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1.0版本现已发布!——新增多架无人机、全新解锁树及更多内容!

2026-02-13 09:00:36
发布在编程农场
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《农场主被替换了》Steam正式发布1.0版本,现8折优惠。版本新增多架无人机、重构解锁树、50+成就等内容,还有音效革新、多语言支持等优化,同时升级进度将部分重置,建议开新存档体验。

大家好!经过三年半的稳步开发、20多次更新以及各位的宝贵反馈,我很高兴地宣布,《农场主被替换了》现已在Steam正式发布1.0版本,为庆祝发售,现正以8折优惠出售!

1.0版本有哪些新内容? 多架无人机助你最大化农场收益 重构的解锁树,带来更呈指数级增长的进度 50+成就等你来挑战 解锁特定成就可获得无人机专属帽子 全面的音效革新 新增一首音乐曲目 生活品质优化及各种修复 支持11种语言 重要变更:升级进度将部分重置。迷宫复用机制略有调整。 (若想完整体验1.0版本的所有功能,建议开始新存档。)

可以想象,今天对我和我的游戏来说是个非常特别的日子!你的意见对我帮助很大,如果你能撰写评测或更新抢先体验版的评测,我将不胜感激。 非常感谢大家从抢先体验版到正式版对《农夫被取代了》的支持。 我已经迫不及待想看到你们如何以富有创意和巧妙的方式使用多架无人机了! Timon[table noborder="1" colwidth="308,307"][tr][th colwidth="308"]

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特别感谢我朋友开发的编程游戏: 我在Kerzoven(同样是一家瑞士工作室)的朋友们刚刚公布了他们的交通编程游戏,该游戏使用状态机:If Red Then Stop。 我觉得你们可能会对它感兴趣,因为它也能教你如何使用真正的编程工具。

game_id3987060

Detailed Patch Notes: Multiple Drones Have been added to the game. Check out the new "Megafarm" unlock! Also a large part of the tech tree has been reworked to be a bit more exponential. Breaking Changes: Due to the rework of the tech tree, the upgrade numbers of old savegames will no longer be valid. The game will reset all upgrades to a reasonable level when you open an old save. If you are reusing mazes you now have to first reposition the treasure and then measure the position instead of first measuring and then repositioning. Gameplay: Added tooltips with helpful information when hovering tiles in the farm. Using [c]measure()[/c] anywhere in the maze now always returns the position of the current treasure. You no longer have to measure the treasure specifically. There is now a [c]can_move()[/c] function for the maze. Pumpkins now scale up to 6x6 instead of 5x5. The ground drying behavior has slightly changed. Instead of drying by 1% every 0.8 to 1.2 seconds, each ground tile now has a 10% chance of drying every 0.1 seconds. The cactus grow time is now always exactly 1 second. Pumpkins now leave behind a dead pumpkin to indicate that they have died. Added [c]pet_the_piggy()[/c]. [c]num_unlocked()[/c] now already gets unlocked with Senses. Audio: The audio has been completely remade. There is music when you start the game now! Visuals: The visuals of the tech tree have been completely reworked. The inventory panel in the top left corner of the screen now has a nice item pickup visual effect. Cacti are now brown when they aren't correctly sorted to make it more visible. Plants are now visible immediately after planting, even if they haven't grown yet. Code Editor: Double clicking identifiers with underscores in them now selects the whole identifier. If the "tabs to spaces" option is turned off, indentation spaces are now converted to tabs. Zooming is now much smoother. The code completer is now properly import aware and can give suggestions from other files. Added different cursors for editing text and resizing windows. Debugger steps are now based on the code line instead of simulation ticks. Other: You can now chain comparison operators like in Python. [c]get_cost(Entities.Hedge)[/c] and [c]get_cost(Entities.Treasure)[/c] now return the cost of a 1x1 maze. Added a resolution setting. Added a setting to turn off the flashing highlights when the code is running. The code execution has been optimized further, allowing the game to run smoother while code is running. Added a "Toggle HUD" keybind. Fixes: Some of the most common cases of code highlights being visible through other windows have been fixed. Actions like tilling can no longer affect the water drying behavior. Fixed keybinding problems on non US keyboards. Fixed the piggy bank moving really far away from the farm sometimes. Fixed fertilizer not infecting fully grown plants. Fixed [c]set_world_size(get_world_size())[/c] resetting the drone position. Fixed a simulation + dinosaur interaction that caused lots of apples to be left behind. Fixed the bug that caused error messages to move around when you clicked minimize and then opened the menu. Fixed error messages popping up while you are still typing. Breaking Changes from older Patches that you might have missed: Functions defined in other files (windows in the game) are no longer imported implicitly. You now have to unlock and use explicit import statements like in Python (See the import unlock). [c]Items.Bones[/c] has been renamed to [c]Items.Bone[/c] so all items are singular. [c]Entities.Carrots[/c] has been renamed to [c]Entities.Carrot[/c] so all entities are singular. [c]Grounds.Turf[/c] has been renamed to [c]Grounds.Grassland[/c] to make it easier to understand. [c]Items.Water_Tank[/c] has been renamed to [c]Items.Water[/c] because the tank refill feature has been removed. [c]Unlocks.Benchmark[/c] has been replaced with [c]Unlocks.Timing[/c]. [c]get_op_count()[/c] has been renamed to [c]get_tick_count()[/c]. [c]set_farm_size()[/c] has been renamed to [c]set_world_size()[/c] to be consistent with [c]get_world_size()[/c]. [c]get_companion()[/c] now returns a tuple of the form (entity, (x, y)) instead of a list. [c]trade()[/c] has been removed from the game.

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