埃特拉月报:2025年5月版

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欢迎各位旅者阅读2025年5月的埃特拉月报。本月内容包含各类回顾、总结以及全新的社区build亮点,让我们一同深入了解! 更新回顾 5月共发布了三个重要更新,根据玩家反馈修复了若干漏洞、提升了视觉效果并增加了便利性调整。以下是每个更新的亮点内容: 5月8日 - 1.2.3版本更新 1. 修复了装备魔力引导器时,玩家在引导专注状态下无法正常使用烈焰冲刺的问题。 2. 修复了团结纹章未能强制元素新星拥有所有元素标签的问题。 3. 修复了不稳定逆转的漏洞,该漏洞导致分配永恒过去后,仍无法阻止触发需要能够回溯时间的效果(如扭曲时间)。由于未提供具体游戏名称及更新内容,无法按要求优化标题及排版,直接返回原文:5月15日 - 补丁1.2.4:改进了沙漠峡谷的环境视觉效果;改进了大学院的环境视觉效果;改进了风暴席卷群岛的环境视觉效果。5月22日 - 补丁1.2.5:修复了一个bug,即从技能冷却时间中恢复固定剩余时间的效果,会将技能冷却时间的百分比恢复,就好像没有增加冷却恢复速度的来源一样;修复了一个bug,即当由于锻造大师的力量而使用双手武器和盾牌时,Rive会使用双手视觉效果,而不是单手效果。修复了在召唤迅猛龙技能点数发生变化且已召唤其他伙伴时,导致迅猛龙召唤数量超过伙伴上限的错误。 其他修复 热修复发布 本月我们发布了六个热修复,以下是每个热修复的列表: 5月2日 - 热修复1.2.2.2 错误修复:修复了部分玩家无法解锁强化圣所的问题。 修复了物品链接仅显示白色文本和彩色下划线的问题。 其他改动:减少了鼠标悬停地面物品标签时工具提示的显示延迟。 商店中移除了永恒支持者包。 5月8日 - 热修复1.2.3.1. 修复了在WASD模式下与物体交互后无法使用技能的问题。 2. 修复了储物箱和商人窗口中的物品变灰的问题。 3. 修复了战利品筛选规则可能无限重复的问题。 5月9日 - 热修复1.2.3.2 1. 回滚了导致错误技能点丢失通知 spam 的更改。因此,我们仍在努力修复技能面板闪烁指示器的问题,该指示器本应在卸下带有+X技能的物品时触发。 5月15日 - 热修复1.2.4.1 1. 回滚了关于关闭筛选器时标签不总是更新的修复。 2. 这解决了1.2.4补丁引入的物品标签移动导致难以点击的问题。 5月23日 - 热修复1.2.5《Eyes on Eterra》1.2.5.2版本热修复公告 2023年5月30日 1. 修复了仆从和伙伴头像未在左上角显示的问题。 2. 修复了特定界面中储物箱按钮无法使用的问题。 3. 修复了符文、 glyph(原词)、碎片和编织回响的战利品标签在物品被拾取后不消失的问题。这只是一个视觉错误,所有看似未被拾取的符文、 glyph(原词)、碎片或编织回响都已正确发送到玩家的 inventory(原词)。 4. 修复了在短时间内掉落大量战利品后,部分物品标签可能无法显示,直到禁用再重新启用战利品过滤器的问题。此问题在触发预言时最为明显。 赛季2数据 新赛季、新内容、新 Boss、新数据!随着大量新内容可供探索,以及哨兵职业近乎全面的重做,许多玩家选择虚空骑士之路,或是成为艾特拉圣骑士,之后才去体验类似劳拉·克劳馥式的冒险,这并不奇怪。 不过,当玩家们探索完古墓与墓地,耗尽编织回响,并击败阿贝罗思后,来自永恒之门的新挑战者出现了——超级阿贝罗思。其击杀死亡比(KDR)是普通版本的122.5倍,毫不留情,这很可能是导致1060万次流亡编年史玩家死亡的重要原因之一。 但1级时发生的392次玩家死亡可不能归咎于超级阿贝罗思,所以别往它身上赖。

Twitch掉落物品返场活动现已结束,希望大家都能获取到首次活动时错过的外观或宠物!如果仍有遗漏也无需担心,这类返场活动很可能不会仅此一次,请持续关注我们的社交媒体以获取未来Twitch掉落物品返场的相关信息。如果有特定物品希望再次获得获取机会,欢迎在下方告知我们!

