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  • Hi everyone, I'm Steve Coleman, Senior Community Manager on Total War, and once again I am joined by some of our wonderful Warhammer 3 dev team to talk a little bit about patches, betas, and a little bit more.

    大家好,我是《全面戰爭》的高級社區經理史蒂夫-科爾曼(Steve Coleman),《戰錘 3》開發團隊的一些成員將再次與我一起討論補丁、測試和其他一些問題。

  • I am joined by Will, and I am also joined through the magic of magic, Vasil and Radoslav from our Sofia studio in Bulgaria.

    威爾和保加利亞索非亞工作室的瓦西里和拉多斯拉夫也通過神奇的魔法加入了我的行列。

  • So let's do a quick introduction.

    讓我們來做個簡單的介紹。

  • Will, let's start with you.

    威爾,我們從你開始吧。

  • If you just tell us who you are, what you do, and some things you've worked on.

    如果你能告訴我們你是誰,你是做什麼的,以及你做過的一些事情。

  • Right-o.

  • I'm William, William Hogstad, and I'm a Warhammer 3 DLC designer.

    我叫威廉,威廉-霍格斯塔德,是《戰錘 3》DLC 設計師。

  • I've worked at the company for five, six years roughly, working on mostly mainline DLC for Warhammer 3.

    我在公司大概工作了五、六年,主要負責《戰錘 3》的主線 DLC。

  • Recently, my focus has been primarily on our patching efforts, the interim content, the .x patches, 5.3, 5.2, 6.1, which is hopefully in your hands by now, and making those extra bits of content to tide you over while you wait for our more major releases.

    最近,我的工作重心主要放在我們的補丁工作、臨時內容、.x 補丁、5.3、5.2 和 6.1(希望你們現在已經拿到這些補丁)上,並製作了一些額外的內容,以便在你們等待我們更重要的版本時讓你們渡過難關。

  • Awesome, thank you Will.

    太棒了,謝謝你,威爾。

  • And now I'll throw over to Sofia.

    現在我去找索菲亞。

  • Vasil, how about you?

    瓦西里,你呢?

  • Hey, so my name is Vasil, and I've been working as a lead DLC designer over Warhammer DLC projects.

    嘿,我叫瓦西里,是《戰錘》DLC 項目的首席 DLC 設計師。

  • And I've been with CA for a while now, for a few years back, and I'm very excited to join the Warhammer team.

    我加入 CA 有一段時間了,有幾年了,我很高興能加入《戰錘》團隊。

  • Thank you, and Rado, how about you?

    謝謝,拉多,你呢?

  • Yes, hello, my name is Radoslav, I'm a principal tech designer working on Total War.

    你好,我叫拉多斯拉夫,是《全面戰爭》的主要技術設計師。

  • I've recently joined the DLC team after finishing up with Total War Feral, and now I'm working with various people on both patching efforts and DLC efforts.

    在結束了《全面戰爭:野性》的工作後,我最近加入了 DLC 團隊,現在我正與不同的人一起工作,負責補丁工作和 DLC 工作。

  • Great, thank you guys, and thank you for joining us today.

    很好,謝謝你們,謝謝你們今天參加我們的節目。

  • But for now, I'm going to send you back into the ether.

    但現在,我要把你送回虛無縹緲的世界。

  • Impressive.

    令人印象深刻。

  • It worked!

    成功了

  • Oh no, they're still there!

    哦,不,他們還在那裡!

  • We'll come back to you in a little bit, we're just going to chat with Will about the patches.

    我們稍後再跟你聊,我們要跟威爾談談補丁的事。

  • So, patch 6.1 has just recently dropped for Warhammer 3, bringing with it some refreshes for Kislev, Tzeentch, and Grand Café, as well as some new units, because everybody loves free stuff.

    最近,《戰錘 3》剛剛發佈了 6.1 補丁,帶來了基斯列夫、天災和大咖啡館的一些更新,以及一些新組織、部門,因為每個人都喜歡免費的東西。

  • And the usual bug fixes and tweaks to the core game that always come with these patches.

    此外,這些補丁還會對核心遊戲進行常見的錯誤修復和調整。

  • So what's your approach to these patches at the moment?

    那麼你目前是如何處理這些補丁的?

  • So how are you figuring out what you're going to do, when you're going to do it, and how you're going to do it?

    那麼,你是如何確定要做什麼、何時做以及如何做的呢?

  • So right now, kind of the core of our strategy is something new to chew on.

