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《七日杀》A13.6更新内容一览

  《七日杀》A13.6已经完成了更新,本次A13.6版更新了哪些内容?这里为大家带来玩家“王发财123”分享的A13.6更新说明,一起来了解一下吧。

  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。