迈克的预告 5月2日 迈克在游戏中的死亡让我们迫切想了解这些预告图片的更多信息,但无论我们怎么努力,他都不肯透露其他任何内容——这几乎激起了我们原始的愤怒……

5月9日 本周迈克展示了第三季的两个新侍僧预告,用他的话说,我们有旧事物、新事物、借来的事物和蓝色的事物!

5月16日 新的一周意味着新的直播和新的预告,迈克分享了这个可爱的小家伙作为第三季的预览!

5月23日 - 背景故事直播! 我们的背景故事大师凯尔与迈克一同深入黑暗,为大家揭晓《最后纪元》的背景故事!你可以在我们的YouTube频道观看完整回放。

5月30日 为了结束这个月,迈克分享了这个带尖牙的盾牌。如果它不具备防御性,那为什么是防御性的形状呢?

社区模组精选 五月总是充满各种可能性。或许用“或许之月”来形容这个月会更贴切。本月的社区精选要献给一位将这种可能性铭记于心并坚持到底的人。

PotatoFalz 试图打造一个回归《最后纪元》核心乐趣的熔炉守卫build:用自己的方式享受游戏!“威廉·韦弗,矛盾体”这个build尝试尽可能多地使用“织者意志”物品。PotatoFalz 自己也承认:“这个build绝不是稳定的,也不算强力。但它确实让我击杀了阿贝洛斯。”我们觉得这就够了。它有趣、有点古怪,充满了“可能性”,但只要你玩得开心,那又有什么关系呢? 通常,这里本该是我们详细解析build并说明预期效果的部分,但……当一切都充满随机性时,我们又该如何解析呢?因此,我们想邀请你查看PotatoFalz在Reddit上发布的帖子以及他们创建的Build指南,亲自了解一下。 认识团队 五月充满了新的和令人兴奋的事情,但它也意味着我们博客中一个深受喜爱的板块即将结束。在EHG认识团队一直是一种乐趣,并且在许多圈子里,这是每月回顾的亮点。话虽如此,我想让大家知道,“认识团队”将不再是《Eterra Monthly》的一部分。相反,它将转移到一个更精致、更值得的博客——《Making Last Epoch》。这是一个每月一次的栏目,带你了解Eterra世界的开发幕后以及背后那些独具天赋的人们。我们希望大家都能加入我们,但在此之前,请和我一起感谢我们的资深数字艺术家科里·弗里曼,感谢他坐下来回答我们的问题。

