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游侠NETSHOW论坛 游侠NETSHOW论坛 帝国霸业-银河生存 6.0版本更新内容(机翻),上面原文,下面机翻 ...
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发表于 2017-4-7 16:30:35 |只看该作者 |倒序浏览
本帖最后由 ︶ㄣ緑嗏灬 于 2017-4-7 16:40 编辑

Changelog: Alpha Experimental 6.0.1 (Build 923)

Bug Fixes:
- Fixed: Problem that O2 and Radiation was not correctly calculated in some use cases
- Fixed problem with oxygenation in large structures and resulting "stackoverflow"
- Fixed: Problem that several Patrol Vessels were deactivated
- Fixed: Problem that no planet vessel was on Omicron
- Fixed: Stored items in Armor Locker gone when restarting the game
- Fixed: Armor locker was blocked by user who first accessed it (MP only)
- Fixed: Armor Locker was accepting any Item Type (now only Armor/Boost Items)
- Fixed: No sound when using SV & HV o2 station
- Fixed: SV & HV fuel tank no longer light up
- Fixed: Problem that teleport in space (via console) did not take into account Y coordinate
- Fixed: y rotation jump when spawning
- Fixed: Problem with saving correct state of lever position
- Fixed Quick Access/Hotbar "0" Slot Key
- Fixed: No shift-click to drag items from inventory to quick access

Changes:
- Increased animation speed of lever
- Increased Armor Locker Container to 5x3 Dimensions/Slots
- Added possibility to set the teleport target as follows: "DeviceName@Structure:NamePlayfield"
- Removed double open sound when opening map

--------------------

Initial Post: March 25, 2017

Hi Galactic Survivalists!

Welcome to our first Experimental 6.0 release! We have teased you for some days - now it is your turn! ;-)

In contrast to earlier experimental releases where we released the first experimental version almost feature complete and quite stable, we decided to have a different approach this time: Given the fact that we integrated many new features, feature changes and game changers, we seek your feedback already at a very early state of the Alpha 6.0 development cycle. Thus, we released a very rough and literally “experimental” first version. Nearly all of the features are still Work-In-Progress! So please switch to the experimental branch only if you are willing to accept bugs, issues and un-balanced features.

Due to this work-in-progress status of the current experimental release and because of the multitude of new features, feature changes and game changers, we’d like to suggest a different testing and feedback approach for this experimental cycle:
Read through the FAQ. While the changelog below will give you a rough overview of the features, the FAQ contains all important info about the new features in a question-answer style: http://empyriononline.com/thread ... rimental-faq.10344/
Play the game and if there is any open gameplay questions left (“How do i use…?”), please use the FAQ-question thread over here and add your question. We’ll answer and add it to the FAQ (if not answered yet): http://empyriononline.com/thread ... ay-questions.10345/
After having played the experimental version and if you want to give feedback about a specific feature, like O2 rooms, temperature etc, please do NOT discuss this in this patch announcement, but use one of the following feature-dedicated threads to help us track any related feedback. This is key to successfully track your feedback on the different main-features, as otherwise your suggestions/remarks might get lost in a slew of mixed conversations: http://empyriononline.com/forums ... ures-discussion.35/
If you run into any issue, please - as always - report it in our bug thread: http://empyriononline.com/thread ... rimental-6-0.10352/
We are planning to have around three major (weekly) Experimental releases before Alpha 6.0 will be pushed to the public branch. Thus, this Experimental phase will run longer than usual, as we want to catch as much of your appreciated feedback to make the new features an awesome Alpha 6.0 experience

Final note: while your Alpha 5.5 save games are compatible in the Experimental 6.0 version, we recommend to start a new game to experience all the new features we added. Moreover, we reserve the right to break save games during the Experimental 6.0 phase but will ensure that your Alpha 5.5 will be compatible in the public Alpha 6.0 release.


CHANGELOG: Experimental 6.0.0 (Build 920)

For all of the described features, more and detailed info can be found in the FAQ as this would be beyond the scope of this announcement.

Oxygen System:
The Oxygen System allows to create pressurized environments which will allow you to take off your helmet and drop off your heavy player armor without having to care about the possibility of suffocating in your own base or vessel. Pressurized rooms also have a lower O2-consumption than wearing your suit with helmet on.

