Greetings Giant Kings and other, more respectable Godir. I am Thomas Schuiten, Designer at Triumph and today I get to share with you the details of the rework to our oldest Culture: Feudal!
向巨人国王们以及其他更受尊敬的神灵们问好。我是 Triumph 的设计师 Thomas Schuiten,今天我将与大家分享我们对最古老文化——封建文化的重制细节!
Alongside the release of Giant Kings on April 1st we are as always releasing a free update to the game alongside it, the Ogre Update, which features improved underground, lava gameplay, more options for your faction creation and most importantly for this particular development diary: a rework of the Feudal Culture.
随着 4 月 1 日《巨人国王》的发布,我们一如既往地发布了一个免费更新——食人魔更新,其中包括改进的地下和熔岩玩法、更多派系创建选项,以及对于这篇开发日志来说最重要的:封建文化的重制。
Queen Lyanne is not to be trifled with. (ok maybe a little as a treat)
莉安妮女王可不是好惹的。(好吧,也许稍微逗逗她也是种乐趣)
Why Feudal? 为什么是封建?
So, why did we choose Feudal to be the next priority to update?
那么,为什么我们选择封建文化作为下一个优先更新的对象呢?
· It is the oldest culture, made at the start of AoW4’s development, when our style and the implied “power level” of cultural units wasn't really laid down as strongly yet. Peasants started looking a bit odd sharing their tier with Dawn Defenders and other more professional unit themes.
· 这是最古老的文化,其雏形诞生于《奇迹时代4》开发初期。当时我们的文化单位的艺术风格与"战力基准"尚未形成统一标准。农民单位与"黎明守卫"等职业化兵种同处一个阶级,难免显得格格不入。
· Strategically they had very little going for them, at release they had the Feudal Lord hero skills which gave them a bit of identity, but didn’t really do much in the grand scheme of things. This was made even more glaring after the Hero rework which left no space for these old skills to be made available.
· 从战略层面而言,该文明体系本就不具备明显优势。首发版本中虽设有封建领主英雄技能为其赋予些许特色,但在宏观战略格局中始终价值有限。随着英雄系统的全面革新,这些旧技能因无法适配新机制而黯然退场,其定位尴尬愈发凸显。
· Lastly the fantasy of a Feudal empire was not really satisfied, no noble lords leading their house to war, and not enough cavalry or classic feudal associated units.
· 最后,封建帝国的幻想并没有真正得到满足,没有贵族领主带领他们的家族参战,也没有足够的骑兵或经典的封建相关单位。
The goal then is to rework Feudal into a culture that can work as a solid, uncomplicated starting point, but also give enough for veterans and players who seek to go into that particular flavor something to sink their teeth into.
我们的目标是将封建文化重制为一个既可作为坚实、简单的起点,又能为寻求深入体验这一特定风格的资深玩家和玩家提供足够内容的文化。
To achieve this, we’ve split Feudal into two subcultures:
为此,我们将封建文化分为两个子文化:
Monarchy, where the ruler is absolute, an uncomplicated culture ideal for beginners that rewards keeping things simple, benefiting a playstyle focused on the Ruler’s armies and defense.
君主制,统治者拥有绝对权力,这是一种适合初学者的简单文化,奖励保持简单,专注于统治者的军队和防御的玩法。
And Aristocracy, where each of your empire’s cities is host to a noble House, led by its governor, which each field cheap and effective armies under their banner.
贵族制,你的帝国中的每个城市都拥有一个贵族家族,由总督领导,每个家族都在其旗帜下组建廉价而有效的军队。
I will tell you about these in detail further below, but first we must speak of the characteristics they share, the Feudal Culture as a whole.
我将在下面详细介绍这些内容,但首先我们必须谈谈它们共有的特征,即封建文化整体。
Feudal as a Culture 封建文化
The Feudal culture represents the more “mundane” type of empire, it covers the classic fantasy trope of the more grounded kingdom as compared to the magic and otherworldliness around them.
封建文化代表了更为“平凡”的帝国类型,它涵盖了经典奇幻作品中更为接地气的王国,与周围的魔法和超自然元素形成对比。
Thus to start with we identified the key aspects of the Feudal “fantasy”, what are their associations?
因此,我们首先确定了封建“奇幻”的关键方面,它们的关联是什么?
· The King’s divine right to rule.
