深渊号角制作组采访25/01/07
英雄无敌3吧
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仅看楼主
level 12
今天heroescommunity上转了一篇hota制作组的采访贴,翻译内容如下:
随着Hota新年版本的发布以及新城镇的宣布,Tavern of Might & Magic就最近的成就和未来计划采访了HotA Crew。内容提要:
- 堡垒是HotA中首批和港口一起提出概念的城镇,这是我们归根的城镇。
- 这个城镇是沃里岛住民的社区,由众多智慧种族共享:精灵,霜巨人,狗头人和雪人。
- 城镇形象基于Docent Picolan and Alex-ander提出的概念。城镇的兵种线在Docent的时期就定下来了。
- 城镇的风格和英雄无敌3其他城镇一样多元。堡垒混合了斯堪的纳维亚和苏格兰高地等北欧文化以及北极地区,塞尔维亚地区等地的文化。
- 势力着重防御能力
- 目前展示的堡垒住民视觉效果只是先行版本;在动画调整、精灵图的后期处理、光影校正以及相机角度优化等方面仍有大量工作,这些改进可能会显著影响游戏中生物的整体观感。
- 堡垒会和讲述其历史背景的战役一同发布
- 我们的短期目标包括在场景编辑器中引入新的高级事件机制,使得创造更为复杂灵活的事件和任务变为可能。
- 未来计划中包含对法术的重平衡(划重点!)
Following the New Year's patch release and the big announcement of the new town in development for HotA, Tavern of Might & Magic interviewed HotA Crew on our latest achievements and further plans. Key points:
- The Bulwark was one of the first faction concepts in HotA, along with the Cove. For us, this is a return to our roots.
- The town is a community of inhabitants of the Vori island, belonging to a number of intelligent races: elves, jotunns, kobolds, and yeti.
- The town's image is based on a concept created by Docent Picolan and Alex-ander. The town's line-up of units was approved back in Docent's time.
- The style of the town, like of all others in HoMM III, is eclectic. It is based on a mixture of aesthetics of various northern peoples: Scandinavia and the Scottish Highland, as well as the indigenous peoples of Siberia and the Far North.
- The main focus of the faction is defense.
- The presented visuals of the Bulwark's inhabitants are preliminary; there is still a lot of work ahead on tuning animations, post-processing sprites, correcting lighting and camera angles, etc., which might yet dramatically affect the perception of creatures in-game.
- The town will be released with a campaign that will reveal its history.
- Our short-term plans include the introduction of an advanced event system for the scenario editor, which will allow one to create more complex and flexible events and tasks.
- Further plans involve rebalancing spells.
2025年01月06日 18点01分 1
level 12
(先放我最感兴趣的平衡性调整部分,估计城镇部分没几个人有精力看完)
“关于新城镇的讨论已经持续了很久,但比它更早的话题就是次级技能及其问题。其中一些技能,例如‘鹰眼’,因为其无用性激发了大量的梗和玩笑。在最新的补丁中,这些技能进行了重制。你们是如何做出这个决定的?在实施改动时遵循了什么样的理念呢?”
The only thing older than talks about new towns is the secondary skills and their problems. Some of them, like theEagle Eye, sparked a wealth of memes playing up their uselessness. In the latest patch, they were reworked. How did you come to this decision and what concept did you follow when implementing the changes?
我们的方法是增强或补充那些问题重重的技能,但又不希望过于偏离它们的原始概念。不过,我们并不认为所有技能都应该同等有用:
Our approach was to strengthen or supplement the problem-ridden skills, but without deviating too far from their original concept. However, we do not believe that all skills should be equally useful:
有些技能非常适合主英雄(例如‘进攻’),而另一些技能则更适合辅助英雄(例如‘学术’)。
- There are skills well-suited for the main hero (Offense) and others that work well for secondary heroes (Scholar).
同时,有些技能始终有用(例如‘防御’),而另一些技能则更加情境化(例如适合最终战的技能,如‘干扰’)。最重要的是,每种技能在当前的游戏玩法中都应该有一定的用途。
- And also, there are skills that are always useful (Armorer) and the more situational ones (for example, skills that work well in final battles, like Interference). The main thing is that every skill should have some use in the current gameplay.
以下是我们对这些改动对游戏玩法影响的预期:
我们希望让‘鹰眼’在辅助英雄中变得有用:用于评估敌方的魔法能力和游击战潜力;通过‘学术’技能将从敌人那里学到的魔法传授给主英雄,应该成为PvP中相当强大的武器。由于该技能现在与‘战术’类似(战斗中技能等级会因敌方技能等级降低),它也可以被主英雄用作对抗敌人‘鹰眼’的保护措施。此外,该技能还能用来弥补敌人更早获得地图控制魔法所带来的优势。这些魔法也可以通过攻击敌方英雄时学习到。”
Now let's go through our expectations for changes in the gameplay:
- We want to make Eagle Eye useful for support heroes: assessing enemy magic and hit’n’run potential; using Scholar to teach the main hero spells learned from the enemy should be a fairly potent weapon in PvP. Since the skill now works similarly to Tactics (its level in battle is lowered by the level of the enemy's skill), it will also be usable for the main hero as protection against the opponent's Eagle Eye. In addition, one can use the skill to level out the advantage of an opponent who managed to get map control spells earlier. These spells can also be learned when attacking an enemy hero.
