ToBeTemplar ToBeTemplar
然则不变者,斯人与人之隔阂,无可抵达之伽蓝境界……
关注数: 209 粉丝数: 550 发帖数: 35,697 关注贴吧数: 14
新补丁出来了没人水? CHANGES TO THE FORGE OF DAITH We’ve heard your feedback on the Forge, and have implemented a preliminary set of changes to deal with the most prominent gameplay issues: Items will now revert back to their previous upgrade level after Reforging expires, rather than their base level The ‘Naestra leaves’ option that appears when Daith offers to reforge a completed item with now reduce the timer until the next new item is offered by 2 turns In addition, we’ve done a balance pass on all the items offered by the Forge. All items have had their stats tweaked, and Reforged items will now be significantly stronger, so they are viable choices in comparison to permanent upgrades. CHANGES TO OFFICES With the Wood Elf offices, we generally sought to avoid too many factionwide effects as these tend to promote recruiting Lords purely to fill a slot, then disbanding them. While this is appropriate for some factions – such as the Empire, where filling the Elector Count seats is the goal of the campaign – for Wood Elves we wanted to focus on offices as a tool for customising Lords and enabling alternative strategies and playstyles. In this context, Durthu’s offices were meant to complement a more defensive playstyle where your Treemen lords would passively buff their local region while defending it, whereas Orion’s were designed to promote a more ‘spiky’ playstyle focused on expansion and contraction, with multiple armies running alongside each other to maximise bonuses. In retrospect, the effects were probably not strong enough to have the desired effect. As such we have added adding the following: ORION Master of Scouts and Herald of the Hunt: +30% income from raiding to local forces Master of Drums and Master of Supplies: +25% income from post-battle loot to local forces Talon of Kurnous, Spirit of the Hunt, and Master of the Hunt: +15% razing income to local forces Like other effects, these are doubled in strength during Wild Hunts. If several Lords with the same effect are in the same region, the effects will stack DURTHU All non-faction-leader Office slots provide -20% upkeep for all units while in owned territory BUG FIXES AND IMPROVEMENTS Fixed an issue where Ariel would not spawn in the Eye of the Vortex campaign after manually fighting a Forest Encounter Fixed a bug responsible for various issues (e.g. some cases of unresponsive Forest Encounters, the Forge of Daith not firing) Drycha’s quest chain will no longer abort if Middenheim is captured instead of raided Coeddil now has the Immortal trait Fixed a crash that could occur when escape was pressed after starting a ritual Custom battles no longer crash when loading with more than 20 Clan Moulder units are selected Removed some legacy advice that triggered on constructing the Oak of Ages which could cause soft-locks if the player completed a Ritual of Rebirth at the same time We have fixed a problem which caused unresolvable Forest Encounters issues. However, this will not fix existing broken Forest Encounters. As such, we’re removing the Forest Health penalty from ‘unresolved encounters’ so that these broken encounters will not permanently hinder campaigns The Wood Elf version of the Gaean Vale main settlement chain now has correct effects and unlocks the correct number of settlement slots The level 4 and 5 Tree Spirits building (and the level 3 version for Drycha) now grant +1 recruitment capacity for Dryads Orion’s Lord Effects now also apply to Great Stag Knights Ariel’s Chosen will now correctly apply its melee attack increase effects during Forest Battles The Stolen Power trait awarded from Drycha’s quest chain now correctly grants physical resistance to Tree Spirit units Archaon’s faction effect now correctly increases weapon strength per rank Wood Elf factions are now much less likely to refer to each other as traitors when they have positive diplomatic relations We en-baubled the Oak of Ages but the dryads ate them all The Lost Plateau region now correctly has a Heathland UI indicator Throt will no longer be forced into a Military Alliance with the Wood Elves after completing his Vortex Final Battle Doomfire Warlocks once again use a weaker version of Doombolt for their bound abilities Settra is once again Undead when on his Chariot of the Gods mount Coeddil, Ariel and Ghoritch now have zero upkeep, bringing them in line with other legendary heroes The hidden army ability used to grant siege attacker is now actually hidden. The Power of Placeholder was too great to be handed out so freely Fixed an issue that prevented the multiplayer leaderboards from being reset correctly. The multiplayer leaderboard has not been reset with this update Various localization fixes
骑马与砍杀2:全面战争阵型新手教学 我是一名全战玩家入坑的骑砍2,在爽了一段时间的偃月刀以后,发现自己就算能砍死50个人也无法动摇千人军团战的战局,随后开始尝试将全战的思路引入骑砍;本贴主要交流大规模军团作战的指挥与阵型心得,有不足之处欢迎友善交流 首先要说一下阵型怎么摆,开打之前需要做准备,需要把单手武器+盾牌的兵编为1队,弓手2队,骑兵3队,骑射手4队(这些都是默认的),然后是长枪/双手斧/双手剑兵5队(队伍界面选取单位以后右上角罗马数字选择,每次读档需要重新编队很**);进入战斗以后找高地让弓手上去,展开散阵,这样他们就有比较好的射界,如图所示,红色是敌人,蓝色是我方,由于全战的老习惯我很讨厌骑射手所以没带,你喜欢的话可以直接F6让其自由发挥:其中,我方的盾牌兵需要拆成两队(选中盾兵指令F7然后拖一半人选择一个新的编组比如6队),然后让他们站在两侧,组成方阵 AI在进攻你的时候一般会把骑兵拆成两队,你本人可以和矛兵站在一起等待敌人骑兵冲锋,把他们戳停吃掉,而左侧的骑兵会尝试撞你的盾兵,不用管他们 这次AI更新以后敌人的步兵面对弓箭会优先举盾防御,你的弓手会浪费大量的箭矢,建议先关闭射击(指令F4),然后进行这样的阵型移动:你两侧的盾牌兵一旦接近敌人的步兵以后,敌人的步兵就会取消盾阵过来砍你,这时就是弓手输出的绝佳时机,开启射击让弓手输出,同时你可以带着你的菜刀兵(比如阿塞来的大斧子兵或者瓦国的斧枪、北佬的狂战士等待)冲向敌人快速收割人头,同时你的骑兵绕后以后直接发动冲锋攻击对方弓手 以上几个动作尽量要快、要同时发出(因为敌人进攻的时候也是全军协同进攻),这样就会瞬间打崩对面的士气,第一波进攻的敌人秒白,以极低的战损换得局部的胜利 还有一点要注意的是,你的骑兵和步兵冲锋杀一阵以后需要及时进行归位,不要让他们一直打,否则他们会冲过去杀到敌人新刷出来的地方与你的弓手脱节,这就很危险了,所以见好就收也不要总是追杀逃兵,反正打赢了他们也会被俘虏 以上就是一名全战玩家的骑砍阵型经验,欢迎交流
1 下一页