天才在左我在右

天才在左我在右

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天才在左我在右
2026-02-13 09:00:52 · 发布在 「Monster Hunter Wilds」
更新摘要(版本 1.040.01.00)

你必须安装最新版本的《怪物猎人:荒野》才能进行在线多人游戏并访问可下载内容。 发售日期 2025年12月17日(星期三) 注意:发售日期和时间可能会在不事先通知的情况下变更。 显卡驱动版本 请更新至以下驱动版本以确保获得最稳定的体验。 – NVIDIA GeForce:581.57 或更新版本 – AMD Radeon:25.9.1 或 25.9.2 注意:已发现 AMD Radeon 25.10.2 及更高版本驱动存在一些问题。 注意:由于 NVIDIA 和 AMD 支持情况等因素,本信息可能随时变更。漏洞修复与平衡性调整 修复了法比乌斯及部分支援猎人在未能削弱 Gogmazios 的特殊攻击时会持续撞墙的问题。 修复了若之前设置了特定排序顺序,在从熔铁炉菜单中选择“融合遗物”或“工匠素材箱”选项时,应用更新后游戏可能崩溃的问题。 修复了在区域间移动或从 Gogmazios 任务撤退时,游戏在淡出过渡期间有时会崩溃的问题。 修复了文本语言设为波兰语时,部分 Gogma 素材名称不显示的问题。

天才在左我在右
2026-02-13 09:00:49 · 发布在 「Project Zomboid」
42.8.1 不稳定版已发布

如何订阅不稳定测试版分支?

