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Starbound 1.2(不稳定版)更新日志

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    发表于 2016-12-8 08:38:24 | 显示全部楼层 |阅读模式
    本帖最后由 红帽子林克 于 2016-12-8 08:39 编辑

    Starbound 1.2 [UNSTABLE]
    mollygos  posted on  December 7th, 2016  in Featured, Patch Notes  


    Hey everyone! I hope December’s treating you well.
    嘿,大家好!希望大家能度过一个不错的十二月.

    The unstable release of Starbound 1.2 is here! This means a stable release is nearly here, but not quite – we may still make changes or find all kinds of exciting bugs that need fixing ahead of the official release. But if you’re a Steam user and you just can’t wait, you can check out the update ahead of time by running “Starbound – Unstable” from your Steam library!
    Starbound 1.2不稳定版发布了!这意味着稳定版随后就到,但不止于此 - 在官方发布之前我们也许还要做一些更改并找出所有bug.如果你们是Steam用户,并且如果你们已经饥渴难耐的话,你们可以从游戏库中运行“Starbound – Unstable”先睹为快!

    For 1.2, we wanted to focus on giving you more to do after you’ve finished all that saving the universe business. To that end, we’ve added endgame procedural dungeons and bosses, the ability to terraform planets, weapon upgrades, and elemental damage! Take a look at the patch notes below for details, and click through if you’re interested in bug/performance fixes and changes to the modding API.
    在1.2中,我们的重心是给拯救了全宇宙的各位玩家再找一些事情做。为此,我们添加了游戏后期的地牢和boss,改变星球环境的能力,武器升级,以及元素伤害!看看下面的更新日志以获得更多细节,如果你们对bug/性能的修复以及mod API的更改有兴趣的话,请点击查看


    If you’d rather wait for the stable release, sit tight! We won’t keep you waiting too long.
    如果你们宁愿等待稳定版发布,那么请安心坐好!我们不会让各位久等的。

    Major Changes
    主要更新

    https://gfycat.com/ifr/SpottedImperturbableHalicore

    Ancient Vaults
    远古金库

    Players who have completed the main storyline can visit a mysterious trader on the Outpost who will send them on a quest to activate and enter the Ancient Gateways found floating in some systems
    完成游戏主线的玩家可以在前哨站遇到一位神秘商人,他会发布一个任务来激活并进入悬浮于某些系统中的远古门径

    These gateways provide access to Ancient Vaults: challenging procedural dungeons left by the ancients, filled with dangerous guardians (including procedural bosses!) and fantastic lost technologies
    这些门径通向远古金库:挑战远古时代留下的程序地牢,里面布满了危险的守卫(有boss!)以及令人梦寐以求的黑科技

    https://gfycat.com/ifr/WickedOrneryHarlequinbug

    Terraforming
    星球改造
    Using powerful devices acquired from the Ancient Vaults along with a new Essence currency, you can now transform regions or whole planets into entirely different biomes
    利用从远古金库得来的强力设备和一种新的流通货币,你们现在可以将一块区域或者整个星球改造成完全不同的生态

    Terraformers can be used to expand a region across a planet’s surface, replacing natural blocks, objects and plant life, and eventually changing the type of the planet itself
    坏境改造装置可以通过星球表面来扩大区域,替换自然方块,物品和植物,最终改变星球本身的类型。

    Microformers are consumable single-use terraformers which provide even more region types to add to your worlds
    微型改造装置是一种一次性消耗的环境改造装置,可以为你的星球带来更多区域类型

    https://gfycat.com/ifr/MiserlyDifferentCaudata

    Weapon Upgrades
    武器升级

    Use the ancient anvil available at the end of Ancient Vaults and spend Essence to upgrade your outdated legendary weapons, opening up many new options for endgame combat styles
    使用在远古金库获得的远古铁砧,并且花费货币来升级你那些过时的传奇武器,为游戏后期的战斗风格提供了更多选择

    https://gfycat.com/ifr/PessimisticBeautifulImago

    Elemental Damage
    元素伤害

    Monsters now have resistance and weakness to elemental damage types, making your choice of weapons more important than ever
    怪物有了对元素伤害的抗性和弱点,对武器的选择比以前更加重要了

