
准备工作已结束。卢博米尔和他的小队已全副武装,正等待你的命令。再最后看一眼你的村庄吧……自从你初到卡维尼亚那天起,这里发生了多大的变化啊——从最初隐藏在森林中的几间破败小屋,如今已发展成一个大型村庄,几乎算得上一座城镇了,有城墙保护,商人和工匠们在此忙碌穿梭。这里已成为你的家。它会在你归来时等候,但现在是时候踏上新的旅程了。你转向众人,说道:“出发!前往哈尔马雷群岛……”
哈尔马雷群岛 哈尔马雷群岛是我们全新的探险地图,它带来了全新的环境、新任务、洞穴、新兴趣点、新生物和资源。这是一项极具挑战性的技术与玩法任务,我们为此感到无比自豪。我们的游戏、关卡、叙事设计师以及环境和技术美术师们都在不断挑战自我,突破极限,力求打造出全新的独特体验。哈尔马雷群岛全面提升了游戏水准,拥有更广阔的城镇、更高的视觉质量、更出色的光照效果以及更丰富的叙事体验。当你探索这座岛屿时,会发现多个派系都在争取“造钟匠”的协助,而你的每一个选择都将至关重要。角色自定义 在角色扮演游戏中,没有什么比创建自己的角色更具标志性的了——可能是通过掷骰子来分配属性点,更换8位纹理,或者在《贝尔莱特》中,深入我们全新角色创建器里的数百种自定义选项。无论你想象中的贝尔莱特是逼真的自己,还是像个桥 troll,现在都能将其变为现实!与此同时,卡维尼亚和哈尔马雷群岛的所有居民也将拥有更多视觉多样性,包括独特的派系外观,并且随着时间推移,关键剧情角色也将获得独特的外观更新。
商队与贸易 中世纪题材与经济系统向来是相辅相成的。无论你是想成为庞大贸易帝国的核心,还是仅仅希望为你的士兵配备卡维尼亚所能提供的最精良装备,贸易与后勤都是你叛乱成功的关键。本次更新对游戏中几乎所有经济系统进行了改进与扩展。 小型商队驿站能让你建立贸易路线并制造运货马车。拥有“商队队员”职业的村民会装载马车,根据你设定的规则,从你的前哨站运送和取回资源,并与友好村庄进行资源买卖。随着你逐步解放卡维尼亚,村庄将开始自主发展,建立自己的产业,产生新的需求并提供可供购买的新商品。你与村庄的贸易往来越频繁,它们的繁荣程度就越高,你挣脱奥塞妮女王枷锁的机会也就越大。 防御工事 与贸易类似,城墙是我们希望呈现的整体沉浸式中世纪美学的关键元素,我们很高兴终于能将其加入游戏中。我们已经看到了一些使用城墙的出色设计,它们确实以一种前所未有的方式将村庄凝聚在一起。除了贸易系统外,城墙还增加了额外的战略复杂性,让你能够更可靠地防御前哨站,确保那些宝贵的资源不会被土匪或强盗掠夺。

And More! Of course this is all just a brief summary of everything this update has to offer. In addition, there are tons of new weapons, armors, and equipment, new structures, new animals, new points of interest, and a whole host of other fixes, tweaks, and improvements. We really hope you’re all as hyped about this update as we are and can’t wait for you to experience it. Console Release We've been working on something very exciting (and very top secret!), which we're hoping to announce in the coming months. Meanwhile, in light of this new development, we're updating the Xbox release window to Q2 2026. Make sure to follow the game on Steam to see this announcement as soon as it's out, and let us know in the comments what other platforms you would like to see Bellwright on! Modkit Our newest Modkit update brings the editor up to UE 5.6.1 and adds a handful of Quality of Life (QOL) updates for modders and mod users: Mods will now display the game version they were released under. A warning will display if the mod is outdated. The mod will automatically disable itself when updating the game for the first time to avoid crashes or unforeseen circumstances Full Changelog: Notable Changes Introduced Halmare Isles, where the story of Bellwright continues, consisting of branching narrative, faction warfare, and rewarding exploration. Overhauled player Character Creator and NPC visuals. Introduced caravans and carts, allowing transport and trade of goods between your settlements and neutral villages. Introduced simulated economy with villages producing, buying, and selling various items and resources. Added buildable walls and other fortifications attackable by enemies. Overhauled village prosperity system with a focus on villages satisfying their needs via production and trade. Introduced facial animations for NPC dialogues. Added new gear and equipment types, including crossbows, spears, and cloaks. Improved and overhauled a multitude of UI elements. Added dogs. And you can pet them! Overhauled camera, introducing dynamic mode and various customization settings. Halmare Isles Added Dockyard structure for sailing to Halmare Isles Added a unique main menu background when the last save was made on Halmare Isles. Added an intro cinematic when traveling to Halmare Isles for the first time. Made resources from Halmare Isles be resold by Crasmere after liberating the isles. Added Orchard and Distillery as conditional rewards for completing the Halmare Isles storyline. Villages & Trading Introduced village needs that affect prosperity continuously. Added facilities system for villages, making villages have their own production with resource chains, supply and demand, and other mechanics. Added neutral caravans that travel across Karvenia and trade with other villages. Added Market structure, where players can create buy and sell orders to automatically trade with traveling merchants. Overhauled prosperity and militia village improvements with economy-based facilities. Rebalanced various item prices. Player’s Settlement Allowed placing structures when they are blocked by harvestable objects. Villagers will remove them on their own before completing construction Moved Outhouse to an earlier tech tree progression. Slightly buffed lumberjack spot efficiency. Made both Delivery and specific structure jobs (crafting/cooking/smelting) priorities used for selecting villagers for the job. Allow crafting structures to request items that were not yet delivered to stockpiles. Allow the crafting structure’s job to carry resources outside of output to unblock crafting. Current crafting orders are now preserved when copying structure settings. Fixed disconnection issue when disassembling bird coops in co-op. Added character customization interactables to player homes. Added an ability to place decorative arches over roads. Made River Dock construction site placement ignore foliage underwater. Added a proper construction site for River Dock. Fixed spoiled