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[改版] 美服更新3.12完整翻譯
Oct 1st 2013, 03:51, by e7227339 ( col )


Due to some of the changes made this patch, using 3rd party applications has a higher risk of crashing your game. If your game is crashing, please try updating or uninstalling any applications you use alongside League of Legends. Now back to our regularly scheduled patch note programming…

基於這次更新的結果,使用第三方軟體的玩家會有很高的機會在遊戲中當掉.
如果你在遊戲中當機了,請試著更新或移除你所安裝的配合lol使用的軟體(像lolreplay).
現在回到一般的patch note啦!

General

We took Sight and Vision Wards into the shop for a model and texture update. The new wards function in exactly the same way as before, but look much prettier
We've also revamped ranged minion attack particles. The new particles have trails that show the direction they're traveling in, giving players more information when quickly looking for minion aggro indicators

Skillshots

Context: Skillshot missiles fired from brush or the fog of war sometimes don't register on the receiving player's screen until they've landed, leading to sad and bewildered champions. This fix ensures missiles are registered faster, giving players the chance to react and realize they're being attacked.

Skillshots fired from fog of war should appear on the enemy's screen sooner if their champion is in the path of the missile

一般

我們把眼的造型還材質作了修正,新的眼看起來和之前作用一樣,但看起來好多了!

我們也更新了遠程小兵的攻擊動畫,新的攻擊動畫有軌跡看的到子彈正在往那邊前進,
讓玩家有更多的資訊知道自己是否吸引到小兵的攻擊了.

指向技
說明:從草叢或迷霧裡發出的指向技,在沒擊中人之前常常會是隱形的,這常常導致一些悲劇和困擾.
這次的更新確保了指向技動畫出現的更快,讓玩家更有機會作出反應和了解他們被攻擊.

從草叢和迷霧中發出的指向技,路徑上敵人的視線裡會更早出現動畫效果.

英雄更新


Jinx

Jinx, the Loose Cannon, is in this build but will be turned on at a later date.


暴走重砲 吉茵珂絲
吉茵珂絲的資料有放在這次的更新檔內,但是需要更多時間調整完才會上線

Cassiopeia

Context: The cost of Cassiopeia's Petrifying Gaze is too damn high. To remedy this, we've reduced its mana cost at all levels to bring it more in line with other ultimate abilities.

Petrifying Gaze

Mana cost reduced to 100 (from 120/160/200)


卡莎碧雅

說明:蛇蛇的大絕法耗太高了!為了解決這個問題,我們降低了這個技能全等級的法耗,
讓它能夠和其他的大絕能夠相比.

(R)大絕法耗固定為100( 原本是 120/160/200 )


Garen
General

Garen has received a visual upgrade! Check out the full details here.


蓋倫
蓋倫在模組和動畫效果都有了更新!

Katarina

Summary: Death Lotus now deals more damage at later levels, and has been kicked up a notch overall with higher AP and AD ratios. We've increased the channel time of Death Lotus and removed its cast time delay, meaning Katarina's overall damage should remain roughly the same (if not higher) even if interrupted. The slightly reduced cooldown on Death Lotus means that at rank three it will take exactly three kills or assists to reset her ultimate.

Context: We wanted to re-focus more power and gameplay into Katarina's Death Lotus by increasing its high-threat damage. Ultimately, we think Katarina is more fun and unique when both she and her opponents are focused on executing or stopping Death Lotus. While the increased channel duration might seem like a nerf if interrupted early (since the ability deals damage over time), we removed the cast time delay to accommodate.

Death Lotus

No longer has a cast time delay before channeling (previously had a 0.25 second delay)
Total damage increased to 400/575/750 (+2.5 ability power)(+3.75 bonus attack damage) (from 400/500/600 (+2.0 ability power)(+3.0 bonus attack damage))
Channel time increased to 2.5 seconds (from 2)
Cooldown reduced to 60/52.5/45 seconds (from 60/55/50)


卡特蓮娜
大綱:
(R)大絕死亡蓮花的後期傷害更高,並且透過增加AP/AD加成的方式補足了另外一個缺點.
我們增加了(R)大絕的持續時間,但是移除了(R)的施放延遲,這讓卡特蓮娜的整體傷害就算被
中斷了還是能和之前一樣(或更高).稍後降低(R)的CD讓大絕在三級時,取得三個擊殺或助攻後
可以馬上重置CD.

