庄园领主 Manor Lords v0.8.003 赠修改器 -飞星(官中)
《庄园领主》是一款中古时期策略游戏,具备深入详尽的城市建造、富有战术深度的大规模战斗,以及复杂的经济和社会模拟。以中古时期领主的身分统治你的土地——坐看季节更迭,天气变化,城市兴衰。
资源更新日志
- 2024年9月24日:将游戏版本从v0.7.995升级至v0.8.003
- 2024年9月11日:将游戏版本从v0.7.987 升级至v0.7.995
- 2024年8月27日:将游戏版本从v0.7.975升级至v0.7.987
- 2024年8月7日:将游戏版本从v0.7.972升级为v0.7.975
- 2024年6月2日:将游戏版本从v0.7.965升级为v0.7.972,并且将游戏修改器升级至最新
- 2024年5月23日:将游戏版本从v0.7.960升级为v0.7.965
- 2024年5月11日:将游戏版本从v0.7.955升级至v0.7.960
- 2024年4月27日:新增风灵月影修改器,在资源附件文件夹内
- 2024年4月26日:将游戏版本从Demo v0.5.1.1(测试版)升级为正式版v0.7.955
Hi all, 大家好,
You can now access a new experimental branch of Manor Lords (0.7.960).
你现在可以进入庄园领主的一个新的实验性分支(0.7.960).
To avoid any potential issues, it’s recommended to make a backup of your save files before switching to a beta version.
为了避免任何潜在的问题,建议在切换到测试版之前备份您的保存文件。
To find your saves on Steam for Manor Lords.
在Steam上为庄园领主寻找您的存档。
- Press Win + E
按Win + E - Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.
将%USERPROFILE %\AppData\Local\ManorLords\Saved\SaveGames粘贴到搜索栏中。
If you’d like to try it, please follow these steps:
如果你想尝试一下,请按照以下步骤操作:
- Open Steam 直接蒸汽
- Right-click on Manor Lords in your library
右击你牌库中的庄园领主 - Select Properties 选择属性
- Go to BETAS tab
转到BETAS选项卡 - Enter the password: veryNiceBasket
请输入密码: - Choose “pre_release” from the “Beta participation” drop-down list
从“Beta参与”下拉列表中选择“预发布” - Wait for the game to update the files (if nothing happens, restart the Steam client)
等待游戏更新文件(如果没有发生,请重新启动Steam客户端) - Launch the game 启动游戏
The new strings are not localized yet and stability hasn’t yet been thoroughly tested. Some balancing changes are still experimental.
新的字符串还没有本地化,稳定性还没有经过彻底的测试。一些平衡性的改变仍处于试验阶段。
To discuss please join the official Discord serverhttps://discord.gg/manorlords. You’ll find a channel specifically for discussing the ongoing pre_release branch.
要讨论请加入官方Discord服务器https://discord.gg/manorlords。您将找到一个专门讨论正在进行的预发布分支的频道。
My first goal was to fix all the most common reported issues:
我的第一个目标是解决所有最常见的报告问题:
– The rate of Hildebolt’s claims
– 希尔德波特的索赔率
– The famous “None” people spawning in huge numbers and refusing to do any work
– 著名的“无”人大量产卵,拒绝做任何工作
– The clogged Trading Posts
– 堵塞的交易站
– The game being stuck at the summary screen after a victory / game over
– 游戏在胜利/游戏结束后停留在摘要屏幕
– Very weak archer damage
– 弓箭手伤害很弱
– Inefficient sawpits which also triggered “generic storage full” problem banners
– 低效锯坑也引发了“通用存储已满”问题横幅
– Problems with optimizations in large cities (still some work to do here)
– 大城市优化的问题(这里还有一些工作要做)
– Inefficient marketplace supply
– 市场供给效率低下
– Problems with farming, like crops erasing in the winter & inefficient harvests
– 农业问题,如作物在冬季消失和效率低下的收获
– Too harsh oversupply/undersupply systems
– 过于苛刻的供应过剩/供应不足系统
– People and/or livestock staying homeless even though there is living space in the settlement
– 人和/或牲畜无家可归,即使在定居点有生活空间
– Overly high ale consumption
– 啤酒消费过高
Additionally, to make trading between Regions easier, I made sure that the
players can use Trading Posts to trade between their own regions without using Barter / Pack Stations.
