骑马与砍杀2:霸主 开发日志13——周末

 Mount & Blade II: Bannerlord Developer Blog 13 - Weekending
骑马与砍杀2:领主开发日志13——周末

翻译者:tl10、Hegen

Greetings ye faithful and thank you for coming to read the, somewhat belated, thirteenth of our here Bannerlord blogs. As promised, we're giving a rundown of what we showed at the PC Gamer Weekender (video below) in March, with some added detail, guided by the questions we received on the forums. Thanks to everyone who got involved whether directly asking questions or just discussing in general!
感谢各位忠实的玩家前来阅读这一篇稍为迟到的日志。我们在此如约展示了在三月份PC Gamer Weekender展会上的视频,并在论坛反馈的基础上添加了一些细节。感谢所有参与到这次讨论中的玩家!

The first thing we show in the demo was our character customisation. This is a feature that has been refined and improved upon, since we revealed it at Gamescom last year, by tweaking and increasing the number of sliders to provide more control for the player. We also give a glimpse of facial animations, which help greatly in bringing characters to life and makes combat and dialogues much more immersive.Some of you have been asking whether or not you will still be able to create weird and wonderful (to put it euphemistically) faces, as in Warband and the answer is, of course, yes! Though our goal is to make the faces in the game, that are generated, look interesting but still believable.
我们在demo中首先展示的是自定义人物。在去年的Gamescom展会之后,我们对此进行了改善,增加了一些变量,让玩家有更多选择权。还有脸部动画,为角色的战斗和对话极大地提高了代入感。你们曾经问过是否还能创造出古灵精怪的脸,正如在战团里一样,答案当然是肯定的!尽管我们的目标是让角色的面部在有趣之余更加真实。

Next we offered a look at the map, revealing the locations of our major factions. The colours may still change but it has been exciting to see your reactions to Bannerlord's expanded Calradia. One thing noted by the keen-eyed among our viewers is that, contrary to Warband, cities now have hard edges and parties are now required to go around them and enter at specific points. Our three Empire factions: Western (orange), Northern (magenta) and Southern (purple), are culturally the same but vary in behaviour, dependent on the personalities of their leaders and lords, the partners with which they can trade and their natural resources. In this sense, each develop their own nature, through the game mechanics, shaped partly by the actions of the player and the AI characters.
接下来是地图,展示了一些主要阵营的城镇。颜色也许还会更改,但你们对扩展后的卡拉迪亚大陆的反映也让我们很兴奋。眼尖的玩家能够发现,与战团不同的是,城市现在有了明确的边缘,队伍现在需要绕到特定的入口才能进入城市。我们的三个帝国阵营:西方(橙色)、北方(品红色)和南方(紫色),它们在文化上是同源的,但会根据各自的领袖、领主以及贸易伙伴之性格和关系不同而产生不一样的行动。在这个背景下,每个阵营将通过游戏的机制与玩家及AI角色的影响而各自进行发展。

Unlike Warband, there are no standalone castles, but rather castles attached to villages. These can be constructed by players and lords but take a lot of time and money. Villages with castles can be captured and held, but those without one will only change ownership dependent on who holds the local town.
与战团不同,领主里没有孤立的城堡,而是与邻近的村庄互相依存。村庄可以由玩家或领主建立,但需要花费大量的时间和金钱。在城堡之下的村庄可以被占领,而无主的村庄则将归属于邻近城镇的主人名下。

In the small skirmish fight, we wanted to give you a taste of combat. To allay your fears, we also switched to first person; we are absolutely supporting both first and third person perspectives, as we have always done in the series. Combat continues to be something which we are constantly iterating on and working towards an ideal where we maintain the direct control of the previous games, but build upon that and add in new features. Kicking and Chamber-blocking (riposte) are still part of combat's roster of techniques and there are a few new things that we are looking forward to covering in detail.
在小型战役的展示中,我们想让你们尝尝战斗的感受。为了更多刺激,我们还切换到第一人称;游戏当然完全支持第一人称和第三人称的视角,正如这个系列的传统。战斗部分仍然是我们致力于完美打造的游戏环节,在前作的方向攻击的基础上,我们增加了一些功能。踢击和挡反依然是格斗中的技巧,以后还会有更多的新玩意儿。

