Nibû v1.2升级档+免DVD补丁PLAZA版
1.解压缩 2.安装Update文件夹下的升级补丁到游戏目录 3.复制PLAZA文件夹下的免DVD补丁到游戏目录覆盖 4.运行游戏
补丁使用说明
1.安装《Nibû》PLAZA版游戏:Nibu-PLAZA
2.安装《Nibû》v1.05升级档:http://patch.ali213.net/showpatch/109415.html
3.安装本升级档
机翻:
更新v1.2:
空闲村民的选择现在是一个关键的捷径,可以通过[Y]访问,这已经被证明是非常有用的,可以在地图上找到空闲村民。
新单位类型:民兵,相对薄弱的支持单位,可在市中心招收。
所有选择困难和各种取消选择错误都已修复。
不再有敌人与墙壁相撞
敌人的人工智能更为合理,因为部队现在优先考虑更小、更容易被发现的目标。
慢速默认导航,无需切换设置:已修复
卡在酒馆里的单位:已修复
村民不为特定派别的建筑建造建筑:固定
敌人的HP条现在默认可见,可以用键[h]关闭。
多重选择现在应该更加一致
如果从基地中心有可行的路线,敌人不会从第一张地图的顶部重新选择路线。
重新计算分数,它现在应该反映你的实际发展,而不是仅仅是一个数字,得到了某些游戏参数偶尔提高。这已经尝试了多次,这应该是一个重大的改进。
百科全书文章被改写,其中一些没有默认设置。
很多平衡变化,下面是一个简短的概述:
军阀精锐,攻击力更高,成本更低
弓箭手强化,降低成本
小规模战斗,攻击力增强,成本降低
所有敌人精英类型:呆子
改进敌方波力发展
帕拉文:抛光
无足畸形
更新V1.17:
取消选择错误在游戏后期,有时活动选择会自动取消选择,无任何原因:已修复
交易互动改善:市场有一个bug,如果你有一个活跃的交易者带着不同的负载(例如黄金),它不允许你调用交易:修正
降低了各种研究树的技术成本
塔现在有更高的攻击率和更精确的射击。尤其是望塔。
望塔的生命值增加了。
一些单位提高:矛兵攻击速度,伤害和速度增加。
选择你的单位前面的敌人单位时修正了选择错误。
更新V1.16:
新的入门级别(更小的范围,10波,基本的游戏机制解释等),它将移动玩家通过主要步骤,建立秩序和一些机制,大多数人似乎已经错过了。
另一个建筑订单更改:营房默认可用
旅游困难现在稍微容易一点
修正了同时选择建筑物和单位时的阻力选择错误
游戏结束性能提高
一些非常密集的单位物理影响已经被修复
更新V1.15:
新的建筑订单、零售中心、广场和所有从这些建筑衍生出来的建筑不再需要市场。
酒馆现在已被地区解锁
敌人的攻击行为稍有改变,他们不会被先前摧毁的建筑物激怒。
游戏主要阶段所需的一些核心建筑现在在构建部分中进行了概述。
主菜单中显示的全局排名
乘数系统已重新编写,现在它们应该正确显示在计算最终分数时将乘以的实际值。
取消选择错误已修复。(建筑物选项卡偶尔会取消选择
植被草能见度问题解决
平衡变化:矛兵成本降低,弓箭手成本降低,贵族成本降低
更新V1.14:
修改后的点系统,修改器以更合理的方式工作。
比率现在正确地影响分数:你为了打败敌人而招募的人口越多,这个特定的修正值就越低。
不再有马车产卵,所有结构的所有产卵都在100%的情况下工作。
狮子骑手的虫子修好了。
安装的设备错误已修复
排名系统更新
提高敌人的目标优先权
弹射器和围城塔的功能半径已被改造。
游戏中所有可用交互的新光标!