热修复补丁 41.8.1: 修复了未勾选视频特效时游戏无法启动的问题。 欢迎消息可在选项中关闭。 41.8.0: 新增

Introducing ragdoll physics. - Ragdolls are currently enabled for vehicle collisions and gunplay. - Melee ragdolls are planned but are not imminent. - This is the first implementation of a new feature that requires testing, balance feedback, visual feedback, and performance reports. - Disruption to your current playthrough is unlikely, but possible. - Ragdolls can be turned off on initial load, and can be turned on or off in Options at any time. Biomes improvements Added sand banks and areas of clay when close to water on the map Added a more granular way to define the floor upon which things are created. "params.placements" now takes all the types of "features" plus "GENERIC", which is used as the old "params.placements". Blending is more advanced now. - Added new properties to floor tiles ("FloorMaterial", "IsFloorAttached", "FloorAttachementN/S/E/W"). - Removed "Attachments.lua", "Similar.lua", and all "attach" from the features. - Automatically generating potential attachments when a world is first loaded using the new properties. - Blending takes into account 'half-tiles' and blends properly. Using the biome replacement facility and the new granular placement, we generated sand on all ph_forest biomes. Added an outline to highlighted items in the world. When the mouse is over an option in the "Extended Placement" submenu, the corresponding world item is highlighted. "Extended Placement" menu changes: 1) Sort items by name. 2) Fixed displaying only one item with the same name. 3) Group items with the same name into separate submenus when there are three or more. Extended placement UI now closes the extended placement UI if you're too far away. Added GeneratorTileRange & GeneratorVerticalPower sandbox options to support generator use in tall and deep buildings. Default values are a 20-tile range and 3 vertical power. Builder mode has it at 40 & 5. Better detection for animal drinking from puddles when the player is absent. Added Animal sinew item. This drops when butchering animals and depends on the animal's size, etc Added three new basements. The disassemble-furniture cursor will highlight objects using the "bad" highlight color, similar to the disassemble context menu. The Loot window will be displayed and expanded when opening a vehicle trunk, and collapsed when closing the trunk (unless it's pinned open). Work done on IsoMovingObject.DistToProper(IsoObject other) and IsoMovingObject.DistToSquared(IsoMovingObject other) If both objects are vehicles, the distance is between the closest points on the bounding boxes of both vehicles. HotSave improvements. Add hot-saving of Player Map, Animal Zones, and Game time. (This system is saving elements of the game world around you as you play, meaning that should your game crash or unexpectedly exit, you will not travel back in time / lose progress) Added container outlines for corpses. The Grab context menu now shows multiple corpses, and highlights corpses the same way items are highlighted. Added options to the Wash context menu to wash "All Containers", "All Weapons", and "All Other" (like rags). The "All Clothing" option only washes clothing items, not containers/weapons/rags. Added Jar of Roe recipe. Added animal's milk powder. - For now, you can only use it with either a bucket full of water or a feeding bottle full of water. (1 bag for 2 buckets of 10L) - You can now give this animal's milk to any hungry or thirsty animal. - This is to help people keep the baby animal if the mother has died in labor. Changes on wild animal hunting: - Shooting an animal will now make it flee instead of dropping dead instantly. - Animal will flee while leaving a blood trail that can be followed to find the corpse. - Animal will flee for some time, dependent on type (deer flee longer than rabbits as they're bigger and bleed out for longer) and aiming skill (to simulate if you've hit closer to the heart). Changed how animals become domesticated (aka "not wild"): - Before, it was when the animal was put in a designated zone. - Now it becomes domesticated when picked up. - This is to avoid making a zone to quickly "capture" rats & mice. - The "Grab" and "Extended 3D Placement" context menus show item icons. - The "C" button / key in the in-game map pans to the player's current position, instead of instantly jumping there. - The "Select Spawn Location" map will pan to the location of a player when selecting "With Player 1" etc, instead of throwing a Lua error. Added eternal/disabled options for time and weather to the Sandbox menu. Added sandbox options DayNightCycle, ClimateCycle, FogCycle. - Endless day and night cycle. - Endless/disabled rain, snow, storm, or blizzards. - Endless/disabled fog. Added "Color of Highlighted World Items" rendering option, to replace the hard-coded item-highlight color. World items are highlighted when selected in the "Grab" context menu, similar to the "Extended Placement" menu behavior. Bags and other container items in the world are highlighted with the container-highlight color when selected in the Loot window. Added new Pants_Skinny body location to separate out baggy and skinny trouser items Added generic action animation for mixing fluids. Added "cyclicRateMultiplier" property to HandWeapon scripts and instances. Added "Tainted" label to Liquid Info panel and Widened Liquid Info panel Added support for the 3-tile and 4-tile feeding troughs. Added retrigger last action with LMB on doors. Added progress indicator when adding fuel to a generator. Added icon for Barbed Wire fence in build menu. Added ZombieThumpChainlinkFenceDamageCollapse sound. Vehicles are now considered visible to the player if any square overlapped by the vehicle is visible. Blocked-door and locked-door sounds now play when the player attempts to pathfind through a blocked or locked door. While seated, and LMB is held, the character can now look around within a 20deg arc. Gamepad just uses standard look, no button required. Added a button to show the location of an annotated map on the world map. This doesn't copy symbols from the annotated map to the world map. Changed the "Zombie Outfit" combobox in the Horde Manager debug UI to be searchable. When performing actions like taking pills, reading items, using a lighter or matches to light a cigarette, drinking from a container, or eating part of a food item, if the item is not in the player's main inventory, the character will try to return it afterward. Does not work for characters that have the Disorganized trait. - When lighting campfires etc. the items that are used to light the fire, such as a Lighter, will be returned to their container of origin. Set up a function in HandWeapon.java, randomizeFirearmAsLoot, to serve as a single function for randomizing firearms. Firearms that spawn as clutter will have their ammunition/magazine status randomized. Weapons and other items with conditions that "matter", or have sharpness values, will have those values randomized when they spawn as clutter. Added code support for there being mapper-defined "NoPower", "NoWater" and "NoPowerOrWater" zones to handle instances like the burned villages or derelict buildings that shouldn't have power or running water. Light switches, electricity, etc. will not work in rooms that have "derelict" in their room definition name, or are in a no-power map zone. Water containing tiles, such as sinks and toilets, in rooms that have "derelict" in their room definition name, or are in a no-water map zone, will not have any water in them. Added the functions getPowerGridLifespan and doesPowerGridExist() to SandboxOptions.java to simplify evaluating the current state of the power grid. Added the functions isNoPower, isNoWater, and hasGridPower to IsoGridSquare to simplify evaluating the current state of the power grid for specific squares. When eating food and an eating utensils such as a spoon, fork or spork would change the eating animation/speed/benefits, the timed action code will search the player's inventory recursively through all bags for a utensil versus just the primary inventory. I.e. you can keep your spork in your fanny pack or backpack and still use it. Moar flyers from the flyer-factory Some new clothing items added to some appropriate zombie outfits. Added the functions dumpContentsInSquare to IsoObject, IsoObjectUtils, and ItemContainer.java - When multi-tile objects that have containers, are removed by being sledged or thumped, all of the contents of all of the containers of all of the tiles will be dropped on their tile's square. Added the MacOS Command and Command+Shift keys as valid cycle-container keys. Adjusted the lerp function when driving on grass, should make towing a trailer on grass way easier. Lowered the center of mass of the animal trailer to make them tip over less (bear in mind, turning aggressively at 40MPH will still make them flip over!). Force towed trailers to be rendered when inside the car. Added the OutputFlag "IsBlunt" to handle cases where we want the items produced to be Blunt, with it's sharpness set to 0. Added the OutputFlags "HasOneUse" to handle cases where we want the items produced to have only one use, such as getting 1 unit of thread produced by picking a rag. Added the OutputFla "HasNoUses" to handle cases where we want any drainable items produced to be empty of any uses, such as making lanterns without any fuel in them. Added Propane delivery stepvan vehicle Added raccoons lying down. BLACKSMITHING Added missing craft recipe to make a Carpentry Chisel. Added a craft recipe to forge a Wrench; giving the Calipers item some functionality. Several metal armor items can now be smelted for Steel; aside from handling sourcing steel, it also serves as a means of recycling/"repairing" broken metal armor. Players can now craft Copper, Gold, and Silver Hurricane Lanterns. Several blade-Blacksmithing crafts will accept blades of an appropriate size and tier as an input instead of a metal bar; you could use a hunting knife blade to make a new hunting knife blade, or a long spear blade instead. This serves as a means to repair damaged blades, as well as being something people would do in real life, to repair items or repurpose their material. TAILORING Added the Tailoring recipe magazine "Homespun", which teaches the learnable craft recipes for normal, simple clothing items. Added a "Sewing Pattern" item that works similarly to recipe clipping and schematics in that it teaches a single random Tailoring recipe. Some item research definitions for Tailoring progression. Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges. "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown. Long Coats, with respective textures and other qualities, can be made from the furred hides of different breeds of Cows and Calves. Jackets, as above, can be made from the furred hides of Cows, Calves, and Deer. Furred Coat and Jacket Recipes are in the Cowboy Tailoring recipe magazine; known by characters with the Sewer Trait; can be researched; and are in the Survival Schematic recipe pool. Added Sinew Thread item. Added a craft recipe to make Sinew Thread from Sinew. Sinew Thread is one of the materials that can be used to make Twine. Many leather/hide/armor recipes, but not all (there's some allowances for wilderness scenario starts), now require Sinew Thread and not normal Thread. In addition to being a requirement for some crafts, Sinew Thread can be used in lieu of Thread for other Tailoring-related crafted recipes. Tanned, Furred Animal Hides that are "Large" and "Medium" sized, adult Cattle, Swine, Sheep and Deer, can be cut into Half, and for Cattle, Quarter pieces; this is so they can be rendered into smaller pieces for crafting smaller leather/hide items without wasting an entire hide, such as making a hat or a wallet from a cow's hide. GENERAL CRAFT Added a debug tool to right-click on inventory items and, if they are used as an input for at least one craft recipe, a debug option is provided to see a list of the craft recipes it can be used for. Added the craft recipe and items for carving Bone and Wood Dice. Added a craft recipe to Untie sheet ropes; in previous builds sheet ropes could be made from many clothing items, and under the assumption that this was still true in b42, the recipe wasn't added as untying sheet ropes to recover specific clothing items becomes problematic. Added several researchable recipes for crafting progression to multiple axe and axe head items. Added a separate craft recipe to nail-spike full football shoulder pads and crash helmets as they both visually have more spikes than other items, and also to handle the nail # paradox of spiking full football pads versus single-side pads. Changed the craft recipe parser to not process skill level requirements of 0; mechanically, it's the same as not having any skill level requirement, but the appearance of 0-level Skill Requirements in the UI might confuse some people. Added a craft recipe to carve wooden cutting boards from a plank. Added a new inputFlag, MayDegradeVeryLight, which degrades tools at half the rate that MayDegradeLight does. Added items and craft recipes for making a Prison/Improvised Lighter from a Battery, Tape, and Steel Wool, Aluminum Foil, or Electrical Wire, as well as recovering the Battery from the Lighter. Added a craft recipe to craft a wall trophy item from a Stag's head. Added recipe magazines for several new craft recipes, these include "Real Gladiators", "Leather Crafts", and "Cowboy Living" to teach some leather tailoring recipes, "Herbal Remedy Growing" (medicinal herb growing seasons), and "Homemade Explosives" (some bomb recipes). Added the SharpKnife item tag so the Straight Razor item can be used for crafting; however, it also has very low durability values and will also be liable to break when used for crafting. isc Added a Tailor profession. Added toy capgun pistols and rifles, and their ammunition. These still need custom sounds, and currently use the .38 Special Revolver sound effects as placeholders. Added an zombie outfit for wild west town law enforcement, as per the flyer. Zombies in the wild west town law enforcement or outlaw outfits can have capguns on them; these were used in performances. Snowglobes are now for specific locations, using the postcard title pool; they used to make Snowglobes for everywhere/everything. Harmonica and Whistles are now visible when blown. Added new left and right Gaiter items; Gaiters can be crafted and will sometimes spawn on some appropriate zombie outfits. The code for stitching wounds and patching clothing now looks for thread by both item type and also item tag; this allows Sinew Thread to work for these purposes. Added the "break on smithing" item tooltip to ceramic molds that break when used in smithing crafts. Added craft recipe and item for crafted ammo straps, both shells and bullets/cartridges. "Normal" (non-crafted) ammo straps can be Black or Brown; crafted ones will be Brown. Added fish guts and