战锤40K:星际战士2 4.1更新补丁

嗨,星际战士们!
正如我们上周晚些时候讨论的那样,自上周四的 4.0 版本补丁发布以来,我们一直在关注你们的反馈,并决定在本周四推出一个新的平衡更新,以解决你们最紧迫的问题。
在我们深入介绍新补丁的细节之前,我们要感谢大家如此积极地参与游戏并发表自己的意见。虽然我们注意到了关于难度调整的批评 —— 这是理所当然的 —— 但我们也想感谢你们对新 “终结” 地图给予的非常积极的反馈。无论反馈如何,我们都很感激你们对《战锤 40K:星际战士 2》充满热情。对我个人来说,关键的一点是我忘记了一旦游戏发布,它就不再是开发者的游戏。它首先是你们的游戏。
这就是为什么,展望未来,我们想通过建立公开测试服务器来利用这种能量。这些服务器将让你们在重大平衡更新推出到公共分支之前进行测试并发表意见。我们希望在 2025 年初左右推出这些服务器,所以请关注我们的渠道以获取更多信息。
—— 德米特里・格里戈连科,游戏总监
游戏玩法和平衡调整 —— 行动模式
AI 指挥官和敌人刷新
DG:这是我们在 4.0 版本补丁之前的考虑:当游戏在 9 月发布时,无情难度的胜率徘徊在 60% 左右。几周后,随着 3.0 版本补丁带来的变化,我们看到同样的胜率跃升至 80% 以上,并且我们收到了很多反馈,称游戏变得太容易了 —— 即使在最高难度(当时)也是如此。
在 4.0 版本补丁中,我们的目标是调整敌人的刷新,以增加敌人的总数,而不是恢复到增加他们的生命值。不幸的是,这也对较容易的难度级别产生了影响。
例如,在 4.0 版本补丁之后,最简单难度的胜率从 95% 略微下降到了 93%。这看起来可能不多,但数字并不代表一切。你们的反馈清楚地表明,游戏在较低难度下变得更加激烈和有压力,而这绝不是我们的本意。正如我在采访中个人强调的那样,《星际战士 2》就是关于力量幻想的,而 4.0 版本补丁对你们中的许多人产生了负面影响。
这就是为什么我们要撤回这些变化。在最低、普通和较高难度下,极限战士敌人的刷新率将恢复到 4.0 版本补丁之前的水平,并在无情难度下大幅降低,希望在游戏发布时的难度和 3.0 版本补丁后的 “容易” 程度之间找到平衡。
最低、普通和较高难度:
将极限战士敌人的刷新率降低到与 4.0 版本补丁之前的水平一致。
无情难度:
大幅降低极限战士敌人的刷新率。
武器(仅在行动模式中)
DG:我们一直想对爆弹枪系列进行调整,因为它们在所有难度级别下的表现都不尽如人意。这是你们许多人经常提出的反馈,数据也证实了全面改进的必要性。伤害增加的百分比是基于哪些职业可以使用哪种武器以及爆弹枪与其他可用选项的竞争情况。
自动爆弹步枪 —— 伤害增加 20%。
爆弹步枪 —— 伤害增加 10%。
重型爆弹步枪 —— 伤害增加 15%。
潜行者爆弹步枪 —— 伤害增加 10%。
神射手爆弹卡宾枪 —— 伤害增加 10%。
煽动者爆弹卡宾枪 —— 伤害增加 10%。
爆弹狙击步枪 —— 伤害增加 12.5%。
爆弹卡宾枪 —— 伤害增加 15%。
奥库鲁斯爆弹卡宾枪 —— 伤害增加 15%。
重型爆弹枪 —— 伤害增加 5%。
难度
⚙️无情:玩家的护甲增加 10%。
DG:根据你们的反馈,我们正在部分撤回上一个补丁对无情难度所做的更改。在 4.1 版本补丁中,我们希望在 3.0 版本补丁后无情难度的容易程度和上周 4.0 版本补丁后的感觉之间找到正确的平衡。
上周降低难度的原因是我们注意到在 3.0 版本补丁后,无情难度的胜率大幅上升,因为次级敌人的攻击不再能完全移除护甲条,远程 AI 伤害全面降低,并且通过格挡普通次级敌人的攻击可以恢复护甲。
附加说明:尽管上一个补丁说明中列出了在较高难度下降低护甲,但这个更改在上一次更新中被错误地遗漏了,因此你们不会看到它在本周的补丁中被恢复。
⚙️致命:“紧密阵型” 系统被移除。
DG:首先,让我们澄清引入这个机制的原因。当我们致力于添加一个新的难度层级时,我们需要确保这个新挑战有意义且有趣。通过 “紧密阵型”,我们的目标是为我们最熟练的玩家增加一个新的挑战层次,通过增加横向进展而不仅仅是纵向进展(即,对付越来越强大的敌人造成更多伤害)。这个游戏是关于力量幻想的,而需要数十次近战攻击才能击败的敌人会打破这种幻想。因此,挑战需要来自其他来源。
这个系统也是作为引入游戏玩法修改器的第一步而设计的,既有负面的也有正面的 ——《僵尸世界大战》的玩家会熟悉这一点 —— 但你们的反馈表明,接近要求感觉太严格了。像突击和先锋这样的职业感觉特别受罚,因为有效地玩这些职业需要一定的行动自由。
因此,我们完全移除了这个系统,并将继续致力于修改器的工作,直到它们准备好。在 4.1 版本补丁部署后,我们将继续关注你们的反馈,以确保致命难度感觉既具有挑战性又有回报。
⚙️AI
DG:我们经常收到的一个反馈是,AI 盟友有时会感觉没用。我们已经在 3.0 版本补丁中改进了盟友的行为,我们希望这个额外的增强能帮助单人玩家完成他们的行动。
机器人对 boss 的伤害增加 30%。
DG:与灵能兽的战斗经常被报告为令人沮丧的来源。随着对 AI 指挥官的更改,我们正在降低它们一些护盾的有效性,以减轻一些这种沮丧。
灵能兽:与另一只配对的灵能兽的护盾切换冷却时间增加 10%。
一般修复和技术
修复了一个导致翻滚距离比以前短的错误。
DG:这可能是 4.0 版本补丁最有影响和最令人讨厌的后果。虽然无敌帧是相同的,但距离差异使得它在对抗远程攻击时效果大打折扣。随着这个错误的修复,你应该会在与远程敌人和 boss 的战斗中感受到很大的改善。
修复了解锁致命难度奖励贴花的错误。
崩溃修复和一般稳定性改进。