    是以,現在,我們的戰略核心就是要琢磨一些新東西。

  • A new extra gubbin attached to something that already exists to give you a little bit more to play with.

    在已經存在的東西上附加一個新的額外部件,讓你有更多的東西可以玩。

  • And how we arrive at what to do is primarily something that we figure out through the help of the PX team, that's the player experience team, whose job it is to go through all those conversations everywhere out there and distill that down into something digestible for us in design to eat and go, we think we can solve this problem that lots of people are having.

    他們的工作就是對所有的對話進行分析,並將其提煉成可供我們設計人員消化的東西,然後說:"我們認為我們可以解決很多人遇到的這個問題。

  • Or, we see that a lot of people are happy about this and want to see more of it, or unhappy about this thing and want to see it improved.

    或者,我們看到很多人對這件事感到高興,希望看到更多這樣的事情,或者對這件事感到不滿,希望看到它得到改進。

  • And those help inform us in a very qualitative way.

    這些都有助於為我們提供高質量的資訊。

  • We can't just always go in our guts, we need some hard data, and PX are the perfect team for providing that to us.

    我們不能總是憑感覺行事,我們需要一些確鑿的數據,而 PX 正是為我們提供這些數據的最佳團隊。

  • Awesome.

    棒極了

  • So the things that have come in the past, in 5.1, 5.2, etc., as well as 6.1, has that all come through from the PX team?

    那麼,過去在 5.1、5.2 等版本以及 6.1 版本中出現的內容都是 PX 團隊提供的嗎?

  • Has that all been based on the feedback that they've gathered for you?

    這些都是基於他們為你收集的反饋嗎?

  • Or do you often find things out in the wild world yourselves?

    還是你們經常自己到野外去找東西?

  • There's a couple of things.

    有幾件事。

  • We take things to PX as well, because we're all people and we see things, we read about our own game.

    我們也會把東西帶到 PX,因為我們都是人,我們會看到一些東西,我們會閱讀自己的比賽。

  • I mean, you can't prevent yourself from going on your own forums at some point.

    我的意思是,你不能阻止自己在某些時候上自己的論壇。

  • And when we see something that really jumps out to us, we like to sneakily go to PX and go, hey, do you have any more info on this?

    當我們看到一些讓我們眼前一亮的東西時,我們喜歡偷偷地去 PX 問:"嘿,你們有關於這個的更多資訊嗎?

  • Because I might have an idea.

    因為我可能有辦法

  • And some of the things have come from our side of the pond as well, on that front.

    在這方面,有些事情也來自我們這邊。

  • I think, for example, the deeps was very much a Mitch-led, this was something he was excited about, this was something he really wanted to do.

    我認為,舉例來說,"深淵 "在很大程度上是米奇主導的,這是他感到興奮的事情,這是他非常想做的事情。

  • But of course, we funnel it through the appropriate channels anyway.

    當然,無論如何,我們都會通過適當的管道輸送。

  • There's a process to everything.

    凡事都有一個過程。

  • Awesome.

    棒極了

  • Looking forward, now that 6.1 is out there, is there anything you guys have already got planned for 6.2?

    展望未來,既然 6.1 已經發布,你們是否已經為 6.2 計劃了什麼?

  • Or anything else that you're looking at for future?

    或者還有什麼你正在考慮的未來?

  • So, at the moment, of course, seeing as this is being recorded before the release of 6.1, it's a little bit early to say exactly what we're doing in 6.2.

    當然,目前我們是在 6.1 版本發佈前錄製的,所以現在說 6.2 版本的具體內容還為時尚早。

  • We're still in the ideation phase on that.

    我們還在構思階段。

  • I can talk some broad strokes, though.

    不過,我還是能說幾句大白話的。

  • Up until this point, we've been thinking a lot about what little extra gubbins can we add for you.

    在此之前,我們一直在考慮能為大家添加什麼額外的小玩意兒。

  • But for 6.2, what we'd like to do is take that focus and bring it down to what core game system can we do some improvements for.

    但對於 6.2 版,我們想做的是把重點放在我們可以改進哪些核心遊戲系統上。

  • And some examples of what we think about when we say that is things like, can we improve the situation around ancillaries for everyone?

    當我們這樣說時,我們會想到一些例子,比如,我們能否為每個人改善輔助設施的情況?

  • This was something that we originally wanted to do in 5.3, but we weren't happy enough with the results to put that out there yet.

