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5月19日半夜更新公告简要翻译(文末附原文)

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5月19日半夜更新公告简要翻译:
我只翻译了我认为重要的部分,觉得我翻译不准确的请自行查看文末原文
本次更新专注于:更多社区任务,角色关系、自定义,平衡,经济改善
中文已经接近完成,六月份会放出中文测试。
详细内容:
——角色关系
角色会有自己的个性,会出现一些相应的对话,且需要选择
也许对话会导致佣兵离队
角色的个性会带来角色之间的关系,甚至会坠入爱河,也有可能成为仇敌,不同的行为会带来不同的关系
——招募俘虏
俘虏现在会有几率逃跑(要想防止逃跑,可以在扎营时安排角色挨着他们看守一下)
随着俘虏在队伍里的时间变久,以及取决于如何对待俘虏,会可以要求他们加入队伍
一个新的营地道具:鞭子,可以让角色工作更有效率,请斟酌使用
还有一个营地道具:俘虏柱,可以把囚犯绑在上面防止他们逃跑
俘虏逃跑的话,在世界地图上是可以追到的,追上以后可以决定如何对待他们
而且,如果把囚犯丢到监狱,他们甚至可能越狱然后来报仇
——古墓探索
古墓探索如果不想解密,可以花点钱或者声望,找某个人来帮助解决一下
——起始选项
可以选择初始天赋了
可以选择初始马驹的装备颜色
初始角色意志为10
——Game over
这个我不翻了,没啥意义
——天赋
一些天赋被隐藏了,角色将可以在世界一些隐藏的个人天赋那里获得这些被隐藏的天赋
还增加了许多新的天赋
——扎营
即便食物和金钱不够,也可以在营地支付一部分,这样能少掉一些幸福
——扎营装备
这块儿也没啥意思,不翻了
——经济
为了让游戏的初始更平滑,且更有挑战性,在高等级时管理一大群队伍会更有经济挑战
购买物品取决于它们的等级,低级装备更便宜,高级装备更贵
物品售价被全幅度降低了
任务给的钱将取决于队伍规模,人越多钱越多,但增幅会越来越少
讨价还价花费的声望取决于任务奖励是多少钱
招募花费会随着队伍规模增加,而且不再是线性的了
卖俘虏给更多钱
庞大的队伍需要支付更多的佣金
——物品
和制造物品一样,每个物品都有预设的装备等级要求了
现在可以在训练场通过花钱来提升传奇武器的等级了
——世界
在不同地区的不同村庄增加了指示性标志
敌人现在会根据队伍实力做出判断,越强大敌人越不想交战(可能会逃离?)
在Harag有鼠疫复生了
后面的都没啥意义,不翻译了
Hello mercenaries!
We’re very excited and proud to present the third community update for Wartales! This update focuses on some of the more popular community requests, bringing character relationships, customisation, balancing passes, economic improvements and more to Wartales!
In addition, the much requested Chinese localisation is nearly complete. And we plan to run a beta with our Chinese players in June with a view to release fully shortly afterwards. We'll share more news with you all about this soon.
Finally, for our non-English speaking players, please note that due to some issues with localisation, some text may not be translated correctly/at all. We are aware of this issue and will have it fixed when the final translations are provided to us early next week.
With all that out of the way, let's take a look at what's new!
Changelist:
NEW SYSTEM Confessions!
In Wartales, many things happen every day. The loss of a companion, a particularly poorly negotiated battle or, on the contrary, the heroic fight led by your captain can leave a mark on your companions' minds.
To represent this, we have devised a system in which your companions react, according to their own personality, to these events in the form of a speech punctuated by decisions to be made.
Will you make your companion drink after the death of his boar friend? Or will he help himself to the common fund to compensate for his grief? The choices you will make will deeply affect your companion for the rest of their life, leading them to strengthen up or, on the contrary, to leave the troop.
NEW SYSTEM Relations!
In addition to the confession system, we have developed a system of relationships between your companions. Wartales is first and foremost a story about a group of mercenaries who live from day to day and who fight, grow rich or die together.
To represent this, your companions can form friendships or enmities with others. The consequences are numerous: they generate Happiness together, fight better side by side and can even fall in love. On the other hand, they may hate each other, in which case it would not be a good idea to have them sleep together, unless you risk finding one of your protégés with his throat slit during the night.
Different actions have a chance to increase or decrease the relationships.
REWORK Prisoners
Do not let them escape! Prisoners now have a chance to escape. To represent this, they have an 'escape ability' stat. To prevent a prisoner from escaping, you can place companions close to them during a Rest. Obviously, some companions will be more effective than others in this exercise.
Recruit your prisoners! Prisoners who spend time with you and are treated well may one day ask to join your troop. Yes, it is possible to reconstitute a real Inquisition troop!
A new piece of camp equipment is introduced: the whip. Assign a foreman to whip your companions and make them work more efficiently. Indeed, a whipped companion produces twice as fast when assigned to a production camp equipment! Be careful not to overuse it or it may succumb to the blows.
A new piece of camp equipment has been introduced: the pillory. Tie your prisoners to the pillory to prevent them from escaping!
Prisoners that escape your troop can be found in the world. Their fate is yours to decide…
