This commit is contained in:
wuwenbo 2026-06-07 01:07:25 +08:00
commit 499d3bb14b
19 changed files with 5875 additions and 5895 deletions

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@ -1,5 +1,5 @@
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@ -2285,21 +2285,21 @@
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@ -2395,11 +2395,11 @@
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@ -2425,21 +2425,21 @@
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@ -2465,11 +2465,11 @@
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@ -2525,11 +2525,11 @@
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@ -2575,11 +2575,11 @@
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"title": "间谍攻城的时候城里也有间谍怎么办?", "title": "间谍攻城的时候城里也有间谍怎么办?",
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@ -2635,11 +2635,11 @@
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"title": "遇到個挺神秘的bug在戀戀被擊殺的被動觸發以後我的單位同時被觸發的被動擊殺後她們部隊兵棋還會留在地圖上p1p2 在此之後整個地靈殿陣營的部隊都會隱身直到占領我方地區的時候才會出現有點像瞬移一樣XDbug出現後游戲回合在超過30回合也不會結束(p3p4)", "title": "遇到個挺神秘的bug在戀戀被擊殺的被動觸發以後我的單位同時被觸發的被動擊殺後她們部隊兵棋還會留在地圖上p1p2 在此之後整個地靈殿陣營的部隊都會隱身直到占領我方地區的時候才會出現有點像瞬移一樣XDbug出現後游戲回合在超過30回合也不會結束(p3p4)",
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@ -2721,12 +2721,12 @@
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@ -2787,12 +2787,12 @@
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"title": "调队伍而且不是说仅限自定义吗", "title": "调队伍而且不是说仅限自定义吗",
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@ -2831,12 +2831,12 @@
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"title": "[显示bug]奇观图鉴不显示已完成的星星数量", "title": "[显示bug]奇观图鉴不显示已完成的星星数量",
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@ -2853,12 +2853,12 @@
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"title": "遇到個挺神秘的bug在戀戀被擊殺的被動觸發以後我的單位同時被觸發的被動擊殺後她們部隊兵棋還會留在地圖上p1p2 在此之後整個地靈殿陣營的部隊都會隱身直到占領我方地區的時候才會出現有點像瞬移一樣XDbug出現後游戲回合在超過30回合也不會結束(p3p4)", "title": "遇到個挺神秘的bug在戀戀被擊殺的被動觸發以後我的單位同時被觸發的被動擊殺後她們部隊兵棋還會留在地圖上p1p2 在此之後整個地靈殿陣營的部隊都會隱身直到占領我方地區的時候才會出現有點像瞬移一樣XDbug出現後游戲回合在超過30回合也不會結束(p3p4)",
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@ -2875,12 +2875,12 @@
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"title": "红美铃建设死人出红雾吗", "title": "红美铃建设死人出红雾吗",
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@ -2930,12 +2930,12 @@
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"title": "我的4级恋拉萨之舞不起作用还被自己人恐惧", "title": "我的4级恋拉萨之舞不起作用还被自己人恐惧",
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@ -2963,12 +2963,12 @@
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@ -3007,34 +3007,34 @@
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"title": "椛附近学者牛单位会上异端并保留()", "title": "椛附近学者牛单位会上异端并保留()",