· 国王的神圣统治权。
· The Feudal Systems reliance on lesser lords and their levied armies.
· 封建制度对下级领主及其征召军队的依赖。
· Cavalry, Knights and Bannermen charging into battle.
· 骑兵、骑士和旗手冲锋陷阵。
When designing the Culture’s rework, we sought to ensure we could effectively represent these 3 fantasies in gameplay and theme.
在设计文化的重制时,我们力求确保能够在游戏玩法和主题中有效体现这三种奇幻元素。
The unit line-up of the Feudal culture has seen some pretty significant changes to accommodate these new themes. Perhaps most notably, their old passive effect “Stand Together” was removed, in favor of the benefits both subcultures grant their units based on their Monarch or Liege Lord.
封建文化的单位阵容为了适应这些新主题,进行了一些相当重大的调整。最值得注意的是,他们旧的被动效果“并肩作战”被移除,取而代之的是两个子文化根据其君主或领主赋予单位的增益效果。
Stand Together, the old feudal unit passive
并肩作战,旧版封建单位被动
Stand together worked in the sense that it created a specific type of gameplay, one where formations are vital to success. It however also had flaws; it made choosing form traits that grant other adjacency benefits a no-brainer and it was easy to accidentally lose the bonus by moving units in the wrong order.
并肩作战在某种意义上是有效的,因为它创造了一种特定的游戏玩法,其中阵型对成功至关重要。然而,它也有缺陷;它使得选择提供其他相邻加成的阵型特性变得毫无悬念,并且很容易因为以错误的顺序移动单位而意外失去加成。
Most importantly, it runs counter to the behavior one would expect or desire of a Cavalry focused culture, requiring the player to move their cavalry into melee range, send a second unit adjacent to them, before attacking with their charged cavalry unit to get the maximum benefit.
最重要的是,它与玩家期望或渴望的以骑兵为中心的文化的行为背道而驰,要求玩家将骑兵移动到近战范围,派遣第二个单位与之相邻,然后使用冲锋的骑兵单位进行攻击以获得最大收益。
For the units, feudal had a unique feature in their tier 1 Peasant units, who evolved into Tier 2 Defenders upon reaching max rank. A clunky feature that could throw people off, as the unit's role would change between evolutions.
对于单位来说,封建文化有一个独特的特点,即他们的 1 阶农民单位在达到最高等级后会进化为 2 阶防御者。这个笨拙的特性可能会让人感到困惑,因为单位的角色会在进化之间发生变化。
Moreover we judged that the concept of a Peasant of all things evolving into effectively the noble warrior class was simply counter to the very essence of the Feudal system. But as the gameplay implications were interesting we reworked it into something more natural and controllable: promotions.
此外,我们认为农民进化成实质上属于贵族战士阶级的概念与封建制度的本质相悖。但由于其游戏玩法的影响很有趣,我们将其重新设计为更自然和可控的内容:晋升。
These are contained within the new Aspirant traits, which function similarly to evolve but with two key differences: They do not benefit from effects that modify evolution (they are not evolving after all) and they require a particular condition to be met before they are able to promote into the higher tier unit.
这些包含在新的“见习”特质中,其功能类似于进化,但有两个关键区别:它们不受进化修改效果的影响(毕竟它们不是在进化),并且它们需要满足特定条件才能晋升为更高阶的单位。(译者注:测试版译为“拔耀”,个人觉得“见习”更符合其低阶可晋升特质)
The Aspirant Knight trait, letting the Aspirant Knights promote into full Knights.
见习骑士特质,允许见习骑士晋升为正式骑士。
Unit Line-up 单位阵容
Tier 1 1阶单位
Militia (Formerly known as the Peasant)
民兵(以前称为农民)
A tier 1 polearm unit, militia are weaker than most tier 1 units, but extremely cheap to maintain and obtain. Not able to be recruited in cities, but rather “summoned” through a strategic spell that creates two militia in the target owned city. A great way to get a new army up and running, or to scramble a defense!
作为1阶长柄武器单位,民兵比大多数1阶单位要弱,但维护和获取成本极低。无法在城市中招募,而是通过一个战略法术“召唤”出来,该法术会在目标所属城市中创建两名民兵。这是组建新军队或紧急防御的好方法!
