《伊卡洛斯》第217周更新内容 | 项目诊所

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翼星求生 ICARUS
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欢迎来到第217周。 上周我们曾提及本周将发布全新的创意工坊镰刀,其特色效果源自瘴气工具、黑曜石工具以及超冷冰工具。但目前我们决定暂缓发布,以便团队能专注于“项目诊所”(Project Clinic)以及植被重生问题。创意工坊镰刀将在之后的日期添加。 本周我们针对即将推出的“危险地平线”(Dangerous Horizons)扩展内容的部分元素进行了一次集中的游戏测试。我们将这类集中测试称为“项目诊所”,这是一段我们在游玩过程中进行快速修复和迭代的时期。尽管“项目诊所”主要围绕我们的下一个大型扩展以及即将推出的引入生物遗传学和畜牧业的免费更新展开,但对整个游戏的测试也让我们能够进行更广泛的改进,其中几项改进已包含在本周的补丁中。我们还分享了针对植被重生问题修复的最新进展。过去几周,该问题导致树木和岩石在玩家基地中意外重生,我们已对此展开调查。

本周:项目诊疗 项目诊疗是指让我们的团队像各位玩家一样体验真实的《翼星求生》,然后将遇到的任何问题或合理的游戏改进建议直接转化为修复内容和新功能,无需经过传统的制作流程。这使我们能够全面优化游戏系统的各个细节,让《翼星求生》的体验更加自然流畅、浑然一体。 简单来说,这是一段短暂而高效的时期。开发者通过集中体验游戏,针对发现的问题迅速做出调整。发现问题后会立即进行分类处理,要么当场修复,要么记录下来留待后续解决。这里的“问题”不仅包括漏洞,还涵盖功能缺失以及设计和平衡方面的问题。通常情况下,向游戏中添加内容往往需要漫长的流程。项目诊疗是一种很好的“为项目对症下药”的方式,能够当场解决问题。有时项目需要一点冲击,以摆脱阻碍它发展的因素。只有在资深及以下级别的玩家进行大量集中的游戏测试后,才能明确知道缺少什么以及存在哪些问题,这样的诊疗才成为可能。 这种方式的缺点也很明显,可能会让项目陷入混乱,还容易打乱常规流程。不过我们发现,偶尔进行这样的“干扰”是有益的,它有助于发现那些不必要的流程。这也迫使项目中的许多人重新评估那些与游戏实际情况不符的固有立场。这与我们“游戏是用来玩的,而非制作的”理念非常契合,而这一理念正是工作室制作电子游戏的“极简主义”方法的核心。

本周:项目诊所亮点 水资源与网络改进 1. **可部署存储对象资源调用优化** 主要改进之一是,在制作台判定配方所需资源时,现在可以直接从可部署存储对象(如电池、雨水储液器和便携式水箱)中提取资源。例如,此前在厨房制作腌胡萝卜时,即使连接的储水装置已满,仍需启动水泵;现在这一系统已得到优化,可支持此类场景,这在引入更多资源和网络后将更为重要。 2. **饮水交互整合** 此外,我们已支持直接从T3净水器饮水,并整合了雨水储液器与净水器之间的饮水交互方式。

# 物品栏交互改进 本次更新修复了物品无法从玩家生存槽位(如氧气瓶和水袋)中换出的问题。此前,**堆叠数量为1的同类型物品无法被正确识别为有效的交换目标,导致无法通过物品栏进行交换**。现在,你可以直接拖动氧气瓶、水袋及其他类似物品进行快速交换,从而更快地与净化器、氧化器和实用槽位进行交互。

《生物改进》更新内容 1. **修复了建筑中可行走地面角度未正确计算或分配给NPC的问题**,该问题可能导致多个生物无法按预期走上斜坡。此问题现已修复。 2. **修复了坐骑和驯服生物在饱食度低于75%时有时无法饮水的问题**。此修复还应能防止坐骑在饥饿或口渴时从睡眠或休息状态突然站起。