此外,为了使地区之间的交易更容易,我确保玩家可以使用交易站在自己的地区之间进行交易,而无需使用易货/打包站。
Each good type now has a switch that disables trading it with Free Merchants / Tradepoints in case the players wants to only trade with another Region. The displayed import price will adjust dynamically, showing the lowest possible price found (and NA or not available if there is no good of this type anywhere to be found).
每个好的类型现在有一个开关,禁止交易与自由商人/贸易点的情况下,球员只想贸易与另一个地区。显示的进口价格将动态调整,显示找到的最低价格(如果在任何地方都找不到这种类型的商品,则显示NA或不可用)。
Trade related development branches were nerfed drastically because players argued that it made the game too easy.
与贸易相关的发展分支被大幅削弱,因为玩家认为这让游戏变得太容易了。
Whenever a person dies, there is a 30 day mourning period that blocks growth. You can now preview this in the Building Panel of the Burgage Plot or by pressing TAB.
每当一个人去世,有一个30天的哀悼期,阻止增长。您现在可以在Burgage Plot的Building Panel中或按Tab键预览此图。
Carried corpses now have a visual representation.
搬运尸体现在有视觉表现。
New upgraded retinue armor variations were added.
增加了新的升级的随从盔甲变化。
I reimplemented a mechanic called “Annual Royal Tax” or “King’s Tax” (still deciding on the naming). It’s a tax that is collected from the Treasury once per year, goes to the King, that is calculated per resident and in theory should slightly punish bad workplace optimization and make it more difficult to hoard huge amounts of cash.
我重新实现了一个名为“年度皇家税”或“国王税”的机制(仍在决定命名)。这是一种每年从财政部征收一次的税,归国王所有,按居民计算,理论上应该对糟糕的工作场所优化进行轻微惩罚,并使囤积巨额现金变得更加困难。
The Large Granary building got a rework. The doors now properly animate.
大粮仓建筑得到了返工。门现在可以正确设置动画。
A new unit patron was added – St. Maurice
一个新的单位赞助人被添加-圣莫里斯
Full patch notes below: 完整的补丁说明如下:
Version 0.7.955->0.7.960 版本0.7.955->0.7.960
Major changes: 主要变化:
-The King’s Tax is now enabled (or Annual Royal Tax, can’t decide on the name)
—现在启用国王税(或年度皇家税,无法决定名称)
a) This tax is collected annually from all players (main player and AI) and goes to your liege. It’s counted per population and therefore should become a counterbalance for players who hoard huge wealth despite having non-optimized economies.
a)此税每年向所有玩家(主要玩家和AI)收取,并将支付给您的领主。它是按人口计算的,因此应该成为那些尽管经济非优化但仍囤积巨额财富的玩家的平衡。
b) [WIP] For now the player can go in debt without consequence, but in the future the player will lose king’s favor and eventually the king’s army will show up as enemies for players who refuse to pay
B)[注]现在玩家可以不计后果地负债,但在未来玩家将失去国王的青睐,最终国王的军队将作为敌人出现在拒绝付款的玩家面前
-Global/Local trade switch for trading posts
—贸易站的全球/本地贸易开关
a) The player can now switch trade to “local only” in the trading post for each type of good if they want to use the trading post to exchange goods between their own regions but ignore the free merchants.
a)玩家现在可以在交易站中将每种商品的交易切换到”仅限本地”,如果他们想使用交易站在自己的地区之间交换商品,但忽略免费商人。
b) For now 2 trading posts (both regions) are still required to make it work.
B)目前仍需要2个贸易站(两个地区)才能使其运作。
c) Employed traders will prioritize to travel to the place with best prices to commence trade, and yes potentially including regions owned by other Lords. This can have interesting consequences in the future. For now I reduced the transport distance from the calculation in order to make it more predictable for the player where the traders will go (to the place with the best price).
c)受雇的交易者将优先前往价格最优惠的地方开始交易,是的,可能包括其他领主拥有的地区。这在未来可能会产生有趣的后果。现在,我减少了计算中的运输距离,以使玩家更容易预测交易者将去哪里(到价格最好的地方)。
d) Regional wealth is still required for exchanging goods between regions with a trading post since I want to keep the regions as independent economic units which in my view a more realistic simulation of economy.
d)地区之间的货物交换仍然需要地区财富,因为我想保持地区作为独立的经济单位,在我看来,这是一个更现实的经济模拟。
Gameplay & balance: 游戏性和平衡:
-[Experimental] When consuming food, people will now pick a random food resource instead of eating food in a specific order
-[实验]在消费食物时,人们现在会随机挑选一种食物资源,而不是按照特定的顺序食用食物
-[Experimental] Fertility is no longer drained after crop growth reaches 100% so that always micromanaging early harvest is no longer a preferred strategy. Yield may still increase over 100% growth if max yield is not reached.