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"title": "在input框屏蔽快捷键", "title": "在input框屏蔽快捷键",
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@ -3073,23 +3073,23 @@
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"title": "雪糕,早苗丢签杀人影像残留好像没修彻底", "title": "雪糕,早苗丢签杀人影像残留好像没修彻底",
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{ {
"id": 307, "id": 307,
"title": "蓬莱山巨人满血25但是上船后满血30", "title": "蓬莱山巨人满血25但是上船后满血30",
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{ {
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@ -3106,23 +3106,23 @@
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"title": "竹林狼不会反击", "title": "竹林狼不会反击",
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"status": "open", "status": "fixed",
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{ {
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"title": "满月超过10层显示错位", "title": "满月超过10层显示错位",
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"status": "open", "status": "fixed",
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@ -3150,23 +3150,23 @@
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"title": "间谍可能对城里不停投石", "title": "间谍可能对城里不停投石",
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"title": "招魂_Official: 06-05 06:24:09 bug反馈描述上说为附近敌方单位赋予一层恐惧 招魂_Official: 06-05 06:24:20 但实际上就算结盟了也会被上恐惧 招魂_Official: 06-05 06:24:44 导致恋恋跑着跑着把敌人和盟军全当减速带踩死了", "title": "招魂_Official: 06-05 06:24:09 bug反馈描述上说为附近敌方单位赋予一层恐惧 招魂_Official: 06-05 06:24:20 但实际上就算结盟了也会被上恐惧 招魂_Official: 06-05 06:24:44 导致恋恋跑着跑着把敌人和盟军全当减速带踩死了",
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@ -3183,12 +3183,12 @@
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"title": "啥时候公示下资源生成系数", "title": "啥时候公示下资源生成系数",
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@ -3200,6 +3200,17 @@
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21037%$#@!True%$#@!当前等级数额%$#@!目前等級數額%$#@!Current Level Value%$#@!現在レベル値%$#@!현재 레벨 수치%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!True%$#@!%$#@!!@#$%21038%$#@!True%$#@!妹红阵亡后变为火焰状态,火焰不可攻击反击,移动时造成溅射伤害。若火焰存活回合数达到**<当前等级数额>**,妹红在火焰处复活。火焰消失时不会重置复活冷却时间。%$#@!妹紅陣亡後變為火焰狀態,火焰不可攻擊反擊,移動時造成濺射傷害。若火焰存活回合數達到**<目前等級數額>**,妹紅在火焰處復活。火焰消失時不會重置復活冷卻時間。%$#@!After Mokou falls, she becomes a flame. The flame cannot attack or counterattack, and deals splash damage when moving. If the flame survives for **<Current Level Value>** turns, Mokou revives at the flame's location. When the flame disappears, it does not reset the revival cooldown.%$#@!妹紅が戦闘不能になると炎状態になる。炎は攻撃も反撃もできず、移動時に範囲ダメージを与える。炎の生存ターン数が**<現在レベル値>**に達すると、妹紅は炎の位置で復活する。炎が消えても復活クールダウンはリセットされない。%$#@!모코우가 전사하면 화염 상태가 됩니다. 화염은 공격하거나 반격할 수 없으며, 이동 시 범위 피해를 줍니다. 화염의 생존 턴 수가 **<현재 레벨 수치>**에 도달하면 모코우가 화염 위치에서 부활합니다. 화염이 사라져도 부활 재사용 대기시간은 초기화되지 않습니다.