內容:
我們希望透過增加她的大絕傷害來再次強調卡特蓮娜的大絕打法.整體來講,我們認為
卡特蓮娜和她的敵人在思考怎麼使用大絕/中斷大絕上是相當有趣且獨特的體驗.
雖然增加施法時間看起來像是砍弱,但是我們也移除了施放延遲來彌補這個損失.

(R)施放前不再有0.25秒的延遲
(R)整體傷害增加(400/500/600=>440/575/750),AP/AD加成增加(2.0AP+3.0AD=>2.5AP+3.75AD)
(R)整體施法時間增加(2=>2.5)
(R)後期CD下降(60/55/50=>60/52.5/45)


Lucian

Summary: Piercing Light's hitbox width has been reduced slightly, but it now leads its target when cast on an enemy champion. When Lucian kills someone with the first shot of Lightslinger, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target.

Context: Lucian's Piercing Light can sometimes be sidestepped by its primary target without them even trying to do so. To help the ability land, we've added a leading mechanic to Lucian's Piercing Light. This means that if the target just keeps moving - oblivious to the ability being cast - Lucian is now practically guaranteed to hit. However, the ability will be slightly easier to juke for players who've got their eye out for incoming abilities.

Finally, a bug in Lucian's passive meant that Lightslinger's second shot could sometimes hit a different target! We decided to embrace the bug and properly support it as a feature. Now, if Lucian's target dies before the second Lightslinger round lands, Lucian will always try to find another target, prioritizing the closest enemy unit to the slain target. There are certain filters in place to prevent disrupting Lucian's last hitting or accidentally hitting a champion under the tower.

General

Updated Lucian's recommended items
Base mana regeneration increased to 7 (from 6)
Mana regeneration gained per level increased to 0.7 (from 0.65)

Lightslinger

When Lightslinger's target dies before the second shot hits, the second shot will now always attempt to find another target

Piercing Light

Laser hit box width reduced to 100 units (from 120)
Piercing Light now leads its target by 80 units when cast on an enemy champion


路西安

大綱:
路西安的(Q)命中範圍稍微縮小了點,但現在如果是施放在敵方英雄上,那發射時會朝著目標現在位置發射.當路西安用(被動)第一發就擊殺目標時,他會自動把第二發打在另外一個目標上,通常會是最靠近他的敵人.

內容:
路西安的(Q)有時候在敵人完全沒注意到時都會被側身移動給躲掉.為了讓這個技能更容易擊中目標,我們覺定讓他的(Q)有一點追蹤的能力.現在如果敵人英雄不管路西安已經在發射技能,而持續之前的移動動作,那保證一定會讓(Q)擊中目標.然後這個技能對於有在專注路西安動向的敵人,也變的更好閃躲.

最後,路西安的(被動)有時候會擊中不同的目標!我們決定接受這個錯誤,並讓他成為一個特色.
現在如果路西安的攻擊目標死在(被動)的第一發攻擊,而第二發還沒擊中,
那路西安會試著找第二個目標來攻擊,通常會是找最接近的可擊殺目標來擊殺.
這樣應該能夠避免路西安的尾刀問題,或是在塔下誤擊敵人英雄的情況.

一般
修正路西安的建議道具
基本回魔增加(6->7)
每等級回魔增加(0.65=>0.7)

(被動)當被動技的第一槍擊中目標,第二槍會自動找到新的目標

(Q)鋒芒貫穿的寬度變差.
(Q)鋒芒貫穿現在在攻擊敵人英雄時會指向目標移動方向的前方.


Olaf

Summary: Olaf's kit has been significantly overhauled, with changes to each of his skills and new opportunities for counterplay, particularly when the Berserker gets ahead. In terms of major alterations, we've given Undertow a minimum throw distance and a reduced slow duration, but increased its slow amount and removed the slow decay to compensate. Vicious Strikes no longer provides attack damage or spell vamp, but instead increases Olaf's attack speed and grants bonus healing based on Olaf's missing health . Next up is Reckless Swing. We've reduced its base damage and increased the cooldown, but given the ability an attack damage ratio and allowed basic attacks to lower its cooldown. Finally, we've added a passive armor and magic resistance bonus to Ragnarok, and made it so that activating the ult converts the defensive bonuses into attack damage. Ragnarok's crowd control immunity has been retained.