Their visuals got updated as well to grant them a little more in the way of armor, representing their role as militia to fill out your ranks.
他们的外观也得到了更新,赋予他们更多的盔甲,以体现他们作为民兵的角色,充实你的队伍。
Scout 斥候
The scout is unchanged, remaining an uncomplicated scouting unit.
斥候保持不变,仍然是一个简单的侦察单位。
Defender 守卫
The Defender is now a Tier 1 unit, filling the role of the primary frontline combatant for Feudal cultures. They retain their heavy shield passive, ensuring they remain a stalwart, simple shield unit to keep the enemy at bay.
守卫现在是一个1阶单位,承担封建文化中主要前线战斗者的角色。他们保留了重盾被动技能,确保他们依然是一个坚固、简单的盾牌单位,以阻挡敌人。
For the Aristocracy Subculture, the defender has the Aspirant: Liege Guard property, allowing them to be promoted into the Tier 3 Liege Guard unit when reaching max rank and the appropriate structure is built in the empire.
贵族亚文化中,守卫单位拥有“见习:领主近卫”属性,当该单位达到最高等级且帝国建造特定建筑后,可晋升为3阶单位“领主近卫”。(译者注:测试版译为“拔耀:家督亲卫”,“家督亲卫”,下同)
The Defender also gained “Optional Cavalry” letting them function as an early mounted unit for cavalry focused builds.
守卫还获得了“候选骑兵”能力,使他们能够作为专注于骑兵的构建中的早期骑兵单位。
Archer 射手
The Archer is a mainstay of the Feudal culture, the baseline ranged unit all others vary from. They have gotten a slight buff to help them fulfill a more synergetic role with the cavalry; their attacks now inflict Sundered Defense. Ensuring that the follow up charge of the nobles will hit all that much harder.
射手是封建文化的主力军,是所有其他远程单位的基础。他们得到了轻微的增强,以帮助他们在与骑兵的协同作战中发挥更大的作用;他们的攻击现在会施加“瓦解防御”效果,确保贵族骑兵的后续冲锋能造成更大的伤害。
For the Monarchy Subculture, the archer has the Aspirant: Longbow property, allowing them to be promoted into the Tier 3 Longbow unit when reaching max rank and the appropriate structure is built in the empire.
对于君主制亚文化,射手拥有“见习射手”属性,允许他们在达到最高等级并在帝国中建造适当建筑时晋升为3阶长弓单位。(译者注:测试版译为“拔耀:长弓手”,下同)
Tier 2 2阶单位
Bannerman 旗手
The Bannerman has long been an excellent support unit, AoE buffs provided it a powerful niche, though the way it functioned incentivized stacking up early to spread the buff, rather than being mobile as a cavalry culture would wish to be.
旗手长期以来一直是一个优秀的支援单位,其提供的范围增益使其占据了一个强大的位置,但其运作方式鼓励早期叠加以传播增益,而不是像骑兵文化所希望的那样保持机动性。
Thus a rework on them was necessary, but in a way that seeks to retain their theme.
因此,对他们进行重做是必要的,但要以保留其主题的方式进行。
The bannerman has a new passive effect; War Banner.
旗手有一个新的被动效果;战旗。
(译者注:所有临近友方单位获得+1防和+1抗)
This ensures the Bannerman is a constant benefit to the units it joins near the frontline, and though this effect doesn’t stack with other bannermen, it does stack with the benefits of Defense Mode: warding.
旗手会为前线部队提供持续增益,此效果无法与其他旗手叠加,但可与防御模式的“庇护”增益叠加。
(译者注:目标单位+25血+10士气,使用后进入防御状态)
Its abilities got rolled into a singular, low cooldown, touch range heal. This can be used every other turn, even while engaged. Healing the target, improving morale and putting the bannerman in defense mode, making them an even more effective anchor for their adjacent allies!
它的能力被整合为一个单一、冷却时间短、接触范围的治愈技能。这可以每隔一回合使用一次,即使在战斗中也能使用。治愈目标,提升士气并使旗手进入防御模式,使他们成为相邻盟友更有效的支柱!
Lastly the Bannerman gained the “Optional Cavalry” trait, letting them follow the cavalry charge closely should you wish to lean into the cavalry theme harder.