学习能力:
该技能在游戏前期的升级中表现优异,特别是在预计游戏不会进入后期阶段时(如L大小模板,或某些高节奏模板的开局)。即使在游戏后期选择该技能,‘学习’也能始终为英雄提供额外的3次升级机会,这不仅对其特长(许多特长已经更新以提升实用性)有正面作用,还会额外增
加3
点属性。
- Learning should be good for leveling up at an early stage of the game in cases where there is reason to think that the late game is not going to happen (L-size templates, or high-tempo starts on some other templates). Even when picked late, Learning will always give the hero 3 additional level-ups, which should be a positive for their specializations (a number of which we also updated to make them more useful), along with 3 primary skill points.
急救:
该技能被设计为魔法英雄的防御术替代品。与防御术不同,‘急救’还能增加对伤害型魔法的承受力,但如果急救帐篷被摧毁,这一生命值加成将会失效。这种加成并非仅仅为了好看:在生物/资源银行的战斗中,帐篷不会出现在战场上,因此无法被摧毁。此外,随着升级相关技能,战争机器的生存率也会提高,使得帐篷在常规战斗中更难被摧毁。同样,‘炮术’技能也受益于战争机器生存率的提升。而伤害型战争机器的价格已降低,其伤害提升,使它们在游戏中的适用性大大增加。
- First Aid should serve as a kind of Armorer substitute for magic heroes. Unlike Armorer, it also boosts endurance against damage-dealing magic, but the HP bonus is removed if the First Aid Tent is destroyed. This boost is hardly decorative; it should work particularly well in creature/resource banks, since in such situations, the Tent is not physically present on the battlefield, and therefore cannot be destroyed. Plus, with the increased survival rate of war machines when upgrading the relevant skill, destroying the Tent becomes harder in a regular battle. Artillery also gets the benefit from increasing the mar machine survival rate. At the same time, damage-dealing war machines have been made cheaper and harder-hitting, which should keep them relevant much longer than before.
幸运:
现在‘幸运’技能的伤害计算采用了更公平的公式(将所有伤害及修正值翻倍,而不是像原版游戏那样仅仅将生物的基础伤害加100%并只考虑惩罚因素)。这种改动让‘幸运术’的实用性更加接近‘领导术’。
- Luck should benefit from calculating damage using a fairer formula (doubling all damage with modifiers, rather than adding 100% of the creature's base damage with only penalties to it factored in, as was the case in the original game–ed.). This brings this skill closer to Leadership in terms of usefulness.
巫术:
之前‘巫术’的加成过低,难以引起重视。经过量化更新后,该技能应能重新回归主流。
- Previously, Sorcery simply gave too little to be taken seriously. A quantitative update should bring this skill back into play.
弹道术:
我们提高了对城墙射击的效率以及命中目标的概率。未来,我们计划在游戏中增加更多涉及攻城战的情境。目前,这种情境在游戏中,尤其是在在线对战中,出现的次数非常少。
- With Ballistics, we have increased the efficiency of shooting at walls and the probability of hitting the desired targets. In the future, we want to create more in-game situations involving sieges. As of now, there are very few of them, especially in online play.
寻路术:
在玩家拥有‘旅行者之靴’、‘天使之翼’或‘飞行’魔法时,该技能几乎完全失去价值。基于此,‘寻路’技能现在可以将越野移动时的步数消耗降低至100以下。
Pathfinding used to be almost completely irrelevant if the player had Wayfarer’s Boots, Angel Wings, or the Fly spell. In light of this, the skill now reduces the cost of a step to below 100 when traveling off-road.
神秘术:
现在该技能按最大魔法值的百分比恢复魔法点数,从而提高其在后期游戏中的效果。
-- Mysticism now restores spell points as a percentage of the maximum to increase its effectiveness in the late game.
2025年01月06日 19点01分 2
level 12
未来版本有什么更新计划?
What other changes are planned in the upcoming patches?
们有很大的计划,包括短期期和长远目标
We have big plans, both for the near future and for later.
在短期,我们将专注于场景编辑器的高级事件系统。H4的场景编辑器比H3功能更多样,得以实现更丰富的地图事件和先知小屋。H4的编辑器允许创作者设定多层的“if then else”条件。
In the near future, we will focus on an advanced event system for the scenario editor. The scenario editor functionality in HoMM IV was significantly broader than in HoMM III. This was achieved through map events and seer quests, which were much more diverse there. They allowed one to create trees of “if..., then..., else..." conditions.
我们倾向于一步步给HotA的场景编辑器引入类似系统。我们很确定很多地图制作者需要这些功能,玩家也会乐于享受故事驱动的场景,这些功能会极大增加地图的多样性。
We intend to gradually introduce a similar system in the scenario editor for HotA. We are sure this should be in demand among map makers, and players will surely appreciate the new story-oriented scenarios; this should significantly increase their variety.
这个系统既包括新的条件类型(例如玩家的势力,或者次级技能的存在),也包括新种类的事件(包括像怪物发起一场战斗,获得战争机械以及完成任务)。这些都可以和许多的数值/逻辑表达组合在一起。在这个系统首次发布时,我们计划增加四种类型的高级事件--全局/城镇/任务/英雄事件,可在冒险地图和潘多拉魔盒中触发。
The system will include both new types of conditions—like the player's faction or the presence of a secondary skill—and new types of events altogether—including initiating battles with monsters, obtaining war machines, and completing quests. All of this can be combined with numeric values and logical expressions. In the initial version of the system to be released, we plan to add four types of advanced events—global, town, quest, and hero events—available on the adventure map and when opening Pandora's Boxes.
