骑马与砍杀2:霸主 开发者日志12——时光之旅

原文地址:https://www.taleworlds.com/en/Games/Bannerlord/Blog/14

Mount & Blade II: Bannerlord Developer Blog 12 - The Passage Of Time
骑马与砍杀2:领主开发日志12——时光之旅

Hello Bannerlord blog regulars and newcomers. In this entry, we are once again responding to your demands to hear more about single player gameplay - specifically, looking at the overworld map and some of the improvements made there. We revealed the map at Gamescom and mentioned some new features in the last blog. Here, we'll take what we've revealed and go into some more detail.
欢迎各位关注《骑马与砍杀2:领主》的新老玩家。在本文开头,我们再次响应玩家们关于单人游戏部分的建议——特别是关于大地图方面的改进。我们曾经在Gamescom展示过新的地图,以及在上一篇博客中提到某些新功能。现在,我们将在此基础上进行深入的展示。

Bannerlord shares the setting of Calradia with Warband but takes place 200 years earlier. The map is also expanded to include regions further to the east and south of that in previous games, resulting in a map which is around three times larger. Land features and even some settlements from the previous games are recognisable. By sharing the same world, the two games become part of the lore of Mount & Blade in a wider sense. While the series' lore was kept to a minimum in Warband, being left to hints in dialogue, Bannerlord features its own storyline that will add some additional depth to the factions.
《骑马与砍杀2:领主》领主继承了卡拉迪亚大陆的设定,但是在200年前。新的大地图扩展了以前地图的东部和南部区域,结果让整个大地图成为过去的三倍大。陆地的某些特征,甚至来自旧地图的城镇都可以辨认出来。在同一世界观的前提下,骑马与砍杀的两部游戏在更大的层面上形成了统一的体系。在战团里,游戏的世界观被压缩到最小,只隐藏在某些NPC对话中,而领主则通过主线故事扩展游戏的整体内涵。

In addition to acting as the setting, providing the context for Mount & Blade's magnificent battles, the overworld map is also where a large chunk of gameplay lies. With Bannerlord, the approach is to provide more information to the player with the map itself and the HUD presented while travelling. Taking the icons as an example, it is now possible to see what a village produces by looking at its icon. These change dynamically over time to reflect different production facilities constructed in the village, or additions of buildings like castles. On the HUD, more information is presented to the player, including morale, food supplies, gold and more. We are currently restructuring the HUD to provide even more information without making it too overwhelming.
为了进一步强化骑马与砍杀中无可比拟的战斗体验,大地图将会在游戏过程中占有更多比重。在领主中,这体现在通过大地图自身以及旅行中的HUD界面来为玩家提供更多信息。以图标为例,现在只要看到某个村庄在大地图上显示的图标,就能知道该村庄的出产物了。在建设村庄的生产设施或建设城堡的过程中,图标也在动态变化着。在HUD上,玩家将能得到更多信息,比如士气、食物供给以及金钱等等。我们还在重新构建HUD界面,在避免其过于冗赘的前提下进一步强化其信息提供的功能。



Characters and locations on the map make up what we call “parties”. All parties on the map, whether they are lords, bandits, hideouts or anything, have a function in the game's sandbox simulation of a feudal world. Here is a basic explanation of how the economy works:
在大地图上的角色和地点,构成了我们所谓的“阵营”。在地图上的所有阵营,无论是领主、强盗还是藏身处等等,都在这个中世纪沙盒世界里发挥着一种功能。以下是对游戏中经济运作的基础说明:

-Villages produce goods based on what types of production they have in place (e.g. Sheep farms produce sheep, cheese, wool etc.)
-村庄生产的物品取决于当地的原材料(比如牧场提供羊、奶酪、羊毛等等)。

-Peasants take goods produced in their village to sell in the local town by repeatedly travelling directly between the village and the town on the map.
-农民在他们的村庄和临近城镇之间重复地运输货物。

-The raw materials are taken to towns and either consumed or processed into secondary goods (e.g. wool into clothes, sheep into meat) via workshops.
-原材料被送到城镇后,要么被消耗,要么在工场里被加工成派生货物(比如羊毛加工成布匹,羊加工成羊肉)。

-Goods in towns are bought by caravans to be sold elsewhere for a higher price, caravans will assess the situation and try to maximise profit from their journey over the map.
-在城镇里的货物将被商队收购,然后转售到其他地方换取更高利润,商队将会进行估价并最大化他们的利益。

When all of these steps are completed successfully, the prosperity of the settlements increases. What's interesting, though, is that because everything is connected in this way, disruption can be a very effective approach when dealing with an enemy or rival. A simple example is that raiding enemy villages or preventing peasants from making their journey to the local town impoverishes towns due to their lack of goods to process for trade. More indirect benefits can be received by, for instance, aiding a bandit group near to the fief of a rival noble from the same faction, trying to limit their income and gaining a leg over them in the faction standings. Since everything is simulated in this way, no matter what you do, it has a knock-on effect in the world. Manipulating this to your own ends is key to making progress in the game but AI Lords will also attempt to create problems for opponents, in an effort to better themselves.
当以上所有步骤都成功完成了,聚居地的繁荣度就会增加。除此以外,有趣的一点是,由于经济的运行是联动的,所以你可以通过瓦解敌人或竞争对手的商路来有效地削弱他们。举一个简单的例子,劫掠敌国的村庄或阻止农民运送货物入城,因为缺乏了原材料的输入,当地的经济会恶化。还有其他间接的手段,比如,帮助强盗劫掠同一国家中有竞争关系的领主,可以限制他们的收入并以此在王国中超过他们的地位。因为万事万物都在这个原理上运作,所以无论你做了什么举动,都将在大地图上产生后果。通过自己的行为操纵大地图是在游戏中取得成就的关键所在,但AI领主也会试图为对手制造麻烦来制衡他们。