新物品:象牙 我们为大象新增了一种可掉落的象牙物品,以替代此前猛犸象牙的用途。象牙提供的骨头数量为猛犸象牙的一半,重量也为猛犸象牙的一半,并可产出200份碎骨。

蜘蛛调整 1. **增加了玩家必须与洞穴入口保持的最小距离,蜘蛛才能生成,该距离是之前要求的三倍**。这将有助于减少在洞穴入口附近的意外遭遇。 2. **更新了蜘蛛的生成行为,以防止多个群体在同一洞穴过于频繁地出现**。在最后一只蜘蛛被杀死或消灭后的五分钟内,蜘蛛群体不能在该洞穴生成;如果洞穴内已存在蜘蛛,也不会生成新的蜘蛛。这些变化将使遭遇战更加可预测和平衡。

平衡性调整 我们还对碳纤维护甲和碳纤维背包的配方进行了调整,现在这些配方将使用电子元件和金线,而非大量的有机树脂。 底部的详细更新日志中包含了数十项其他小型更新与改进。

本周:植被重生更新 本周我们对现有勘探区域中植被意外重生的问题进行了调查(感谢所有反馈此问题的玩家)。我们已知,当关卡在经过修改后由构建机器重新生成时,植被会随之刷新。以往进行此类操作时,我们都会提前向玩家发出警告并在更新公告中说明。但近期我们并未对这些现有关卡做出任何改动,植被却依然出现了重置现象,因此我们意识到存在未知因素导致该问题,并且花了一些时间才查明原因。我们发现,对用于定义植被设置的数据表进行特定类型的更改时,会导致数据与预期不符,进而使植被数据失效并重新生成。此次对数据表的更改,是我们为即将推出的新地图添加新植物和可采集资源流程的一部分。在确定这是问题根源后,我们已制定相关流程,以确保未来的新增内容不会再次导致植被数据失效和重新生成。尽管《翼星求生》已推出超过4年,但仍有改进空间,我们会不断扩展流程和验证步骤,确保新发现的问题不再重复出现。这既是数据驱动内容创作的优势,也是其面临的挑战。一方面,我们有理由相信新增内容能够直接正常运行。但另一方面,有时也可能因数据本身出现一些意外问题。此次问题的原因在于,预期的数据形态与新增数据不匹配,导致整个植被系统需要刷新。既然我们已经意识到这一点,就会设置流程防护措施,确保未来若必须进行此类变更时,会提前向玩家发出通知。