我们的团队一直在不断努力改进游戏的稳定性。这个补丁也不例外,所以你应该会遇到更少的崩溃。
这就是 4.1 版本补丁的全部内容!你们的反馈对我们来说绝对是无价的,我们期待听到你们对这个新更新的想法。
帝皇保佑。
《星际战士 2》团队团队.
====英文原文===
Hi, Space Marines!
As we discussed late last week, we’ve been monitoring your feedback since last Thursday’s Patch 4.0 and have decided to address your most pressing concerns with a new balancing update, coming this Thursday.
Before we get to the details of the new patch, we want to thank you all for being so involved with the game and making your opinions heard. While we noticed criticism with regards to difficulty adjustments—and rightly so—we’d also like to thank you for your very positive feedback on the new “Termination” map. No matter the feedback, we’re grateful that you feel so passionate about Warhammer 40,000: Space Marine 2. The key takeaway for me, personally, is that I forgot that once the game comes out, it's no longer a dev's game. It's yours first and foremost.
This is why, moving forward, we’d like to harness this energy by establishing Public Test Servers. They would let you try out major balancing updates and make your voices heard before they are pushed onto public branches. We’re hoping to make these available around early 2025, so stay tuned to our channels for more info.
- Dmitriy Grigorenko, Game Director
Gameplay and Balancing Tweaks - Operations mode
AI director and enemy spawns
DG: Here was our reasoning before Patch 4.0: When the game came out in September, the Ruthless difficulty win rate hovered around 60%. Weeks later, and with the changes introduced by Patch 3.0, we saw that the same win rate had jumped to over 80%, and we received a lot of feedback stating that the game had become too easy—even at its maximum difficulty (at the time).
With Patch 4.0, our aim was to tweak enemy spawns to increase the overall number of enemies rather than reverting to buffing their Health. Unfortunately, this had an impact on the easier difficulty levels as well.
For example, the win rate on the easiest difficulty dropped slightly after Patch 4.0, from 95% to 93%. This may not look like a lot, but numbers aren’t everything. Your feedback made it clear that the game had become more intense and stressful on lower difficulties, and this was never our intention. As I’ve personally emphasised in interviews, Space Marine 2 is all about the power fantasy, and Patch 4.0 negatively impacted it for many of you.