The topography of the map is not entirely consistent with Warband, in fact Bannerlord's map is somewhat more mountainous. The effect of this is an increase in the number of choke points. It will be hard to avoid conflict, for instance, when traversing narrow passes through mountain ranges that may be riddled with ambush spots or enemy patrols. Tactically, the map offers many more options for controlling areas that serve as trade routes. Battles are often fought in the game to contest key choke points with the goal of securing passage for trade caravans and other parties. As a player, it is important to consider what kind of warfare you are likely to end up in, before sacrificing relations with a faction. If your speciality is skirmishing on foot over rough terrain, you might for example avoid engaging the Aserai, who will have higher mobility in the open desert.
大地图的地形并不完全复制战团,事实上领主的大地图有更多的山地。这个设定的结果是增加了关隘地带的数量。这些地形将让冲突难以避免,比如,在横穿山地时将难免遇上敌人的埋伏或巡逻队。在战术上,大地图提供了更多控制商业路线的手段。在游戏中的许多战役将发生在关隘地带,战争双方为了控制和保护商队或其他部队的安全通过而战斗不止。作为一名玩家,在牺牲与某一阵营的友好关系前,清楚考虑一下你将可能面对的战场地形是非常重要的。如果你的专长是在崎岖不平的地形上作战,那么就该尽量避免与Aserai这类具有高机动能力的敌人在开阔地形战斗。

The map is changed, not just by the activity of the player and NPCs but also by the passage of time. Changing seasons affect the weather and transform the landscape sending snow creeping south during winter. Significant gameplay effects, of the changing conditions, are felt in the effectiveness of different troop types. Cavalry and ranged units in particular will have a harder time in rain or snow. One major change from Warband is how time progresses; the yearly cycle has been shortened to twelve weeks, which adds more importance to the changing seasons and ageing of characters.
地图已经改变了,不单是受到玩家或NPC的影响,还会随着时光流逝而变化。季节的变化将改变地形的景观,比如冬天里降雪渐渐扩到南方。季节变化的显著结果是将会影响不同兵种的属性,特别是骑兵和远程部队将在雨中或雪中更加艰难。与战团还有一点主要的不同之处,就是时间的流逝;一年的循环将缩减到十二周时间,这样将会让季节变化和人物的年龄变化更加明显。

https://www.taleworlds.com/Images/Blog/bannerlord_blog_12_visual_full.mp4

In the visual above, we've included 168 screenshots, one taken at midday, each day, from the same angle, over the course of two in game years, running at 10 frames per second. One of the first things you might notice is how the snow advances and retreats during winter. It is also possible to spot the colours above the settlements changing, as they are taken over by different AI factions, battling it out with one another. Something that you may not (or may!) have noticed is how the shadows get longer during winter; this detail is the result of the simulation we carry out to lower the sun's position during winter.
在以上的视频中,总共包含168张截屏,都是从同一视角截于每天的中午,总共是游戏中两年的时长,帧率是10张每秒。也许你注意到的第一点是冬天里白雪的积聚和融解。还能观察到的是聚居地名字颜色的变化,因为它在被不同的阵营占领,不断易主。还有一点你可能没有(或者有!)注意到的是影子在冬天变得更长;这个细节是我们模拟冬天里太阳的高度较低的结果。

The colours of the factions shown in the visual are subject to change but pre-empting the inevitable question, here is a list of those shown:
毫无疑问,各个阵营的颜色将是一个不可避免的问题,我们还是先发制人吧,下面就是阵营和颜色的列表:

Blue – Sturgia    
蓝色—Sturgia

Green – Battania
绿色—Battania

Pink – Northern Empire
粉色—北方帝国

Orange – Western Empire
橙色—西方帝国

Red – Vlandia 
红色—Vlandia

Dark Grey/Brown – Bandit
深灰/褐色—强盗

Brown (just about visible) – Khuzait
褐色(仅仅可见)—Khuzait

Since we haven't shown a lot of the map yet, the visual actually hints at quite a lot which is, as of yet, unmentioned. We'll talk more about how character ageing works, along with some of the other effects of time moving faster, in a future blog. For now, thanks for reading! For the latest news and updates, don't forget to like us on Facebook and follow us on Twitter.
因为我们还基本没有展示过大地图,所以这个视频还隐藏着很多没有提及的细节。我们将在未来的博客中展示的是人物的年龄变化,以及时间加速流逝的效果。本文到此为止,感谢您的关注!请在我们的Facebook和Twitter上关注最新的动态。

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