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Hiveworkshop· Daffa·· 3 小时前AI 评分14

《魔法王国》v1.3

The Magic Kingdom v1.3

AI 导读

《魔法王国》v1.3 展示了人类军队全新兵库,并收录 2021 年 12 月 4 日 1.0 至 2026 年 10 月 21 日 1.3.1 的更新日志。v1.3 于 2026 年 6 月 27 日添加 TMK AI(如 Raven Kingdom 的 AI Human 90%)及将 Bladedancer 基础伤害从 14 削弱至 11。

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A whole new arsenal of the human army called The Magic Kingdom.

PROS
+ Powerful Heroes
+ Expansive tech tree with choice embedded
+ Has very powerful late game units
+ Late game dominance
+ Can easily amass forces with summons

CONS
- The path selection is like a tattoo mark, you're stuck with it once you choose it for the game
- Most units lack survivability
- Path selection decides how some of your units behave in battle
- Anti-spellcaster is a big problem for this faction

EARLY GAME DEFENSES
- Remember that your worker has an offensive ability
- All structures can fire against invaders as long as they are not magic immune, with Town Hall dealing heavy damage randomly
- Bladedancer has a powerful Energy Blast ability that can wreck troops in the early game

PRE-LAUNCH VIDEO:

[October 21st, 2026 [1.3.1]]
Bugifx:
3.0 Forsaken Paladin now considered properly as requirement for Any Hero

Nerf:
Bladedancer's Aversion to Suffering health to damage reduced from 12% to 3%
Magister's Ice Explosion area of effect reduced from 900 to 600

[June 27th, 2026 [1.3]]
Addition:
TMK AI: Raven Kingdom! (AI Human 90%)
TMK AI: Future Kingdom! (AI Human 80%)
TMK AI: Magus Kingdom! (AI Human 70%)
TMK AI: Legendz Kingdom! (AI Human 60%)
50% AI Human Select Random TMK AI

Bugifx:
Added Vault (Future) as dependency for Vault

Changes:
Purification Bomb now is considered as Divine instead of Normal damage type
Purification Bomb replaced with Scorching Flames for Magister
Mind Control Field replaced with Frost Explosion for Magister
Sorcerer's Entangling Roots reworked into Shadowbind
Some SFX adjustments are made
Some icon adjustments are made
Shield Up replaced with Aversion to Suffering for Bladedancer

Buff:
Mind Possession creep level limit increased from 3 to 5
Psychomancer mana regeneration increased from 0.67 to 1.00
Fate Denial damage bonus increased from 0/0/0 to 15/15/15
Holy Priest's Holy Light now can heal Ancient classified units (targetable to Holy Infusion units)
Holy Priest's Holy Light can now target self
Sorcerer health increased from 325 to 450
Healer's Mystic Heal (Pathless) healing increased from 30 to 40
Scroll of Recovery now heals equal to mana recovered

Nerf:
Archer's base damage reduced from 18 to 10
Bladedancer's base damage reduced from 14 to 11
Psychomancer's Mind Possession cooldown increased from 45 to 300 seconds
Archer's Shadow Arrows' mana cost increased from 10/5 to 12/8
Magister's Brilliance Aura regeneration reduced from 150/300/450% to 75/125/200%
Warmage's Phoenix Charge damage reduced from 100/175/250 to 80/120/160
Healer's Mystic Heal (Future) bonus HP reduced from 25 (50) to 10 (25)
Healer's Mystic Heal (Future) mana cost increased from 25 to 30
Bladedancer's Energy Blast cooldown increased from 15/10 to 30/20
Magic Fortress' Tornado damage reduced from 600 to 400
Main Hall's Firebolt damage reduced from 150 to 125
Healer's Mystic Heal (All) cooldown increased from 1 to 2 seconds
Scroll of Recovery gold cost increased from 150 to 250

[December 1st, 2023 [1.2]]
Bugfix:
Mind Control Field selection area now reflect actual affected area
MagiTech Research Center no longer mentions Sky Guardians
Crystal Tower's selection scale reduced from 5 to 4.5
Protector Aura now uses their own aura instead of Devotion Aura
New Model for Knightblade to fix crash
Blessing of Light hotkey collision with Charge hotkey
Raven's Mystic Heal tooltip
Fix 1.31 AI Heroes

Changes:
New Model for Holy Priest
New Icon for Holy Priest
New Icon for Energy Aura Buff
Summon Lava Spawn renamed to Summon Lavalings
Lava Spawn renamed to Lavalings
Lavalings now deal siege instead of pierce
New Icon for Scroll of Heaven
New Icon for Psychomancer Adept/Master Training
New Icon for Sorcerer Elite Training
Sorcerer tooltip changed
New Icon for Magic Explosion
New Icon for Purification Bomb
Changed Custom Tank attack projectile
Replace Charge with Shield Up for Bladedancer

Buff:
Magister's Brilliance Aura increased from 75/150/225% to 150/300/450%
Shadow Cluster cooldown reduces from 60 to 30 seconds
Custom Magic Tank health increased from 550 to 700
Custom Magic Tank base damage increased from 11 to 15
Mind Blast now requires Psychomancer Adept Training instead of Psychomancer Master Training
Psychic Mute Wave now disables all forms of attacking and spells
Holy Priest movement speed increased from 290 to 320
Warmage movement speed reduced from 300 to 290

