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最终补丁说明3.0.1

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IMPROVED: PVE
You can now play PvE in a party!
PvE has now become the main mode for the early game, with PvP being moved to T3+, this is to help the matchmaking stay consistent without splitting new players (and those using a new unit type) into two queues.
Alongside this, you can now play PvE no matter what tier your commander is. While it is still only available for the first three Unit Tiers due to AI limitations, the ability to play PvE is now entirely based on Unit Tier instead of Commander Tier.
PvE with parties is only available for Unit Tiers I - III and PVP with parties is only available for Unit Tiers III - X, to play PvP, you must have at least one T3+ unit in your squad.
Please note:
We are currently tracking PvE and PvP winrates separately. Sometime down the road, we will display the two independently, but we’re not sure exactly when this will happen. There will be diminished PvE rewards for the following situations:
T4 Commanders will receive 50% less Free Exp and Silver
T5+ Commanders will receive no Free Exp or Silver
In both of the above situations, you will still gain Unit Exp as normal, so you'll be able to rank up your T1 units
IMPROVED: PARTIES
The first and most requested addition is a party unit composition panel to the squad menu. You can now see what units and tiers your party is bringing and if they are in the correct tier bracket, if there are issues, those units will be highlighted in red.
It is now the responsibility of the party leader to choose the game mode, and this choice will also be displayed on the squad panel.
Re-worded the 'Play' button to display 'Ready' for party members (members can unready by clicking on the 'Cancel' button).
The leader is always considered as 'Ready' and will only be able to select 'Play' when the party's unit composition fulfils all party and game mode checks.
Game mode drop-down will be disabled for other members that join the party. Only the party leader can change the game mode to which all members will be notified and the interface updated to reflect the change.
BALANCING & CONTENT CHANGES:
We've been paying close attention to your feedback and observations about how the new Carthaginian units and abilities fit into the game. In conjunction with our own metrics, we’ve decided to tweak three abilities/consumables in this patch and to continue monitoring the faction's data carefully.


Consumable - Melqart horn:
Turn speed bonus reduced from 50% to 20%


Unit abilities:
Echo of Trebia:
The mobility bonuses offered were, generally speaking, too strong.
Speed bonus reduced from 40% to 20%
Turn speed bonus reduced from 60% to 20%


Shield Screen
The bonuses of the ability were not sufficient when compared to the negatives and the ability felt underpowered.
Charge Deflect bonus increased from 20% to 30%
Missile Block bonus increased from +20 to +35


Alongside these changes, we're making sure that we continue to track and adjust other factions and units to keep them in line with our designs.
As such, the following changes have been made to bring artillery, Roman cavalry and a couple of commander abilities closer to their intended power.
Units:
Some Roman cavalry units needed a minimal melee defence increase, the units were not performing well in melee combat, especially when considering Oath of Perseverance.
Celeres: melee defence increased from 56 to 59
Equites: melee defence increased from 59 to 61
Legionary Cavalry: melee defence increased from 62 to 65
Mounted Warband had a too high weapon damage for its tier bracket, and it was performing too well offensively in melee combat.
Base normal damage decreased from 192 to 186.
Artillery units were performing too well in offensive capacity vs normal units, but not well enough against elephants.
Bolt projectiles that high tier artillery has access to (though the T8+ ability) have had their normal to AP damage ratio changed so they penetrate heavily armoured units better and the reload has been reduced by one second to help improve damage per second output, especially when considering they shoot only one bolt at a time.
Non-bolt projectiles have had their AP and Normal damages decreased to bring their damage more in line with their design.
Note that these changes to artillery are just temporary fixes, and a more serious balance change is incoming in the near future.
Catapult
Missile AP damage reduced from 46 to 37
Missile Normal damage reduced from 417 to 334
Heavy Catapult
Missile AP damage reduced from 49 to 39
Missile Normal damage reduced from 441 to 353
Onager
Missile AP damage reduced from 51 to 40
Missile Normal damage reduced from 458 to 367
Heavy Onager
Missile AP damage reduced from 52 to 41
Missile Normal damage reduced from 465 to 373
Vitruvian Onager
Missile AP damage reduced from 52 to 41
Missile Normal damage reduced from 472 to 378
Ballista
Missile AP damage reduced from 54 to 43
Missile Normal damage reduced from 486 to 389
Bolt AP damage increased from 54 to 204
Bolt Normal damage reduced from 486 to 250
Bolt reload time reduced from 9 to 8 seconds
Heavy Ballista
Missile AP damage reduced from 57 to 45
Missile Normal damage reduced from 510 to 408
Bolt AP damage increased from 57 to 215
Bolt Normal damage reduced from 510 to 262
Bolt reload time reduced from 9 to 8 seconds
Vitruvian Ballista
Missile AP damage reduced from 60 to 47
Missile Normal damage reduced from 537 to 430
Bolt AP damage increased from 60 to 226
Bolt Normal damage reduced from 537 to 276
Bolt reload time reduced from 9 to 8 seconds
The damage multiplier vs elephants applied on heavy artillery projectiles has been increased from 5x to 10x.
With the current changes to heavy artillery projectiles, the damage vs elephants has to remain considerably strong, especially when comparing heavy artillery strength vs elephants and heavy artillery strength vs infantry.
Toxotai archers have had their Rapid Shot ability replaced with Rapid Fire.
This is meant to fix a logical inconsistency (bug fixing). The Rapid Fire unit ability was superseded by Barrage, but Barrage was unavailable to the unit because it's only tier 4. The result of this implementation meant that when Toxotai units were played with Cynane over tier 5, they would not have access to either Rapid Fire or Barrage. This is not the case anymore as Toxotai will have Rapid Shot.
Notice that Rapid Shot is identical in functionality to Rapid Fire.
Tooltip Fixes:
Elephants
have an invalid flag saying "Can't use when Knocked".
This was changed from "Can't use when Knocked" to "Can't use when Knocked back."
Two new achievements - awarded as part of meeting the Faction Campaign objectives. These are the 'March of Factions' and 'March of Factions (Upgraded)' (name withstanding).
'March of Factions' is awarded for fighting 60 battles as any faction using two commanders during the campaign. At least 15 battles must have been played with each commander and units must have been Tier V+
'March of Factions (Upgraded)' is awarded for fighting 150 battles. Same usage conditions as above.
BUG FIXES:
Fixed a crash caused when rapidly swapping units in the squad panel.
No longer able to exploit cavalry charges to take zero damage going through wooden stakes.
The balance of power interface will no longer show as '0' when there is still a few entities alive.
Fixed audio issues where the 'tension' style music would play throughout the entirety of a PvE battle.
Dragging a non-discounted unit will no longer show a random 0% discount banner briefly.
Silver discounts for adding units to the squad will now display correctly and does not require a purchase of the unit with XP beforehand.


