七日杀A13.6更新了什么内容 A13.6更新内容一览

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七日杀A13.6更新了什么内容 A13.6更新内容一览

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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