下周:项目优化持续进行 下周我们计划继续推进项目优化工作,包括持续进行游戏测试、内容创作、迭代更新、平衡调整,并为基础游戏及《危险地平线》添加新功能。

Your support makes these updates possible. https://store.steampowered.com/bundle/66187/Icarus_Second_Chance_Bundle/ https://store.steampowered.com/bundle/35727/Icarus_Complete_the_Set/ Changelog 2.3.28.147909-rel-GreatHunts Fixed [expand type=details expanded=false] Fix Flat solar panels not counting as solar panels for some missions due to base class change Updated DEP_Coal_Burner mesh, textures and destructible Tripled the minimum distance players must be from cave entrances before spiders are spawned Groups of spiders will no longer be able to spawn at the same cave within 5 minutes of the last spider being killed or destroyed Groups of spiders will no longer be able to spawn at a cave if spider(s) already exist there Update Caveworm spawner preview mesh to also include buried state. Hook material swap back up based on creature type Adjusting Carbonweave Armor / Backpack recipe - now uses electronics and gold wire instead of large quanitites of organic resin You can now drink from the T3 water purifier with X Adjusted T1 water purifier to be drunken from with X to match rain reserviours [/expand] Future Content [expand type=details expanded=false] Started TU_MED_002_DLC2 Cave, Elysium Debug output spelunking depth on CaveComponent temporarily while isolating cave issues Adjustment to end mission 3 dialogue to make it a bit snappier to keep the players attention and focus Adjustments and fine tunes to radiation audio Ely - fixed cave entrance actor rotation in Arctic > NW volcanic transition cave, red quad Adjusted timings for dialogue in ELY6 finale sequence Fix character mesh in CT_Cave_Entrance tool pointing 90 degrees wrong rotation causing directionality confusion Radiation adjustments. Now based on needle radiation amount, removing from uranium node audio event. To be fine tuned in game experience Mission 6 Search area not on compass. Fixed MapSearchArea not working with the icarus compass Ely - removed foliage and grass + additional set dressing around radiation zone, removed cave prefabs from unused part of map in swamp, orange quad Added Rocks to Cave Tunnel in the Rad Caves in the Arctic Green Quad, Elysium Added Animal Husbandry Modifier icons Removing Cat Meshes from the Aquarium Adding Workshop Cats / Dogs / Rams etc for Homestead Ely - additional set dressing around radiation zones in NW volcanic, red quad Added Decals and Small Rocks to Expanded Radioactive Area in the Desert on Yellow Quad, Elysium Dialogue tweaks and quest dialogue adjustments, OS small tweaks Ely - swapped Uranium Nodes to MetaSpawns, added to D_ExoticSpawn Dialogue and quest text tweaks for ELY6 ELY6 - Fixing Quest Markers that where not saved Added additional valid check when making entries to PlayerHistoryTracker to prevent dedi server crash when multiple clients join Adding saloon door opening audio Added accolade text for DH Steam Achievements Added valid check when making entries to PlayerHistoryTracker to prevent dedi server crash when multiple clients join Adjustments to how radiation is triggered. Now based on proximity to uranium node rather than modifier low rad, medium rad and high rad states Added Scoria material versions to all curved and diagonal Brick buildables Ely - replaced Deep_Mining_Ice with DeepOreDepositSpawn Ely - fixed manual cave entrance actors to point the right direction in geothermal, red quad Eden - fixed foliage clipping Resaving Mount Tooltip as Variable Names Changed Tames can now specify unique gestation periods, defaults to 1500s (25min) The uranium nodes and crystals will now light up / dim depending on if the nearby uranium node has any resource left that can be mined Updating the Meta Nodes Spawner DT to point to the correct class when spawning uranium exotic nodes Committing inventory component to fix the radiation fix compile error Adding Curve for the Radiation Strength based on distance Quick pass on Genetic Values so level 3 is always 0 increase / decrease, slight adjustment of stats Adding Male / Female Symbols to mount tooltip New Mounts & Tames created / spawned / tamed in Homestead will automatically generate their wild genetics If Animals who are gestating are resting on an animal bed, their gestation speed triples Males will now only succeed in fertalizing when they are close to the female rather than 2000 units away The Fertility Serums no longer provide food recovery Renaming BT.Pregnant to BT.Husbandy which is used to drive husbandry behaviours Males will now find and move to females when attempting to fertilize