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Barotrauma 업데이트 패치 노트

에 게시됨 05/22/2024 에 의해 패치봇 코멘트 없음 ~에 Barotrauma 업데이트 패치 노트
  • 제목: 압력상해
  • 출시일: 3월 13, 2023
  • 개발자: FakeFish, Undertow Games
  • 발행자: Daedalic Entertainment

✅ 소스를 통해 확인됨 Steam 커뮤니티

  • 패치 제목: 지금 나가세요: Blood in the Water
  • 패치 출시일:

Barotrauma의 개발자가 게임에 대한 새로운 업데이트를 출시했습니다. . 이 새로운 업데이트에서 확인하거나 변경해야 할 새로운 사항은 다음과 같습니다.. 이 정보는 Steam의 공식 발표에서 직접 선별되었습니다. 


여러분, 안녕하세요!
The Blood in the Water update has just been released, with two new monsters, a medical system mini-overhaul, extra difficulty settings for campaign mode, and new wrecks and beacons for you to explore, to name only a few things.
Read more about the update in last week’에스 preview post, see the full list of changes at the end of this post, and be sure to update your game to the latest version to be able to host and join multiplayer servers. We hope you enjoy Blood in the Water!
v1.4.4.1
Changes and additions:

  • Added new lost cargo missions, in which you must recover cargo from a sunken sub.
  • Added six new beacon stations, and updated existing beacon stations.
  • Added seven new wrecks.
  • Chat messages and NPC dialog is shown in speech bubbles above the character’s head. Can be disabled in the game settings.
  • Improved the particle effects when the sub hits a level wall, and when cutting/destroying level walls.
  • Certain afflictions and talents change the character’s walking/running animations (예를 들어. drunkenness, 그만큼 “musical talents”, vigor, hyperactivity, concussion).
  • Removed the randomization of quality from fabricated stackable items. The randomization made them annoying to fabricate, because the items of different quality couldn’t be stacked in the fabricator’s output slot.
  • Motion sensor ranges are visualized when wearing engineer’s goggles.
  • Made fabricators and deconstructors faster in outposts (it’s not fun to force everyone to wait while someone is working a fabricator in an outpost).
  • Fire no longer damages husk eggs, fruit and explosives over time. Allowing them to be partially damaged made them really difficult to handle when they happened to be in a stack. Now husk eggs are immune to fire, and the rest get destroyed completely after being in fire for a moment.
  • Improvements to the visual effects of lava vents and hydrothermal vents.
  • Pets leave behind a corpse when they die. Having them just “팝” often meant you couldn’t be sure if the pet had gone missing or died.
  • Added a hotkey for dropping the held item. Not bound to any key by default.
  • Added a hotkey (by default Alt) that displays a label on all nearby interactable items. The label can be clicked on to interact with the item. Should make it easier to e.g. find loose items on the floor or pick up a specific item when there’s many close to each other.
  • Tons of changes and improvements to outpost events: the main goal has been to make the things described by the event popups “actually happen”, as opposed to just describing them in text. There’s now more visual and audio effects in the events, and the things described by the texts tend to actually exist in the game world. There’s also been lots of changes to the outcomes of the events: the choices you make should now generally be more meaningful.
  • Most outpost events can now be started by another player if the first player who encounters them chooses to ignore them.
  • Made the bilge pump circuits non-interactable and the bilge pumps non-wireable in outposts. It was too easy to abuse them to drown the outpost.
  • All the pathways from the location you start at in the campaign lead to an outpost. Choosing a new destination at an uninhabited location seems confusing to new players, who haven’t yet seen how transitions between levels work.
  • Improvements and fixes to harpoons and ropes: the user can now pull towards the target by pressing space (but only when diving), added sounds to reeling and the rope snapping, adjusted the forces and changed how the forces were applied to both the user and the target.
  • Added ON_DOCK and ON_UNDOCK outputs to docking ports.
  • New automatic docking hatch assembly (much simpler than the old one, now built using a circuit box with labels that explain how it works).
  • Added an option to add labels inside circuit boxes (can be used to e.g. explain parts of the circuit).
  • Added a menu to the submarine editor that lists all the container tags used in the submarine, explains which tags are available and how they’re used, and allows adding them to containers more easily. There’s also now a warning on saving if the submarine is missing any common/recommended tags.
  • Clown crates now have pressure immunity, making them potentially useful for more than just fooling around.

