暴雪皇帝 暴雪皇帝
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翻译帝滚进来!!!干活啦~~~~~这次是有图有真相!!! Hey everybody. Not a blog time! Quick update for the week - I'm done with my Skill pass! Hooray! All classes have been gone through and skills touched up, or reworked where lacking. That means that tomorrow, I move over to Act 3 to work with Marsh on getting it wrapped. As per usual, everybody is working like crazy to get this ready for ship. QA and went through and did a bug purge this week, and the number of bugs we are left with is surprisingly low. Again, hooray! Now, last week I promised I'd talk a bit about skills, skill 'trees', and tier bonuses, so I'm going to do that now. I've been knee deep in them for days, so this is as good a time as any. You'll have to forgive some rough-and-ready dev screenshots - these aren't set up for the prettiest backgrounds or best equipped characters. Firstly, here's a quick look at what a skill pane looks like -So, as previously, each class has three panes. Each pane contains 7 active skills and 3 passive skills, for a total of 30 skills per class. Each skill is unique to the class, and there are no shared abilities. By contrast, in Torchlight 1, each class had around 30-31 skills - 16 of those were shared skills that everyone had, and each pane had only 5 active skills apart from those. There were only 15 unique skills per class. Things are much different now, and the skills have all had significantly more effort expended on them. The red skills up top are all actives - the blue skills down below are passives. Skills unlock for investment in reading order - from top to bottom. You still need to spend skill points to purchase them, just as before, but it's a cleaner layout and makes it more straightforward for us to make them available at the level we want them. Now that the passives are separate, they are unlocked at a different (faster) rate, so that they don't have to be tied down based on where actives are in the advancement series. You can also see on this pane a representation of the 'Tiers' for each skill. Every skill can have 15 points invested in it. After every 5th point invested, the skill will receive an additional 'Tier Bonus' that adds to its basic functionality in a hopefully more interesting way. Passive skills do NOT receive Tier Bonuses. Beneath each of the red skills you can see a progress bar - this shows your overall investment in the skill. The I, II, and III show that filling that section of the bar will result in a Tier Bonus ( At which point the numeral will light up ) Tier Bonuses are pretty varied between skills - some will be more interesting than others, depending on the skill and what it is used for. The Tier Bonus for a party buff may not be particularly visually spectacular, but we have tried to add new effects or improved utility wherever possible to make it more enticing to put more than one point into certain skills. Here's a specific example of a skill and the Tier Bonuses that go along with it that you won't have seen before, as we didn't feature it in the Beta or at any public showing.At the bottom, you can see the Tier bonuses you will receive ( you can also see these separately by mousing over the progress bar on the skill pane ). Bramble Wall is an Outlander skill that creates an arc of impassable thorns in front of you, which monsters cannot pass, but you can shoot over. The tier bonuses here provide additional abilities to Bramble Wall. After the first 5 points, and enemies within range of the wall when it rises will be damaged ( you can see that damage being applied up in the rank description, as I have unlocked Tier 1 ). At 10 points, the length of the Bramble arc is increased, and at full investment, the Brambles emit poison clouds which will continously damage enemies that draw near the brambles to pass around them. You can seem examples of the tiers for Bramble wall below.We try where possible to have visual alterations to skills to reflect what is going on with the bonuses. Some skills may only get a range or angle increase on their tier bonuses. Eviscerate is an example - but Eviscerate at max investment looks a lot different from Level 1 Eviscerate.Hopefully this gives you a good idea of how our alterations to the Skill system function. See you next week! I'm looking forward to digging into Act 3 (although I'm not planning to talk about the content there - it's all going to stay under wraps until launch). Thanks, everybody!
