pic
图片[1]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛

最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)

揭示过往,重铸未来。在15个精通职业中选择其一,探索危险的地下城,追寻史诗级战利品,打造传奇武器,掌握百余种变形技能树的力量。请尽情体验由狂热的RPG游戏迷团队开发的《最后纪元》。

资源更新日志

  • 2025年1月20日:v1.1.7.9 → v1.1.7.10
  • 2025年1月16日:v1.1.7.8 → v1.1.7.9
  • 2025年1月9日:v1.1.7.7 → v1.1.7.8
  • 2024年12月16日:v1.1.7.4 → v1.1.7.7 请使用升级补丁进行升级,注意升级版本号顺序
  • 2024年9月29日:将游戏版本从v1.1.7.1升级至v1.1.7.4
  • 2024年9月21日:将游戏版本从v1.1.6.1升级至v1.1.7.1
  • 2024年9月8日:将游戏版本从v1.1.5升级至v1.1.6.1
  • 2024年8月24日:将游戏版本从v1.1.3升级至v1.1.5
  • 2024年7月28日:将游戏版本从v1.1.0.2升级至v1.1.3
  • 2024年7月13日:将游戏版本从v1.0.8.1升级至v1.1.0.2
  • 2024年5月18日:将游戏版本从v1.0.6.0升级至v1.0.8.1,请使用资源内的升级补丁进行升级

更新内容

Last Epoch 修补程序 1.1.7.9

修复了影响一小部分玩家的基于菜单的 UI 小问题

图片[2]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛

Eterra Monthly: Dec. 2024 Edition
Eterra 月刊:2024 年 12 月版

Welcome Travelers to the Eterra Monthly December 2024 Edition!
欢迎旅客阅读 Eterra 月刊 2024 年 12 月版!

We hope everyone had a happy holiday season and fantastic new year! Another month has passed, and we’re here with our boots on the ground to bring you the latest from Eterra!
我们希望每个人都度过了一个愉快的假期和美好的新年!又一个月过去了,我们齐心协力为您带来 Eterra 的最新消息!

Eterra’s Path Forward  Eterra 的前进之路

Our team has heard that the Cartographers have released a new map detailing the Road forward to better aid intrepid travelers on their journey. Our field reporter journeyed out to get a first hand look at what travelers can expect to find in the wilds of Eterra, let’s hear from them!
我们的团队听说 Cartographers 发布了一张新地图,详细介绍了前进的道路,以更好地帮助勇敢的旅行者完成他们的旅程。我们的现场记者前往现场,亲眼目睹旅行者在 Eterra 的荒野中可以发现什么,让我们听听他们的意见吧!

"Setting off from The Surface, I followed my usual rambling route towards Shrouded Ridge to get a look at these Dungeon Improvements! Through Lightless Arbor, then a quick hop, skip and waypoint from Corrupted Lake to Risen Lake, I made my way to through the Soulfire Bastion giving a quick nod to the Gambler before popping out at Kolheim Pass to poke my nose into the Champions Arena. While there I used that waypoint to pop over the Ruined Cost, said hello to Ortra’ek before giving the Temporal Sanctum a once over! All in all, they’re looking good!
“从地表出发,我沿着我通常的漫无边际的路线前往 Shrouded Ridge,看看这些地牢改进!穿过 Lightless Arbor,然后从 Corrupted Lake 到 Risen Lake 的快速跳跃、跳跃和航点,我穿过 Soulfire Bastion,向赌徒快速点头致意,然后在 Kolheim Pass 跳出来,把鼻子探进了 Champions Arena。在那里,我用那个传送点跳过了废墟成本,向 Ortra'ek 打了个招呼,然后又去了一次时间圣所!总而言之,他们看起来不错!

After a good ramble round Eterra, I always take a break in the End of Time. While there I got to spy on some Monolith of Fate Improvements! I overheard talk about Woven Echoes, and something to do with Tombs and Cemeteries though it was difficult to get specific details as the workers kept getting drowned out by loud growls and rumblings. I was informed that new Champion Enemies had been seen roaming around, rarer and more formidable, these enemies should be handled with care. For travelers delving deep into the Monolith of Fate, warnings of New Endgame Bosses have been posted too.
在 Eterra 闲逛之后,我总是在 End of Time 休息一下。在那里,我了一些 Monolith of Fate 改进!我无意中听到了关于 Woven Echoes 的讨论,以及与 Tombs and Cemeteries 有关的事情,尽管很难获得具体细节,因为工人们不断被大声的咆哮和隆隆声淹没。我被告知,已经看到新的冠军敌人四处游荡,更稀有、更可怕,这些敌人应该小心处理。对于深入研究命运巨石的旅行者,新的终局 Boss 的警告也已发布。

That would explain what I saw the Sentinel preparing for. I spotted them testing some skills on the Training Dummies, they very kindly informed me that it was a ‘completely re-created Volatile Reversal skill’ - they seemed very proud of it! They also let me know that what I was seeing was also down to new Endgame Crafting Additions they had discovered.
这就可以解释我看到哨兵在做什么准备了。我发现他们在训练假人上测试了一些技能,他们非常友好地告诉我,这是一个“完全重新创建的不稳定逆转技能”——他们似乎对此感到非常自豪!他们还让我知道,我所看到的也归功于他们发现的新 Endgame Crafting Additions

These changes will be easier for travelers to find as the Seasons change, though for now there is a superb summary of what travellers can expect here - Season 2 and Beyond - Closer Look."
随着季节的变化,旅行者将更容易找到这些变化,尽管目前有一个关于旅行者可以期待的内容的精彩总结 - 第 2 季及以后 - Closer Look