Context: Old and Busted Olaf circumvented a lot of healthy interactions within the game when played well. When he got ahead, Old and Busted Olaf had everything at his disposal to take out opponents with no opportunity for counterplay, including a permanent slow (when used correctly), crowd control immunity and significant true damage while building tanky. Our core goal with these changes is to create more gameplay interaction with New Hotness Olaf so that players can react and play smart against him even if he gets ahead. We realize that these changes are fairly drastic so, as ever, we'll closely monitor how he performs over the coming days and weeks.

General

Base mana reduced to 235 (from 270)

Undertow

Base damage reduced to 70/115/160/205/250 (from 80/125/170/215/260)
Slow percent increased to 35/40/45/50/55% (from 24/28/32/36/40%)
Slow duration reduced to 1-2 seconds based on distance traveled (from 2.5 seconds flat)
Slow no longer decays
Minimum distance added (400)
Axes now stick in walls and structures only if they would land in impassible terrain
Axes now make jungle monsters ignore unit collision (to better enable Olaf's axe pickup play in the jungle)

Vicious Strikes

Mana cost reduced to 30 (from 40/45/50/55/60)
Now grants 20/35/50/65/80% attack speed
Now provides 1% extra healing for every 2.5% health that Olaf is missing
Attack damage removed
Spellvamp removed
Lifesteal retained

Reckless Swing

Cooldown increased to 12/11/10/9/8 seconds (from 9/8/7/6/5)
Damage reduced to 70/115/160/205/250 (from 100/160/220/280/340)
0.4 total attack damage ratio added
Health cost is equal to 40% of total damage dealt (unchanged ratio)
Health cost is now refunded if it kills the target
Basic attacks lower the cooldown of Reckless Swing by 1 second

Ragnarok

Cooldown changed to 120/100/80 (from 100)
Mana cost removed
Now provides 10/20/30 armor and magic resist passively
Active reworked: now removes the bonus armor and magic resist passive and grants 40/60/80 bonus attack damage while active
Olaf now turns red when Ragnarok is active
Crowd control immunity retained


歐拉夫

大綱:
歐拉夫的技能組很明顯的大修了,在修正後,當他領先敵人時,他的每個技能都更有機會被反制.
作為最主要的更新,我們讓他的(Q)有最短飛行距離和隨時間下降的緩速效果.
(W)不再有額外攻擊力和法吸的效果,但是會增加歐拉夫的攻速和歐拉夫的回血能力.
(E)的基本傷害下降,CD增加,但是有了額外的AD加成,並讓普攻能夠降低這個技能的CD.
最後我們在(R)大絕上增加了被動的物魔防,在發動時將防禦加成轉成攻擊加成,
並依然保持無視場控的效果.

內容:
舊的歐拉夫玩的好的話能夠無視很多對線上的互動.
當他領先時,舊的歐拉夫能夠用各種方法來處罰他的敵人,並且無法反置.
其中包括了永久的緩速(如果正確使用的話),無視場控和坦裝下的大量真實傷害.
我們這次修正的目標是讓新的歐拉夫在領先時,敵人也能透過聰明的互動來有機會反擊.
我們明白這次的修正相當的激烈,所以我們會在接下來的幾週持續觀察歐拉夫的狀況並調整.

一般:
基本法力下降(270->235)

(Q)基本傷害下降( 80/125/170/215/260-> 70/115/160/205/250)
(Q)初始緩速效果加強(24/28/32/36/40%-> 35/40/45/50/55%)
(Q)緩速效果在施放後1~2秒內,依移動距離變差(原本是固定緩速2.5秒)
(Q)緩速效果不再遞減
(Q)斧頭現在有最小飛行距離(使用後最少會飛400遠)
(Q)如果斧頭會掉在不可進入的區域,那它會卡在牆上
(Q)斧頭會讓野怪無視單位碰撞(讓歐拉夫更好撿斧頭)

(W)被動-每當歐拉夫失去2.5%的血量,產生1%的額外回血效果
(W)殘暴打擊的法耗降低(40/45/50/55/60=>30)
(W)殘暴打擊現在產生20/35/50/65/80的攻速
(W)不再有額外物傷
(W)不再有物吸
(W)不再有法吸

(E)魯莽揮擊CD增加(9/8/7/6/5->12/11/10/9/8)
(E)魯莽揮擊的傷害下降(100/160/220/280/340=>70/115/160/205/250)
(E)有了額外的0.4 AD加成
(E)血耗是造成的傷害的40%
(E)血耗在擊殺單位時會回復
(E)普攻會降低魯莽揮擊的CD一秒

(R)大絕CD調整(100->120/100/80)
(R)法耗移除
(R)大絕現在提供被動物魔防10/20/30
(R)主動效果重製:移除被動的物魔防效果,並提供額外40/60/80物傷害.
(R)大絕發動時歐拉夫會變紅色!!
(R)無視場控效果保留.