派系奖励已经稍微修改了
更新V1.13:
图形质量方面的巨大更新
更好的性能+建筑物的新明暗器
地图边界上的地面纹理质量得到改善
优质树叶
实时全局照明
22%的性能改进(7-11 fps)
各种金属的正确值,外观更好的金属物体
修正:弓箭手现在可以毫无问题地攻击营地
解决困难:半神的困难有一个小故障,最后一波不是最后一波,而是随机的。
暴君守卫:呆子
霍普莱特:书呆子
散兵现在攻击得更快了
围城塔不再发射马车石了->修好了
弹射器一看到就射击,以前你有时不得不处理这个,以防他们错过敌人。
通知用户界面已改进
中间的堡垒是固定的
从敌方营地落下的武器是固定的
加载屏幕为黑色错误->已修复
更新V1.12:
村民小虫终于修好了,开始游戏后不再游手好闲的村民,退出游戏,重新开始。
塔现在有自己的信息箱,显示装甲和攻击状态(左下角)
悬崖虫:大多数与高度有关的问题都已经解决了。左上角确实有问题,尤其是当营地的敌人进攻时。
双击错误:烦人的双击错误,如果你的输入太快会触发现在修复。
敌方力量减弱:这是一个非常大的问题,敌方在新的难度设置上会明显更强。
寻路:营地寻路改善了,中心要塞仍然有点问题,但我们也在努力。
新的选择模式:为你的部队选择一个单位姿态:被动(守卫)和攻击姿态现在已经添加到游戏中。
一些资源仍然会导致错误:已修复
资源寻径错误:未计算到寻径系统中的资源-已修复
屏幕上敌人太多:偶尔,敌人的力量会超过敌人的屏幕限制-固定。
侧行:固定
更新V1.11:
人工智能运动
偶尔,(似乎是随机的)当你开始游戏时,人工智能有时只是不活跃,只是不注册你的命令,尽管给出了响应。这个问题已经部分解决了,因为它的频率要低得多。如果发生这种情况,只需退出游戏并重新启动。修复了大多数玩家的问题。
人工智能卡在资源中
人工智能现在不会陷入资源困境,人工智能字符注册资源的方式有了重大更新。单位现在可以部分地穿过它们,而村民需要改变路线,特别是因为他们可以与它们互动。
没有空间,地图的边界
这实际上不是一个bug,而是一个计算附近区域是否有效的新数学的实现。一开始这似乎是个好主意,但这切割了很多可建造空间,特别是在第一张地图上,所以这个更改将暂时撤销。
单位状态,选择
这实际上是我们从一开始就解决的一个问题,特别是你的部队在凌驾于你的指挥之下侵入敌方阵地的问题。
现在您可以在两种状态中进行选择:攻击和保护(默认为攻击)。只要敌人在附近,攻击模式就会调动你的部队。只有受到直接攻击时,保护模式才会调动你的部队。因此,这种模式是理想的,可以安全地指挥你的部队,而不会因为他们忙于战斗而失去你的选择。
新结构:望塔
增加了一个新的建筑,望塔。这本来计划包含在更大的1.2更新中,但随着最近事件的变化,它现在是1.11的一部分。
望塔是一个较弱版本的炮塔,可在早期的技术树。
望塔造成的损害略小,耐久性也显著降低。
微小变化
被困在下墙的敌军单位:固定
在第一张地图右侧没有经过一座山的友军单位
用户界面更新
铁匠3D用户界面错误:已修复
发电机结构未正确显示工人人数
营地的敌人立即攻击你:固定
早期敌人被制服:平衡
更新v1.1:
------------重要提示---------
如前一公告所述,保存游戏功能已暂时禁用,直到完全可以使用为止。
村民们得到了很大的改善。很多玩家注意到人工智能会被困在资源后面或者无法到达某个仓库。在1.1中,大多数关于村民人工智能的问题已经解决。
总结人工智能的一般变化,一个简短的总结:
市民不再与人工智能角色发生冲突,任何单位和村民都不会受到你所在地区以外的游民活动的影响。
村民对任务的寻路能力得到了改善,现在村民唯一一次改道的时间就是目标似乎无法到达或被其他人工智能占据。
保存,人工智能行为现在被更有效地保存,保存它们的当前状态(当启用保存游戏时会很明显)
敌人不会再出现在你的墙前,如果他们无法到达,他们会移动通过他们。
更好的部落运动,敌人从产卵中更连贯地移动,试图避开现有的路径。
------------更新的用户界面-----------
“资源”选项卡的旧界面看起来过时了,在顶栏上分布得太广。所以一个新的,更好安排的资源面板。
左下角的显示有一些问题,以及看起来有缺陷的边界UI。左面板也更新为右下面板的相同设计。
此外,许多字体大小不太适合被改变。
波到达用户界面时,如请求的那样现在稍微小一些,并且不像以前那样干扰太多。
菜单现在是通过右上角的一个金币进入的,所以另一个设计更新,以匹配游戏的整体美学。
在游戏菜单中添加了百科全书,现在可以随时访问。
百科全书错误修复,如果双击选项卡,则不显示信息
交易菜单优化,现在显示哪些资源正在交易以及获得的金额
总体填充现在作为一个UI元素永久显示在右下角。
更新的开始游戏菜单,派系信息现在显示在它旁边的框中(悬停或选择)
添加的参数(请阅读下面的部分)
------------游戏玩法---------
很多玩家在开始游戏时遇到了困难,作为指导,现在在左上角会显示一个小信息框,建议你采取某些行动。
一些人还批评游戏开始时太慢,需要更多的节奏才能尽快进入游戏的有趣部分。
因此,现在可以在“开始”菜单中选择准备时间。
可用选项有15、10、7和5分钟。
此外,还添加了一个选项来修改游戏速度。
现在您可以在慢速、普通和快速之间进行选择。
你现在也从5个村民开始。
这就引出了另一个新特性,即分数乘数,它在右下角的面板上可见。
更困难的选择会导致更高的乘数,更容易的选择会导致更低的乘数。随意组合。
马克斯400%岁
麦琪现在每4秒就获得一次青睐。减半率
税务局现在会更频繁地对公民征税。
一些单位统计数据已经改变,这可能会影响现有的策略,更多关于这一点,请参阅下面的“平衡”。
------------敌对营地---------
一个预期的变化,一个急需的变化。笔尖?现在有敌对营地。
你可以从游戏开始就开始攻击、突袭和获取资源。
有4个不同的营地,每个营地都有一套特定的单位。
野蛮人的营地,主要营地,废弃的堡垒和斯巴达的地雷。
突袭和摧毁一个营地会造成资源下降,营地将主要提供食物和武器,堡垒将给予援助,矿山将主要产出矿石和黄金。
所有敌对的建筑都被守卫着,一旦你带着你的军队进入他们的领地,他们就会从他们的藏身处出来攻击。
------------视觉---------
再次修改,地形纹理已更新,游戏的整体外观已更改:
高分辨率地面纹理
改进的金属材质,受影响的单位武器和装甲
