戰(zhàn)錘末世鼠疫2目前1.04版本補(bǔ)丁內(nèi)容已經(jīng)公布,本文主要針對(duì)游戲中的兩張大圖進(jìn)行的調(diào)整,這里為大家?guī)砹嗽敿?xì)的更新內(nèi)容,一起來了解一下吧。
由于官方公布的1.04版本更新內(nèi)容為英文,本文為大家?guī)砹酥杏?duì)照的翻譯,如有出入,敬請(qǐng)玩家指出。
Heroes
英雄們!
Welcome to Patch 1.0.4. This patch includes various fixes and tweaks, stability improvements and balance adjustments. The changelist is as follows:
歡迎來到1.0.4版本.本次更新包括一些修復(fù)、調(diào)整,游戲穩(wěn)定性與平衡調(diào)整. 更新列表如下:
Skittergate
One of our areas of focus have been the Skittergate level and the end fight. This patch solves many of the bugs we have been made aware of.
我們著重于修改的地圖之一就是Skittergate以及其最終的戰(zhàn)斗. 本次更新修復(fù)了許多我們已知的BUG
Players’ buffs and talents will not be removed when they move through the portal.
玩家獲得的BUFF與天賦在穿過傳送門后不會(huì)被移除(不明意義的感覺...)
Fixed issues with the final boss’ HP bar showing negative values for clients.
修復(fù)最終BOSS血條顯示為負(fù)的BUG
Fixed issues with some of the animated props in the level, where their state would not be synchronized to joining clients.
修復(fù)關(guān)卡中一些有動(dòng)畫的物品的狀態(tài)不會(huì)同步的問題(似乎是不會(huì)同步給新加入的玩家還是什么balabla的)
The final boss will no longer get stuck in corners, or spawn outside the combat area.
最終BOSS不會(huì)再卡在角落里,或者出生在戰(zhàn)斗場地外了
Fixed a crash when the final boss would cast a spell on a player that left the game.
修復(fù)了當(dāng)最終BOSS對(duì)一個(gè)已經(jīng)離開游戲的玩家釋放咒語導(dǎo)致游戲瞬間爆炸的問題.
The final boss fight on Skittergate is divided into two stages. The duration of the fight should now be more equal between both parts.
Skittergate上的最終BOSS戰(zhàn)被分為了兩個(gè)階段. 兩部分的戰(zhàn)斗時(shí)間將更平均.
The boss in the first stage of the final fight on Skittergate is now more resistant to burst attacks, but deal less damage with his guns. The boss in the second stage has had his health reduced by around a third.
最終BOSS戰(zhàn)的第一階段對(duì)于爆發(fā)傷害有了更多的抗性,但是它的槍的傷害被降低. 第二階段的BOSS生命值減少了三分之一左右.
Spawning of enemies during the final boss fight on Skittergate has been tweaked to reduce the frequency of certain enemy types, such as Berserkers and shielded units.
最終BOSS戰(zhàn)時(shí)刷出的部分類型的小怪被降低了刷新頻率. 比如狂戰(zhàn)士以及持盾的怪
Burblespue Halescourge
Bubblespit Halleberry turned out a bit harder and more unforgiving compared to the other Lords, mainly because of unavoidable attacks and a high health pool.
Bubblespit Halleberry這貨表現(xiàn)的有點(diǎn)強(qiáng),相比于其他關(guān)底BOSS更令人難忘,主要是因?yàn)樗臒o法避開的攻擊以及超TM厚的血量
We still want this fight to be challenging and different from the other lords, but we’re tuning the Burgersnot fight to make it more fair and balanced.
我們依然想讓這個(gè)BOSS戰(zhàn)具有挑戰(zhàn)性,并且與其他關(guān)底BOSS的戰(zhàn)斗有所不同,不過我們要將這場戰(zhàn)斗調(diào)整的更為公平與平衡
Max health reduced by 10% for all difficulties.
該BOSS在所有難度下的血量被降低10%
Plague Wave - the green illusions. The angle has been increased for the triple Plague Wave attack, allowing players more space when avoiding it.
瘟疫波 - 也就是BOSS的技能,那個(gè)自身爆出一堆綠色幻象的. 三重瘟疫波攻擊的角度被加大,使得玩家有更多空間來閃避.
Plague Wave can now be dodged more efficiently by lowering the impact radius when the player is dodging.
降低了瘟疫波的穿透半徑,使玩家閃避起來更為容易.
Lowered Number of Berserkers spawned on Legend difficulty from 5 to 3.