몬스터:

  • Added Viperling, a venomous variant of Spinelings.
  • Reintroduced the legacy monster Mantis. Keep an eye out for anything unusual on the walls when exploring caves!
  • Changes to make big monsters more of a threat to characters inside the sub, not just the submarine itself:
  • Charybdis can poke its head inside the sub, bite and pull characters out.
  • Made monsters better at targeting positions on the hull with a character on the other side (meaning they’re more likely to be able to cause shrapnel damage).
  • Made the shrapnel particles more noticeable.
  • Endworm can poke its mandibles inside the sub and damage characters inside.
  • Heavy impacts can launch off very high-velocity shrapnel that can penetrate a couple of inner walls, similar to spineling spikes.
  • Added some weaknesses to abyss monsters: Endworm has a weak spot in its mouth, Charybdis flees for a moment if it takes heavy damage to the head or mouth (a feature that initially was there but had been bugged for a while).
  • Updated husk’s ragdoll, textures and animations.
  • Husks can now go unconscious and eventually get back up if not “제대로” killed, the same way as huskified humans.
  • Adjustments to the loot dropped by Latcher and Charybdis.

Diving suit changes:

  • Several changes to to make it less obvious choice to wear diving suits indoors all the time:
  • Hull breaches flood the sub more slowly now, giving you more time to find a suit.
  • Reduced walking speed when wearing a suit (with adjustments to the animation to make the suits feel more “탱크”, as opposed to just making the character look like it’s walking in slow-motion).
  • Reduced the damage protection of suits – it was previously so high it encouraged wearing the suits in all situations just for the damage protection they offer.
  • Wearing a suit obstructs your vision more now.
  • Reduced the crush depths of diving suits to make them match the maximum crush depth of a fully upgraded sub. Allowing players to survive below the sub’s crush depth didn’t make that much sense: it was practically impossible to recover the sub, so it’s better to treat as a “game over” state and kill the players, as opposed to leaving the game in an unrecoverable “soft-locked” state.
  • Decreased the armor ratings (damage modifiers) ~의 (early-game) diving suits.
  • Added Explosion Damage resistance to diving suits and protective gear (and clown outfits, ka-honk).
  • Made the exosuit more powerful by giving it more damage resistance, a chance to ignore stuns and increasing its speed

Balance:

  • Minor adjustments to the turret balance (most noticeably, made explosive ammo less OP, armor piercing ammo more effective against structures).
  • Removed threshers from Cold Caverns. Thresher bites can now cause infected wounds, which can be treated with antibiotic glue, broad-spectrum antibiotics or by applying ethanol or rum to the wound.
  • Acid grenades have a slightly longer duration.
  • Increased the amount of hyperactivity given by energy drinks. It’s still pretty weak, but the previous effect was practically meaningless (making the item more harmful than useful due to the nausea it can cause).
  • Dual-wielding ranged weapons reduces reload times and accuracy.