-[实验]作物生长达到100%后,肥力不再流失,因此始终对早期收获进行微观管理不再是首选策略。如果没有达到最大产量,产量仍可能增加超过100%的增长。
-[Experimental] When harvesting, the crops are directly added to the field inventory instead of the villager inventory. This was done to ensure that harvesting walk times aren’t the main bottleneck for farming, especially for large fields. [Side note: moving harvest season to August is also possible in a future patch if needed]
– 【实验】收割时,作物直接加入田间库存,而不是村民库存。这样做是为了确保收割步行时间不是农业的主要瓶颈,特别是对于大片农田。[Side注:如果需要,在未来的补丁中也可以将收获季节移到8月]
-[Experimental] Prioritized Oxen plowing over transporting resources back to the granary & warehouse to reduce the ox walking back and forth from the plowed field every time a new batch of resources is available for transport
-[实验]将耕牛优先于将资源运回粮仓和仓库,以减少每次有新一批资源可供运输时耕牛来回走动的次数
-Plowing shed now adds 2 livestock worker slots
– 耕作棚现在增加了2个畜牧工人职位
-Lowered the rate of the Baron claiming regions and adjusted it to better reflect the game settings
– 降低了男爵认领区域的比率,并进行了调整,以更好地反映游戏设置
-Removed the worker camp upgrade – it was meant for colony regions and will be readded when they are properly implemented
– 删除了工人营地升级-这是为殖民地地区的意思,将被重新添加时,他们是正确实施
-Food producing residential plots no longer stock up on their produce before they share with the marketplace
– 生产粮食的住宅用地在与市场分享之前不再储存农产品
-Increased sawpit log storage space to 5
– 锯木坑原木储存空间增加到5个
-[Experimental] When establishing a trade route, the merchants will no longer all spawn in the nearest tradepoint. Instead, the game will distribute the merchants to circle between various tradepoints in order to make building trading posts right on the edge of the region less optimal.
– 【实验】当建立贸易路线时,商人将不再都在最近的贸易点刷新。相反,游戏会将商人分布在不同的贸易点之间,以使在区域边缘建立贸易站的效果不太理想。
-Increased warbows ranged attack from 4 to 12
– 增加弓箭的远程攻击从4到12
-[Experimental] “Trade logistics” development branch now lowers the cost of new trade routes by 50% instead of clamping it at 25
-[实验]“贸易物流”发展分支现在将新贸易路线的成本降低了50%,而不是将其限制在25
-[Experimental] Cost of opening new trade routes now scales exponentially with every opened trade route
-[实验]开辟新贸易路线的成本现在随着每一条开放的贸易路线呈指数级增长
-[Experimental] Base cost of opening a trade route was increased from 12 to 20 (that is before the good value multiplier)
-[实验]开通商路的基本成本从12增加到20(即在良好价值乘数之前)
-[Experimental] When market is oversupplied, the player can still export stuff, although for much lower price
-[实验]当市场供过于求时,玩家仍然可以出口物品,尽管价格要低得多
-[Experimental] The price multiplier for oversupplied goods is now 0.75x for oversupplied and 0.5x for critically oversupplied
-[实验]供过于求商品的价格乘数现在是0.75倍供过于求和0.5倍供过于求
-[Experimental] How fast market is oversupplied no longer depends on the value of goods because it punished having high value trade routes. Now the oversupply rates are equal for all good types.
-[实验]市场供过于求的速度不再取决于商品的价值,因为它惩罚了具有高价值的贸易路线。现在,所有好的类型的供过于求率都是相等的。
-[Experimental] Better deals development branch reduces the foreign import tariff by 50% instead of removing it completely
-[实验]更好的交易发展分支将外国进口关税降低50%,而不是完全取消
-[Experimental] Reduced ale consumption by 75% (around 1/3 per family per month)
-[实验]啤酒消费量减少75%(每个家庭每月约1/3)
-[Experimental] Made the building placement steepness limits harsher cause the trading posts and churches often looked super janky on very sharp slopes
-[实验]使建筑物的位置陡峭度限制更苛刻,因为贸易站和教堂经常在非常陡峭的斜坡上看起来超级janky
-Soldiers no longer trigger “unburied bodies” approval factor when corpses are in their proximity
– 士兵在尸体附近时不再触发“未埋葬尸体”批准因素
-[Experimental] Hitching post is free again, to reduce chances of players getting stuck with no ox, no hitching post and no ability to order an ox
-[实验]拴柱再次免费,以减少玩家陷入无牛,无拴柱和无法订购牛的机会
Minor changes: 微小变更:
-Applied the “mindfulness” system that was initially designed for the oxen to the free merchants. This system is used to reduce clumps and traffic jams.
