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本帖最后由 第六天魔王'' 于 2021-7-12 10:37 编辑
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更新说明:
Hello everyone! I’m Tia, an insect lover and spelopede sympathizer at Ludeon. Today, I get to share some big news!
Soon, we'll be releasing RimWorld update 1.3
with new free content and a variety of improvements including animal fences, breach raids, beards, and many quality-of-life improvements.
You can play 1.3 now
on the Steam branch 1.3-preview
. (To access it, go to your Steam library, right-click RimWorld and select " roperties", then select the BETAS tab and choose branch
1.3-preview. Restart Steam if needed.)
The beta is to give modders ample time to update, as well as help us fix those final bugs. As a reminder, RimWorld supports multi-version mods, so anyone should be able to continue playing 1.2 as long as they like and change over when desired, as long as modders don't remove 1.2 support. Modders can even add 1.3 support without breaking 1.2, before 1.3 is fully released.
We worked to ensure mod updating would be as easy as possible. Modders who tested the update process said it was quite easy, some reporting zero changes required, others 5 minutes, an hour, a few hours. Of course it'll depend exactly what a mod touches.
We're looking at releasing 1.3 in about 2 weeks, though this could change.
With the 1.3 release, we’ll also be releasing a new expansion called RimWorld - Ideology
. This expansion focuses on belief systems, social roles, rituals, hunts for ancient relics and cross-cultural interaction. See below for more info and screenshots, or wish list it on the store page here!
About 1.3
There are 15 months of improvements in 1.3, so it’s a pretty big one.
There is a new pens-and-fences system for animals. Now animals are more productive, with more focused roles, but some of them need to be kept in fenced pens and led around by your trusty farmers. It gives the colony a more ‘ranchy’ look and feel, as opposed to just having random cows always wandering through bedrooms or staying in pens via mind control. You’ve also got egg boxes and a new straw matting terrain type to build true-looking farms that actually work.
There are search bars all over the interface now, so you can type in text on the architect menu, stats dialog, research menu, stockpile filter, and elsewhere to jump directly to exactly what you want. No more hunting through lists - even with lots of modded items!
The faction goodwill system has been reworked so neighbors keep a record of what you’ve done and why they feel the way they do about you. You’ll have a better idea of why exactly they want to destroy or reward you.
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Enemies will now use a new style of breach raid to get through your defenses. They’ll bring special wall-breaking tools and tunnel into the side of your base instead of using the main entrance. Tribals do this with a new breach-axe, while pirates use grenades, and mechanoids use a new mechanoid type called the termite. This new strategy option for the AI adds more variation and dynamism to the defensive combats - fighting through bedrooms is very exciting! Making the AI analyze bases, find good breach paths, and follow them effectively was an interesting and novel problem. Of course, all the old raid strategies still exists and the breach raids only show up from time to time to add variation.
Drag-move formations allow you to order your fighters to arrange themselves in a line using a single mouse command.
You can order a fighter to pick up a downed person, then carry them wherever you wish using the normal movement controls. No more harrowing and unnecessary rescues directly to bed!
Your colonists can now carry medicine in their inventory and use it directly on the battlefield.
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Beards! Beards. What more do I need to say? People have beards, and they look beardy and awesome.
Characters now render more efficiently (the game prints them onto a texture and render that in one pass, instead of rendering each body layer separately on every frame). We punched up their look with visible wounds, bandages, and body modifications, so you can really see when someone (or your pet guinea pig) has taken some hits.
We also consulted with modders, collected their requests and made a bunch of technical changes to make modding easier.
There's tons more than this. For those interested, here is the full 1.3 change log.
Next, Tynan would like to talk about the Ideology expansion and why he decided to make it.
Why Ideology?
Hey all - Ty here.
RimWorld has always been about role-playing. For many years I’ve seen players create colonies with their own special themes - minimalist nomads, raiding pirates, mad cannibals, drug-worshippers. People want to have a sense of authorship over their stories.
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I thought: What if we made a system that lets players explicitly express all those different ways of life?
That’s what we’ve spent the last 15 months working on with Ideology. This expansion lets you create a new belief system and act it out in your colony. You can play as tree-worshipping cannibals who carve skulls into every piece of furniture, or blind tunnelers who shun the light, or transhumanists obsessed with perfecting the human form using exotic technology. Or be nudists, or drug-stupor mystics, or piratical raiders, or charity-focused givers, or pain-loving animal sacrificers, or dance-party techno ravers, or rustic ranching cowboys, or many many more.
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You can mix and match different core elements of your belief system, and also customize every individual precept, ritual, special social role, venerated animal and weapon, culture and style, unique building, tattoo, clothing, background narrative, god, and beard preference.
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Ideology makes your story into your
story more than ever before.
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This comes with a bunch of extra content. There is a whole new quest category that presents a sort of Indiana Jones roguelike-type challenge of breaking into ancient structures and facing unknown dangers inside to get ancient treasure.
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There are new dryad creatures who have symbiotic relationships with special trees, and who can be controlled and grown in different castes to do different things. There is spacedrone hacking and terminal-worshipping tribal villages and the new archonexus ending.
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The whole thing is super moddable too. Modders tested Ideology and said it is quite easy to update in general. The expansion adds a lot of new stuff, but doesn't affect much of the old stuff. Of course, it depends on what your mod is.