Medical system:

  • Made opiates less of a “solution for everything”: they have a much higher risk of causing addiction and overdoses, and morphine heals much more slowly, making it less viable for combat-heavy situations.
  • 추가됨 “infection” affliction type to add some variety to afflictions. Thresher bites and, on high world hostility campaigns, bleeding wounds and untreated burns have a chance of becoming infected.
  • 추가됨 “alcohol sensitivity” as a side-effect of antibiotics. This causes drunkenness to build up much faster, so avoid using antibiotics and alcohol together!
  • Stabilozine’s effects no longer stack: it stops the progress of poisons, but doesn’t cure poisonings.
  • 추가됨 “adrenaline rush” as an effect for adrenaline. “Adrenaline rush” keeps the patient conscious for its duration, removes all active stun when inflicted and applies short-term stun resistance.
  • Husk infections can be treated with sufforin and cyanide (but you must be careful to have a cure at hand!).
  • Antibiotic glue can be used multiple times.
  • Made Pomegrenade Extract a bit more useful: gives the “slow metabolism” 버프.
  • Ethanol and rum can be poured on limbs to treat infections and burns.
  • Removed skill requirements from tonic liquid.
  • Alien blood causes organ damage, making it less viable as a risk-free cheap alternative for blood packs.
  • Saline can be used to treat infections.
  • Resting in bunks heals injuries a little faster now.
  • Europabrew can now act as a universal poison cure, but also speeds up husk infection in addition to vulnerability to acid burns.
  • Rum can now also be made from pomegrenade.

Submarines:

  • Fixed Azimuth’s periscope being too high up, causing the characters to float when using it.
  • Fixed hulls being set up strangely in Camel’s humps (not extending all the way up to the ceiling, making it possible for there to be holes in the walls without water getting in).
  • Various fixes and improvements to the shuttles.
  • Fixed too low oxygen output in Typhon’s brig, causing characters inside to eventually suffocate without an additional oxygen supply.
  • Fixed Azimuth’s cargo and engine rooms not draining full due to the hulls extending below the floor and the bilge pumps.
  • Fixed sloped wall piece making it difficult to move from Remora to its drone.
  • Fixed grenades sometimes going through certain walls (one common spot was Camel’s bow).
  • Adjusted the hulls in Orca’s lower airlock. The small in-between hull with the pump prevented the sub from flooding, because water couldn’t flow out from that small hull fast enough to counter the rate of the pump.

Additional campaign difficulty settings:

  • Oxygen tank duration.
  • Reactor fuel duration.
  • Crew vitality.
  • Non-crew NPC vitality.
  • Shop purchase prices.
  • Shipyard purchase prices (buying new subs and upgrades).
  • 수리 실패로 인한 부상의 심각성.
  • 미션 소득.
  • 껍질 감염 경고 메시지를 비활성화하는 옵션.
  • 제네릭으로 이름이 바뀌 었습니다 “어려움” 설정으로 “세계 적대감”, 몬스터 스폰 및 환경 위험과 같은 것들에만 영향을 미치기 때문입니다..

난파선:

  • Chaingun의 난파 된 변형을 추가했습니다, 맥박 레이저, 플라크 대포, 이중 코일건과 로더.
  • 새로운 난파선: Barsuk, 낙다, 곱사등, 타이폰 2, 리모라, R-29 및 벤처.
  • 난파선 산란 논리에 대한 수정: 연결된 잠수함 및 헐트 공간이 배치에서 고려됩니다., 그들이 벽 안에서 끝나는 것을 방지합니다.
  • 기존 난파선에 대한 다양한 개선 및 수정.
  • 새로운 추가, 셔틀 스프라이트의 고해상도 난파 버전. 오래된 것들을 레거시 구조로 표시했습니다.
  • 난파 된 해치 고정’ 캐릭터 앞에서 깨진 스프라이트 렌더링.
  • 콘솔 명령이 추가되었습니다 ‘ConvertTowReck’ 잠수함을 더 쉽게 난파로 변환합니다.

