发布时间:2024-03-07 20:59:17作者:游戏微媒体阅读:次我要评论(0)
最后纪元是一款以获得战利品为基础的暗黑风格动作RPG游戏,在游戏中有许许多多不同的职业每个职业又有许多不同的BD,就在最近更新了1.0.2版本后又做了许多调整,那么下面就给大家带来最后纪元1.0.2 补丁说明。
省流:
省流版:
下个补丁迅鹰无限烟雾弹没了(因为会炸服)。
官方说明不会在赛季中进行有关强度平衡问题的修改,除非炸服。
魂火BUG修复了(因为会炸服)。
BUG修复
你好,旅行者们,
今天的补丁,我们对控制器、UI、技能等进行了一系列修复。我们还将花一点时间讨论俯冲轰炸和幽魂之焰。请阅读下面的详细信息。
任务
修正了玩家在进入长老加斯帕的任务状态之前会获得不朽帝国任务的问题。
修正了在虚空突击任务结束时击败一波又一波怪物后,导致通往议会大厅的传送点永远不会出现的问题。
控制器
修复了使用手柄时交互(如打开箱子或与NPC交谈)的问题。
修复了映射“Y”/三角形控制器按钮的问题。
修复了使用鼠标时控制器按钮绑定消失的问题。
按下“V”/圆形按钮可关闭控制器绑定对话框。
绑定按钮操作后,导航光标重新聚焦相应的操作绑定按钮。
UI
修正了组队游戏时,一名小队成员进入了竞技场,而你没有进入竞技场,你就无法打开任何UI的问题。
修正了“Steam认证”和“需要认证”等关联性错误的问题。
修正了一些敌人在徘徊时没有/只有部分红色轮廓的问题。
修复了鼠标未悬停时显示物品信息框的问题。
修复了导致“未找到字符”(口口)在字符选择时覆盖在字符列表上的问题。
修正了Maceth和Leyda不一致的肖像。
技能
修正了元素新星的伤害范围不受其效果范围增加影响的错误。
修正了变换形态后返回人形时,玩家模型不可见的问题。
修正了大多数情况下的错误,即引导的移动技能,特别是烈焰冲刺和盾冲,可能会将玩家锁定在移动中,并且在技能效果结束之前不会在视觉上移动玩家。
其他问题
组队模式下传送时间略有改善。
修复了溃烂下水道中的视觉间隙。
修复了远古洞穴中屏幕顶部的奇怪视觉三角形。
修复了玩家因为一出生就被设置为无敌状态然后无敌时间结束过后来不及反应而提前死亡的问题。
修复了聊天中链接游戏指南的问题。
从上一个版本中恢复导致玩家看到其他玩家原地跑步的错误(恢复的修改是为了解决玩家在加入场景时没有动画的问题)。
改动
在战役中,玩家需要手动点击以切换场景。
多项对市集的用户界面和用户体验的改进。
大大降低了竞技场钥匙和记忆竞技场钥匙的售价。
竞技场钥匙现在售价175金币(原价6500)
记忆竞技场钥匙现售价265金币(原价7250)
这样做是为了减轻少数商人阵营玩家为了追求最优体验而感到必须提升命运之环阵营等级,并利用竞技场的关键预言来有效地赚取金币的压力。
现在命运之环阵营的玩家不会在命运巨石的最终奖励中获得双倍经验书。
从技术上讲,这也是一个错误修复,因为经验书奖励不是直接的物品奖励。物品派系并不打算对经验的获得产生影响,只是对物品的获得方式产生影响。
俯冲轰炸和幽魂之焰
本次更新中,我们做出了一项调整,并且即将发布另一项调整,我们希望详细介绍这些调整,而不仅仅是列出。这些调整涉及幽魂之焰的“精神之火种”天赋节点(已包含在本次更新中)和俯冲轰炸的“采云者”天赋节点(预计在不久的将来发布)。
改动
幽魂之焰
修正了一个错误,即如果玩家之前在其存活时间内击中过幽灵,而目前没有击中幽灵,则幽魂之焰的精神之火种可以应用于该玩家。
俯冲轰炸(补丁即将发布)
将采云者效果更改为仅作用于任何单个的烟雾弹。
这两个技能天赋节点都表现得异常出色,但这并不是我们现在要更改它们的原因。我们之所以改变它们,是因为这些技能会对游戏性能产生影响,更具体地说,它们会导致服务器崩溃。
我们目前的观点,我们不会发布赛季中期的平衡变化,比如亵渎帷幕的血湖节点。虽然这个技能天赋比预期的要强大得多,但它不会导致性能问题,因此它将在下一个赛季补丁中进行更改。这种观点当然是开放的,它不是一尘不变的。如果在赛季中期有很高的需求来修复错误或进行影响平衡的更改,我们自然会进行调整。
虽然这些更改是出于性能原因而进行的,但它们也会对这些技能/天赋节点的强度水平产生相当大的影响。这会自动引发一些问题,我们在下面提供了一个简短的Q&A,说明我们认为可能会产生的最大的问题。
是否会从排行榜中删除现有的该技能使用者的排名?
答案是否定的,我们不会从排行榜中删除当前的排名。我们知道,当天梯排名中有极佳的表现的BD时,这种选择确实会影响一些玩家冲击排行榜的动力。然而,如果我们删除排名,还会造成许多其他负面影响。主要原因是,如果我们在这些情况下取消排名,就会导致玩家在赛季结束前对这些问题的使用情况保密,这会使我们更难在下一个赛季中及时采取行动。
俯冲轰炸的采云者自发布以来就已经为人所知并被使用,为什么你现在才更改它?
我们愿意忍受天赋节点不平衡的情况,但直到后来我们才意识到玩家在命运巨石的时间线中可以一直维续烟雾弹的持续时间,这意味着随着越来越多的烟雾弹堆积,服务器变得更加不稳定,最终崩溃。我们只是在赛季中期修复它所带来的服务器问题,而不是它的技能平衡问题。
为什么不以一种保持技能效果依旧强大但不会出现服务器问题的方式进行修复呢?
修改一项技能的数据让他产生适当的平衡需要相当长的一段时间。从设计讨论,到实现,再到Q&A,最后合并发布。不幸的是,对于这样的情况,花费这段时间意味着它是以花在修复其他bug或开发新内容上的时间为代价的,而我们只计划在下一个赛季开始时将其删除。
原文
Hello Travelers,
