属地:上海来自Android客户端8楼2024-10-30 23:19
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                  2025-07-22 12:00:31
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                  Generics(普通装备)
                  Tilean Pavise
                  Forest Cloak
                  Longshot's Cap
                  Engineer’s Knapsack
                  Ranger's Quiver
                  Potion of Farsight
                  Spotter's Spyglass
                  Deepwood Branch
                  Lucky Arrow
                  Asp Bow
                  Dragonfire Handgun
                  Hunter's Talon
                  Outrider's Handgun
                  Ranger's Axe
                  Sky Titan's String
                  Wyvernbone Bow
                  Uniques(特殊装备)
                  Helm of The Draesca
                  Deathsinger (Named "Cynatcian" if it belongs to the High Elves)
                  Doomsinger (Named "Elthraician" if it belongs to the High Elves)
                  Maad's Map
                  Idol of Zak-Aloooog (Only available for Greenskins)
                  Aldred's Casket of Sorcery


                  IP属地:上海来自Android客户端9楼2024-10-30 23:20
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                    Developer Note: In our past developer chat video and our latest patch 5.3 dev blog we've used 'ancillary' as a catch-all term for items in the game. We appreciate this might have caused some confusion, given that in-game, Magic Items and Ancillaries are separate categories. Moving forward, we'll be clearer about which category we are referring to when adding new items or discussing the item system in general!
                    开发者注:在我们过去的开发者聊天视频和最新的5.3版开发者博客中,我们使用了“辅助”一词来概括游戏中的装备。我们意识到这可能会造成一些混淆,因为游戏中的魔法装备和辅助物品是分开的类别。展望未来,我们将更清楚地了解在添加新项目或讨论项目系统时所指的类别!(乐,我翻译的时候就发现不对,文和图对不上


                    IP属地:上海来自Android客户端10楼2024-10-30 23:22
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                      Research Overflow
                      We've always presented the research rate as a percentage and the time required to research technologies in terms of number of turns for ease of understanding. However, under the hood, you actually generate a certain number of research points every turn while actively researching a technology. The base amount of points generated is 100, so a 150% research rate means you generate 150 points. Technologies are defined by a total point cost needed to complete them; we simply shorthand this as a turn counter.
                      科研溢出
                      为了便于理解,我们总是以百分比的形式呈现科研速率,并以回合数的形式显示研究科技所需的时间。然而,在引擎盖下,你在积极研究一项科技的同时,实际上每转一回合都会产生一定数量的研究点。生成的基本点数为100,因此150%的科研速率意味着您生成了150个点数。科技是由完成它们所需的总点数成本来定义的;我们简单地把它简写为一个回合计数器。


                      IP属地:上海来自Android客户端11楼2024-10-30 23:25
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                        So what's the problem? Let's look at an example scenario:
                        You've started researching a technology with a base time of 4 turns (which translates to 400 research points). You also have a mighty +30% research rate, hard-won from several settlements worth of wizard towers or engineering schools, allowing you to generate 130 research points per turn.
                        Turn 1 130/400
                        Turn 2 260/400
                        Turn 3 390/400
                        Turn 4 400/400
                        Well, it didn't actually save you any time at all. And under our previous implementation, those extra 120 points you generated on turn 4 would be lost to the ether, leaving you with no benefit whatsoever for your increased research rate when not researching technologies with high enough base costs.
                        那么,问题是什么?让我们来看一个示例场景:
                        你已经开始研究一项基础时间为4圈(相当于400个研究点)的科技。你还有一个强大的+30%的科研速率,这是从几个相当于巫师塔或工程学校的定居点中来之不易的,让你每回合产生130个研究点。
                        回合1 130/400
                        回合2 260/400
                        回合3 390/400
                        回合4 400/400
                        好吧,这实际上并没有为你节省任何时间。根据我们之前的实施,你在第4回合产生的额外120分将丢到亚空间,如果你没有研究基础成本足够高的科技,那么你的科研速率提高将没有任何好处。


                        IP属地:上海来自Android客户端12楼2024-10-30 23:28
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                          矮人飞机被砍费了。。。呜呜呜


                          IP属地:福建13楼2024-10-30 23:29
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                            With our new system, when you finish researching a technology with surplus points, those extra points will be stored as 'research point surplus' in your technology tree. This surplus will then automatically be applied to the next technology you research. Enjoy the small (but now real) benefits of 5% research rate in the long, long run.
                            For additional helpful info, you can now hover over the turn counter for any technology to see a breakdown of its actual cost in research points and the effects of your surplus!
                            Shoutout to JerreyRough whose mod implements a similar feature ❤
                            使用我们的新系统,当你完成一项有剩余分数的科技研究时,这些额外的分数将作为“研究点剩余”存储在你的科技树中。然后,这笔盈余将自动应用于您研究的下一项科技。从长远来看,享受5%科研速率的小(但现在是真实的)好处。
                            如需更多有用信息,您现在可以将鼠标悬停在任何科技的回合计数器上,查看其在研究点的实际成本明细以及盈余的影响!
                            向JerreyRough致敬,他的mod实现了类似的功能❤


                            IP属地:上海来自Android客户端14楼2024-10-30 23:30
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                              2025-07-22 11:54:31
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                              Movement Range Display
                              We've reworked how campaign movement range is displayed in an effort to improve clarity when moving and switching stances.
                              Previously, movement range was shown as percentages, but it often represented a numeric value under the hood. To clarify this, movement range is now displayed as a numeric value, while bonuses will still be presented as percentages. This change should make entering and exiting stances much more understandable, especially when calculating the movement range you need!
                              移动范围显示
                              我们重新设计了战役移动范围的显示方式,以提高移动和切换行军状态时的清晰度。
                              以前,运动范围显示为百分比,但它通常在引擎盖下表示一个数值。为了澄清这一点,移动范围现在显示为数值,而提升仍将以百分比显示。这种变化应该使进入和退出姿势更容易理解,特别是在计算所需的运动范围时!


                              IP属地:上海来自Android客户端15楼2024-10-30 23:33
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