Eyes on Eterra

Faction Waypoints  阵营传送点

“Taxi!!” - A great plot device for media set in New York, though not something you’d want to hear over and over, even in text form.
“出租车!!” - 一个很棒的情节工具,适用于以纽约为背景的媒体,尽管你不想一遍又一遍地听到,即使是文本形式。

We’ve heard you though, and will be implementing a ‘Waypoint Unlock’ for The Bazaar and The Observatory. These will not act as ‘Campaign skips’ however as players will not be able to travel back to Maj’Elka from these locations.
不过,我们已经听到了您的声音,并将为 The Bazaar 和 The Observatory 实施“Waypoint Unlock”。但是,这些不会充当“战役跳过”,因为玩家将无法从这些地点返回 Maj'Elka。

Controller Targeting Improvements
控制器定位改进

The team has been pushing hard on Controller Improvements, and that includes an overhaul on how targeting works for all skills - even node transformations! Currently many skills can default to ‘Max Range’ but the team is working on fine-tuning specific targeting methods for each skill based on what the player is likely actually trying to accomplish.
该团队一直在努力推动控制器改进,其中包括对所有技能的定位方式进行全面改革 - 甚至是节点转换!目前,许多技能可以默认为“最大射程”,但团队正在努力根据玩家可能实际尝试完成的任务来微调每个技能的特定定位方法。

Bug Reporting Tool Changes
Bug 报告工具更改

In Season 2, we’re adding some QoL features to the UI. One of these is making it possible to open the In Game Bug Reporting Tool with F8, allowing players to share screenshots of UI issues for reports. It will also give a small preview of the screenshot being sent to us, to the left of the IGBR tool.
在第 2 季中,我们将为 UI 添加一些 QoL 功能。其中之一是可以使用 F8 打开游戏内错误报告工具,允许玩家共享 UI 问题的屏幕截图以进行报告。它还将在 IGBR 工具的左侧提供发送给我们的屏幕截图的小预览。

You will also be able to change the input option for keyboard, mouse and controller to better suit your needs.
您还可以更改键盘、鼠标和控制器的输入选项,以更好地满足您的需求。

Bugs!  错误!

As we mentioned in the Roadmap earlier this month, the team is tackling our ‘bug debt’ - the long standing bugs that have persisted through patches. While a portion of those issues are being addressed as part of larger changes we’ll discuss in larger posts, we can share some issues that have been confirmed as fixed by our dev team.
正如我们在本月早些时候的路线图中提到的,该团队正在解决我们的“错误债务”问题,即通过补丁持续存在的长期错误。虽然这些问题的一部分是作为我们将在更大的帖子中讨论的更大更改的一部分得到解决的,但我们可以分享一些已由我们的开发团队确认已修复的问题。

  • Fixed a bug where Kermode’s Cage did not give your Werebear Form white fur in Online.
    修复了 Kermode 的笼子在 Online 中不给你的 Werebear Form 白色皮毛的错误。
  • Fixed a bug where Reaper Form did not switch its model visuals to poison, cold, or blood themes based on conversions allocated in the skill tree in Online.
    修复了 Reaper Form 不会根据 Online 技能树中分配的转换将其模型视觉效果切换到毒、冷或血主题的错误。
  • Fixed a bug where Werebear Form did not switch its model visuals to lightning based on conversions allocated in the skill tree in Online.
    修复了 Werebear Form 不会根据 Online 技能树中分配的转换将其模型视觉效果切换为闪电的错误。
  • Fixed a bug where Spriggan Form and Swarmblade Form did not switch their model visuals to cold based on conversions allocated in the skill tree in Online.
    修复了 Spriggan Form 和 Swarmblade Form 没有根据在线技能树中分配的转换将其模型视觉效果切换为冷模型视觉对象的错误。
  • Fixed a bug where Overlay Map Opacity would sometimes reset when re-opening the settings menu.
    修复了在重新打开设置菜单时 Overlay Map Opacity 有时会重置的错误。
  • Fixed a bug where Transplant’s Bone Armor started on cooldown when allocated.
    修复了移植的骨甲在分配时开始冷却的问题。
  • Fixed a bug where Upheaval did not move its melee, area, and physical or cold tags to minion tags when Upheaval Totems is allocated.
    修复了在分配剧变图腾时,剧变不会将其近战、范围和物理或冰霜标签移动到仆从标签的错误。
  • For example, Apogee of Frozen Light’s +3 to cold and necrotic minion skills will now correctly apply to Upheaval when Upheaval Totems and Glacial Cascade are allocated.
    例如,当分配剧变图腾和冰川瀑布时,冰冻光芒的 Apogee 的冰霜和坏死仆从技能 +3 现在将正确应用于剧变。
  • Fixed a bug where Lightning Blast’s Halo Effect was unable to create Spark Novas.
    修复了 Lightning Blast 的 Halo 效果无法创建 Spark Novas 的错误。
  • Fixed a bug where Explosive Trap would not create additional traps up to your maximum traps if you allocated Blast Rain and No Man’s Land.
    修复了一个错误,该错误会导致如果您分配了 Blast Rain 和 No Man's Land,则 Explosive Trap 不会创建额外的陷阱,直到达到您的最大陷阱数。
  • Fixed a bug where leech provided by skill trees could ignore Boulderfist’s “cannot leech” affix if the player had no other sources of leech.
    修复了一个错误,该错误会导致技能树提供的吸取在玩家没有其他吸取来源的情况下忽略 Boulderfist 的“cannot leech”词缀。
  • Fixed a bug where the Coordinated Fade node would not provide stacks of Silver Shroud when the ability occupying the designated slot is a combo ability.
    修复了当占据指定槽位的技能是组合技能时,Coordinated Fade 节点不会提供银色裹尸布堆叠的错误。
  • Fixed a bug where using both Unbroken Prayer & Homeward on Healing Hands makes it so the ability is never actually cast while still going through the animation and consuming mana.
    修复了一个错误,即在治疗之手上同时使用不间断的祈祷和回家使得这个能力永远不会真正被施放,同时仍然通过动画并消耗魔法。