最后,旗手获得了“候选骑兵”特性,让你可以更深入地融入骑兵主题,让他们紧随骑兵冲锋。
Aspirant Knight 见习骑士
The Aspirant knight may look familiar, mostly retaining the look of the old Feudal Tier 3 knight. The Aspirant Knight is instead a tier 2 shock cavalry unit with some unique benefits over other shock units, leaning into more of a skirmisher role than a full knight would.
见习骑士可能看起来很熟悉,主要保留了旧封建时代3阶骑士的外观。然而,见习骑士是一个2阶冲击骑兵单位,相较于其他冲击单位有一些独特的优势,更偏向于轻骑兵的角色,而非完全的骑士。
Aspirant knights have exceptionally high damage for their tier, but they function best against isolated targets. Isolation Slayer means that their damage is reduced if they strike non-isolated targets, while Slippery gives them the ability to reposition rapidly and seek out those isolated targets.
见习骑士在其等级中拥有异常高的伤害,但他们在对抗孤立目标时表现最佳。孤立杀手意味着如果他们攻击非孤立目标,伤害会降低,而机敏则赋予他们快速重新定位并寻找那些孤立目标的能力。
(译者注:如果另一敌方单位与目标相邻,-6物理伤害)
As their name implies, the Aspirant Knights uniquely are able to promote into a new unit. A Tier 4 shock unit, the Knight. This is the only way to acquire Knights, as they cannot be directly built, making them rare and valuable assets to your kingdom.
见习骑士如其名,可晋升为全新单位——四阶冲击单位“骑士”。此单位无法直接训练,仅能通过晋升获得,因而成为王国稀有而珍贵的战力。
Tier 3 3阶单位
Longbow (Monarchy Subculture)
长弓手(君主制亚文化)(译者注:经典帝国时代英国长弓兵)
A powerful ranged unit with an exceptionally long reach, not only do their base attacks have additional reach thanks to their “Longbow” trait, they also have access to the Longshot ability, a powerful full action shot that reaches out to a whopping 7 tiles away!
该强力远程单位射程极远,其基础攻击因“长弓”特性获得额外+1射程,更拥有“远程狙射”技能——需消耗完整行动,可对7格外的目标发动致命一击!
This range advantage lets them support even an aggressive cavalry charge and take down high value targets that other ranged units would struggle to strike.
凭借超远射程,该单位不仅能协同骑兵发起的迅猛冲锋,更能精准狙杀其他远程部队难以触及的高价值目标。
Liege Guard (Aristocracy Subculture]
领主卫队(贵族亚文化)
The Liege guard are guardians of their Liege lord, sturdy and uncomplicated shield units, retaining the Heavy Shield property of their lesser colleagues, and uniquely having the Sworn Bond ability.
领主卫队誓死效忠领主,既是朴实可靠的持盾防线,继承了基础持盾兵的“重盾”特性,更独有“誓言连接”技能。
(译者注:连接单位遭受伤害-50%且转移至此单位,每回合开始获得强化)
The Liege Guard is the ideal protector of your valuable Heroes, able to suck up damage that would otherwise lay their mighty lord low and strengthen them in the process.
领主卫队是英雄单位的理想护卫,既能吸收足以击溃领主的致命伤害,又能在此过程中增强他们。
Tier 4 4阶单位
Knight 骑士
Yes you see that correctly, that is a cultural Tier 4 unit. The Knight is an archetype that we wanted to do more justice, especially for the Feudal culture where it is so quintessential.
是的,您没看错,这是文化4阶单位。骑士作为封建文明的精髓象征,我们力求对这一经典原型进行深度重塑,充分释放其战略价值。
The Knight is uncomplicated but potent, only accessible by the promotion of an Aspirant Knight unit.
骑士简单但强大,只能通过晋升见习骑士单位来获得。
It retains the Slippery trait of its squires, but gains Giant Slayer in addition, ensuring that the valiant knight may be the one to strike down the beast.
该单位继承了见习骑士的“机敏”特性,同时新增“巨人杀手”能力,确保战场上唯有英勇骑士能成为终结巨兽的最终利刃。(译者注:测试版中未见巨人杀手)
Knights also gain Graceful Charge, letting them take engagements other shock units would potentially avoid. Lastly, Inspiring Killer lets them grant more morale for any opponent they successfully bring low!
骑士还获得“优雅冲锋”,让他们能够参与其他冲击单位可能会避免的战斗。最后,“振奋杀手”让他们在成功击败对手时为自身和盟友提供更多的士气!