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I’m really excited to put Ideology in front of you. You can see the Ideology store page here.
More info coming soon
Tia here again!
I am so ready for the fantastic stories that you guys will be making with 1.3 and Ideology. There is so much for both new and old players to discover.
And to think — we didn’t even get to all of the content in this announcement!
So in the future, I'll be posting teasers of the upcoming stuff in Ideology. Be sure to check back here for your sneak peek. Here is our first preview!
Feel free to join the discussion on Reddit. Also, if you experience any bugs/issues in the 1.3 beta, please report them to our official RimWorld development discord.
See you soon,
Tia
中文机翻:
大家好!我是 Tia,Ludeon 的昆虫爱好者和 spelope 同情者。今天,我要分享一个重磅消息!
很快,我们将发布 RimWorld 更新 1.3,其中包含新的免费内容和各种改进,包括动物围栏、破坏突袭、胡须和许多生活质量改进。
您现在可以在 Steam 分支 1.3-preview 上玩 1.3。 (要访问它,请转到您的 Steam 库,右键单击 RimWorld 并选择“属性”,然后选择 BETAS 选项卡并选择分支 1.3-preview。如果需要,请重新启动 Steam。)
测试版是为了给模组制作者足够的时间来更新,并帮助我们修复那些最终的错误。提醒一下,RimWorld 支持多版本模组,所以任何人都应该能够继续玩 1.2,只要他们喜欢,并在需要时更换,只要模组不删除 1.2 支持。在 1.3 完全发布之前,修改者甚至可以在不破坏 1.2 的情况下添加 1.3 支持。
我们努力确保模组更新尽可能简单。测试更新过程的模组制作者说这很容易,有些报告要求零更改,有些则需要 5 分钟、一个小时、几个小时。当然,这完全取决于 mod 所涉及的内容。
我们正在考虑在大约 2 周内发布 1.3,尽管这可能会改变。
在 1.3 版本中,我们还将发布一个名为 RimWorld - Ideology 的新扩展包。这个扩展集中在信仰体系、社会角色、仪式、古代遗迹的狩猎和跨文化互动。请参阅下面的更多信息和屏幕截图,或希望在此处的商店页面上列出它!
约 1.3
1.3 有 15 个月的改进,所以这是一个相当大的改进。
有一个新的动物围栏系统。现在动物的生产力更高,角色更专注,但其中一些需要被关在围栏里,并由您信任的农民带领。它给殖民地带来了更“牧场”的外观和感觉,而不是让随机的奶牛总是在卧室里闲逛或通过精神控制呆在围栏里。你还有鸡蛋盒和新的草席地形类型来建造真正有效的农场。
现在整个界面都有搜索栏,所以你可以在建筑师菜单、统计对话框、研究菜单、库存过滤器和其他地方输入文本,直接跳转到你想要的。无需再搜索列表 - 即使有很多修改过的物品!
派系善意系统已经过重新设计,因此邻居会记录您所做的事情以及他们对您的看法的原因。你会更清楚他们为什么要摧毁或奖励你。
敌人现在将使用一种新风格的突袭突袭来突破你的防御。他们会将特殊的破墙工具和隧道带入您基地的一侧,而不是使用主入口。部落使用新的裂隙斧来做到这一点,而海盗使用手榴弹,而机械人使用一种称为白蚁的新机械人类型。这个新的 AI 策略选项为防御战斗增加了更多变化和活力——在卧室里战斗非常令人兴奋!让 AI 分析基础、找到好的突破路径并有效地跟踪它们是一个有趣且新颖的问题。当然,所有旧的突袭策略仍然存在,而破坏突袭只是不时出现以增加变化。
拖动移动编队允许您使用单个鼠标命令命令您的战士将自己排列成一条线。
你可以命令一名战士去接一个倒下的人,然后使用正常的移动控制把他们带到任何你想要的地方。没有更多痛苦和不必要的救援直接上床!
您的殖民者现在可以在他们的库存中携带药物并直接在战场上使用。
胡子!胡须。我还需要说什么?人们有胡须,他们看起来胡子拉碴,令人敬畏。
角色现在渲染效率更高(游戏将它们打印到纹理上并一次性渲染,而不是在每一帧上单独渲染每个身体层)。我们用可见的伤口、绷带和身体修饰来修饰他们的外观,因此您可以真正看到某人(或您的宠物豚鼠)何时受到了一些打击。
我们还咨询了模组制作者,收集了他们的请求并进行了一系列技术更改,以使模组制作更容易。
还有比这更多的。对于那些感兴趣的人,这里是完整的 1.3 更改日志。
接下来,泰南想谈谈意识形态扩展以及他决定进行的原因。
为什么是意识形态?
大家好——这里是泰。
RimWorld 一直都是关于角色扮演的。多年来,我一直看到玩家用自己的特殊主题创建殖民地——极简主义的游牧民族、掠夺海盗、疯狂的食人者、吸毒者。人们希望对他们的故事有一种作者的感觉。
我想:如果我们制作一个系统,让玩家明确表达所有这些不同的生活方式会怎样?
这就是我们在过去 15 个月里与 Ideology 一起研究的内容。此扩展可让您创建一个新的信仰系统并在您的殖民地中执行它。你可以扮演雕刻sk的树崇拜食人族
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