傳奇難度(官中翻譯好像叫天劫吧)下,狂戰(zhàn)士的刷新量從5降低為3
Lowered number of Marauders spawned on Champion and Legend when spawning with Berserkers and Chaos Warriors.
降低了冠軍與傳奇(官中為噩夢與天劫)難度下與狂戰(zhàn)士和混沌勇士一同出生的掠奪者數(shù)量。
Balancing Spawns
怪物刷新方面的平衡
We’re tweaking how we spawn roamers. There is now a smoother distribution of elites in general. We were a bit heavy on armored types on the higher difficulties.
我們在調(diào)整野怪的刷新. 大體上精英怪的分部更為平滑(不知道怎么說了...完全不懂這個(gè)平滑不平滑的區(qū)別).我們之前對(duì)于裝甲敵人在高難度上的刷新量有點(diǎn)過了.
We are also making tweaks to how we spawn specials, e.g. Gutter Runners, Warpfire Throwers, and Hook Rats. Each time you play a level, the Conflict Director divides the level into segments, which primarily spawn either Skaven or Chaos enemies, or a mix of both.
我們也在調(diào)整特殊敵人的刷新, 刺客,噴火鼠,以及鉤鼠. 每當(dāng)你開始一次游戲,戰(zhàn)斗導(dǎo)演(大概是和L4D那個(gè)實(shí)時(shí)調(diào)整難度的玩意兒一樣的東西)會(huì)將關(guān)卡分為幾段,刷新出鼠人,或者納垢僵尸,或者兩者的混合.
·Recruit Difficulty
萌新難度(官中不知)
Removed double chance of disabler specials for Skaven segments.
移除了鼠人段(上面提到的導(dǎo)演將關(guān)卡分為幾段)會(huì)同時(shí)刷出兩個(gè)控制型特殊敵人的可能(應(yīng)該是這個(gè)意思吧)
·Veteran Difficulty
老兵難度(官中不知)
Removed double chance of disabler specials for Skaven segments.
移除了鼠人段會(huì)同時(shí)刷出兩個(gè)控制型特殊敵人的可能
Increased time between specials spawn for Chaos segments, it was a bit lower than other segments.
增加了納垢僵尸段時(shí)特殊敵人刷新的間隔時(shí)間,比其他段的刷新頻率低一些.
·Champion Difficulty
冠軍(噩夢)難度
Removed the increased chance for spawning disabler specials.
移除了在刷新控制型特殊敵人幾率上的額外增加(相對(duì)于以上2個(gè)難度)
Increased time between specials spawn slightly for Mixed and Skaven segments.
增加了混合段以及鼠人段時(shí)特殊敵人刷新的間隔時(shí)間
·Legend Difficulty
傳奇(天劫)難度
Removed the increased chance for spawning disabler specials.
移除了在刷新控制型特殊敵人幾率上的額外增加(應(yīng)該是4個(gè)難度都相同了的意思)
Increased time between specials spawn for Skaven segments.
增加了鼠人段時(shí)特殊敵人刷新的間隔時(shí)間
Increased time between specials spawn for Chaos segments just a smidge, since they have a lower total special allowance anyways.
增加了一點(diǎn)點(diǎn)混沌段時(shí)特殊敵人的刷新時(shí)間(意思是增加的間隔時(shí)間比上面的難度要少,或者說是間隔時(shí)間要比上面難度的小),
We also fixed an issue on Legend difficulty with the amount of horde waves using the default Recruit settings. We should now correctly spawn hordes across no fewer than three waves with timing tweaked specifically for the Legend experience. Enjoy
我們也修復(fù)了傳奇(天劫)難度下,刷新一大波敵人(鼠潮啊,尸潮啊,鼠尸潮啊,尸鼠潮啊balabala的)時(shí)使用的是萌新難度(第一個(gè)難度)配置的問題.現(xiàn)在應(yīng)該會(huì)刷新至少三波敵人,以及專門為傳奇難度調(diào)整了刷新時(shí)間. 享♂受吧:3
Overall, the balance changes to Legend provide a more varied, fair, and fun experience on the higher difficulty setting, with three times the size of hordes for good coop fun.
總之呢,傳奇(天劫)難度的調(diào)整使其更多變,公平,以及體驗(yàn)更有♂趣,以前的三倍的大小的鼠潮、尸潮提供了更好的合作體驗(yàn).
The way we tweak Specials also improve the variations of enemies, but at the same time we’ve increased timings to make for less spammy playthroughs.
我們調(diào)整特殊敵人刷新的方式同樣提高了敵人的多變性............后面這段因?yàn)槲覍?duì)spam這詞不了解就不翻了..