全球照明得到改善和优化。
所有人体单位的单个皮肤材质球都已优化
------------鸦片化---------
在这个线程中提到它们的更改太多了,但是一些重要的更改总结如下:
人工智能任务成功率高,资源成本低
结构现在使用更便宜的明暗器操作
马车上的草被移走了
人工智能移动性能提升
游戏后期的平均性能提高了6-7帧/秒。
不可通行的地形部分已重新修整
------------余额---------
永恒圣殿骑士已经被愚弄了。-1速度,-1攻击
影子圣殿骑士已经被强化。+20马力
防护模式的状态缓冲降低。
巴比伦骑士书呆子。2刺穿
切片机抛光。1攻击
高级切片机抛光。+10马力
参赛者呆子。-500马力,-2装甲和护盾
原文:
Update v1.2:
Idle villager selection is now available as a key-shortcut, accessible with [Y], this has proven to be very useful to find idle villagers on the map.
New unit type: The Militia, relatively weak support unit that is available for recruitment in the city center.
All selection difficulties and various deselection bugs have been fixed.
No enemies colliding with walls anymore
Enemy AI is more rational, as the troops now prioritize smaller more vunerable targets.
Slow default navigation without tweeking the settings: Fixed
Units stuck in a tavern bug: Fixed
Villagers not constructing structures for certain faction specific buildings: Fixed
Enemy HP bar is now visible by default and can be toggled off with the key [H]
Multi-selection should now be a lot more consistent
Enemies won't reroute from the top on the first map if there is a viable route from the center of your base
Score calculation reworked, it should now reflect your actual development rather than just being a number that gets sporadic boosts for certain game parameters. This has been attempted multiple times, this one should be a significant improvement.
Encyclopedia articles reworked, some of them were not set by default
Lots of balance changes, here is a short overview:
Warlords buffed, higher attack, cost reduced
Archer buffed, cost reduced
Skirmisher buffed, higher attack, cost reduced
All enemy elite types: nerfed
Enemy wave strenghth development modified
Palavins: buffed
Anubite: nerfed
Update v1.17:
Deselection bug in late game, sometimes the active selection would deselect automatically without any reason: fixed
Trade interaction improved: Marketplace had a bug that wouldn't allow you to call the trades if you had an active trader that was on the way with a different load (gold for instance): fixed
Technology costs for various research trees reduced
Towers now have higher attack rate and are more precise with their shots. Especially the watchtowers.
Watchtowers HP increased.
Some units buffed: Spearmen attack rate, damage, and speed increased.
Selection bug fixed when selecting enemy units that were in front of your units.
Update v1.16:
New Introduction level (smaller scope, 10 waves, basic game mechanics explained etc.) It will move the player through the major steps, building orders and some of the mechanics that most people seemed to have missed.