%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21039%$#@!True%$#@![版本 V0.7.3] 21044%$#@!True%$#@!攻击移动%$#@!%$#@!%$#@!%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!True%$#@!%$#@!%$#@!!@#$%21045%$#@!True%$#@!主动移动%$#@!%$#@!%$#@!%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!True%$#@!%$#@!%$#@!!@#$%21046%$#@!True%$#@!**<主动移动>**或**<攻击移动>**时对周围1格范围造成溅射伤害。%$#@!%$#@!%$#@!%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!%$#@!SkillDataAssets SkillInfoList[18] SkillDesc!@#$%21047%$#@!True%$#@![版本 V0.7.3c]
发布日期:26.6.5 发布日期:26.6.7
本次对游戏机制进行了部分调整并修复了若干bug。有部分疑难bug和若干小型错误我们仍在追查以及按顺序逐个修复中。
---------[游戏机制调整]-------------
注意:本次调整主要针对游戏的一些基础设计,对于英雄模块,进行了少量调整,但并非最终调整。
1.对王阶、后阶、车阶英雄的基础职阶特色做了调整。
2.对部分英雄的升级任务做了少量调整。
3.对部分英雄的初始数值进行少量调整。
4.调整城市Lv.3升级时奖励,将“要塞"移入“防御”科技,由“书院”(获得2文化点)替换原“要塞”选项
5.遗迹新增随机奖励条目4文化点
6.调整了所有法典的文化点消耗,雕像则改为通过金币解锁。
7.调整了“封建采邑”法典效果,现改为能够消耗文化值升级普通单位
8.次发、三发英雄的初始等级调整为Lv.2,复活时间调整为与等级相关,可消耗文化点提前复活
---------[bug修复与优化]-------------
1.修复了建成奇观后"历史时刻"模块提示出错的bug
2.修复了部分可能导致金币数额显示错误的bug
3.修复了十六夜咲夜与芙兰朵露连续击杀时可能导致联机不同步的bug
---------[疑难bug处理]-------------
1.对于单位死亡但是贴图不消失的bug问题目前采取了在发生问题后自动识别上报并在下一个行动前自动清理图像错误的后置补救方式来应对。我们仍在继续跟踪排查原因
2.对于陆地上可能出现船只的bug问题目前采取了在发生问题后自动识别上报的方式我们仍在继续跟踪排查原因%$#@![版本 V0.7.3]
發布日期:26.6.5
本次對遊戲機制進行了部分調整,並修復了若干 bug。有部分疑難 bug 和若干小型錯誤,我們仍在追查,並會按順序逐個修復。
---------[遊戲機制調整]-------------
注意:本次調整主要針對遊戲的一些基礎設計。英雄模組進行了少量調整,但並非最終調整。
1.對王階、后階、車階英雄的基礎職階特色做了調整。
2.對部分英雄的升級任務做了少量調整。
3.對部分英雄的初始數值進行少量調整。
4.調整城市 Lv.3 升級時獎勵將「要塞」移入「防禦」科技由「書院」獲得2文化點替換原「要塞」選項
5.遺跡新增隨機獎勵條目4文化點
6.調整了所有法典的文化點消耗,雕像則改為透過金幣解鎖。
7.調整了「封建采邑」法典效果,現改為能夠消耗文化值升級普通單位
8.次發、三發英雄的初始等級調整為 Lv.2,復活時間調整為與等級相關,可消耗文化點提前復活
---------[bug 修復與優化]-------------
1.修復了建成奇觀後「歷史時刻」模組提示出錯的 bug
2.修復了部分可能導致金幣數額顯示錯誤的 bug
3.修復了十六夜咲夜與芙蘭朵露連續擊殺時可能導致聯機不同步的 bug
---------[疑難 bug 處理]-------------
1.對於單位死亡但是貼圖不消失的 bug 問題,目前採取了在發生問題後自動識別上報,並在下一個行動前自動清理圖像錯誤的後置補救方式來應對。我們仍在繼續追蹤排查原因
2.對於陸地上可能出現船隻的 bug 問題,目前採取了在發生問題後自動識別上報的方式,我們仍在繼續追蹤排查原因%$#@![Version V0.7.3]
Release Date: 26.6.5
This update makes several gameplay system adjustments and fixes a number of bugs. We are still investigating some difficult bugs and smaller issues, and will fix them one by one in order.
---------[Gameplay System Adjustments]-------------
Note: This update mainly targets some of the game's basic design. The hero module received a few adjustments, but these are not the final adjustments.
1. Adjusted the basic class traits of King-tier, Queen-tier, and Rook-tier heroes.
2. Made minor adjustments to some heroes' upgrade tasks.
3. Made minor adjustments to some heroes' initial stats.
4. Adjusted the reward for upgrading a city to Lv.3. "Fortress" has been moved to the "Defense" tech, and the original "Fortress" option has been replaced by "Academy" (gain 2 Culture).
