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本帖最后由 mtswz008 于 2022-10-8 16:57 编辑
无人深空4.0更新文档(百度机翻) INFORMATION PORTAL
The Guide, Catalogue and Milestones UI pages have been merged into one unified information portal and given a visual overhaul.
The catalogue has been divided into more fine-grained categories, allowing quicker access to information.
A dedicated catalogue has been added for gathering stories and information from planetary sites, such as monoliths, plaques, abandoned buildings and more.
A dedicated catalogue has been added that records the story of your own journey across the galaxy as you complete missions.
Specific catalogue pages have been added to record language information gathered from various aliens met on your journey.
Specific catalogue pages have been added to record refiner recipes learned via experimenting with the various sized refiners available.
A specific catalogue page has been added to record any cooking recipes learning from experimenting with the Nutrient Processor.
Procedurally generated technology is now listed in the catalogue.
Guide pages can now be manually scrolled.
New Guide entries are now previewed on the main information portal.
Key milestones are now previewed on the main information portal.
The milestones page has been given a visual overhaul.
The factions page has been given a visual overhaul.
The medals awarded for faction and milestone progress have been improved.
Milestones and medals can now be pinned as a mission, giving guidance on how to progress.
A new range of faction medals have been added.
The Extreme Survival journey milestone has been reworked so that it counts cumulative time spent in extreme environments, rather than the longest continual time spent in an extreme environment without dying.
| 信息门户
指南、目录和里程碑UI页面已合并为一个统一的信息门户,并进行了可视化改造。
目录被划分为更细粒度的类别,允许更快地访问信息。
增加了一个专门的目录,用于收集行星遗址的故事和信息,如石碑、匾额、废弃建筑等。
一个专门的目录已经被添加,它记录了你在完成任务时穿越银河系的旅程。
已经添加了特定的目录页来记录从您旅途中遇到的各种外星人那里收集的语言信息。
添加了特定的目录页,以记录通过试验各种尺寸的可用精炼机而获得的精炼配方。
添加了一个特定的目录页面,以记录从营养处理器实验中学习到的烹饪配方。
程序生成的技术现已列入目录。
指南页现在可以手动滚动。
现在可以在主信息门户上预览新的指南条目。
现在,主要信息门户网站上预览了关键里程碑。
里程碑页面已进行了外观检查。
派系页面已经进行了可视化改造。
为派别和里程碑式进展颁发的奖牌有所改进。
里程碑和奖牌现在可以固定为一项任务,为如何进步提供指导。
增加了一系列新的派系奖牌。
极端生存之旅里程碑已经重新设计,因此它计算了在极端环境中花费的累计时间,而不是在极端环境下不死亡的最长持续时间。
| NEW DIFFICULTY FRAMEWORK
All the core difficulty and other differences between the game modes have been reworked into a new framework that players can adjust as they see fit.
All existing game modes have been retained as quick and easy presets, and can be selected as before when starting a new game.
Alternatively, players can now choose to create a Custom game where all settings are fully customisable.
Expedition and Permadeath games will remain in their own pool for the purposes of matchmaking and base sharing. All other game modes have been unified so that players can explore together, whatever their difficulty preferences.
An additional game mode has been added to this list, Relaxed mode. Relaxed is the full Normal mode experience, but with significantly reduced need to manage survival systems and maintain technology and resources.
Players wishing to make their existing games more challenging, or take advantage of the new Relaxed mode settings, can customise difficulty options from the pause menu at any time. The vast majority of difficulty settings can be tweaked at any time, in any mode.
Some limited restrictions are imposed when wishing to play Permadeath.
Customisable difficulty options include:
The ability to disable life support and / or hazard protection management.
The ability to customise the speed at which life support and hazard protection are depleted.
The amount of material yielded when mining and harvested.
If sprinting is limited by life support drain and/or stamina.
How fast the scanner recharges.
How much damage players take from combat or the environment.
If technology takes damage when taking damage from combat or the environment.
What consequences there are for death, from none to permadeath.