值得一提的还有法术的平衡调整。现在有许多法术在游戏中完全不被使用,四系魔法在实用性上差距也极大,这一点不可忽略。
Also worth mentioning is the planned rebalancing of magic. There are currently many spells never used in the game, and the four magic schools are very different in usefulness; this is something that definitely needs addressing.
和重做技能的理念一致,优先修改那些没用的法术。同时,最重要也最难的问题是如何修改冒险魔法。这些改动将包含增加新法术和对已有法术进行改动。
Our approach will be based on the same principles as when reworking skills: fix what is not working at all first. At the same time, the most important and difficult issue will be the revision of adventure map spells. These changes may include adding new spells, as well as editing existing ones.
此外,我们可能会调整某些平衡因素,以确保基础游戏玩法中的所有元素既不会成为“必选项”,也不会完全无用。尤其是,根据积累的实际游戏体验,我们不排除进一步微调技能和/或特长的可能性,尽管我们并不计划像最近那样对它们进行同等规模的根本性修改。
Furthermore, it is possible that we adjust select balance factors so that no elements of base gameplay are either must-have or completely unusable. In particular, we do not rule out further tuning of the skills and/or specializations based on amassed real game experience, although we do not plan any more fundamental revisions of them on the same scale as the one that just took place.
在游戏性改动之外,我们还计划增加新的内容:
- 延续我们和NWC讲述的故事的战役
- 场景(地图)--包括纯粹娱乐型和挑战型
- 中立生物(例如人鱼)和宝物
- 地图要素,尤其是在标准玩法下增强地狱,毕竟这是游戏中最弱的势力。
In addition to gameplay changes, we also intend to add new content:
- campaigns that develop storylines previously introduced by both us and NWC;
- scenarios—both ones suitable for simply having good fun and ones rather challenging for the player;
- neutral creatures (for example, a Mermaid) and artifacts;
- map objects—in particular, to slightly strengthen the Inferno in standard play, as it is still the weakest faction in the game.
我们对项目的开发有宏大计划,短期之内肯定不会停止!
We have big plans for the development of our project, and we definitely are not planning on stopping anytime soon!
你们对英雄无敌社区新的一年有什么期待?
What would you like to wish the Might and Magic community in the new year?
祝你们富足开心。当然了也希望大家有闲时间来玩我们大家最喜欢的游戏!
We wish you all prosperity and happiness. And free time that you can spend playing our favorite game together, of course!
2025年01月06日 19点01分 3
啥,完成这个雪域种族后准备进军H4了?
2025年01月06日 20点01分
@复生的沙之书 应该是把h4的编辑器搬过来,做更多触发让战役和剧情更有冒险和抉择感吧,其实工厂那个对赌战役就有这种感觉选择完全不同的两条路线叙事
2025年01月06日 22点01分
@光影之忆 [小乖]明白了。
2025年01月06日 22点01分
好好好,终于要加强wannafee了
2025年01月07日 04点01分
level 12
剩下的起来更[吐舌]
2025年01月06日 19点01分 4
都中午了,楼主被比蒙压床了吗[滑稽]
2025年01月07日 01点01分
@涟漪_无风带 起来了起来了,开更[喷] 昨晚打小丑牌睡太晚了
2025年01月07日 04点01分
@高空又坠物了☞ 全成就打吐了,从此再不打了[喷]
2025年01月07日 04点01分
level 8
[哈哈]为啥加强地狱?看不起我地狱?不过我觉得只要低级邪神也能召唤猪头,但是能力只有35hp一次就行了,高级邪神王,召唤50/次,却不占用行动回合,然后加10血量到55,其他都不用改,猴子已经很bug了,我经常第二周买出h4,40+猴子配合100不到的跳跳,下50-99的7队大树,直接练好了
2025年01月07日 00点01分 5
邪神王如果可以复活对方部队,强度会不会很高?
2025年01月07日 04点01分
@贴吧用户_0bUGRU6 复活谁都成,要升级才有特技就不咋样😅
2025年01月07日 07点01分
@贴吧用户_0bUGRU6 深渊号角人称小邪神王
2025年02月18日 18点02分
level 6
好好好,每年更新,玩一辈子
2025年01月07日 01点01分 6
吧务
level 10
地图编辑器更新太好了,新的机制新的官图,单机玩家的福音[太开心]
2025年01月07日 01点01分 7
level 12
虽然但是,塞尔维亚在东南欧[滑稽]
2025年01月07日 04点01分 8
原文说的应该是北欧+塞尔维亚这样吧[阴险]
2025年01月07日 05点01分
@高空又坠物了☞ 港口人称小城堡,工厂人称小塔楼,雪堡看来是小壁垒了[笑眼]
2025年01月07日 06点01分
level 12
风暴前的平静已经结束。Tavern踏上了未知之地,去探寻HotA团队为我们准备了什么。事不宜迟,让我们深入了解吧!
重要提示: 与“堡垒”阵营和事件系统相关的所有内容仍在开发中,可能会发生变化。
The calm before the storm is over. The Tavern heads to Terra Incognita to find out what the HotA Crew has got in store for us. Without further ado, let’s dive in
Important: all content related to the Bulwark and event system is under development, and may still change.
我们现在知道,HotA的下一个城镇将是“堡垒”。为什么选择它?