– 将最初为牛设计的“正念”系统应用于自由商人。这个系统是用来减少道路拥挤和交通堵塞的。
-Moved the location of trades further off map to make sure there is some space for all the trade wagons even if the players place the trading post right on the edge of the map
– 将交易的位置移到了地图之外,以确保即使玩家将交易站放在地图的边缘,也有足够的空间容纳所有的交易车。
-If a trading post is clogged, traders are allowed to make transactions without entering the shed, as long as they are within the general building bounds
– 如果交易站被堵塞,只要交易者在一般建筑物的范围内,就可以在不进入交易站的情况下进行交易。
-[Experimental] Changed default AA under DX11 to TAA
-[实验]将DX11下的默认AA更改为TAA
-Added a spatialization update call when recruits are sneakily teleported home when rallied to ensure collisions are properly calculated after teleportation
– 增加了一个空间化更新调用时,新兵被偷偷传送回家时,聚集,以确保碰撞后正确计算传送
-Added a check for idle villagers to avoid hanging around the graveyard for random conversation since it looked weird
– 增加了一个检查空闲的村民,以避免在墓地周围闲逛,因为它看起来很奇怪
-Made “is close to camera” value update on setting follow mode to make sure the game doesn’t optimize animations or sound effects thinking the character is still far from the camera
-Made“is close to camera”值更新设置跟随模式,以确保游戏不会优化动画或声音效果,认为角色仍然远离相机
-Disabled fire damage for people who have water buckets and are actively firefighting + redued the fire damage amount
– 为有水桶并积极灭火的人提供残疾火灾损失+减少火灾损失金额
-When all resource visualization slots are “filled”, villagers will transport to a random one instead of the first one found. This ensures less traffic jams for instance at the churchyard if all graves are “full” already.
– 当所有的资源可视化插槽都“填满”时,村民将随机运送到一个,而不是第一个找到的。这确保了减少交通堵塞,例如在教堂墓地,如果所有的坟墓都已经“填满”。
-Firefighting villagers will now ignore anti-clogging behavior (waiting their turn at narrow pathfinding points)
– 消防村民现在将忽略防堵塞行为(在狭窄的寻路点等待轮到他们)
-Added a “mourning period left” UI element in the residential panel to display how many days of mourning are left until the burgage plot can bring in more family members again
– 在住宅面板中添加了“哀悼期剩余”UI元素,以显示在burgage情节可以再次带来更多家庭成员之前,还剩下多少天的哀悼
-Added mourning icon to the building floater
– 添加哀悼图标的建设浮动
-Made sure mourning period is properly added to save data
– 确保将哀悼期正确添加到保存数据中
-After continuing the game after a victory the camera should go back to the player’s main region instead of levitating over the map edge
– 在胜利后继续游戏后,相机应该回到玩家的主要区域,而不是悬浮在地图边缘
-[Experimental] Disabled the ability to quicksave during the game over / victory cinematic
-[Experimental]在游戏结束/胜利电影中禁用快速保存功能
-Disabled the ability to manual save the game after being defeated & added a tooltip explaining why saves are disabled
—禁用了在被击败后手动保存游戏的能力,并添加了一个工具提示,解释为什么保存被禁用
-Disabled quick save and autosave if game was lost
—禁用快速保存和自动保存,如果游戏丢失
-When ox gathers a log, it will prioritize immediately bringing it to the sawpit before bringing it to the logging camp unless construction reserve forbids it
—当牛收集原木时,除非建筑保护区禁止,否则它会优先将其带到锯坑,然后再将其带到伐木营地
-Improved marketplace logistics efficiency and optimization
—提高市场物流效率和优化
-Tuned the AI retreat distances in an attempt to reduce how often its archers get into the loop of attack-retreat
—调整了AI的撤退距离,试图减少弓箭手进入攻击—撤退循环的频率
-Added the missing trading post building thumbnail
—添加了缺失的贸易站建筑缩略图
-Minor unit in-town pathfinding updates
—小单位在城市寻路更新
-Swapped the old UE4 destructible system for a new, UE5 friendly, chaos based debris system. For now it’s just used for chopped firewood cutter logs.