How much fuel various pieces of technology use, including in Relaxed mode the ability to have free use of ammo, the mining laser and the terrain editor while still retaining general fueling mechanics.
If crafting items is free.
If the game is started with most recipes and blueprints already known, or if they must be earned.
How much items and upgrades cost to buy or learn.
The range of items available in shops.
How large item stack sizes can be within the inventory.
How much health hostile ships / Sentinels / creatures have.
How frequently, if at all, ground combat takes place.
How frequently, if at all, space combat takes place.
How hostile various planetary creatures are in their behaviour.
If the tutorial missions take place or not.
If other inventories (such as the ship and freighter) are always in range or not.
If specialised warp drive upgrades are required to enter specific systems.
If bases and base equipment require power.
How fast standing is gained with various factions.
If the game starts with all squadron or companion slots pre-unlocked.
| 新的困难框架
游戏模式之间的所有核心难度和其他差异都被重新设计成一个新的框架,玩家可以根据自己的意愿进行调整。
所有现有的游戏模式都被保留为快速简单的预设,在开始新游戏时可以像以前一样选择。
或者,玩家现在可以选择创建自定义游戏,其中所有设置都可以完全自定义。
探险和永久之旅游戏将保留在自己的池中,用于配对和共享基础。所有其他游戏模式都已统一,这样玩家可以一起探索,无论他们的难度偏好如何。
此列表中添加了另一个游戏模式,放松模式。放松是完整的正常模式体验,但大大减少了管理生存系统和维护技术和资源的需要。
希望使现有游戏更具挑战性或利用新的放松模式设置的玩家可以随时从暂停菜单自定义难度选项。绝大多数难度设置可以在任何时间、任何模式下进行调整。
当希望玩Permadeath游戏时,会施加一些限制。
可定制的难度选项包括:
禁用生命支持和/或危险防护管理的能力。
定制生命支持和危险防护耗尽速度的能力。
采矿和收获时产生的材料量。
如果短跑受到生命支持消耗和/或耐力的限制。
扫描仪充电的速度。
玩家从战斗或环境中受到的伤害。
如果技术在受到战斗或环境损害时受到损害。
死亡有什么后果,从零到永生。
各种技术使用的燃料量,包括在放松模式下,能够自由使用弹药、采矿激光和地形编辑器,同时仍保留一般的燃料机械。
如果手工制品是免费的。
如果游戏是以已知的大多数食谱和蓝图开始的,或者是必须获得的。
购买或学习物品和升级的成本。
商店里的商品种类。
库存中的项目堆栈大小。
敌舰/哨兵/生物有多少生命值。
地面战斗发生的频率(如果有的话)。
太空战斗发生的频率(如果有的话)。
各种行星生物的行为是多么敌对。
是否进行了辅导任务。
其他库存(如船舶和货轮)是否始终在范围内。
如果需要专门的曲速驱动器升级才能进入特定系统。
如果基地和基地设备需要电力。
在各个派别中获得声望的速度有多快。
如果游戏开始时所有中队或同伴的位置都预先解锁。
| SAVING
The autosave system has been reworked. Instead of saving when getting out the ship, the game now autosaves silently and automatically during regular play. A full save is still made at all times a save was made before, including getting out of the ship.
Players may now rename their saves. The option is found in the main menu once the save has been loaded.
The most recent player location is now displayed in the save summary.
| 保存
自动保存系统已重做。现在,游戏不再在出船时保存,而是在常规游戏中自动静默保存。在之前的任何时候,包括从船上下来,都会进行完全扑救。
玩家现在可以重命名他们的保存。加载保存后,可在主菜单中找到该选项。
最近的播放器位置现在显示在保存摘要中。
| VISUALS
No Man’s Sky on PC now supports AMD FidelityFX™ Super Resolution 2, a cutting edge open source temporal upscaling solution, providing high image quality and improved framerates.
The visual variety of NPCs found aboard freighters has been increased.
The smoothness of third person player movement on slopes has been significantly improved.