일체 포함:

  • 봇은 이제 항목을 해체하도록 주문할 수 있습니다. 해체 될 항목을 표시하기위한 별도의 상황에 맞는 순서가 있으며 봇이 표시된 항목을 해체하기 시작하는 일반 순서가 있습니다..
  • Medic AI 개선: 그들은 이제 약물의 부정적인 영향을 고려하는 것이 더 좋습니다., 아편 과다 복용을 유발하기를 간절히 간절히해야한다는 의미.
  • 현재 깊이에 적합한 정장을 선택하는 데 봇이 더 잘 만들었습니다..
  • 죄수 수송 임무에서 무기를 찾을 수없는 탈출 한 죄수 고정.
  • 회로 상자 내부의 Wi -Fi 구성 요소를 통해 Periscope에 연결된 포탑에 봇을 주문할 수없는 고정.
  • 고정 봇 청소 활동적인 글로우 스틱과 플레어를 청소합니다.
  • 고정 봇은 때때로 도킹 포트 내부에서 공전하기로 결정했습니다.
  • Fixed bots being unable to put two-handed items on their back when trying to use an underwater scooter.
  • Fixed medic bots sometimes taking meds from inside their autoinjector headset even if they have suitable meds in a toolbelt or some other container in their inventory.
  • Fixed escorted characters (예를 들어. separatists) attacking you if you steal items from bandits.

멀티플레이어:

  • Added player-specific voice chat volume sliders (즉. if a specific player is very loud in the voice chat, you can reduce their volume or vice versa).
  • Fixed inability to remove invisible symbols (= special symbols not included in the fonts the game uses) from your name using the name text box in the server lobby. This seemed to be the cause for the mysterious “name contains symbols disallowed by the server host” 오류: 증기 이름이 특수 기호가 포함 된 경우 게임은 렌더링 할 수 없습니다., 서버 로비에서 이름을 편집하여 제거 할 수 없었습니다..
  • 상점에서 무료 품목을 얻을 수있는 악용을 수정했습니다..
  • 라운드 중반에 다시 주행 할 때 Reaper의 세금을 선택적 추가 기술 손실로 대체했습니다..
  • 고정 클라이언트’ 중간 라운드를 산란 할 때 지갑이 비어 있습니다.
  • 서버 로비 레이아웃을 재 작업했습니다. 목표는 UI를 재구성하여보다 논리적 인 방식으로 물건을 그룹화하고 물건을 쉽게 찾을 수 있도록하는 것이 었습니다..
  • 로컬 음성 채팅 범위를 훨씬 짧게 조정했습니다 (지금 로컬 텍스트 채팅의 범위와 비슷합니다.).
  • 해상도를 변경 한 후 VoIP 브레이킹을 수정했습니다.
  • 고정 된 캐릭터가 때때로 고객과 서버간에 다른 성격 특성을 할당하는 것입니다..
  • Fixed inability to hire more crew if you’ve reached the maximum crew size, and then fire some to make room for more characters.
  • Fixed clients not getting notified in any way when a server has disabled downloading mods directly from the server, causing them to just get stuck in the mod download screen.
  • Fixed servers without an active host or anyone else managing the rounds getting stuck if the settings were configured in a specific way: if the respawn transport time was set to infinite (shuttle will spawn once, but will never leave the level and allow a 2nd respawn), the shuttle had spawned and all the players left, and someone new joined the server, they wouldn’t be able to end the round because they’ve never spawned, and could also never respawn.

재능:

  • Reworked most of the XP-giving talents to make them more meaningful and balanced.
  • 결정된 “Fireman’s Carry” talent not working on stunned characters.
  • Fixed tinkerer talent (which allows repairing items above 100%) causing some oddities with repair thresholds: the item would show up as repairable when the condition percentage (relative to the above-normal maximum condition) was below the threshold, but the repair UI wouldn’t show up until it was “실제로” below the condition where it should become repairable.
  • Fixed talent options displaying as locked (gray frame and a lock icon in the corner) even if you’ve unlocked them if another sub tree is incomplete.
  • “Residual Waste” can no longer be exploited for duplicating FPGA circuits.

