全軍破敵:戰鎚3

全軍破敵:戰鎚3

Hecleas Grand Strategy
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更新:11 月 9 日 @ 上午 4:50
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更新:11 月 9 日 @ 上午 4:44
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🩹 Bug Fixes & Gameplay Adjustments
• Fixed the issue where lords remained at 1 HP after battle.
• Ambush Attacks are now fully accessible and functional again.

更新:11 月 8 日 @ 下午 11:13
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💋 Slaanesh — Keep Seduced Units
Post-Battle Seduction Persistence

Unit Seduction: effect extended beyond battle.
Seduced troops now remain under your command after victory, keeping their current health and experience level.
No more vanishing soldiers — they stay, wounded but loyal.
A subtle background script ensures clean transfer, XP retention, and no desync or leftover state.

➡️ Result: seduction becomes a true long-term weapon, not a one-turn trick.
Every triumph feeds your growing army of the damned, turning temptation into power.

更新:11 月 6 日 @ 下午 9:05
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更新:11 月 6 日 @ 下午 7:11
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⚔️ Charge Impact Rework
After testing and community feedback, the charge damage values have been reverted to their previous state.
A new mechanic has been introduced: when units are launched into the air, they now recover much faster instead of waiting an eternity to get back on their feet.

更新:11 月 6 日 @ 下午 7:10
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更新:11 月 5 日 @ 下午 11:54
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⚖️ Diplomacy & AI
Reduced the AI’s excessive generosity – factions will no longer throw absurd amounts of gold for simple diplomatic agreements.
→ The AI is now less corruptible by money and acts according to its real strategic interests.
More realistic confederation behavior – AI factions will now consider confederation only in desperate situations or when facing an imminent endgame scenario.
Improved peace logic – AI factions are now more likely to seek peace when they are overwhelmed by multiple wars or on the brink of destruction, creating more believable endgame situations.

⚔️ Battle Balance
Slightly increased fatigue recovery, making long battles more dynamic and less punishing.
Slight nerf to cavalry charges, reducing overly destructive impact effects on infantry lines.

🌲 Faction-Specific Changes
Orion: nerfed the faction upkeep bonus tied to the number of active wars — constant warfare is now less profitable, encouraging smarter conflict management.

更新:11 月 5 日 @ 下午 12:46
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⚒️ Fixes & Balance

Fixed: Animation / skeleton / LOD bug for Marauder units — now properly displayed in battles.

Design Adjustment: Restored Lord & Hero immortality unlock to level 2 (was level 20).
I initially wanted to keep it at level 20 for the player challenge, but the AI doesn’t value its characters — it often sacrifices near-veteran lords or heroes without caution.
Since I’ve also removed all XP bonuses, cheats, and passive XP gains for both player and AI, this change ensures smarter AI survival and more competitive enemy forces on the campaign map.

➡️ Result: Battles feel fairer — AI leaders now live long enough to matter.

更新:11 月 4 日 @ 下午 11:44
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🐎 Charge Impact Rework

Collision damage values adjusted — reduced armour penetration, maximum damage, and overall impact modifier.
Charges remain powerful, but less explosive and more controlled.
➡️ Result: fairer cavalry impacts and more realistic charge outcomes.

⚜️ Bretonnia – Peasant Economy Rework

Barracks now grant additional Peasant Capacity at every tier, reflecting the realm’s growing ability to arm and sustain its people:

Tier I: +1 Peasant Capacity
Tier II: +2 Peasant Capacity
Tier III: +3 Peasant Capacity
Tier IV: +4 Peasant Capacity

Each military upgrade strengthens the bond between the nobility and the commonfolk, allowing your armies to expand without draining the realm’s fields.
➡️ Result: smoother early growth, rewarding investment in infrastructure and offering a believable military progression for Bretonnia.

更新:11 月 3 日 @ 下午 1:37
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⚙️ Combat Behaviour

Units now react instantly to collisions when breaking off from melee.
Previously, they briefly ignored contact, causing awkward sliding or delayed retreats.
Now, withdrawals and re-engagements feel smoother, sharper, and more realistic.

➡️ Result: Melee break-offs look natural and responsive — no more “ghost” movement after disengagement.