The Fleet Command Room freighter component has been visually overhauled and given new visual effects.
New rare asteroid variations have been added to systems across the galaxy.
The freighter hangar entrance effects have been significantly improved.
The space station docking bay entrance effects have been significantly improved.
Atmospheric effects across the entire Space Anomaly have had a visual overhaul.
Visual atmospherics throughout the Atlas Station have been significantly improved.
The visual effects used when harvesting sodium, oxygen and other small plants have been improved.
The cave drip visual effects have been improved.
The landing and ground hover effects for the living ship have been improved.
The visual effects for plaques and word stones have been significantly improved.
| 可视化
PC上的无人天空现在支持AMD FidelityFX™ 超分辨率2,一个尖端的开源时间缩放解决方案,提供高图像质量和改进的帧速率。
货船上发现的NPC的视觉多样性已经增加。
第三人称球员在斜坡上的流畅性得到了显著提高。
舰队指挥室货船组件已进行了视觉检查,并赋予了新的视觉效果。
新的罕见小行星变种被添加到整个星系的系统中。
货机机库入口效果得到了显著改善。
空间站对接台入口效果得到了显著改善。
整个空间异常的大气影响已经进行了一次目视检查。
整个阿特拉斯站的视觉氛围得到了显著改善。
收获钠、氧气和其他小植物时使用的视觉效果已经得到了改进。
洞穴滴水视觉效果得到了改进。
这艘活船的着陆和地面悬停效果得到了改善。
斑块和单词石头的视觉效果已显著改善。
| INVENTORY
Inventory pages have been given a visual overhaul, including new backgrounds and new item slot styles and backgrounds.
Inventories such as the ship, exosuit, freighter, etc, are no longer subdivided into multiple pages. Technology and Cargo inventories are displayed together on one page.
General inventories have been removed. Items and technology are now separated into their own inventories. All existing saves have been upgraded to combine their slots accordingly, so that no items or unlocked slots have been lost.
The maximum number of slots per inventory has been significantly increased, with 120 item slots and 60 technology slots now available.
Inventory sections are now able to scroll, to accommodate these increased sizes.
Exocraft now make use of the technology inventory. Exocraft inventories have been generally expanded.
Storage Container and Ingredient Storage inventories have been significantly increased, up to 50 slots each.
The cost of purchasing new slots has been generally reduced.
Players can now choose exactly which slot to unlock when purchasing new slots.
Item inventories can now be filtered to highlight specific item types.
Players can now adjust stack sizes and manually choose slots when arranging items inside storage or ingredient containers.
When transferring items to another inventory via quick transfer, free space is now represented as the number of slots rather than item counts.
When transferring items to storage containers via quick transfer, the item will be placed in a container that already contains other items of that type, rather than into the first available slot.
Refunded items (such as fuel from refiners or frigate upgrades from cancelled expeditions) can now be refunded into inventory with space, rather than only into specific inventories.
Oxygen and Pure Ferrite have had their icons updated.
Salvaged Data has had its icon updated.
Log Encryption Keys, Factory Override Units and Salvaged Frigate Modules have had their icons updated.
Starship Storage Augmentations, Cargo Bulkheads, Multi-Tool Expansion Slots and Exosuit Expansion Units have had their icons updated.
Drop-Pod Coordinate Data has been replaced with an Exosuit Upgrade Chart that leads players directly to Drop Pods without having to use the signal booster. The charts can be found while exploring or purchased from a cartographer aboard the space station.