roe. Adjusted clothing masks for wedding dress and updated texture. Added glazed ceramic teacup item and updated kiln recipe. Added filled model for ceramic teacup. Coffee Machine now uses 2 recipes, one for mugs and another for teacups, these recipes now use water from the mug or teacup (and accept mixed water) to create a "coffee beverage" item that can receive additional ingredients. Added the crafting of some Cow and Fawn hide garments. Added items and craft recipes for the player to make leather masks, elbow pads, and knee pads. Added a crafting QOL feature where items that can be used as inputs for favorited recipes will have a user-defined-good-color, which defaults to green, a star overlay on their inventory icon, and good color text in their item tooltip. - The favourite-star for recipes in the craft recipe UI and the building UI will be the user-defined-good-color, which defaults to green. Added a Tarp Piece item and a craft recipe to cut a Tarp into Pieces. - Tarp Pieces are used instead of whole Tarps for many, but not all, Tarp-Tailoring crafts. - You still need an entire whole Tarp to make a Tent, Lean-to, or Poncho. - It is intentional that you can't tape together Tarp Pieces to make a new Tarp. - As Tarps are fairly common items, and there a a fair amount of Tailoring craft recipes that use Tarps, cutting Tarps into Tarp Pieces was added so that players didn't have to use an entire Tarp to make a single smaller item, or be forced to make multiple instances of the small item from one Tarp. Added items and craft recipes for Tarp sling bags, sacks, handwraps, footwraps, hats, and framepacks. Added items and craft recipe for crafting Fanny Packs out of Tarp Pieces. The appropriate Head Sacks can be produced from Tarp and Hide Sacks, and Crafted Pillows, from the Cut Head Sack craft recipe. Revised the categories for craft recipes by reducing the number of categories and fixing confusing categorization. BALANCE Snow now fills rain collectors and items with water, slower than rain. Gasoline will evaporate much more slowly. Adjusted some fundamental blacksmithing crafts to accommodate forest scenarios. Simplified the craft recipe for breaking Large Stones into Stones so it would be easier to perform in the field. Consolidated the craft recipes for making rope and twine, as their only differences were the material type (dogbane vs hemp, etc) being consumed. Updated the Mill Sunflower Seeds craft recipe input for crafting, now consumes food inputs by Hunger Value and not item count. Removed the following items to streamline Blacksmithing: SmallArmorPlate, IronRod, IronRodHalf, IronRodQuarter, IronSlug. Changes to some low tier tool Blacksmithing recipes to make them more flexible in their tool requirements. Characters can now do actions while opening doors, climbing through windows/fences, toggling curtains & hutch door. Similar to many "primitive tailoring crafts", the SewSack craft recipe can accept either Thread or Twine to craft the sack. Adjusted a couple of Blacksmithing recipes for consistency. Added smelting properties to several items and adjusted the smelting properties of some items for consistency. Reduced the time required to perform the Extinguish Candle and Extinguish Hurricane Lantern craft recipes. Minor tweaks to some metal armor craft recipes. Decreased the weight and increased the critical chance and max damage of the Block Mace. Decreased the weight and increased the critical multiplier and max damage of the Long Mace. Several modified Baseball Bat weapons had their weight decreased and critical characteristics increased. Several modified Long Branch Cudgel weapons had their critical characteristics increased. Increased the Critical Chance of the Large Branch and several Maul and Scrap-type heavy weapons. Updated base health and skill-based health for fences and walls. Gasoline evaporation is now modified by day length. Many more Leather Tailoring craft recipes need to be learned/researched/etc. Hammers being used to construct tiles now degrade half as fast as they did previously. Consolidated some craft recipes for forging bars/bar parts. Some craft recipes for forging chunks/smaller bars accept Wooden Tongs. Removed the wild herb growing seasons from the Wilderness Survival magazine; they will be in a different magazine, "Growing Herbal Remedies". Limited casting range of Fishing Rod. Improper completion of fishing is now more punishing. Balanced fish sizes. Reduced growth times of Flax, Rye, and Wheat. Most recipes for extracting/smelting iron and steel now involve a crucible that's either empty or already has iron or steel in it, and adding metal to it. Most recipes for casting iron or steel involve using metal from a crucible with the appropriate items. Additionally, most Iron Recipes, beyond producing Iron Blooms from Iron Ore, extracting Iron Chunks from an Iron Bloom, and extracting Iron Chunks from Iron Items, require a medium-tier Furnace or an Advanced Furnace. Using crucibles of metal will help in reducing the total number of smelting/extracting/casting recipes. The Hide Jacket craft has a chance, depending on Tailoring skill, of producing a jacket with a slightly "nicer" texture. Certain non-weapon items may have their condition randomized when spawned as loot. This includes items that are weapon parts, such as Sledgehammer Heads in the trash, as well as items that are intended to have their condition reduced from being used as tools/tool parts. Reduced the "intensity" of tool damage from being used in several craft recipes that would be more easy-going on the tools, such as cooking, baking, and electrical recipes. Recipes for dismantling tools and weapons will now accept broken items; in general, any item that can be dismantled should have an OnBreak interaction performed on it when it breaks that separates the handle and head parts as-is, but there may be circumstances, such as mods, that interfere with that process. Increased the durability of several Baseball Bat derived crafted weapons. Several more armor craft recipes, but not all, require Sinew Thread specifically. Several crude/improvised type weapons that could use Rags, Denim Strips, Leather Strips, or Twine, and an ingredient can now also use Burlap Pieces instead. This does not apply to Spears, but items such as Shivs and Stone Axes. Increased base health Log Window Frame. Halved the default maximum rat/mouse population in the sandbox settings. The Handy trait, Carpenter profession, Repairman profession, and Engineer profession receive a +1 skill level in Masonry. The Cook trait, Hunter trait, and Chef profession receive a +1 skill level in Butchering; it is intentional that the Burger Flipper profession does not provide any benefit in Butchering. Adjusted some values of the hollow book items to prevent nonsensical scenarios. Changed several hide-type craft recipes that previously accepted oversized hides, so players could perform the crafts without being arbitrarily limited, to only accept appropriately sized hides; the player will now have to cut oversized hides into pieces beforehand. Duct Tape can be used alongside Rags, Twine, Leather Strips, etc., for some improvised/crude weapon and tool craft recipes. Crafting stone hammers, axes, and mauls requires more binding/strips than previously, but Duct Tape can be used. Adhesive tape can be used alongside other bindings to craft shivs. Adjusted concrete barrier collision in some locations. Reduced the time required to Chop Firewood. Burlap can be woven from Dogbane. Increased the durability characteristics of Rake Head weapons. Reduced the weights of the Mace and Stone Mace weapons. Reduced the endurance drain of several "Heavy" crafted weapons from scaling similar to a Sledgehammer to scaling similar to a Wood Axe. Reduced weight of Splinter to match Twigs. Updated ISBuildIdoEntity.lua so that skill-based bonus health can also work for recipes that don't have a skill level requirement. Reduced base skill-related bonus from 200 to 20, this value is used in some cases where the script does not define it, and was way too high. The Hide Fanny Pack craft recipe now requires a higher skill level and also needs to be learned/researched/known. Rebalanced the input requirements for several Duct Tape, Garbage Bag, and Tarp based Tailoring craft recipes. Long and Short Spearheads and Crude/Simple Blades are no longer weapons, and don't have the Sharp Knife and several other qualities for crafting and interactions. This is to make some interfaces less confusing/spammy. Slightly boosted the durability characteristic of the Spiked Short Bat weapon. Removed the recipes to knap large stones into stone and limestone into pieces as they are redundant with masonry recipes that perform the same tasks. XP gained from adding and removing patches has been reduced. It was previously increased to help players level up Tailoring more easily, but based on player feedback, using patching solely to advance the skill is not a desirable approach. Tweaked the simple/crude blade recipe to make it easier to perform. Rebalanced several older tailoring recipes, for "normal" satchels, dresses, long johns, shirts, skirts and trousers, in regards to their material and skill requirements, as well as needing to be learned. FORAGING Added forageDefaultDefs, forageSkills and forageDefs tables to forageSystem. Added forageSystem.seedTable for custom doWildCropSpawn with chance and different seed amounts. Added improved loot table and item picking methods. Added processing of item and category validMonths with bonus/malus in addItemDef(). Fixed affinity and bonus icons not rolling with their bonuses during rain/snow. Fixed affinity and bonus icons able to roll for focus items in invalid months. Removed breakTick event from updateEvents in ISBaseIcon/ISSearchManager. Re-categorised foraged trash and junk items and matched rolls for all junk/trash mixed table tiers. Removed sprite affinity cooldown and reduced forage bonus/focus item chances for some categories. Added validMonths table to forage item and category definitions with bonus + malus added. Added forageSystem.isValidMonthInternal(), getMonthMulti(), getWeatherMulti(). Fixed icons rolling for empty categories in winter. Adjusted default chance for categories to 0 and 0 per zone to fix another issue with picking empty loot table categories. Added items foraging rain/snow bonuses scale with rain/snow levels instead of a flat percentage. Renamed 'zoneChance' to 'zones' in forage category definitions and updated references. Tidied old foraging code and loot entries. Added IsoMarkers rendering of 3D item models. Added altWorldTexture for Herb and WildPlant category items. Added forageSystem.getWeatherType() support for mixed weather. Added saving the random rotation value for forage icons. Fixed foraged clothing tint colour resetting when recreating icons. Removed IsoMarker deferred and overlay rendering methods. Removed IsoMarkers doTempIsoObject, tempSquareObject. Removed CircleIsoMarker and added functionality to IsoMarkers. Fixes for foraging fruits and vegetables. - Reduced the maximum size of all foraged foods prefixed with (wild). - Wild foods have their hunger values capped at 1 after size effects. - Added wild foods can now have nutrition values affected at any size. - Removed wild foods, multiplying food happiness values by item size. - Fixed some fruit definitions that were missing months when they could be foraged. - Adjusted foraged fruits for more seasonal variance. UI Added PlayerCraftHistory class to track craft/build history. Added recipe sort modes by: Recipe Name, Last Used, Most Used Added hooks to crafting to update craft history on craft/build. Increment save version, save PlayerCraftHistory Added recipe sort comboBox to Build Panel filter panel. Added a fluid indicator to containers in Crafting Menu Reorganized some sandbox options in the Meta category. Updated tooltip for the following sandbox options: Day/night cycle, climate cycle, and fog cycle. Display corpse icons in the Grab context menu. Display item icons in the vehicle install-part menu. Display microwave or stove icons next to the Turn On/Off and Settings context-menu options. Display the lightbulb icon next to the Turn On/Off context-menu option for light switches. Display walkie-talkie models for walkie-talkies placed in the world.# Display item icons in the hotbar Attach context menu. Stash maps are displayed as icons on the world map. Clicking a stash-map icon displays an overlay with the annotations. Added a brightness slider to the in-game map (under Options). This affects loot maps and the mini-map also. In the animal designation zone ui, highlighting an animal in the list will outline the animal in the world, unless it is inside a chicken coop. Added anti-aliasing to the spawn selection menu map. Fixed collapsable windows collapsing faster at higher framerates. SOUND Added new vehicle sounds for collisions with foliage. - VehicleScrapePastPlant is now a looping sound, and plays for d_generic_1 and d_plants_1, in addition to bushes and trees. - Added VehicleHitHedge which is a collision sound for bushes. Fixed character with Deaf trait hearing ambient sounds. Fixed Dropping Weapons not playing drop sound. Fixed Street Light Sounds not stopping when light turns off. Fixed sound for Locking/Unlocking Trunk from inside the vehicle not playing. FIXES Fixed regular zombies freezing when killed as they are vaulting through window or fences (some edge cases with firearms to be addressed). Fixed the amount of gasoline an item must be holding in order to show the "add fuel" option for generators. Fixed some fence types with zero or wrong health values. Fixed M16 full-auto rate of fire being way too high. Fixed issue where plumbed sinks do not provide clean water when source contains a mix of clean + tainted water. Fixed Characters sometimes stop shooting at crawlers/downed zombies. Shotguns and single-fire assault rifles now continue to fire against downed zombies. Fixed trying to place a 3D item in an invalid location locking the item to this square. Fixed wrong animal size calculation when butchering animals using a butchering hook. Fixed missing icon and makeup object. Removed legacy camo makeup item as it didn't follow how the other camo face makeup worked. Fixed characters getting stressed from chopping trees. Fixed some instances allowing food to be eaten regardless of hunger levels. Fixed potential issues around the "Pause When Focus is Lost" option. Fixed CraftRecipeData.getFirstInputItemWithTag not returning the first item but the last one found. Fixed Building a wooden fence post playing incorrect sound. Fixed error with the Assemble Small Framepack recipe. Fixed several craft recipes for drying plants now that hunger values for inputs are working properly. Fixed duplicate options to carve small handles from antlers. Fixed temporarily blank window at the start of the read timed action with print-media textures Fixed issue with sinks/rain collectors losing