【官方公告整理】 W15 新世界预告
本帖最后由 苜蓿苜蓿 于 2023-10-4 23:14 编辑原贴地址:https://www.havenandhearth.com/forum/viewtopic.php?f=39&t=74635
SIEGE & REALMS
围攻&领土
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[*]Reworked siege
[*]Removed "siege power" and "siege boost" from claims and villages. Battering rams and catapults can now attack all objects after 24 hours, quite simply. The difference between palisades and brick walls are back to being their respective health.
[*]移除了 "siege power" 和 "siege boost" (祖先崇拜中对于领地防御的相关加成),攻城车和投石车的准备时间更改为24小时,木墙和砖墙不再对攻城设备的生效时间有差异设定,现在两者的区别只有血量。
[*]Battering rams and catapults can now be hand-bashed significantly faster, down from 4 hours to 5 minutes.
[*]摧毁攻城车和投石车所需时间从4小时减少到5分钟。
[*]Siege machines can now only be built and operated in provinces where the Thing Peace has been broken.
[*]攻城器械现在只能在非平静的地区被建造和使用。
[*]The Thing Peace in a province is broken by challenging the Thingwall of the province. This works similar to the current Thingwall challenges between realms, in that the challenge needs to be in direct line of sight of the Thingwall, takes three hours to complete, and is only destructible during the last 20 minutes of its life. However, it can be built by anyone (not just realm owners), in any quantity (you can place 10 simultaneous challenges if for any reason you would like to).
[*]向传送树下挑战以破坏该地区的和平,挑战物需要建造在传送树视野范围内,可以由任何人发起,数量不限。挑战物在建造后3小时生效,仅在最后20分钟可以被拆除。
[*]The Thing Peace challenge requires some amount of precious metal to build. If destroyed, this precious metal is given back in the area where it is destroyed for anyone (presumably its attackers and/or defenders) to pick up, hopefully giving some incentive to third parties to destroy challenges.
[*]挑战物由贵金属建造,拆除挑战物可以回收贵金属,旨在鼓励第三方销毁挑战。
[*]If a realm controls a province in which the Thing Peace is being challenged, they are given notifications thereof similar to their notification for take-over challenges.
[*]王国统治下的传送树被挑战,领主将会收到系统通知。
[*]If a challenge is successfully defended, the Thing Peace is broken for 48 RL hours. During this time, subsequent challenges can still be placed for whatsoever reason to extend the breaking of the Thing Peace.
[*]挑战成功会破坏当地和平48小时,在此期间可以继续挑战以延长动荡期。
[*]Removed the mechanic where walls need to be repaired up to full health over a significant amount of time. This was already a holdover from a previous siege regime and hasn't been necessary for quite some time, so this is really just a clean-up.
[*]移除了修墙需要等CD的设定,现在可以一次修满了。
[*]The sum of the effect is to, hopefully, make siege a shorter-lasting affair, but also more defensible, and perhaps also to give third parties (including but not limited to realms) some incentive to guard the Thing Peace.
[*]总的来说,希望能让攻城周期缩短,但更容易防御,同时也能让其他第三方有获得一些惊喜(指回收贵金属)的可能。
CHARACTER & COMBAT
角色&战斗
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[*]Reworked health points
[*]重新编写了血条相关设定
[*]A player character now always has exactly 100 HP. Dungeon heart pieces can still extend the maximum HP, but that's it, and they give less HP than currently.
[*]玩家的生命值将恒定为100点,地牢奖励仍然可以增加生命值上限,但也只有地牢奖励可以增加生命上限,而且加的量会比现在少。
[*]Attack damage is calculated not as a function of Strength, but as a comparison between the attacker's Strength and the defender's Constitution, in a manner entirely similar to how the current comparison between eg. an attacker's and defender's Unarmed/Melee Combat value works. In other words, the more Strength you have, the more damage you deal, but the more Constitution you have, the less damage you take. When attackers and defenders are evenly matched in their Strength/Constitution, attacks deal the amount they specify.
[*]攻击伤害的计算不是强度的函数,而是攻击者的强度和防御者的体质之间的比较,其方式与当前攻击者和防御者徒手/近战值之间的比较完全相似。换句话说,你的力量越多,你受到的伤害就越多,但你的体质越多,你所受到的伤害就会越小。当攻击者和防御者的力量/体质势均力敌时,攻击会按照他们指定的数量进行。(本段及以下内容是攻防相关设定的机翻不保真请有能人士自行脑内翻译)
[*]More precisely, for those who do not remember how the comparison between combat values work, a "damage ratio" is calculated between Strength and Constitution, where, if the attacker's Strength is within a factor of two of defender's Constitution, the damage ratio is considered to be 1.0. Outside this factor of two, the damage ratio is the cube root of the "residual ratio". If the Strength value being compared more than two times greater than the Constitution value, then the damage ratio is (Strength / 2) / Constitution. Some examples:
[*]更准确地说,对于那些不记得战斗值之间的比较是如何进行的人,“伤害比”是在力量和体质之间计算的,其中,如果攻击者的力量在防御者体质的两倍以内,则伤害比被认为是1.0。在这个因子2之外,损伤率是“剩余率”的立方根。如果比较的力量值比体质值大两倍以上,则损伤率为(力量/2)/体质。一些示例:
[*]Strength = 100 and Constitution = 100 gives a damage ratio of 1.
[*]力量100体质100 伤害比是1
[*]Strength = 200 and Constitution = 100 also gives a damage ratio of 1.
