游戏补丁介绍
使用说明:
1.解压缩
2.运行对应系统下的update目录下的setup.exe安装升级档
3.复制PLAZA目录下的文件到游戏安装目录
4.开始游戏
升级档安装步骤:
1.安装《王国与城堡》PLAZA版游戏:Kingdoms.and.Castles.Merchants.and.Ports-PLAZA
2.安装本升级档
更新说明(机翻):
更新v116r3s:
我们为你带来了一个大的更新,增加了新的建筑、食物类型和机械。我们一直计划将这一切与即将到来的AI对手王国更新一起发布,但在与社区聊天后,我们决定提前发布!我们一直想在游戏中添加这些内容。我们很高兴我们能尽早推出它。
为什么这次更新比往常发布的时间要长?原因有二:首先,这是一个相当“充实”的更新(双关语);第二,我的第二个女儿是在我们发布了战争更新后出生的,所以我请了一段时间的假。谢谢你的耐心等待!
现在,看看有什么新鲜事!
鱼
我们增加了鱼作为新的食物来源。新的地图现在有了鱼类产卵的区域。旧地图将自动升级为有渔场时,加载。鱼会生更多的鱼,并能从最初的渔场扩展一点,但大多数会停留在同一地区。
钓鱼小屋
为了钓到鱼,在附近建一个钓鱼小屋。它配有一条小船,可以出海捕鱼,但在暴风雨中可以避雨。注意不要过度捕捞;如果附近建了太多的钓鱼小屋,渔场可能会被耗尽。农民可以直接把鱼从渔棚里拿出来吃。
鱼贩
这个建筑从渔棚里把鱼拿出来准备吃。使用一个工具和一条鱼,鱼贩将输出3条鱼。鱼贩可以储存75条鱼。这座建筑将是你的王国保持鱼供应的重要部分。尽管如此,农民们还是不想住得离它太近,因为它的气味。
生产存储
新的农产品仓库可以储存125个苹果,工人们可以背两倍的苹果。但是,既然我们已经可以把苹果储存在粮仓里了,为什么还要建这座新楼呢?以前,小麦和苹果被视为同一种资源,苹果放在谷仓里会神秘地变成谷物。我们对此一直不太满意,所以现在苹果有了自己独特的资源类型。苹果现在必须储存在市场或这座新建筑里。农民需要吃苹果和其他食物才能获得最大的健康。
小市场
我们现在增加了一个1x1市场。它雇佣的人更少,商店也更少,但它应该比现有的2x2市场更容易融入一些城市布局。建造成本也更低。
养猪的人
你现在可以建造养猪场,一个3x2的建筑,用来养猪。猪吃的是小麦,可以宰了吃肉。如果没有小麦来喂猪,就像农民一样,他们就会挨饿,最终死亡。
屠夫
屠夫会从猪圈里拿出工具和1单位的肉,然后把它变成3份肉。它们的功能很像鱼贩。它们可以储存150块肉。农民们也不愿意住得离屠夫太近,因为屠夫身上有股臭味。
健康
为了整合所有这些新的食物类型,我们为你的王国添加了一个新的健康机制。将鼠标悬停在健康数字上可以解释所有影响它的因素。为了最大程度的健康,农民需要多样化的饮食和足够的诊所和医院。农民想要获得鱼或猪肉、苹果、小麦或面包。你可以点击Health overlay来查看哪些房子需要更好的食物类型。
随着你的王国的发展,你的农民会更加关心他们的健康,并希望它越来越好。健康会影响他们的幸福感、患瘟疫的可能性、瘟疫的毒力和平均寿命。如果你的王国健康状况不佳的时间太长,农民可能会过早死亡!
请注意,对于现有的城市,在你的农民对他们的健康不满意之前,你将有5年的宽限期。
优化
正如我们在之前的开发更新中所提到的,我们针对拥有大量资源的大城市实现了一些性能优化。在我们的基准城市,我们能够提高30%的性能,从17-18fps到22-25fps,尽管结果取决于城市的大小/组成和你的电脑规格。如果您看到了改进,请让我们知道!更多的优化将在未来的更新。
其他改进/修复
新增可配置键盘控件
增加了一个确认对话框,如果你拆除超过25栋建筑
增加了解散部队运输船的方法
户主们将把聚会的范围限制在他们家周围30个瓦片的范围内。这意味着如果他们唯一的小麦/面包来源在30个瓦片之外,这将被视为“太远”,他们不会出去收集
市场现在收集苹果、面包、小麦、鱼和火腿
酒馆已经稍微调整,现在消耗的小麦和苹果,但提供了一点额外的幸福,如果你可以提供两个
邻居和道路接入幸福奖金调整
离铁矿太近的房子会让人感到不舒服(采石场和木炭制造者也一样)
离猪倌或鱼贩太近的大庄园也会出现幸福感下降的情况
增加了一些游戏内的提示,选择你的第一次保持位置的球员
现在洪水只会在海岸线的几块区域内发生。当点击一个农场时,洪水的机会会显示在建筑的UI中。
渡槽现在可以建在铁矿、采石场和木炭制造商的顶部
石墙、大门和桥梁可以取代木墙、大门和桥梁,而不必先拆除它们
岩石移除现在自动删除后,建设完成后的岩石
试图修正拖曳拆除触发错误的bug
修正了黄金收入信息加起来不正确的问题
修正了Twitch集成(Twitch在我们上次更新后改变了他们的API)
固定关闭/不连接的澡堂,从有助于农民的澡堂满意度
修正了船只不能通过护城河的错误
修正了你不能在护城河附近放置码头的问题
原文:
Update v116r3s:
We’ve got a big new update for you that adds new buildings, food types, and mechanics. We had been planning to launch this all packaged together with the upcoming AI Rival Kingdoms update, but after chatting with the community, we decided to launch this early! We’ve been wanting to add all this stuff to the game for a long time. We’re glad we got to launch it sooner than later.