    這本來是我們想在 5.3 中實現的,但我們對結果還不夠滿意,所以還沒有公佈。

  • Some other things that are hot topics, especially because this is something that the PX team have been telling us about, is people are talking a lot about control, people are talking a lot about corruption, and there's a lot of strong opinions on that.

    還有一些熱門話題,特別是因為這是 PX 團隊一直告訴我們的,那就是人們經常談論控制,人們經常談論腐敗,對此有很多強烈的意見。

  • And that is something that we are considering right now.

    這也是我們目前正在考慮的問題。

  • I think the way I'm going to frame this is it is too early for us to say exactly how we'll approach it, because it's a very volatile space.

    我想我要說的是,現在說我們將如何處理這個問題還為時過早,因為這是一個非常不穩定的領域。

  • It's a big core system shared with all the factions in the game.

    這是遊戲中所有派別共享的一個大型核心系統。

  • And we have a lot of ideas.

    我們有很多想法。

  • We know, for example, that when we moved to Warhammer 3, we changed corruption entirely from the system where it was a percentage division inside the province to having this more tabulated, you have a set specific discrete number that can go to 100.

    例如,我們知道,當我們轉到《戰錘 3》時,我們完全改變了腐敗的系統,從省內部的百分比劃分變為更表格化,你有一個可以達到 100 的特定離散數字。

  • And we did that originally because we had this consistent complaint of people really don't like it when they can't remove all the corruption in the province.

    我們這樣做的初衷是,人們一直抱怨無法清除省內的所有腐敗現象。

  • They really like to wipe the slate clean, have no corruption.

    他們真的喜歡一塵不染,沒有腐敗。

  • But now we have a different problem where a little bit of corruption can really snowball to zero or to 100 very easily.

    但現在我們遇到了不同的問題,一點點腐敗就能像滾雪球一樣,輕而易舉地化整為零或化零為整。

  • And that's a topic where we're having a lot of discussions on this, whether how do we solve this?

    這也是我們正在討論的一個話題,我們該如何解決這個問題?

  • Do we want to solve this?

    我們想解決這個問題嗎?

  • And that's why I think it's a bit too early to give specifics, but these are the kinds of topics we're talking about right now.

    是以,我認為現在說具體情況還為時過早,但這些都是我們現在正在討論的話題。

  • And I don't think we can put anything out there until we're quite happy with it, because it's such a core system.

    我認為,在我們對它非常滿意之前,我們不能把任何東西放出去,因為它是一個如此核心的系統。

  • So we're going to have to be really sure about this one.

    是以,我們必須非常確定這一點。

  • Yeah, I think that's fair enough.

    是的,我認為這很公平。

  • No, that's a good approach.

    不,這是個好辦法。

  • I don't know where you'll obviously be in your thought process for this, but maybe this will prompt people to give us a bit more feedback on that specific topic and maybe we'll get some valuable stuff out of it from there.

    我不知道你們在思考這個問題的過程中會處於什麼位置,但也許這會促使人們就這個特定的話題給我們更多的反饋,也許我們會從中得到一些有價值的東西。

  • So we'll have to wait and see.

    是以,我們必須拭目以待。

  • People may recognise your name from the 6.1 dev blog that went out just before 6.1.

    人們可能會在 6.1 之前發佈的 6.1 開發博客中認出你的名字。

  • So obviously you did a lot of work on that, including the fantastic unit card placeholders, which was artistic...

    很明顯,你在這方面做了很多工作,包括製作了精美的單元卡佔位符,這很有藝術性...

  • I can't think of the word, Will.

    我想不出這個詞,威爾。

  • It's a crime.

    這是犯罪。

  • It was artistic crimes.

    這是藝術犯罪。

  • Crime, I think, is the word you're looking for.

    我想,"犯罪 "才是你們要找的詞。

  • Fair enough.

    有道理。

  • I'm very disappointed that they didn't make it into the patch.

    我很失望它們沒有被加入到補丁中。

  • That aside, are there any kind of highlights from 6.1 or things that you particularly are proud of that you'd want to talk about?

    除此以外,6.1 有沒有什麼亮點,或者您特別引以為豪的事情,您想談談嗎?

  • I think, yeah.

    我想是的

  • So when we were concepting a lot of the work for 6.1, there was definitely one feature, I think, above all else, that kind of really got the mental juices flowing.

    是以,當我們為 6.1 版構思大量工作時,我認為最重要的肯定是一個功能,它真正激發了我們的靈感。

  • It was when we were talking about how do we do Atamans?