| 库存
库存页面已经进行了视觉上的全面检查,包括新的背景和新的项目栏样式和背景。
船舶、外太空服、货轮等清单不再细分为多页。技术和货物库存一起显示在一个页面上。
一般库存已删除。项目和技术现在被分为各自的库存。所有现有存储都已升级,可以相应地合并其插槽,因此不会丢失任何项目或未锁定的插槽。
每个库存的最大插槽数已经显著增加,现在有120个项目插槽和60个技术插槽可用。
库存部分现在可以滚动,以适应这些增加的大小。
Exocraft现在使用技术库存。外来工艺品库存普遍扩大。
存储容器和配料存储库存显著增加,每个存储空间多达50个。
购买新插槽的成本已普遍降低。
玩家现在可以在购买新插槽时准确选择要解锁的插槽。
现在可以过滤物料库存以突出显示特定的物料类型。
玩家现在可以调整堆叠大小,并在存储或配料容器中安排物品时手动选择插槽。
当通过快速转移将项目转移到另一个库存时,可用空间现在表示为插槽数,而不是项目计数。
通过快速传送将项目传送到存储容器时,项目将被放置在已包含该类型其他项目的容器中,而不是第一个可用的插槽中。
退款的物品(例如炼油厂的燃料或取消远征的护卫舰升级版)现在可以退还到有空间的库存中,而不仅仅是特定的库存中。
氧气和纯铁氧体的图标已经更新。
已修复数据的图标已更新。
Log Encryption Keys、Factory Override Units和Salved Frigate Modules的图标已更新。
星舰存储扩充、货舱舱壁、多工具扩展槽和外衣扩展单元的图标已经更新。
Drop Pod坐标数据已被一个Exosuit升级图表取代,该图表可引导玩家直接进入Drop Pods,而无需使用信号助推器。这些图表可以在探索时找到,也可以从空间站上的制图员那里购买。
| USER INTERFACE AND QUALITY OF LIFE
All menu and options screens have received a visual overhaul.
The mode select and save select screens have received a visual overhaul.
Players may now construct a Trade Rocket upgrade for their Exosuit. This allows the deployment of a personal rocket via the Quick Menu. Items loaded into the rocket and launched will be automatically sold.
Players may now package up any installed technology into a deployable item, which can be archived in storage or redeployed to a new location.
When crafting complex items, players can now view detailed interactive crafting steps, which will take them step-by-step through the entire tree of requirements and sub-requirements.
The number of Communication Station icons displayed is now capped in areas that are dense with many messages.
Interaction targeting has been improved, so that nearby objects are highlighted without the need to aim at them precisely.
Cursor control in menus has been improved for pad users, making it easier to select small buttons.
Crafting products and installing technologies now both use the same button.
Repairing interactions, such as clearing out substances from blocked terminals in abandoned buildings, now have more bespoke text and instructions that more closely match that specific interaction.
A number of instances where inventory animations would snap rather than flow smoothly have been fixed.
Players can now disable first-person head bob effects from the main menu.
A number of instances where the cursor was being reset to the centre of the screen during an interaction have been fixed.
Item highlighting has improved during missions and pinned instructions, making it more clear which items need to be built, repaired or installed.
Pinned technology instructions will now correctly guide players to learn the relevant blueprint if they do not already know it.
Item highlighting hints have been extended to the repair screen and craftable item lists.
Button prompts are now highlighted when a usable item (such as a chart, geode, or procedural technology package) is ready to use.
The Quicksilver Companion Robot will now give advice on how to earn quicksilver.
The signal booster now uses a fast-style interaction, making it quicker to find nearby buildings.