Tell us a little about your job and what it includes. EHG is a pretty scrappy studio and there are plenty of us who wear a lot of hats. My official title is Senior Digital Artist (which is kind of silly because it’s not like we have any Senior Analog Artists). Most of my duties are in supporting the Marketing team with art and design assets. I lead the charge in developing our key art and logos for each patch along with creating graphic assets we need along the way (we make hundreds with each release). I also help to shape our trailers through storyboarding, art direction, writing, and more. What inspired you to get into Digital Art, and how did you end up at this studio? Like a lot of kids, I always loved to draw. And when I was six, my big brother bought a Super Nintendo. I already had a Pong system and a Gameboy and was already enamored with video games, but now I could play games in color! A couple of years later Mario Paint came out and introduced me to digital art (and using a mouse) and I’ve been making art with pixels since. I always wanted to get into video games, but knew that would be crazy hard, so I followed the “realistic” career path of graphic design while I continued to hone my illustration and concept design skills. Over the course of a couple of decades, I worked on a few personal video game projects, created art for several board games, and had my illustration work licensed by brands like Star Wars, Dungeons & Dragons, Marvel, and more. I had no professional game industry experience, but I built up a portfolio that was plenty relevant. After years of working a big corporate design job that wasn’t particularly fulfilling, I was on the hunt for something new and one day my awesome wife sent me a job opening for a Marketing Artist at EHG. I hadn’t heard of the studio or even of Last Epoch, and wasn’t sure what to expect but thought it was worth shooting in an application. And here we are… three years later and still having a blast! How does working at an indie studio differ from working at a larger studio? This is my first video game gig, so I have no frame of reference within the game industry, but I’ve worked for many companies, some much bigger and some much smaller, than EHG. For most people a job is a job. At EHG, people really care about their work and that passion means we’re always setting our own bar higher and higher. How do you balance working from home with your home life? It’s honestly not always easy. Having a job you care about, where you can always elevate the project by putting in more time, means you have to be careful not to over do it. When my kids are around, it makes it much easier to unplug from work because I simply can’t pay attention to both at the same time. I’m also very fortunate that everyone at EHG seems to understand how difficult the balancing act can be, so there’s lots of support from my colleagues to make sure we stay on that tight rope. How do you balance creativity with practical constraints like time, budget, or technical limitations? We just never have the time or resources to do everything we want to do. But that’s pretty much the reality of any creative job. We earn our name, “Eleventh Hour” every patch, because we’re always trying to jam as many cool new features in as possible, even right up to our deadlines. Everyone on the team really wants to make the game the very best it can be. What’s the most impactful lesson you’ve learned while working in an indie studio? You can do a lot with a little if you have the right people. We’re a small studio up against competitors who have teams and budgets many times larger than our own. I think it would surprise a lot of folks just how small our teams are, but I think we’ve gotten pretty proficient at making a big splash from a relatively low diving board. How do you stay motivated and creative, especially during long or difficult projects? Making a live-service game means there’s never much rest because we’re always grinding on something. Fortunately, everyone on the team is super passionate and that enthusiasm is always infectious for me. Plus, when we get a new launch out there, seeing players share their favorite builds or discuss new features always helps fill the tank. What kind of feedback from players do you find most helpful or motivating? This feels like a bit of a cop-out but I tend to find all kinds of feedback pretty helpful. Constructive criticism is always appreciated and those are probably the notes I spend the most time with because they tend to be the most thought-out and actionable. Is there anything you’ve worked on that you are particularly proud of? Anything that stands out as an achievement? When I first came on board at EHG, the studio was in the early stages of a visual rebrand. That kind of project is a dream design gig, but they had already started the process with an external design agency. Even still, I asked to be able to present some logo concepts. Judd said that for new employees (this was technically before my start date) they try to start them in the shallow end of the pool. I kept asking and he agreed to give me a shot. The concepts I showed were promising and ultimately I was able to design our new studio logo. The lesson here: if you want something, ask for it. Be your own biggest advocate. What advice would you give someone who wants to get into this industry? From an artist’s perspective, make sure you show your work. Make a portfolio and fill it up with the type of work you want to do. Show that you can be really good at that thing, but that you’re curious and capable of doing more. And talk to others in the industry. When I was a middle-school kid (before social media), I would find e-mail addresses of artists I loved and just ask them questions. Few would respond, but those who did gave me loads of valuable insights, but also reminded me that the industry is made up of people who had a dream once and just kept working on it. It may sound cliche, but hard work really is a huge part of it. Is there anything else you’d like to tell our readers? I just want to say “THANK YOU!” for playing Last Epoch and supporting a small studio. Community Fun Discord Discord user Olvrin continues to impress with their Item Art! We’d love to see what you can create too!

海龟给予,织者夺走。许多传奇潜能都遗失在远视海龟的背上,但这不适用于An0therOne,他似乎在自己的帕拉鲁斯圣光上找到了所有潜能。用EHG_KissingAiur的话说——“兄弟”。 我们知道获得红戒指可能需要一段时间,但也不至于这么久!Reddit用户kkassius_的爷爷却仍在坚持不懈地寻找!

我们都努力让每次攻击都有价值,不过有时候少即是多。FadingGrin在Reddit上用其完美的【灰烬打击】DPS证明了这一点。干得漂亮。

另外,看在艾特拉的份上……如果你要分享物品,请务必开启高级提示信息。

回望过去是《最后纪元》的一部分,所以我们想分享一些过去在Reddit上发布的精彩 artwork。这里有Nerva1创作的【死灵法师与她的仆从】、Drikrystal创作的【希奥罗特同人图】以及leiftronbravo创作的【角色选择界面】!

感谢阅读 以上就是《最后纪元》月报的全部内容,这份报告涵盖了《最后纪元》世界中的事件与变化。希望大家喜欢本月的报告,我们很快再会。