Next we enter a town. As mentioned in the demo, the idea behind the town menu is to save the player time, keeping exploration optional and rewarding it in different ways. One feature we have added is wall strength, supported for both castles and towns, which affects behaviour and gameplay during a siege. From the town menu, you can immediately see who is located in the town and where they are currently located.
接下来我们进入了一座城镇。正如在demo里所提到的,城镇目录的设定是为了节约玩家的时间,使游戏更加个性化。我们新增的其中一项新设定还有城墙强度,对城堡和城镇都适用,将在攻城战时产生影响。在城镇目录中,你可以马上查看城镇中的驻扎者以及他们当前的位置。

You can also see the various garrisons stationed in the town, which will defend the settlement in the event of a siege. In the demo, the player collects one of his own garrisons, that he had previously left in the town. Leaving troops in settlements allows you to go out with a smaller and faster travelling party to complete personal quests or pursue fast enemies. Any groups of soldiers garrisoned require that the player leave a companion with them, to act as leader.
你同样可以看到部署在城镇的驻军,他们将在围城事件中自卫防御。在demo中,玩家可以从先前留在城镇中的驻军中征募部分人马。在城中留下部分人马使你的部队保持小规模高机动,以便更快地完成任务或者追逐敌军。玩家需要留下一名NPC同伴作为城中驻军的指挥。

As we step into the tavern, we once again provide you with a reminder of the efforts we have made, to create a distinct feeling with each culture in the game. Now, while we have made the taverns separate scenes, in order to prioritise improving the content and variety of gameplay that towns can offer, that decision may change in the future and there is a lot of work we can and will do to optimise and reduce the loading times as much as possible, before the game's release. The stream demo, from the Weekender, shows a Battanian tavern. This culture is one of the most distinct from any of the factions in the previous games and comes with interesting styles of architecture, attire, art and arms.
迈进酒馆,我们再次醒目地向你展现了我们做出的努力:游戏中创建的风格各异的文化背景带给你截然不同的感受。为了优先提升城镇的多样化内容提高可玩性,我们将酒馆分割成独立的场景,在游戏发布前,我们还有很多力所能并将实现的修正来竭尽所能优化缩减载入时间。伦敦Weekender游戏展上的测试版演示了一个Battanian酒馆。这个在建筑、服饰、艺术、武器上式充斥着异域风情的的文明,与先前游戏中展示的国家大相径庭。

When we wander into the backstreets, we are confronted by a group of thugs and the dialogue is automatically initiated by the gang leader. The main advantage of engaging in crime is to make money quickly. It is cheaper and provides a faster return than a legitimate business. However, engaging in criminal activity while rising up the ranks of a faction increasingly puts the player in a difficult position. Regardless, the player can still choose to take part in criminal activity, at any time, even as a King; there are always costs and benefits.
当我们闲庭信步时,遇到了一群恶棍,对话由他们的头目自动发起。从事犯罪活动最大的优势是快速攫取大量资金(意即玩家可以加入土匪阵营),与从事合法商业贸易相比实是事半功倍。然而当国家的实力上升并在各国中的排名提高后,从事犯罪活动将愈来愈多地陷玩家于不利境地。当然,玩家依然可以选择犯罪。无论何时,即使作为国王,强盗行为也是收益丰厚的。

In the blacksmith, we choose to craft our own weapon and show the full process the player goes through. Nearly all of the melee weapons in the game use this modular system, adding a tremendous amount of variety. We have some statistics in the user interface shown here; most values are fairly self explanatory, such as Weight and Weapon Length. What's new is that, whereas in Warband the damage values and types were listed separately for swings and thrusts, we now have separate values for thrust and swing speed, as well as special cut and pierce damages, that are distinct from the base damage.
在铁匠铺,我们可以选择自定义武器,期间向玩家展现完整的武器制作流程。几乎游戏中所有的近战武器都使用这个提供繁多种类的模型系统。武器锻造界面为我们罗列了诸如重量、武器长度之类的数据,这些名词不言而喻。与以往不同的是,在战团中砍与刺的攻击伤害独立计算的基础上,现在我们又独立了砍与刺的攻击速度,此外特殊的砍刺伤害与战团基础伤害截然不同。
(意即骑砍2同一武器的砍与刺攻击速度伤害是分开计算的)