| 用户界面和生活质量
所有菜单和选项屏幕都进行了目视检查。
模式选择和保存选择屏幕已经过目视检查。
玩家现在可以为他们的外衣建造一个贸易火箭升级版。这允许通过快速菜单部署个人火箭。装入火箭并发射的物品将自动出售。
玩家现在可以将任何已安装的技术打包到一个可部署的项目中,该项目可以存档或重新部署到新位置。
当制作复杂物品时,玩家现在可以查看详细的交互式制作步骤,这将逐步引导他们完成整个需求树和子需求。
现在,在消息密集的区域中,显示的通信站图标的数量已被限制。
交互目标已得到改进,因此可以高亮显示附近的对象,而无需精确瞄准它们。
菜单中的光标控制已经为pad用户改进,使其更容易选择小按钮。
现在,制作产品和安装技术都使用同一个按钮。
修复相互作用,例如清除废弃建筑中堵塞的终端中的物质,现在有了更多定制的文本和说明,它们与特定的相互作用更加匹配。
许多库存动画会突然停止而不是流畅流动的实例已经修复。
玩家现在可以从主菜单中禁用第一人称头球效果。
在交互过程中,光标被重置到屏幕中心的一些实例已经修复。
在执行任务和固定指示期间,项目突出显示得到了改进,使哪些项目需要建造、维修或安装更加明确。
如果玩家还不知道相关蓝图,那么固定的技术说明现在将正确指导玩家学习相关蓝图。
项目突出显示提示已扩展到修复屏幕和工艺项目列表。
现在,当可用项(如图表、测地线或程序技术包)准备好使用时,按钮提示将高亮显示。
Quicksilver Companion机器人现在将提供如何获得水银的建议。
信号助推器现在使用快速风格的交互,使其能够更快地找到附近的建筑物。
| MISSIONS
The Base Computer Archives mission chain has been reworked to remove timers. The archives are now unlocked by decrypting its various passwords, achieved via learning new pieces of alien language.
The rewards for the Base Computer Archive mission chain have been improved.
Missions involving the player’s base now respond dynamically to the construction of new bases. When moving to a new system or building a new base, the mission system will attempt to locate the mission at the nearest appropriate base, rather than whichever was closest at the time the mission began.
New Creative Mode games start with a short and non-mandatory guidance mission, to help orientate new players.
Mission details in the log page can now be manually scrolled.
A procedurally generated mission is now activated when encountering a drop pod. This mission will mark the site and allow players to easily find their way back if they need to leave to gather repair materials.
The auto-generated crashed freighter digsite mission now marks individual sites so they can be returned to with ease.
The Vile Spawn dropped from the vessels spawned at Titan Worm burrows can now be collected.
Collecting Vile Spawn may yield the secrets of the worm cult who worship them.
Vile Spawn physics have been improved so they no longer roll away at high speeds.
Vile Spawn are now highlighted by the Scanner and Analysis Visor.
Building waypoint beacons are now shown in the Analysis Visor.
Text tips when changing your active mission or when new missions become available have been improved for clarity.
The mission restart button that becomes available when mission targets are very distant has been improved for clarity.
Mission board rewards have been generally improved, so they are of higher value.
Mission board rewards now more strongly correlate to the player’s standing with the commissioning faction, with higher ranks earning better rewards.
Fixed an issue that could prevent mission boards from quickly presenting the mission hand-in page on their first interaction, if the player had missions to hand-in from another system.
Fixed a number of rare blockers in the Armourer and Overseer mission chains.
Fixed a number of instances where mission markers could be lost for core story objectives.
Fixed a number of mission issues that could cause the target sweep to fail to locate a building correctly.
The mission icons for the Living Ship missions have been improved.
Fixed an icon inconsistency in the Armourer missions.
Fixed a number of text formatting inconsistencies across base NPC missions generally.
Improved the message box that appears when interacting with an NPC terminal that has no specialist working available.