    Minor Changes / Bug Fixes
    小更新/bug修复

    ?Holding the activation key while in a distortion sphere tech will force deactivation, to avoid being permanently stuck in small spaces
    在变形球状态时按键互动将会强制无效,以避免被卡在狭小空间

    ?Contain tooltips within the game window when they’re near the edge
    当工具靠近边缘时,在游戏窗口中包含工具提示

    ?Fix a bug with monster kill sounds not playing correctly
    修复了怪物被杀时不能正确播放音效的bug
    ?Several bug fixes to monster/NPC behaviors and pathfinding
    修复了怪物/NPC行动和寻路的几个bug

    ?Various typo and asset fixes
    修复了各种文本和asset的错误

    ?Add appropriate “bushes” to the Rust biome
    为Rust生态添加了合适的“灌木丛”
    ?Update SDL2 to 2.0.5, should fix some fullscreen issues
    将SDL2升级到2.0.5,应该可以修复一些全屏时的问题
    ?Fix some security vulnerabilities in server packet handling
    修复了服务器数据包处理中的安全漏洞

    Performance Improvements
    性能改进

    ?Improve generation time of older, image-based dungeons
    改进了旧的,基于图像的地牢的生成时间

    ?Other minor improvements to dungeon and world generation
    对于地牢和世界生成的小改进
    ?Use larger texture atlases on graphics cards that support them
    针对一些显卡使用了更大的纹理贴图
    ?Various optimizations to monster/NPC scripts
    怪物/NPC的各种优化

    Modding API Changes
    Modding API更新

    ?Behavior Tree system moved to engine for performance reasons, now accessible with the root.behavior lua binding. (Check lua documentation) ?Cleanup node removed
    由于性能原因,行为树系统被移到了engine,现在可以通过root.behavior lua绑定访问。

    ?Decorator node lua implementation changed
    Decorator node lua实现已更改。

    ?Action node arguments moved around, now (args, output, nodeId, dt).
    现在Action node arguments已经移动(args, output, nodeId, dt)

    ?Generic currency support.
    Generic currency支持

    ?Additional currencies can be added and consumed without requiring configuration
    额外的currencies可以在不要求配置的情况下添加和消耗

    ?To associate a currency with a currency item, to be used in crafting, it needs to be configured in /currencies.config
    要将currency与currency item关联,以用于制作,需要配置/currencies.config
    ?.coinitem files changed to .currency
    .coinitem文件被改为.currency

    ?Object changes for terraforming support
    为了环境改造装置的支持,Object进行了相应修改

    ?Objects can have a new boolean key, “biomePlaced” which if true will cause them to be placed and removed by terraforming.
    Objects可以赋予一个新的boolean key,“biomePlaced”,如果其值为真将它们可以被环境改造装置放置和替换

    Objects
    ?Objects can have a new boolean key, “rooting” which if true will mark all of their anchor spaces as roots and prevent those tiles from being broken until the object is broken (identical to how trees and vines work).
    Objects可以赋予一个新的boolean key,“rooting”,若其值为真,标注其锚定空间为源,阻止空间内方块被破坏,直到该object被破坏(与树和藤蔓的工作原理相同)

    ?Player inventory can now be configured in player.config, allowing changes to:
    玩家背包现在可以在player.config中配置,允许更改的有:
    ?Number of bags
    背包数量
    ?Inventory size of each bag
    每个背包的大小
    ?Number of action bars
    工具栏数量
    ?Action bar size
    工具栏大小
    ?NOTE: modifications to player inventory size need to be applied both server side and client side, and will invalidate existing characters unless manually versioned
    注:更改玩家背包大小需要服务器端和客户端一致,并且除非手动,否则会使现有角色无效

    ?Damage sources, requests, and notifications

    ?Introduced new hit types; WeakHit, StrongHit and Killed.
    引入新的打击类型;轻击,重击和杀死

    ?Removed killed boolean from damage notifications, replaced with Killed hit type.
    将killed boolean替换为damage notifications,取代了Killed hit类

    ?Damage effects (sounds, particles) can be configured for each hit type (Hit, WeakHit, StrongHit, ShieldHit, Killed) in damage type configurations (.damage files).
    可以在伤害类型配置(.damage文件)为每一击的类型(打击,轻击,重击,盾击,杀死)配置伤害效果(音效,粒子)

