hyl381100 发表于 2013-1-13 19:58

1.20补丁将于下周发布

本帖最后由 hyl381100 于 2013-1-23 10:02 编辑

修正主要是集中在ai,ui和bug修复上,以下是所有更新内容预览:

Balance

Reduced Wealthy from +800 Gildar to +500 Gildar   (王国特性里的财富现在初始只给500快了,原来800快)

Ancient Temples are more common and they give +1 Research per turn instead of +1 Mana(Ancient Temple资源由+1魔法变成了+1研究点数)

Pastures gives +3% hit points to all your units instead of increasing the grains of the attached city

Increased the default players on small, medium and large maps slightly

Increased the labor costs of bows and ranged staves   (增加了远程武器的制造消耗,也就是建造远程部队的回合数增加了)

Fruit Groves, Twilight Bees, Wild Game and Whild Grain are now more common    (能增加食物的那些资源更常见了)

Increased the amount of resources spawned   

Monsters still raze city but it no longer salts the land

Twilight Honey now provides a faction wide -2% to unrest

Gold deposits are more common but produce less gildar    (金矿更常见了,但是生产的金钱减少)

Grain provies 25 food instead of 20 by default

Modified rarity of different world resources and their availability to have more variety

Goodie huts are slightly more common

Shards are slightly rarer

Default turn limit reduced to 800 (from 1000)

Blizzard can be cast in an area will hit your units (and it will damage them)    (暴风雪可以释放在能打中自己人的区域了)

Pioneers cost 30 population when trained    (先锋训练时消耗30人口?!)



Fixes

Fixed a bug where the hit point bar wouldn't update when the crushing blow ability was used

Fixed bug where AI units would sometimes get stuck (like watching while their city was taken over or not going out to get goodie huts or going after an easy kill unit)
(修复AI单位有时候卡住的BUG)

Fixed bug where AI knowledge trading didn't always reduce tradeable knowledge

Fixed an issue keeping the Growth potion from increasing blunt damage


AI

AI more intelligent about when and what it builds in its cities   (AI对于什么时候建造什么建筑的选择更聪明了)

AI evaluates whether it should be training archers/catapults/mounted units more effectively    (AI会更有效的评估是否要训练弓箭手,投石车,马上单位等)

Fixed but that caused AI to disproportionately choose the first level up perk (like Assassin)

AI more aggressive about getting to goodie huts



UI

Fixed glitch that caused the arrow cursor to show instead of the hour glass when the player dragged the map between turns

Reduced ground cover on terrain with the exception of deserts

Added an icon to all the Refined techs to indicate that they can be researched multiple times

Fixed lots of typos

Resource tooltip no longer lists the tech requirement if the player already has the tech

Removed references to techs unlocking quests in the tech descriptions

ilovelwj 发表于 2013-1-14 11:30

财富800 Gildar到+500 Gildar的    (王国特性里的浦东区财富现在初始只给500快了,原来800快) 古老的寺庙是比较常见的,他们给每回合+1的研究,而不是古庙资源( +1法力   由+1魔法变成了+1研究点数) 牧场为+3%的命中点到你的单位,而不是增加附加的城市的晶粒 增加了小型,中型和大型地图的默认播放器上略微 增加了劳动力成本的弓和范围    格罗夫斯,暮光之城蜜蜂,野味和Whild粮食是现在比较常见的    (能增加食物的那些资源更常见了) 的资源量增加产生的    怪物仍然夷为平地的城市,但 现在不再盐的土地暮光之城蜂蜜提供了一个宽派- 2%,到动荡 金矿的共同但有少产生gildar    (金矿更常见了,但是生产的金钱减少)的 粮食provies 25食品,而不是20 最后修改默认情况下,不同的世界资源的稀有性和它们的可用性有更多的各种各样的 Goodie的小屋稍多见 碎片罕见的 默认又会限制减少到800(1000) 暴雪可以投在一个地区会打你的单位(它会损坏它们)    (暴风雪可以释放在能打中自己人的区域了) 先锋花费30人口时的培训    (先锋训练时消耗30人口!) 修正 修正了一个错误的命中点酒吧时,将不会更新毁灭性的打击能力, 修正了在使用AI单位有时会卡住(喜欢看,而他们的城市被接管或不走出去,得到糖果小屋,或去后,一个简单的杀单元)(修复AI单位有时候卡住的BUG) 修正了在AI知识交易并不总是降低可交易知识 修正了一个问题,保持增长药水增加钝器损伤 AI 人工智能的时候,它建立在城市(更智能的    AI对于什么时候建造什么建筑的选择更聪明了) AI评估是否应该训练弓箭手/投石车/安装单位更有效地    (AI会 AI更积极的去糖果小屋 UI的 固定故障造成的箭头光标更有效的评估是否要训练弓箭手,投石车,马上单位等) 固定的,但造成AI,不成比例地选择第一个层面上去振作(如刺客)显示,而不是沙漏,当球员拖着匝间 减少地面覆盖的地形,除了沙漠的地图 添加一个图标,所有精制的技术人员表示,他们可以多次进行研究, 修正的错别字 资源的大量工具提示不再如果玩家已经拥有了高科技 删除引用到解锁任务的技术人员在高科技的描述,列出了技术要求

rolnadick 发表于 2013-1-15 23:06

英文版太多生词了,玩一下查半天:Q
第一版汉化又不行,现在只能等新版汉化了 :Q

hyl381100 发表于 2013-1-16 09:04

rolnadick 发表于 2013-1-15 23:06 static/image/common/back.gif
英文版太多生词了,玩一下查半天
第一版汉化又不行,现在只能等新版汉化了...

边玩边开谷歌翻译,哈哈
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