“壁垒”(曾称为“机械城”)实际上是HotA中最早的阵营概念之一,与“港口”同时期。尽管这个城镇的设定后来经历了重大演变,但对于我们来说,这是一种回归初心。
沃里岛的居民在NWC的原版游戏中几乎没有涉及,而自1999年以来,有关沃里主题阵营在《英雄无敌3》中可能是什么样子的讨论就从未停止过。即使到了今天,我们仍然在社交媒体和论坛上收到关于机械城原始构想命运的提问。所有这些让这个项目更加令人着迷,同时也赋予了我们巨大的创作自由。在《英雄无敌3》中,与北方原型相关的城镇形象并未被完全填补。据点仅在很小程度上符合这个形象,而塔楼尽管以雪地为原生地形,却完全没有体现这种北方风格。
沃里是一个神秘的冰封岛屿,位于恩塔格瑞大陆的西北方向。在《魔法门》与《英雄无敌》系列中,有关它的信息零散且稀少。
So, as we know now, the next town in HotA will be the Bulwark. Why?
The Bulwark, once known as Kronwerk, was literally one of the first faction concepts in HotA, along with the Cove. Of course, the town has evolved significantly since then, but for us, this is a return to our roots.
The inhabitants of the Vori island were covered very scarcely in the original games by NWC, and discussions about what a Vori-themed faction might look like in HoMM III haven't stopped since 1999. We keep receiving questions about the fate of the Kronwerk concept as originally envisioned by us on social media and on forums to this day. All of that makes this project all the more interesting, while lending us significant creative freedom.
The niche of a town associated with the archetypal North is not fully occupied in HoMM III. The Stronghold only fits the image to a small extent, while the Tower, despite snow being its native terrain, does not reflect it at all
Vori is a mysterious frozen island located northwest of the Antagarich continent. There were a few bits of disparate information about it provided in the Might & Magic and HoMM series.
“堡垒”城镇的概念是如何形成的?它是如何从最初的构想到现在的状态演变的?
该城镇的概念最初是在由HotA团队前成员hippocamus创建的论坛上宣布的,这甚至是在HotA项目正式启动之前,可以追溯到2007年。当时,这是用户d0s提出的一个“维京城镇”概念。随后,在2007-2008年期间,DF2论坛上的用户Alex-ander(负责设计“海港”形象的大部分视觉内容)将这个想法重新演绎为一个以矮人为主题的城镇。
在很多方面,这个新版本的灵感来自《英雄无敌5》和《圣战群英转2》中矮人阵营的风格,以及《奇迹时代》系列中的寒霜族阵营。以这样的形态,它加入了HotA团队在项目初期设计的城镇列表。该城镇的主要构思者和视觉设计师是至今仍活跃于HotA团队的Alex-ander。
How did the Bulwark town concept come about? How did it evolve from the initial idea to what we are going to see now?
The town concept was initially announced on the forum created by the former HotA Crew member hippocamus; this happened even before the inception of HotA, all the way back in 2007. At that time, it was a Viking town concept by the user d0s. Later, on the DF2 forum in 2007-2008, Alex-ander (the creator of the majority of visuals making up the Cove’s image) reworked this idea into the town of dwarves. In many ways, this new rendition was inspired by the style of dwarf factions from Heroes V and Disciples II, as well as the frostling faction from the Age of Wonders series. In this shape, it joined the group of towns worked on by HotA Crew at the very beginning of the project. Its main ideologist and graphic designer was (and still is) Alex-ander, an active contributor to HotA to this day.
2008年的早期城镇屏幕背景概念
Initial town screen background concept, 2008
2015年,DrSlash加入了HotA团队,他提出了一个独立的以沃里精灵为主题的阵营概念。在此之前,团队内部也曾考虑过类似的想法,因为北方风格的城镇非常适合这一主题。因此,这两个概念最终被合并,确立了“堡垒”作为Vori岛居民的城镇。这一决定是在Docent Picolan仍领导团队期间作出的。
In 2015, DrSlash joined HotA Crew; he had an independent concept for a Vori elf-themed faction. Similar ideas had been mulled over in the team before that, as a Northern-style town was ideally suited to their implementation, so the two concepts ended up being combined, finally establishing the Bulwark as a town of Vori islanders. This happened back when Docent Picolan was still at the team’s helm.
Alex-ande设计的早期“机械城”生物阵容之一
One of the earliest Kronwerk creature line-ups, by Alex-ande
生物阵容当时仍在不断调整,但在那个阶段,其核心已经基本成型。有趣的是,原始“机械城”阵容中只有一个单位以原始形式保留了下来。
曾经有一个将女武神加入“机械城”的想法,但霜巨人几乎是“请求”加入这一阵营的。关于握力岛已知的少数事实之一就是那里居住着冰巨人。考虑到壁垒中已有飞马,而城堡中还有天使,女武神显得是阵容中最冗余的单位,因此这一决定是显而易见的。然而,女武神的形象并没有完全被放弃:我们在设计“堡垒”女性力量英雄时,重新使用了一些女武神形象的元素。
The creature line-up was still undergoing changes, but at that moment, its backbone was formed. Interestingly, there is only one unit left over from the original Kronwerk line-up in its original form.
At one time, there was an idea to add Valkyries to Kronwerk, but the Jotunns were all but begging to join the faction; one of the few facts known about the Vori island is that ice giants live there. The valkyries appeared to be the most redundant unit in the line-up, given the existence of Pegasi in the Rampart and even angels in the Castle, so the decision was obvious. However, the valkyrie image was not entirely axed: we reused some of its elements when creating the image of the female Bulwark might hero.