Mike’s Twitch Teasers  Mike 的 Twitch 预告片

We know not everyone has the time or time zone to join Mike on Twitch for streams and can miss out on some of the fun teasers and news that gets shared. We’ve collected all of the latest one here for you!
我们知道,并不是每个人都有时间或时区在 Twitch 上与 Mike 一起观看直播,并且可能会错过一些有趣的预告片和新闻。我们在这里为您收集了所有最新的!

11-29-24

Mike seemed to be making up for a teaser light November - we had some new Sentinel nodes for Paladins and Void Knights, as well as a sneak peak at a new mob! The Marsh Beetle Queen!
Mike 似乎在弥补 11 月的预告片 - 我们为圣骑士和虚空骑士提供了一些新的哨兵关卡点,以及新生物的先睹为快!沼泽甲虫女王!

12-06-24

On the first week of Christmas, Mike bequeathed to meeeee… nothing, Mike took a week off. Rude.
在圣诞节的第一周,迈克遗赠给我......什么都没有,迈克请了一个星期的假。

12-13-24

On the second week of Christmas, Mike bequeathed to meeeee… 2 new Sentinel Nodes and an existing node with something missiiiiiiing
在圣诞节的第二周,迈克遗赠给我......2 个新的 Sentinel 节点和一个具有 missiiiiiiing 的现有节点

12-20-24

On the third week of Christmas, Mike bequeathed to meeeee… Nada, they were taking a well deserved break to be with their family during the Holiday season. We all eagerly await their return to Eterra and hope they bring even more, exciting stuff for us to talk about!
在圣诞节的第三周,迈克遗赠给我......Nada,他们当之无愧地休息,以便在假期期间与家人团聚。我们都热切地期待着他们回到 Eterra,并希望他们能带来更多令人兴奋的东西供我们讨论!

Community Build Spotlight
社区建设聚焦

This months Community Build Spotlight spells trouble for Aberroth, shattering their HP and Ward down to nothing in just a few strikes!
这个月,社区建设聚光灯给 Aberroth 带来了麻烦,仅仅几下就把他们的 HP 和 Ward 打得一团糟!

If Spellblade builds have ever caught your interest but the ‘glass cannon effect’ has put you off, look no further! While using the same Skills as the Amarathy Maxroll Shatter Strike Guide, SnoWyz focuses on improving their Dodge via Dexterity points, Ward retention via Intelligence and Cold Melee Damage via gear and idols to hit hard while avoiding hits themselves. You can see just how effective their build is in this video of them facing off against Aberroth.
如果 Spellblade 构建曾经引起您的兴趣,但“玻璃炮效果”让您望而却步,那就别无所求!在使用与 Amarathy Maxroll Shatter Strike Guide 相同的技能的同时,SnoWyz 专注于通过敏捷点数提高他们的闪避,通过情报提高守卫保留率,通过装备和偶像提高冷战伤害,以便在避免自身被击中的同时重击。您可以在他们与 Aberroth 对峙的视频中看到他们的构建是多么有效。

While last months Build Spotlight was light on the Uniques, this one leans quite heavily on them. A key role in this build appears to be the +8 levels to Shatter Strike gained from various gear affixes, the main source being the crafted T7 ‘+4 to Level of Shatter Strike / 142% increased Cold Damage’ hybrid affix as part of their Kestrel Body Armour. Luckily this Unique drops from Level 1 making it one of the easier items to farm to get the crafting juuuuuust right. On the opposite end of the scale though we have the Red Ring of Atlaria, as this is an extremely rare drop it’s worth keeping an eye out for good alternatives while you hunt this one down.
虽然上个月 Build Spotlight 对 Uniques 的关注较少,但这次对 Uniques 的依赖相当严重。这个版本的关键作用似乎是从各种装备词缀中获得的 +8 级 Shatter Strike,主要来源是制作的 T7 '+4 到 Shatter Strike 等级 / 增加 142% 冰霜伤害' 混合词缀,作为他们红隼防弹衣的一部分。幸运的是,这个 Unique 从 1 级开始下降,使其成为更容易耕种以正确制作 juuuuuust 的物品之一。在天平的另一端,虽然我们有 Atlaria 的 Red Ring,但由于这是一个极其罕见的掉落物,因此在寻找这个时值得留意好的替代品。

The other Uniques such as Eye of ReenBoulderfistsBlood of the Exile and Siphon of Anguish are easier to find, though to reach this builds full potential crafting T7 affixes onto them is recommended so try to farm them when and where you can.
其他独特技能,如瑞恩之眼巨石拳、流放之血痛苦虹吸,更容易找到,但要达到这个构建,建议在它们上面制作 T7 词缀,所以尝试在可以的时间和地点种植它们。

You can check out the full build breakdown here on Last Epoch Tools.
您可以在 Last Epoch Tools 上查看完整的构建明细。

Meet The Team  认识团队

Hi Mike! Let’s start with who you are and what your role is in EHG!
嗨,Mike!让我们从您是谁以及您在 EHG 中的角色开始!