—将旧的UE4可破坏系统换成一个新的UE5友好的基于混沌的碎片系统。现在它只是用来砍柴机日志。
-Further tweaks to properly choose the right default AA/upscaler during the first time launch correctly for specific GPUs (eg. RTX properly defaulting to DLSS)
—进一步调整,以正确选择正确的默认AA/升频器在第一次正确启动特定的GPU(如。RTX正确默认为DLSS)
-Added kings tax rate multiplier to the game setup settings
—在游戏设置中增加了国王税率乘数
-Due to mismatch in global market supply stock values, old saves (from builds 0.7.954-0.7.956) will have their market supply reset on loading
– 由于全球市场供应库存值不匹配,旧的保存(从构建0.7.954-0.7.956)将在加载时重置其市场供应
-[Experimental] Due to changes in how food is consumed, a popup “Food consumed” may no longer appear if a building is selected while a food is being consumed from inventory
-[实验]由于食物消耗方式的变化,如果在从库存消耗食物的同时选择建筑物,则弹出“已消耗食物”可能不再出现
-[Experimental] Made the sheep flock a bit more closely together to look more like a herd
-[实验]使羊群更紧密地聚集在一起,看起来更像一个牛群
-Steepness limits no longer apply when placing rally points
– 放置拉力点时,坡度限制不再适用
-Players can now rally their militia on fields and pastures
– 玩家现在可以在田野和牧场上集结民兵
-Trading posts will now display a price range for imports in case they can buy it both from other regions AND from foreign trade sources
– 贸易站现在将显示进口价格范围,以防他们可以从其他地区和外贸来源购买
-Increased the sheep & lamb collision radius
– 增加了绵羊和羔羊的碰撞半径
-Capped the number of workers who supply a single market stall at the same time to 2 to reduce markets getting completely clogged with the new upped market supply frequency
– 将同时供应单一市场摊位的工人人数限制为2人,以减少市场因新的市场供应频率增加而完全堵塞
-Further optimized the market supply functions to make late game towns run smoother
– -进一步优化市场供给功能,让后期游戏小镇运行更加顺畅
-Optimized the function that searches for a friend to do idle tasks with (like conversations)
– 优化了搜索朋友做空闲任务的功能(如对话)
-Optimized the door opening animations
– 优化了开门动画
-Increased the precision when checking whether a character is inside a building on fire and should take damage
– 提高了检查角色是否在着火的建筑物内并应受到伤害的精度
-Unified the currency icon in the mercenary company panel to make it clearer that you’re paying with treasury and not regional wealth
– 统一了雇佣兵公司面板中的货币图标,使其更清楚地表明您正在使用国库而不是区域财富进行支付
-Added accommodation call after fire is started and turns people homeless so that they can be reaccommodated to other available burgage plots immediately
– 在火灾发生后增加了住宿呼叫,使人们无家可归,以便他们能够立即重新适应其他可用的burgage地块
-Since almost all families have more than 1 family member, I made the “workplace/reassign” buttons aligned vertically instead of horizontally in the family list
– 由于几乎所有的家庭都有一个以上的家庭成员,我使“工作场所/重新分配”按钮垂直对齐,而不是在家庭列表中水平对齐
-Fixed old fonts being used in the family entry widgets
– 修复了在家庭条目小部件中使用的旧字体
Crashfixes: 崩溃修复:
-Fixed a crash when doing a sequence of livestock import, export and import, because “home” wasn’t cleared properly during export and the same animal was reimported
—修正了一个崩溃时,做一个序列的牲畜进口,出口和进口,因为”家”没有正确清除在出口和同一动物被重新进口
-Fixed a rare crash if a handcart fails to spawn, probably if the trading post was build so that part of it crosses the map edge
