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本帖最后由 marblezls 于 2013-8-23 07:22 编辑
【国内首发】[8月22日]木石世纪《Timber and stone》v1.4版本 下载放出 有图有真相
密码 AdamF (以前反白隐藏太多人没发现)
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更改日志1.4 (纯机翻)
- 移居者库存。现在每一个移居者携带自己的物品从全球库存数分开。他们的工作,并收集到这个库存。
- 存储结构。有10个新的结构定居访问(和库存成)的全球库存。这些结构还添加到您的存储能力,共分为九大类可用资源质量。九这些结构craftable,最后是一个大货车,并开始一个新游戏时提供。 UI工具提示已更改为添加描述所有结构。
- 空闲时,定居者将自己的工具和武器装备。一些自己的喜好可以影响(倾向于长棍,或觅食,使用弓箭的步兵)。这是通过点击在武器上的插槽。备件的库存也可以被分配,提供备用的工具或让专业快速变化的存储,而不需要回一趟。
- 资源马萨诸塞州的每个资源现在有一个质量被用来确定一个定居者的账面产权负担,并在存储结构能力。
- 一个定居者的产权负担,影响他们的步行速度。他们进行储存前多少可以调整他们的库存菜单,通过滑块。该基地的步行速度大大快于以前的版本。
- 职业改变不再惩罚士气的和以前的专业经验计数。
- 金属矿石和煤炭现在在地图的顶层可见。进一步挖掘到地面,将揭开隐藏在下面的层的矿石。一般情况下,有下面的最佳层的矿石。
将构建结构时,它所需的资源会被立即放置时,大多数RTS游戏类似。如果资源不可用,结构会变成黄色,当他们采取必要的资源。这可以让你放置多个结构时间提前,但,防止结构建筑'失败',由于资源不足。
-的结构各具特色的时间也有所加长。权衡的是,当一个工匠被中断,建设进度被保留,并在先前离开的,甚至可以启动不同的工匠。
金属矿石,现在需要它的自身素质镐头质量媲美。检查为对他们capablities详情镐头描述。
- 梯子已经被完全重新工作。允许备用梯一个建设者库存中,将允许他们设置它放在一边的墙壁和建立,而站在梯子上。这可以让建设者建立前8块爬下,他携带的材料。
- 军事单位守卫其他定居者现在略有增加步行速度,以帮助他们跟上。
- 在道路上行走时,移动速度增加。
- 现在有一个不透明或透明GUI窗口切换的选项。
- 资源的食谱菜单已经改变了一点,让更多的成分配方,并显示选定资源的质量。
- 单位按Tab键,重新选择单位的单位不再关闭菜单。
- 敌人游泳速度已经下降。
- 骷髅现在走在水下。
- 按住Shift键的同时把结构可以让你保持安置他们。这是非常有用的,放置几棵树或长椅。
单位菜单,眼睁睁地看着资源,现在可以拖动和移动存储帽窗口。
- 提供的狩猎和放牧的动物毛发与隐藏的量已大幅增加。
- 灰色和暗棕色的狼现在是25%弱。
- 非安装混战妖精现在处理减少30%的伤害。
- 新装甲:布外套皮外套。所有类型的定居耐磨。提供最小的胸部保护。
从这里,我会花90%的时间在bug修复。这在过去几周一直被忽视,因此我们的目标将是1.4的多次迭代,每个包括多个错误修正。剩余的10%将用于新的装饰,士气功能,额外的敌人类型,和轻微的调整,战斗机制。天色的变化,不应该引入更多的bug。我开始新鲜的bug报告,所以如果你以前已经发布了一个错误,它一直持续到这个版本,请重新报告。
Change Log for 1.4:
- Settler Inventory. Each settler now carries their own items separate from the global inventory counts. They work from and gather into this inventory.
- Storage Structures. There are 10 new structures used by your settlers to access (and stockpile into) your global inventory. These structures also add to your storage capacities, a total of your available resource mass divided into nine categories. Nine of these structures are craftable, the last is a large wagon and is provided when starting a new game. The UI tooltips have changed to add descriptions for all structures.
- When idle, settlers will equip their own tools and weapons. Some of their preferences can be influenced ( Infantry preferring polearms, or Foragers using bow & arrow ). This is done by clicking on the weapon slots. Spare inventory can also be assigned, to provide spare tools or for allowing quick profession changes without requiring a trip back to storage.
- Resource Mass. Every resource now has a mass that gets used to determine a settler’s carrying encumbrance and in storage structure capacities.
- A settler’s encumbrance affects their walk speed. How much they carry before stockpiling can be adjusted via a slider in their inventory menus. The base walk speed is substantially faster than in previous versions.
- Profession changing no longer penalizes morale and previous professions experience counts.
- Metal ore and coal are now visible in the top layers of the map. Digging further into the ground will uncover the ore hidden on the layer beneath. Generally, there is more ore below the top layers.
-When placing a build structure, it’s required resources are used immediately when placed, similar to most RTS games. If the resources aren’t available, the structure will turn yellow and take the needed resources when they are available. This allows you to still place multiple structures ahead of time, but prevents structure building ‘failures’ due to insufficient resources.
-Structure crafting time has been lengthened. The trade-off is that when a crafter is interrupted, the building progress is retained, and a different crafter can even start up where the previous left off.
-Metal ore now requires a pickaxe quality comparable to it’s own quality. Check the pickaxe descriptions for details on their capablities.
- Ladders have been completely re-worked. Allowing a spare ladder in a builders inventory will allow them to set it aside walls and build while standing on the ladder. This can allow the builder to build up to 8 blocks before climbing down, provided he’s carrying the materials.
- Military units who are guarding other settlers now get a slightly increased walk speed to help them keep up.
- When walking on roads, movement speed is increased.
- There is now an toggle in the options for opaque or transparent GUI windows.
- The resource recipe menu has been changed a bit to allow for more ingredients in recipes and to display mass of the selected resource.
- Unit tabbing and re-selecting units no longer closes the unit menu.
- Enemy swim speeds have been decreased.
- Skeletons now walk underwater.
- Holding shift while placing structures allows you to keep placing them. This is useful for placing several trees or benches.
-The unit menu, watched resources, and storage cap windows can now be dragged and moved.
- The amount of Animal Hair & Hide provided by both hunting and herding has been drastically increased.
- The gray and darker brown wolves are now 25% weaker.
- Non-mounted melee goblins now deal 30% less damage.
- New armor: Cloth Tunic & Leather Tunic. Wearable by all settler types. Provides minimal chest protection.From here, I’ll be spending 90% of my time on bug fixes. This has been neglected in the past weeks, so the goal will be many iterations of 1.4, each including more bug fixes. The remaining 10% will be spent on new decor, morale functionality, additional enemy types, and slight adjustments to the combat mechanics. Mostly changes that should not introduce more bugs. I’m starting fresh with the bug reports, so if you’ve posted an error previously, and it persisted into this version, please re-report it.
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