Why did this update take longer than usual to release? There are two reasons: first, it’s a pretty “meaty” update (pun intended); second, my (Pete) second daughter was born right after we launched the Warfare Update, so I took some time off. Thanks for your patience!
Now, onto what’s new!
Fish
We’ve added fish as a new food source. New maps now have areas where fish will spawn. Old maps will be automatically upgraded to have fishing grounds when loaded. Fish will spawn more fish, and can expand a little from their initial fishing grounds, but will mostly stay in the same region.
Fishing Hut
To catch the fish, build a fishing hut nearby. It comes with a little boat that will go out and catch fish, but will take shelter during storms. Be careful not to overfish; fishing grounds can become depleted if too many fishing huts are built nearby. Peasants can take fish directly from the fishing hut to eat.
Fishmonger
This building takes fish from the fishing hut and prepares them for eating. Using 1 tool and 1 fish, the Fishmonger will output 3 fish. Fishmongers can store 75 fish. This building will be an important part of keeping fish supplied in your kingdom. Peasants won’t want to live too close to it though, due to the smell.
Produce Storage
The new Produce Storage building can store 125 apples, and their workers can carry a double apple load. But why do we need this new building, when we can already store apples in the Granary? Previously, wheat and apples were treated as the same resource and apples would mysteriously transform into grain when placed in a Granary. We were never quite satisfied with that, so now apples are their own distinct resource type. Apples must now be stored in markets or in this new building. Peasants will need to eat apples along with the other food types for maximum health.
Small Market
We’ve now added a 1x1 Market. It employs fewer people and stores less, but it should be easier to fit into some city layouts than the existing 2x2 Market. It also costs less to build.
Swineherd
You can now build Swineherds, a 3x2 building that raises pigs. Pigs consume wheat and can be slaughtered for meat. If there is no wheat to feed the pigs, like peasants, they’ll get hungry and eventually die off.
Butcher
Butchers will take tools and 1 unit of meat from Swineherds and turn it into 3 servings of meat. They function a lot like Fishmongers. They can store up to 150 meat. Peasants won’t want to live too close to the butcher either, due to the smell.
Health
To incorporate all these new food types, we’ve added a new Health mechanic for your kingdom. Hovering over the Health number will explain all the factors impacting it. For maximum Health, peasants need a varied diet and enough Clinics and Hospitals open and operating. Peasants will want access to fish or pork, apples, and wheat or bread. You’ll be able to click the Health overlay to see which houses need better access to the food types.
As your kingdom grows, your peasants will care more about their Health and will want it to be better and better. Health will affect their happiness, the likelihood of a plague, plague virulence, and average life expectancy. If your kingdom is in poor Health for too long, peasants may die prematurely!
Note that for existing cities, you will get a 5 year grace period before your peasants become unhappy with their Health.
Optimization
As mentioned in our previous development update, we have implemented some performance optimizations targeted at large cities with lots of resources. In our benchmark city, we were able to improve performance 30% from 17-18fps to 22-25fps, though results vary depending on city size/composition and your computer specs. Let us know if you see an improvement! More optimization is coming in future updates.
Other Improvements/Fixes
Added configurable keyboard controls
Added a confirmation dialog if you are demolishing more than 25 buildings
Added a way to disband Troop Transport Ship
Heads of household will limit their gathering to a 30 tile radius of their home. That means if their only source of wheat/bread is more than 30 tiles away, it will count as ‘too far away’ and they won’t go out to gather it
Markets now collect apples, bread, wheat, fish, and ham
Tavern has been re-tuned slightly and now consumes both wheat and apples but provides a little extra happiness if you can supply both
Neighbor and road access happiness bonuses adjusted
Houses too close to Iron Mines suffer a happiness debuff (the same as Quarries and Charcoal Makers)
Large and manor houses too close to a Swineherd or Fishmonger also suffer a happiness debuff
Added some in-game tips on picking a starting position for your Keep for first time players
Field flooding now only happens within a few tiles of the shoreline. Chance to flood is displayed in the building UI when clicking on a Farm.
Aqueducts can now be built over the top of Iron Mines, Quarries, and Charcoal Makers
Stone Walls, Gates, and Bridges can replace Wooden Walls, Gates and Bridges without having first demolished them
Rock removal now automatically removes the rock after construction has finished
Attempted to fix bug where drag-to-demolish triggers erroneously
Fixed an issue with gold income info not adding up correctly
Fixed Twitch integration (twitch had changed their API since our last update)
Fixed closed/unconnected Bathhouses from contributing to peasants’ Bathhouse satisfaction
Fixed bug where ships were not using Moats to sail through when possible
Fixed issue where you could not place a Dock adjacent to Moats
by PLAZA
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