Summary: We've improved the responsiveness of Ryze's basic attacks. Additionally, we've increased his base movement speed along with Desperate Power's movement speed bonus.

Context: We like Ryze's current direction as a mid-range, face-melting mobile caster, and these changes represent further iterations on that same path. Having additional base movement speed and a more responsive basic attack will also help out his laning phase.

General

Adjusted recommended items to incorporate Spirit Visage instead of Banshee's Veil
Base movement speed increased to 340 (from 335)
Improved basic attack to be more responsive

Desperate Power

Movement speed increased to 80 (from 60/70/80)


雷茲
大綱:
我們增加了雷茲普攻的反應.此外我們在大絕效果之外也增加了他的跑速.

內容:
我們喜歡雷茲現在作完中距離,砸臉型的機動施法者定位,這邊的修正讓這個定位更明顯.
有了額外的跑速和反應更快的普攻讓他的撐線期更好過.

一般
建議道具從女妖面紗改成靈魂壽衣
基本跑速增加(335->340)
普攻反應更好

(R)大絕跑速固定(60/70/80->80)


shen

Summary: Previously, Shen's Shadow Dash reduced physical damage dealt by his taunted target, whether that damage was from an enemy ability or basic attack. We've altered the skill so that Shadow Dash now only reduces basic attack damage dealt by taunted champions.

Context: This is a fairly small tweak we brought in to clarify Shadow Dash. Previously, Shadow Dash would reduce only physical damage dealt by the taunted target, so if he taunted a Garen mid-Judgment, Shen would take reduced damage from Mr. Spin-to-win's trademark ability and his basic attacks. However, if Shen taunted a mid-Defile Karthus, Shen would only take reduced damage from Karthus' basic attacks. This change simplifies Shadow Dash by greatly reducing damage from just the basic attacks of Shen's taunted enemies.

Shadow Dash

Shen's damage reduction from taunted enemies now only applies to their basic attacks (previously reduced all physical damage)

大綱:
之前慎的(E)影襲降低被嘲諷的單位全部的物理傷害,不管是技能或是普攻都會降低.
我們修改這個技能讓這個效果只對普攻傷害有作用

說明:
這是我們對(E)的小小修正.之前(E)對被嘲諷的單位有降低物理傷害的效果.如果他嘲諷到
轉轉人蓋倫,慎能夠降低接下來被轉轉砍到的傷害,但如果他嘲諷到開(E)污染的死歌,那這
個降低傷害只會對死歌的普攻有效.這邊的修正是讓(E)影襲的降傷只作用在普攻上.

(E)影襲現在只會降低被嘲諷的敵人的普攻傷害.(之前是降低全部物傷)


Thresh

Summary: We've extended Death Sentence's standard cooldown, but added a mechanic that reduces the skill's overall cooldown amount whenever he lands a hook. Additionally, Thresh no longer gains mounting bonus magic damage in between chained auto attacks – he'll need to deliberately stop attacking in order for it to start "winding up" again.

Context: Thresh's laning phase can be overbearing when played correctly. We're making these changes to punish speculative hook attempts while also rewarding precise use of Death Sentence. At early levels, landing a hook will still reduce its cooldown to below its prior cooldown level, while at later levels, landing hooks will reduce its cooldown significantly (especially when combined with cooldown reduction). We changed Flay because its passive "wind up" damage was growing even in between Thresh's auto attacks. This reduced the importance of his powerful intermittent auto attack harass as he was still getting a small bonus from Flay's passive even when constantly auto attacking.

Death Sentence

Cooldown increased to 20/18/16/14/12 (from 18/16.5/15/13.5/12)
Cooldown now reduced by 3 seconds if Death Sentence strikes an enemy

Flay

Passive basic attack "wind up" damage now only grows when Thresh's basic attack cooldown completes

瑟雷西
大綱:
我們增加了(Q)死亡宣告的標準CD,但是增加了一個機制來讓勾到人的(Q)降低整體的CD.除此之外,
瑟雷西的連續普攻不再有額外的法傷-他需要明確的停止普攻來重新暖機.