Stay tuned to a future dev-stream with all the details on the Conflict Director!
L4D的導(dǎo)演模式:會(huì)根據(jù)時(shí)間,難度,物品刷新敵人
Fixes / Tweaks
修復(fù)/調(diào)整
Fixed an issue when the Bile Troll would get stuck in an animation loop while it was crouching, or when it was close to certain walls.
修復(fù)了巨魔在趴下時(shí)或接近某些墻體時(shí)卡入一個(gè)動(dòng)畫循環(huán)的問題.
Tweaked some attacks of the Bile Troll to not trigger when the troll does not have line of sight to the player.
調(diào)整,使得巨魔的一些攻擊在視野內(nèi)沒有玩家時(shí)將不會(huì)觸發(fā).
Fixed a bug that would cause the Rat Ogre to rapidly perform his shove attack.
修復(fù)了一個(gè)導(dǎo)致鼠巨魔會(huì)迅速使出推擊的BUG (并不清楚推擊是哪種攻擊)
Fixed an issue when the Chaos Spawn would get stuck while grabbing a player while all other players are knocked out or dead.
修復(fù)了當(dāng)混沌卵抓住一個(gè)玩家時(shí),其他玩家都已經(jīng)躺了或者流膿了時(shí),混沌卵會(huì)卡住的BUG.(我記著在STEAM社區(qū)里看過一張GIF就是這個(gè)情況)
The Leech Sorcerer should no longer damage his target before grabbing it, i.e. teleporting onto a player will no longer damage them.
水蛭巫師(會(huì)傳送到你視野盲區(qū)然后抓你吸你靈魂,有時(shí)候智障的傳送到你臉前的那個(gè),由于這是我第一次接觸戰(zhàn)錘,并不清楚應(yīng)該翻譯成什么名字)不會(huì)再在抓取玩家之前對(duì)玩家造成傷害了(我有一次就因?yàn)檫@個(gè)傷害翻車了), i.e.(不清楚是啥)傳送到玩家上時(shí)不會(huì)再對(duì)玩家造成傷害
Beam staff now determine crits for each overcharge tick (each 0.45 seconds) instead of for the duration of the attack. This change was made in order to ensure a predictable crit rate that could not be manipulated.
激光類法杖現(xiàn)在根據(jù)過熱條增長來判定暴擊(每0.45秒判定一次),以前是根據(jù)攻擊持續(xù)時(shí)間.這個(gè)改動(dòng)是為了確保暴擊不再是人為可控的(猜自己接下來肯定出暴擊. 我沒玩過法師所以不清楚具體情況)
Fixed Fencing sword pistol shot to not do less damage when critting.
修復(fù)了刺劍的副手手槍暴擊時(shí)造成傷害少的問題(可能是這個(gè)意思?)
When attack speed buffs ended during melee attacks it caused the attack to not count. This was more obvious with slow sweeping weapons. Attacks will now retain any attack speed buffs they had when starting the action.
當(dāng)攻速BUFF在你近戰(zhàn)揮動(dòng)動(dòng)作過程中結(jié)束后,該次攻擊不享受BUFF加成.這個(gè)在攻速慢的武器上更明顯. 現(xiàn)在BUFF效果會(huì)在你攻擊動(dòng)作開始后就賦予本次攻擊.也就是不會(huì)再出現(xiàn)這種情況了.
Fixed an issue when crossbows sometimes fires twice, when under effects that remove ammo cost - such as the Bounty Hunters crit talent.
修復(fù)了有時(shí)候弩在不消耗彈藥BUFF下回連發(fā)2次的問題, 比如賞金獵人的暴擊天賦(對(duì),就是針對(duì)尼)
Fixed Kruber’s Huntsman Career Skill to correctly reset the FOV after deactivating.
Kruber的獵人職業(yè)技能(第一個(gè)角色的第二個(gè)職業(yè))現(xiàn)在在結(jié)束后會(huì)正確的重設(shè)FOV.
Fixed an issue where shotguns with “critical strike effectiveness” were incorrectly getting an increase to power level when critting on top of the extra boost damage.
修復(fù)了有著“critical strike effectiveness”(應(yīng)該是一個(gè)橙裝屬性)的霰彈槍在有額外加成傷害時(shí)暴擊會(huì)錯(cuò)誤的獲得power等級(jí)的加成(這段太長了我總感覺我翻的意思不對(duì)...)
Added over 2000 new missing localized subtitles for voice over, in all languages.
增加了超過2000條缺失的字幕, 所有語言都增加了.(之前玩的時(shí)候經(jīng)??凑Z音和字幕的話不符..)