    就在我們討論如何做阿塔曼時?

  • And Atamans, of course, are these provincial governors, and so they're meant to emphasise the power of interior Kislev.

    當然,阿塔曼人是這些省的省長,所以他們是為了強調基斯里夫內部的權力。

  • And as we went through a lot of different variations on what can an Ataman do, we came to this idea of what if an Ataman lets you take a settlement, left-click it, and then right-click an enemy army nearby and have the settlement attack the army?

    我們對 "阿塔曼 "能做什麼進行了大量研究,最後得出一個想法:如果 "阿塔曼 "能讓你佔領一個定居點,左鍵單擊它,然後右鍵單擊附近的敵軍,讓定居點攻擊敵軍,會怎麼樣?

  • And this idea of having a settlement attack an army instead of an army attack a settlement, which is the usual Total War flow, just immediately everyone who was talking about this eyes up.

    讓一個定居點攻擊一支軍隊,而不是讓一支軍隊攻擊一個定居點,這是《全面戰爭》的慣用流程。

  • That's an interesting idea.

    這個想法很有意思。

  • That's fun.

    真有趣

  • And the moment we knew we had that, we couldn't stop chasing that dream, essentially.

    當我們知道我們擁有這個夢想的那一刻,我們就無法停止對夢想的追逐。

  • And it's a big technical challenge to achieve, but it was simply too interesting for us to let it go once we caught on to that idea.

    要實現這一目標,在技術上是一個巨大的挑戰,但一旦我們發現了這一想法,就會覺得它太有趣了,不能輕易放棄。

  • Thanks, Will.

    謝謝,威爾。

  • That's really awesome.

    這真是太棒了。

  • From one round of big changes with the refreshes from 6.1 and the future in 6.2 to another side that we're actually working on, which is campaign AI changes.

    從 6.1 的更新和 6.2 的未來帶來的一輪大變革,到我們正在進行的另一個方面,即活動人工智能變革。

  • Now, we've just recently run a beta on Steam, which has actually just finished.

    現在,我們最近剛剛在 Steam 上進行了測試,測試剛剛結束。

  • We're looking at the feedback now.

    我們正在查看反饋意見。

  • We have another one that's going to be coming up in the near future.

    在不久的將來,我們還將推出另一款產品。

  • And this has been headed up by Rado in Sofia.

    這項工作由索非亞的雷達公司負責。

  • So I'm just going to bring him back.

    所以我要把他帶回來。

  • I didn't even have to click my fingers.

    我連手指都不用動一下。

  • I'm that good.

    我就這麼厲害

  • But yes, Radoslav here has been heading up the project for this campaign AI beta.

    是的,拉多斯拉夫一直在負責人工智能測試版的項目。

  • We've just finished one of the rounds of the beta and are looking at the feedback at the moment and we do have another round coming in the near future.

    我們剛剛完成了其中一輪測試,目前正在研究反饋意見,不久的將來我們還將進行另一輪測試。

  • So if you missed out on the first one, don't fret.

    所以,如果你錯過了第一部,不要著急。

  • There will be another opportunity to try out some of these changes.

    我們還將有機會嘗試其中的一些變化。

  • So Rado, for those who haven't actually seen much about this campaign AI beta yet, what is this initiative?

    那麼雷多,對於那些還沒怎麼看到這個活動 AI 測試版的人來說,這個活動是什麼?

  • What's the kind of top level of what you are looking to do here?

    你們想在這裡做什麼?

  • So the main goal of the beta this time around is to present the community with our latest efforts in addressing some of the more prevalent feedback around the campaign AI.

    是以,這次測試版的主要目標是向社區展示我們在解決圍繞活動人工智能的一些更普遍的反饋方面所做的最新努力。

  • Most of the changes are centered around the AS passivity and since the AI is a very fundamental part of the game and it feeds into a lot of different things like game difficulty and so on we decided to approach it a bit more cautiously and we decided to go with the beta branch to not suddenly introduce this massive of a change to all users.

    由於人工智能是遊戲中非常基礎的部分,而且會影響到遊戲難度等許多不同的因素,是以我們決定採取更加謹慎的做法,我們決定使用測試分支,以免突然向所有用戶引入如此大規模的更改。

  • Awesome.

    棒極了

  • Yeah, that's good.

    是啊,這很好。

  • A really good way to let the players have their say I suppose in this process.