Improvements to sub editor’s grouping:

  • Groups are now called “layers”, 그들의 일반적인 용도를 더 잘 반영합니다 “여러 떼”.
  • 오른쪽 클릭 컨텍스트 메뉴에서 레이어 옵션이 더 쉽게 사용할 수 있습니다..
  • 레이어가 선택된 경우, 당신이 배치 한 모든 새로운 엔티티는 해당 레이어에 자동으로 배치됩니다., 따라서 배치하는 모든 새 항목을 수동으로 이동할 필요는 없습니다..
  • 스크립트 벤트가 레이어를 활성화 또는 비활성화 할 수있는 방법으로 계층을 추가했습니다., 모더에게 유용합니다.

수정:

  • 잠수함 바닥의 구멍을 통해 때때로 떨어지는 일부 품목을 고정했습니다. (때로는 바닥 안에 부분적으로 붙어 있습니다).
  • 승무원이 사망 한 짧은 순간에 게임을 저장하면 고정 캠페인을 절약 할 수 있습니다., 하지만 “game over” 팝업은 아직 나타나지 않았습니다.
  • Fixed campaign saves getting bricked if you save the game after you’ve fired some of your crewmates through the HR manager and the remaining characters have died (또는 그 반대도 마찬가지입니다).
  • 결정된 (traitor) events that require you to fabricate a specific item complete regardless of what you fabricated.
  • Fixed being able to fabricate items from just one ingredient, when the one ingredient matches multiple ‘variable’ 재료 (ingredients where multiple materials are valid, such as assault rifle magazines which require a munition tip, core and jacket).
  • Fixed thalamus organs sometimes spawning in dry hulls, making them die without the player having to do anything.
  • Fixed diving suits emitting light when placed in cabinets in the sub editor.
  • Fixed waytoascension2 event getting stuck if you choose the “I’ll need to think about this” 대화 상자 옵션, 라운드를 끝내십시오, 그리고 새로운 것을 시작하십시오.
  • 잠수함 스위치 터미널을 사용하여 버려진 전초 기지 또는 “더미 전초 기지” 내부 수준 내부.
  • 고정 Piezo Crystals가 때때로 난파선과 비콘 스테이션에 충분히 가까이에서 산란을 일으켜 zap.
  • 고정 캐릭터 호버 텍스트 (예를 들어. “[G] 붙잡다”) 키 바인드를 변경할 때 상쾌하지 않습니다.
  • 고정 된 CPR 펌프 애니메이션이 환자에게 충격 손상을 일으키는 경우가 많습니다..
  • 고정 소나가 때때로 바다 바닥에 산의 일부를 보이지 않음.
  • 새로운 라운드를 시작할 때까지 라운드에서 복원 한 고정 된 비콘 스테이션.
  • 삭제 된 기절 배턴을 픽업 할 수없는 고정.
  • 와이어 노드는 코너 대신 그리드 셀의 중앙에 배치되어 벽에 놓인 신호 구성 요소와 정렬됩니다..