Balance
平衡性
Some of the Bile Troll’s attacks would still damage a player even if the attack was blocked. This was a bit too punishing. We removed this effect on some of the troll’s faster attacks, like the shove.
有些巨魔的攻擊即使被玩家格擋下,玩家依舊會(huì)受傷.這就有點(diǎn)太*了.我們在一些巨魔的快速攻擊上移除了這個(gè)效果,比如推擊
Decreased the amount of troll projectile-vomit to 20 liters.
將巨魔的拋射嘔吐技能的量降低到20升Stability / Performance
穩(wěn)定性/性能
Fixed a rare crash on startup that happened when the game process had restricted thread affinity,
修復(fù)了一個(gè)罕見的游戲程序在restricted thread affinity情況下啟動(dòng)時(shí)會(huì)崩潰的問題(不懂網(wǎng)絡(luò)方面的東西,所以這個(gè)詞我不清楚是啥)
Fixed a rare crash on startup on laptops with dedicated GPU.
修復(fù)了一個(gè)罕見的游戲在有專用顯卡的電腦上啟動(dòng)時(shí)崩潰的問題.
Fixed a crash when Loot Rats were damaged on the end event explosions of Athel Yenlui and Righteous Stand, or when getting hit by a Plague Claw projectile on Fort Brachsenbrücke.
修復(fù)了鉤鼠在 Athel Yenlui和Righteous Stand這兩張地圖上受到結(jié)束階段時(shí)爆炸的傷害,或者在Fort Brachsenbrücke這張地圖上被Plague Claw projectile(瘟疫爪彈??)擊中,導(dǎo)致游戲瞬間爆炸的問題.
Fixed an issue where it would take a long time for the Halescourge end fight to trigger.
修復(fù)了在Halescourge這張地圖上最終BOSS戰(zhàn)觸發(fā)要花很長時(shí)間的問題
Fixed a rare crash when hitting the body part of an enemy that had been pulped by another player.
修復(fù)了一個(gè)罕見的游戲在你擊中一個(gè)被隊(duì)友砍斷的敵人肢體時(shí)爆炸的問題.
Fixed rare crash when removing the smoke cloud from Bardin’s Ranger Veteran Career Skill.
修復(fù)了一個(gè)罕見的游戲會(huì)在Bardin的游俠老兵(矮人第一職業(yè))的職業(yè)技能的煙霧移除時(shí)爆炸的BUG
Fixed a crash when warpfire flames hit the summoning sorcerers in the end event in Convocation of Decay.
修復(fù)了游戲會(huì)在Convocation of Decay這張地圖的最后階段里,噴火鼠的火焰擊中舉行儀式的巫師時(shí)崩潰的問題
Fixed a crash that could happen if a player leaves while an enemy tries to play attack dialogue.
修復(fù)了游戲會(huì)在敵人嘗試攻擊玩家時(shí),玩家離開游戲的情況下崩潰的問題(tries to play attack dialogue應(yīng)該是這個(gè)吧..)
Fixed a crash when dead players drop a long way and try to spawn their equipped pickup items (tomes, first aid kits, potions, etc.)
這條不清楚,總之也是一個(gè)導(dǎo)致崩潰的原因
Fixed a crash for other players when starting a flamethrower attack (Drakegun or Flamestorm Staff) and switching to a melee weapon immediately afterwards.
修復(fù)游戲在其他玩家使用噴火仗或噴火器開火然后立馬切換到近戰(zhàn)武器時(shí)會(huì)崩潰的問題
Fixed a crash when voting for a mission while a player vote kick is active.
修復(fù)游戲在投票踢出一個(gè)玩家時(shí),投票開始任務(wù)會(huì)崩潰的問題
Fixed rare crash when switching ranged weapons as Kerillian Waystalker and having the Vaul's Quiver talent selected.
修復(fù)了一個(gè)罕見的游戲會(huì)在玩家使用迷蹤客裝備Vaul's Quiver(15級(jí)中天賦)天賦,切換遠(yuǎn)程武器時(shí)崩潰的問題
Fixed a rare crash in the sound system.
修復(fù)了一個(gè)罕見的音效系統(tǒng)崩潰問題
Outlines that intersect with screen edges no longer create an outline on the left and right sides.
由于不知道Outline是指什么所以這條并不清楚
FXAA is now applied to outlines.
同上
The game now applies the “Sharpness Filter” render settings directly without requiring a restart.
現(xiàn)在游戲開啟Sharpness Filter(銳度過濾器?)這一選項(xiàng)時(shí)不需要重啟游戲了.
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