For today’s patch we have a bunch of fixes for controller, UI, skills, and more. We’re also spending a moment to comment on Dive Bomb and Ghostflame. Read below for the full notes.
Bug Fixes
Quest
Fixed an issue where players would get the Immortal Empire quest before gaining access to that quest state of Elder Gaspar
Fixed an issue that caused the elevator to the Council Chambers to never appear after defeating waves of monsters at the end of the Void Assault quest
Controller
Fixed issues with interacting (such as opening a chest, or talking to an NPC) while using a controller
Fixed an issue with mapping the “Y”/Triangle controller button
Fixed issue with controller bindings disappearing when using a mouse
Controller binding dialog can be closed by pressing the “V” / Circle button
Navigation cursor refocuses the corresponding action binding button after an action is bound
UI
Fixed an issue where once a party member enters the arena and you do NOT enter the arena, you cannot open any UI
Fixed an issue so that “Steam Required” and “License Required” are separate errors
Fixed issue where some enemies had no/only partial red outlines when hovered
Fixed an issue where item tooltips displayed when the mouse was not hovering them
Fixed issue causing “no characters found” to be overlaid on your character list at character selection
Fixed inconsistent portraits for Maceth and Leyda
Skills
Fixed a bug where Elemental Nova’s damaging area was not affected by increases to its area of effect
Fixed issue where when returning to human form after transforming turns, the player model invisible
Fixed most instances of a bug where channeled movement skills, particularly Flame Rush and Shield Rush, could lock the player into the movement and not visually move the player until the ability ended
Other
Slightly Improved party transition times
Fixed a visual gap in Festering Sewers
Fixed weird visual triangles at top of screen in The Ancient Cavern
Fixed issue with players dying prematurely by setting their actor to invincible as soon as we spawn them, then allowing grace period to overtake later
Fixed issue with linking the game guide in chat
Revert change from previous patch that was causing players to see other players running in place (reverted change was a fix aiming to fix players not animating when joining a scene).
