使用说明:
1.解压缩
2.运行update目录下的setup.exe安装升级档
3.复制codex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《封印:仲裁者马克》CODEX光盘版:Fell.Seal.Arbiters.Mark-CODEX
2.安装本升级档
更新说明:
机翻:
更新v1.0.3:
用户界面:
鼠标:在部队菜单中,鼠标将允许用户通过点击它们来选择一个新角色,即使它们不在“选择角色”阶段(鼠标悬停在营地屏幕上的一个单位上,单击左侧按钮来选择它们)。
鼠标移动:使用鼠标移动战斗光标时,降低“光标移动”声音可在战斗地图上播放的频率。
显示详细信息:现在可以通过按住鼠标光标在右下方提示上来使用。
自我目标:现在将跳过“选择单位”阶段并直接选择施法者以保存多余的步骤。
移动:在战斗中,单击地图将表现为已经点击了“移动”,这会在尝试使用鼠标移动单位时减少鼠标在屏幕上的移动。
战斗中的状态效果:将“伤害阶段”中列出的最大状态效果数量从6增加到8。
窃取黄金:黄金价值之前用非常小的文字显示。固定。
伤害:常规伤害(非永久伤害)现在将在菜单中显示单位4个红色的统计数据,除非他们有被动增加这些统计数据。
性能:轻微的性能改进。
Spearvault:从水下浇筑时,现在看起来会更好看。
平衡:
溺水:增加33%的几率使敌人在他们的回合中忽略“溺水/熔岩扣篮”目标,即使这是他们能做的最佳动作。
Ekidna Falls:如果玩家的水平足够高,这张地图上的Rakkerjaks将不再升级到tier2。
高地:对遭遇的精英版本进行一些改变,以防止精英敌人过早地对客人进行Snapback并导致几乎不可避免的失败。
成就:掌握某个特殊角色的所有课程的成就现在不计入他们需要的“秘密终极课程”。
木材道路:减少巡逻队中的几个单位的水平,使它们更容易一些。
初学者地图:如果玩家的最高等级单位高于该区域,则为敌人提供极低最低等级的初学者地图,以帮助玩家升级初学者单位,现在将产生比正常情况更少的AP / GP。
Skyjack:现在不会将人们移动到其他地方(例如非常高的壁架等)的禁区。
Azure Plains:将其中一个Vangals移动到Elite难度,以使地图更容易。
地图:对于Gelligh,将一些瓷砖标记为“传送 - 其他”的无效目的地,以减少角色在不应该被搁置的地方陷入困境。
陨石:为1个故事遭遇和1个可选的遭遇添加一个米级下降。也作为一些随机的下降到一些晚期的地图。
跳跃:计数器现在将考虑跳跃的目的地(而不是起点),这意味着它的行为类似于目标的“相邻攻击”。
最终战斗:更新2个结束战斗地图以获得更好的下降。古道路仍然是一个更好的地方,以获得稀有滴,但这两张地图现在应该感觉更有价值。
Bug修复:
流离失所:解决一个问题,即敌人免于流离失所仍然可能被潘多拉魔盒或天鹰队取代。
Mount Nervanzer:修复了跳跃时在角色上显示角色的问题。
Claret Woods:解决敌人在一个他们无法逃脱的地方产卵的问题。
尝试和购买:如果成本和玩家金币相同,则购买无法完成。固定。
标题屏幕:修复了一个罕见的问题,即在操作系统上设置无效时区的用户的计时(仍不确定这是怎么回事,哈哈)。
UI:在导航UI时修复与罕见边缘情况相关的各种非致命错误。它可能不会对大多数用户产生明显的影响,但如果某些事情偶尔表现得很奇怪,那么它可能会被修复。
启动:为可能已删除“My Documents \ Fell Seal”中不应包含的文件夹的用户启动游戏时修复潜在错误。
土耳其语语言环境:修复土耳其语语言环境中标题屏幕的一些潜在问题。
Dreadmaw:如果攻击施加了状态效果,他们的文本会在攻击结束时保留在屏幕上。固定。
地图:修复某些地图的一些绘图排序问题。
Archafflictor:Bzil变种有3次跳跃而不是4次。固定。
标题屏幕:在特定情况下,标题屏幕动画图像可能会显示为缩小/缩小。这应该是固定的。
手套:当某些特殊的敌人死亡时,一些地图瓷砖会变得“可以走路”,即使他们不应该。
Thespeiros:一个在城里散步的NPC有时候会开始走在他不应该去的地方。固定。
通配符:Wild Card有一个关键的未命中并应用相反效果的情况现在不会导致“未命中”,除非目标对效果免疫(即,如果目标拥有它,它将刷新持续时间)。
甲壳甲护甲:某个宝藏正在给予错误的护甲(Dendrite Armor)而不是甲壳素护甲。这是固定的,但不具有追溯力
原文:
Update v1.0.3:
UI:
Mouse: While in the troops menu, the mouse will allow the user to select a new character by clicking on them, even if they aren't in the "select character" phase (mouse over a unit on the camp screen, click the left button to select them).