回复
1楼2018-03-22 18:00
    Google 翻译
    最终补丁说明3.0.1Facebook的TwitterGoogle+分享改进:PVE
    你现在可以在派对上玩PVE了!
    PvE现在已经成为早期游戏的主要模式,PvP被移至T3 +,这有助于配对保持一致而不会将新玩家(以及使用新单位类型的玩家)分成两队。
    除此之外,无论你的指挥官是多少层,你现在都可以玩PvE。虽然由于人工智能的限制,它仍然只能用于前三个单位等级,但是玩PvE的能力现在完全基于单位等级而不是指挥官等级。
    与派对的PvE只适用于单位阶层I - III和PVP,派对只适用于单位阶层III - X,玩PvP时,你的队伍中必须至少有一个T3 +单位。
    请注意:
    我们目前正在分别跟踪PvE和PvP的速度。随着时间的推移,我们将独立展示这两款产品,但我们不确定究竟何时会发生这种情况。在以下情况下PvE奖励将会减少:
    T4指挥官将获得50%免费经验值和白银
    T5 +指挥官将不会收到免费试用或银牌
    在上述两种情况下,您仍然可以像平常一样获得Unit Exp,因此您可以对T1单位进行排名
    改进:缔约方
    第一个也是最受欢迎的加入是小队菜单的派对单位组合小组。你现在可以看到你的队伍正在带来什么样的单位和等级,如果他们在正确的等级范围内,如果有问题,这些单位将以红色突出显示。
    现在党领导有责任选择游戏模式,并且这个选择也将显示在小组面板上。
    重新措辞“播放”按钮以显示参与者的“就绪”(会员可以通过点击“取消”按钮取消)。
    领队总是被视为“准备好”,并且只有当队的组合构成完成所有派对和游戏模式检查时才能选择“玩”。
    加入派对的其他成员将禁用游戏模式下拉菜单。只有党派领导人可以改变所有成员将被通知的游戏模式,并更新界面以反映改变。
    平衡和内容更改:
    我们一直密切关注您对新迦太基单位和能力如何融入游戏的反馈和观察。结合我们自己的指标,我们决定调整这个补丁中的三个技能/消耗品,并继续仔细监控该阵营的数据。


    消耗品 - 梅尔卡特角:
    转速加成从50%降低到20%


    单位能力:
    特雷比亚回声:
    提供的流动性奖金通常来说太强大了。
    速度奖励从40%降低到20%
    转速加成从60%降至20%


    屏蔽屏幕
    与消极情绪相比,这种能力的奖励还不够充分,而且能力不足。
    Charge Deflect奖金从20%增加到30%
    导弹拦截的奖励从+20增加到+35