Changes
Require players to manually click to transition scenes during the campaign
Various Bazaar UI/UX improvements
Greatly reduced the sell price of Arena Keys and Arena Keys of MemoryArena keys now sell for 175 (from 6500)
Arena keys now sell for 175 gold (from 6500)
Arena keys of memory now sell for 265 gold (from 7250)
This was done to remove the burden of optimal on MG players feeling like they needed to level up CoF and use arena key prophecies to farm gold effectively
Added Prevention for CoF bonuses from doubling XP tome rewards in MonolithsThis is also technically a bug fix as the XP Tome Reward isn’t a direct item reward. Item Factions are not intended to have an effect on experience gains, only how items are obtained.
Ghostflame and Dive Bomb
There’s one change in this patch, and another change we’ll be releasing soon which we wanted to speak a little bit more to than just listing. These are changes to Ghostflame’s Spirit Kindling Node (included in this patch), and Dive Bomb’s Cloud Gatherer node (being released in near future).
Changes
Ghostflame
Fixed a bug where Ghostflame’s Spirit Kindling could apply to the player if it had previously hit a Wraith during its lifetime and was not currently hitting a Wraith
Dive Bomb (hotfix soon)
Changed Cloud Gatherer to only apply to any individual Smoke Bomb one time.
Both of these nodes are exceptionally overperforming, but that’s not why we’re changing them right now. We’re changing them because of the performance impact these skills are causing, more specifically their tendency to crash servers.
Our current stance is that we won’t issue mid-cycle changes for balance, such as with Profane Veil’s Vampiric Blood node. While the node is much stronger than intended, it’s not causing performance issues and so it will instead be changed with the next cycle patch. This stance is of course open to feedback, it’s not carved in stone. If there’s high demand to fix bugs or make changes that affect balance mid-cycle, we can adjust.
While these changes are being made for performance reasons, they do also carry considerable impact to power levels of these skills/nodes. This automatically raises some questions, to which we’ve provided a short QA below of what we think are the biggest questions.
Will existing entries be removed from the leaderboards?
The answer to this is no, we will not be removing current entries from the leaderboards. We understand this choice does have the negative effect of affecting some player’s motivation to push the leaderboards when there’s a leader. However, there’s many other negative effects if we do remove entries. Primarily, if we remove rankings in these situations, it incentivizes players to keep these interactions a secret until the very end of the cycle, making it much more difficult for us to act in time for the next cycle.
Dive Bomb’s Cloud Gatherer has been known and used since release, why are you only changing it now?
We were willing to live with the node being imbalanced, but it wasn’t until later that we realized players were maintaining Smoke Bombs in Echo of a World as they ran echoes, which means as more and more Smoke Bombs piled up, the server becomes more unstable and eventually crashes. We’re only fixing this mid-cycle due to the server issues it presents, not its balance.
Why not fix it in a way that keeps it as powerful as it currently is, but without the server issues?
Investigating a skill for appropriate balance changes that’s not purely numerical takes a fair amount of time. From design discussions, to implementation, to QA, and finally merge and release. For cases like this, it unfortunately taking this time means it comes at the cost of time spent towards other bugs, or new content, when we only plan to remove it as soon as the next cycle starts.