Moa's and Buffalo will attempt to find a bed to rest on when gestating When animals are gestating they will default to passive behaviour and find a bed to sleep, they will wake up and eat / drink as appropriate Cows, Chickens and Goats will attempt to find a bed to rest on when gestating Datadrive the finding of females class and fetilisation checks as well as adding functions to BP library so they can be accessed in other classes if needed Adding additional restrictions to fertilisation (Must be Females, Must have Genetics Accessed, Cannot be in resting state immediatly post gestation) ELY6 - Adding fallback case to mission 6 security door to the tower, in case you have already entered the code ELY3 - Preventing 6 extra Eden Devices from spawning during the mission ELY6 - Injecting new quest steps for moving to and through the cave to the northern arctic - hooked up dialogue to correct spot Renamed Homestead Lantern to Rustic Lamp to help people realise its a deployable rather than one that can be equpped in the light slot Adding Mission Images for ELY1/2/3/4/5/6 ELY4 - Removing Debug Spheres from the epic creature quest steps update on mission six orbital sequence FX Data table setup for new dog tames Improvements to Food tools, output Health/Stam values Drones - Removed carrier attack override that was causing constant jitters when target not in sight Added TU_SML_002_DLC2 Cave and Added Prefab, Elysium Added new tusk item for elephants to drop instead of mammoth tusk. Elephant tusks grant half the bone amount and weigh half as much Added better corpse rewards for Yeti Pushing alarm further back Ely - added TU_SML_001 cave level + prefab Ely - rotated entrance actors for M6 cave to hopefully fix lighting/audio issues Pull back of the siren in OL Tame capture device is now a g-slot item Added WIP prototype for item that can pick up and deploy tamed creatures Added assets for Animal Nesting Bed, including SM, materials and textures More adjustments and fine tunes to the OS sequence. Slightly reducing the alarm and increasing scream for more intense Change lake in Eden to have 'rain' water with decreased chance of dysentery Update the the French Bulldog texture and skinning, Update to the Border Collie fur splines Calfs will now grow up into Bulls if they are male instead of male cows Added Advanced Exotic Delivery Interface item icon ELY1: Make Tower base unobtainable, fixes battery being destroyed via weather and no EZ gains concrete mansion in first mission Remove 'Recommended' from Elysium drop group More scary OL audio and adjustments Put a fix in for mounts / tames sometimes failing to drink when food is <75%. Fix should also prevent mounts from abruptly standing up from their sleeping or laying state when hungry or thirsty Renaming Rad-X to Anti-radiation Shifting the geiger counter to T5 and positioning before the uranium extractor Removing emitters from Uranium nodes and deposits, so only in placed emitters are the ones the generate radiation for the enviroment calculation more additions and updates to the OS sequence m6 Fixed building pieces creating dynamic materials on tick Adjusting Network component so that crafting benches can draw water from batteries (rain reserviors) Updated Border Collie and French Bulldog assets and BPs Remove grass from three way cave in the Swamp/Tundra/Desert on Yellow Quad, Elysium Final security door camera fix Consistency pass on security doors to ensure they focus on the keypad when interracted with Replaced slinker frost affliction chance with bleed balance pass on NPC dialogue volumes and consistency pass on secutiry door ELY1: Increase required height for flare to 200m. Decrease flare mass so that it will reach about 220m, requiring about 30m build height. Improve DebugBallistic cheat output including peak apex height. No longer disable tick on FlareArrow once apex is reached otherwise Debug stops working and wasn't really needed ELY2: Remove Exploration tag More OS tweaks Lots more work on the orbital strike sequence. Adding TF laser audio and reverse scream and lots of tweaks to timing and balance Ely - fixed buried voxels in arctic, blue quad Landsharks will now drop the landshark vestiage as intended Fixing issues where items cannot be swapped out of the survival slots on the player (Oxygen Tank / Water Skin) items of the same type have a stack size of 1 are no longer recognised as stackable items in terms of the swapping invenoty action updated Orbital Squence FX, polished details of each effect Adding Banana Toast Recipe For Dangerous Horizons Adding Soybean -> Milk Recipe on the