昵称: 火尾
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"二選一平衡"(Alternative Balance)
原文:
Weapons and armor
- Protection values of armor, shields and helmets revised.
- Requirements of strength and perks to use a shield implemented.
- New reputation requirements when buying armor.
- Farmer's, Ranger's and Nomad's clothes are now treated as robes.
- Damage, gold value, and required attributes of weapons revised (swords, large weapons, bows, staves, magic staves, woodcutter's axe and pickaxe).
- The main required attribute for the Master sword is now dexterity.
- Some special swords and large weapons grant additional bonuses.
- The hero needs Ancient Knowledge of 250 or 300 resp. to wear the Crown of Adanos or the Robe of Adanos.
Quests
- (Almost every of the) Quests, for which the hero has to kill someone, will be cancelled or can not be succeeded anymore, when the quest giver dies.
- The hero also gets a little attribute boost as a reward if he decides to follow Xardas ("Adanos way").
Experience points
+ The hero gets experience points for pickpocketing.
- Less experience points for killing harmless animals like rabbits, snakes, cows etc.
- For killing a Goblin Shaman, one now receives +70 experience.
- Black Trolls now are stronger than regular trolls. When the hero kills them, he will receive +700 experience.
Perks, magic, attributes
- The hero has to invest twice as much gold and learning points to increase strength, hunting skill or ancient knowledge if he already has 250 points or more.
- Bookshelves and large stone tablets only provide 3 instead of 5 points of ancient knowledge or alchemie resp.
- Permanent bonuses of potions and small stone tablets changed.
- Adjustment of required attributes, learning points, and gold costs when learning perks.
- The reduction of the perk "Mana regeneration" from CP 1.5 is now only in effect when "alternative balancing" is switched on.
- The perk "Regeneration" (of hitpoints) is not active when the hero carries a weapon in his hand.
- The regeneration of life energy is now percental (1,25 % of max. life energy per second).
- The perk "Acrobatics" won't make the hero immortal when falling.
- After learning the perk "Masterthief", the hero can commit thefts in cities without being taken to task for them (as long as nobody witnesses the theft).
- The perk "Magic staves" gets more powerful when the hero's ancient knowledge increases.
- Adjustment of required attributes, learning points, and gold costs when learning new spells.
- Dependencies on perks or spells when learning spells added.
- Dependencies between perks revised.
- Adjustment of mana usage of some spells.
- Power and effect of several damage spells revised.
- The spells Hailstorm, Fire rain and Time bubble will take effect around the NPC in focus, not around the hero.
- Some of the "highest knowledge" spells have been exchanged.
- When starting a new game, the hero has 150 stamina points.
- The hero loses slightly less stamina when running than before.
- While a menu is open, the hero won't regenerate stamina, life energy or mana.
- During a parade, the hero will only regenerate as much stamina as if the hero was diseased.
- If the hero has too few stamina points, his hits will be slower in melee fights.
Combat
- Goblin shamans don't cast homing fireballs anymore, only normal ones.
- Fighting behaviour of Xardas improved.
- New damage and protection calculation when NPCs hit the hero with melee weapons.
- When playing with difficulty "hard", bows and crossbows cause 20% more damage than before.