5. Added a new random ruin reward: 4 Culture.
6. Adjusted the Culture cost of all Codices. Statues are now unlocked with Gold.
7. Adjusted the effect of the "Feudal Fief" Codex. It can now spend Culture to upgrade normal units.
8. The starting level of second-wave and third-wave heroes has been adjusted to Lv.2. Revival time is now level-based, and Culture can be spent to revive early.
---------[Bug Fixes and Optimizations]-------------
1. Fixed a bug where the "Historic Moment" module could show incorrect prompts after a Wonder was completed.
2. Fixed some bugs that could cause Gold amounts to display incorrectly.
3. Fixed a bug where consecutive kills by Sakuya Izayoi and Flandre could cause multiplayer desyncs.
---------[Difficult Bug Handling]-------------
1. For the issue where a unit dies but its sprite does not disappear, the current workaround is to automatically detect and report the issue after it occurs, then automatically clean up the image error before the next action. We are still tracking and investigating the cause.
2. For the issue where ships may appear on land, the current workaround is to automatically detect and report the issue after it occurs. We are still tracking and investigating the cause.%$#@![バージョン V0.7.3]
リリース日:26.6.5
今回の更新ではゲームシステムの一部を調整し、いくつかの bug を修正しました。一部の難解な bug と小さな不具合については、引き続き調査し、順番に修正していきます。
---------[ゲームシステム調整]-------------
注意:今回の調整は主にゲームの基礎設計を対象としています。ヒーローモジュールにも少量の調整を行いましたが、最終調整ではありません。
1.王階、后階、車階ヒーローの基本職階特性を調整しました。
2.一部ヒーローのアップグレード任務を少量調整しました。
3.一部ヒーローの初期ステータスを少量調整しました。
4.都市 Lv.3 アップグレード時の報酬を調整し、「要塞」を「防御」技術へ移動しました。元の「要塞」選択肢は「書院」文化値2を獲得に置き換わります
5.遺跡のランダム報酬項目を追加文化値4
6.すべての法典の文化値コストを調整し、彫像はゴールドでアンロックする形に変更しました。
7.「封建采邑」法典の効果を調整し、文化値を消費して通常ユニットをアップグレードできるようにしました
8.次発、三発ヒーローの初期レベルを Lv.2 に調整しました。復活時間はレベルに応じる形に調整され、文化値を消費して早期復活できます
---------[bug 修正と最適化]-------------
1.奇観完成後に「歴史的瞬間」モジュールの表示が誤る bug を修正しました
2.ゴールド量が誤って表示される可能性のある一部 bug を修正しました
3.十六夜咲夜とフランドールが連続撃破した際、マルチプレイで同期ずれが発生する可能性のある bug を修正しました
---------[難解な bug への対応]-------------
1.ユニットが死亡しても画像が消えない bug については、現在、発生後に自動検出して報告し、次の行動前に画像エラーを自動で清理する後処理方式で対応しています。原因については引き続き追跡調査しています
2.陸地上に船が出現する可能性のある bug については、現在、発生後に自動検出して報告する方式で対応しています。原因については引き続き追跡調査しています%$#@![버전 V0.7.3]
출시일:26.6.5
이번 업데이트에서는 게임 시스템 일부를 조정하고 여러 bug를 수정했습니다. 일부 난해한 bug와 몇 가지 작은 오류는 계속 추적 중이며, 순서대로 하나씩 수정할 예정입니다.
---------[게임 시스템 조정]-------------
주의: 이번 조정은 주로 게임의 일부 기본 설계를 대상으로 합니다. 영웅 모듈도 소폭 조정했지만, 최종 조정은 아닙니다.
1. 왕계급, 후계급, 차계급 영웅의 기본 직급 특성을 조정했습니다.
2. 일부 영웅의 업그레이드 임무를 소폭 조정했습니다.
3. 일부 영웅의 초기 수치를 소폭 조정했습니다.
