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《forts》1.35版本更新内容

2025-12-20 04:59:12
发布在Forts
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《forts》1.35版本完成更新,本次更新围绕游戏平衡展开,对燃烧迫击炮、蜂群导弹等多款武器进行属性与成本调整,同时优化多位指挥官的被动与主动效果;新增战役存档槽位系统,支持4个存档并行,还修复了大量游戏问题,优化武器瞄准机制。

《forts》更新内容 本次更新的重点是游戏平衡调整。增强了前期武器的吸引力,并对部分弱势指挥官进行了加强。同时,我们还为战役存档添加了槽位系统,并进行了一系列重要修复。 1. **武器平衡调整** - 多款武器得到增强以提升其实用性。燃烧迫击炮的伤害提高,但发射成本略有增加。 - 类似地,蜂群导弹增加了一枚弹头,每枚弹头的伤害均有提升,不过发射成本也相应提高。 - 迷你机枪对支架的伤害提升,并且拥有更灵活的瞄准弧度。 - 烟雾弹的响应速度更快,对等离子激光的阻挡效果更佳。 - 蜂群导弹、弹头以及等离子激光在被摧毁时均会产生溅射伤害。加农炮的开火能耗恢复为3000。火焰光束的建造金属消耗增加,开火能耗也有所提高。 机枪子弹穿过火焰光束时的燃烧持续时间略微延长。 指挥官平衡性调整

被动效果:移除武器偏差值增加 被动效果:高射炮产生的破片增加50% 被动效果:霰弹枪投射物数量从1增加至4 主动效果:主动技能期间发射3枚火箭弹,发射成本更高

被动效果:地下导弹发射井的宽度为常规宽度的80%

被动效果:电池金属消耗降低50% 被动效果:烟雾弹被摧毁时不会产生烟雾

被动:增加巴斯特的霰弹枪和转轮机枪对装甲和门的伤害加成至10% 主动:火箭弹贫铀弹的射程减少25%

被动效果:武器闲置10秒后重新进入隐形状态

### 游戏更新内容 **修复内容** 1. 修复了火箭弹未获得25%伤害加成和爆炸半径加成的问题。 **注意**:部分内容未在游戏内指挥官描述中显示,我们将在短期内发布补丁修复。 **战役存档槽位** 1. 战役模式现在拥有4个存档槽位,支持同时进行不同难度、不同玩法或实验性的游戏。每个存档会保存地图或最后任务的截图,以及日期和时间,方便玩家识别不同存档。 2. 已完成最终任务的存档状态将从“进行中”更新为“已完成”,以明确其状态。玩家仍可打开这些存档重玩任务。 3. 旧存档文件将迁移至新的槽位系统。如有任何问题,请告知我们。

每个战役可同时运行最多四个存档 武器瞄准优化 武器现在会在中央射线的两侧投射额外射线以检测障碍物。这是为了减少意外射击到己方堡垒的情况。这一改动主要是为了优化烟雾弹的使用体验,但对其他武器同样有益。你可以在瞄准弧线中看到这些角度的范围。部分武器(如霰弹枪)的判定有所放宽,以减少快速射击时的操作挫败感。

