本帖最后由 0081s 于 2013-3-12 10:53 编辑
Beta版0.5发布日期 2013年3月8日
如果你还没有去过的一部分的测试者论坛在过去的几个星期,你可能已经错过了一些,对于那些希望强调测试新的行为和功能的版本。这些试验是非常宝贵的,但我认为这是发布一个beta版本,这是多一点的每日构建客户端的时间。因此,这里的0.5B。ChangeLog将在包括一切,在测试版本中实现从0.3前进。
更改日志版本0.5B
一般的变化:
采矿率略有增加。
通知窗口大小,现在被保存和加载。
回到营火“技工”已被删除。
新的照明结构-营火
的暂停菜单键。现在也关闭了暂停菜单,恢复了比赛。
单位帧图像终于被添加到选定的单元接口,一个健康的酒吧也显示
了几个新的GUI砖手工具已被添加。
现在有一个用于探测敌人的视线线检查。这应该使蜘蛛洞更加危险。
指定的印章现在可以在多个Z-级,减少了需要的垃圾邮件,而选择栽种的树木。
现在,您可以跟踪资源的主要GUI。按“资源”菜单中的“追踪”按钮,留意你的号码。通过右键单击在跟踪框,你可以删除这些
音乐应该发挥更多的时候,
已加入了一些新的声音刺的,这些都是很短,往往比音乐播放,填补了两者之间的差距。
的2D地图已经成为默认的,当开始一个新的定居点。
建筑商和矿工们现在可以脱落梯子,并采取损害。这是非常罕见的,然而,上的阶梯高度和单位的级别,并根据
敌人的尸体不再自动从游戏中移除。他们必须右键单击,并设置为删除的尸体,或收集的资源。如果选择收集资源,一个觅食来,试图以挽救任何的敌人单位的资源。
您可以现在选择的开始位置为您最初的定居者和在开始篝火晚会。
工单位类型更可能以打回或逃离敌人的攻击,特别是在他们的工作。
的新资源Gatherables的:
蜘蛛丝,绳创建一个额外的配方。通过从被杀的蜘蛛觅食。
兽皮,目前没有使用。通过从被杀的狼觅食。动物脂肪和头发也被收集到的狼,
石箭头,现在可以收集到的地精弓箭手。 新的称谓-道路:
道路是有用的,当你已经成为解决复杂的单位路径已成为一个问题。
单位往往要步行沿道路标识多在开放
道路标识被放置在草地,单位时走时,它会慢慢转向一条土路。
道路将变得更加重要和必要的移民,商人和其他游客,并保持你的道路守卫将是至关重要的。
道路是相当挑剔他们的位置,并不能调整大小的深度。他们保持在1-3块的宽度也建议,以帮助寻路。
指定很像养殖的名称,在补丁。他们可以被删除一样的农业区,通过右键菜单。 更新卡夫丁菜单:
删除的大型资源型按钮,标签已被取代。现在,更多的选项可以添加几个迭代一次队列中的一个单一的资源。和重复连续队列中的资源现在被归类在一起,以减少杂波(堆叠)。现在默认的队列控制的堆栈,即处理。按“移到顶部”将整个堆栈队列的最前面,按住“左Shift”,而使用的控制将允许你将一个单一的项目,从堆栈中。现在有一些资源的简短描述,有利于新的球员 。 增加了新的选项:
对敌人看见了暂停。
暂停对迁移。
单位死亡时暂停
音乐和SoundFX音量滑块。
启用垂直同步。
设置绘制距离。(主要是明显缩小时,将其设置为最大可能会杀了你的帧率) 新的敌人的行为:
狼旅游包,漫游和睡眠比攻击头更容易。
蜘蛛往往钻入地底等待猎物旅行附近的孔。
地精现在打猎,砍树木,创造一个妖精篝火和休息。
骷髅现在的行为像僵尸,缓慢移动与可怕的愿景。
死灵法师的行为已经被关闭,其产卵暂时删除,其行为仍然是WIP,也将影响骨骼AI。最终使得两者敌人的行为更强大的。 错误修正:
水现在应该'路径'更可靠。修正了一个错误,在水有时会随机停止,同时转移。
修正了一个错误,破坏块以上的水,会导致水位上升。
移民将不再从海洋迁移。
单位将不再产生一个通知,当发现死敌人。
“捕鱼时突然下降,帧率(或口吃)已经固定。的
渔民现在应该是能够以较高的距离在水面上的鱼。
您可以选择采矿指定不再是在水下。
修正了一个错误,在那里建立一个以上的水不是块“T可能
如果水流入块,一个单位占领,现在游泳。在此之前,这将打破水,留下一个洞。
新的敌人的行为产生了翻天覆地的变化如何玩这个游戏。一只蜘蛛或在地图边缘的骨架产卵,将不再使你的单位的直接路径。他们正漫游在地图与自己的意图。这可以让玩家更多的探索,专注于建设自己的结算,而不需要立即创建护城河,城墙和防御。我想提一提,这个漫游的增强敌人的AI行为仅仅是个开始,实际的攻击将会来临,侵略和围攻仍然是一个主要的目标,我有木材和石头。本场比赛将再次变得困难。 =========================================我是原文分割线================================
Posted on March 8, 2013
If you haven’t been a part of the Testers Forum the last couple weeks, you might have missed a few of the builds that were put out for those who wished to stress test new behaviors and features. These tests have been invaluable, but I think it’s time to release a beta version that is a little more than a daily build client. So here’s 0.5b. The changelog will include everything that was implemented in the testing versions from 0.3 forward.