| 任务
基础计算机档案任务链已重新设计,以删除计时器。这些档案现在可以通过解密其各种密码来解锁,这是通过学习新的外语来实现的。
基础计算机档案任务链的奖励得到了改进。
涉及玩家基地的任务现在会动态响应新基地的建设。当迁移到新系统或建立新基地时,任务系统将尝试将任务定位在最近的适当基地,而不是任务开始时最接近的基地。
新创意模式游戏从一个短期的非强制性指导任务开始,以帮助定位新玩家。
现在可以手动滚动日志页面中的任务详细信息。
当遇到吊舱时,程序生成的任务现在被激活。此任务将标记该站点,并允许玩家在需要离开以收集修复材料时轻松找到返回的路。
自动生成的坠毁货轮挖掘任务现在可以标记各个地点,以便轻松返回。
现在可以收集从泰坦蠕虫洞穴产卵的船只上掉落的下流卵。
收集卑鄙种子可能会产生崇拜它们的蠕虫崇拜者的秘密。
Vile Spawn物理性能得到了改进,因此它们不再以高速滚动。
Vile Spawn现在由Scanner和Analysis Visor高亮显示。
构建航路点信标现在显示在Analysis Visor中。
更改当前任务或新任务可用时的文本提示已得到改进,以提高清晰度。
当任务目标非常遥远时,可以使用任务重启按钮,为了清晰起见,该按钮已得到改进。
任务委员会的奖励已普遍提高,因此具有更高的价值。
任务板奖励现在与玩家在委托阵营中的地位更加紧密相关,等级越高,奖励越高。
修复了一个问题,如果玩家需要从另一个系统上交任务,任务板可能无法在第一次交互时快速显示任务交页。
修正了装甲师和监督者任务链中的一些罕见阻拦者。
修复了一些核心故事目标可能会丢失任务标记的实例。
修复了一些可能导致目标扫描无法正确定位建筑物的任务问题。
Living Ship任务的任务图标已经改进。
修正了装甲兵任务中图标不一致的问题。
修复了基地NPC任务中的一些文本格式不一致的问题。
改进了与没有专家工作的NPC终端交互时出现的消息框。
| BALANCE
The Analysis Visor’s base scanning speed has been significantly increased, making it faster to discover creatures, plants and minerals.
Damaged objects encountered in the world (such as cargo crates in the wrecks of freighters) are now far more likely to require a repair that can be resolved in place, rather than necessitating gathering additional materials.
The amount of Quicksilver rewarded by standard Nexus missions, as well as special weekend event Nexus missions, has been increased.
In addition to nanites and portal rune knowledge, the grave sites of fallen Travellers now offer Memory Fragments, containing valuable technology.
Interactions with Travellers now generally give higher quality rewards and items.
The list of additional substances that can be gathered from planetary rocks and flora after successfully analysing them has been streamlined, to avoid polluting inventories with small numbers of a wide range of items.
The range of items awarded as scrap when salvaging a starship has been decreased, to avoid unnecessarily polluting inventories and to make the salvaging process more streamlined.
Deployable technology products of the same type now stack, reducing the inventory slots required while waiting for the right time to use them.
The amount of oxygen harvested from plants has been slightly increased.
The amount of sodium harvested from plants has been slightly decreased, but sodium plants are now distributed more densely across planets.
The sell price of storm crystals has been increased.
The sell price of various raw materials gathered on planets has been decreased, to reward the creation of more complex trade items via crafting.
The purchase price of key survival materials in space station trade terminals has been increased.
Extremely large mineral extractor arrays are now affected by diminishing returns, reducing the effectiveness of each additional unit over the cap.
The potency of the Oxygen Recycler has been increased.
The amount of time that fuel asteroids stay marked after a space scan has been adjusted.
Teleporters can no longer be used to avoid danger while smuggling illegal goods.
Creative Mode games now start with a hyperdrive pre-installed.
The time that Sentinels will continue to hunt wanted players now scales with general combat difficulty.
More challenging game modes and difficulty settings now restrict the availability of key items at trade terminals, so that key survival items must be found or crafted instead of bought.
When using higher difficulty settings, the starship is significantly more expensive to summon than it is to launch while piloted, making the decision to summon rather than walk a more complex equation.
On higher difficulty settings, technology can be broken when taking damage. The chance scales with shield strength, so that more fully shielded Travellers are largely safe.
On all but the harshest settings, the base probability of technology breaking is very low.