—修正了一个罕见的崩溃,如果手推车未能产生,可能是如果贸易站的建设,使它的一部分跨越地图边缘
-Fix crash on startup if OpenXr sdk is installed
– 修复安装OpenXr sdk时启动时崩溃的问题
Bugfixes: 错误修正:
-Fixed victory status not resetting after starting a new game, leading to a game over screen not appearing if the player lost/won multiple games without turning the game off
– 修正了在开始一场新游戏后,胜利状态不会重置,如果玩家在没有关闭游戏的情况下输掉/赢得多场比赛,则会导致游戏结束屏幕不会出现
-Fixed crop transports not accounting for the farm work area
– 固定的作物运输不考虑农场工作区
-Fixed crops dying in the winter instead of actually increasing yield by absorbing nutrients from the snow as it was intended for winter crops
– 固定作物在冬季死亡,而不是通过从雪中吸收养分来实际增加产量,因为它是为冬季作物准备的
-Fixed oxen sometimes “ghost plowing” a field when they are waiting on their guide
– 固定牛有时“鬼犁”的领域时,他们正在等待他们的指南
-Fixed plow and ox sometimes misaligning on 12x game speed
– 固定犁和牛有时错位12倍游戏速度
-Fixed farm workers not accounting for oxen plowing the farms in some situation, leading to a lot of unnecessary collisions on the field
– 固定的农场工人不占牛犁农场在某些情况下,导致了很多不必要的碰撞领域
-Fixed crop rotation unplowing the fields
– 固定的作物轮作不耕地
-Fixed disbanded mercenary group becoming immediatley available again after save/load cycle
– 修正了解散的雇佣军在保存/载入周期后立即再次可用的问题
-Fixed the trading post export transactions not moving regional wealth between the regions correctly if owned by the same lord
– 修正了贸易站出口交易不正确移动地区之间的地区财富,如果拥有同一个主
-Fixed paused taverns fullfilling the entertainment requirement
– 固定暂停酒馆fullfilling娱乐要求
-Fix attempt for never ending fires if a fire was triggered after the building was already on fire
– 修复尝试永不结束的火灾,如果火灾是在建筑物已经着火后触发的
-Fixed problem banners not erasing after an entity gets erased (for instance an animal runs away and leaves a “not enough pasture space” banner)
– 修正了在实体被删除后横幅没有被删除的问题(例如,动物逃跑并留下了“没有足够的牧场空间”的横幅)
-Fixed “update task” sometimes triggering before a character gets assigned their region
– 修正了“更新任务”有时会在一个角色被分配到他们的区域之前触发
-Fixed livestock sometimes being unaccomodated after order even though there is stable or pasture space due to being transfered to the region twice (once when buying and once when livestock merchant brings it to the building)
– 固定的牲畜有时在订购后无法住宿,即使有稳定或牧场空间,由于被转移到该地区两次(一次是在购买时,一次是牲畜商人将其带到建筑物时)
-Fixed livestock traders trading between on-map regions possibly sometimes paying twice because the ownership changing function was called both on pickup of livestock and on dropoff
– 修正了牲畜交易商在地图区域之间进行交易时有时可能会支付两次费用的问题,因为所有权变更函数在牲畜拾取和丢弃时都被调用。
-Fixed the game getting stuck on the game summary screen infinitely after winning or losing the game
– 修正了游戏在输赢后无限停留在游戏摘要屏幕上的问题
-Fixed “none” people populating the town after a raid sometimes who just stand around waiting forever and possibly crash the game while reloading
– 修正了“没有”人在突袭后填充城镇,有时他们只是站在那里永远等待,并可能在重新加载时崩溃游戏
-Fixed the blurry desktop icon
– 修复桌面图标模糊
-Fixed the save/load menu header not translating after changing the language