food disappearing from the Food Cellar. Gear & Equipment Added polearms skill and knowledge books for player and NPCs. Added various sabres and cutlasses. Added crossbows and spears to bandits and brigands on Karvenia. Changed Pitchfork weapon type to polearm. Added buckler and heater as new shield types. Added unique gear and equipment obtainable on Halmare Isles. Improved items carry and drop models. Added new default Crossbowman gear preset. Added back slot to all gear presets with Cloaks enabled by default. Added new ranged weapons to Marksman and Crossbowman gear presets. Combat Overhauled Archery mechanics to support longbows and crossbows. Added kick and spear shove abilities to create distance when NPC gets too close. Added ability for the player to hold attack indefinitely. Added bow and crossbow string animations. Added a behavior for ranged NPCs to conserve stamina. Rebalanced ranged weapon stamina cost. Added new idle animations when holding weapons with shields. Fixed a rotation glitch when sheathing and unsheathing shields. Fixed bandits teleporting through walls during combat. Fixed enemies running towards player companions when they're very far away. Fixed autoblock not working in practice fights. Animals Added feral dogs, bears, foxes, chamois, and wild goats appearing in the wild. Added sheep and geese as farm animals obtainable from animal merchants. Added takeoff, landing, and walking behaviours to birds. Added pigeons, seagulls, and dogs to neutral villages. Added color variations to wolves. Added stronger white wolf variants to highlands regions. Added visual effects to animal slaughtering animations. Added wing flapping sounds to bird flight animations. Adjusted animal footstep volumes and timing. Fixed animal-related memory issues when animals leave settlements. Improved animal animation performance for distant animals. Improved animal sound mixing and volume balance. Improved collision and physics for farm animals and humans. Fixed loot markers being visible for animals when they can't be looted. Optimized cat meowing logic. Quests Expanded the story with the Halmare Isles arc, including branching routes and outcomes. Added temporary and quest companion mechanics. Fixed duplicating book rewards in the Communication Breakdown quest. Changed quest rewards in Digging Deeper and Thief in the Field - replaced hemp seeds with garlic and seeds for better utility. Disabled discarding the A Hearty Request quest since it can't be picked up again. Redesigned dialogue structure for non-quest-giver NPCs, adding more information about where to find resources and people. Fixed bring-item quests being too strict with weight requirements - now accepts items within small rounding tolerance. Fixed text errors in On The Verge, Special Delivery, The Expecting Mother, and other quests. Improved audio and reverb in quest locations. Improved punctuation and text formatting in quest dialogues. Quest map markers now remain visible until quest completion instead of disappearing when location is found. Quests now fail properly if the quest giver is absent when the quest starts. Redesigned On The Verge quest with new objectives. Relocated quest item in The Fishermen's Nets to a more accessible position. Renamed 'Pickpocket' quest to 'Sleight of Hand'. Renamed Warriors Guild Quest Part 1 to be consistent with other Warriors Guild quests. Updated Hunters Help quest dialogue to change based on whether Election quest is completed. Updated quest item sound effects. Temporarily hid and disabled Overflowing Fields, Arrows of the Future, Rebuild Community and The Newcomers quests due to Village Improvement changes. Fixed Crimson Reid not using a Short Sword like his quest description suggests. UI & UX Added gamepad support for status effect list, tech tree, and other previously unsupported menus. Added a setting to make hold interactions instant. Fixed NPC interaction timing with time acceleration Fixed being able to place multiple unique buildings outside neutral village boundaries. Fixed custom structure names being lost when relocating buildings. Fixed tooltips and focus effects not clearing properly when switching from gamepad to mouse and keyboard. Improved army overview menu performance. Improved crafting screen stat display for weapons and tools. Improved harvest notification display for single heavy items. Improved reservist status display - now shown as icon in occupation column instead of separate button. Improved text capitalization and layout in storage rules menu. Improved toggle button styling and spacing in storage menus. Made interaction points visible in building modification mode. Prevented placing production buildings in locations unreachable by workers. Renamed Roads category to Travel & Trade. Simplified interaction holding progress display. Fixed incorrect UI display for quests that require items of certain weight after loading saves. Fixed bug report and news buttons being cut off in the main menu on 16:10 screens. Added an ability to modify gamma