    我想,在這個過程中,讓球員發表意見是一個非常好的方法。

  • Are there any highlights or any particular things within that beta that you want to call out that you're particularly excited about or proud of?

    在測試版中,有什麼亮點或特別之處值得一提,讓你感到特別興奮或自豪嗎?

  • So the highlight change of this beta has to do with the campaign AI's ability to recognize when it's being threatened by foreign forces.

    是以,本次測試版的最大變化在於人工智能能夠識別外來勢力的威脅。

  • We discovered a rather fundamental issue with the way AI just looks at the world and we found out that one of the other fundamental assumptions of the AI around when it's being invaded and when hostile forces are present in its territory was just kind of wrong and the AI was finding itself in situations where it thought it was being assaulted by enemy forces when in reality all that was happening was foreign agents were just making incursions into the AI's territory which caused it to fall into this rather defensive posture and it started prioritizing, consolidating its forces making sure all its settlements are garrisoned and this really robbed it of opportunities to be aggressive and do other things in the game so resolving this issue has been a real standout for us.

    我們發現人工智能看待世界的方式存在一個相當基本的問題,我們發現人工智能的一個其他基本假設是錯誤的,這個假設是關於它何時被入侵,何時敵對勢力出現在它的領土上,人工智能發現自己處於這樣一種情況,它認為自己受到了敵軍的攻擊,而實際上發生的一切只是外國特工入侵了人工智能的領土,這導致人工智能陷入這種相當防禦的態勢,它開始優先考慮:鞏固自己的部隊,確保所有的定居點都有駐軍、是以,解決這個問題對我們來說非常重要。

  • Awesome.

    棒極了

  • Can people expect quite a big difference in how things play out as a result of this beta?

    人們是否可以期待這次測試會給遊戲帶來很大的不同?

  • Generally the overall AI's behavior isn't that different.

    一般來說,人工智能的整體行為並沒有什麼不同。

  • This tackles a particular set of circumstances where the AI really just completely focuses on defense but the frequency of this behavior can vary wildly between campaigns so I expect that in certain playthroughs players will notice a very big difference and in other playthroughs the difference might not be so large.

    在這種情況下,人工智能真的會完全專注於防守,但不同戰役中出現這種行為的頻率會有很大差異,是以我預計在某些戰役中,玩家會注意到很大的不同,而在其他戰役中,差異可能不會那麼大。

  • This is something that we've struggled with a lot in the past when it comes to working with the AI is there's such a huge variance in events depending on what the player is doing depending on what the hundreds of other factions are doing and the AI's decision-making is very complex and layered so it's easy to, or rather it's difficult to find high-level trends quickly without lots and lots of games being played and that's one of the great roles of something like the beta is letting us get lots of information distilled down into a real player experience.

    這也是我們過去在與人工智能合作時經常遇到的問題,因為玩家的行為與其他數百個派別的行為之間存在著巨大的差異,而人工智能的決策又是非常複雜和多層次的,所以在沒有進行大量遊戲的情況下,我們很容易,或者說很難快速找到高層次的趨勢。

  • Awesome, that's really good to get that insight into it really.

    真棒,能深入瞭解它真的很好。

  • So for the people at home who may or may not have already been on the last beta and are hoping to get in on the next beta what can the players do to help support you guys in this initiative?

    那麼,對於那些已經參加過上次測試並希望參加下一次測試的玩家來說,他們可以做些什麼來支持你們的這一舉措呢?

  • Frankly the best way anyone in the community can help us out is just tell us your honest feelings this is the most important thing for us.

    坦率地說,社區中的任何人幫助我們的最好方式就是告訴我們您的真實感受,這對我們來說是最重要的。

  • We understand that there might be further issues there are many many many different combinations of difficulty levels and legendary lores that you can play so no feedback is worth more or less just being open and honest with how you feel about the game is the best thing for us because it really allows us to understand how you feel, understand what really bothers you what can we improve, that's the biggest focus for us.

    我們知道可能會有更多的問題,有很多很多不同的難度等級組合和傳奇故事可以玩,所以沒有什麼反饋是值得或不值得的,只要開誠佈公地說出你對遊戲的感受,對我們來說就是最好的,因為這能讓我們真正瞭解你的感受,瞭解哪些地方真正困擾著你,哪些地方我們可以改進,這才是我們最大的關注點。

  • Brilliant, perfect, thank you.

    精彩,完美,謝謝。

  • Thanks Raddo for all that insight into that.