The damaged technology is relevant to the type of damage received, so that (for example) extreme cold damage is more likely to break thermal hazard protection.
| 余额
分析Visor的基础扫描速度显著提高,使其能够更快地发现生物、植物和矿物。
现在,世界上遇到的受损物体(例如货船残骸中的货箱)很可能需要进行修复,并可以就地解决,而不是需要收集额外的材料。
标准Nexus任务以及特殊周末活动Nexus使命奖励的Quicksilver数量已经增加。
除了纳米和门户符文知识外,堕落旅行者的墓地现在还提供了记忆碎片,其中包含有价值的技术。
现在,与旅行者的互动通常会带来更高质量的奖励和物品。
在成功分析行星岩石和植物群之后,可以从它们中收集到的其他物质的清单已经得到简化,以避免大量物品污染库存。
打捞星际飞船时,作为废料的物品范围已经减少,以避免不必要的污染库存,并使打捞过程更加简化。
同一类型的可部署技术产品现在可以堆叠,减少了所需的库存插槽,同时等待正确的时间来使用它们。
从植物中获取的氧气量略有增加。
从植物中获取的钠的数量略有减少,但钠植物现在在行星上的分布更加密集。
风暴水晶的售价已经上涨。
收集在行星上的各种原材料的售价已经降低,以奖励通过手工制作创造更复杂的贸易项目。
空间站贸易终端关键生存材料的采购价格已经上涨。
现在,超大型矿物提取器阵列受到收益递减的影响,降低了每个额外单元的效率。
氧气回收器的效能已经提高。
空间扫描调整后,燃料小行星保持标记的时间。
在走私非法货物时,不能再利用搬运工来避险。
创意模式游戏现在从预装超光驱开始。
哨兵继续追捕通缉玩家的时间现在随着战斗难度的增加而增加。
更具挑战性的游戏模式和难度设置现在限制了交易终端关键物品的可用性,因此关键生存物品必须找到或制作而不是购买。
当使用更高难度的设置时,星际飞船召唤的成本明显高于在有人驾驶的情况下发射的成本,因此决定召唤而不是走一个更复杂的方程。
在难度较高的设置中,技术在受到伤害时可能会被破坏。几率随着防护强度的增加而增加,因此更完全防护的旅行者基本上是安全的。
除最恶劣的环境外,技术突破的基本概率非常低。
受损技术与所受损伤的类型相关,因此(例如)极冷损伤更有可能破坏热危害防护。
| BASE BUILDING
Power cables and other wire placement has been improved so that wires snap more easily, reducing fiddliness when building power grids.
Power cables and other wires are now more easy to highlight when using delete to remove base building objects.
Power cable visual effects have been improved.
Fixed a number of visual issues with power cable snap points.
Fixed an issue that prevented plug sockets from appearing at the end of power cables.
The build menu UI now stays stable while placing power cables and other wires.
In edit mode, the build menu now gives information about which part is currently being targeted.
Hydroponic planters can now be placed freely without the need to snap to a structure.
Fixed a snapping issue with the cuboid room frame.
Fixed an issue that prevented players from picking up or editing already placed parts that happened to be near a landed starship.
| 基础建筑
电力电缆和其他电线布置已得到改进,使电线更容易折断,减少了建造电网时的烦躁。
现在,使用删除删除基础建筑对象时,电力电缆和其他导线更容易高亮显示。
电力电缆的视觉效果得到了改进。
修复了电源线捕捉点的一些视觉问题。
修复了阻止电源线末端出现插头插座的问题。
构建菜单UI现在在放置电源线和其他导线时保持稳定。
在编辑模式下,构建菜单现在提供有关当前目标部件的信息。
水培播种机现在可以自由放置,而无需固定在结构上。
修复了长方体房间框架的捕捉问题。
修复了一个问题,该问题阻止玩家拾取或编辑恰好位于登陆星舰附近的已放置部件。
| BUG FIXES
Fixed a number of crashes related to memory management.
Fixed a rare crash related to frigate expeditions.
Fixed a rare issue that could cause mission-critical objectives to become stuck inside volcanoes.
Fixed a rare blocker that could occur when saving and reloading immediately after visiting the Atlas station in key story moments.
Fixed an issue that caused the starship to judder when opening the inventory with the pulse drive active and the starship camera in third person.
Fixed an issue that could prevent teleporters on derelict freighters from working correctly.
Fixed a number of network and matchmaking issues.
Fixed a number of network synchronisation issues affecting Sentinel drones.
Fixed an issue that could cause thousands of sentinels to spawn at a settlement during the Trace of Metal mission.