Nerf:
Storm Arrow forked damage reduced from 175 to 150
Storm Arrow bash damage reduced from 15 to 10
Storm Arrow bash chance reduced from 15% to 5%
Magic Fortress health reduced from 1400 to 1175
Enhanced Energy Blast damage reduced from 200 to 150
Legendz' Mystic Heal armor bonus reduced from 0.2 to 0.1
Combat Aura percent damage bonus reduced from 55% to 40%
Magic Fortress' Tornado damage reduced from 750 to 600

[March 12th, 2023[1.1]]
Bugfix:
Fixed Magic Fortress tooltip
Fixed Soldier of Heaven tooltip
Fixed Purification Bomb tooltip
Fixed Mind Control Field tooltip
Fixed Fate Denial tooltip
Fixed Brilliance Aura tooltip and hotkey
Fixed Apocalypse tooltip
Fixed Healer spellcaster upgrade info
Fixed Survival Guidance requirement
Fixed Magic Rain hotkey

Addition:
New Icon for Magister
New Icon for Warmage
New Icon for Energy Aura
New Icon for Fate Denial
New Icon for Soldier of Heaven
New Icon for Shock Aura
New Icon for Storm Arrow
New Icon for Battle Support
New Effect for Battle Support

Changes:
Storm Arrow effect improved with an active ability addition
Elemental Harnesser now has Shock Aura (unlocked by research)

Buff:
Magic Fortress' Thunderstrikes increased from 2 to 3
Purification Bomb mana cost decreased from 175/200/225 to 150/150/150
Crystal Tower's Magic Break summoned damage increased from 100 to 200
Custom Tank's Legendz Blessing damage block increased from 20 to 25
Pyschomancer's Mind Blast damage increased from 60 to 100
Crystal Tower's base damage increased from 9 to 19

[December 4th, 2021 [1.0]]
First Upload

REPORT ME IF YOUR RESOURCES IS MISSING FROM THE LIST!
Terrain by Blizzard Entertainment

Systems :
Retera
Bribe

Models:
General Frank
Ujimasa Hojo
infrenus
UgoUgo
MatiS
Skipper
Vinz

Icons:
General Frank
Ujimasa Hojo
infrenus
The Panda
Scias
r.ace613
Gear of Rage
Darkfang
Antares A
8512590215848

5 years ago, I launched the very first version of Night Empire faction that has a very mixed bag of reviews for its time. People applaud the idea and the enjoyable factor, but dislike the balance of the faction. Since then, I had been interested in the idea of making a faction with a sub-faction tech-tree befitting of my most favored faction in my RP history.

The Magic Kingdom started development around the time of 1.31 rolls around. I cannot be sure when I exactly started this idea, but I can say it has been quite a long time and Cherrymage aka Directive255 can tell that I had this idea for a long time. There are some videos of the older WIP that date at least a year back, showing how the faction without any proper graphic in place back then.

The idea with this particular faction is the utilization of branching to unlock the advanced section of the faction's tech tree. While preserving their general counter against most enemies in the mainline tech, some of the more interesting expansion of the faction is located within each sub-tech that is accessible after a major decision made by the commanding player on what sub-tech they wish to pursue.

The faction is almost completely made by myself. Cherrymage did help with some suggestions for extra replayability back in the 2020 showcase version. There were some really absurd ideas also planned in the bag. Some of them are listed for your convenience (this is based on the 1.0 release):
- A secondary sky-artillery unit that is similar to the current Sky Fortress, but cheaper and more manage-able (see Sky Guardians in the Object Editor)
- Watchers used to have Gaze Magic (which supports its name, lore-wise), which doubles them as sensor units (this role is now exclusively handled by Drone, so players have a reason to actually train a Drone)
- Each sub-tech is supposed to have its own tank, instead of having one tank with altered versions like how it is currently
- The Arrow Barrage was intended to be more of multiple waves, but due to radius and effectivity issues, I decided to reduce the waves and instead make the arrows hit like trucks
- Before I decided on having each faction be extremely exclusive in play-style, there was a plan to make Knightblade a general unit
- Magic Mines are considered at one point (based on EMP Mines in Mental Omega), but I decided against including it (this faction already has TOO MANY dangerous tools)
- The Crystal Tower is supposed to be available only on Legendz Path, but after considering the fact that having another tower-less faction is not fun (see Night Empire), I decided to allow all paths to access the tower albeit at the second tier. The buildings having an in-built weapon is my answer to the tower-less part of T1.
- At one point, I was considering having this faction abuse the summoning abilities to the next level. I did not decide to pursue this path since Humans will enjoy hard-countering the faction with Priests (Orcs also with Spirit Walkers). This faction's current summoning roster, with exception of Elite Mage's Meteor and Golem (Legendz Path), is very much counter-able with dispels.
- I was considering having a full roster of spellcasters, but having a hard time coming up with new unique ones let me scrap that idea.
- Before the late phase of development, Holy Infusion was your average Holy Light. This is to mitigate heavy healing issues for Daffa and Raven paths (Mystic Heal is not cheap), but I decided to put Holy Infusion instead so they are more oriented on having a tank unit that they don't have (just use it on a Bladedancer and voila!). Legendz already has good HP and armor buffs, as well as better crowd controlling with Fear Aura and Shock Aura, so Holy Light is quite ridiculous for them. As for Future, a combination of Knightblades and Healer is deadly with proper micro (unless you use air units as a response).

来源:Hiveworkshop · hiveworkshop.com