– 修复了更改语言后保存/加载菜单标题不翻译的问题
-Fixed dead animals triggering the mourning period in burgage plots, halting growth
– 固定死亡的动物触发哀悼期在burgage阴谋,停止增长
-Fixed mourning period halting homeless accomodation
– 固定哀悼期停止无家可归者住宿
-Fixed migration/growth of family members ignoring the 30 day mourning period sometimes
– 修正了有时忽略30天哀悼期的家庭成员迁移/增长问题
-Fixed the game getting stuck after you click “continue in sandbox” until any main tab is pressed
– 固定游戏卡住后,你点击“继续在沙盒”,直到任何主标签被按下
-Fixed the front lighting not being visible in the retinue editor if bounced light approximation is turned to low or off
– 修复了如果反弹光近似值被调低或关闭,则在随从编辑器中看不到前方照明的问题
-Fixed floating feedback text spawning during the cinematic mode
– 固定浮动反馈文本产卵在电影模式
-Fixed autosave triggering during the cinematic mode
– 固定自动保存触发在电影模式
-Fixed “storage full” triggering for wrong buildings sometimes (for example sawpit having 1/1 logs)
– 修正了错误建筑有时会触发“存储满”的问题(例如锯木坑有1/1的原木)
-Fix attempt for oxen bringing too many logs to the sawpit and crossing the storage limit
– 修复牛试图将太多原木带到锯坑并越过存储限制的问题
-Fixed free merchants sometimes getting stuck if a trading post was build so close to the edge that a portion of it was outside of any region bounds
– 修正了自由商人有时会被卡住,如果一个贸易站是建立在如此接近边缘,它的一部分是在任何区域边界之外
-Fixed horse wagon rotations getting a bit too wonky on slopes
– 修正了马车旋转在斜坡上有点太不稳定的问题
-Fixed a bug where a unit could no longer move due to being forever stuck in “waiting for pathfinding to finish” if another unit with a lower squadID got completely destroyed
– 修正了一个错误,如果另一个单位与较低的squadID被完全摧毁,一个单位不能再移动,由于永远停留在“等待寻路完成”
-Fixed the wrong yarn basket carrying animation
– 修正了错误的纱线篮携带动画
-Fixed traders not importing from on-map regions even though the price is better than buying from tradepoints
– 修正了交易者不从地图上的地区进口,即使价格比从贸易点购买更好。
-Fixed farm workers & farm oxen stealing planks from fields which are getting “fenced up”
– 固定农场工人和农场牛从正在“围栏”的田地里偷木板
-Fixed “homeless” problem banner not disappearing after upgrading homeless camp to a worker camp
– 固定“无家可归者”问题横幅不消失后,升级无家可归者营地工人营地
-Fixed animals not getting removed from stable space / pasture space after death
– 固定动物死亡后不会从稳定的空间/牧场空间中移除
-Fixed animal corpses not disappearing over time
– 固定的动物尸体不消失随着时间的推移
-Added a dirty fix for families moving into homes but not registering correctly and not displaying in the UI, leading to a “secret” family living in one of the burgage plots. The reason is still unknown and being investigated.
– 增加了一个肮脏的修复家庭搬进家园,但没有正确注册,并没有显示在用户界面中,导致一个“秘密”的家庭生活在其中一个burgage阴谋。原因尚不清楚,正在调查中。
Cosmetics: 化妆品:
-Added a new patron saint banner graphics: St Maurice
– 添加了一个新的守护神横幅图形:圣莫里斯
-Added a carried dead body visualization
– 增加了一个被携带的尸体可视化
-Made debris piles align to ground slope
– 使碎石堆与地面坡度对齐
-Fixed the throw torch animation ending abruptly
– 修正了火炬动画突然结束的问题
-New upgraded retinue helmet variation: Pointy bascinet
– 新升级的随从头盔变体:尖bascinet