I am a Senior Technical Game Designer. My role at EHG has evolved a lot over the years. I started out as a Game Developer but we all had so many roles back then.
我是一名高级技术游戏设计师。这些年来,我在 EHG 的角色发生了很大变化。我最初是一名游戏开发人员,但那时我们都有很多角色。

Senior Technical Game Designer is a hell of a mouthful! How did you join the team?
高级技术游戏设计师真是太拗口了!您是如何加入团队的?

On August 1st, 2017 I found a post on the D2 subreddit from Judd called “Creating a ARPG - Skill System Planning”. I was a recent university grad and was struggling to find a “real” job. So I was fixing computers as I had done for over 10 years at that point and had been working on a mobile first person pacman game with a friend. I still want to remake it someday as I bet it would take me a weekend to recreate 6 months of work. It would also run probably 100x faster. I was really just looking for some enthusiast project to have some fun with and Judd invited me to the Discord to chat and hang. I had a functioning early version in my hands by the next week. The character was a textureless knight. You had a handful of abilities at most. I think Leap Slam, Summon Wolf, Fireball and Cleave were what you had to work with. It had a handful of zones in a swamp setting. There might have been a basic equipment system but I don’t remember. I was already hooked. About 18 months later I quit my “real job” that I had ended up finding after all to work on LE full time.
2017 年 8 月 1 日,我在 D2 subreddit 上发现了 Judd 的一篇名为“创建 ARPG - 技能系统规划”的帖子。我刚从大学毕业,正在努力找一份“真正的”工作。所以我当时一直在修理电脑,就像我当时做了 10 多年一样,并且一直在和朋友一起开发移动第一人称吃豆人游戏。我仍然想有一天重做它,因为我敢打赌我需要一个周末才能重新制作 6 个月的工作。它的运行速度也可能快 100 倍。我真的只是在寻找一些爱好者的项目来找点乐子,Judd 邀请我去 Discord 聊天和闲聊。到下周,我手里有一个功能正常的早期版本。这个角色是一个没有纹理的骑士。你最多只有少数能力。我认为 Leap Slam、Summon Wolf、Fireball 和 Cleave 是你必须使用的。它在沼泽环境中有几个区域。可能有一个基本的设备系统,但我不记得了。我已经被迷住了。大约 18 个月后,我辞掉了我最终找到的“真正工作”,全职从事 LE 工作。

Here is a link to my unedited, first contact with Judd: https://www.reddit.com/r/diablo2/comments/6qr9mk/creating_a_arpg_skill_system_planning/dl0q0wa/
这是我与 Judd 的第一次联系的链接:https://www.reddit.com/r/diablo2/comments/6qr9mk/creating_a_arpg_skill_system_planning/dl0q0wa/

That’s pretty awesome! Now you’re with EHG, what do you do day to day?
这真是太棒了!现在您在 EHG 工作,您每天做什么?

I mostly split my time between coming up with cool ideas, discussing game design topics, and implementing individual skill nodes or items. I also have a few other responsibilities like doing the weekly dev Q&A livestream. I’ve managed to scale back the departments that I work with over the last couple years which has been really nice to be able to focus more and more on design elements. Making new skill nodes is my favourite part of the game to work on. I have been working on a future feature for the last couple months so I’m less directly connected than usual to the implementation of the upcoming patch. I still pitch in on random bugs here and there as needed too.
我主要将时间分配给想出很酷的想法、讨论游戏设计主题和实现单个技能节点或物品。我还有一些其他职责,比如做每周的开发者问答直播。在过去的几年里,我设法缩减了与我合作的部门,能够越来越多地专注于设计元素真是太好了。制作新的技能节点是游戏中我最喜欢的部分。在过去的几个月里,我一直在开发一个未来的功能,所以我与即将到来的补丁的实施没有比平时更直接的联系。我仍然会根据需要在这里和那里随机地投入错误。

Is there anything you have worked on that you’re really proud of or just want to talk about more?
你做过什么让你真正感到自豪的事情,或者只是想多谈谈吗?

There have been a lot of systems that I was really proud of at the time over the years. Most of them have been replaced at this point but I think a few of them were really key in getting us across the line for a few patches. I implemented the first full inventory grid and equipment system that we used in the Kickstarter version. I brought the ill-fated passive web to the game that we initially used, shout out to my buddy who pitched a much more complex version of that. I still want to incorporate into a game at some point in the future, it was just a touch too complex to flow smoothly for Epoch. I remember the initial Blessings design and implementation came right down to the wire. We were late night working on that before the patch and that system has survived very well. I built a lot of the world map functionality and it has a some neat little behind the scenes scripts that do some pretty boring things but I think are cool.
这些年来,有很多系统我当时真的感到自豪。他们中的大多数在这一点上已经被替换了,但我认为他们中的一些确实是让我们跨越几个补丁的关键。我实现了我们在 Kickstarter 版本中使用的第一个完整库存网格和设备系统。我将命运多舛的被动 Web 带到了我们最初使用的游戏中,向我的朋友大喊大叫,他提出了一个更复杂的版本。我仍然想在未来的某个时候融入到游戏中,只是它太复杂了,无法顺利进行 Epoch。我记得最初的 Blessings 设计和实现是直接进行的。在补丁发布之前,我们一直在深夜工作,该系统运行得非常好。我构建了很多世界地图功能,它有一些简洁的小幕后脚本,可以做一些非常无聊的事情,但我认为很酷。

The part I’m most proud of though are all the skill nodes that do cool stuff that we’ve made. I can’t really take individual credit for many of them as it’s a very collaborative process but as a member of that team, I’m really happy with what we’ve been able to make.
不过,我最引以为豪的部分是我们制作的所有技能节点,它们可以做很酷的事情。我真的不能把他们中的许多人归功于个人,因为这是一个非常协作的过程,但作为那个团队的一员,我对我们能够取得的成就感到非常满意。

What influences the choices you make for Last Epoch?
什么会影响您对 Last Epoch 所做的选择?