It's now harder to smoke yourself by clipping the door Minimum clearance has also been doubled for many weapons, to better allow weapons embedded deep inside of forts to open doors near the outside. Modding Updates Thanks to Phantom's new weapon recloaking, finer control for cloaking has been added. You can make weapons lose their cloak when damaged, or not lose their cloak when firing, and adjust how long it takes for them to regain cloak. Weapon/ammo configuration values ClearanceAngleBase, ClearanceAngleStdDevFactor and ClearanceAngleSprayFactor have been added for modders to adjust new clearance functionality. Some fixes have been made to configurations of shotgun style weapons. Projectiles will spray consistently, and the weapon can overheat mid-burst. Change List 1.35.0 r20546 Add: Campaigns can have up to 4 save games, showing screenshot of last progress Add: CloakLostOnDamage weapon value (defaults to false) Add: CloakLostOnFiring weapon value (defaults to true) Add: CloakRecoveryTime weapon value (defaults to huge) Add: ClearanceAngleBase weapon/ammo value to set or increase clearance angles of weapons Add: ClearanceAngleStdDevFactor weapon/ammo value to control how spread relates to std dev for projectiles with normal distribution Add: ClearanceAngleSprayFactor weapon/ammo value to adjust spray type weapon spread Add: View.AimingGizmo.ClearanceAngleStdDevFactor as default ClearanceAngleStdDevFactor Add: View.AimingGizmo.MaxClearanceAngle constant to limit clearance angles Balance: (Buster active) Reduce depleted uranium distance from 560 to 420 (-25%) Balance: (Buster) Increase Buster's shotgun and minigun bonus vs armour and doors from 5% to 10% Balance: (Firebeam) Increase construction cost from 400 to 500 metal (+25%) Balance: (Firebeam) Increase fire cost from 2000 to 2500 energy (+25%) Balance: (Incendiary Mortar) Increase EnergyFireCost from 150 to 200 (+25%) Balance: (Incendiary Mortar) Increase ProjectileDamage from 10 to 20 (+100%) Balance: (Incendiary Mortar) Increase ProjectileSplashDamage from 40 to 50 (+25%) Balance: (Firebird Incendiary Mortar) Splash damage kept at 40 to avoid being OP Balance: (Machinegun) Flaming projectile MaxAge increased from 0.2 to 0.3 (+50%) Balance: (Minigun) Decrease MinFireAngle from -15 to -20 degrees Balance: (Minigun) Increase MaxFireAngle from 20 to 25 degrees Balance: (Minigun) Increase damage multiplier vs bracing from 1.5 to 2.1 (+40%) Balance: (Minigun) Increase MaxFireRadius from 600 to 800 Balance: (Phantom) Weapons recloak after being idle for 10s Balance: (Plasma laser) BeamOcclusionDistance reduced from 1200 to 600, making smoke better at blocking it Balance: (Plasma Laser) DeviceSplashDamage increased from 100 to 120 (+20%) Balance: (Plasma Laser) IncendiaryRadius increased from 0 to 108 Balance: (Plasma Laser) IncendiaryRadiusHeated increased from 0 to 120 Balance: (Plasma Laser) StructureSplashDamage increased from 90 to 160 (+77%) Balance: (Repair Station) Increase smoke clear radius from 500 to 650 (+30%) Balance: (Repair Station) Increase smoke clear rate from 26 to 30 (+15%) Balance: (Scattershot active) Fires 3 rockets during active, costs more to fire Balance: (Scattershot passive) Remove weapon deviation increase Balance: (Scattershot passive) Flak produces 50% more shrapnel Balance: (Scattershot passive) Shotgun projectile gain increased from 1 to 4 Balance: (Seep) In-ground missile silos are 80% the normal width Balance: (Shockenaugh) Battery metal cost reduced from 105 to 75 (-29%, -50% from base) Balance: (Shockenaugh) Smoke Bomb doesn't produce smoke when destroyed Balance: (Smoke Bomb) FireSpeed increased from 8000 to 10000 (+25%) Balance: (Smoke Bomb) RoundPeriod reduced from 0.7 to 0.35s to improve fire rate Balance: (Smoke Bomb) Smoke projectiles are slightly more spread out to cover more area Balance: (Subswarm missile) Increase rounds per burst from 13 to 14 (+8%) Balance: (Swarm missile) Increase damage from 50 to 62.5 (+25%) Balance: (Swarm missile) Increase rounds per burst from 13 to 14 (+8%) Balance: (Swarm Missiles) Increase fire cost from 1800 to 2100 (+17%) Balance: (Swarm missiles) Reduce time to build swarm from 70 to 60s (-14%) Balance: (Swarm) Gains splash damage and incendiary effect on destruction Balance: (Warhead) Gains splash damage and incendiary effect on destruction Balance: (Warhead) Increase time to upgrade from swarm from 95 to 105s (+11%) Balance: Building space for inverted missiles on Stalactites style forts removed Balance: Decrease fire cost of Cannon from 3500 to 3000 (-14%) Balance: Increase time to upgrade incendiary mortars from 20s to 25s (+25%) Balance: Reduce time to build incendiary mortars from 30s to 25s (-17%) Improve: Campaigns are marked 'Complete' when final mission is passed Improve: Increase minimum clearance from 500 to 1000 for Howitzer, Magnabeam, Smoke Bomb, Harpoon, Orbital Laser, Deck Guns, 20mm Cannon, Firebeam, Flak, Rocket, EMP, Shotgun, Laser, Cannon, Minigun, AP Sniper, and Sniper Improve: Save and restore timeline position for music Improve: Small weapon clearance angle added to test ray in direction of gravity Improve: Weapons test for clearance at angle of 1 times std dev for normally distributed projectiles, visible on aiming arc Improve: When clearance tests hit the limit of reflections and teleportations it is assumed clear, not blocking Fix: (Christmas) Cannon has Factory base when Tons of Guns is enabled Fix: (Christmas) Start sound is affected by in-game music volume Fix: (Hurricane) Machine guns rarely overheat as automatic AA Fix: (Spirals) Exposed gunner gives away faction Fix: (Spirals) Reactor is missing starting AP protection Fix: (Warthog active) Rockets don't gain 25% bonus damage and splash radius Fix: Aiming arc preview doesn't reflect recessed material during extrusion Fix: AUDIO event:/ui/hud/start_sim gets triggered when enemy core explodes Fix: Auto-orientation fails when linking to an inactive portal Fix: Background bracing preview in front of weapon turns to foreground when built Fix: Beams don't collide with overlapping smoke fields Fix: Cancelling upgrade will escape the EMP effect Fix: Central clearance ray is not parallel to aiming ray for some weapons Fix: Crash in PhysicsManager::SetDoorState Fix: Crash selecting hardpoint Fix: Desync when upgrading propellers after using drag facing Fix: Eagle Eye and Scattershot sprites show to other side when same faction Fix: Faction mods are applied early, preventing Christmas theme from applying Cannon faction skins correctly Fix: Grey smear at top of map preview in lobby Fix: Halloween commander deactivation sound is heard when special themes are disabled Fix: Hang when shotgun style weapons overheat mid-burst Fix: One way portals can be made by linking at destruction Fix: Players are kicked out of ranked waiting when matching with a player at limit with them Fix: Player's total play time can be incorrect if steam fails to respond Fix: Repair station triggering antiair effects in the wrong place on fields. It will trigger a new "repair" effect type centred on the field instead. Fix: Replays sometimes have the wrong screenshot Fix: Shotgun style projectiles are off centre with some configurations Fix: Side 2 can determine side 1's faction using neutral weapons Fix: Smoke Bombs and Shotguns hit the edges of doors easily Fix: Sparks effect SpeedMean bugged above a value of 2100 Fix: UniformSpray is ineffective when RoundsEachBurst is 1 Fix: Upgrading then cancelling the upgrade clears overheated status Make Sure To Join Our Discord If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events. Cheers, EWG

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