向巨人国王们以及其他更受尊敬的神灵们问好。我是 Triumph 的设计师 Thomas Schuiten,今天我将与大家分享我们对最古老文化——封建文化的重制细节!
Alongside the release of Giant Kings on April 1st we are as always releasing a free update to the game alongside it, the Ogre Update, which features improved underground, lava gameplay, more options for your faction creation and most importantly for this particular development diary: a rework of the Feudal Culture.
随着 4 月 1 日《巨人国王》的发布,我们一如既往地发布了一个免费更新——食人魔更新,其中包括改进的地下和熔岩玩法、更多派系创建选项,以及对于这篇开发日志来说最重要的:封建文化的重制。
Queen Lyanne is not to be trifled with. (ok maybe a little as a treat)
莉安妮女王可不是好惹的。(好吧,也许稍微逗逗她也是种乐趣)
Why Feudal? 为什么是封建?
So, why did we choose Feudal to be the next priority to update?
那么,为什么我们选择封建文化作为下一个优先更新的对象呢?
· It is the oldest culture, made at the start of AoW4’s development, when our style and the implied “power level” of cultural units wasn't really laid down as strongly yet. Peasants started looking a bit odd sharing their tier with Dawn Defenders and other more professional unit themes.
· 这是最古老的文化,其雏形诞生于《奇迹时代4》开发初期。当时我们的文化单位的艺术风格与"战力基准"尚未形成统一标准。农民单位与"黎明守卫"等职业化兵种同处一个阶级,难免显得格格不入。
· Strategically they had very little going for them, at release they had the Feudal Lord hero skills which gave them a bit of identity, but didn’t really do much in the grand scheme of things. This was made even more glaring after the Hero rework which left no space for these old skills to be made available.
· 从战略层面而言,该文明体系本就不具备明显优势。首发版本中虽设有封建领主英雄技能为其赋予些许特色,但在宏观战略格局中始终价值有限。随着英雄系统的全面革新,这些旧技能因无法适配新机制而黯然退场,其定位尴尬愈发凸显。
· Lastly the fantasy of a Feudal empire was not really satisfied, no noble lords leading their house to war, and not enough cavalry or classic feudal associated units.
· 最后,封建帝国的幻想并没有真正得到满足,没有贵族领主带领他们的家族参战,也没有足够的骑兵或经典的封建相关单位。
The goal then is to rework Feudal into a culture that can work as a solid, uncomplicated starting point, but also give enough for veterans and players who seek to go into that particular flavor something to sink their teeth into.
我们的目标是将封建文化重制为一个既可作为坚实、简单的起点,又能为寻求深入体验这一特定风格的资深玩家和玩家提供足够内容的文化。
To achieve this, we’ve split Feudal into two subcultures:
为此,我们将封建文化分为两个子文化:
Monarchy, where the ruler is absolute, an uncomplicated culture ideal for beginners that rewards keeping things simple, benefiting a playstyle focused on the Ruler’s armies and defense.
君主制,统治者拥有绝对权力,这是一种适合初学者的简单文化,奖励保持简单,专注于统治者的军队和防御的玩法。
And Aristocracy, where each of your empire’s cities is host to a noble House, led by its governor, which each field cheap and effective armies under their banner.
贵族制,你的帝国中的每个城市都拥有一个贵族家族,由总督领导,每个家族都在其旗帜下组建廉价而有效的军队。
I will tell you about these in detail further below, but first we must speak of the characteristics they share, the Feudal Culture as a whole.
我将在下面详细介绍这些内容,但首先我们必须谈谈它们共有的特征,即封建文化整体。
Feudal as a Culture 封建文化
The Feudal culture represents the more “mundane” type of empire, it covers the classic fantasy trope of the more grounded kingdom as compared to the magic and otherworldliness around them.
封建文化代表了更为“平凡”的帝国类型,它涵盖了经典奇幻作品中更为接地气的王国,与周围的魔法和超自然元素形成对比。
Thus to start with we identified the key aspects of the Feudal “fantasy”, what are their associations?
因此,我们首先确定了封建“奇幻”的关键方面,它们的关联是什么?
· The King’s divine right to rule.
· 国王的神圣统治权。
· The Feudal Systems reliance on lesser lords and their levied armies.