Mouse Movement: Reducing the frequency at which the "cursor moved" sound can play on the battle map when moving the battle cursor with the mouse.
Show Details: Can now be used by pressing-and-holding the mouse cursor over the bottom right hint.
Self Targetting: Will now skip the "select unit" phase and directly select the caster to save a superfluous step.
Movements: When in battle, clicking on the map will act as if "move" had been clicked, which should reduce mouse movement on the screen when trying to move a unit with the mouse.
Status Effects in Combat: Increasing the maximum amount of status effects listed in the "damage phase" from 6 to 8.
Steal Gold: Gold value was shown with very small text before. Fixed.
Injuries: Regular injuries (not permanent injuries) will now show the units 4 stats in red in the menu, unless they have passives that increase those stats.
Performance: Minor performance improvements.
Spearvault: Will now look better when casted from under-water.
Balance:
Drowning: Adding a 33% chance that an enemy will ignore "drowning/lava dunking" targets on their turn even if it's the best move they can do.
Ekidna Falls: Rakkerjaks on this map will no longer be upgraded to tier2 if the player is high enough level.
Highlands: Making some changes to the elite version of the encounter to prevent a scenario where the elite enemy would Snapback on the guests too early and lead to a near unavoidable defeat.
Achievements: The achievement about mastering all the classes on a certain special character will now not count their "secret end-game class" as being needed.
Timber Roads: Reducing the levels of a few units in the Patrols, to make them a little bit easier.
Beginner Maps: Beginner maps with a very low max level for enemies, made to help the player level up beginner units, will now yield less AP/GP than normal if the player's highest level units are higher than that zone.
Skyjack: Will now not move people to locations that are off-limits for teleport-other (such as very high ledges, etc).
Azure Plains: Moving one of the Vangals to the Elite difficulty to make the map easier.
Maps: For Gelligh, marking some of the tiles as invalid destinations for "teleport-other" to reduce chances of characters getting stranded where they shouldn't.
Meteorites: Adding a meterorite drop to 1 story encounter and 1 optional encounter. Also as a random drop to some late maps.
Leap: Counters will now consider leap's destination (rather than starting point), which means it behaves like an "adjacent attack" for the targets.
Final Battle: Updating the 2 ending battle maps to have better drops in general. The Ancient Path is still a better spot overall to get rare drops, but these 2 maps should feel more rewarding now.
Bug Fixes:
Displacements: Fixing an issue where enemies immune to being displaced could still be displaced by Pandora's Box or Skyjack.
Mount Nervanzer: Fixing an issue with a character showing over a tile while jumping.
Claret Woods: Fixing an issue with an enemy spawning on a spot they can't escape from.
Try and Buy: Purchase couldn't go through if the cost and player gold were the same. Fixed.
Title Screen: Fixing a rare issue with timing for users with an invalid time zone setting on their OS (still not sure how that's even possible, haha).
UI: Fixing various non-fatal errors tied to rare edge cases when navigating the UI. It probably won't have a noticeable impact on most users, but if something behaved oddly once in a while, it'll be probably be fixed.
Bootup: Fixing a potential error when starting the game for users that might have deleted folders they shouldn't have in "My Documents\Fell Seal".
Turkish Locale: Fixing some potential issues with the titlescreen on Turkish locale.
Dreadmaw: If there were status effects applied by the attack, their text would remain on the screen at the end of the attack. Fixed.
Maps: Fixing some drawing ordering issues for some maps.
Archafflictor: The Bzil variant had 3 jump instead of 4. Fixed.
Title Screen: Under specific circumstances, the titlescreen animated image could be shown too zoomed-out/in. This should be fixed.
The Gauntlet: When certain special enemies would die, some of the map tiles would become "walkable", even though they shouldn't have.
Thespeiros: An NPC walking around town could sometimes start walking in places he shouldn't. Fixed.
Wild Cards: The case where Wild Card has a critical miss and applies the opposite effect will now not result in a 'miss' unless the target is immune to the effect (ie, it will refresh the duration if the target has it).
Chitin Armor: A certain treasure was granting the wrong armor (Dendrite Armor) instead of the Chitin Armor. This is fixed, but is not retroactive unfortunately.
Bzil Classes: When learning a Bzil class, there was a chance the popup would remain visible if there was a cutscene happening after the battle. There were other instances where this could happen with popups at the end of combat. All fixed.
Descriptions: Fixing some typos and mistakes in some descriptions.
Spell Effects: After using Plaguestorm or Hippocampos, subsequent spells might be partially misplaced on screen. Fixed.
BY CODEX