    感謝 Raddo 對此的見解。

  • So yep, like we said there will be another beta starting soon if you did miss out on the first round so don't fret, just keep an eye out for more information on that in the near future.

    是以,正如我們所說,如果您錯過了第一輪測試,那麼很快就會有另一次測試,所以不要著急,只需留意近期有關測試的更多資訊。

  • Now let's move on to another topic of discussion which I'm sure a lot of you are going to be very excited to hear about which of course is what's next for Total War Warhammer 3 DLC.

    現在讓我們繼續討論另一個話題,我相信你們中的很多人都會非常興奮地想知道《全面戰爭》戰錘 3 DLC 的下一步計劃。

  • So just like our previous DLCs that we've put out over the last couple of years this will be another three lord pack but we're going to do things a bit differently now we're not going to bombard you with all of this information punch you in the face with it straight away with all of that info so today we're going to reveal the first of the three factions and Vasil's going to help me with that.

    就像我們過去幾年推出的 DLC 一樣,這將是另一個三領主包,但我們現在要做的有點不同,我們不會用這些資訊轟炸你,而是直接用這些資訊打你的臉,所以今天我們要揭示三個派系中的第一個派系,瓦西爾會幫我完成這個任務。

  • So Vasil, what can you tell us about what's next for Total War Warhammer 3 DLC?

    瓦西里,你能告訴我們《全面戰爭戰錘 3》DLC 的下一步計劃嗎?

  • Actually I've been quite interested seeing people guess this online and observe their excitement as much as we're excited to develop it and later on release this DLC.

    事實上,我很有興趣看到人們在網上猜測,並觀察到他們的興奮程度,就像我們很高興開發並在稍後發佈這款 DLC 一樣。

  • Some guessed right, some guessed wrong.

    有些人猜對了,有些人猜錯了。

  • For the next DLC we've prepared, as you mentioned, three legendary lords and also one free legendary lord and the first one that we're going to reveal today is Dichala, the Denied One.

    正如您提到的,我們為下一個 DLC 準備了三位傳奇領主和一位免費傳奇領主。

  • Just a quick note, we mispronounced Dichala's name throughout the rest of our interview so instead of Dichala, please imagine we are saying Dichala.

    順便說一下,在接下來的採訪中,我們把 Dichala 的名字唸錯了,所以請想象我們說的是 Dichala,而不是 Dichala。

  • On with the show.

    繼續表演

  • Okay, so Dichala for Slaanesh, our first legendary lord for the next DLC.

    好了,迪查拉換成了斯拉尼什,我們下一個 DLC 的第一個傳奇領主。

  • What can you tell us about her?

    關於她,你能告訴我們什麼?

  • Who is she and how does she play?

    她是誰?

  • Yeah, so she's shrouded in mystery a little bit.

    是的,所以她有點神祕。

  • She has been marked by Slaanesh, leaving her severely mutated, shedding her previous form with her being right now a snake-like creature with many arms and in each one holding a deadly sword, leaving devastation across the battlefield.

    她被斯拉尼什打上了烙印,嚴重變異,褪去了之前的形態,現在是一條長著許多手臂的蛇形生物,每條手臂上都握著一把致命的劍,在戰場上留下了毀滅性的破壞。

  • She's going to play much in the theme of Slaanesh, of speed and damage and destruction.

    她將以斯拉尼什的速度、傷害和破壞為主題。

  • So she's going to be able to quickly get in and out of battle, leaving bodies and devastation behind her.

    是以,她能夠快速進出戰場,留下屍體和破壞。

  • Also able to flank on the battlefield very efficiently and in that sense she's going to be a very versatile and deadly warrior.

    此外,她還能在戰場上非常有效地進行側翼包抄,從這個意義上說,她將是一個非常全面和致命的戰士。

  • Interesting stuff.

    有趣的東西

  • Can you give us a bit of insight into maybe a couple of units that will be coming in her roster?

    你能給我們介紹一下她的花名冊中可能會出現的幾個組織、部門嗎?

  • Maybe how they fit into the lore there?

    也許他們是如何融入那裡的傳說的?

  • As always, I think I'll keep the most interesting things for myself for now.

    和往常一樣,我想我會把最有趣的東西暫時留給自己。

  • But I can share a few units of the Slaanesh roster.

    但我可以分享幾個斯拉尼什名冊上的組織、部門。

  • One of the units, it's called the Champion of Slaanesh.

    其中一個組織、部門叫做斯拉尼什冠軍。

  • The Champion of Slaanesh looks very much like Dichala.