I feel like everything does. I have a tough time turning off the part of my brain that is looking for game mechanics everywhere. I do a lot of gaming related things in my free time so the influences come from all over the place. I get lots of influence from ARPGs and other games like D2, PoE, Zelda and Civ but it doesn’t stop there - I’ve found myself taking mental notes while playing Magic, board games, escape rooms or even watching shows like Taskmaster. Seeing what challenges people and the way they tackle those challenges is really interesting to me.
我觉得一切都是这样。我很难关闭我大脑中到处寻找游戏机制的部分。我在空闲时间做了很多与游戏相关的事情,所以影响来自四面八方。我从 ARPG 和其他游戏(如 D2、PoE、Zelda 和 Civ)中得到了很多影响,但并不止于此 - 我发现自己在玩万智牌、棋盘游戏、密室逃脱甚至观看 Taskmaster 等节目时都会在心里做笔记。看到人们面临的挑战以及他们应对这些挑战的方式对我来说真的很有趣。

If you had unlimited resources, what would you add to Last Epoch and why?
如果你有无限的资源,你会在 Last Epoch 中添加什么,为什么?

Omega tier cinematics because having an “LE Movie” built into the game would be really cool and it’s the most expensive thing I can think of without cheating with something like 5 new base classes or 10 new end game systems and I don’t think “the best servers free forever” is a very exciting answer. But free game servers forever would let us do some pretty sweet stuff.
Omega 级别的电影,因为在游戏中内置“LE Movie”会非常酷,这是我能想到的最昂贵的东西,而不会用 5 个新的基类或 10 个新的最终游戏系统来作弊,而且我不认为“最好的服务器永远免费”是一个非常令人兴奋的答案。但是永久的免费游戏服务器会让我们做一些非常甜蜜的事情。

What do you think makes a game truly memorable for players?
您认为什么让游戏真正让玩家难忘?

Moments of Triumph. And I don’t just mean winning, I mean that one time you overcame your greatest challenge after struggling against all odds. I think this might be why many of us have such strong memories of games when we were kids. I’m old enough that fact checking Jimmy on the playground that punching a van thousands of times wouldn’t spawn a Mew wasn’t an easy thing to do. So, many times when you got stuck in a game, you were stuck for a long time. These long struggles made the Moment of Triumph so much more special. So next time you think you’re stuck in a game, I suggest avoiding asking uncle Google for help for as long as you can.
胜利的时刻。我不仅仅是说赢,我的意思是,有一次你在克服了所有困难之后克服了你最大的挑战。我想这可能就是为什么我们中的许多人小时候对游戏有如此深刻的回忆。我已经年纪大了,在操场上对 Jimmy 进行事实核查,认为打面包车数千次不会产生喵喵声并不是一件容易的事。所以,很多时候当你陷入困境时,你会陷入困境很长时间。这些漫长的斗争使 Moment of Triumph 变得更加特别。所以下次你觉得自己陷入了困境时,我建议尽可能避免向 Google 叔叔寻求帮助。

It must be fun being the Face of the Last Epoch Twitch account, how did you end up doing that?
成为 Last Epoch 的代言人 Twitch 帐户一定很有趣,您最终是怎么做到的?

My first time in front of the camera for Last Epoch was during the Kickstarter video. I was there mostly just because I was willing to do it. Then the first Dev Stream was in 2018, shortly after the Kickstarter. Almost nobody was there and I was actually streaming working on the game itself, not playing it. I think I was working on early passive web nodes (yes it was a web back then). At some point I got nervous of showing so many behind the scenes things and we shut it down. Probably lasted about 10 streams over a month at most. Then as time went on, I became to default person answering questions in the Discord “ask-the-devs” channel.
我第一次出现在 Last Epoch 的镜头前是在 Kickstarter 视频中。我在那里主要是因为我愿意这样做。然后,第一届 Dev Stream 是在 2018 年,就在 Kickstarter 之后不久。几乎没有人在场,我实际上是在直播游戏本身,而不是玩它。我想我当时正在研究早期的被动 Web 节点(是的,那时它是一个 Web)。在某个时候,我对展示这么多幕后花絮感到紧张,然后我们关闭了它。可能最多持续了一个月大约 10 次流。然后随着时间的推移,我成为了在 Discord“ask-the-devs”频道中回答问题的默认人。

When we had a social team and were looking for new things to try out, I think word got around that I had streamed in the past and I was asked to try it again but this time just playing the game and I’ve done some 3? 4? years of them now. I’m not actually sure how long we’ve been doing those. We are planning on having more guests come on with me to be able to give different perspectives and talk more knowledgeably about the disciplines that I just don’t know well enough. Let us know if there is a specific discipline you would like to join me.
当我们有一个社交团队并正在寻找新的东西来尝试时,我想有消息说我过去曾直播过,有人要求我再试一次,但这次只是玩游戏,我已经做了一些 3 次?4?现在已经好几年了。我实际上不确定我们已经做了多长时间了。我们计划让更多的嘉宾和我一起来,这样他们就能够给出不同的观点,并更有知识地谈论我不够了解的学科。如果您想加入我,请告诉我们。

Final question - Why IS Teal’c better than O’Neill?
最后一个问题 - 为什么 Teal'c 比 O'Neill 好?