Another building order change: Barracks is available by default
Tourist difficulty is now slightly easier
Fixed drag selection bug when selecting buildings and units at the same time
End game performance improved
Some of the very intensive unit physics impacts have been fixed
Update v1.15:
New build orders, the retail center, palazza and all the buildings that derive from these don't require the marketplace anymore
Tavern is now unlocked by districts
Enemy attack behavior slightly modified, they don't get irritated by previously destroyed buildings
Some of the core buildings that are required during the major phases of the game are now outlined in the build section.
Global Rank displayed in the main menu
Multiplier system reworked, they should now correctly display the actual values they will multiply by during the end score calculations.
Deselection bug fixed. (Buildings tab would sporadically deselect
Vegetation grass visibility bug fixed
Balance changes: Spearmen cost reduced, Archers cost reduced, Nobles cost reduced
Update v1.14:
Reworked point system, the modifiers work in a more logical way.
Ratios affect score correctly now: The higher the amount of population you have to recruit to defeat enemies, the lower this specific modifier
No more buggy spawns, ALL SPAWNS from all structures work in 100 percent of the cases.
Lion Rider bug fixed.
Mounted units bug fixed
Update for the ranking system
Enemies targeting priorities improved
The functional radius of catapults and siege towers have been reworked
New cursors for all the interactions available in the game!
Faction bonuses have been slightly modified
Update v1.13:
HUGE updates in regards of graphical quality
Better performance + new shader for the buildings
Ground texture quality on the map borders improved
Higher quality foliage
Realtime Global Illumination
22% Performance improvement (7-11 fps)
Correct values for various metals used, better looking metallic objects
Bugfix: Archers can now attack camps with no problem
Difficulty fix: Demigod difficulty had a glitch where the last wave would not be last wave but a random one.
Tyrant Guards: nerfed
Hoplites: nerfed
Skirmishers attack faster now
Siege Towers don't shoot buggy stones anymore -> fixed
Catapults shoot on sight, previously you had to manage this sometimes in case they miss their enemy
Notification UI improved
Fort in the middle is fixed
Weapon drops from the hostile camps are fixed
Loading Screen was black bug -> fixed
Update v1.12:
Villager bug finally fixed, no more idle villagers after starting the game, quitting and starting again
Towers now have their own information boxes, armor and attack stat displayed (bottom left)
Cliff bugs: most of the height related problems have been fixed. The top-left was really problematic especially when enemies from the camp attacked.
Double click bug: The annoying double click bug that would trigger if your input is too fast is now fixed.
Enemy strength reduced: This was a very large problem, the enemies would be significantly stronger on the new difficulty settings.
Pathfinding: Pathfinding to camps improved, the center fort is still a bit problematic but we're on it as well.
New selection mode: Select a unit stance for your troops: Passive (Guard) and aggressive stances have now been added to the game.
Some of the resources would still cause bugs: fixed
Resource pathfinding bug: Resources not being calculated into the pathfinding system - fixed
Too many enemies on screen: Occasionally, the enemy forces would exceed the enemy screen limit - fixed.
Rider walking sideways: fixed
Update v1.11:
AI Movements
Occasionally, (seems to be random) when you start the game, the AI would sometimes just be unreactive, simply not register your commands, despite giving responses. This problem has partially been fixed, in that it is a lot less frequent. If this happens to you, just exit the game and restart. Fixes the issue for most players.
AI Stuck in Resources
AI won't get stuck in resources now, there is a major update in the way resources are registered by the AI characters. Units can now partially walk through them whereas villagers need to reroute, especially since they can interact with them.
No space, the border of the map
This was not actually a bug but rather an implementation of new math to calculate whether or not nearby territory is valid. This seemed to be a good idea at first, but this cuts of a lot of buildable space especially on the first map, so this change will temporarily be undone.
Unit states, selection
This was actually a problem since the beginning which we now tackled, specifically the issue with your units aggressing into enemy positions while overriding your commands.
You can now choose between 2 states: Aggressive and Protective (aggressive is default). The aggressive mode will mobilize your unit whenever an enemy is nearby. The protective mode will mobilize your unit only if it is directly attacked. Therefore this mode is ideal to command your units around safely without the risk of losing your selection because they are busy fighting
New Structure: Watch Tower
A new structure has been added, the watchtower. This was planned to be included with the larger 1.2 update but with the change in recent events, it is now part of 1.11.
The watchtower is a weaker version of the turret, available much earlier in the tech tree.
Watchtowers deal slightly less damage and are significantly less durable.