-Fixed the armor clipping through the leg of the upgraded retinue puffy sleeve jupon body variation
– 修正了升级后的随从蓬松袖jupon身体变化的腿上的装甲夹
-New upgraded retinue body variation: Coat of plates
– 全新升级的随行人员身体变化:板涂层
-New upgraded retinue helmet variation: Hounskull bascinet with a gilded cover
– 新升级的随从头盔变体:带有镀金罩的猎犬头骨bascinet
-Increased location precision for animals standing in the stables
– 提高了站在马厩中的动物的定位精度
-Fixed the praying animation
– 修复了祈祷动画
-Fixed the wrong door orientation for LV2 cottage variation B (with a planked gable)
– 修正了LV 2小屋变体B(带木板山墙)的错误门方向
-Adjusted the two handed weapon default idle pose to have a more natural stance
– 调整了双手武器默认的闲置姿势,以拥有更自然的姿态
-New militia helmet variation – banded bascinet with a mail aventail
– 新的民兵头盔变化-带状bascinet与邮件aventail
-Fixed some mail armor variants clipping with helmets on T3 militia units (militia mail will get their own unique variations soon)
– 修正了T3民兵单位的一些链甲变体与头盔的剪裁(民兵链甲很快就会有自己独特的变体)
-Reworked lv2 granary model with proper animated doors
– 重新制作的lv 2粮仓模型,带有适当的动画门
Thank you, 谢谢你,
Greg Styczeń 格雷格·斯蒂切什
Lead developer (?), Slavic Magic
首席开发人员(?),斯拉夫魔法
官方中文设置方法
Setting-LANGUAGE ACCESSIBILITY-简体中文
游戏截图
关于游戏
想了解《庄园领主》以及更多Hooded Horse策略类游戏信息与福利,加入官方QQ群:421518132 或关注bilibili官方账号@HoodedHorse
《庄园领主》是一款策略游戏,让你体验中古时期领主的生活。使你的起始村庄成长为繁华的城市,管理资源和生产链,并通过征服来扩张你的土地。
《庄园领主》受十四世纪法兰克尼亚艺术及建筑启发,尽可能忠实呈现历史,以此为游戏机制和视觉效果的特色。为追求准确还原历史并使游戏世界给人真实、生动而可信的感觉,本游戏避免用到常见的中古时期修辞。
《庄园领主》提供无网格的城市建造体验,建设时可以完全自由地放置和改变建筑朝向。建筑机制依照真实的中古时期城镇和村庄的发展方式进行,主要贸易路线和地形会影响你的领地如何成型和发展。
- 从中央市场向外扩展,根据土地的天然形势建造住宅区、商业区,以及工业区。根据土地肥沃程度建立农场,根据动物数量设置猎场,并且确保矿产和森林资源,以提供发展所需的原料。
- 指定居住的区域,看着你的居民根据历史上的土地保有权划分系统来建造自己的家。每个地区都根据你的道路和规划的空间分割成次级区域,住家也会随之扩大规模。
- 在较大的住家后方进行扩建,用来生产无法以其他方式取得的收入和资源。屋主不仅仅会缴税,他们还会种菜,以及饲养鸡和羊,通过生产一些农场、牧场和工业无法供应的产品来满足自己和其他居民的基本需求。
- 引导你的领地完成每个季节的独特要求和机会,享受春雨带来的丰盛赐予,为寒冬的霜雪做准备。
从靴子到大麦和毛皮,再到蜂蜜,《庄园领主》有庞大、多样化并且符合时代的货物。原料必须经过运送,通过生产链处理成为加工成品。你必须在人民的需要和生产奢侈品的欲望之间达到平衡,以确保人民满意度、生产足够的贸易货物以供外销,并保证武器和盔甲的铸造来为你的征战提供助力。
- 资源分布在地图各处,以鼓励你扩张并建立多处专业化的聚落。从采矿殖民地开采珍贵矿石,而专门从事农业、畜牧或狩猎的村庄则为不断增长的人口提供必要的谷物和动物制品。
- 毫无节制的扩张会对环境造成直接的影响。鹿群会迁徙远离不断侵占土地的人类活动,缺少作物轮作会使土地变得贫瘠,过度砍伐会导致森林消失。
- 你也可以将多馀的货物出售给商人,或建立属于你自己的贸易路线。制造和出口高品质货物可以带来财富,供你升级城市、付税给君主、雇用雇佣兵,以及解锁新工业、产品和工具的技术。
你的领地只不过是你的君主的广阔领土中的一小片土地,而你和邻近领主之间的竞争野心将不可避免地产生冲突。你将带领你的人民参与战斗,但他们并不是可以轻易被替换的炮灰部队,而是你亲爱的忠诚子民,死亡的每一个人都是需要你再三思量的代价。
- 你可以训练一批精英战士,和以城镇民兵组成的军队并肩作战。有时候这些士兵必须镇压叛乱或扫荡盗匪,而有些时候,你将率领你的手下踏上战场,以征服或守卫领土。在必要时,你也可能需要以昂贵的雇佣兵来填补你的队伍。
- 完善的外交系统让你可以和其他领主沟通,利用影响力或威胁左右他们的行动。这些彼此竞争的领主都有各自的目标,也会对你的位置虎视眈眈;你如何回应他们的提议或侮辱,会决定结果是战争还是和平。
- 指挥即时战术战斗,疲劳度、天气状况和装备都要纳入考量。用智谋部署部队的位置——若是指挥得当,就能以寡击众。
- 即使获胜,你也会感受到战争的代价,因为每一位阵亡的士兵都代表你的城镇失去了一位居民。惨胜可能给经济带来极大的打击,或使你在下一个冬天不得不定量配给粮食和柴火才能让你的城镇生存下去。
本游戏是一个因热情而生的计划,由一名开发者独立进行开发。你可以和我联络,分享你的意见、想法及批评————我会倾听你的意见。
游戏配置
- 操作系统: Windows® 10 (64-bit)
- 处理器: Intel® Core™ i5-6600 (quad-core) / AMD® FX-Series™ FX-9590 (octa-core)
- 内存: 12 GB RAM
- 显卡: NVIDIA® GeForce® GTX 960 (4 GB) / AMD® Radeon™ RX 570 (8 GB)
- DirectX 版本: 12
- 存储空间: 需要 16 GB 可用空间
- 最新
- 最热
只看作者