Because it must be opposite day. Teal’c is fantastic but O’Neill’s banter is what gives the show so much of its charm. Favourite episode: Window of Opportunity (the groundhog day episode). Specifically for the bit when he does all the things he has always wanted to do. Honorable Mention 1: Wormhole X-Treme! for the part when Vala pitches her and Cameron’s previous show Farscape to the director and he doesn’t recognize it. Honorable Mention 2: Moebius for the part where Sam makes fun of her own cringy opening scene from the first episode. Ah crap, now I’m just rewatching SG1 again.
因为它必须是相反的日子。Teal'c 很棒,但 O'Neill 的玩笑才是该节目如此迷人的原因。最喜欢的一集:机会之窗(土拨鼠日一集)。特别是当他做他一直想做的所有事情时。荣誉奖 1:Wormhole X-Treme!当 Vala 向导演推销她和 Cameron 之前的节目 Farscape 时,他没有认出这一点。荣誉奖 2:Moebius 因为 Sam 取笑她自己在第一集中令人毛骨悚然的开场场景。啊,妈的,现在我又重看了一遍 SG1。

Is there anything else you’d like to tell our readers?
您还有什么想对我们的读者说的吗?

If the sun vanished, the earth would be orbiting an empty point in space for about 8m20s because gravity travels at the speed of light.
如果太阳消失,地球将在太空中的一个空点绕行大约 8 分 20 秒,因为引力以光速传播。

Community Spotlight  社区聚焦

Vezidoroga’s Woodwork Project
Vezidoroga 的木制品项目

We’ve been following this for a while now and it’s coming along nicely but they still won’t tell us what the final version will be! Is this how players feel when we tease features but won’t elaborate?
我们已经关注了一段时间,进展顺利,但他们仍然不会告诉我们最终版本会是什么!当我们调侃功能但不详细说明时,玩家会有这种感觉吗?

Christmas Gregory Emote!  圣诞格雷戈里表情!

No matter what you celebrated during the holidays, Gregory was there to wish you a happy holiday in his own festive way. Our Grole Intern of EHG donned his holiday hat and joined the Discord for your entertainment, hoping to spread some holiday cheer this season. While Gregory believes the holidays never end, they have agreed to return to their work uniform barrel hat by the twelfth night. However, due to a misunderstanding, they believed this to be January 12th. In the spirit of the holidays, EHG has agreed not to argue the point. Please enjoy your time with our festive intern for a while longer.
无论您在假期中庆祝什么,Gregory 都会以他自己的节日方式祝您节日快乐。我们 EHG 的 Grole 实习生戴上了他的节日帽子,加入了 Discord 供您娱乐,希望在这个季节传播一些节日的欢乐。虽然 Gregory 相信假期永远不会结束,但他们已经同意在第 12 晚之前恢复他们的工作制服桶帽。然而,由于误会,他们认为这是 1 月 12 日。本着假期的精神,EHG 同意不争论这一点。请与我们的节日实习生一起享受一段时间。

The Artwork is on the Wall!
艺术品在墙上!

And the writing is in the Forums! While we all wait for more news around the exciting changes and updates in Season 2, the Community Team is working on other changes such as updating our Forums! Part of that is new Profile Icons and new Wallpapers, on which we would like your input.
而且文章在论坛上!在我们都在等待有关第 2 赛季激动人心的更改和更新的更多消息时,社区团队正在努力进行其他更改,例如更新我们的论坛!其中一部分是新的个人资料图标和新壁纸,我们希望您对此提供意见。

We have a post for each feature, so please let us know what you’d like to see!
我们为每个功能都提供了一个帖子,所以请告诉我们您希望看到什么!

What’s Next  下一步

As we all return from the Holiday Break, our teams will be diving back into their work for the upcoming Season 2. Between now and then we will continue to keep you updated via Eterra Monthly, let you see behind the curtain with our Making Last Epoch Blog Posts and, when the time is right, Season 2 Hype Posts!
随着我们都从假期中归来,我们的团队将重新投入到即将到来的第 2 赛季的工作中。从现在到那时,我们将继续通过 Eterra Monthly 让您了解最新情况,通过我们的 Making Last Epoch 博客文章,以及在适当的时候,第 2 季炒作帖子,让您了解幕后花絮!

This has been Eterra Monthly; a report on the happenings and changes in the world of Last Epoch. We hope you have enjoyed this month’s report and will see you all again soon.
这是 Eterra 月刊;关于 Last Epoch 世界中发生的事情和变化的报告。我们希望您喜欢本月的报告,并很快再次见到您。

图片[3]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛

Last Epoch 1.1.7.6 Patch Notes

变更

活动词缀

  • 亡灵忠诚者 将不会在命运巨石中生成。
  • 移除以下增益
    • 活动时增加的青睐值和声望收益
    • 活动时增加的黄金掉落率
    • 活动时增加的随机暗金掉率

青睐值和声望

  • 降低阵营赌徒物品成本约35%,并使其更加多样化。

命運之环

  • 降低大多数预言的成本约30%(由于四舍五入,成本因情况而异)。
  • 崇高头盔、战靴和遗物的预言成本降低30%以上。
  • 传奇潜能预言的成本总共降低了50%左右。