· 封建制度对下级领主及其征召军队的依赖。
· Cavalry, Knights and Bannermen charging into battle.
· 骑兵、骑士和旗手冲锋陷阵。
When designing the Culture’s rework, we sought to ensure we could effectively represent these 3 fantasies in gameplay and theme.
在设计文化的重制时,我们力求确保能够在游戏玩法和主题中有效体现这三种奇幻元素。
The unit line-up of the Feudal culture has seen some pretty significant changes to accommodate these new themes. Perhaps most notably, their old passive effect “Stand Together” was removed, in favor of the benefits both subcultures grant their units based on their Monarch or Liege Lord.
封建文化的单位阵容为了适应这些新主题,进行了一些相当重大的调整。最值得注意的是,他们旧的被动效果“并肩作战”被移除,取而代之的是两个子文化根据其君主或领主赋予单位的增益效果。
Stand Together, the old feudal unit passive
并肩作战,旧版封建单位被动
Stand together worked in the sense that it created a specific type of gameplay, one where formations are vital to success. It however also had flaws; it made choosing form traits that grant other adjacency benefits a no-brainer and it was easy to accidentally lose the bonus by moving units in the wrong order.
并肩作战在某种意义上是有效的,因为它创造了一种特定的游戏玩法,其中阵型对成功至关重要。然而,它也有缺陷;它使得选择提供其他相邻加成的阵型特性变得毫无悬念,并且很容易因为以错误的顺序移动单位而意外失去加成。
Most importantly, it runs counter to the behavior one would expect or desire of a Cavalry focused culture, requiring the player to move their cavalry into melee range, send a second unit adjacent to them, before attacking with their charged cavalry unit to get the maximum benefit.
最重要的是,它与玩家期望或渴望的以骑兵为中心的文化的行为背道而驰,要求玩家将骑兵移动到近战范围,派遣第二个单位与之相邻,然后使用冲锋的骑兵单位进行攻击以获得最大收益。
For the units, feudal had a unique feature in their tier 1 Peasant units, who evolved into Tier 2 Defenders upon reaching max rank. A clunky feature that could throw people off, as the unit's role would change between evolutions.
对于单位来说,封建文化有一个独特的特点,即他们的 1 阶农民单位在达到最高等级后会进化为 2 阶防御者。这个笨拙的特性可能会让人感到困惑,因为单位的角色会在进化之间发生变化。
Moreover we judged that the concept of a Peasant of all things evolving into effectively the noble warrior class was simply counter to the very essence of the Feudal system. But as the gameplay implications were interesting we reworked it into something more natural and controllable: promotions.
此外,我们认为农民进化成实质上属于贵族战士阶级的概念与封建制度的本质相悖。但由于其游戏玩法的影响很有趣,我们将其重新设计为更自然和可控的内容:晋升。
These are contained within the new Aspirant traits, which function similarly to evolve but with two key differences: They do not benefit from effects that modify evolution (they are not evolving after all) and they require a particular condition to be met before they are able to promote into the higher tier unit.
这些包含在新的“见习”特质中,其功能类似于进化,但有两个关键区别:它们不受进化修改效果的影响(毕竟它们不是在进化),并且它们需要满足特定条件才能晋升为更高阶的单位。(译者注:测试版译为“拔耀”,个人觉得“见习”更符合其低阶可晋升特质)
The Aspirant Knight trait, letting the Aspirant Knights promote into full Knights.
见习骑士特质,允许见习骑士晋升为正式骑士。
Unit Line-up 单位阵容
Tier 1 1阶单位
Militia (Formerly known as the Peasant)
民兵(以前称为农民)
A tier 1 polearm unit, militia are weaker than most tier 1 units, but extremely cheap to maintain and obtain. Not able to be recruited in cities, but rather “summoned” through a strategic spell that creates two militia in the target owned city. A great way to get a new army up and running, or to scramble a defense!
作为1阶长柄武器单位,民兵比大多数1阶单位要弱,但维护和获取成本极低。无法在城市中招募,而是通过一个战略法术“召唤”出来,该法术会在目标所属城市中创建两名民兵。这是组建新军队或紧急防御的好方法!
Their visuals got updated as well to grant them a little more in the way of armor, representing their role as militia to fill out your ranks.