[​IMG]
[​IMG]

These are the force fields that prevent rooms from decompressing:
[​IMG]
[​IMG]

Temperature and Radiation System:
All playfields now have a dedicated temperature and some also have radiation. Temperature and radiation have a direct effect on your health - if you are not protected well (enough). On planets, temperature depends on where you are and the time of day.
- Added radiation pills
- Added temperature increase / decrease to food
- Added radiation reduction to some food
- Promethium and Erestrum are now radioactive
- Added radiation and temperature to blocks and devices (eg Warp Drive, Generators, Thrusters, etc)
- Added console commands “give” to change health / stamina / food / temperature / radiation. Example: give food 100, give temp -10
[​IMG]

Player Armor:
Player armor not only replaces the old suit-system, but also adds slot-based configuration by offering boosters for certain task (they have up and downsides, of course).
- You can choose between: Light Armor, Medium Armor and Heavy Armor
- Armor has different parameters / characteristics that affect player stats (e.g. armor value, speed modifier, stamina modifier etc)
- Armor console command for equip, repair, set slots, display armor details -> cmd: "armor"
- Added armor upgrade (booster) system
- Added Armor Locker -> you can now change your armor only in locker (however, you can still change it via console cmd)
[​IMG]

Triggers / Sensors
- Implemented first version of a signaling system where structure devices can send and / or receive signals to control device-specific functions
- Current triggers / sensors: Trap door, Trigger plate, Light barrier, Motion sensor, Lever
[​IMG]

Playfield Instances / Teleporting:
Basic mechanism: instances (playfields) that temporarily open to players and in which they can fulfill missions (accessible via portals) - changes on the instanced playfield will not be saved, i.e., you can re-do instances several times.
[​IMG]

Improved HUD & GUI:
- Added first Version of New HUD. We did not yet finish all windows. Let us know what you think.
[​IMG]
[​IMG]

AI Vessels on Planets:
- Added planetary AI aliens vessels to several playfields - we used modified workshop items from Desus, Ranger, Sorcery, Jenniphurr, Arturius1967, McFluffFace, Pyston and Waired
[​IMG]

AI Update:
- It is now possible to have NPCs in space (e.g. Zirax in orbital base - see alien base in Omicron Orbit)
- Troop Transport will now be replaced if destroyed
- Reduced HP of Troop Transport to make it easier to destroy + increased content per Troop Transport
- Added different versions of Zirax: laser weapon, shotgun and rocket launcher
- NPC spawners can now spawn different NPCs. E.g "ZiraxMale, Crawler, Hexapod"
- NPC spawners now only spawn when active and right core is set.
- Added ranged attack of spider 3 (slime attack - WIP)

Durability and Repair:
- Implemented durability for some higher tier weapons and each repair reduces max durability
- Added special craft item for higher tier weapons that can only be found in loot

Custom Scenarios:
- Added possibility to integrate custom Scenarios. Thus, you are now able to design your own Solar System!
-> Just check out the "Empyrion\Content\Scenarios" folder to see how we setup "Example1" and "Invader vs Defender" scenarios
[​IMG]

New Game Start Options:
- Added possibility to set start armor in playfield.yaml.
- Added possibility to set start items in playfield.yaml (e.g. see Scenarios/Example1 "Ice" playfield.yaml under “FixedPlayerStart”)
- Added possibility to set start setting (Escape Pod or in Base) in playfield.yaml: e.g. on Aclite (Scenarios/Example1) you start on platform with portal to instance playfield

Visuals:
- Added new nebula to all space playfields
[​IMG]
- Adjusted POI positioning so POIs are less buried
- Using same ground texture for random POI as surrounding area (so they do not stick out that much anymore)
- Added force field to hangar doors, shutter doors and normal doors if they are airtight
- Added new icons for Radial menu and Status Effects (thanks to GreenCard)
- Clouds on planets starts now at 300m (instead of 250m)
- Added better textures to holographic screens
- More reflection on sniper scopes.
- Added more layers of snow to Ningues
- Updated cobalt ore icon

New Blocks / Devices / Weapons:
- Ventilator block
- Furnace
- Armor Locker
- Repair Station
- Portal, Teleporter and Player Spawner
- New interior door for SV
- New T1 assault rifle

New O2 + Fuel System:
- O2 + Fuel is now in a virtual "single tank" (similar to ATM)

More Status Effects:
- Added more status effects to deco blocks: bed, sofa, shower, toilet etc.
- Added new status effect "broken leg" when falling on ground from high altitudes
- Added speed reduction to more status effects (eg Freezing, Radiation, etc)
- Medic station uses F for healing (you don't have to enter medic station anymore)
- Text "Press F to use X" is now shown for all devices that trigger a status effect (eg shower, toilet, bed, etc)

