七日杀A13.6更新了什么内容, 七日杀A13.6已更新。玩家应该快速查看更新的内容并更改游戏。下面小编就给大家介绍一份七天杀A13.6的更新内容清单,希望对玩家们有所帮助!
更新内容列表:
Alpha 13.6 Patch notes
A13.6补丁描述
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.
补充:总而言之,一句话,关于色调映射的细分和默认设置。(游戏中视频选项右侧的第一个勾号会在各种环境下自动调整游戏的颜色和亮度,这样你就不会那么黑了。记得点一下,基本不占内存。)
Add: Repair various concrete blocks.
补充:修复各种混凝土块。
Added: Some ambient one shots to burnt forest.
补充:给燃烧的森林添加一些环境图片。
Added: VERY rough first draft of caves. Still more to do with the noise values yet.
补充:(这句话可能不是版本更新的内容)主要意思是新加的矿刚开始初稿,有一些杂音需要处理。
Changed: RWG random world generation has a whole new algorithm.
调整:RWG函数在生成随机世界时使用了新的算法。它会使游戏加载更快还是占用更少的内存?)
Changed: Lowered sea level to 32 meters.
调整:高度降低到32米。
Changed: Replaced per biome terrain adjustment with single terrain generator
调整:“生物、地形和生态”的每个生成模式都有自己独立的生成模块。(以前都是大家分享的)
Changed: Biomes now spawned using perlin noise.
调整:生物和生态系统现在使用“柏林噪声函数”。(之前用的是什么功能)
Changed: Biome distribution is more even per biome.
调整:各种生物和生态现在分布更加均匀。
Changed: Hub layouts have changed slightly.
调整:小镇的布局略有变化。
Changed: Hub Cell size increased to give hubs a little more room to generate.
调整:调整城市单元的规模,为城镇提供更多空间。
Changed: Hub cell offset set to 0 for a more predictable grid like hub layout.
调整:城市结构和布局的调整。
Changed: Did a slight optimization to pine forest decorations.
调整:略微优化了下层松林的外观。
Changed: Increased stability of stable cloth material
调整:增加织物的耐用性。
Changed: Steel walls now have 4000 hit points instead of 2000.
调整:白钢墙的耐久性为4000,之前为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:夜晚的僵尸现在与白天的僵尸的合成方式相同。第五天会有狗,但第七天狗不会被刷新。
所以玩家在七夜会更好。
Changed: Nerfed spike trap damage now that gore blocks are disabled.
调整:削弱尖刺陷阱的伤害,现在不会生成尸体(禁用)
Changed: cornbread hold type and added custom hold item.
调整:增加了玉米饼模型和新的自定义项目类型。(这对Mod制作非常好)
Changed: Player surface walk slope max to 65 degrees (up from 60) to fix getting
stuck on spike trunk tiPS.
调整:玩家现在可以行走的最大坡度从60度改为65度,以消除被钉鞋卡住的问题。
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:损坏的木钉无法修复。
Fixed: Dogs attacking rapidly.
修复:狗攻击速度太快。
Fixed: Limited voices on the minibike sounds.
修理:摩托车太吵了。
Fixed: Downgraded cobblestone ramps stay rotated the correct way.
修复:退化的砾石斜架(砾石填充后有三层)不会掉头。
Fixed: Car harvest per tier is now the same.
修复:每层车的收获现在是相同的。(恭喜可怜的电池和发动机党)
Fixed: Null ref when filling lots of jars with water
修复:使用大量空瓶装水时出错。
Fixed: Several material bugs where hardness was not 1
修复:由于几个材料错误,硬度将不是1。
Fixed: Spike trunk tips should take damage now
修复:尖刺现在会正常伤害。
Fixed: Light bug on spotlight.
修复:聚光灯。
Fixed: Texture tiling error on stone block destroy particle effect.
修复:在石头上缝合不同纹理导致的破坏粒子效果的问题。
Fixed: NRE on shooting an arrow and disconnecting.
修复:射箭和断开连接导致的错误报告。
Fixed: Issue where cities would stop rolling prefabs to place in the world.
修复:地图上的城市不会逐渐显示在地图上。
Fixed: Issue where edges of hubs had a sharp bowl like cut.
修复:十字路口/城镇边缘的尖锐碗状切口。
Fixed: Issue where roads would be very steep due to hub bowl cuts.
修复:当道路处于碗形路口/城镇时,道路会变得特别陡峭。
Fixed: Y offset in utility building water works.
修复:某种水的问题。
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