    ?Added support for elemental types to damage types. Elemental types can be configured in /damage/elementaltypes.config and can be set for each damage type using the “elementalType” key, which defaults to the “default” elemental type. Each elemental type has a unique set of damage number particles for each hit type.
    在伤害类型中添加了对元素类型的支持。元素类型可以在/damage/elementaltypes.config中配置并且可以用“elementalType” key为每一个伤害类型进行设置,其默认值为“default”元素类型。对于每一击的类型,每一种元素类型都有一种独特的伤害数量粒子设置。

    ?Monsters  

    ?Added support for client side rendering scripts
    为客户端渲染脚本提供支持
    ?Allow overriding randomly selected monster parts by setting “selectedParts” in parameters
    允许通过设置“selectedParts”参数来重写随机选择的怪物肢体

    ?Add support for direct palette swaps with the “colorSwap” parameter
    支持通过修改“colorSwap”参数直接替换调色板
    ?Allow overriding “shortdescription“ in parameters
    允许重写“shortdescription“
    ?Allow overriding “dropPools” in parameters
    允许重写“dropPools”
    ?Allow setting animation parameters directly in monster parameters with the “animationCustom” parameter. This is merged into the animator configuration.
    允许直接在“animationCustom”中的monster参数中设置animation参数。这将融入动画配置中

    ?Lua API changes:
    Lua API更新:

    ?ActiveItemAnimation

    ?Removed activeItemAnimation.animationParameter (replaced with animationConfig.animationParameter)
    移除activeItemAnimation.animationParameter(替换为animationConfig.animationParameter)
    ?Animator
    ?添加animator.partProperty

    ?Item
    ?Replaced item.is with item.matches
    将item.is替换为item.matches

    ?Monster

    ?添加monster.setDamageParts
    ?添加monster.setAnimationParameter

    ?Npc
    ?添加npc.loungingIn

    ?ObjectAnimator
    ?Removed objectAnimator.animationParameter (replaced with

    animationConfig.animationParameter)
    移除objectAnimator.animationParameter(替换为animationConfig.animationParameter)

    ?Player
    ?添加player.currency
    ?添加player.addCurrency
    ?添加player.consumeCurrency
    ?Modified player.hasItem to allow exact parameter matching
    修改了player.hasItem允许精确的参数匹配
    ?Modified player.hasCountOfItem to allow exact parameter matching
    修改了player.hasCountOfIte允许精确的参数匹配
    ?Modified player.consumeItem to allow exact parameter matching
    修改了player.consumeItem允许精确的参数匹配

    ?Root
    ?添加root.behavior

    ?Added animationConfig table for use in client side rendering scripts
    添加了animationConfig table用于客户端渲染脚本

    ?ScriptPane
    ?添加pane.playSound

    ?Widget
    ?添加widget.setSliderValue
    ?添加widget.getSliderRange
    ?添加widget.setSliderEnabled
    ?添加widget.setItemSlotItem

    ?World

    ?Modify world.spawnItem to allow optionally setting a velocity and an intangibleTime
    修改了world.spawnItem允许随意设置速度和一个intangibleTime
    ?添加world.size
    ?添加world.inSurfaceLayer
    ?添加world.terrestrial
    ?将world.entityMoney更改为world.entityCurrency
    ?添加world.universeFlagSet

    ?Modified world.entityHasCountOfItem to allow exact parameter matching
    修改了world.entityHasCountOfIte允许精确的参数匹配

    ?添加world.lineTileCollisionPoint
    ?添加world.addBiomeRegion
    ?添加world.expandBiomeRegion
    ?添加world.pregenerateAddBiome
    ?添加world.pregenerateExpandBiome
    ?添加world.setLayerEnvironmentBiome
    ?添加world.setPlanetType


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    发表于 2016-12-8 10:13:40 | 显示全部楼层
    为克总欢呼!  
    We Secure. We Contain. We Protect. And We Never Forget.
    我的心属于你,可你什么时候才能空出属于我的位置……能早一点么……
    也许,那时侯我就已经失去了最后的机会了吧
    0 0.5 0.7 i 2i -10 0.6 0.8 0.9 10i -10 -100/1 我的你,你的我
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    发表于 2016-12-8 19:42:59 | 显示全部楼层
    哇哦,我的RPG元素mod竟然!真的做了!他们怎么知道我做RPG元素mod的?amazing!


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