說明:
只要打的正確,瑟雷西在撐線期有點太過霸道了.我們這次的修正是要讓濫用勾子受一點懲罰,
並讓善用勾子的人得到額外的好處.在早期順利勾到人能夠讓CD比之前更短,而後期勾到人的CD
會比之前更明顯的變低(特別是配上降CD效果).
我們修正(E)的被動傷害發動時間,因為之前瑟雷西每次普攻間隔都會讓讓這個被動作用.
這修正會降低他連續攻擊時的傷害,但是對偶爾攻擊一次作騷擾的人來講不會有影響.

(Q)勾子早期CD增加(18/16.5/15/13.5/12->20/18/16/14/12)
(Q)如果勾到目標,CD降低三秒
(E)被動的傷害只有在瑟雷西明確停止攻擊時才會增加

=========================================================
小修正/bug調整


Heimerdinger

H-28G Evolution Turret

Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions
Karthus

Requiem

Warning buff on enemy champions now has a duration that matches the impact delay

Nidalee

Takedown

Fixed a bug that sometimes allowed Nidalee to perform Takedown from range.

Teemo

General

Noxious Traps are now worth 10 gold (from 0)

Yorick

General

Ghouls are now worth 5 gold (from 0)


漢默丁格
(Q)修正某些情況下CD特長的bug

卡爾瑟斯
(R)敵人身上的警告時間現在和發動時間相合

奈德麗
(Q2)修正有時候奈德貓可以從遠距離發動(Q)擊倒的效果

提摩
(R)大絕被打掉會生10元(原本是0)

約瑞科
小鬼現在值5元(原本是0)

=====================================================
道具


Phage

Combine cost increased to 475 gold (from 375)
Total cost increased to 1350 gold (from 1250)
UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions


淨蝕之鎚:
合成費增加(375->475)
總費用增加(1250->1350)
唯一被動-狂怒-額外跑速對遠程英雄作用減半

Trinity Force

Total cost increased to 3728 gold (from 3628)
UNIQUE Passive – Rage: movement speed bonus now halved for ranged champions


三相之力
總費用增加(3628->3728)
唯一被動-狂怒-額外跑速對遠程英雄作用減半

Spirit of the Elder Lizard

Fixed a bug causing the item to deal less damage than intended


蜥蝪長老戰魂
修正讓被動傷害變低的bug

==============================================
地圖和遊戲模式


Summoner's Rift

Context: Turns out towers have some pretty complex mechanics! Instead of forcing players to earn cryptography degrees to figure them out, we decided it might be best to add items to towers that explain their nuances.

Towers now have an item inventory that can be seen by clicking on them (no changes to how towers actually work). Each item in the inventory explains a specific tower mechanic.


召喚師峽谷
說明:
塔的攻擊機制太過複雜!玩家需要有額外的知識背景才會知道有那些作用.我們決定讓塔額外帶一些道具,來說明有那些機制會是最好的解說法.

塔現在有道具欄,裡面有不同道具(不影響塔現在的攻擊方式),每個道具都會說明塔的特別能力.


Twisted Treeline and Crystal Scar

The following changes are for Twisted Treeline and Crystal Scar only

Moonflair Spellblade

Total cost increased to 2600 gold (from 2300)
Tenacity effect is no longer ranged only

Kayle

Context: Kayle naturally builds a lot of cooldown reduction, making her level three Intervention a little too available. Given that Twisted Treeline and Crystal Scar games are more focused on frequent skirmishes, increasing the cooldown on Intervention should force Kayle players to be more conscious of when they use their ultimate.

Intervention cooldown increased to 100/90/80 seconds (from 90/75/60)


扭曲樹林和水晶之痕
下面的變更只在扭曲樹林和水晶之痕兩張地圖出現
月光魔劍
總合成費用增加(2300->2600)
軔性效果不再是遠程限定

凱爾
說明:
凱爾通常會買一堆CDR物品,讓她的大絕太強大.因為扭曲樹林和水晶之痕是相當重視小型會戰的地圖,增加大絕的CD讓凱爾的玩家要更注意大絕的使用時機

(R)大絕的CD增加(90/75/60->100/90/80)


Twisted Treeline

The following changes are for Twisted Treeline only

Cassiopeia

Context: Cassiopeia's bonus movement speed on Noxious Blast and the high damage of Twin Fang allowed her to effectively kite and dish out damage to opponents with relative safety, particularly on Twisted Treeline. These changes should balance her out a little.