  • 현재 입고있는 옷을 신속하게 교환 할 수있는 고정, 깨진 옷을 클릭하여.
  • 특정 몬스터의 사지가 작동하지 않는 상태로 고정 된 상태 영향: Charybdis는 머리 나 입에 큰 손상을 입을 때 후퇴해야했던 것을 가지고있었습니다., 그리고 프랙탈 가디언, Moloch와 Latcher는 약점에 닿을 때 특수 입자를 방출해야했습니다..
  • 유전자 스플리케이르가 더플 백으로 옮겨 질 때 고정 유전자 물질이 파괴되지 않습니다..
  • 단위의 고정 언어 (km/h, 중) 중간에 언어를 변경할 때 NAV 터미널에서 변경되지 않습니다..
  • 조준하는 동안 캐릭터가 돌아올 때 크로스 헤어가 오용되는 수정 된 크로스 헤어.
  • 고정 누수는 때때로 수리가 불가능합니다 “꼬리 지느러미 E P2”.
  • 서브 편집기 배선 모드에서 탭을 누를 때 냉동 고정.
  • 고정 덕트 블록은 때때로 그림자를 이상하게 주조하는 것입니다 (덕트 블록과 인접한 벽 사이에 격차를 남기고).
  • 저렴한 레시피 출력 inendium으로 제작 된 핵 깊이 미끼 해체 고정 (레시피에 포함되어 있지 않더라도).
  • 탈곡기 유전자가 있거나 어떤 이유로 산소가 필요하지 않은 문자 (껍질 감염/공생) 탱크에서 산소를 소비하지 마십시오.
  • 특정 수준이 로딩되는 것을 방지하는 드문 수준 생성 문제를 해결했습니다., 오류 메시지가 포함 된 메인 메뉴 또는 서버 로비로 게임을 다시 시작합니다. “최대 엔티티를 초과했습니다”.
  • MP에서 일관되지 않게 행동하는 고정 도어의 사운드 머플 링 효과 (문이 열리더라도 때때로 소리를냅니다).
  • Keybinds로 인식되지 않은 Azerty 키보드의 특정 키를 수정했습니다..
  • 가파른 가파르지만 짧은 벽 조각을 너무 적극적으로 아래쪽으로 발사하는 수정.
  • 고정 된 부력은 여전히 ​​도킹 된 잠수함에 다른 잠수함과 다르게 영향을 미칩니다.. 도킹 된 서브/셔틀이있는 서브는 선체가 모두 같은 서브의 일부인 것보다 약간 느리게 올라가고 내려갑니다..
  • 고정 간격’ 그리고 waypoints’ 저장 및로드 할 때 하위 편집기에서 재설정하는 그룹.
  • 유휴 상태에서 몬스터를 고정했습니다 (또는 관찰) state moving at too slow speed and changing the direction in which they were heading too rapidly when they wander around.
  • Fixed enemy subs’ and respawn shuttle’s crush depths not being set correctly, sometimes causing them to get crushed in late-campaign levels.
  • Fixed items in a character’s inventory, who’s in the main sub, being counted twice in the “owned item” count displayed in the store interface.
  • Fixed purchased items spawning attached to a wall if there’s no room in your inventory.
  • Fixed characters spawned using console commands not getting ID card tags for the sub they spawn in.

