七日杀最近更新的蛮频繁,最近刚推出a13.6版本,小编今天给大家带来了啊13.6的更新内容介绍,感兴趣的玩家快来看下吧。
Merry Christmas Survivalists,We have a great new patch under the tree. Note this patch has some major reworked random generation code play old A13 saved games at your own risk.
大家圣诞快乐,我们在圣诞节打了一个很大的补丁,这个补丁返工了大量随机生成类代码,可能会让你在玩A13老版本(A13--A13.5)的时候会出问题。(意思很明显,玩A13.6吧,少年,除非你不下载)
Alpha 13.6 Patch notes
A13.6补丁说明
Added: New video Tone Mapping options replacing the old Dynamic Contrast. Currently there are 5 options including Vibrant, Cold, Dark, Bright, and Vibrant DeSat. Vibrant is the default. Note: These are experimental and could be turned into 1 default with usage of these for biome or player type effects.
新增:总结起来一句话,关于色调映射的细分及默认设置。(游戏中的视频选项的右边第一个勾上,会自动调整游戏在各种环境下的色彩、亮度,你不会那么暗了,记得点上,基本不占内存)
Added: repair to various concrete blocks
新增:各类混泥土方块的修补。
Added: Some ambient one shots to burnt forest.
新增:燃烧森林新增一些环境画面。
Added: VERY rough first draft of caves. Still more to do with the noise values yet.
新增:(这句有可能并非版本更新内容)主要是说新增的矿洞刚启用初稿,有一些噪音需要处理。
Changed: RWG random world generation has a whole new algorithm.
调整:RWG函数在生成随机世界的时候用了全新算法。(会让游戏加载更快还是占内存更小?)
Changed: Lowered sea level to 32 meters.
调整:海拔降低到32米。
Changed: Replaced per biome terrain adjustment with single terrain generator
调整:每种“生物、地形、生态”生成方式都有自己的独立生成模块。(以前是大家公用)
Changed: Biomes now spawned using perlin noise.
调整:生物、生态体系现在使用“柏林噪音函数”。(以前用的啥函数)
Changed: Biome distribution is more even per biome.
调整:各类生物、生态现在分布更均匀了
Changed: Hub layouts have changed slightly.
调整:城镇布局略有改变。
Changed: Hub Cell size increased to give hubs a little more room to generate.
调整:城镇单元规模调整以给城镇更多空间生成。
Changed: Hub cell offset set to 0 for a more predictable grid like hub layout.
调整:城镇结构、布局调整。
Changed: Did a slight optimization to pine forest decorations.
调整:稍微优化了下松树林的外观。
Changed: Increased stability of stable cloth material
调整:增加布料的耐久度。
Changed: Steel walls now have 4000 hit points instead of 2000.
调整:白钢墙有4000的耐久了,之前是2000。
Changed: Night time zombies are restructured like day time zombies. Dogs on day 5,
with no spawning near day 7 so players have time for the night hordes.
调整:夜间僵尸的组成方式现在回和白天的僵尸一样,第五天会有狗,但是第七天不会刷新狗了
,所以玩家在第七天晚上会好一些吧。
Changed: Nerfed spike trap damage now that gore blocks are disabLED.
调整:削弱尖刺陷阱的伤害,现在尸块已不会生成(被禁用)。
Changed: cornbread hold type and added custom hold item.
调整:玉米饼持握的模型并新增自定义物品类型。(这个对Mod制作很有好处)
Changed: Player surface walk slope max to 65 degrees (up from 60) to fix getting
stuck on spike trunk tips.
调整:玩家现在能行走的最大坡度由60转为65,以消除被卡在尖刺上的问题。
Fixed: New rbg colors to map markers.
修复:新的地图标记颜色。
Fixed: Damaged Wood spikes cannot always be repaired
修复:受损的木钉不能修复。
Fixed: Dogs attacking rapidly.
修复:狗攻击过快。
Fixed: Limited voices on the minibike sounds.
修复:摩托车声音过大。
Fixed: Downgraded cobblestone ramps stay rotated the correct way.
修复:降级的砾石斜框(填充好砾石后有三层)不会乱转了。
Fixed: Car harvest per tier is now the same.
修复:每层车的收获现在是一样的。(恭喜悲催的电池、引擎党们)
Fixed: Null ref when filling lots of jars with water
修复:当用大量空瓶装水的报错问题。
Fixed: Several material bugs where hardness was not 1
修复:几种材料的错误,硬度不会是1了。
Fixed: Spike trunk tips should take damage now
修复:尖刺会正常伤害了。
Fixed: Light bug on spotlight.
修复:聚光灯的光线。
Fixed: Texture tiling error on stone block destroy particle effect.
修复:在石头上不同纹理拼接时造成的破坏粒子效果问题。
Fixed: NRE on shooting an arrow and disconnecting.
修复:射箭和断线造成的报错问题。
Fixed: Issue where cities would stop rolling prefabs to place in the world.
修复:地图上的城市不在地图上逐步显示的问题。
Fixed: Issue where edges of hubs had a sharp bowl like cut.
修复:交叉口/城镇的边缘有锋利的碗状切口问题。
Fixed: Issue where roads would be very steep due to hub bowl cuts.
修复:公路在碗状交叉口/城镇时会变的特别陡峭。
Fixed: Y offset in utility building water works.
修复:水的某种问题。
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