Agar设计的女武神概念图
Valkyrie concept, by Agar
总的来说,我们相信这些变化让最终成果更加契合背景设定,同时也更具美感。初始概念的演变是我们创作过程中的自然环节,实际上我们所有的内容都经历了这种打磨,只有最好的选择才能进入最终成果。
趣闻:最初,“工厂”阵营犰狳的滚动动画原本是为“堡垒”的一级生物设计的。然而,这些生物后来被加上了头盔,滚动的动作看起来会显得相当别扭。因此,“壁垒”将这一动画设计“捐赠”给了“工厂”。
All in all, we believe that the changes served the outcome well, in terms of being both organic for the setting, and simply aesthetically pleasing. The evolution of initial concepts is a natural part of our creative process, and literally all of our content goes through this grind so that only the best options make it into the final result
Fun fact: initially, the rolling animation of armadillos from the Factory was supposed to be used by Tier 1 creatures of the Bulwark. However, later on, these creatures were equipped with helmets, which would make rolling look rather awkward. Therefore, the Bulwark “donated” this animation idea to the Factory.
Alex-ander的其他设计是否也体现在该城镇中?Docent Picolan是否参与了它的开发?
是的,目前城镇的外观基于Docent和Alex-ander在前者去世前设计的内容。Docent在讨论中非常活跃,尤其是在图形设计方面。城镇的生物阵容在Docent在世时已经得到批准。当然,自那以后,我们对图形进行了一些改动,同时也更深入地思考了某些单位在游戏中的角色。然而,许多“堡垒”的元素都从那个时期精心保留并得到了改进,其中包括Alex-ander本人积极的参与。
Are there any other developments by Alex-ander present in the town? Did Docent Picolan participate in its development
Yes; the current appearance of the town is based on what Docent and Alex-ander designed before the former’s passing. Docent was very active in discussing it, especially in terms of graphics. The town’s creature line-up was approved back when Docent was still alive. Of course, since then, we've made some changes to the graphics and gave more thought to the gameplay roles of certain units. And yet, quite a lot of things in the Bulwark have been carefully preserved from that time and improved upon, including with the active participation of Alex-ander himself.
Jotunn and Jotunn Warlord concepts, by Docent Picolan
Docent Picolan的霜巨人和霜巨人战将概念图
2025年01月07日 04点01分 9
差点以为这楼没了[滑稽]
2025年01月07日 06点01分
level 12
《英雄无敌 III》的各个阵营都以多元的风格著称。“堡垒”及其居民是如何体现这一特点的?
城镇的风格基于多种北欧民族的美学混合。它融合了斯堪的纳维亚和苏格兰高地的视觉元素,还借鉴了西伯利亚和极北地区原住民的影响。此外,雪怪的设计则追溯至喜马拉雅地区的民间传说。经典的奇幻主题也在其中扮演了重要角色。玩家在城镇发布后会看到完整的全貌,不过现在我们不想透露太多剧透。
HoMM III factions are all about eclectic styles. How does this manifest itself in the Bulwark and its inhabitants?
The style of the town is based on a mixture of aesthetics of a number of northern peoples. It features bits of visual influences from Scandinavia and Scottish Highland, as well as from the indigenous peoples of Siberia and the Far North. Moreover, the yeti harks back to the folklore of the Himalayan region. Classic fantasy motifs also play a significant role; players will see the full picture after the release, but for now, we wouldn’t want to be too rich on spoilers
“堡垒”已经开发了多长时间?
“堡垒/机械城”的开发经历了几个活跃阶段:首先是在项目启动之初的2007年;然后是在2010年代决定重塑阵营后的零星活动;而现在,从2023年底开始进入了真正的活跃开发阶段。How long has the Bulwark been in active development
There are several active periods in the development of the Bulwark/Kronwerk: first, at the very start of the project in 2007; then, some episodic activity after the decision to reimagine the faction in the 2010s. And now, the proper active phase has come, starting from late 2023
新阵营如何融入游戏玩法?它会占据怎样的生态位?
新阵营的主要特点是防御。其生物普遍拥有较高的防御技能和较高的生命值,但速度中等,与“要塞”的单位有明显区别。“堡垒”没有任何飞行单位,但拥有两个有趣的远程单位和两个施法单位,可以弥补其短板。城镇的原生地形将是雪地。How does the new faction fit into the gameplay? What niche will it occupy
The main focus of the new faction is defense. Its creatures generally have a high defense skill and a significant HP value, but average speed, which sets them apart from, say, those of the Fortress. The Bulwark will not have any flyers, but there will be two intriguing shooters and two spellcasters, which should compensate for its shortcomings. The town's native terrain will be snow.
2025年01月07日 04点01分 10
level 12
冒险地图中的堡垒
The Bulwark on the adventure map
公告中透露了一些“堡垒”单位,可以介绍一下它们吗?
一级单位是在冒险地图上看到的地精(狗头人)。它们扮演了以防御为主的步兵角色,有点类似“城堡”中的长矛兵或“壁垒”中的矮人。狗头人与北欧神话有关,其形象在奇幻题材中经常出现,因此对于这一类型的粉丝来说非常熟悉。此外,它们早在《魔法门》RPG系列的早期游戏中就已经登场过了。
Several Bulwark units were revealed in the announcement. Please do tell us about them. - Tier 1 units seen on the adventure map are kobolds. They play the role of defensive-minded infantry, something like the spearmen of the Castle or the dwarves of the Rampart. These creatures are associated with Northern European mythology, and their images are often found in fantasy, so they are familiar to fans of the genre. In addition, they have already been featured in the early games of the Might and Magic RPG series.