他们的外观也得到了更新,赋予他们更多的盔甲,以体现他们作为民兵的角色,充实你的队伍。
Scout 斥候
The scout is unchanged, remaining an uncomplicated scouting unit.
斥候保持不变,仍然是一个简单的侦察单位。
Defender 守卫
The Defender is now a Tier 1 unit, filling the role of the primary frontline combatant for Feudal cultures. They retain their heavy shield passive, ensuring they remain a stalwart, simple shield unit to keep the enemy at bay.
守卫现在是一个1阶单位,承担封建文化中主要前线战斗者的角色。他们保留了重盾被动技能,确保他们依然是一个坚固、简单的盾牌单位,以阻挡敌人。
For the Aristocracy Subculture, the defender has the Aspirant: Liege Guard property, allowing them to be promoted into the Tier 3 Liege Guard unit when reaching max rank and the appropriate structure is built in the empire.
贵族亚文化中,守卫单位拥有“见习:领主近卫”属性,当该单位达到最高等级且帝国建造特定建筑后,可晋升为3阶单位“领主近卫”。(译者注:测试版译为“拔耀:家督亲卫”,“家督亲卫”,下同)
The Defender also gained “Optional Cavalry” letting them function as an early mounted unit for cavalry focused builds.
守卫还获得了“候选骑兵”能力,使他们能够作为专注于骑兵的构建中的早期骑兵单位。
Archer 射手
The Archer is a mainstay of the Feudal culture, the baseline ranged unit all others vary from. They have gotten a slight buff to help them fulfill a more synergetic role with the cavalry; their attacks now inflict Sundered Defense. Ensuring that the follow up charge of the nobles will hit all that much harder.
射手是封建文化的主力军,是所有其他远程单位的基础。他们得到了轻微的增强,以帮助他们在与骑兵的协同作战中发挥更大的作用;他们的攻击现在会施加“瓦解防御”效果,确保贵族骑兵的后续冲锋能造成更大的伤害。
For the Monarchy Subculture, the archer has the Aspirant: Longbow property, allowing them to be promoted into the Tier 3 Longbow unit when reaching max rank and the appropriate structure is built in the empire.
对于君主制亚文化,射手拥有“见习射手”属性,允许他们在达到最高等级并在帝国中建造适当建筑时晋升为3阶长弓单位。(译者注:测试版译为“拔耀:长弓手”,下同)
Tier 2 2阶单位
Bannerman 旗手
The Bannerman has long been an excellent support unit, AoE buffs provided it a powerful niche, though the way it functioned incentivized stacking up early to spread the buff, rather than being mobile as a cavalry culture would wish to be.
旗手长期以来一直是一个优秀的支援单位,其提供的范围增益使其占据了一个强大的位置,但其运作方式鼓励早期叠加以传播增益,而不是像骑兵文化所希望的那样保持机动性。
Thus a rework on them was necessary, but in a way that seeks to retain their theme.
因此,对他们进行重做是必要的,但要以保留其主题的方式进行。
The bannerman has a new passive effect; War Banner.
旗手有一个新的被动效果;战旗。
(译者注:所有临近友方单位获得+1防和+1抗)
This ensures the Bannerman is a constant benefit to the units it joins near the frontline, and though this effect doesn’t stack with other bannermen, it does stack with the benefits of Defense Mode: warding.
旗手会为前线部队提供持续增益,此效果无法与其他旗手叠加,但可与防御模式的“庇护”增益叠加。
(译者注:目标单位+25血+10士气,使用后进入防御状态)
Its abilities got rolled into a singular, low cooldown, touch range heal. This can be used every other turn, even while engaged. Healing the target, improving morale and putting the bannerman in defense mode, making them an even more effective anchor for their adjacent allies!
它的能力被整合为一个单一、冷却时间短、接触范围的治愈技能。这可以每隔一回合使用一次,即使在战斗中也能使用。治愈目标,提升士气并使旗手进入防御模式,使他们成为相邻盟友更有效的支柱!
Lastly the Bannerman gained the “Optional Cavalry” trait, letting them follow the cavalry charge closely should you wish to lean into the cavalry theme harder.