Fixed an issue that could cause missions to incorrectly report their target as being in another system, when their target was in fact the Space Anomaly.
NPC navigation systems have been optimised.
Fixed an issue that could cause phantom item alerts about new upgrade modules appearing when the inventory was full.
Fixed an issue that could cause conventional mission messages and detailed mission message boxes to draw over the top of each other.
Fixed an issue that caused ground collision in the starship to be incorrectly reported as Exosuit damage.
Fixed an issue that caused the incorrect number of required slots to be listed when attempting to salvage a starship without enough inventory space.
Fixed an issue that could cause starship inventories to become corrupted when getting a ship that was in the process of being salvaged.
Fixed a rare issue that could prevent living frigates from making contact with the player.
Fixed an issue that could cause freighter base NPCs to claim to be the captain of living frigates.
Fixed an issue that caused the black market mining laser upgrades to have too few stat bonuses.
Fixed an issue that caused the substance collection boost effect of the Optical Drill to affect all item collection, not just mining.
Fixed an issue that caused substance collection across the game to be drastically reduced when the Soul Laser is installed in your current Multi-Tool.
Fixed an issue affecting the first-person camera that could cause the Exosuit backpack to become invisible in the inventory after getting in the starship.
Fixed an issue that caused the Minotaur’s Icarus Fuel System to display an irrelevant fuel bar and not correctly report its upgrade stats when viewed in the inventory.
Fixed an issue that could cause the Space Anomaly interior to remain visible and floating around the system after using its teleporter to warp to the space station in your current system.
Fixed a number of instances where interactions would fail to correctly give rewards upon their successful completion.
| BUG修复
修复了一些与内存管理相关的崩溃。
修复了一次罕见的护卫舰探险坠毁事件。
修复了一个罕见的问题,该问题可能导致关键任务目标卡在火山内部。
修复了一个罕见的拦截器,当在关键故事时刻访问Atlas站点后立即保存和重新加载时可能会发生。
修复了一个问题,该问题导致星际飞船在打开库存时,脉冲驱动处于活动状态,星际飞船相机处于第三人称状态。
修复了一个问题,该问题可能会阻止被遗弃货船上的传送机正常工作。
修复了一些网络和配对问题。
修复了一些影响Sentinel无人机的网络同步问题。
修复了一个问题,该问题可能会导致数千名哨兵在金属追踪任务期间在营地繁殖。
修复了一个可能导致任务错误报告其目标在另一个系统中的问题,而其目标实际上是空间异常。
NPC导航系统已优化。
修复了一个问题,该问题可能导致库存已满时出现有关新升级模块的虚拟项目警报。
修复了一个可能导致常规任务消息和详细任务消息框相互重叠的问题。
修复了一个导致星际飞船地面碰撞被错误报告为外衣损坏的问题。
修复了一个问题,当试图打捞一艘没有足够库存空间的星际飞船时,导致所需插槽数量不正确。
修复了一个问题,该问题可能导致星际飞船库存在打捞过程中损坏。
修复了一个罕见的问题,可能会阻止活着的护卫舰与玩家接触。
修正了一个可能导致货船基地NPC声称是现役护卫舰船长的问题。
修复了一个导致黑市采矿激光升级的统计奖金太少的问题。
修复了一个问题,该问题导致光钻的物质收集增强效应影响到所有物品收集,而不仅仅是采矿。
修复了一个问题,当灵魂激光安装在当前的多工具中时,导致游戏中的物质收集量急剧减少。
修正了一个影响第一人称相机的问题,该问题可能导致Exosuit背包在进入星际飞船后在库存中变得不可见。
修复了一个问题,导致米诺陶尔的伊卡洛斯燃料系统显示一个不相关的燃料棒,并没有正确报告其升级统计时,在库存中查看。
修复了一个问题,该问题可能导致空间异常内部保持可见,并在使用其传送机扭曲到当前系统中的空间站后在系统周围浮动。
修复了一些交互在成功完成后无法正确给予奖励的情况。
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