4. 도시 Lv.3 업그레이드 보상을 조정했습니다. "요새"는 "방어" 기술로 이동하고, 기존 "요새" 선택지는 "서원"(문화 2 획득)으로 대체됩니다.
5. 유적에 무작위 보상 항목 추가: 문화 4
6. 모든 법전의 문화 소모량을 조정했으며, 조각상은 골드로 해금되도록 변경했습니다.
7. "봉건 채읍" 법전 효과를 조정하여, 이제 문화를 소모해 일반 유닛을 업그레이드할 수 있습니다.
8. 2차, 3차 영웅의 초기 레벨을 Lv.2로 조정했습니다. 부활 시간은 레벨에 따라 달라지며, 문화를 소모해 조기 부활할 수 있습니다.
---------[bug 수정 및 최적화]-------------
1. 불가사의 완성 후 "역사적 순간" 모듈 안내가 잘못 표시되던 bug를 수정했습니다.
2. 골드 수량이 잘못 표시될 수 있는 일부 bug를 수정했습니다.
3. 이자요이 사쿠야와 플랑드르가 연속 처치할 때 멀티플레이 동기화가 어긋날 수 있던 bug를 수정했습니다.
---------[난해한 bug 처리]-------------
1. 유닛이 사망했지만 이미지가 사라지지 않는 bug 문제는 현재 발생 후 자동으로 식별 및 보고하고, 다음 행동 전에 이미지 오류를 자동으로 정리하는 사후 보완 방식으로 대응하고 있습니다. 원인은 계속 추적 조사 중입니다.
2. 육지에 선박이 나타날 수 있는 bug 문제는 현재 발생 후 자동으로 식별 및 보고하는 방식으로 대응하고 있습니다. 원인은 계속 추적 조사 중입니다.%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21040%$#@!True%$#@!攻击时,不会受到对方反击。%$#@!攻擊時,不會受到對方反擊。%$#@!When attacking, this unit will not be counterattacked.%$#@!攻撃時、相手の反撃を受けない。%$#@!공격 시 상대의 반격을 받지 않습니다.%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21041%$#@!True%$#@!攻击时,不会受到对方反击。若位于敌方领土或与敌方领土相邻,攻击后移动力+1持续至本回合结束。%$#@!攻擊時,不會受到對方反擊。若位於敵方領土或與敵方領土相鄰,攻擊後移動力+1持續至本回合結束。%$#@!When attacking, this unit will not be counterattacked. If it is in or adjacent to enemy territory, Movement +1 after attacking until the end of this turn.%$#@!攻撃時、相手の反撃を受けない。敵領土内、または敵領土に隣接している場合、攻撃後に移動力+1。本ターン終了まで持続する。%$#@!공격 시 상대의 반격을 받지 않습니다. 적 영토 안에 있거나 적 영토와 인접해 있으면 공격 후 이동력 +1, 이번 턴 종료까지 지속됩니다.%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21042%$#@!True%$#@!处于己方或盟友领土或与之相邻时,**<移动力>**+1。%$#@!處於己方或盟友領土或與之相鄰時,**<移動力>**+1。%$#@!**<Movement>** +1 while in or adjacent to your or an ally's territory.%$#@!自分または盟友の領土内、またはそれらに隣接している時、**<移動力>**+1。%$#@!자신 또는 동맹의 영토 안에 있거나 그와 인접해 있을 때 **<이동력>** +1.%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%21043%$#@!True%$#@![版本 V0.7.3b]