魔法门1(PC)中的狗头人
Kobold from Might and Magic I (PC)
魔法门1(NES)中机动形外太空研究仓里的狗头人
Kobold of VARN from Might and Magic I (NES)
Kobold of CRON from Might and Magic II (PC)
魔法门2(PC)里观察性中央研究仓里的狗头人
沃里的雪精灵作为T3兵种很抗揍,他们在远程和近战中都能同等有效地使用标枪。
- Vori's snow elves are pretty tough for their Tier 3. They use javelins in ranged and melee combat, and equally effectively at that.
格鲁,《英雄无敌 III》中森林守卫队长,血统上是半沃里精灵
Gelu, the Forest Guard captain from HoMM III, was half Vori elf by blood
接下来是雪怪,它是四级单位,定位为冲锋型步兵。这些生物在多个版本的“壁垒”阵容中都曾出现过;我们喜欢这一选择,因为和狗头人一样,雪怪也是一种广受欢迎的神话和奇幻形象,对《魔法门》粉丝来说也非常熟悉。雪怪形象的灵感之一来源于巨猿,一种已经灭绝的史前猿类,据一些估计,它们的身高可达4米之高。
- Next up, yeti, the Tier 4 shock infantry. These creatures were present in several iterations of the line-up; we like this choice, because, like kobolds, they make for a popular mythological and fantasy image, no less familiar to fans of Might and Magic. One of inspiration sources for their image was the Gigantopithecus, an extinct prehistoric ape that, according to some estimates, could grow up to 4 meters tall.
魔法门1粒机动形外太空研究仓里的雪怪
Yeti of VARN from Might and Magic I
Yeti of Axeoth from Might and Magic IX
魔法门9中阿克梭的雪怪
魔法门十字军(PS1)里阿尔顿的雪怪
Yeti of Ardon from Crusaders of Might and Magic (PS1)
雪怪的演化;概念由Agar提出,模型有Alex-ander制作
Yeti evolution: concept by Agar, models by Alex-ander
2025年01月07日 04点01分 11
制作组对魔法门的了解和记忆还是非常深入的,都是冷门生物
2025年01月07日 06点01分
level 4
感动呀,太喜欢了
2025年01月07日 05点01分 12
level 12
猛犸是6级生物,他们是同级中最肉的单位。他们的形象既体现了广义的北欧美学,又契合了该阵营以防御为核心的特色。
当然,还有七级单位:霜巨人(Jotunn)。霜巨人是强壮的近战步兵,具备出色的伤害输出能力,同时也是该阵营的施法者之一。
- Mammoths are Tier 6; they will be the tankiest unit on this tier. Their image embodies both the broad northern aesthetic and the defense-focused nature of the faction.
- And, of course, the Tier 7 unit: jotunn. These are meaty infantry with good damage-dealing ability, and at the same time, one of the town’s spellcasters.
霜巨人战将(Jotunn Warlord),由 Alex-ander 和 DrSlash 设计完成。
Jotunn Warlord, by Alex-ander and DrSlash x
趣闻:霜巨人还曾出现在《魔法门 9》和《魔法门之十字军》中。
Jotunn Warlord, by Alex-ander and DrSlash Fun fact: Frost giants also appeared in Might and Magic IX and Crusaders of Might and Magic.
Yanmir,《魔法门 9》中的一位霜巨人。
魔法门之十字军里的寒冰巨人
Frost Giant from Crusaders of Might and Magic (PC)
除了在公告中展示的单位,堡垒还将拥有另外两个单位:
阿尔戈利(Argali):这是该城镇的二级单位。它们速度较快,因此在游戏初期很可能会成为军队的主力,其良好的输出能力可以让它们成为一支冲击部队。工厂中的犰狳不仅是战士,还是食物来源;在 Bulwark 中,阿尔戈利也在维欧里(Vori)严酷的土地上扮演类似的角色。
萨满(Shamans):这是我们选择的五级单位。它们既是射手,也是施法者,为部队提供魔法和远程支援。萨满是知识与传统的守护者,也是雪精灵的精神领袖。
除了在公告中展示的单位,Bulwark 还将拥有另外两个单位:
In addition to the units shown in the announcement, the Bulwark will be home to two other units.
阿尔戈利:这是该城镇的二级单位。它们速度较快,因此在游戏初期很可能会成为军队的主力,其良好的输出能力可以让它们成为一支冲击部队。工厂中的犰狳不仅是战士,还是食物来源;在 Bulwark 中,阿尔戈利也在沃里严酷的土地上扮演类似的角色。
-The argali are Tier 2 units of the town. They are quite fast, so at the game’s start, most likely, they will be the army’s backbone, while their good damage should allow one to make a shock stack out of them. The Factory’s armadillos are not only fighters, but also a source of food; in the Bulwark, argali play a similar role for the inhabitants of Vori’s austere lands.
萨满:这是我们选择的五级单位。它们既是射手,也是施法者,为部队提供魔法和远程支援。萨满是知识与传统的守护者,也是雪精灵的精神领袖。- Shamans were our choice as Tier 5 units. These are shooters and spellcasters, providing magic and ranged support to the troops. They are the keepers of lore and tradition, as well as the spiritual leaders of the Snow Elves.