meta info in certain crash scenarios. Fixed several Blacksmithing recipes using the generic making timed action animation. Fixed the CastSteelBarFromIron recipe using Ingot Molds and not Bar Molds. Fixed Dome Kilns not being in the Blacksmithing build menu category. Fixed using lighter again when smoking and opening doors. Fixed multi-sprite ovens not turning on/off with each other. Fixed missing active-oven overlay sprites. Fixed issues with the position of skill progress-bar tooltips Fixed issue with IsoHutch calling sync too frequently (when there were no changes). Fixed characters starting to aim down before zeds fall down. Fixed an issue where the player would suddenly aim up when standing directly over a zombie the player is aiming at. Fixed feeding trough container type not being set to "trough" after removing water. Fixed feeding troughs turning into generic IsoThumpable objects after rotating. Fixed context menu showing options for just the topmost fluid source on a square. Will now shall all fluid sources. Fixed some cases of dragged corpses remaining hanging in midair. Fixed equipped items showing in "Destroy for Fuel" menus. Fixed being unable to pick up Flatstones. Fixed error in Lantern recipe. Fixed bone-spiked branches being Axe weapons; a previous version of there weapons were much more "pick like" and as picks are axes, they were axes. Now they are properly blunt. Fixed multithreading issue with vehicle saving related to the new chunk hot-saving feature. Fixed being able to smelt whole fire axes and not fire axe heads; now fire axe heads can be smelted and not whole fire axes. Fixed the Hide Bandeau recipe outputting a skirt. Fixed error in the metalworking punch craft recipe. Fixed Drainable items having the incorrect number of uses after loading, if they were saved with exactly 1 use remaining. Fixed the AEBS warnings about the failing power grid not always playing. Moved the EveryHours Lua event to trigger after all GameTime hour/day/month/year values have been updated. Fixed rat/mouse not having bones definitions. Fixed wrong animal ranch zone. Fixed characters flipping 180 degrees while throwing bodies out the window. Fixed animals not eating drainable food placed on the ground anymore. Animals no longer drink from water containers that can't catch rain, e.g., pop bottles. Fixed Cash register under counter at 2229x14461. Fixed AdjacentFreeTileFinder.privCanStand() incorrectly checking for hoppable objects. Fixed IsoGridSquare.isAdjacentToHoppable() incorrectly checking for hoppable objects on squares to the south and east. Fixed ice cream cones displaying nutritional information as if they were in packaging. Fixed issue where walls could not be chopped down from the back side. Fixed being unable to sterilize rag directly from RMB menu when pot boiled in BBQ. Fixed dragged corpses remaining in midair sometimes. If a pickUp corpse is interrupted, there is now a transition to the appropriate dropped state. Fixed interrupting dragging corpses and opening doors causing teleportation. Fixed player being unable to hit closed non-see-through doors from the north or west sides. Fixed setting canPassThrough=true on carpentry doors. This affected visibility checks through the doors. Fixed interrupting the Eating timed action not consuming items partially where applicable. Fixed not being able to wash rags with seltzer or mixed water. Fixed discarding items error. Fixed player being able to reach sinks/toilets/bathtubs through floor. Fixed LayDown animation still allowing for WASD movement. Fixed being able to place doors and door frames too close to stairs. Prevent doorframes/walls from being built above staircases on the N/W sides, floating in mid-air (now requires supporting wall) Fixed Bucket recipes not being able to use "mixed" water. Fixed creating beverages not saving the mug's color variation. Fixed missing translation entries and a few other bits of code for Glassmaking XP multiplier. Fixed the InheritUses inputFlag transferring a literal amount of uses to the output item versus a proportional amount of uses (ie. in the old system, they should have the same usedDelta value). Changed Gaiter display names to be consistent with other limb armor. Fixed the display name of the Leather Neck Guard craft recipe. Fixed some items being inappropriately categorized as mementos. Fixed being able to merge some inappropriate drainables. Fixed wrong item tags for Earring_LoopSmall_Gold_Top and Goblet_Silver. Heading tools can be smelted. Fixed being able to move around or rotate while picking up corpses and laying them down. Fixed error when you add chum to water Fixed inappropriate smelting qualities from some items. Fixed some blacksmithing craft recipes not wearing down tongs or wearing down hammers too lightly. Fixed a minor error with the experience award from making a Battery Lighter. Fixed Florist Stepvans loot issues. Fixed an error with what was supposed to prevent camoflage trucks from spawning in Louisville having the opposite effect. Fixed not being able to sharpen normal Shivs. Fixed short metal pole fence not having a base health value and gaining too much health for skill levels. Fixed Character Creation screen not updating clothing. Fixed load-order issue with tileGeometry.txt files. Sprite properties (like Surface and ItemHeight) were not always being applied before adjusting the vertical offset of stacked objects when loading a game. This is why microwaves and radios might appear sunken into countertops when first loading a game. Fixed errors using the context menu in the ZombiePopulationWindow debug ui. Fixed being unable to can-reinforce crafted baseball bats. Fixed sink water purification so it de-taints any mixture of fluids and allow plumbed cocktails Fixed disallowed cleaning of rags/person using all types of water mixes via context menu Fixed issue where town water piped sinks were not showing fill targets in context menu. Fixed issues with character dragging corpse events Fixed issues with wall climbing sounds timing Fixed Watermelon playing CarpentryHammer sfx Fixed missing sounds for Stone Mace and Stone Mace_Long Fixed error with the anvil casting recipe. Fixed missing translation strings for new casting/smelting recipes. Fixed CDDA player model wearing non-existent clothing Fixed flashlight hotkey (f) being disabled during "walk to". Fixed effect from applied poultices remaining after wounds heal. Fixed moveables being able to be placed above water tiles. Fixed missing roads on player map. Fixed not removing north-west wall sprites when placing basement access objects. Fixed a blocked staircase with ba_house_medium_96_farmhouse.pzby. Fixed ISContextMenu.removeLastOption() sometimes resulting in a context menu appearing too far to the left. Fixed turned-on overlay sprites not always being displayed on stoves. Fixed highlighting 100s of nails tanking the framerate. Fixed adding fuel to a generator failing to transfer the last 0.1 of gasoline. Fixed log doorframe not having base health values. Fixed mugs with hot beverage always using teal variation during drink animation. Fixed mugs changing color variation when they're emptied. Fixed corpses being throwable over the window frame but not over the short fence. Fixed various minor fishing issues Fixed lakes having the wrong biome Fixed limited PlayerVoiceSound while dragging corpses. Fixed missing icons and models for Fish Roe Sac and Fish Guts. Fixed Make Jar of Roe and Open Jar of Roe recipes. Fixed Lighters spawning with amount missing and can't be refilled to the fullest. Fixed only 1 pumpkin seed required to fill an empty packet. Fixed Dry dog and cat food not giving Unhappiness. Fixed Make Bread consuming only 2 hunger values of Flour. Fixed Toast Bread recipe not using a whole slice. Fixed Rip Sack recipe not using some sack items. Fixed Pack 12 Boxes of 9mm Ammo in Carton mislabelled as "Pack 12 boxes of 5.56 Ammo in Carton". Fixed not being able to slice or smash pumpkins. Fixed various debug editors not handling resolution changes correctly, and not using the green and red button colors. Fixed being unable to click on every sprite of a multi-sprite crafting station to display its ui. Fixed chance for trash in fishing, legendary fish and roe sac. Fixed Bait being addable after casting. Fixed unupdated Tile properties need to be updated for Player-Made constructions. Fixed structures like double windows frame so that they can be painted and wallpapered - this was especially evident in trailer homes. Fixed not being able to wallpaper corner walls. Fixed Characters with Deaf traits being able to hear ambient sounds. Fixed issue with some fluid transfers being blocked. Refactored handling of free traits, trait adding, and removing. Fixed an issue if a free trait had been added from multiple sources, it was removed when one of those source traits was removed, even if another would still provide it. Fixed an issue when a trait was removed from the selected list, mutually exclusive traits would be re-added to the good/bad lists, even if another should still exclude them. Fixed an issue when adding a trait to the character, free traits given by non-selected traits were not checked for exclusivity allowing those traits to remain available. Selecting one of those traits added the excluded free trait to the character. Fixed ground pill bottle not displaying texture correctly. Fixed Hawaiian shirt texture spilling over onto thumbs. Fixed typo on LV Police car. Fixed some animations that were too short/too long for SFX/Timed action length (Emptying watering cans, buckets, transferring liquids, removing glass shards when drunk, etc). Fixed Hat long hair models clipping through neck when low crouch walking Fixed being able to use empty Lighters to light campfires. Fixed the Hide Robe craft recipe producing a Hide Coat instead. Fixed some minor issues with some new Tailoring craft recipes. Fixed an error in CraftRecipe.java where a scripts ResearchSkillLevel was being parsed as the time value for the craftRecipe in question. Fixed Trapping Books 1-3 not spawning as Survivor bag loot. Jars of Jarred Vegetables that spawn as clutter should no longer be uncooked. Fixed ripping clothing producing 1 extra rag/strip. Fixed Bandeau clothing items providing as many rags when torn as a t-shirt. Fixed missing health values for several buildable entities. Fixed listing sealed bottles when right-clicking a barrel or another container and selecting "Add fluid from item". Fixed improper fluid-container color comparison in WorldItemAtlas.ItemParams.isStillValid(). Fixed object highlight (sink being hidden when the counter below is highlighted). Fixed IsoBuilding.Rooms possibly containing multiple references to the same RoomDef. Fixed some oddness with Log House side wall rendering. Fixed "Right click > Open Door causing infinite spamming of action. Fixed zombies not attacking players with Cheat.Player.SeeEveryone debug option enabled. Fixed the F2 chunk debugger being unable to display all long integers, in this case BuildingDef.ID and RoomDef.ID, which are passed to Lua as Double objects. Fixed inconsistencies with pillow detection when sleeping. A pillow in either hand is counted in every sleeping situation. Fixed simple blades providing too much metal when smelted. Fixed ISPanelJoypad:ensureVisible() not working for elements inside another ui element. his affected the "Precipitation Speed Multiplier" in the options screen. Fixed a Lua error after pressing the joypad A button when a crafting input was selected in the crafting ui. Fixed capguns having a capacity of 6 and not 8. Fixed wooden stakes not being able to be burned. Fixed being able to dismantle hand scythes with two different craft recipes. Partial fix that removes all tiles of a multi-tile object when one of them gets removed. Fixed error when trying to place a 3D items while climbing stairs. Fixed animals being able to attack players inside cars. Fixed wrong math with canceling actions while opening doors. Added ":getItem(index)" returning the currently selected item if index is nil ":addItem()" and ":addUniqueItem()" now accept tooltip arguments, instead of requiring the caller check return values and add tooltips after Fixed duplication issue with rags and bandages. ISWashClothing now validates the item is still in the players inventory. RMC menu for washing dirty rags only display rags with a job delta of 0. Any rag with a delta is likely currently being washed. Fixed a bunch of items tags in regards to their incorrect or missing smelting characteristics. Fixed missing half of a tent, and incorrect CustomItem=BaseImprovisedTent property on another. Fixed excessive ArrayList allocations with calls to IsoMetaGrid.getZonesAt(). Fixed wooden window frame health. Fixed characters not being able to look around while seated. Fixed cases of invisible zombies and vehicles. Fixed "Invalid SpriteConfig object" messages due to changing the sprite on floors when there are two valid floor sprites. Fixed context menu exception being thrown when adding fuel to a full campfire. Fixed Twigs and branches from being removed by erosion. Fixed issue where character model was not equipping props when building. Fixed tutorial zombie who is gardening in the field playing wrong sfx. Fixed zombies spawning in basements beneath the player's spawn building. Fixed issues with the normal hide skirt. Fixed instances of the character not sauto-shoving while using firearms when zombies are near. Fixed plants not being highlighted properly when the "Wind Sprite Effects" option is enabled. Fixed some t-shirt clothing items pointing to old an t-shirt texture. Fixed the Large Hook items being a short blade weapon and not a small blunt and rebalanced some combat values for it. - This only applies to InHandCraft and AnySurfaceCraft recipes; recipes that can only be normally seen in workstation interfaces are an apples and oranges affair. - "Survival" category recipes have all been moved into "Miscellaneous". - In general "Armor" recipes have been moved into "Tailoring" aside from the welded scrap metal ones, which have been moved into "Metalworking" - Making buckets of concretes are now in Masonry and not Carpentry. - The recipes for cutting bacon in one size into smaller size bacon items are now in Cooking and not Farming. - Purifying water is now in Miscellaneous and not Medical. Fixed drinkable puddles not correlating with visual puddle on screen. Fixed error with the autoLearn field for the Carve Short Bat craft recipe. Fixed crafted bottle not having the GlassBottle tag. Fixed "no weather" sandbox option not blocking weather generation until weather restarts. Added fog generation during endless blizzards. Added GameTime isEndlessDay, isDay, isEndlessNight, isNight helper methods. Tidied ClimateManager updateSandboxOverrides methods and helpers. Added ISZoneDisplay:getHoursBetween and updateMoonPosition helper methods. Tidied sandbox helper methods for climate options and initial values for climate overrides.