A new concept in Bannerlord is influence, which acts a bit like a currency, alongside gold and relation, but more directly affects our interactions with other characters in our faction. Influence is held for each lady and lord as a value to represent their contribution to their faction's war effort. Vassals can maintain their influence by joining military campaigns and the more troops they provide, the more influence they gain. What this does is form a system, where being part of a faction actually comes with a measurable level of responsibility. Keep your influence positive and the leader of your faction will be pleased, raising your chance of being awarded more fiefs; let your influence slip into the negative too far and you'll risk expulsion from the faction and your fiefs being seized.
领主中引入的新观念是“影响”,它在钱币和人物关系外充当着类似货币的角色,更直观地影响着玩家与国内其他人物的互动。影响力建立在女士与领主作为国家一员为他们效忠国战争获胜做出的贡献。封臣可以通过加入战争提高影响力。期间他们投入的兵力愈多,其影响也就愈大。简而言之形成了一个体系,加入国家后玩家责任感的轻重变得可以衡量了。保持高影响力,你的君主将会欣然提升你获得封地的几率,当你的影响力滑到谷底,你有很大风险被没收土地并遭到驱逐。

As we approach the enemy lord in the demo, we can see their troop count drop. We have mentioned that one of the main improvements in Bannerlord is a much more detailed simulation. Ladies and Lords are subject to almost the same pressures as the player and of course, their troops also disband if they aren't provided with food or pay. Our enemy, Ecarand, a Vlandian vassal, has a cautious personality. The personalities of characters in the game are defined by their traits, which are earned in a variety of ways and determine how characters react, are reacted to and can affect their behaviour.
在demo中,当我们接近敌对领主时,可以看到他们的士兵数目下降了。我们提过领主中一项主要的改善就是更加注重细节的模拟。男女领主与玩家同样面对着士气问题,如果缺乏物资和粮饷,他们的队伍就会产生逃兵。我们的敌人,Valandian的一名封臣Ecarand,具有谨慎的性格。角色的个性将由他们的各项特性决定,而个性会影响到角色们的行动。

The battle we engage in demonstrates how some of that behaviour translates to the battlefield. Ecarand, as the defender, takes position on the high ground and waits for us to act. Since the onus is on us to attack, as the aggressors, he is happy to hold the hill. However, some lords may choose to play aggressive, even as the defender. In the demo, Ecarand roundly trounces a group of our archers but only charges in when recognises that vulnerability.
我们在展示中的战斗过程说明了角色的行动如何反映到战场上的局势。Ecarand,作为防守方,占据了高地严阵以待。而我们作为进攻方,他当然更乐于坐拥易守难攻的山地。尽管如此,某些领主即使作为防守方,也会选择较为激进的策略。在demo何种,Ecarand击败了我方的弓箭手,但他只在有机可乘时才发起进攻。

Eventually triumphing over Ecarand, we then talk a little bit about what the knock-on effects might be of the battle. While Ecarand escapes, he has lost all of his troops and is now forced to rebuild his forces, if he is to maintain his influence within his faction. If he doesn't have sufficient income to do so, he may decide to take action, which could be anything from raising taxes on his peasants to setting up a criminal enterprise. Whatever he chooses, the effects of this will then play out in the sandbox, and could leave him suffering in the long term. The nature of the game, with so many factors like this coming into play, is one of the things we believe makes Mount & Blade so interesting. Look forward to even more detail about the campaign mechanics in the future and thank you for reading.
最终战胜Ecarand后,我们稍为谈及了战斗中的追击效果。当Ecarand逃跑时,他失去了所有部下,如果他要维持在自己阵营内的影响力,便不得不重建自己的部队。如果Ecarand的资金不允许的话,他可能会采取某项行动,比如提高农民的纳税或者建立犯罪集团。无论他如何选择,后果将在沙盒上反映出来,并可能使他自食其果。归根结底,这些机制是游戏的本质,也是骑马与砍杀的趣味所在。请期待未来关于战役机制的更多细节,感谢您的阅读!

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