发布日期:26.6.6
本次对0.7.3版本中发现的部分问题和bug进行修补。其余bug及各种小型错误我们仍在持续修复中。 本次对0.7.3版本中发现的部分问题和bug进行修补。其余bug及各种小型错误我们仍在持续修复中。
---------[调整]-------------
1.古明地恋在攻击时若位于敌方领土或与敌方领土相邻额外获得1点移动力持续至本回合结束
2.八意永琳Lv.1的升级任务要求从40块迷雾调整至50块迷雾
---------[bug修复与优化]------------- ---------[bug修复与优化]-------------
1.修复了英雄复活时间错误的bug 1.修复了部分会导致船只出现在陆地的bug
2.修复了藤原妹红的火焰持续时间没有与等级相关的bug 2.修复了部分会导致已经死亡的单位图像错误残留的bug
3.修复了文化点复活英雄失效的bug 3.修复了[车]职阶英雄在敌方城市中心能获得要塞防御加成的bug
4.完善了部分技能描述 4.修复了[车]职阶英雄在被动移动时也会产生溅射伤害的bug
5.修复了移动溅射在被动移动(如被挤开)也会生效的bug完善了描述
---------[疑难bug处理]------------- 6.修复了勇仪推人致死结果贴图错误
1.对于金币显示与实际拥有数量不符的问题,目前采用的强制同步的方案,确保显示一致%$#@![版本 V0.7.3b] 7.修复了洩矢诹访子创造御射宫司大人时会重置和平奇观计数的bug
發布日期:26.6.6 8.优化了顶部信息栏金币显示排版问题
本次對 0.7.3 版本中發現的部分問題和 bug 進行修補。其餘 bug 及各種小型錯誤我們仍在持續修復中。 9.优化了多个窗口重叠时,快捷键“右键”及"Esc"关闭窗口的顺序
10.修复了间谍攻击隐身单位占据的城市中心时出错(反复播放攻击动画)的bug
---------[調整]------------- 11.修复了城墙建造后城市中心的单位没有立刻刷新状态的bug
1.古明地戀在攻擊時若位於敵方領土或與敵方領土相鄰額外獲得1點移動力持續至本回合結束 12.修复了竹林狼上校血量较低时受到攻击后不会反击的bug
2.八意永琳 Lv.1 的升級任務要求從40塊迷霧調整至50塊迷霧 13.修复了古明地恋的能力"拉萨之舞"会给盟友也赋予"恐惧"的bug
14.修复部分描述文案错误和图标错误
---------[bug 修復與優化]------------- 15.修复了棋子状态栏特殊状态超过9层后数字排版显示错误的bug
1.修復了英雄復活時間錯誤的 bug 16.修复了竹林狼上校进入港口后血量上限出错的bug
2.修復了藤原妹紅的火焰持續時間沒有與等級相關的 bug 17.修复了芙兰朵露的能力"禁果"在升级时层数丢失的bug
3.修復了文化點復活英雄失效的 bug 18.修复了犬走椛附近的学者转化了敌方单位后也会赋予“异端烙印”的bug%$#@!%$#@!%$#@!%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!%$#@!VersionConfig Versions[0] Description!@#$%
4.完善了部分技能描述
---------[疑難 bug 處理]-------------
1.對於金幣顯示與實際擁有數量不符的問題,目前採用強制同步方案,確保顯示一致%$#@![Version V0.7.3b]
Release Date: 26.6.6
This update fixes some issues and bugs found in version 0.7.3. We are still working on the remaining bugs and various smaller issues.
---------[Adjustments]-------------
1. When Koishi Komeiji attacks while in or adjacent to enemy territory, she gains an extra 1 Movement until the end of this turn.