商人公会

  • 集市青睐值成本降低:
    • 神像成本从800降低到600
    • 实验性词缀将增加魔法和稀有物品成本 300(原本为400)
    • 套装物品成本为240 + 4 x 等级要求(原为300 + 4 x 等级要求)
    • 0LP暗金物品成本为800 + 4 x 等级要求(原为1200 + 4 x 等级要求)
    • 暗金成本为3000 + 1000 x LP^2 + 40 x 等级要求(从4000 + 1500 x LP^2 + 40 x 等级要求)
    • 传奇物品的价格为6000 + 1000(每个词缀层)+ 40 x 等级要求(从8000 + 1500每个词缀层+ 40 x 等级要求)
    • 崇高物品的价格为 2000 + 200(每 T6 词缀)+ 1400(每 T7 词缀)+ 400(每实验词缀层)(从 2500 + 250 每 T6 词缀 + 1500 每 T7 词缀 + 600 每实验词缀层
    • 上架费用仍为购买费用的25%,最低上架费用为150。

等级要求

  • 降低了大多数物品阵营等级所需的声望。现在达到9级所需的声望比之前降低了43%,达到12级所需的声望比之前降低了34%。变化是从之前的等级开始的而非累計;
    • 第3级需要2000声望(之前为3000)
    • 第4级需要7500点声望(从11500点开始)
    • 第5级需要20000点声望(从37500点开始)
    • 第6级需要40000点声望(从75000点开始)
    • 第7级需要70000点声望(从125000点开始)
    • 第8级需要110000点声望(从200000开始)
    • R第9级需要180000点声望(从300000开始)
    • 第10级需要320000点声望(从500000开始)
    • 第11级需要500000点声望(从750000开始)
    • 第12级需要800000点声望(从1100000点开始)

藏宝蜥蜴

更新后的藏宝蜥蜴出现率变化(数值适用于90+等级):

  • 黄色和紫色蜥蜴减少4%。
  • 蓝色蜥蜴减少27%。
  • 白色蜥蜴(带有橙色光束的蜥蜴,可掉落暗金)增加25%。
  • 大型绿色蜥蜴增加7%。

其他变化:

  • 藏宝蜥蜴现在会在受到最后一次伤害后等待40秒再钻入地下躲避(之前是20秒)。
  • 蜥蜴掉落的碎片平均减少了2个。
  • 黄色、紫色和绿色蜥蜴掉落的崇高物品比之前稍微多了一些。
  • 白色蜥蜴掉落的暗金物品在60+等级时稍微多了一些。

BUG修复

常规

  • 改进了多个场景中的角色路径,提高了地图的可导航性。
  • 修复了“击中时有一定几率粉碎护甲”无法应用于特定职业的基础类型的问题。
  • 修复了在缔造者圣殿中死于BOSS后,角色在重生时无法移动的问题。
  • 修复了进入破碎之路时播放错误玩家角色对白的问题。

离线模式

  • 修复了离线模式中玩家穿越时间裂缝卡住 或者 無敵 的问题。
  • 修复了离线玩家在与阿波罗斯战斗时使用城镇传送门时,无法按预期退出BOSS战,而是传送回时间终焉的问题。

技能

  • 修复了空域袭击的节点“黑翼降落”产生的黑暗箭矢无法拾取的問題。
  • 修复了空域袭击无法越过空隙的问题。现在它的行为更像是跃击。
  • 修复了当玩家在线使用“牺牲冲锋”节点连续使用“盾冲”时,玩家旋转不正确的问题。
  • 修复了符文大师的“多面体”在对抗首領 - 阿根图斯时瞄准在正常情況下无法瞄准的召喚弩炮的问题。
  • 修复了当玩家解锁了阿托尔的忠诚或自然纽带被动节点时,野兽大师的最大同伴属性显示不正确的问题。
  • 修复了玩家使用“乱舞”技能击中敌人后,箭矢会停留在半空中的问题。
  • 修复了闪避技能无法穿过楼梯和其他斜坡的问题。

视觉和文本

  • 修复了《黑暗太阳》中虚空瑞耶的飞行指示器与其冲刺动作无法正确对齐的错误。
  • 更新了骷髅视觉,包括为侍祭的骷髅添加了双刺动画。
  • 修复了加斯帕的光束命中框在联机游戏中无法始终与其视觉效果对齐的问题。
  • 修复了一些敌人使用过时描述的问题。
    • 例如,虚空先知使用了旧虚空先知的描述“总是暴击远处的敌人”,尽管他们没有这种效果。
  • 修复了凤凰神龛可能会遮挡符文大师角色上方符文的问题。
  • 修复了部分火把显示为亮粉色的问题。
  • 修复了破碎之路中出現多个遗忘骑士叠加的问题。
  • 修复了BOSS护盾无法显示动画的问题。
  • 修复了第二个巨龙君临 秘境中闪电龙战斗中特效无法消失的问题。还修复了闪电龙的震动攻击有时会产生能力指示器,且指示器不会消失的问题。
  • 修复了角色属性菜单中“暴击伤害减免”属性提示框缺失的问题。

神龛

  • 修复了在玛加尔卡贫民窟中生成的神龛出現在无法进入的範围。
  • 修复了回旋神龛无法显示光束视觉效果的问题。
  • 修复了在線模式中時空聖殿生成的神龛可能重叠出現或重叠在随机遭遇戰如复仇武装等的问题。
  • 修复了神龛和复仇武裝可能在寒冰洞穴中生成在无法到达的位置的问题。