If you deliver a prisoner in prison, he can now escape and seek revenge…
Tombs of the Ancients
If you do not want to solve a puzzle, you will now get some help: in exchange for Krowns or Influence, somebody might be able to solve it for you.
Starting options
You can now select starting traits for your companions.
You can now select the color of your pony’s dress.
The willpower of your starting companions should now be 10.
Game over
Some Game over mechanics were frustrating, especially for Ironman mode players. We decided to tune them:
When you have no more torches, you are now expelled from the ruin with armor to repair and injuries instead of getting a game over.
Important allies can now start Dying.
If an important ally starts Dying, you can now instantly retreat.
Traits
Some traits are now hidden. Your companions may come into the world with hidden personality traits or talents that can be revealed when the conditions are met.
A lot of new traits have been added.
Camp
You can now feed and pay your companions even if you don’t have enough krowns or food to do it. Your loss of Happiness will be adjusted to match the amount.
Camping gear
Some camp equipment has become production camp equipment : workshop, brew barrel, meat dryer, skin drying rack and beehive.
You now must assign a companion to them to make them work.
Whipped companions work twice as fast on these.
You can now assign a Thief to the chest to launder any stolen items.
Watch stool now also reduces the prisoners' chances to escape when a companion is assigned to it.
Lectern now generates knowledge points when a scholar is assigned to it.
You can now play the lute minigame in taverns.
Economy
We also did an economic balancing pass with several goals in mind: to make the start of the game smoother and to make the game more challenging with higher levels while making the management of very large groups more economically challenging.
The purchase price of items depends on their level: at low levels, they are proportionally cheaper while at high levels, they are proportionally more expensive
The selling price of items has been globally reduced.
Krowns gained in missions are always proportional to the size of the troop and increase less and less as the troop grows.
The influence cost of mission bonus negotiations increases proportionally to the gain in krowns
The cost of recruiting now increases with troop size, rather than linearly.
The cost in krowns for prisoners is increased.
Wages increase more and more with the level of the companion and no longer linearly.
Items
Like the crafted items, each item now has a prerequisite level to be equipped
You can now upgrade the level of your legendary weapons in exchange of Krowns in a Companion Training Grounds.
World
Directional signs are now placed in the regions to indicate the direction of the different villages
Enemies aggro range now scales with the power of your troop. The more you have, the less they want to fight you.
Rat invasions now respawn in Harag.
New options
You now have a huge list of options for the game. For example, you can now choose new keybinds for your skill bar or disable the weather visual effects.
An icon indicating the weather status of the day has been added next to the calendar
Credits have been added.
Graphics
Faces and hairstyles have been updated!
Skills
Functional duo has been reworked : Now deals 40-60% of Strength to a target and applies Riposte to the engaged ally.
Attack order has been reworked : Now deals 30-50% of Dexterity to a target and if this backstabs, the engaged ally launches an opportunity attack.
Bugfixes
Fixed attacks during Rest happening too often.
Fixed a crash when an unit has too many skills
Bionn should now always be a woman.
Animals should no longer disengage in combat for no reason.
General gameplay, AI and optimisation based fixes
As always, Thank you all for your feedback and suggestions, we're looking forward to hearing your thoughts and feedback so we can start planning out our next community update!
But before that, we'll have our second major content update and the highly anticipated co-op update, which we'll have more news to share with you on very soon. Stay tuned...
Shiro Games


IP属地:北京1楼2022-05-20 00:09回复
    很奇怪,为什么他们一点都不考虑头盔呢?


    IP属地:山东来自Android客户端2楼2022-05-20 12:45
    收起回复