战斗中的堡垒单位
Bulwark units in battle
我们选择了最具派系精神的单位在公告中展出。在我们的概念中,雪精灵(标枪手和萨满)、狗头人、雪怪和霜巨人是居住在沃里岛屿的主要种族,它们也将成为该派系的英雄。而阿尔戈利和猛犸则是堡垒生态系统和日常生活中的重要组成部分。
The choice of units for the announcement was determined by the fact that they best reflect the faction’s spirit. In our concept, snow elves (javelin throwers and shamans), kobolds, yeti and jotunns are the main races inhabiting Vori, and they will also become the faction’s heroes. Argali and mammoths, on their part, are cogs of the Bulwark’s ecosystem and everyday life.
目前展示的堡垒生物视觉效果还未定稿的,仍有许多工作需要完成,如调整动画、后期处理精灵、修正光照和相机角度等。我们也非常希望听到社区的反馈,欢迎大家提出建议。
The presented visuals of the Bulwark’s inhabitants are preliminary. There is still much work ahead on tuning animations, post-processing sprites, correcting lighting and camera angles, etc. We are also interested in hearing the community's opinion, and we will be happy to receive feedback.
哪些英雄将领导堡垒的军队?
Which heroes will lead the armies of the Bulwark?
力量型英雄被称为酋长,而魔法型英雄 则被称为长老。它们的指数和能力将突出该派系的优势,并弥补一些弱点。目前我们可以说,酋长将专注于防御策略,而长老则专注于获取新知识。堡垒的英雄更倾向于使用水系和气系的力量,因为沃里土地上生活着技艺高超的冰霜法师。
The might heroes are called Chieftains, and the magic ones are Elders. Their parameters and abilities will emphasize the faction’s strengths, as well as offset some of its weaknesses. For now, we can say that the Chieftains will be big on defensive tactics, while the Elders will focus on acquiring new knowledge. The Bulwark’s heroes are inclined to use the forces of water and air, since the lands of Vori are known to be inhabited by skilled cryomancers.
酋长的演变,DrSlash设计
Evolution of the Chieftain, by DrSlash
和我们讲讲堡垒的建筑吧
Please tell us about the Bulwark’s buildings.
除了能增加特定生物成长的建筑外,Bulwark 还计划引入一座能够提升市场交换率的建筑。除此之外,还会有其他几座建筑,但它们的具体用途将作为惊喜留给玩家。
In addition to buildings that increase the growth of certain creatures, a structure is planned that improves the exchange rate in the market. There will be a couple more, but we would like to leave their purpose as a surprise for players.
Bulwark castle model, by Alex-ander and Don_ko
堡垒的城堡模型,由Alex-ander and Don_ko制
Are you planning a musical theme for the Bulwark?
你们有计划堡垒阵营的主题曲吗
Naturally. It is being composed by our great friend Maigret, who contributed greatly to creating the final version of the Factory theme. By the way, some of the music heard in the trailer hints at the future town theme of the Bulwark
当然,堡垒的音乐主题正在由我们的好友Maigret创作,他为工厂主题曲的最终版本作出了巨大贡献。顺便提一下,预告片中听到的一些音乐暗示了堡垒未来的城镇主题。
What is the new faction's philosophy and alignment?
新派系的哲学和阵营是怎么样的?
Vori elves are isolationists. They rarely venture out of their native island (although other islanders may be more aggressive; for example, ice giants are known for raiding Jadame). However, should one trespass into their territory, they would defend it with all their might, sometimes even if the aliens have no intent to fight. They are adept at wearing the enemy down with defensive tricks and magic that strengthens their own and weakens the enemy.
沃里精灵是孤立主义者,他们很少离开自己本土的岛屿(不过岛上的其他居民可能更具攻击性,例如冰巨人就以掠夺贾达姆而闻名)。然而,如果有人闯入他们的领土,他们会全力捍卫自己的家园,有时即使入侵者并无战斗意图。他们擅长通过防守战术和强化自己的魔法来消耗敌人,并削弱敌人的力量
How will the new faction fit into the overall plot? What is its backstory?
新派系如何和旧的故事融为一体?他们背后有怎样的故事?
The history of the faction has a lot to do with the glaciation of the Vori island. Those who stayed there were forced to adapt to the harsh conditions. They allied themselves with the mountain dwellers and tamed the rare local animals. All of that helped the Vori elves survive, but the terrible climate wasn't their only problem.
这个新派系的历史与沃里岛的冰川化过程密切相关。那些留在岛上的人们被迫适应恶劣的环境。他们与山地居民结盟,驯养当地稀有的动物,这一切帮助沃里精灵在艰难的气候条件下生存下去,但这并不是他们唯一的难题。
Fun fact: AvLeean elves of HoMM III are descendants of the Snow Elves.
趣闻:英雄无敌3中的艾里精灵是雪精灵的后代
More detailed information about events related to the faction will be provided in its campaign.
关于阵营的更多详情将在战役中介绍
Will the campaign's events be related to the Sword of Frost?
战役事件是否与寒冰之剑有关?
Yes. We won't reveal our hand entirely yet, but in a sense, the Sword of Frost will be one of the campaign’s protagonists.
是的, 虽然我们现在还不完全揭示所有细节,但可以说,“寒冰之剑”将是战役中的主角之一。
寒冰之剑
The Sword of Frost
堡垒的战役是否会涉及其他英雄无敌3战役中的角色?
Will the Bulwark’s campaign feature characters from other HoMM III campaigns?