Noxious Blast movement speed boost reduced to 16/17/18/19/20% (from 15/17.5/20/22.5/25%)
Twin Fang ability power ratio reduced to 45% (from 55%)

Lulu

Context: We liked the Crystal Scar changes we made to Lulu's ult in patch 3.11, and are extending Wild Growth's cooldown changes to Twisted Treeline, too.

Wild Growth cooldown increased to120/110/100 (from 110/95/80 seconds)

Tryndamere

Context: Tryndamere went and spun himself right into our cooldown nerf machine! We've increased the cooldown on Spinning Slash and Undying Rage to help balance the high mobility and value they bring on TT's smaller map.

Spinning Slash cooldown increased to 15/14/13/12/11 seconds (from 13/12/11/10/9)
Undying Rage cooldown increased to 120/110/100 seconds (from 110/100/90)

Wukong

Context: We're extending the Cyclone cooldown and Stoneskin armor/magic resist changes we made to Crystal Scar Wukong in patch 3.11 to Twisted Treeline Wukong.

Stoneskin armor and magic resist boost reduced to 2/4/6 (from 4/6/8)
Cyclone cooldown increased to 120/110/100 seconds (from 120/105/90)


扭曲樹林
下面的修正只對扭曲樹林有用

卡莎碧雅
說明:
卡莎碧雅的(Q)移動加成和(E)的高傷害讓她能夠有效率的風箏敵人並在安全的情況下對敵人造成大量傷害,特別是在扭曲樹林.這邊的修正會讓她更平衡一點.

(Q)毒霧爆擊的跑速加成下降(15/17.5/20/22.5/25%-> 16/17/18/19/20% )
(E)雙生毒牙的AP加成下降(55%->45%)

露璐
說明:
我們喜歡在水晶之痕中的修正,所以把這個修正拿到扭曲樹林.
(R)大絕CD增加(110/95/80->120/110/100)

泰達米爾
說明:
泰達米爾自己轉進了我們的nerf機內!我們增加了(E)轉轉和(R)不死怒火的CD來平衡他在TT這種小地圖上的高機動性.

(E)轉轉CD增加(13/12/11/10/9->15/14/13/12/11)
(E)不死怒火的CD增加(110/100/90->120/110/100)

悟空
說明:
我們把3.11中水晶之痕內悟空被動和大絕的修正延伸到扭曲樹林內.
(被動)物魔防下降(4/6/8->2/4/6)
(R)大絕CD增加(120/105/90->120/110/100)


Co-op vs. AI

Zyra

Zyra Bot is now available in the Co-op vs. AI rotation


AI對戰
枷蘿新增到AI對戰的行列之中!

Basic Tutorial

Fixed a target bar bug that was showing incorrect minion health and damage


新手教學
修正目標單位血量和傷害顯示錯誤的bug

Game Menus

When playing in windowed mode, players can now interact with the game even while the options menu is open
While playing in windowed mode your mouse cursor will be constrained to the game window regardless if the options menu is open or not
Pressing F9 (default hotkey) releases the mouse from the game window so you can interact with your desktop or other applications


遊戲選項
當在視窗化的情況下,玩家在開起選項的情況下還是能夠和遊戲內互動.
當在視窗化的情況下,你的滑鼠指標不管選項有沒有打開,都會被綁在遊戲視窗內.
按下F9(預設)能夠讓你的滑鼠指標從遊戲中離開並和你桌面或其他軟體互動.

League System

Added notification icons in the profile that show players the number of team wins they need to claim season rewards if they're below the threshold


聯盟系統
在玩家的資料頁中會顯示他們還要多贏幾場才能取得天梯獎賞,如果他們還沒到達基本值的話.

Revamped Trade System

Summary: We've rebuilt the champion trade system to be more reliable when attempting a trade and more informative when you cannot complete a trade.