Minor changes
Enemy units stuck in the lower wall: fixed
Friendly units not passing a mountain on the right side of the first map
UI updates
Blacksmith 3D UI error: fixed
Generator structures not displaying the number of workers correctly
Enemies at camps attacking you instantly: fixed
Early enemies overpowered: balaced
Update v1.1:
-------------Important Notes-------------
As stated in the previous announcement, save game feature has been temporarily disabled until it is fully viable for use.
-------------Rehauled AI-------------
The villagers have been significantly improved. A lot of players noticed that the AI would get stuck behind resources or not be able to reach a certain depot. In 1.1, most problems regarding the villager AI have been fixed.
And to wrap up general changes in AI, a short summary:
Citizens don't collide with AI Characters anymore, neither units nor villagers are affected by the activities of the idle citizens that spawn outside your district
Villagers pathfinding to tasks has been improved, now the only time villagers will reroute to areas is when the target seems to be unreachable or occupied by other AI
Save, AI behavior is now being saved more effectively, saving their present states (will be noticeable when save games are enabled)
Enemies don't bug in front of your walls anymore, they move pass them if they are not reachable
Better horde movement, enemies move out of spawn much more coherently, trying to avoid existing paths
-------------Updated UI-------------
The old interface for the resource tab looked outdated and was spread too widely on the top bar. So a fresh, much better-arranged resource panel.
The display on the bottom left had some issues and the buggy-looking bordered UI. The left one is also updated with the identical design to the bottom right panel.
Moreover, a lot of font sizes that were not really fitting were changed.
The waves arrived UI, as requested is now slightly smaller and doesn't interfere as much as it previously did.
The menu is now accessed via a golden coin on the top right, so another design update, to match the overall aesthetic of the game.
Encyclopedia added into the in-game menu, now accessible whenever you need it
Encyclopedia bug fix, not displayed information if you double-click the tab
Trade menu optimized, now the display which resources are being traded and the amount that is gained
Total population is now permanently displayed on the bottom right corner, as a UI element.
Updated Start-game menu, faction information is now displayed in the box next to it (hover or select)
Parameters added (read more in the segment below)
-------------Gameplay-------------
A lot of players had trouble getting started with the game, as guidance, there will now be a small infobox displayed on the top left, advising you to take certain actions.
Some people also criticized that the game is too slow in the beginning and that it needs more tempo to get to the fun part of the game as quickly as possible.
Therefore, you can now select the preparation time in the start menu.
Available options are 15,10,7 and 5 minutes.
Additionally, an option has been added to modify the game speed.
You can now choose between slow, normal and rapid.
You also start with 5 villagers now.
And that leads to another new feature, the score multiplier, which is visible at the bottom right panel.
More difficult options lead to a higher multiplier, easier ones to a lower multiplier. Feel free to combine as you choose.
Max is 400%
Magi now generate favor every 4 seconds. Rate halved
Taxcollector will now tax citizens more frequently
Some unit stats have changed, this might affect existing strategies, more about this below in "Balance".
-------------Hostile Camps-------------
An expected change, and a much-needed one. Nib?now features hostile camps.
You can attack, raid and earn resources from the beginning of the game.
4 different camps are available, each one of them features a specific set of units.
Barbarian Camps, Chief Camps, Abandoned Forts and the Mines of Sparta.
Raiding and destroying a camp leaves resource drops, the camps will predominantly provide food and weapons, the forts will grant favor and the mines will mostly yield ore and gold.
All the hostile structures are guarded, as soon as you enter their realm with your troops they proceed to come out of their hideout and attack.
-------------Visuals-------------
Have been modified once again, the terrain textures have been updated, the overall look of the game has changed:
Higher resolution ground textures
Improved metallic shader, units weapons & armor affected
Global lighting improved and optimized.
Individual skin shader of all human units has been optimized
-------------Opimization-------------
Far too many changes to mention them in this thread, but some of the important ones summarized:
Better AI Task success rate, lower resource cost
Structures now use more inexpensive shader operations
Buggy grass has been removed
AI movement performance improvement
Average late-game performance improved by 6-7 FPS.
Unpassable sections of terrain reworked
-------------Balance-------------
The Eternal Templar has been nerfed. -1 speed, -1 attack
Shadow Templar has been buffed. +20 HP
Stat buff of shield-mode reduced.
Babylonian knights nerfed. -2 pierce
Slicer buffed. +1 attack
Supreme Slicer buffed. +10 HP
Contester nerfed. -500 HP, -2 armor & shield
by PLAZA