Kitchen Bench and Advanced Kitchen Bench for Dangerous Horizons Increasing Uranium Generator output from 10000 -> 100000 and adjusting transmuation rate of uranium so it still lasts for about 2 hours real time Updated Stone and Concrete fortification assets, Ramp, walkway and Platforms Added ability to unclaim owned mounts in Homestead builds, allowing other players to take ownership Adding T3 Kitchen Sink Icon Adding Sink to T3 and changing name of T4 sink to Marble Pumped Sink T3 Sinks provided filtered water and not treated water T3/4 Sinks modifier effectiveness is now scaled by cleaning effectiveness stat Shift Retaining Wall into T1 tech tree off the dirt foundations Incorperating Fridge, Well, Silo, Planter, Pitchfork, Scarecrow, sweing machine, fridge and kitchen alternatives into BP tree Adding ability to toggle on and off lithium tools with 'R', adding prompt to the UI Adjustments to rewards for ELY Faction Missions Quick Setup of Sandwyrm Backpack, Lantern, Target, Egg, Chair, Throne, Lure Elysium is now Radioactive again - have enabled all emitters to emit radiation as intended Fixing item and modifier decriptions for anti-radiation items Fixing Cargo Slot Virtual Stat calculation EL3 - Adding Hazmat BP as a reward for the mission Clamping a Carryweight and Melee Damage Added temporary fix for creature genetics bringing stat values below zero. Fixes issue where some tames spawned overencumbered Adjusted dialogue subtitles in ELY3 ending sequence Adjusted FX details and timing for orbital sequence Reduced wool cost in most recipes to better match the output of sheep Added New Shaders and WIP textures for the moa breeding colour variants Adding Super Rare Black Moa Variation Various Homestead asset/BP fixes Fixed issue where walkable floor angle wasn't properly getting calculated and assigned to NPCs in builds. Should fix issues with multiple creatures not being able to walk up ramps (effectively increases walkable floor angle of most NPCs from 45->50) ELY Ach - Added missing d_accolade information in last submit ELY Ach - Place reactor/concrete or stone fortifications/crude oil generator. - Make laser pistol/portable battery. - skeleton for mushroom biome and hammer to break drone spawner Added More Caves to the Desert on Yellow Quad, Elysium Adding unique raptor mount attack and flinch events so the volume can be adjusted accordingly. Removing random vocalisation from yeti boss kill mission part swapped ground mat on BP_MetaDeposit_Uranium to fix pink glow ELY Ach - Enter geothermal implement ELY Ach - Kill spectre achievement. Changed tame quests to use gameplay tags instead of the creature type for future proof Update Wood Burner BP to add lights/VFX to suit updated mesh. Tweak LODs Added a new jet black moa variant textures and materials to be used for the super rare variant ELY Ach - gain 5000 uranium exotic Ely - fixed landscape seam in arctic between green and orange quads Added Empty, Butchery, and Herbalism benches for Homestead, as well as updaded the other Homestead benches with a minor translation shift to ensure that they all line up with the Empty corner piece Ely - fixed hole in landscape near M6 location ELY Ach - Kill queen/kill queen on hard implement New Tundra caves - tweaks to TU_SML_001, added TU_MED_001 and MED_003 Update Eden Landing Pads to use split mesh setup for surface type reasons. Fix up Light hierarchy and parent to SK sockets ELY Ach - Tame raptor/skulk/storca/chew/slinker achievements Additioanl fine tune to lower level radiation levels and also slight increase to distance of rad prospector vocal range Added initial plant boss art assets to the project Increasing tolerance for randiation audio to account for very low levels of radiation. Currently was not registering if under 10% ELY Ach - Drop into ely first time implementation Adding idle animation audio for raptor for nibbling and footstep notifys ELY Ach - Implemented 250 drone kills Add additional _R parent for Corner stairs so snow setup can be configured properly. Remove recently added snow mesh variations as the scaling can be done via the Snow component variables instead. Delete unused Stairs_Corner parent BP. Scale snow component to what it should end up as for quick visual confirmation ELY Ach - All 6 mission quests and 'complete all' quest implementation Adding 8 new Buffalo Rare Variations for Genetics Adding Point Allocation algorithm for genetic combination in generation of child stats Increased BP_AISpawner max spawn count in ELY from 15->30 to match other terrains Removed include to fix build error Mix pass. Reducing