    除了这些变化外,我们还确保我们继续跟踪和调整其他派系和单位,以使其与我们的设计保持一致。
    因此,下列变化已经使火炮,罗马骑兵和一些指挥官的能力更接近他们的预期力量。
    单位:
    一些罗马骑兵部队需要最低近战防御力增加,单位在近战战斗中表现不佳,特别是在考虑毅力誓言时。
    塞莱雷斯:近战防御从56增加到59
    Equites:近战防御从59增加到61
    军团骑兵:近战防御从62增加到65
    装备的战团对于它的一级支架武器伤害太高,并且在近身战斗中进行得非常好。
    基础正常伤害从192降低到186。
    炮兵部队对正常单位的进攻能力表现得不错,但对大象来说还不够好。
    高层火炮可以使用的螺栓弹(虽然T8 +能力)的AP伤害比正常,所以它们可以更好地穿透重装甲单位,并且重装量减少1秒,以帮助提高每秒输出的伤害,特别是当考虑到他们一次只射出一个螺栓。
    非螺栓射弹的AP和正常伤害降低,使其伤害更符合他们的设计。
    请注意,对炮兵的这些变化只是临时性的修正,并且在不久的将来会有更严重的平衡变化。
    弹射
    导弹AP的伤害从46降低到37
    导弹正常伤害从417减少到334
    重型弹射器
    导弹AP的伤害从49降低到39
    导弹普通伤害从441降低到353
    野驴
    导弹AP的伤害从51降低到40
    导弹普通伤害从458减少到367
    沉重的Onager
    导弹AP的伤害从52降低到41
    导弹正常伤害从465降低到373
    维特鲁威昂格
    导弹AP的伤害从52降低到41
    导弹普通伤害从472减少到378
    弩车
    导弹AP的伤害从54降低到43
    导弹普通伤害从486减少到389
    螺栓AP伤害从54增加到204
    螺栓普通伤害从486减少到250
    螺栓的重装时间从9秒减少到8秒
    重弩炮
    导弹AP的伤害从57降低到45
    导弹普通伤害从510降低到408
    螺栓AP伤害从57增加到215
    螺栓普通伤害从510降低到262
    螺栓的重装时间从9秒减少到8秒
    维特鲁威弩队
    导弹AP的伤害从60降低到47
    导弹普通伤害从537减少到430
    螺栓AP伤害从60增加到226
    螺栓普通伤害从537减少到276
    螺栓的重装时间从9秒减少到8秒
    用于重型炮弹的伤害倍数与大象已经从5倍增加到10倍。
    随着目前重型炮弹的变化,对大象的伤害必须保持相当强劲,特别是在比较重型火炮强度与大象以及重型火炮强度与步兵相比时。
    Toxotai弓箭手的快速射击技能已被快速射击所取代。
    这是为了解决逻辑不一致问题(错误修复)。快速消防单位的能力被拦截器取代,但是拦截单位无法使用,因为它只是第4级。这个实施的结果意味着当第5级玩家使用Cynane时,他们将无法进入快速射击或弹幕。因为Toxotai将拥有快速射击,情况不再如此。
    请注意,Rapid Shot在功能上与Rapid Fire完全相同。
    工具提示修复:
    大象
    有一个无效的标志说“不能使用时敲”。
    这从“无法使用时敲”到“无法使用时,敲回来。”
    两项新成就 - 作为实现阵营运动目标的一部分颁发。这些是'三月派系'和'三月派系(升级)'(名字抵挡)。
    “三月派别”因在任何两派指挥官的竞选中作战而打60场战斗。每个指挥官必须至少参加15次战斗,并且部队必须属于V +级
    “三月派系(升级版)”因打150场战斗而获奖。与上述相同的使用条件。
    BUG修复:
    修复了在小组面板中快速交换单位时造成的崩溃。
    不再能够利用骑兵费用通过木桩获得零伤害。
    当仍然存在少数实体时,电源接口的平衡将不再显示为“0”。
    修正了在整个PvE战斗中'紧张'风格的音乐将会播放的音频问题。
    拖动未打折的单位将不再显示随机的0%折扣横幅。
    将单位加入队伍的银色折扣现在可以正确显示,并且不需要预先用XP购买单位。


    回复
    2楼2018-03-22 18:01
      投石终于削弱了


      回复
      3楼2018-03-22 18:40
        难道是因为昨天一盘**着投石砸的翻盘?


        但那是因为虽然对手兵力领先100多分,但剩下都是步兵,而且又傻傻地占家,被砸成傻子。


        过来围剿我的都被我和野队队友吃掉。然后再来一批占家,被我砸成傻子,在过来围剿被吃掉……如此反复 -0-


        回复
        4楼2018-03-22 18:50