2. Eirin Yagokoro's Lv.1 upgrade task requirement has been adjusted from 40 fog tiles to 50 fog tiles.
---------[Bug Fixes and Optimizations]-------------
1. Fixed a bug with incorrect hero revival time.
2. Fixed a bug where Fujiwara no Mokou's flame duration was not level-based.
3. Fixed a bug where reviving heroes with Culture failed.
4. Improved some skill descriptions.
---------[Difficult Bug Handling]-------------
1. For the issue where displayed Gold does not match the actual amount owned, we are currently using forced synchronization to ensure the display stays consistent.%$#@![バージョン V0.7.3b]
リリース日:26.6.6
今回の更新では、0.7.3 バージョンで発見された一部の問題と bug を修正しました。残りの bug と各種小さな不具合については、引き続き修正を進めています。
---------[調整]-------------
1.古明地こいしが攻撃時に敵領土内、または敵領土に隣接している場合、追加で移動力1を得る。本ターン終了まで持続する
2.八意永琳 Lv.1 のアップグレード任務条件を、霧40マスから霧50マスに調整しました
---------[bug 修正と最適化]-------------
1.ヒーローの復活時間が誤っていた bug を修正しました
2.藤原妹紅の炎持続時間がレベルに応じていなかった bug を修正しました
3.文化値によるヒーロー復活が失敗する bug を修正しました
4.一部スキル説明を改善しました
---------[難解な bug への対応]-------------
1.表示されるゴールドと実際の所持数が一致しない問題については、現在、表示の一致を保証するために強制同期方式を採用しています%$#@![버전 V0.7.3b]
출시일:26.6.6
이번 업데이트에서는 0.7.3 버전에서 발견된 일부 문제와 bug를 수정했습니다. 나머지 bug와 여러 작은 오류는 계속 수정 중입니다.
---------[조정]-------------
1. 코메이지 코이시가 공격 시 적 영토 안에 있거나 적 영토와 인접해 있으면 이동력 1을 추가로 얻으며, 이번 턴 종료까지 지속됩니다.
2. 야고코로 에이린 Lv.1 업그레이드 임무 요구 조건을 안개 40칸에서 안개 50칸으로 조정했습니다.
---------[bug 수정 및 최적화]-------------
1. 영웅 부활 시간이 잘못되던 bug를 수정했습니다.
2. 후지와라노 모코우의 화염 지속 시간이 레벨과 연동되지 않던 bug를 수정했습니다.
3. 문화로 영웅 부활이 실패하던 bug를 수정했습니다.
4. 일부 스킬 설명을 보완했습니다.
---------[난해한 bug 처리]-------------
1. 표시되는 골드와 실제 보유량이 일치하지 않는 문제는 현재 강제 동기화 방식을 사용해 표시가 일치하도록 하고 있습니다.%$#@!False%$#@!False%$#@!False%$#@!%$#@!False%$#@!False%$#@!False%$#@!%$#@!!@#$%

View File

@ -3807,6 +3807,7 @@ MonoBehaviour:
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UnitActionType: 16 UnitActionType: 16
CityLevelUpActionType: 0 CityLevelUpActionType: 0
CityActionType: 0
GridMiscActionType: 0 GridMiscActionType: 0
SkillType: 0 SkillType: 0
TechType: 0 TechType: 0
@ -3850,6 +3851,7 @@ MonoBehaviour:
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SkillType: 0 SkillType: 0
TechType: 0 TechType: 0
@ -6948,6 +6963,7 @@ MonoBehaviour:
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@ -6965,6 +6981,7 @@ MonoBehaviour:
Vegetation: 0 Vegetation: 0
UnitActionType: 23 UnitActionType: 23
CityLevelUpActionType: 0 CityLevelUpActionType: 0
CityActionType: 0
GridMiscActionType: 0 GridMiscActionType: 0
SkillType: 0 SkillType: 0
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@ -7723,6 +7740,7 @@ MonoBehaviour:
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@ -358,7 +358,7 @@ MonoBehaviour:
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@ -451,6 +451,8 @@ namespace Logic.Action
private bool CanPayHeroReviveCulture(CommonActionParams actionParam) private bool CanPayHeroReviveCulture(CommonActionParams actionParam)
{ {
if (actionParam?.MapData == null || actionParam.PlayerData == null) return false;
if (actionParam.MapData.CheckIsAI(actionParam.PlayerData.Id)) return false;
return TryGetHeroReviveInfo(actionParam, out _, out _, out var cultureCost) return TryGetHeroReviveInfo(actionParam, out _, out _, out var cultureCost)