    斯拉尼什冠軍看起來非常像迪查拉。

  • He is a snake-like creature with also many hands, but not as many as she has.

    他是一種蛇形生物,也有很多隻手,但沒有她那麼多。

  • The Champions of Slaanesh are known to be one of the most fiercest chosen warriors for Slaanesh that deal a lot of damage and destruction.

    眾所周知,斯拉尼什冠軍是斯拉尼什選中的最凶猛的戰士之一,能造成大量傷害和破壞。

  • Much similar to Dichala, but not in the same scale, of course.

    與 Dichala 非常相似,但規模當然不同。

  • They have multiple hands, each hand armed with a weapon, a sword.

    他們有多隻手,每隻手都拿著武器,一把劍。

  • And they will circle around the battlefield in support and deal a ton of damage wherever they go.

    它們會在戰場上四處支援,所到之處都會造成成噸的傷害。

  • So another unit that we're planning to introduce are the Pleasure Seekers.

    我們計劃引進的另一個組織、部門是 "尋歡作樂者"。

  • They're a demonic cavalry which present a daemonette on a demonic steed.

    他們是一支惡魔騎兵,騎著一匹惡魔駿馬的守護神。

  • The demonic steed will provide the necessary speed and additional power that the daemonettes don't quite have right now.

    惡魔駿馬將提供必要的速度和額外的力量,而守護神現在還不具備這些。

  • So they're going to be incredibly punchy in battle, going into encounters quick and leaving them with the same speed, dealing a lot of damage in their wake and moving into different places efficiently.

    是以,它們在戰鬥中會表現出驚人的衝擊力,迅速進入遭遇戰,並以同樣的速度離開,造成大量傷害,並高效地移動到不同的地方。

  • They're going to be efficient in flanking, they're going to be efficient in charges.

    他們包抄的效率很高,衝鋒的效率也很高。

  • They're going to be an all-rounder, quick unit for people to enjoy.

    它們將成為供人們享用的全能型快速裝置。

  • We're still not quite there with the implementation as this video was recorded early but we're expecting to see them in their full glory quite soon.

    由於這段視頻是提前錄製的,所以我們還沒有完全實現,但我們期待很快就能看到它們的全貌。

  • So what more can you tell us about Dichala's faction and the associated faction mechanics?

    關於 Dichala 派系和相關的派系機制,您還能告訴我們些什麼?

  • So we've tried to be faithful to what Dichala is and represent her as such in the game and she is the leader of one of the most fiercest warbands under Slaneshi's followers and that's the Tormentors.

    是以,我們試圖忠實於 Dichala,並在遊戲中表現出她的形象,她是斯蘭內西的追隨者中最凶猛的戰隊之一--"折磨者 "的首領。

  • The Tormentors roam around the world and leave destruction in their wake in their search for access, in their search for a better life for themselves and that applies the most to Dichala.

    折磨者們在世界各地遊蕩,在他們的身後留下了破壞,他們在尋找通道,為自己尋找更好的生活,這一點在迪查拉身上體現得淋漓盡致。

  • She wants the best pleasures and feelings for herself.

    她希望為自己帶來最好的快樂和感受。

  • She wants the best experience for her own life and for that reason she uses her powers to dominate the opponents around her and to dominate the enemies that she manages to defeat across the world.

    她希望為自己的人生帶來最好的體驗,為此,她利用自己的超能力支配周圍的對手,並支配她在世界各地設法擊敗的敵人。

  • These subjugated enemies help the Tormentors and Dichala live their opulent lives that they've used to and we're going to try to reproduce exactly this in terms of the destruction that she causes the effects that she applies to settlements around the world and how she uses her enemies for her own gains and her own benefits.

    這些被征服的敵人幫助 "折磨者 "和迪查拉過上了他們已經習慣的富裕生活,我們將嘗試從她造成的破壞、她對世界各地定居點造成的影響以及她如何利用敵人為自己謀取利益的角度來再現這一切。

  • In regards to Slanesh as a race, what more are we going to expect to see in the free race rework?

    關於斯蘭尼什這個種族,我們還能期待在免費種族重製中看到什麼?

  • Is there anything that's coming in that that's going to play into this?

    有什麼消息會影響到這件事嗎?

  • I'll be honest in this question and we have to be cautious of how we approach it as we've discussed many things about Slanesh.