audio spam for being burnt by fire. A few general mixing things. Making the best snow outfit sound a little more destinctive. Removing profilings. General touch ups and balances based on profiling Added a persistent spawn blocker immediately surrounding Eden Added new creatures to the appropriate texture collections balance pass on vocal volume and damage volume from bullets from drones since this wasnt originally in. Slightly louder cut through for more obvious damage taken. stopping audio from playing outside of distance for eden layers etc Added French Bulldog Bones asset to the project and added it to the French Bulldog and Pug corpse BPs Further tweaks to Irradiated Prospector collision MemTestMap now supports building and deployable placement Updated TU_MED_002_DLC2 Cave Prefab, Updated TU_SML_002_DLC2 Cave Prefab, Elysium Cave_AC_MED_008_DLC2 - added rocks on 1st level ceiling to cover cave worms sticking through Adding unique event and callback for unique variations Adding Genetic Skin Variations to Moa's and Buffalo Adding new variable to mount recorder so that we know genetics have been assigned Adding new cheat for spawning mounts where you can pass the variation through Updated Skin Variation Genetics - we roll a 80% chance to inherit the skin from one of the parents (at an even chance) and a 20% chance to mutate to another skin from the wild weighted list AI debug command now prints into to all connected clients 2 Unranium Nodes are Guarenteed to be selected during exotic replenishment The Manufacturer will now display whats crafting on its screen in world Adding Oil Can Item in the T5 Tech Tree and slightly adjusting recipe for Oil Barrel Oil Barrels can now be deployed on the ground Cleanup of old mission devices and oei's in eden Adding a high fur cost biofuel recipe for the composter for dangerous horizons Slightly raised up LC cliff in red quad to prevent navigation from being blocked inside mission 3 bunker Fix Half Floor and Quarter Floor snow mesh setups Fix Half Ramp snow mesh setup Update Elysium minimap textures Raptor footstep adjustments Finished TU_MED_002_DLC2 Cave, Added Prefab and Added Voxels TU_SML_002_DLC2 Cave, Elysium Adjustments to raptor new attack animation audio Updated moa colour variants with tweaked colours. Updated Moa to use new eye shader. tweaked moa LODs. Created carcass materials for the new colour variants Various improvements and tweaks to Yeti combat behaviours Mixing pass from multiplayer session. Saving profile of audio dropouts when entering cave on mount. Cave listener correlation not correcting itself until got off and on mount Added base and rare variants of Buffalo textures, as well as updated the gfur settings for the juvenile buffalo Increase sort order transparency on Radiation sphere from 0 to 1 so that it renders over the top of cave voids Convert dead mount name variable from string to name and save data Show dead mount's name on hover of corpse icon Adding Biomass -> Material Recipes for Dangerous Horizons Converting Cleaning Device & Organic Residue Cleanser to no longer be auto-select recipe machines Orbital sequence FX polish Increased Irradiated Prospector agent step height Tweaked collision and movement settings on Irradiated Prospector to hopefully allow them to walk up ramps in build Add map/compass icon for dead Mounts :sadge: Adding 2 Lava Hunter Spawns to Elysium Shifting Sandworm & Slug spawns on Elysium Manufacter now has the same recipes as crafting bench, machining bench and fabricator Fix Chew Mount stat curves being 0-120 (should be 0-50) and buffed health values. Based wild chew min health from 1500 to 2000 Remove obsolete 'Group' variable from Cave Creature Spawner BP Big round of mutation animation notifys for audiuo Add Max Health/Stamina stats to new DHs food modifiers. Add ability to Filter ItemsStatic and/or Modifier results Orbital sequence timing adjustment slight adjustments to tone of radiation geiger to closer match reference. adjustments to spawn amount of geiger counter sounds to ramp up slightly more with needle Locking the new Workshop Sickles Fixing issue with Workshop Calfs the where feature locked when they where not supposed to be Unlocking and Balancing New Inarus Workshop Sickles Small fix to crafting tags so that uncommon vestiges use the correct gameplay tag query Adding new NPC to Eden who you can trade Vestiges for Ren (prototype) Radioactive Items can not longer be put in bags Inventory Radiation Emitters now Scale based on stack size Adding Small Emitters to Uranium nodes to create hotspots within the larger area [/expand]