翻译帝~请进 Not a Blog - Food Poisoning Edition So, I haven't felt my best for the past day and have a been a bit under the weather, but progress marches on. Here's the recap for this week! Act 2 polish is done - yay! Barring any multiplayer quest issues or balance problems that are exposed during testing, it's in the can. I went through a round of fixes for multiplayer quest-related issues over the week and things are feeling pretty solid. Matt also put together some new sounds for some of the monsters and bosses. Slick! I went on to work on the player skill pass. I finished my pass through the Outlander and am about halfway done with the Engineer. I hope to be done with the Engineer by the end of the weekend. Marsh has continued work on Act 3, and I hope to join him in about a week to help bring it home. *Matt T added a 'reroll world' checkbox to the multiplayer game creation menu. *Brock is re-setting stuff up for the latest Steam wrapping *I added Blindness resistance. Because we didn't have it. And we needed it. *Made fishing slightly less fiddly *Did a pass through XP tables and loot tables and fixed some errant values assigned to various units *Enforced a min size on automap textures so that they look less gross for small regions *Matt T made characters save immediately after trading *Fixed some MP random teleportation desync issues *Passive pets don't draw aggro *Various bugs were squashed *Plenty of things I'm not mentioning as I am at home today and can't ask around easily. --------------------------------------------------------------------------------- So, what's coming up, and what remains to be done before launch? Here's my rough plan - next week, I'll finish with the Embermage and Berserker skill passes. Once completed (guessing Friday), I'll move over to start helping Marsh out on Act 3. In the following weeks we'll wrap Act 3 together, partitioning duties, and then move on to split the last Act ( which is quite small) and finish up. That's all I've got for today! For next week, I'll try to write up a few examples of the way tier bonuses work on a few skills, as I'll ideally be all done with those. Thanks everybody! 机翻者滚!!!!!!!!!!!!!!!!!!!!
谁翻译一下runic新出来的文章啊 It's Friday! Time for another Not A Blog. I don't have earth-shaking new news this week or a specific 'featurette' in mind, so I'm just going to give you a dev update. I'm now done with everything in Act 2 except the last boss - which I hope to mostly complete over the weekend. There will probably be a few trailing animations and FX that get picked up on Monday, but my aim is to be wrapped on Act 2 at that point. This makes me very happy. I think Act 2 has turned out really well, and am pretty jazzed about how very different it feels from the other acts. I was hoping to be done with the whole Act by the end of the week, but didn't quite make it, largely due to some unexpected bugs cropping up that chewed up a good day and a half of time. We ended up putting together some new art this week for the three superchampions in Act 2 part 2 ( which are part of a boss chain ), and they came out pretty cool. Their previous incarnation was 'meh', and this is a big improvement. This isn't a comprehensive list of other tasks - but here goes. ------------------------------------------------------------------------------------ This week Marsh and I ended up spending a good bit of time doing some bugfixing. *There was an erratic issue with UI sorting which we found, due to an uninitialized variable somewhere. *There were some 'dirty pathnode' occupation issues in warping situations that I fixed. *We fixed an issue with dead boss units on level loads triggering certain events they shouldn't. *We found a problem with ai-animations not properly updating when offscreen for level owners in certain situations. *I fixed improper culling of scaled animated background room pieces. I fixed several problems with quest flags not restoring properly. *We had a problem with magicfind where unnaturally high boosts (which we sometimes use in spawnclasses to guarantee nice items) could pass the max limit and cause unexpected results. I added in protective code which prevents that but maintains the ratio between itemtypes. *I made it possible for any unit to consistently ignore your pet as a targetable. *Marsh added the ability to have footstep particles ( he really needed it for one of his boss battles, because it felt lame not to have splashes ). I added some to desert and snowy regions after that went in. *Some music fading issues with boss battles were resolved. *I fixed some problems with certain kind of localonly triggerable units pingponging messages in multiplayer *Matt Uelmen put together a even more cool ambient sounds which Patrick integrated *Some special modifications were made to the level running up to the last Act 2 boss to make it cooler. *Erich did some more fishing hole work and some unique work *Erich did some magicfind balance and made merchants cooler *Matt worked on NG+ UI stuff and some trailing portal/waypoint UI fixes. *Achievements are now being hooked up. *A new unit was made for the last Act 2 boss battle I'm working on right now which should make it much, much cooler. *Marsh continued to make good progress on his act and fixed bugs *Everyone everywhere continued with polish. *Jeff added some more face and hair options, among other things My plan for next week is to focus almost entirely on skill tree polish for the classes (although I may switch gears throughout the week to help Marsh out on Act 3 ) Thanks all! Travis
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