天才在左我在右
2026-02-13 09:00:45 · 发布在 「Rocket League®」
《火箭联盟》更新日志 v2.56:第 20 赛季上线

头条新闻 全新的Boostfield Mall竞技场登场! 4v4升级,外加两张全新竞技场! 社区焦点:Lethamyr 竞技 playlist 访问权限变更 火箭通行证进度调整 经验值进度系统大改 挑战更新 1v1计分板更新 第20赛季 火箭通行证 第20赛季火箭通行证现已推出,包含充满怀旧感的奖励,如刺猬索尼克主题物品以及两款全新车体:庞蒂亚克火鸟和雪佛兰Astro。 庞蒂亚克火鸟采用Breakout(突破)碰撞箱,雪佛兰Astro采用Merc( merc )碰撞箱。 我们还对火箭通行证的进度机制进行了调整,详情如下! 挑战 第20赛季第一阶段挑战已上线。 休闲模式 4v4(四排)将取代4v4(混乱)成为大型组队模式。“雪日”模式将从竞技 playlist 中轮换出去,并加入休闲 playlist!下个赛季,“弹球”模式在退出竞技轮换后也会如此,届时将由“雪日”模式取而代之。 竞技 第 20 赛季竞技模式已开启! 与以往赛季类似,所有竞技 playlist 均已应用软段位重置。 在第 20 赛季中,竞技“弹球”模式将取代竞技“雪日”模式。 仅在第 20 赛季,我们还新增了全新的 4v4(四排)模式至竞技轮换中。 锦标赛 第 20 赛季锦标赛已上线。 新增了锦标赛奖励物品! 所有未使用的第 19 赛季锦标赛积分已自动转换为第 19 赛季锦标赛奖励。具体来说,锦标赛积分已根据你的锦标赛排名和剩余锦标赛积分数量,自动转换为你所能获得的最高等级奖励。所有在第19赛季至少参加过一场锦标赛的玩家都将获得一个全明星杯!

新内容 全新推出“动力场购物中心”竞技场! 快来体验现已上线的“动力场购物中心”吧! 4v4升级 + 两张全新4v4竞技场地图! 该模式现更名为4v4(四排),将包含两张更大的火箭实验室竞技场地图:“落日沙丘(四排)”和“午夜地铁(四排)”。这些更大的竞技场能更好地容纳八名玩家。 全新4v4竞技场的长度和宽度均大于标准竞技场。 高度保持不变,以确保空中对抗的平衡性。 增加了加速板和加速胶囊的数量,以适应更大的队伍规模。 新增4个壁挂式加速胶囊,提供独特的加速路线。 开球位置与标准竞技场保持一致,确保公平性。 被摧毁后的重生点遵循标准逻辑,但会根据竞技场大小进行调整。为保持熟悉度,标准场地线条和标识得以保留。新增中路轮换线(MRL)以鼓励更高效的轮换。该模式仅在第20赛季期间加入竞技模式轮换,这也是《火箭联盟》近七年来首个全新竞技游戏列表!4v4竞技(四人组队)的机制与其他所有竞技游戏列表相同,且会计入赛季奖励等级,玩家有机会获得主要赛季奖励!4v4竞技(四人组队)还将为冠军级和超音速传奇级玩家提供特殊头衔。该模式也将作为休闲游戏列表开放,但在上线初期暂不支持私人比赛、自由训练或表演赛。本赛季,4v4(四排)将取代淘汰模式。4v4(四排)将在休闲游戏列表中永久替代4v4(混乱模式)。总体而言,这次4v4的升级保留了《火箭联盟》的核心体验,同时支持八名玩家在球场上带来的混乱而充满活力的游戏玩法。我们希望听到你的反馈,所以请通过我们的社交渠道告诉我们你的想法!这将有助于为未来可能的改进提供参考。

社区焦点:Lethamyr 为了庆祝Lethamyr对《火箭联盟》社区的贡献,所有玩家都有机会在道具商店免费领取“CARTOGRAPHER”玩家称号,活动将持续至太平洋时间9月25日上午9点! 免费登录奖励 玩家只需在第20赛季期间登录《火箭联盟》,即可解锁“疯狂酷炫”车轮。实在是太酷了。

变更与更新 竞技 playlist 访问权限变更 全新车手挑战 新玩家现在会在挑战菜单中看到专门的“新手指引”标签页。他们需要完成这些挑战才能解锁竞技 playlist 的访问权限。 挑战标签页现包含:新手指引、每周、赛季和限时活动。 完成所有新手指引挑战后,“新手指引”标签页将消失。 新手指引挑战的目标 这些挑战将评估玩家的技能水平,以便在他们解锁竞技 playlist 时为其分配合适的初始段位。这有助于新玩家更快进入竞技 playlist,同时也能减少“炸鱼”行为,确保比赛的公平性和趣味性!尽管在打击小号方面仍有更多工作要做,但我们会在此过程中持续为你更新相关进展。 火箭通行证进度调整 等级提升通知 当你不在比赛中时,等级提升会弹出新的提示窗口,让你即时获得反馈。 奖励亮点 高价值奖励在火箭通行证菜单中现在更加醒目。 不再有仅高级通行证专属的挑战 所有每周挑战和赛季挑战现在对所有人开放。 更多价值!第20赛季火箭通行证现包含: 5个进球特效 4款特别版车轮 3款通用贴纸 更快获得 credits 在达到70级前即可收回你投入的全部credits,途中会以100credits为增量发放。 经验值进度大改 私人比赛经验值 现在按你的方式游玩也能获得经验!私人比赛中每秒可获得2点经验值(每场比赛最多600点经验值)。无加成效果(例如胜利加成、每日胜利、倍率)。仅获得基于时间的经验值。 私人比赛结束后现在会显示完整的经验值明细界面。 更多经验值挑战 更多可获得经验值的挑战将帮助你更快升级。 用经验值奖励替代掉落物 每周挑战:10,000经验值 赛季挑战:15,000经验值 长期掉落物(如黄金物品)将被经验值或主题活动奖励替代。 游戏时长经验值提升 我们已将在线比赛中获得的游戏时长经验值翻倍! 得分倍率和胜利加成保持不变。 挑战更新 所有挑战现在对所有玩家开放,无需《火箭联盟》高级通行证。 每周挑战从3个免费和3个高级变更为5个对所有玩家开放。赛季挑战已从6个免费挑战和6个高级挑战调整为所有玩家均可参与的8个挑战。 从第20赛季挑战奖励开始,玩家需要完成30个挑战才能解锁符合条件的物品。 1v1计分板更新 1v1对决比赛(在线、私人比赛和离线)的游戏内计分板将不再显示助攻数,而是改为显示摧毁数。 摧毁 现在,当你倒车达到所需速度时,可以摧毁其他车辆。