Gameplay:
- Increased max level from 20 to 25 and max experience from 250k to 500k
- Increased temperature reduction when gaining height
- Temp level is now relative to "pole level" and not to 0
- Increased default running speed of player
- Tweaked status effects: medikits less powerful now

Changes:
- Added new Blueprint Data Dialog when doubling clicking on a Blueprint (to set Group, Name, Y Offset and Flatten checkbox)
- Console cmd replaceblocks allows now "empty" as target block to remove blocks: “replaceblocks StructureID BlockName empty”
- Tweaked Techtree: devices, items and weapons are now better distributed (up to level 25)
- Add console cmd prefabactivate
- Enemy turrets can now be switched on/off via triggers / sensors (need to activate all old save gamed turrets manually on first load)
- AI will now fire at activated turrets only
- Integrated creator id/name into structures
- Reworked player disconnect handling
- Planet map raw files are not needed any more
- Console command 'prefabinfo' now outputting real name of blueprint and if the ground is removed
- Blueprint Library shows internal blueprints (referenced in playfield) if not a Survival game
- Added Console Cmd "destroyme" as replacement for "Suicide" button in player window
- Not showing planets on sky that are too far away and cannot be warped to

Updated POIs:
- TSP-Omicron (also used on Aitis) = Captain Jack II
- TSO-Zeyhines = Arturius
- TSO-Skillon = Captain Jack II
- TSP-Akua (also used on Masperon/Skillon) = Pantera
- TSO-Masperon (TradingOutpost, Oscutune, Aitis) = Captain Jack II
- TSP-Aestus (also used on Oscutune) = Captain Jack II

Bug Fixes:
- Fixed: Exiting the game while having drilled in a hill respawns you atop the hill after resuming the game
- Fixed: Logout in underground base results in spawn on the hill (outside)
- Fixed: Logging out in an underground base leads to respawn on top of the hill
- Fixed: Weapon with beams (eg Multitool, Texturetool, etc) do not glue at old position any more when the beam is moved fast
- Fixed: Plants/Trees sometimes regrow in bases and POIs
- Fixed: Grass and Trees growing in POI bases / are not removed
- Fixed: Alien Honey - Insect sound FX is only playing AFTER looting -> now also for harvested version disabled
- Fixed: Avoiding infinite "reposition" tries when an out-of-view entity is repositioned.
- Fixed problem that sun was shining through walls in space (increased strength of shadows in space)
- Fixed problem with coloring of the mountain sides on Akua
- Small fix in SI calculation
- Fixed problem with over-smoothness of lab equipment.