모딩:

  • Fixed inability to publish mods when the language is set to Japanese.
  • Added support for defining the ragdoll by a content path, instead of having to define it by a folder. Allows decoupling a ragdoll from a character.
  • Added support for (temporarily) overriding character animations using status effects. Allows, 예를 들어, wearable items and afflictions to change the character’s walking and running animations (see divinggear.xml and afflictions.xml for usage examples). Note that the vanilla animations are configured using the file name, which makes the game search for the animation file from the folder the rest of the character’s animations are in. If you want to make your mod add a custom animation to a vanilla character, you need to configure the animation using a file path instead (예를 들어. path=”%ModDir%/CustomWalkAnimation.xml”).
  • Fixed variants of character variants not working.
  • Added an option to force location types to be owned by a specific faction by adding faction=”somefaction” or secondaryfaction=”somefaction” to the location type config.
  • Fixed inability to drag and drop items into hidden inventories. That can’t be done with any vanilla items, but turns out some mods had functionality that relied on this behavior, and we broke it in the latest update.
  • Sub editor now warns about rooms with insufficient oxygen output (= if the vents output too little oxygen to support one character).
  • Made the joint limit widgets in the character editor (바라건대) a bit more intuitive and easy to use. There’s now a gray line that indicates the angle of the limb, and that gray line is what gets clamped between the joint limits.
  • Fixed widgets and indicators jittering in the character editor when the character moves.
  • 그만큼 “pitch slide” of turret and ranged weapon charge sounds (used in the vanilla chaingun and rapid fissile accelerator) is now editable using the “ChargeSoundWindupPitchSlide” 기인하다.
  • The deattach speed of repair tools can be edited (“DeattachSpeed” 기인하다).
  • Fixed events that are not allowed at start not triggering if you’re in the abyss (or somewhere else a long way away from the destination).
  • Fixed PerCave/PerRuin/PerWreck event settings not working correctly in event child sets (the game created the correct number of events, 예를 들어. 3 if there’s 3 동굴, but each event happened in a random cave).
  • Added an option to make TagAction require the target to be in a module with specific tags
  • Fixed NPCOperateItemAction being hard-coded to select Controller components, meaning you could only use it to make the character interact with an item that has a Controller component.
  • EventManager now works also in the editor test modes.
  • 고정 “interval” attribute of status effects not working when the effect was defined in limbs.
  • Added an option to select a specific wreck and a beacon station in the level editor (simplifying testing when you want to test a specific one).
  • Fixed room name selection (accessible in the sub editor when editing a hull) being empty if any text file in a mod includes overrides.
  • Fixed reputation bars always showing -100 그리고 100 as the minimum and maximum, even if a custom faction has a different min/max value.
  • Fixed crashing when spawning a humanoid character that doesn’t have any head sprite configured for it.
  • Fixed crashing when placing a door item that’s set to be open by default.
  • onopen 및 onclose 액션 유형 고정 문이 열리거나 닫을 때 소리를 재생하기 위해 작동합니다., 그러나 실제 상태 효과는 아닙니다.
  • 결정된 “맞춤형 기술” 라운드 중에 캐릭터가 얻었습니다 (특성/직업에는 원래 기술 수준이 없습니다) 라운드 사이에 사라집니다, 그리고 캐릭터가 약간의 기술 수준을 얻을 때만 다시 나타납니다..
  • 항상 동일한 임무를 선택하는 임무 풀에서 선택하도록 설정된 고정 된 선교.
  • 일부 품목을 보관 해야하는 컨테이너에서 특정 종류의 품목을 가져갈 수없는 고정. 예를 들어, 캐비닛에 액세스하기 위해 크로우 바를 잡아야하는 경우, 그리고 Crowbar 품목이 장비를 갖추도록 강요하는 방식으로 캐비닛에서 항목을 가져갔습니다..
  • Sprite 편집기에는 고정 된 WeldedSprites가 나타나지 않습니다.
  • Fixed connection panel interface’s borders overlapping with the connector sprites on certain resolutions if the panel is very tall.
  • Fixed OnImpact effects not working on broken items even if AllowWhenBroken is set true.
  • Fixed TriggerComponents no longer applying forces or other effects to characters when they ragdoll.
  • Made OnSuccess and OnUse effects usable in Repairables (previously only OnFailure effects worked).
  • Fixed event editor crashing if you tried to load an event that had action with attributes set to incorrect types of values (예를 들어. with a CheckMoneyAction with amount set to a string).
  • 결정된 “Collider” spawn rotation type when spawning items via a status effect not taking the flipping of the parent item into account, causing e.g. projectiles to launch to the right when aiming to the left.
  • 발사체가 실내 상태를 사용하여 스폰 될 때 나타나지 않는 고정 트레이서 입자.
  • 고정 충돌 고정 항목이 부착되지 않은 품목이 라운드 중간에 부착 할 수있는 경우 (예를 들어. 상태 효과 또는 콘솔 명령을 통해) 그리고 잠수함은 그때 구원을 받았습니다.
  • 고정 몬스터는 항상 목표를 목표로하는 사지에 관계없이 대상 캐릭터의 위치에서 원거리 공격을 목표로합니다.. 바닐라 게임에서 눈에 띄지 않았습니다, 바닐라 적 중 어느 것도 특정 사지를 목표로하지 않았기 때문에.
  • 요구 사항은 더 이상 원거리 무기에서 강제로 가능하지 않습니다 (즉. 왼쪽 클릭하면 해고 할 수있는 원거리 무기를 만들 수 있습니다.).

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패치 노트 태그:압력상해

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  • 제목: 압력상해
  • 출시일: 3월 13, 2023
  • 개발자: FakeFish, Undertow Games
  • 발행자: Daedalic Entertainment

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