温馨提示:第19赛季竞技奖励 主要奖励 任意竞技 playlist 达到青铜段位:S19 - 青铜贴花 任意竞技 playlist 达到白银段位:S19 - 白银贴花 + 之前的奖励 任意竞技 playlist 达到黄金段位:S19 - 黄金贴花 + 之前的奖励 任意竞技 playlist 达到铂金段位:S19 - 铂金贴花 + 之前的奖励 任意竞技 playlist 达到钻石段位:S19 - 钻石贴花 + 之前的奖励 任意竞技 playlist 达到冠军段位:S19 - 冠军贴花 + 之前的奖励 任意竞技 playlist 达到特级冠军段位:S19 - 特级冠军贴花 + 之前的奖励 任意竞技 playlist 达到超音速传奇段位:S19 - 超音速传奇贴花 + 之前的奖励 特级冠军头衔奖励 任意竞技 playlist 达到竞技特级冠军段位:"S19 GRAND CHAMPION"绯红文本 大冠军:“S19 RNG CHAMP”(绯红色文本) 篮球大冠军:“S19 DUNK MASTER”(绯红色文本) 雪日大冠军:“S19 BLIZZARD WIZARD”(绯红色文本) 超音速传奇头衔奖励 任意竞技列表中的超音速传奇:“S19 SUPERSONIC LEGEND”(钛白色文本) 混战超音速传奇:“S19 RNGENIUS”(钛白色文本) 篮球超音速传奇:“S19 LEGENDARY BALLER”(钛白色文本) 雪日超音速传奇:“S19 ICE TITAN”(钛白色文本) 漏洞修复 常规 修复了Tygris车体前轮附近有时可能出现的纹理损坏问题。 修复了某些车体在开球时可能“晃动”的问题。修复了布加迪Centodieci和法拉利296 GTB车身的制动卡钳与特定车轮发生模型穿模的问题。 当“无限”比赛时长突变器激活时,“剩余时间”设置将不再出现在比赛管理菜单中。 修复了部分玩家可加入多个俱乐部的问题。俱乐部所有者可能会因此注意到成员名单有所调整。 俱乐部名称在俱乐部介绍序列中不再与横幅颜色重叠显示。 解决了退出蓝图预览时可能出现的卡顿问题。 修复了“空袭”进球特效表现不符合预期的问题。 “THIS IS ROCKET LEAGUE”玩家 anthem 现在以正确音量播放。修复了将“控制器音量”设为0%后使用PS4手柄仍可能发出声音的问题。 修复了新东京(街机)竞技场中,玻璃表面上的球指示器显示模糊的问题。 已知问题 有关《火箭联盟》已知问题的完整列表,请查看我们的已知问题页面。 博客链接:https://www.rocketleague.com/en/news/rocket-league-patch-notes-v2-56-season-20-live

天才在左我在右
2026-02-13 09:00:43 · 发布在 「选技大乱斗」
更新公告 - 2025年12月01日

12月1日季中更新 季中更新!我们新增了1名英雄和1个宝物,调整了游戏平衡,优化了部分功能,并修复了一些漏洞。 新英雄:致命荆棘 新宝物:经验分配器 平衡调整:英雄: 先锋士兵 天赋:当你的护盾格挡伤害时,有(25 + 自身暴击率 * 60%)的几率对敌人造成(1 + 本次格挡伤害 * 25%)的魔法伤害(原为物理伤害)。 沉默守卫 终极技能:凝聚能量从天而降进行攻击,对敌方英雄造成(230 + 两次终极技能释放期间累积格挡的实际护盾伤害 * 20%)的魔法伤害(原为260)。 狂暴法师 终极技能:发射一道充满毁灭能量的射线,对敌人造成(180 + 双方总怒气值)的魔法伤害(原为200)。罪罚者 终极技能:从天而降3→4把光剑,每把造成100→80点魔法伤害。每有1个已升至满级的反击技能,额外获得1把光剑。 狼骑兵 天赋:每次胜利后,从对手处掠夺20 + 胜利次数×15→10金币,最高可达65→50金币。 血魔法师 蜘蛛王 终极技能:修复了描述与实际效果不符的问题。修复前,实际急速效果为100%。 天赋:你的中毒伤害也可暴击,概率为15%→20%。 冰霜法师 终极技能:释放5枚冰碎片攻击敌人,每枚造成60点魔法伤害。敌人身上每有25→20层冻结效果,额外召唤1枚冰碎片。 双头法师 天赋:终极技能有(30→35 + 自身暴击率×0.8)%的概率再次释放,最多可额外释放4次。白虎弓箭手 终极技能:召唤陨石瞬间打击敌人,造成200点魔法伤害。同时自身攻击力在本场战斗中从3提升至6,可叠加。 森林树精 移除了终极技能标签。 宝物: 幸运宝藏:每当你获得1个稀有技能时,随机获得1个同系别的普通技能。触发次数上限从7/8/10调整为6/7/9。 战斗补给箱:每当你的英雄升级时,恢复1/1/2点生命值。获取此宝物时,玩家生命值减少量从0/0/4调整为2/0/6。 月光戒指:(第一阶段)每当商店中出现稀有技能时,获得30金币,最高可获得750金币调整为810金币。 哥布林星尘:每回合开始时,随机选择一个系别。本回合内,该系别的所有技能费用降低20/25/40调整为30/35/45。献祭魔典:基础收入降低幅度由100/90/70调整为100/95/80。每回合购买的第一个技能免费。 幸运袋:(第三阶段)胜利时获得随机战利品奖励。战利品价值随连败次数增加而提升(提升第三阶段收益)。 分支:默认暴击倍率从2.5调整为2.0。暴击分支的星级效果提供的暴击伤害加成从20%调整为30%。 功能优化: - 性能优化以减少崩溃和卡顿现象。 - 优化部分界面字体。 - 优化并新增部分界面动画。 - 优化并统一档案中提示信息(TIPS)的显示逻辑。 - 优化部分导航逻辑。 - 玩家处于战斗中时,点击聊天框将不再显示观战(SPECTATE)按钮。部落战魂的自残伤害将不再计入统计数据。 使用反击指南学习满级技能时新增提示。 战斗聊天频道将在每场新战斗开始时重置并清空。 卡牌升级至金色品质的机制已调整:每场战斗仅可升级1张卡牌,且升级只能通过在商店主动购买触发。 BUG修复: 修复了初始宝藏选择时,玩家可在概览中点击查看其他玩家宝藏的问题。 修复了部分语言存在的描述错误和文本缺失问题。 修复了投降时结算动画播放异常的问题。

天才在左我在右
2026-02-13 09:00:43 · 发布在 「Sea of Thieves: 2025 Edition」
《盗贼之海》月度回顾:2025年12月

新的一年已经到来!在年终为确保“馈赠节”的所有环节顺利运行而忙碌奔波之后,感觉距离我们上次在此为大家带来详细报道仿佛没过多久。尽管如此,是时候再次回顾一下,盘点一些你可能在12月错过的精彩内容了…… 内容更新 如果说有什么内容你不太可能错过的话,那就是第18赛季的到来——装有“永恒守卫”的石棺开始出现在各个海域,其中还藏有开启“魔鬼咆哮”区域内新发现的“圣所”的钥匙。有关本次更新及后续热修复所带来的全部改动和新增内容,一如既往,请查阅该更新的发布说明。当然,这还只是第18赛季的第1幕,所以请密切关注后续第2幕和第3幕的所有内容!12月还迎来了“馈赠节”:今年不仅合作伙伴,所有海盗传奇都可以向其他船队赠送游戏内物品,同时所有海盗都能享受每日的黄金航程,新闻简报带来了甜点,Twitch观众通过向喜爱的主播赠送订阅还有机会解锁更多奖励。慷慨的水手们还通过“希望宝藏”活动为全球礼物基金会筹集了超过137,000美元——特别感谢所有贡献者!

新闻与特色内容 本月的主要新闻自然是第18赛季的上线公告——但随着年底的临近,12月也为我们提供了一个回顾这一年成就的机会,并在“你的故事至今”中对所有成就进行汇总。事实上,玩家们忙于分享他们最喜爱的成就,以至于我们差点错过了在最新一轮#SoTShot中展示他们最佳“惊涛骇浪”截图的机会,这可不行…… 既然是节日,怎能少了美味的点心呢?我们还通过制作装饰饼干来点燃节日气氛——确保每个人都能获得《盗贼之海》姜饼食谱,这样他们就能亲手制作属于自己的姜饼了。手边备着饼干和热甜酒,接下来只需找个温暖的地方安顿下来,深入了解2025年最后一期“社区焦点”,本期聚焦于经验丰富的道具制作者JustJobiwan。 视频与直播 如果你曾参与过我们之前的版本发布,那么视频团队在12月大部分时间里忙于制作季节性内容就不足为奇了。在“第18赛季内容更新”之后不久,《盗贼之海新闻》便推出了一期内容,揭晓了2025年“馈赠节”的计划等信息。随后发布了开发者更新和官方赛季预告片,但在此之前,一段充满怀旧气息的B级片风格预告片让所有人重温了“恶魔之喉”的魅力。 当然,节日季并非一切都按部就班。音频团队还为所有船员献上了一首诡异的颂歌,警示着一年中最黑暗时期潜藏的危险。为增添不祥的神秘感,“灵球”随后打破沉默,分享了一些未来的计划(最终落入了许多足智多谋的海盗手中)……

至此,我们迎来了2025年的尾声。过去的一年如同一场旋风,有太多精彩瞬间和美好回忆难以尽数,因此感谢所有在这段旅程中与我们一同乘风破浪的玩家。我们期待在2026年及以后继续与大家并肩前行——在此期间,请记住您可以通过我们常用的社交渠道找到我们,包括Twitter/X、Bluesky、Facebook、Instagram、TikTok、YouTube、Threads和Twitch,以及官方论坛和Discord。祝愿大家都度过了一个难忘的假期!此前于2025年: 《盗贼之海》月度回顾:2025年11月 《盗贼之海》月度回顾:2025年10月 《盗贼之海》月度回顾:2025年9月 《盗贼之海》月度回顾:2025年8月 《盗贼之海》月度回顾:2025年7月 《盗贼之海》月度回顾:2025年6月 《盗贼之海》月度回顾:2025年5月 《盗贼之海》月度回顾:2025年4月 《盗贼之海》月度回顾:2025年3月 《盗贼之海》月度回顾:2025年2月 《盗贼之海》月度回顾:2025年1月