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沙发
发表于 2017-4-7 16:31:06 |只看该作者
更新日志:α实验6.0.1中(923年建立)
缺陷修正:
O2 -固定:问题和辐射是不正确地计算在某些用例
——固定问题在大型结构和氧化产生的“stackoverflow”
——固定:几个巡逻船被停用的问题
——固定:问题没有行星船买卖
-固定:物品存储在装甲柜当重新启动游戏
——固定:装甲储物柜被用户首次访问它(MP)
——固定:装甲储物柜是接受任何项目类型(现在只有甲/增加项目)
——固定:使用SV &高压氧气站时没有声音
——固定:SV &高压油箱不再照亮
——固定:空间传送的问题(通过控制台)没有考虑Y坐标
——固定:y旋转跳当产卵
-固定:储蓄的问题正确的杆位置
-固定快速访问/制定的“0”位置的关键
——固定:没有shift-click拖动物品库存快速访问
变化:
——增加杠杆的动画速度
-护甲增加储物柜5 x3维度/槽的容器
——添加可能性设置传送目标如下:“DeviceName@Structure:NamePlayfield”
-删除双开声音打开地图
- - - - - - - - - - - - - - - - - - - - -
最初的帖子:2017年3月25日
嗨星系生存主义者!
欢迎来到我们的第一个实验6.0版本!我们有取笑你几天,现在轮到你了!:-)
早期的实验版本相比,我们发布了第一个实验版本几乎功能完整且相当稳定,这次我们决定有不同的方法:考虑到我们集成许多新特性,特性变化和游戏改变者,我们寻求你的反馈已经在很早的α6.0开发周期。因此,我们发布了一个非常粗糙,“实验”的第一个版本。几乎所有的功能都还在制品!所以请切换到实验分支只有在你愿意接受错误,问题和un-balanced特性。
由于在制品状态当前实验的释放,因为大量的新特性,特性变化和游戏改变者,我们想提出一个不同的测试和反馈方法实验周期:
阅读FAQ。而下面的更新日志的功能,将会给你一个粗略的概述FAQ包含所有重要信息提问风格的新特性:http://empyriononline.com/thread ... rimental-faq.10344/
玩这个游戏,如果有任何打开游戏问题离开(“我如何使用…?”),请使用FAQ-question线程在这里添加你的问题。我们的答案,并将其添加到FAQ(如果没有回答):http://empyriononline.com/thread ... ay-questions.10345/
后的实验版本,如果你想给的反馈对一个特定的功能,像O2房间,温度等,请不要讨论这个在这个补丁公告,但使用下列feature-dedicated之一的线程来帮助我们追踪任何相关反馈。这是成功的关键跟踪你的反馈不同的主要特征,否则你的建议/言论可能会迷失在大量的混合对话:http://empyriononline.com/forums ... ures-discussion.35/
如果你遇到任何问题,请-一如既往地在我们的错误报告线程:http://empyriononline.com/threads/bug报道-α-实验- 6 - 0.10352 /
我们正在计划大约有三个主要的(每周)实验前释放α6.0将被推到公众的分支。因此,这个实验将运行时间比往常一样,当我们想赶上你欣赏的反馈使新特性的α6.0经验
最后注意:当你的阿尔法5.5保存游戏是在实验6.0版本兼容,我们建议开始一个新游戏体验我们添加的所有新特性。此外,我们有权打破保存游戏在6.0实验阶段,但将确保您的α5.5将在公共α6.0版本兼容。
更新日志:0实验(920年建立)
所有描述的特性,越来越详细的信息可以在FAQ,因为这将超出了这个公告的范围。
氧气系统:
氧气系统允许创建加压环境将让你脱下你的头盔和减少你的重装甲,而不必关心球员的可能性窒息在自己的基地或容器。加压O2-consumption房间也有一个低于穿你的衣服和头盔。
[IMG]
[IMG]
这些力场防止房间减压:
[IMG]
[IMG]
温度和辐射系统:
所有球场现在有一个专门的温度和一些也有辐射。温度和辐射对你的健康有直接影响——如果你不保护好(足够的)。行星上,温度取决于你在哪里和一天中不同的时间。
——添加辐射药片
——添加温度增加/减少食品
——添加辐射减少一些食物
——钷和Erestrum现在放射性
——增加了辐射和温度模块和设备(如翘曲航行、发电机、推进器等)
——添加控制台命令“给”改变健康/耐力/食物/温度/辐射。例子:给100年食品,给临时-10
[IMG]
玩家甲:
球员装甲不仅取代了旧的诉讼制度,但还增加了slot-based配置提供支持者对某些任务(当然他们有缺点,)。
——你可以选择:护甲类型:轻、中型盔甲和重型护甲
-护甲有不同的参数/影响球员统计特征(如护甲,修饰词速度,耐力修饰符等)
-护甲装备控制台命令,修复,插槽,显示装甲- > cmd细节:“甲”
——增加护甲升级(升压)系统
-添加装甲柜- >现在你可以改变你的护甲只在储物柜(不过,你仍然可以改变通过控制台cmd)
[IMG]
触发/传感器
——第一个版本实现的信号系统结构设备可以发送和/或接收信号来控制特定于设备的功能
-当前触发/传感器:活板门,触发板、挡光板,运动传感器,杠杆
[IMG]
球场实例/传送:
基本机制:实例(球场),暂时向玩家开放,他们可以完成任务(通过门户网站)的变化对球场当中不会得救,即。好几次,你可以重新实例。
[IMG]
改善住房和城市发展部和GUI:
——添加新住房和城市发展部的第一个版本。我们还没有完成所有的窗口。让我们知道你的想法。
[IMG]
[IMG]
在行星AI船舶:
——添加行星AI外星人船只几个球场——我们从Desus修改车间物品使用,管理员,巫术,Jenniphurr,Arturius1967,McFluffFace,Pyston和陶器