是的,毕竟寒冰之剑的背景故事与格鲁和科尔格的故事交织在一起,而这两位角色都来自《死亡阴影》和《末日之刃》扩展战役,以及《英雄无敌历代记》。顺便提一句,科尔格也出现在达盖姆的战役中,该战役在1.7.2版本发布时上线。
Yes; after all, the backstory of the Sword of Frost is intertwined with the stories of Gelu and Kilgor, characters known from the campaigns of the Shadow of Death and Armageddon’s Blade expansions, as well as from Heroes Chronicles. Kilgor, by the way, also appears in Dargem’s campaign, released in version 1.7.2
战役会和新城镇同时发布吗?
Is the campaign to be released simultaneously with the town?
是的。我们曾考虑过先发布城镇,稍后再推出其战役,但那样的话,新的阵营可能无法得到充分的呈现。因此,二者将会在同一个补丁中发布。
2025年01月07日 05点01分 13
阿尔戈利argali就是盘羊而已啦。1级狗头人,2级盘羊,3级精灵标枪手,4级雪怪,5级精灵萨满,6级猛犸象,7级冰霜巨人
2025年01月07日 07点01分
比鱼人战士还要肉的吗[呵呵]
2025年01月07日 10点01分
@宁YAN 一般翻译叫大角羊[滑稽]
2025年01月07日 14点01分
level 12
Yes. We considered releasing the town first and implementing its campaign later, but in that way, the new faction would hardly get a proper presentation. Therefore, they will be released in the same patch.
说到新战役,能否介绍一下达盖姆的战役《全力以赴》,尤其是对那些还没玩过的人?这是一个独立的故事,还是会作为堡垒战役的序章,或是HotA全局剧情的其他事件的前传?
Speaking of new campaigns, do tell us what Dargem’s campaign, All In, is about, for those who haven't played it yet. Is this an independent story, or will it serve as a prologue to that of the Bulwark, or other events of the global HotA plot?
具有讽刺意味的是,达盖姆的战役是在10多年前构思的,或许我们的一些忠实粉丝还记得Crew成员曾提到过它。它被推迟了很长时间,而港口的背景故事创作者曾暂时离开团队,直到去年才回归,这也标志着这个故事的复兴。Ironically, Dargem's campaign was conceived more than 10 years ago, and some of our most loyal followers may even remember mentions of it by the Crew members. It ended up being postponed for a long time, and the Cove’s backstory creator had left the team for a while, before returning last year, which marked the revival of this story.
达盖姆的创作,作者Balkron
Creating Dargem, by Balkron
当初,这个战役被构思为其他港口主题战役的前传。然而,在达盖姆出现在工厂的战役之后,他的故事不仅仅是前传,更成为了一个纽带。它与堡垒的战役没有任何关系;这个新城镇将拥有自己的故事,与港口没有直接联系。
Back in the day, this campaign was conceived as a prequel to other Cove-themed campaigns. However, after Dargem getting featured in the Factory's campaign, his own story became not just a prequel, but a link. It has nothing to do with the Bulwark’s campaign; the new town will have its own story, not directly related to the Cove.
达盖姆利维利是一个冒险者,曾是尼贡特权的术士阶层的一员。他是一个相当有魅力,但极端不道德的人。
Dargem Llywellyn is an adventurer, a former member of the privileged warlock caste of Nighon. He is a fairly charismatic, but monumentally unscrupulous man.
As a young man, Dargem fled his homeland and took his talents to Regna, where they determined his quick rise. Even as a pirate leader, he retained some of his aristocratic inclinations and aspirations. After being vanquished by the halflings and their allies (events from the Factory’s campaign—ed.), he is back offering his services as a hired mage. In this capacity, Dargem is approached by a certain Stella, who offers him an unusual job. After the events that take place in the All In campaign, Bidley will stumble upon him in the labyrinths where the Horn of the Abyss lies (events from the Cove's campaigns released earlier by HotA Crew—ed.).
作为一名年轻人,达盖姆逃离了故乡,带着自己的才能来到雷格纳,并凭此迅速崭露头角。即使作为一名海盗领袖,他依然保留着一些贵族气质和雄心。在被半身人及其盟友击败后(注:来自工厂战役的事件),他再次出现,提供自己的服务作为一名雇佣法师。在这一角色中,达盖姆遇到了一位名叫斯黛拉的人,她为他提供了一项不同寻常的工作。随着《全力以赴》战役的事件展开,比德利将会在迷宫中遇到他,而那里便是深渊号角的所在(注:这与早期HotA Crew发布的港口战役中的事件相关)。
末日城的创作,Balkron
Creating the Doom Castle, by Balkron
达盖姆的配音由Mikhail Markov担任,他是一位舞台专业演员,也是英雄无敌游戏的超级粉丝。我们非常高兴与他合作;Mikhail在塑造达盖姆的形象时非常认真,深入研究了他的故事、性格和在战役中的发展。此外,Mikhail在录制视频片段时的配音表现也非常出色。
Dargem was voiced by Mikhail Markov, a stage professional and a massive fan of HoMM games. We were extremely pleased to work with him; Mikhail took the most thorough approach to building Dargem’s image, studying his story, character and development in the course of the campaign. Moreover, Mikhail did a great job in recording soundbites to accompany the video clips.
和Mikhail Markov一起工作
2025年01月07日 05点01分 14
level 4
好贴,感谢翻译搬运[真棒][真棒][真棒]
2025年01月07日 14点01分 15
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