when HDR is enabled. Made the difficulty settings menu open automatically when finalizing a new character. Set FSR as default AA for non-DLSS compatible GPUs. Disabled an ability to select aspect ratio narrower than 16:10, as it's unsupported. Added a reset graphics settings to default that use hardware auto-detection for graphics settings. Voice & Audio Overhauled quality of voice overs for all characters. Added interior building audio system with automatic ambient sound adjustment. Added soundscape system for dynamic environmental audio. Adjusted armor sound effect volume Adjusted wind and shore sound effects volumes. Improved bird sound mixing. Improved audio for quest location interiors. Improved various sound effects related to birds. Improved bow sound effect timing. Improved harvesting sound network performance. Expanded dynamic music system. Optimized voice asset loading performance. Fixed Cudka Ricket using male voice. Added new music for Halmare Isles. Tweaked and improved fade in of various sounds. Adjusted areas where music and soundscapes are supposed to stop and begin. Fixed audio issues when digging, harvesting, and performing other actions. Added hostile area music near large enemy camps. Added a special music trigger after completing one of the main quests. Foliage & Environment Allowed removing decorative rock fences with a pickaxe. Polished map environment and foliage placement. Improved crop meshes visuals at the player farm. Optimized foliage and grass across Karvenia and Halmare Isles. Changed Wheat to Straw when looking at the foliage. Fixed a tree growing in an inaccessible water location in Karvenia. Fixed some grass on a stone bridge in Karvenia blocking movement. Made some of the previously decorative boulders harvestable. Improved visuals of various waterfalls. Optimized rainy and snowy weather effects. Adjusted brightness of weather at night. Made foggy weather slightly more foggy. Introduced auto-exposure for various weather effects and interiors. Improved lighting - bluer sky, better exposure, darker horizon fixed, more natural sun brightness. Fixed weather and lighting not being updated when changing graphics settings. Adjusted lighting produced by torches. Improved snow weather visibility and falling snow appearance. Optimized smoke effects at points of interest. General Improvements Updated Unreal Engine to version 5.6.1. Updated Xess to 2.1.1.1. Updated FSR to 4.0.2. Updated DLSS4 to version 8.3.0. Reduced CPU overhead for the minimap. Reduced CPU cost of character movement. Optimized network and co-op experience. Added continuous crafting (top-up) capability to forester. Fixed NPCs sometimes pausing or jittering on the same spot when walking long distances. Optimized NPC navigation and movement. Made characters run away and avoid combat if they're not actively participating in it. Fixed NPCs getting stuck in various locations (training grounds, bridges, etc.). Villages will now be automatically liberated if Brigand HQ has not been repopulated yet. Added details button functionality for pets on the map. Added unique map icons for companions and guards Added weather-specific color grading and improved swamp atmosphere Improved NPC background movement reliability. Improved NPC pathfinding reliability. Made Scientist, Marksman and One-armed traits less punishing. Reduced blood on clothes and made it less affected by minor damage. Fixed NPCs pausing between finishing crafting and storing output items. Fixed active squad not loading correctly after save. Fixed fishing rod being unlocked without research. Increased fog of war revealing radius for player. Fixed Sturdy waraxe having different visuals when sheathed and unsheathed. Forbid putting Sour Milk into the Food Bag slots causing issues to workers not producing cheese. Optimized worker construction behavior by reserving building interactions only when the worker is close to it. Optimized various models, textures, LODs, and VFX. Fixed not being able to sleep in co-op with inactive players in the world. Modkit Added a warning in mod manager if a mod was made for an older game version. Made mods created for older versions of the game get disabled automatically when launching the game for the first time on the newer version. Now displaying the game version a mod was released under with a warning if a mod is outdated. When updating their game for the first time, users will have their outdated mods disabled by default to prevent crashes, and they can either wait for an up-to-date version, or try re-enabling them (might cause a crash or unforeseen consequences) Updated and adapted Modkit to UE 5.6 Can now directly import mods from the Workshop using their Workshop ID or their Workshop URL Added a new folder in the modkit that displays the vanilla version of modified assets. This allows the use of the blueprint diff feature in order to see what changed. Can now delete mods during mod selection Can now close the editor during mod selection
2026-02-13 09:00:45 发布在
颂钟长鸣
说点好听的...
收藏
0
0