天才在左我在右
2026-02-13 09:00:43 · 发布在 「选技大乱斗」
更新公告 – 2025-09-01

新赛季开启!我们将带来全新的赛季内容,进行平衡性调整,优化部分功能并修复一些漏洞。 新内容 全新收藏 胜利特效 - 全城悬赏 全新英雄皮肤 娜迦女王 - 娜迦女武神 霜影暴君 - 冰封废土将军 星界法师 - 星象师 丛林先知 - 特洛伊木马 混沌霸主 - 恶魔原型体 炼金术士 - 疯狂科学家 全新英雄 巨龙霸主 赏金猎人 全新宝物 饮命之刃 经验分配器 哥布林星尘 平衡性调整 英雄 神秘法师 天赋:战斗开始后,每次施放终极技能,其伤害提升50%,最高上限从[删除线]200%[/删除线]调整为300%。毒液巫师 天赋:敌人受到的所有中毒伤害增加,从(10 + 英雄等级×2.5)调整为(10 + 英雄等级×3)。 宝物 宝物日志/魔法书日志/商店会员/大法师手镯 上述宝物现已严格修正为独立概率事件。它们在使用时的效果将与所述概率完全一致。 哥布林零件 技能商店中【随机技能】的价格从10/15/15金币调整为15/15/15金币,上限为1200/1400/1600金币。 最多可同时持有3个。 月光戒指 当商店中出现稀有技能时,获得20金币,上限为1000/1200/1400金币。 已移除刷新池限制。最多可同时持有3个。神话遗物 使用时,选择一个神话技能获取,但在4回合内每回合失去250/200/150金币(原为300/250/200)。 神圣羽毛 战斗失败时受到的伤害增加1。激活时,将你的生命值设为与本场最高生命值一致(不会超过你的最大生命值)。 吸血鬼圣杯 - 第二阶段 选择一个分支。回合开始时,牺牲1-2点玩家生命(原为2点),从所选分支获得1个技能。 战斗补给箱 - 第三阶段 每次升级英雄时,恢复2点玩家生命。获得此宝物时,失去4点玩家生命(原为3点)。 治愈宝石 - 第三阶段 当技能商店在一回合内刷新5次时(原为4次),恢复2点生命。技能 反击 每次闪避有60%几率对敌人造成20点物理伤害,该伤害无法被闪避。 神圣爆发 战斗开始时,对敌人造成相当于其最大生命值30%的神圣伤害,并将其最大生命值降低相同数值。 治疗法阵 当你的生命值首次低于30%时,立即恢复500点生命值,随后在6秒内每0.3秒恢复90点生命值。 狂怒闪避 旧效果:处于狂怒状态时,每0.5秒增加1点闪避值。 新效果:处于狂怒状态时,增加4点闪避值。 狂怒暴击 旧效果:处于狂怒状态时,每0.5秒增加1点暴击值。 新效果:处于狂怒状态时,增加4点暴击值。 功能优化与新增 Google Play商店现已在俄罗斯和日本提供下载。防止玩家在短期内连续回合遇到相同对手。 根据黄金段位及以下玩家的历史最高段位,增加了他们的技能购买时间。 商店新增水晶宝箱。玩家可使用格斗水晶开启,获取英雄皮肤、英雄头像及其他资源。 漏洞修复 修复了战斗统计数据有时不准确的问题。 修复了玩家有时无法正常进入锦标赛战斗的问题。 修复了切换账号可能导致塔罗牌投注数量异常的问题。 安卓下载链接: Mega: https://mega.nz/file/jDRX2T5C#2Jj7PFpHzsUktCMF_Tve6GOGTMO-Y-0aQGWrBuh7XjY Send: https://send.now/gc1hdlvgkhhi Discord: https://discord.gg/PU9ZFHSBYD

天才在左我在右
2026-02-13 09:00:43 · 发布在 「Super Animal Royale」
新手包回归!| 驼鹿通讯 2025年8月

嘿,超级动物们,我们正在为《超级动物世界》开发的最后冲刺做准备,并且很高兴终于能带回许多玩家一直要求的东西:过往赛季的启动包! 这些启动包将分两波推出,让新老玩家在今年晚些时候游戏正式发布前,有机会再次收集它们。本月我们在游戏扩展内容方面也取得了重大进展,迫不及待想和大家分享开发团队的成果了。 本期驼鹿通讯内容包括: - 启动包回归 - 《超级动物世界》开发进度 - Pixile AMA(开发者问答) - 超级粉丝艺术展示 - 启动包再次上架

在接下来的六周内,往期新手包将分两波限时回归。我们收到了大量相关请求,正如我们在7月的《驼鹿通讯》中所提及的,我们一直在寻找合适的回归方式。 计划如下: 第五至第九赛季新手包率先上线,时间为今日至9月16日(周二) 第零至第四赛季新手包随后推出,时间为9月16日(周二)至10月7日(周二) 每个新手包售价7.99美元,你也可以选择捆绑购买 你可以在此处购买第一波完整捆绑包或任意单个新手包: https://store.steampowered.com/bundle/57887/Super_Animal_Royale__Starter_Pack_Bundle_Seasons_59/ 我们为何让它们回归 长期以来,你们一直希望新手包能够回归,而我们也想找到一种公平的方式来实现这一点。我们一直不喜欢制造“错失恐惧”(FOMO)的做法,即将内容永久锁定,这也是为什么节日活动物品每年都会回归,而过往的动物通行证也始终能在档案馆中获取。将新手包束之高阁有违这一理念。 定价机制说明 就像动物通行证在赛季结束后会从550 SAW票调整为750 SAW票一样,我们希望为在赛季期间购买新手包的支持者提供一点小小的奖励。因此,我们将复刻版新手包定价为7.99美元,而未来的新手包在其所属赛季期间仍将以4.99美元的价格首发。 我们也一直在考虑未来让过往新手包回归的其他方式,例如在SAW商店推出捆绑包,我们很想听听大家对这个想法与当前DLC复刻形式的看法。复刻活动结束后 当这些活动浪潮结束时,相关礼包将回归宝库,但并非永久下架。我们希望建立一种长期机制,让它们能更定期地回归,但目前仍在确定最佳方案。现阶段,我们的重点是完成《超级动物世界》的核心功能! 非常感谢大家一路以来的支持,无论是购买新手礼包,还是单纯游玩游戏并与朋友分享。这些都有助于维持游戏的运营,并让我们有机会通过《超级动物世界》这样宏大的项目实现更大的发展。 《超级动物世界》最新进展 我们上一次进度更新就在几周前,但团队本月依然努力工作并取得了显著进展!让我们直接深入了解最新的、极具科学性的进度条:

《超级动物大逃杀》的整个用户界面(UI)将在“超级动物世界”中焕然一新,本月我们已完成游戏内几乎所有界面元素的升级工作。这项工程规模庞大,但我们对其目前的进展感到非常自豪,并已开始着手对新设计进行打磨和微调。 内容方面,我们本周将完成主线剧情的收尾工作,并填充最后的支线任务。新的好友功能也已投入运行,看到所有功能逐步到位并正常运作,我们感到十分兴奋。我们迫不及待地想向大家展示这一切的运作方式! 下个月,随着开发进入最后冲刺阶段,我们将迈出重要一步,开始进行本地化工作。除了本地化工作外,我们还将在9月对该资料片的所有新系统进行测试和优化,确保其在上线时一切都能流畅运行。有问必答!

