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原帖由 战争之翼 于 2009-2-20 02:43 发表 
又有新东西了没?想立刻知道一下
v1.11 和 v.1.10 有什么分别, 官方也没公布
最明显分别是 v.1.11 有 7 个地图
据官方说 v.1.11 不能和未更新版本联机 (因为版本不同的关系) (本人未能测试...汗)
主要还是机枪压制比以前强了, 就是我以前贴过那些和 顶楼那些大量修正和更新, 战役任务次序有修正和 修正破关 save 能健在(?)的bug(Finishing the campaign no longer removes the save game from the final mission.)等等......有太多修正了, 不能一一说明
我现在还未拿到游戏, 以上实际情况是问朋友和从官网知道的
***********************************************************************************
详细DOW2 发售版 1.10 更新档列表(更新了压制部份)
其中部份 合并巴哈版友 vzerov1985 的翻译, 特此致谢 ~
http://community.dawnofwar2.com/blogs/?p=510
BATTLEFIELD BRIEFING: THE WEEK AHEAD…
下星期, Dawn of War II 终于上线及发售了. 我们真的很兴奋地发售游戏和去看看你们对最后成品是怎样想的.
我们就此机会去说一些关于 Beta 测试和 将来的 DOWII 会怎样. 首先, Beta 测试在我们的观点上是非常成功的. 我们得到 250,000 不同玩家去参予和收集到超乎想像的大量有质素及数量的数据. 将来的几个月里, 你们的bug 错误报告, 平衡性回应和技术上的帮助将会长期有助我们支持着 DOWII 的社区. 这些支持将由我们第一个发售版更新档开始, 而这更新档现在正被微软认证测试着. 如果一切如计划预期, 更新档将会在发售时或几天后发放.
注意 : 当更新档上线的时候, 因为是整体性的改动, 排名榜和玩家统计将会重置. 我们感激你们的谅解.
有些发售版的改变是针对多人模式的. 以下是重点 :
New Content
> * • Two new Multiplayer maps are being added - one 1v1 and one 3v3
两张新图被追加 - 一个 1vs1 和一个 3vs3
Multiplayer Gameplay
> * • Fixed a bug where ability effects were permanent on burrowed units.
修正一些技能造成的状态会在钻地单位身上永远持续
> * • Fixed several population capacity bugs.
修正一些单位上限的bug
> * • Fixed problem with retreating to allied HQ when player’s HQ is destroyed.
修正玩家HQ被打爆掉后撤退到盟友HQ时出现的问题
> * • Fixed attack ground to allow firing into the Fog of War.
修正"攻击地面"选项可以向战争迷雾开火
> * • Prevented Waaagh/Zeal/Biomass/Psychic might “double dipping” when own units are killed by friendly fire, and remove reward for allied friendly fire.
狂热点数当你自己杀自己的单位时不会被算两次 杀队友的单位没有狂热值
> * • Prevented non-attacking commanders from getting a share of XP for incomplete construction.
没在攻击中的英雄不会因为未完成的建筑得到XP???
> * • Added cool down timers to construction abilities.
建筑技能有冷却
> * • Prevented anti-suppression from being modified into the positive.
反压制的能力不会造成单位受到压制效果时反而强化
> * • Prevented area of effect suppression originating from target entities inside of buildings from spreading to units outside a building.
当建筑内单位用范围压制技能时不会影响到建筑外单位
> * • Increased the suppression and damage on suppression weapons at distant range.
强化压制武器对远距目标的压制效果和伤害
> * • Fixed a bug where units that had been completely replaced via reinforcement would lose their control groups.
修正当一个小队内的所有单位都因为增援而被换过一轮时会失去原本编队的问题
> * • Removed Ravener tunnel impass to prevent several blocking exploits.
地道出口现在不会堵到人
> * • Requisition resource rates are now reduced depending on game size.
依据游戏规模减少军需资源
> * • Requisition points now increase by +5 requisition every 20 seconds (up from 15), up to a maximum of +30 (down from 35).
军需点每20秒增加5的收入速度 最高到30
> * • Fixed an issue with grenades not harming the squad that throws them.
手榴弹以后会伤到丢手榴弹的人
> * • Fixed an issue with the Apothecary’s Heal ability that prevented it from properly healing infantry.
修正医护兵的医疗技能不会医步兵的问题
> * • Reduced damage of Kommando hero’s Remote Bomb against HQ’s.
减少KOMMANDO的遥控炸弹队主堡的伤害力
> * • Kommando hero’s Kaboom! now properly deals 500 damage to the Kommando, but does not kill him.
KOMMANDO的遥控炸弹对自己造成500伤害 但不会自杀
> * • Tyranid Warrior Adrenal Gland melee damage reduced to 52, from 60.
warrior近战升级伤害从60降到52
> * • Reduced firing rate of Hive Tyrant Venom Cannon to match the other versions. Damage reduced to 60, from 85. Area of effect damage modifier reduced at outermost radius to 0.3, from 0.4.