&& actionParam.PlayerData.PlayerCultureInfo.PlayerCulture >= cultureCost; && actionParam.PlayerData.PlayerCultureInfo.PlayerCulture >= cultureCost;
} }

View File

@ -53,6 +53,18 @@ namespace Logic.Skill
return true; return true;
} }
public override void NewSkillOnTransform(System.Collections.Generic.List<SkillBase> oldSkills)
{
foreach (var old in oldSkills)
{
if (old is FlandreBuffSkill oldFlandre)
{
SetLevel(System.Math.Min(_levelLimit, System.Math.Max(0, oldFlandre.Level)));
return;
}
}
}
public override void OnAnyUnitCreate(MapData map, IdentifierBase identifier, UnitData newUnit) public override void OnAnyUnitCreate(MapData map, IdentifierBase identifier, UnitData newUnit)
{ {
if (newUnit?.UnitFullType.GiantType != GiantType.EgyptianFlandre) return; if (newUnit?.UnitFullType.GiantType != GiantType.EgyptianFlandre) return;

View File

@ -30,7 +30,7 @@ namespace Logic.Skill
return SkillType.KoishiAuto; return SkillType.KoishiAuto;
} }
// 移动后为周围1格内所有单位赋予1层KomeijiFear // 移动后为周围1格内敌方单位赋予1层KomeijiFear
public override void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType, List<Vector2Int> path = null) public override void OnMove(UnitData self, GridData grid, MapData mapData, MoveType moveType, List<Vector2Int> path = null)
{ {
if (self == null || grid == null || mapData == null) return; if (self == null || grid == null || mapData == null) return;
@ -41,6 +41,7 @@ namespace Logic.Skill
{ {
if (!around.RealUnit(mapData, out var target)) continue; if (!around.RealUnit(mapData, out var target)) continue;
if (target.Id == self.Id) continue; if (target.Id == self.Id) continue;
if (mapData.IsLeagueOrJustBreakByUnit(self.Id, target.Id)) continue;
if (target.GetSkill(SkillType.KomeijiFearImmune, out _)) continue; if (target.GetSkill(SkillType.KomeijiFearImmune, out _)) continue;
target.AddOrOverrideSkill(SkillType.KomeijiFear, mapData, self.Id); target.AddOrOverrideSkill(SkillType.KomeijiFear, mapData, self.Id);

View File

@ -93,6 +93,10 @@ namespace Logic.Skill
originPlayer.Id!= player.Id) return; originPlayer.Id!= player.Id) return;
//如果受伤目标已经死亡 //如果受伤目标已经死亡
if (!info.DamageTarget.IsAlive()) return; if (!info.DamageTarget.IsAlive()) return;
// Minder 的转化在 OnDamageOther 中早于全场 OnUnitDamaged 触发。
// 如果目标已经被转成我方单位,这次攻击不再视为对敌方的常规攻击。
if (!info.DamageTarget.Player(mapData, out var targetPlayer) ||
mapData.SameUnion(targetPlayer.Id, player.Id)) return;
AddPrey(mapData, self, info.DamageTarget); AddPrey(mapData, self, info.DamageTarget);
} }

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@ -13,7 +13,7 @@ PlayerSettings:
useOnDemandResources: 0 useOnDemandResources: 0
accelerometerFrequency: 60 accelerometerFrequency: 60
companyName: Remilia Command companyName: Remilia Command
productName: TOHOTOPIA v0.7.3b productName: TOHOTOPIA
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cursorHotspot: {x: 0, y: 0} cursorHotspot: {x: 0, y: 0}
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@ -140,7 +140,7 @@ PlayerSettings:
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visionOSBundleVersion: 1.0 visionOSBundleVersion: 1.0
tvOSBundleVersion: 1.0 tvOSBundleVersion: 1.0
bundleVersion: 0.7.3b bundleVersion: 0.7.3c
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