Every month, we put out a call for questions on Pixile’s Twitter and Bluesky and answer them right here in the Mooseletter! If you're curious for more, you can browse past Q&As: https://store.steampowered.com/news/app/843380/view/498328557405077864 https://store.steampowered.com/news/app/843380/view/498325386812195997 https://store.steampowered.com/news/app/843380/view/498322850680145537 https://store.steampowered.com/news/app/843380/view/498320313411437016 https://store.steampowered.com/news/app/843380/view/498317142563750061 https://store.steampowered.com/news/app/843380/view/506195274633314529 Each one covers a wide range of questions, and you might just find something you've been wondering about too. Make sure to follow us so you don’t miss the call next month, and as always, feel free to also share your feedback in the SAR Discord or start a discussion right here on Steam. :) Question: The Idea of SAR From: MooseDaFox45 How was Animal Royale pitched? Like what were some of the inspirations to stand out from other battle royale games and why animals? Hope that makes sense The project began when Clogg and I (Michael) were having a lot of fun playing H1Z1 Battle Royale and started wondering how well the genre could work from a top-down perspective. As fans of battle royales, we had plenty of opinions about what we liked and didn’t like, and we wanted to create our own take that streamlined the genre and made it more accessible without losing what made it so compelling. We’ve always loved designing multiplayer games that both hardcore and casual players can enjoy, so friends who don’t usually like the same games have something they can play together. On the art side, I’ve always loved animals and colorful, minimalist aesthetics. A few years before SAR I actually prototyped a game about exploring a forest as a bear in a similar style. When I began working on the assets for SAR’s prototype, I wanted to revisit that look, but with the juxtaposition of deadly weapons contrasted against adorable animals that made us laugh. None of my prototype art is still in the game, but it established the direction we wanted to take the game in. We also drew from loose influences like Conker’s Bad Fur Day and Happy Tree Friends, but we didn’t want to go nearly as mature. From there we started imagining the backstory of a world where genetically modified animals fought to the death, and it was hilarious to explore how such a place might actually exist and come to be. We pulled inspiration from all over, from Jurassic Park to Pokémon, The Hunger Games, and the film Battle Royale. When Ruben joined the project very early on, he helped expand those rough ideas into a full backstory, and turned them into a detailed lore bible. That gave the whole team a foundation to build on, so every new region and character would fit consistently into this absurd yet strangely believable world. Question: Animal Pass Themes From: Cinovel What sorts of factors have inspired the different themes of Animal Passes? I've always been curious about the creative process behind everything. Animal Pass themes often grow out of whatever the big content of that update is. For example, the “Sense of Scale” pass introduced lizards and the Giant Star-nosed Mole, Twinkle, while the “Dragon’s Loot Pass” synced up with the debut of Super Dragons. That is not always how it works, though. Sometimes the theme idea comes first and ends up inspiring content, or we sometimes use a pass to explore a fun aesthetic or idea that feels right for the season. Question: Live-Service Battle Royale From: P&MFieryFlakes Just curious. Why did you decide to make a live service battle royale game for Super Animal Royale? When we first launched SAR it was a paid game, but we always knew a battle royale would need to be free-to-play to reach enough players. For a small indie studio, that was especially true because keeping 64-player matches full would only work if the game was easy for anyone to jump into. That’s why even at launch we included the “Super Free Edition” demo, a simpler version of what eventually grew into the full free-to-play live service game. We also understand why some players are cautious about live service games, and we share many of those hesitations ourselves. The model has had its rough spots across the industry, but when done right it can be one of the best ways to support a multiplayer game because it lowers the barrier to entry for friends to play together. Our approach has been to try to improve the model and make it as player friendly as possible, with things like Animal Passes that never expire. Our hope is that if we can find the right balance, our designs can not only sustain our team and keep the game growing, but also show that healthier approaches to live service can work. Looking back, making SAR a live service was definitely the right call. It has let us keep learning and improving, and it has helped us foster an incredible community that has guided the game in directions we never could have imagined at launch. Question: In-game Friends & Chat From: Odyssey Will we have an in-game friends and chat system for all platforms so players can socialize much easier? Yep, there will be an in-game friends system, and we’re aiming to support it across all platforms! We’re also working on cross-platform chat so players can connect more easily, but some social features may roll out gradually across updates as we work through the quirks of each platform during porting. We’re holding off on showing how it all works until the new UI is ready to share, but it’s shaping up nicely and we’ll be talking more about it before Super Animal World launches later this year. Super Fanart Showcase We have another round of incredible fanart from the community to share! Thanks to all of you who keep filling our feeds with so much creativity every month.

美术:NekoSan

美术设计:I Love BTS

插画:Kom JJi

美术:Squirrelhunterz

美术设计:Foxander 如果您在社交媒体上发布同人作品,请使用标签#superanimalroyale或标记我们!您也可以在我们的Discord服务器中分享同人作品,那里有专门用于粉丝创作和艺术讨论的频道。 我们即将分享更多关于《超级动物大逃杀》世界的激动人心的消息,我们已经迫不及待了。同时,如果您希望我们在下次Mooseletter中涵盖某些特定内容,请告诉我们! 要获取《超级动物大逃杀》世界的所有最新消息,请订阅我们的新闻通讯并在以下平台关注我们:

你也可以在Facebook、Instagram、Reddit、TikTok和Threads上关注我们。 岛上见,超级动物们! ——迈克尔、洛根及社区团队

天才在左我在右
2026-02-13 09:00:42 · 发布在 「Euro Truck Simulator 2」
比荷卢项目重制:埃因霍温 + DAF Trucks工厂

今天,我们很高兴再次带大家前往荷兰,继续我们《欧洲卡车模拟2》比荷卢重制项目的工作。这次,我们的旅程将带我们来到埃因霍温,这是一座工业特色浓厚的城市,其名字与欧洲最具传奇色彩的卡车制造商之一——DAF Trucks密不可分。

作为比荷卢重制项目的一部分,埃因霍温将作为全新城市加入《欧洲卡车模拟2》。我们的地图设计师致力于从基础开始捕捉其现代特色、独特建筑和关键道路连接。最终呈现的地图新增内容细节丰富、沉浸感强,完全符合当前《欧洲卡车模拟2》的标准。

你将能瞥见埃因霍温一些最具辨识度的地点。其中之一是矗立在环岛之上的“光塔”雕塑,背景中则是标志性的伊夫利特大楼拔地而起。伊夫利特大楼以其独特的UFO造型成为该市最著名的地标之一,我们很高兴能将这一独特的天际线引入游戏中。

另一个地点是弗洛拉广场,这是一个重要的城市路口,在埃因霍温的道路网络中发挥着关键作用。该区域经过精心改造,以更好地还原其现实世界中的布局和周边环境,让你在送货途中驾车穿行时,这座城市感觉更加自然和真实。

此次重做也为我们带来了一个特别的机会,我们对此感到格外兴奋并乐于分享。在制作埃因霍温地图时,我们与DAF Trucks展开合作,将其埃因霍温工厂及设施复刻到《欧洲卡车模拟2》中。作为DAF的发源地,这个地点不仅对埃因霍温市意义重大,对于欧洲乃至全球的卡车爱好者而言也极具分量。

由于现实条件限制以及对特定边界的尊重,部分场地无法进行完整记录或复刻。因此,你在游戏中体验到的版本是与DAF密切合作精心打造的诠释版本。我们的重点是传达该区域的特色、活力与独特性,同时确保所有需要保密的内容均得到妥善保护。

即便如此,我们坚信玩家们会乐于有机会探索这片区域,感受其周边环境,并体验在《欧洲卡车模拟2》的世界中置身于埃因霍温DAF工厂的氛围。 希望大家喜欢这次对埃因霍温的深入介绍,我们期待在未来分享更多“比荷卢重制”的内容。下次再见前,请通过关注我们的X/Twitter、Facebook、BlueSky、YouTube和Instagram,以及订阅我们的新闻通讯来获取最新动态。一路平安,继续驰骋!

game_id227300

天才在左我在右
2026-02-13 09:00:41 · 发布在 「Dwarf Fortress」
恐怖食人魔、围城修复及Fangamer更新——《矮人要塞》补丁53.04

各位乌rist, 这是一个针对围攻模式的大型补丁以及一些常规修复。我们还发布了两个热修复补丁以立即解决围攻模式的问题,你可以在53.02和53.03补丁说明中查看相关内容。 53.04版本更新说明: 持续改进围攻更新。现在你可以通过一个集中标签页查看和设置你的攻城器械状态。入侵者AI有了很多改进,食人魔现在看起来确实很吓人了。物品图片也有一些常规改进,以及各种稳定性修复。 围攻更新 特定季节内的随机攻击时间。 在地点中添加了攻城器械。 修复了入侵者建筑目标选择的一些问题。修复了人类和精灵有时无法发动强力攻击的问题。 修复了更猖獗的盗贼没有支援队伍的问题。 修复了野兽无法探索地图的问题。 阻止了非远程支援队伍立即逃跑。 使支援队伍在被支援队伍完成任务或中止后会尽快离开。 食人魔和盲穴食人魔拥有了新的图形,包括对障碍物和巨镐的显示效果。 修复了导致食人魔等特定生物出现年龄错误的问题。 修复了投石机/弩炮的发射任务在请求取消时无法取消的问题。 修复了投石机和弩炮的悬停说明。 常规更新 更新了多种物品的图形。 修复了审判界面偶尔崩溃的问题。- 修复了经典模式下的正义菜单。 - 修复了建造无材料墙壁可能导致的崩溃问题。 - 修复了因字符串损坏可能导致的加载崩溃问题。 - 修复了死灵法师总是拥有召唤物的问题。 - 修复了世界生成种子的Lua类型问题。 - 修复了厨房食材哈希的相关问题。 - 使弹出窗口中选择的多线程选项能够保存。 - 修复了渗透者身份选择与访客可用建筑不匹配的问题。 - 进行了一些额外的稳定性改进。

更吓人的食人魔肖像 Fangamer 促销与品脱杯更新 Fangamer《矮人要塞》系列中的部分商品在Fangamer年终促销中享有高达50%的折扣,现已发售。 我们也收到了重新上架品脱杯的请求,目前正与Fangamer合作,争取尽快将其重新加入商店。你可以在商店页面申请补货通知。 -亚历山德拉

天才在左我在右
2026-02-13 09:00:41 · 发布在 「颂钟长鸣」
处女航:哈尔马雷群岛

大家好, 这将是我们专门介绍近期“初航”更新系列开发日志的最后一篇。我们团队已全力以赴投入到下一个更新的开发工作中。如果大家仔细留意近期开发者视频中的细节,或许就能猜到接下来会有什么内容。我们将在现有系统的基础上,添加新的游戏内容。 在这段视频中,我们将介绍“哈尔马尔群岛”的方方面面,包括该地图的设计灵感以及随其推出的诸多其他功能。视频还将重点讲述我们遇到的一些独特挑战,并为我们想要打造的全新系统提供背景信息。

除了这些特性外,我们还想谈谈“少女远航”更新背后的“原因”,并阐明是什么驱使我们将游戏打造成尽可能出色的作品。我们团队的这些核心成员以及更多幕后人员都展现出了对打造《贝尔莱克》这样一款有趣、沉浸式且引人入胜的游戏的热情。不过,仍有许多工作有待完成。 我们目前还没有确定具体日期,但很快会推出另一个大型更新。感谢大家通过各种社交渠道和评论给予的所有善意评价和建设性反馈。你们的所有支持都极大地激励着我们团队,让我们对未来充满动力和期待。 一如既往,《贝尔莱克》尚处于抢先体验阶段,你们的反馈至关重要。若遇到任何漏洞或有建议,请访问 playbellwright.com/support 进行反馈。