HT的毒液炮射速下降 伤害降低 范围缩小
> * • Spore Mine blast radius increased to 10, from 8.
胞子炸弹范围增大
> * • Increased accuracy of small arms against Ripper Swarm to 0.3, from 0.2.
远距武器打ripper更容易中
> * • Ripper Swarm cost increased to 240, from 200.
ripper+40元
(以下14/2 为追加新译)
有几个变化,是值得进一步的解释的.
The original Beta resource rates were purposely reduced in team games (based on the number of players) to control the rate at which teams teched up and to keep the pacing consistent with 1v1 games.
在原本的Beta 测试版团队游戏中, (根据玩家的人数)资源率是刻意减少来控制着队伍的科技升级以使和 1 vs 1 游戏的步调一样。
However, player feedback from team games and our own analysis showed that Requisition was earning too slowly, resulting in fewer units on the field compared to a 1v1 (on a per player basis).
但是, 在团体游戏中, 玩家反映和我们的分析显示了人力资源增长太慢, 导致比 1vs1 时, 更少单位出现在战场里(以每一玩家基础).
With the Beta balance patch, we tried to address this problem in two ways – by removing the Requisition resource modifier completely in team games and introducing a new Requisition mechanic whereby the rate increases the longer a point is held.
These changes had the combined and unintended side effect of grossly increasing the Requisition rate in team games. In our first patch, we are reinstating the Requisition modifier in team games for pacing purposes but retaining a gradual rate increase mechanic to ensure Requisition eventually escalates to appropriate levels. Our internal tests have validated this change and we expect Requisition rates in team games to be much better paced.
(以上意译) 在 Beta 平衡更新档, 我们已尝试解决这问题 : 完全移除团体游戏的人力资源修改器及引用新的人力资源机制来遂步增加人力资源到适当程度. 我们的内部测试证明了这个改变在团体游戏里有更好的步调.
The second element we would like to talk about is suppression. Generally speaking, the suppression mechanic should work very similar to how it did in Company of Heroes - to inexpensively neutralize infantry forces – however, directly porting over this system has proven insufficient. Here are some problems that have appeared in the Beta and the solutions we are implementing in the patch.
第二个元素我们想谈及的就是压制. 普遍来说, 压制机制应该会像英雄连一样运作 - 可以不昂贵地抵消步兵力量 - 但是, 直接移殖这压制机制已被证明还不足够. 在 Beta已显示了一些问题, 而解决方案将会在更新档实施
* • Suppression is too easily neutralized by melee based opponents because once a suppression unit is attacked in melee, that unit is rendered completely ineffective. To play an effective role on the DOWII battlefield, suppression is now more effective against melee units at short ranges.
* •压制是太容易被肉搏系抵消. 因为一个压制单位被肉搏系对手攻击时, 那压制单位被变成完全无效化. 为了让压制单位在 DOWII 扮演更有效的角色, 压制将会更有效地在短距离能对抗肉搏单位.
* • Suppression units are quickly overwhelmed by groups of standard ranged units. To prevent this, suppression has been made more effective against ranged units who choose to enter their firing range.
* •压制单位被几组中等射程单位快速地压倒. 为了防止以上事情,压制已经被调整成在压制范围内更有效地对抗射程单位
* • Units in cover are too vulnerable to suppression. As a result, cover has been made more effective at dissipating suppression.
* •在压制中, 蔽体掩护的单位实在太脆弱了. 最后, 蔽体掩护已经被调整成更有效抵消压制力量
Together, these changes should dramatically increase player’s tactical options for using and countering suppression. Moving forward, we will continue to explain some of the changes we’re making to the game to a greater extent because we know many of you are very interested in how we arrived at the decisions we’ve made. Sometimes we just make mistakes, we’re only human after all, but other times there are very good and well thought out reasons behind the changes.
这些改变将会大幅度增加玩家的战术选择去运用压制和对付压制. 在将来, 我们将进一步解释一些我们所作的变化,因为我们知道很多人都非常关心我们如何做出这样的决定。有时候,我们会像普通人一样犯错,但有些时候,在改动背后是有很好的和深思熟虑的原因。
Our work to make DOW II’s multiplayer experience as fair, fun and exciting as possible has just started. We sincerely hope you enjoy the game and continue to support us through your community participation.
The Dawn of War II Team
我们的目的是使DOW II 的多人游戏在刚开始玩时就尽可能体验着公平,乐趣和令人兴奋。我们真诚地希望您享受这个游戏和通过您的社区参与继续支持着我们。
Dawn of War II 开发队伍上
到以下能可看到一个全面的错误修复, 更改的列表. (此篇本人无力翻译........汗) <<< 顶楼那篇
http://community.dawnofwar2.com/viewtopic.php?f=20&t=9771
[ 本帖最后由 netnight 于 2009-2-20 03:20 编辑 ] |
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