This is why we’re rolling back these changes. Extremis enemies’ spawn rates in Minimal, Average, and Substantial difficulties will revert back to their pre-Patch 4.0 levels and will be significantly reduced in Ruthless difficulty to hopefully strike a balance between how hard the game was at launch and how “easy” it became with Patch 3.0.
Minimal, Average, and Substantial Difficulties:
Reduced spawn rate of Extremis enemies to match pre-Patch 4.0 levels
Ruthless Difficulty:
Significantly reduced spawn rate of Extremis enemies
Weapons (only in Operations mode)
DG: We've been wanting to address the Bolter family for a while, as they've been underperforming across all difficulty levels. This has been a frequent piece of feedback from many of you, and the data confirmed improvements were needed across the board. The percent Damage increase is based on which classes have access to which kind of weapon and how the Bolters compete with the other options available.
Auto Bolt Rifle -> Damage increased by 20%
Bolt Rifle -> Damage increased by 10%
Heavy Bolt Rifle -> Damage increased by 15%
Stalker Bolt Rifle -> Damage increased by 10%
Marksman Bolt Carbine -> Damage increased by 10%
Instigator Bolt Carbine -> Damage increased by 10%
Bolt Sniper Rifle -> Damage increased by 12.5%
Bolt Carbine -> Damage increased by 15%
Occulus Bolt Carbine -> Damage increased by 15%
Heavy Bolter -> Damage increased by 5%
Difficulty
⚙️ Ruthless: Player’s Armour is increased by 10%
DG: We are partially rolling back the change from the previous patch on Ruthless difficulty following your feedback. With Patch 4.1, we’re hoping to find the right compromise between how easy Ruthless difficulty felt after Patch 3.0 and how it felt after last week’s Patch 4.0.
The reason why it was reduced last week was that we noticed a very substantial bump in win rates on Ruthless after Patch 3.0, as Minoris enemies would no longer remove the entire Armour bar with their attacks, ranged AI Damage was nerfed across the board, and the ability to regenerate Armour by parrying normal Minoris attacks was added.
Additional note: Despite the last patch notes listing a decrease in Armour in Substantial difficulty, this change was mistakenly left out of our last update, hence why you won’t see it being reverted as part of this week’s patch.
⚙️ Lethal: “Tight Formation” system is removed
DG: Before anything else, let us clarify our reasoning for the introduction of this mechanic. As we worked on adding a new difficulty tier, we needed to make sure this new challenge was meaningful and interesting. With “Tight Formation”, our objective was to add a new layer of challenge for our most skilled players by adding horizontal progression rather than just vertical progression (i.e., dealing more damage to ever stronger enemies). This game is about the power fantasy, and enemies that take dozens of melee hits break it. Thus the challenge needed to come from other sources.
This system was also designed as a first step towards the introduction of gameplay modifiers down the line, both negative and positive—something World War Z players will be familiar with—but your feedback showed that the proximity requirements felt too restrictive. Classes like Assault and Vanguard felt especially penalised as playing them effectively requires a certain freedom of movement.
As a result, we’re removing the system entirely and will continue to work on modifiers until they’re ready. We will continue to monitor your feedback after the deployment of Patch 4.1 to make sure Lethal difficulty feels as challenging and rewarding as it should.
⚙️ AI
DG: A recurrent piece of feedback we’ve seen is that the AI allies can feel useless at times. We already improved allies’ behaviour in Patch 3.0, and we hope this additional buff will help solo players complete their Operations.
Bots deal 30% more damage to bosses.
DG: Fighting Zoanthropes is often reported as a source of frustration. Alongside the changes to the AI Director, we’re taking away some of their shields’ effectiveness to alleviate some of that frustration.
Zoanthrope: Shield swap cooldown with another paired Zoanthrope is increased by 10%.
General Fixes & Tech
Fixed a bug that caused roll distance to be shorter than before.
DG: This was probably the most impactful and annoying consequence of Patch 4.0. While i-frames were the same, the distance difference made it much less effective versus ranged attacks. With this bug fixed, you should feel a great improvement in your fights against ranged enemies and bosses.
Fixed bug with unlocking Lethal difficulty rewards decals.
Crash fixes and general stability improvements.
Our teams are constantly working on improvements to the game’s stability. This patch is no exception, so you should encounter fewer crashes.
That’s it for Patch 4.1! Your feedback is absolutely invaluable to us, and we’re looking forward to hearing your thoughts on this new update.
The Emperor protects.
The Space Marine 2 team