Simultaneous trade actions will be resolved automatically without breaking your trades
Clearer Messaging:
<Player 1> is busy trading. Try again when their trade is complete.
<Player 1> has declined your trade request.
<Player 1> has canceled the trade.
<Player 1> no longer has the champion you wanted. Try trading again.
You will no longer be able to request a trade with a player who doesn't own your champion

Bug Fixes

The following bugs with the trade system have been fixed:

Friends list not updating friend's current champion after a trade
Players rerolling during a trade and then giving one player a different champion than they expect
Trade icon not appearing after refusal of trade request
Client denying a trade request
Trade system displaying the wrong champion
Simultaneous trade requests causing trades to lock and become unavailable
Trade window would not time out for either player, leaving those two players unable to trade with anyone else


重製的英雄交換機制

說明:
我們重製了英雄交換的系統來讓選角時交換英雄更可靠,並讓交換失敗時有更明確的資訊.

同時交易的問題在你正在交換英雄時會被自動解決
更明確的訊息:
<玩家>正在交換英雄,請在他們交換結束後再試試
<玩家>拒絕了你的交換請求
<玩家>取消了交換請求
<玩家>不再有你要的英雄,請重新交易

你不能夠和拿著你沒有的英雄的玩家要求交易

bug修正
交換英雄系統中,下列bug被修正
交易後好友列表上沒有顯示現在用的英雄的bug
玩家在交易期重選英雄,並交換給對方非預期英雄的bug
在拒絕交換英雄後,按鈕不出現的bug
程式拒絕發出交喚英雄請求的bug
交換系統顯示錯誤英雄的bug
同時發生的交換請求,讓交換機制卡住並且無法作用的bug
交換英雄雙方的交換視窗不會消失,讓兩位玩家無法再作交換的bug


In-Game Options Menu

Summary: The in-game options menu has been rebuilt to be more responsive and intuitive. Keybinds are now organized in a graphical layout by action – after clicking the square you can hit any key to bind the action to it. We’ve renamed “Smart Cast” to “Quick Cast” for clarity purposes, and you can turn Quick Cast on for each hotkey with a simple toggle. Additionally, a few game-affecting options (volume, HUD scale, chat scale, etc) will preview their changes without having to save your changes, and the time to switch resolutions or to window modes has been drastically reduced. Finally, we’ve added an option to disable camera movement on revive (under the game section).

Reorganized the menus for clearer navigation
Changes are preserved across pages until you hit OK
Restore now defaults to a per-screen basis so you don’t clear all of your settings at once
You can now scroll through the menu with your mouse wheel

Hotkeys

"Smart Cast" has been renamed "Quick Cast"
It is now faster and easier to rebind your primary keys and turn Quick Cast on and off for each of them.

Interface

Several options such as Sound Volume, Hud Scale, and Chat Scale will preview their changes without having to save your option changes.
An option to disable camera movement on revive has been added to the Game section
The "More Options" section has been removed and its contents have been re-organized into other, more appropriate sections

Video

A new slider has been added to adjust all video and graphical settings to an overall quality level
The time required to switch resolutions or window modes has been drastically reduced.

遊戲中選項
說明:
遊戲中的選項重建過,反應更好並且更直觀.熱鍵修改現在視覺化的更直覺.
點擊你要輸入熱鍵的動作類型方框,並按下你要設定的熱鍵及可.
我們將"smart cast"改名為"fast cast"讓這個機制更明確.
你能夠透過熱鍵修改來使用"fast cast".
除此之外,一些影響遊戲的選項(像是音量,介面大小,聊天視窗等)會在更動時,
預先讓你知道修改後的結果而不用先行存擋,視窗模式下修改解析度的速度也變快.
最後我們在"遊戲選項"內增加了移除自動移動視點的選項.

重新調整選項讓使用上更清楚
每頁的修正在按下ok前都不會保留.
每個分頁都能夠獨立的重置,讓你不用一次全部重改.
能夠利用滾輪來滾動視窗.

熱鍵
"smart cast"改名為"quick cast"
現在能夠更快並更簡單的綁定你的熱鍵並且選擇要不要綁上"quick cast"

介面
一些選項,像是音量,介面大小和聊天室大小等,在你調整時就會讓你預覽結果.
遊戲區內多了移除自動移動視點的選項
"更多內容"被移除了,原本的內容被組織到對應的分頁區

影像
新的拉把新增到選項內,能夠一次調整整體品值.
視窗模式下調整解析度的速度變快.


Skins

Spirit Guard Udyr

Added extra VO lines triggered by interactions with specific champions


造型
靈魂守衛 烏迪爾
增加了對特定英雄的互動語音

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