- When humans or orcs fight with fists, they cause less damage.
- The hero's oponents suffer less damage during arena fights.
Other topics
- Rearmament of a disarmed NPC toned down.
- Some particularly mighty weapons can't be bought from traders anymore. Those special items are only be available by looting chests.
- Traders pay the hero slightly less gold for his goods.
餵估狗的翻譯:
武器和盔甲
- 裝甲,盾牌和頭盔保護值修正。
- 強度和福利的要求使用盾牌執行。
- 購買裝甲時,新的聲譽要求。
- 農民,遊俠和游牧民族的衣服,現在被視為長袍。
- 武器修改(劍,大型武器,弓箭,法杖,魔法壁,砍柴的斧頭和鶴嘴鋤)損害,黃金的價值和需要的屬性。
- 主劍的主要必要屬性現在靈巧。
- 一些特殊的劍和大型武器給予額外的獎金。
- 英雄需要的250或300響應古代知識。穿Adanos的官方或Adanos的長袍。
任務
- (幾乎每一個)任務,為裡面的主人公有殺人,將被取消或不能再得手,當任務給予人死亡。
- 英雄也得到一點屬性提升作為報酬,如果他決定跟隨Xardas(“Adanos辦法”)。
經驗值
+英雄獲得經驗值的扒竊。
- 經驗較少分殺害無害動物,如兔子,蛇,牛等。
- 對於殺死一名地精薩滿,現在收到70經驗。
- 黑巨魔現在比普通巨魔更強。當英雄殺死他們,他將獲得700經驗。
心動,魔法,屬性
- 英雄有投資的兩倍多黃金和學習點,以增加強度,狩獵技能或知識的古代,如果他已經有250點以上。
- 書架和大型石碑只提供3而不是5分古代知識或alchemie RESP的。
- 藥劑和小石碑常駐獎金改變。
- 需要的屬性,學習要點和學習津貼時,黃金的成本調整。
- 從CP1.5振作“法力再生”的減少,現在只有生效時,“替代平衡”接通。
- 該振作“再生”(中生命值)是不活躍的英雄時攜帶在手裡的武器。
- 生命能量的再生現在percental(最大每秒生命能量1.25%。)。
- 該振作“雜技”不會落下時,使英雄的不朽。
- 學習振作“Masterthief”後,英雄可以承擔城市盜竊而不被帶到任務,他們(只要沒有證人盜竊)。
- 該振作“魔術壁”變得更加強大的英雄古代知識增加時。
- 需要的屬性,學習點,並學習新法術的時候黃金的成本調整。
- 當學習法術加在津貼或法術依賴。
- 福利之間的依賴關係調整。
- 一些法術的法力使用情況調整。
- 電源和幾種破壞法術修訂後的效果。
- 該法術冰雹,火雨和時間的泡沫將周圍的NPC效應的重點,而不是周圍的英雄。
- 一些“最高知識”法術進行了交流。
- 當開始一個新遊戲,英雄有150點體力。
- 比以前運行時,英雄失去略少後勁。
- 雖然菜單是開放的,英雄不會回复體力,生活能源或法力。
- 在遊行,英雄只會生成盡可能多的體力彷彿英雄是有病。
- 如果英雄太少耐力點,他的命中將是近戰的戰鬥慢。
戰鬥
- 地精巫師不投歸巢火球了,只有正常的。
- Xardas的戰鬥行為的改善。
- 新的損害和保護計算時的NPC擊中英雄近戰武器。
- 當“硬”有困難打,弓和弩造成20%的傷害比以前。
- 當人類或獸人用拳頭打,他們造成的損傷較小。
- 英雄的oponents遭受競技場中的戰鬥損傷小。
其他主題
- 一個解除武裝的全國人大重新武裝淡化。
- 一些特別強大的武器不能從商人買下了。這些特殊項目只可通過搶箱子。
- 商人支付英雄略少金為他的貨物。
簡略翻譯
若沒有開,則開始新遊戲後和之前版本的內容差不多
有開的話,開始新遊戲後很多設定會變得比較"合理"
像是低等技能.法術學習所需LP會遠較高等的要低
例如閃光所需LP只剩3,而像冰風暴.火雨之類的所需LP則高達35(詳細記不太清楚了...)
現在打暈NPC武器也不會重生(簡斯遊俠弓洗錢法沒了~但"有些NPC"還是可以洗...)
讀石碑.書架之類所加的遠古知識or鍊金知識變原本的60%(5=>3.10=>6.20=>12)
之類等等...看得懂英文的話遊戲資料夾裡有詳細說明
簡單來說: 更合理, 變難了
只開啟 AI switch 的話
When NPCs use weapons, they are able to block an attack completely.
- The hero can block constantly for 2.5 seconds at most.
- NPCs can't block forever, too, but longer than the hero.
- A successful block can be recognized by a corresponding sound.
- Enemies won't hit from too far away so often.
- NPCs who use a weapon can walk in a circle around the hero.
- The "intelligence" (or error frequency, resp.) of NPCs is attached to the level of difficulty.
- Arena fights are one level harder than other fights.
- Animals and monsters are able to sprint to their enemies.
- Hit probability of animals and monsters potentially improved.
- Animals and monsters use different combat tactics when the player rightclicks constantly.
- Nearly all animals and monsters now chase after the hero longer than before.
當NPC使用格擋,它們能夠完全防禦。
- 英雄最多可以阻止不斷為2.5秒。
- NPC無法一直防禦,也不過比英雄更長時間。
- 一個成功的格擋可以通過一個相應的聲音識別。
- 敵人遠距攻擊頻率降低。
- 誰使用武器的NPC可以走在周圍的英雄了一圈。
- 籌備的“情報”(或錯誤頻率,RESP)附連到的難度。
- 競技場難度上升。
- 動物和怪物能夠衝刺,以他們的敵人。
- 動物和怪物的命中率可能提高。
- 動物和怪物使用不同的作戰戰術,當球員rightclicks不斷。
- 幾乎所有的動物和怪物現在是英雄的追逐比以前更長。
簡單翻譯:
AI戰鬥更刁鑽 , 格擋一次不能超過 2.5秒
動作變僵硬 = =
兩個一同開啟的變化:
- The hero can be attacked by a maximum of one, two or three melee enemies at the same time (depending on the level of difficulty).
- Attack frequency of boars, wolves, Temple guards etc. decreased. Exceptions: zombies and mummies.
- Attack movements of trolls are slower.
- Some mages are able to summon creatures who help them when the hero attacks them or their comrades.
- 由難度決定主角一次可以被多少敵人揍(1個兩個或三個。
- 野豬,狼,警衛等人的進攻次數減少。野生動物類人型生物攻擊頻率降低 (放水) 例外:殭屍和木乃伊。
- 攻擊巨魔的動作慢。(放水
- 一些法師能夠傳喚生物誰幫助他們當英雄攻擊他們或他們的同志。
建議開啟 2選1平衡, 其他不要管 |
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