补丁介绍
使用说明:
1.解压缩
2.复制文件覆盖到游戏目录
3.开始游戏
已包含之前所有升级档
升级档安装步骤:
1.安装《术士之王》原版游戏:http://down.ali213.net/pcgame/sorcererkingiso.html
2.安装本升级档
更新内容:
机翻:
武装和准备战争:V1.4使得“小”家伙觉得“高”很酷的新功能,并允许他们装备的武器和盔甲!
1.4版是在这里,我们认为这是一件值得期待的!开发团队已经做了一些修改,以游戏的影响启动的单位,资源管理和交互你的盟友一起(和你的敌人)。许多这些变化是“毯子底下,”可以这么说,但你在播放过程中当然应该注意到他们。如果你想要采取偷看完全改变日志,检查的帖子底部!
启动单位现在可以装备的武器和铠甲!这里已包括“自动装备”按钮来删除一些装备部队的单调乏味的。我们还增加了一些很酷的新功能,以这些士兵,使他们在战斗中多一点厉害。你还会发现,你的训练有素的部队有这些好处。此外,从单位不再费什么的物流。
现在的资源积累!有在游戏中一些单位需要的资源不是简单物流等进行培训。我们改变了系统中的位,所以,现在,当你声称金属矿山,牧场,或晶矿,资源积累和1每回合增长。当你训练单位,你消耗的资源所需的量,必须积累更多。
残余势力更强大和更聪明!你在整个游戏中遇到的残余派别已获得一个buff自己的AI,使他们提供了更多的挑战(或帮助,如果你决定要成为盟友)给你。他们会攻击敌人更加积极和充电,你多为他们提供单位。
巫师王现在有单位,他将产生每一轮较大的差异!世界末日柜台也提出了每8把每个10后代替。
我们希望你喜欢V1.4始终感谢您的反馈!要了解更多的变化,你可以检查出CEO并在这里总裁Brad沃德尔的开发日记[forums.sorcererking.com。您也可以在下面查看完整的变更日志。
更新日志:
概观
资源系统检修:资源是现在的游戏发挥更加重要的组成部分。从节点收集的资源现在存储和随时间累积。很多单位现在需要这些额外的资源,以便进行培训。你会发现自己不断变化的基础上可用的资源战略。
游戏/平衡
金属矿山目前生产每回合+1金属
牧场目前生产每回合+1马
水晶矿山目前生产每回合+1晶
友好的比赛不给你给单位便宜。
水晶现在是一个存储资源
金属是现在所存储的资源
马现在是一个存储资源
嘉实山现在将提供5的金属
启动单位不再使用物流
启动士兵单位现在可以装备剑,是一位资深的,有耐力2,具有再生1,是一个吟游诗人,并得到辩护的奖金,因为它的水平了。
弓箭手现在有穿甲能力
战士现在有1的后卫能力,是剑客
哨兵现在刽子手
哨兵要求10的金属
发条战士现在要求15的金属
男子在武器需要20个金属
枪兵消耗2物流,而不是1
弓箭手消耗2物流
矛兵消耗2物流
车手需要8个金属和8匹马训练
骑士需要10金属和10匹马
十字军要求12金属和12匹马
牧师要求8晶
战斗法师需要12水晶
执政官需要16水晶
其他单位需要的资源水平相似
瓦尔达现在使用的起始士兵
猎人的剑需要3级使用。
末日计数器上升,每8转动,而不是10圈
轻微变化,现在在什么样的生物的SK将从一轮产卵圆
残余派别大幅更强大
盟军遗留物现在变得更加强大(或者致命的,如果你是他们的敌人)
遗迹基本上在攻击敌人更积极
现在,您可以装备武器和盾牌上训练有素的部队
错误
重写残先锋代码是在新的定居地区更好
修正了大陆代码,使AI会不会被卡住
修正了大量的各种错误
修正了大量的各种文本错误
原文:
Armed and Ready for War: v1.4 makes the "little" guys feel "tall" with cool new abilities and allowing them to equip weapons and armor!
Version 1.4 is here and we think it was something worth waiting for! The Dev Team has made some changes to game play that affects starting units, resource management, and interactions with your allies (and your enemies). Many of these changes are "under the blanket," so to speak, but you should certainly notice them during play. If you want to take a peek at the complete change log, check the bottom of the post!
Starting units can now equip weapons and armor! We have included an "auto equip" button to remove some of the tedium of equipping units. We have also added some cool new abilities to these soldiers to make them a bit more formidable in battle. You will also find that your trained units have these benefits as well. In addition, starting units no longer cost any logistics.
Resources now accumulate! There are some units in the game that require resources other than simple logistics to be trained. We have altered the system a bit so that now when you claim a metal mine, pasture, or crystal mine, the resources accumulate and grow by 1 each turn. When you train a unit, you consume the required amount of resources and must accumulate more.
Remnant Factions are stronger and smarter! The remnant factions that you meet throughout the game have been given a buff to their AI so that they provide more challenge (or assistance, if you decided to become allies) to you. They will attack enemies more aggressively and charge you more for units they provide.
The Sorcerer King now has a greater variance of units that he will spawn every round! The Doomsday counter also raises after every 8 turns instead of every 10.
We hope you enjoy v1.4 and always appreciate your feedback! For more insight into the changes, you can check out CEO and President Brad Wardell's dev journal here[forums.sorcererking.com]. You can also view the full change log below.
CHANGE LOG:
Overview
Resource system overhaul: Resources are now a more important part of the game play. Resources collected from nodes are now stored and accumulate over time. Many units now require these extra resources in order to be trained. You will find yourself changing strategies based on the resources available.
Gameplay / Balance
Metal mines now produce +1 metal per turn
Pastures now produce +1 horses per turn
Crystal mines now produce +1 crystal per turn
Friendly races don't give units to you as cheaply.
Crystal is now a stored resource
Metal is now a stored resource
Horses are now a stored resource
Harvest mountain will now provide 5 metal
Starting units no longer use logistics
Starting soldier unit now can equip swords, is a veteran, has endurance 2, has regen 1, is a bard, and gets a defense bonus as it levels up.
Archers now have armor piercing ability
Soldiers now have defender 1 ability and are swordsmen
Sentinels are now executioners
Sentinels require 10 metal
Clockwork soldiers now require 15 metal
Man at Arms requires 20 metal
Pikeman consumes 2 logistics instead of 1
Archers consume 2 logistics
Spearmen consume 2 logistics
Riders require 8 metal and 8 horses to train
Knights require 10 metal and 10 horses
Crusaders require 12 metal and 12 horses
Clerics require 8 crystal
Battle Mages require 12 crystal
Archons require 16 crystal
Other units require similar levels of resources
Varda now uses starting soldiers
Hunter's Sword requires level 3 to use.
Doomsday counter goes up every 8 turns instead of 10 turns
Slight variance now in what kinds of creatures the SK will spawn from round to round
Remnant factions substantially more powerful
Allied remnants now become much more powerful (or deadly if you're their enemy)
Remnants substantially more aggressive at attacking enemies
You can now equip weapons and shields on trained units
Bugs
Rewrote remnant pioneer code to be better at settling new areas
Fixed the continent code so the AI won't get stuck
Fixed lots of various bugs
Fixed lots of various text bugs
by thegfw
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