控制器

  • 修复了使用控制器时无法导航集市菜单的问题。
  • 修复了使用“恐惧”时控制器瞄准的问题。
  • 修复了无法从技能槽中的第二个专精技能向下导航的控制器导航问题。
  • 修复了导航操作栏后无法使用控制器的能力的问题。
  • 修复了天赋树面板的控制器导航问题。
  • 修复了使用控制器时无法进入组队面板的错误。
  • 修复了使用控制器时技能树技能节点中附加信息提示无法更改的问题。
  • 修复了使用控制器打开径向菜单时可能发生的游戏崩溃的问题。
  • 改进了控制器在“仓库”菜单中的导航。现在,当将控制器悬停在“仓库”菜单中的某个选项卡上时,按下 Y/三角形键即可打开该选项卡的配置窗口。
  • 修复了控制器在屏幕键盘上显示错误图标的问题,并调整了屏幕键盘按键的大小。

用户界面

  • 修改了“地下城钥匙和层数选择”用户界面,使其不再向所有团队成员显示,从而避免多次消耗地下城钥匙的问题。
  • 通过创造符文或无光之亭复制的物品现在在集市用户界面中将会带有镜像图标。
  • 修复了职业专精描述显示挤压的问题,并改进了用户界面缩放功能。
  • 修复了可能导致小地图超出其边框移动的用户界面缩放问题。
  • 修复了战利品筛选规则用户界面中的一个错误,即颜色选择器有时会显示为“显示”规则。
  • 修复了在某些情况下无法与“观星台”重置星座按钮进行交互的错误。
  • 更新了选择专精的确认弹出窗口,以明确您正在选择哪个专精。
  • 修复了侍祭专精选择面板中显示的收割者形态旧图标。
  • 修复了专精选择面板和天赋树侧边栏中显示的锻造打击旧图标。
  • 修复了在复仇武装面板上点击“赋能”会重新打开该面板的错误。
  • 改进了物品工具提示的交互行为。
    • 按住CTRL再按ALT键会显示带有比较的范围,按住ALT再按CTRL键会显示不带比较的范围。
  • 修复了教程中的工具提示中关闭按钮访问的问题,即可视按钮与实际可交互的范围不匹配。

性能

  • 对角色选择界面和游戏中的多个场景进行了性能改进。
  • 进一步提高了打开仓库的性能。

启动说明

请双击“启动游戏.bat”开始游戏,进入游戏界面后选择离线模式

游戏截图

图片[4]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[5]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[6]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[7]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[8]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[9]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[10]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[11]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[12]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[13]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[14]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[15]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[16]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[17]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[18]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[19]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛
图片[20]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛

关于游戏

关于此游戏
《最后纪元》融合了时间旅行、精彩的地下城探险、引人入胜的角色定制,以及无尽的可重玩性,打造出一款可满足资深玩家和新手玩家游戏体验的动作RPG。穿越到伊泰拉的过去,直面黑暗帝国、愤怒诸神以及原始荒野,寻找拯救时间免受虚空侵蚀的方法。

图片[21]-免费下载| 最后纪元 Last Epoch v1.1.7.10 赠修改器 -飞星(官中)-飞星资源论坛

主要特色

  • 15个精通职业
    选择五种强大职业中的一种,开启你的冒险之旅,并在旅途中选择一个独特的精通职业进行转职,从而解锁更多的专门技能和流派选择。
  • 120+技能树
    每个技能都有专属的强化树,让你能够掌控、改变和增强你的游戏风格。让骷髅变身为弓箭手,把闪电冲击转化为连锁闪电,或者使用毒蛇冲击召唤出毒蛇,并与你并肩战斗!


  • 追寻稀有的强大战利品
    在你的武器库中装满精心制作的魔法物品,使用强大的独特和套装物品来改变你流派的玩法,并通过《最后纪元》的深度和随机战利品系统随时准备下一次升级。
  • 高回报的制作系统
    你所使用的物品将由你亲手打造!《最后纪元》中备受社区推崇的制作系统拥有强大且确定的升级机制,让你能掌控角色的变强过程。
  • 揭示过往,重塑未来
    穿越至不同的时间点,在其中发现伊泰拉世界中的众多派系和秘密,并奋力将时间线引向新的道路。
  • 无尽的可重玩性
    《最后纪元》拥有可供定制的丰富职业和技能、富有深度的游戏系统、随机化的战利品以及后续开发,是一款能让人重复游玩数年的游戏。
  • 入门易,精通难
    我们致力于打造一款能让新老玩家都能轻松上手的游戏,因此你可迅速投身战斗,并可收获大量的游戏内资源。但你不要因此就掉以轻心:伊泰拉世界里危机四伏,需要精通战斗和流派构建能才能游刃有余。
  • 绝无付费变强机制
    《最后纪元》永远不会提供通过花费现实货币来获取游戏优势的内容。我们坚信必须要为所有玩家创造公平的游戏环境。

游戏配置

  • 需要 64 位处理器和操作系统
  • 操作系统 *: Windows 7
  • 处理器: Intel Core i5 2500 or AMD FX-4350
  • 内存: 8 GB RAM
  • 显卡: nVidia GTX 1060 / AMD RX 580 with 6GB of VRAM
  • DirectX 版本: 11
  • 网络: 宽带互联网连接
  • 存储空间: 需要 22 GB 可用空间
  • 附注事项: SSD strongly recommended

© 版权声明
THE END
评论 抢沙发

请登录后发表评论

    暂无评论内容