[*]力量200体质100 伤害比还是1
[*]Strength = 100 and Constitution = 50 also gives a damage ratio of 1.
[*]力量100体质50 伤害比还是1
[*]Strength = 400 and Constitution = 100 gives a damage ratio of ~1.26. That is, ∛((400 / 2) / 100)
[*]力量400体质100 伤害比约为1.26。也就是说,∛((400/2)/100)
[*]Just to reiterate, this is the same way as the comparison between Attack Weight and Block Weight is currently made.
[*]重申一下,这与目前对攻击权重和防御权重进行比较的方式相同
[*]The damage ratio is used to calculate the final damage value. That is, if an attack specifies that it gives 10 damage, and the damage ratio is 1.5, the attack will actually give 15 damage.
[*]伤害比用于计算最终损伤值。也就是说,如果一次攻击指定它会造成10点伤害,而伤害比为1.5,那么该攻击实际上会造成15点伤害。
[*]Previously, weapons worked such that their damage scaled with √(Strength · Quality). Now, their damage is fixed and weapon attacks use √(Strength · Quality) instead of just Strength to calculate their damage ratio.
[*]以前,武器的作用是使其伤害以√(力量·质量)表示。现在,他们的伤害是固定的,武器攻击使用√(力量·质量)而不仅仅是力量来计算他们的伤害比率。
[*]Technically, the values used for calculating the damage ratio are known as the "Damage Weight" and the "Receive Weight". By default, the Damage Weight is the attacker's Strength, and the Receive Weight is the defender's Constitution, but weapon attacks substitute the Damage Weight.
[*]从技术上讲,用于计算伤害比的值被称为“攻击权重”和“防御权重”。默认情况下,攻击权重是攻击者的力量,防御权重是防御者的体质,但武器攻击会取代攻击权重。
[*]Armor now works such that each piece of armor calculates its own "effective armor class" when receiving an attack. The effective armor class is calculated in a similar fashion to how damage is calculated, in that an "armor ratio" is calculated between the attack's Damage Weight and the armor's quality. This armor ratio is multiplied by the armor's stated armor class to yield the effective armor class in a particular attack.
[*]盔甲现在的工作原理是,每件盔甲在受到攻击时都会计算出自己的“有效盔甲等级”。有效装甲等级的计算方式与伤害的计算方式类似,因为“装甲比率”是在攻击的伤害权重和装甲质量之间计算的。这个装甲比例乘以装甲规定的装甲等级,得出特定攻击中的有效装甲等级。
[*]So that smaller damage ratios can be meaningful, fractional damage can now be taken. Hard damage (wounds) is still integral, and does not really change from how it has previously worked. Which means that it is dealt probabilistically, ie. if you were to conceptually take 0.1 hard damage, that translates into a 10% chance of taking 1 hard damage.
[*]因此,较小的损伤率是有意义的,现在可以采取部分损伤。硬损伤(伤口)仍然是不可分割的,与以前的工作方式没有真正改变。这意味着它是有概率的,也就是说,如果你在概念上受到0.1的硬伤害,那就意味着有10%的机会受到1的硬伤害。
[*]Static damage sources, like Crabs and Sand Fleas, scale down with the square root of the receiving character's constitution, so that they net effect is similar to how they currently work. Fractional damage is, again, dealt probabilistically.
[*]静态伤害源,如螃蟹和沙跳蚤,会随着接收角色体质的平方根而缩小,因此它们的净效果与当前的效果相似。再次强调,部分伤害是有概率的。
[*]The intent of the change is to make combat more even between somewhat evenly-matched parties, similar to how the comparison between Attack Weight and Block Weight works.
[*]这一变化的目的是使势均力敌的双方之间的战斗更加均衡,类似于攻击权重和块权重之间的比较。
[*]This whole thing is a fairly controversial change, and we will monitor it and may revert it if it does not work well, so please give us your prompt feedback on the effects.
[*]这整件事是一个相当有争议的变化,我们将对其进行监控,如果效果不佳,可能会恢复,因此请及时向我们反馈效果。
STORE & SUBSCRIPTIONS
商城&会员
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[*]To extend the usefulness of Sketches in World 15, we intend to make it so that a total of up to two sketches can be applied to any mundane container (e.g. Chests, Wicker Baskets, Cupboards, &c), to extend that inventory in size by one row, and/or one column.
[*](有关氪金道具素描本的改动有需要的自行机翻)
[*]All subscriptions are, effective immediately, paused until the launch of World 15.
[*]所有会员剩余时间都将立即停滞,直到世界15日发布。
Do note that this list is not necessarily final or exhaustive. If you have pet peeves you'd like to see fixed before launch, or if there is some change stated above that you disagree with, feel free to opine!
请注意,此列表不一定是最终的或详尽无遗的。如果你有宠物脾气,你希望在发布前得到解决,或者如果上面有一些你不同意的变化,请发表意见!
Most changes have been left to the joy of discovery, and out of this document.
更多改动请自行摸索。
TLDR: We will aim to launch the...
W15 server @ 19:00 UTC, Friday October 13th, 2023
世界15 @ 2023.10.14 凌晨3:00
Enjoy!
世界15 @ 2023.10.13 下午3:00 wjjoffice 发表于 2023-10-4 23:37
世界15 @ 2023.10.13 下午3:00
哪国时间?
苜蓿苜蓿 发表于 2023-10-4 23:42
哪国时间?
我这里啊
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