Change Log For Version 0.5b
General Changes:
Rate of mining has been increased slightly.
Notification window sizing is now being saved & loaded.
The “Return to Campfire” mechanic has been removed.
New lighting structure – Campfire.
The Pause Menu Key now also closes the pause menu, and resumes the game.
Unit Frame images have finally been added to the selected unit interface, a health bar is also shown.
Several new GUI tiles for hand-tools have been added.
There is now a line-of-sight check for spotting enemies. This should make spider holes much more dangerous.
The Chop Designation now works across multiple Z-levels, reducing the need to spam up and down while selecting trees.
You can now track resources in the main GUI. Press the “Track” button in the Resources menu to keep an eye on your numbers. By right clicking in the tracking box, you can remove these.
Music should be getting played more often.
Some new sound stings have been added, these are very short and should play more often than music to fill the gaps in-between.
The 2D map has been made the default when starting a new settlement.
Builders and miners can now fall off ladders and take damage. This is very rare however, and is based on the height of the ladder and the unit’s level.
Enemy corpses are no longer automatically removed from the game. They must be right clicked on, and set to remove corpse, or gather it’s resources. If selected to gather resources, a forager should come over and attempt to salvage any of the enemy unit’s resources.
You can now choose the starting location for your initial settlers and the starting campfire.
Worker unit types are now much more likely to fight back or flee from enemy attackers, especially while they are working.
New Resources & Gatherables:
Spider Silk, for creating an additional recipe for rope. Obtained by foraging from slain spiders.
Animal Hide, no current uses. Obtained by foraging from slain wolves. Animal fat & hair can also be gathered from wolves.
Stone arrows can now be gathered from goblin archers. New Designation – Roads:
Roads are useful when your settlement has become complex to the point where unit pathing has become a problem.
Units tend to want to walk along road designations more than out in the open.
When a road designation is placed onto grass, it will slowly turn to a dirt path when units walk upon it.
Roads will soon become much more important, and necessary for migrants, traders and other visitors, and keeping your roads guarded is going to be crucial.
Roads are meant to be quite picky about their placement, and unable to be resized in depth. Keeping them at a 1-3 block width is also recommended to help pathfinding.
The designation is placed much like Farming designations, in patches. And they can be removed the same as farming zones as well, via a right click menu. Updates to the Crafting Menu:
Removed are the large resource type buttons, which have been replaced by tabs. More options are now available to add several iterations of a single resource to the queue at once. And duplicate sequential resources in the queue are now being grouped together to reduce clutter (stacking). The queue controls now default to dealing with the stack, ie. pressing “Move To Top” will move the entire stack to the top of the queue, holding “Left Shift” while using the controls will allow you to move a single item from the stack. A few resources now have short descriptions, helpful to the new player. New Options have been added:
Pause on enemy sighted.
Pause on migration.
Pause on unit death.
Music & SoundFX volume sliders.
Enable V-Sync.
Set Draw Distance. (mostly only noticeable while zoomed out, and setting it to max might kill your framerate) New Enemy Behaviors:
Wolves now travel in packs and are more likely to roam around and sleep than attack head on.
Spiders tend to burrow underground and wait for prey to travel near their holes.
Goblins will now hunt, chop trees, create a goblin campfire, and rest.
Skeletons now behave more like zombies, slow moving with horrible vision.
Necromancer behavior has been turned off, and their spawning temporarily removed, their behavior is still WIP and will also impact skeleton AI. Eventually making both enemy behaviors more robust. Bug Fixes:
Water should now ‘path’ more reliably. Fixed a bug where water would sometimes randomly stop while diverting.
Fixed an error where destroying blocks above water would cause the water level to rise.
Migrants will no longer migrate from the ocean.
Units will no longer produce a notification when spotting dead enemies.
The sudden drop in framerate (or stuttering) while fishing has been fixed.
Fishermen should now be able to fish from a higher distance above the water.
You can no longer select mining designations that are underwater.
Fixed a bug where building one block above water wasn’t possible.
If water flows into a block that a unit is occupying, the unit will now swim. Previously, this would break the water and leave a hole.
The new enemy behaviors create a drastic change in how the game is played. No longer will a spider or skeleton spawn at the edge of the map and make a direct path to your units. They now roam the map with their own intentions. This allows the player more exploration, time to focus on building their settlement without the immediate need to create moats, walls and defenses. I would like to mention that this roaming behavior is only the start of the enhanced enemy AI, actual attacks will be coming, invasions and siege is still a major goal I have for Timber and Stone. The game is going to become difficult again.
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