[IMG]
人工智能更新:
——现在可以有npc在空间(例如Zirax轨道基地-见外星人基地ο轨道)
——部队运输将会取代如果摧毁
——减少了惠普的部队运输,让它更容易破坏+每部队运输增加的内容
——添加不同版本的Zirax:激光武器、猎枪和火箭发射器
——全国人大已成熟的雌鱼现在可以产生不同的NPC。E。g”ZiraxMale、爬虫、昆虫”
——全国人大已成熟的雌鱼现在才产生积极和核心设置。
——添加远程攻击的蜘蛛3(黏液攻击-在制品)
耐用性和修复:
——实现耐久性为一些更高的层武器和每个维修减少马克斯耐久性
——添加特殊工艺项目更高的层武器,只能在战利品中找到
自定义场景:
——还可能将自定义场景。因此,您现在可以设计自己的太阳系!
- >查看“Empyrion \ \内容场景”文件夹,看看我们设置“例二”和“入侵者vs后卫”场景
[IMG]
新游戏开始选项:
——添加可能性集开始在playfield.yaml盔甲。
——添加可能集中在球场开始项目。yaml(例如看到场景/例二“冰”球场。yaml下“FixedPlayerStart”)
——添加可能性集开始设置在室外运动场(逃生舱或在基地)。yaml:例如Aclite(场景/例二)你开始在球场与门户平台实例
视觉效果:
——添加新球场星云所有空间
[IMG]
——调整POI定位POIs不埋
——使用相同的地面纹理为随机POI周边地区(所以他们不伸出了)
——添加力场机库门、快门门和正常门密封
——添加新的径向菜单图标和状态的影响(由于GreenCard)
——云行星现在开始300(而不是250米)
——添加更好的纹理全息屏幕
——更多的反思狙击范围。
——增加了更多的层雪Ningues
——更新钴矿石图标
新块/设备/武器:
——通风机块
——炉
——盔甲储物柜
——修理站
——门户、传送器和球员已成熟的雌鱼
- SV的新室内门
——新T1突击步枪
新O2 +燃油系统:
- O2 +燃料现在在一个虚拟的“单坦克”(类似于ATM)
更多的影响现状:
——增加了更多的装饰效果街区现状:床,沙发,浴室,卫生间等。
——添加新的状态影响“断腿”从高空坠落在地面
——加减速状态影响(如冷冻、辐射等)
治疗,医生站使用F(你不需要输入医生站了)
——文本“按F使用X”现在是显示所有设备触发状态的影响(如淋浴、卫生间、床等)
游戏:
——增加最大级别从20到25和马克斯经验从250 k到500 k
——增加温度下降时获得高度
——临时水平现在是相对于“杆水平”,而不是0
——增加球员的默认的运行速度
——调整状态的影响:medikits少强大的现在
变化:
——添加新蓝图数据对话框当翻倍点击一个蓝图(组群、名称、Y抵消和扁平复选框)
——控制台cmd replaceblocks允许现在“空”作为目标块删除块:“replaceblocks StructureID BlockName空”
——调整Techtree:设备、物品和武器现在更好的分布(25)
- cmd prefabactivate添加控制台
——敌人的炮塔现在可以通过触发开启/关闭/传感器(需要手动激活其他老拯救博弈炮塔在第一次加载)
AI现在只激活炮塔开火
——综合创造者id /名称结构
——修改了球员断开处理
——地球原始文件不需要任何更多的地图
——控制台命令“prefabinfo”现在输出真实姓名的蓝图,如果地面被移除
——蓝图库显示内部蓝图(球场中引用)如果不是一个生存游戏
——添加控制台Cmd“destroyme”替代“自杀”按钮播放器窗口
——而不是显示行星在天空太远,不能扭曲
更新POIs:
——TSP-Omicron(也用于Aitis)=杰克船长
- TSO-Zeyhines = Arturius
- TSO-Skillon =杰克船长
——TSP-Akua(也用于Masperon / Skillon)=此款车型
TSO-Masperon(TradingOutpost Oscutune Aitis)=杰克船长
——TSP-Aestus(也用于Oscutune)=杰克船长
缺陷修正:
——固定:退出游戏时在山上钻重生后你在山上恢复比赛
-固定:注销在地下基地的结果在山上产卵(外)
——固定:日志记录在一个地下基地导致重生在山顶上
与梁-固定:武器(如多刃刀具,Texturetool等)不再胶水在老位置当光束移动快
——固定:植物或树木有时在基地和POIs再生
——固定:草和树生长在POI基地/不删除
——固定:外星人蜂蜜——昆虫声音外汇只是玩抢劫后- >现在也收获版本禁用
——固定:避免无限的“重新定位”尝试当一个看不见了的实体是重新定位。
——固定问题,阳光闪烁在太空中穿墙(增加阴影的力量空间)
——固定着色Akua山边的问题
——小修复如果计算
——固定over-smoothness实验室设备的问题。

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板凳
发表于 2017-4-14 16:05:40 |只看该作者
辛苦了 更新了这么多 真想好好玩

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地板
发表于 2017-4-14 19:47:13 |只看该作者
空翔 发表于 2017-4-14 16:05
辛苦了 更新了这么多 真想好好玩

是啊,就是没汉化

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5#
发表于 2017-6-9 11:55:10 |只看该作者
汉化汉化{:1011:}{:1011:}

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