    在這個問題上,我會實話實說,我們必須謹慎對待,因為我們已經討論過很多關於斯蘭內什的事情。

  • Currently Nakari is the only available legendary lord for Slanesh and we want to distinct him from the other lords that we're going to add with the DLC and with that distinction we're looking into the content of Slanesh as it exists right now tailored a bit more towards what Nakari presents in comparison to let's say Dichala.

    目前,納卡利是斯蘭內斯唯一可用的傳奇領主,我們希望將他與我們將在 DLC 中添加的其他領主區分開來。

  • So we're looking into tweaking and modifying things for Slanesh like technology trees, skills and things like that but beyond this it's early in development to promise anything and I don't want to mislead anyone and for that reason I'll be more broad and say that we're looking into everything Slanesh and try to achieve the best result for Dichala, Nakari and the mystery legendary lord that we've not yet revealed.

    是以,我們正在研究調整和修改斯蘭尼什的東西,如科技樹、技能等,但除此之外,現在還處於開發初期,我不想誤導任何人,是以我會更寬泛地說,我們正在研究斯蘭尼什的一切,並努力為迪查拉、納卡里和我們尚未揭曉的神祕傳奇領主實現最佳效果。

  • Talking of course about Nakari and Dichala, both of them have these strong overtones of they defeat their enemies and then in some way their enemy is then made their puppet or under their control but what is the key difference between the two approaches when you're playing Nakari versus when you're playing Dichala?

    當然,說到 Nakari 和 Dichala,這兩個角色都有強烈的暗示,即他們打敗了敵人,然後以某種方式讓敵人成為他們的傀儡或受他們控制,但當你扮演 Nakari 時,與扮演 Dichala 時,這兩種方法的主要區別是什麼?

  • That's actually a pretty good question, it's very much on point.

    這個問題問得很好,非常有針對性。

  • They both indeed control their enemies in some form or faction although the difference here comes from where Nakari uses seduction he uses his demonic influence in order to appeal to his victims Dichala is a bit more forceful she dominates her victims with the help of an elixir of sorts and we are going to represent that in her faction mechanic as she is going to be using more forceful methods in order to use the people that she manages to enthrall and rather than Nakari's softer I guess quotes and quotes methods that can be compared with.

    他們都以某種形式或派別控制著敵人,但不同之處在於,中裡使用誘惑,而迪查拉則使用惡魔的影響力來吸引受害者,迪查拉更強勢一些,她在某種靈藥的幫助下支配著她的受害者,我們將在她的派別機制中體現這一點,因為她將使用更強勢的方法來利用她設法迷惑的人,而不是中裡更柔和的方法,我想這可以與中裡的方法相比較。

  • Nice, good question.

    很好,問得好。

  • I'm going to have to rein you in a bit, you're going to steal my job.

    我得管管你,你會搶了我的飯碗。

  • Awesome, thank you Vasil for all that information.

    太棒了,感謝瓦西里提供的所有資訊。

  • So there you have it, the first of your three new legendary lords coming in the next Total War Warhammer 3 DLC we will be shining a light on the others in the future so keep an eye out for more information do let us know who you think they could be in the comments or head over to the CA community or Total War Discord, get involved in the discussion and yeah, we'll see if any of you get it right.

    這就是《全面戰爭戰錘 3》下一個 DLC 中即將登場的三位新傳奇領主中的第一位,我們將在未來陸續揭曉其他領主,敬請關注更多資訊,請在評論中告訴我們您認為他們會是誰,或者前往 CA 社區或《全面戰爭》Discord,參與討論,我們會看看你們中是否有人猜對了。

  • We're not going to tell you if you get it right, you're going to have to wait and find out but I'm interested to see what you think.

    我們不會告訴你是否做對了,你得等著看,但我很想知道你的想法。

  • So thank you to Will, Vasil and Radislav for joining us today, it's been really good to talk to you we'll be back in the near future, until then, see you later!

    感謝威爾、瓦西里和拉迪斯拉夫參加今天的會議,很高興能與你們交流,我們會在不久的將來再回來,再見!

  • Bye!

    再見!

  • Everyone wait!

    大家等等

  • Okay...

    好吧...

Hi everyone, I'm Steve Coleman, Senior Community Manager on Total War, and once again I am joined by some of our wonderful Warhammer 3 dev team to talk a little bit about patches, betas, and a little bit more.

大家好,我是《全面戰爭》的高級社區經理史蒂夫-科爾曼(Steve Coleman),《戰錘 3》開發團隊的一些成員將再次與我一起討論補丁、測試和其他一些問題。

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