最后,旗手获得了“候选骑兵”特性,让你可以更深入地融入骑兵主题,让他们紧随骑兵冲锋。
Aspirant Knight 见习骑士
The Aspirant knight may look familiar, mostly retaining the look of the old Feudal Tier 3 knight. The Aspirant Knight is instead a tier 2 shock cavalry unit with some unique benefits over other shock units, leaning into more of a skirmisher role than a full knight would.
见习骑士可能看起来很熟悉,主要保留了旧封建时代3阶骑士的外观。然而,见习骑士是一个2阶冲击骑兵单位,相较于其他冲击单位有一些独特的优势,更偏向于轻骑兵的角色,而非完全的骑士。
Aspirant knights have exceptionally high damage for their tier, but they function best against isolated targets. Isolation Slayer means that their damage is reduced if they strike non-isolated targets, while Slippery gives them the ability to reposition rapidly and seek out those isolated targets.
见习骑士在其等级中拥有异常高的伤害,但他们在对抗孤立目标时表现最佳。孤立杀手意味着如果他们攻击非孤立目标,伤害会降低,而机敏则赋予他们快速重新定位并寻找那些孤立目标的能力。
(译者注:如果另一敌方单位与目标相邻,-6物理伤害)
As their name implies, the Aspirant Knights uniquely are able to promote into a new unit. A Tier 4 shock unit, the Knight. This is the only way to acquire Knights, as they cannot be directly built, making them rare and valuable assets to your kingdom.
见习骑士如其名,可晋升为全新单位——四阶冲击单位“骑士”。此单位无法直接训练,仅能通过晋升获得,因而成为王国稀有而珍贵的战力。
Tier 3 3阶单位
Longbow (Monarchy Subculture)
长弓手(君主制亚文化)(译者注:经典帝国时代英国长弓兵)
A powerful ranged unit with an exceptionally long reach, not only do their base attacks have additional reach thanks to their “Longbow” trait, they also have access to the Longshot ability, a powerful full action shot that reaches out to a whopping 7 tiles away!
该强力远程单位射程极远,其基础攻击因“长弓”特性获得额外+1射程,更拥有“远程狙射”技能——需消耗完整行动,可对7格外的目标发动致命一击!
This range advantage lets them support even an aggressive cavalry charge and take down high value targets that other ranged units would struggle to strike.
凭借超远射程,该单位不仅能协同骑兵发起的迅猛冲锋,更能精准狙杀其他远程部队难以触及的高价值目标。
Liege Guard (Aristocracy Subculture]
领主卫队(贵族亚文化)
The Liege guard are guardians of their Liege lord, sturdy and uncomplicated shield units, retaining the Heavy Shield property of their lesser colleagues, and uniquely having the Sworn Bond ability.
领主卫队誓死效忠领主,既是朴实可靠的持盾防线,继承了基础持盾兵的“重盾”特性,更独有“誓言连接”技能。
(译者注:连接单位遭受伤害-50%且转移至此单位,每回合开始获得强化)
The Liege Guard is the ideal protector of your valuable Heroes, able to suck up damage that would otherwise lay their mighty lord low and strengthen them in the process.
领主卫队是英雄单位的理想护卫,既能吸收足以击溃领主的致命伤害,又能在此过程中增强他们。
Tier 4 4阶单位
Knight 骑士
Yes you see that correctly, that is a cultural Tier 4 unit. The Knight is an archetype that we wanted to do more justice, especially for the Feudal culture where it is so quintessential.
是的,您没看错,这是文化4阶单位。骑士作为封建文明的精髓象征,我们力求对这一经典原型进行深度重塑,充分释放其战略价值。
The Knight is uncomplicated but potent, only accessible by the promotion of an Aspirant Knight unit.
骑士简单但强大,只能通过晋升见习骑士单位来获得。
It retains the Slippery trait of its squires, but gains Giant Slayer in addition, ensuring that the valiant knight may be the one to strike down the beast.
该单位继承了见习骑士的“机敏”特性,同时新增“巨人杀手”能力,确保战场上唯有英勇骑士能成为终结巨兽的最终利刃。(译者注:测试版中未见巨人杀手)
Knights also gain Graceful Charge, letting them take engagements other shock units would potentially avoid. Lastly, Inspiring Killer lets them grant more morale for any opponent they successfully bring low!
骑士还获得“优雅冲锋”,让他们能够参与其他冲击单位可能会避免的战斗。最后,“振奋杀手”让他们在成功击败对手时为自身和盟友提供更多的士气!