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潛淵癥23/8/18更新日志&翻譯(unstable V1.1.5.0-V1.1.8.0)

2023-08-20 22:17 作者:灰喜鵲ir  | 我要投稿

寫在前面

????????差不多fakefish他們放假完了,不過他們假期中也發(fā)了一些測(cè)試版本,然后這版本后面的括號(hào)內(nèi)容是越來越多了233。翻譯倒是積壓到一起翻譯的,從時(shí)間上來講,7/22發(fā)的V1.1.5.0、7/28——V1.1.6.0、8\14——V1.1.7.0 以及標(biāo)題所屬的8/18 V1.1.8.0 總的來說這幾個(gè)版本沒有幾個(gè)太新的東西,更多的還是對(duì)一些細(xì)節(jié)和體驗(yàn)上的改動(dòng)。

? 目前到測(cè)試版本差9個(gè)版本(V1.1.0.0-V1.1.8.0) 前面的版本有做翻譯

V1.1.0.0->V1.1.3.0

V1.1.4.0

專欄英文文本來自游戲根目錄文件“changelog.txt",游戲版本為"unstable-Public unstable version",限于游戲理解和英語(yǔ)水平,如有譯錯(cuò),還請(qǐng)指正。

v1.1.5.0 (very unstable unstable, vacation edition part II)

V1.1.5.0(非常不穩(wěn)定、不可靠的第二個(gè)假期版本)

Unstable only--僅測(cè)試版:

- Fixed cheaper nuclear shell and depth charge variants being listed as separate items in menus.

#修復(fù)了更便宜(制造材料方面)的核彈和深潛誘餌變中也被列在了分立主義物品清單上的問題。

- Fixed periscope output being editable in-game.

#修復(fù)了潛望鏡的輸出能在游戲里修改的問題。

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Changes-改動(dòng):

- Characters reach out to the the cabinet/device they're interacting with. Makes it easier to see e.g. which of the characters standing next to the reactor is messing with it, or who's taking stuff from a cabinet.

#角色會(huì)將手伸向他們正在交互的容器/設(shè)備。 這改善例如哪個(gè)站在反應(yīng)堆旁的角色在搗亂,或者是誰(shuí)在從容器里取東西。

- Experimental changes to explosion particle effects.

#對(duì)爆炸粒子效果的進(jìn)行了實(shí)驗(yàn)性改動(dòng)。

Fixes--修復(fù):


- Fixed "hidden in game" entities + propeller's damage area indicator being visible in images generated with "wikiimage_sub".

#修正了“在游戲中隱藏”的實(shí)體+引擎的傷害區(qū)域指示器在使用“wikiimage_sub”生成的圖像中可見的錯(cuò)誤。

- Fixed gaps that aren't linked to anything (e.g. gaps fully inside a hull) counting as hull breaches on the status monitor.

#修復(fù)了不鏈接到任何東西的間隙(例如完全在船體內(nèi)部的間隙)在狀態(tài)監(jiān)視器上計(jì)為船體破損的錯(cuò)誤。

- Fixed contained items in a held item (e.g. flashlight in a rifle, harpoons in a harpoon gun) rotating "choppily".

#修復(fù)了正手持的物品中所包含的物品(例如步槍中的手電筒,魚叉槍中的魚叉)會(huì)“波濤洶涌地”旋轉(zhuǎn)的問題。

- Yet another attempt to fix the occasional mystery tilted items in containers (e.g. diving suits being slightly rotated when placed in a container).

#再次另一種嘗試,以修復(fù)偶爾會(huì)在容器中奇怪地傾斜的物品的問題(例如。潛水服在放置在容器中時(shí)會(huì)略微旋轉(zhuǎn))。

- Fixed particle "z-fighting" (flickering in front of each other). Was particularly noticeable with alpha-blended particles like smoke.

#修正粒子“z軸沖突”錯(cuò)誤(在彼此之前閃爍)。 特別是比如煙霧這樣的α混合粒子。

Networking\網(wǎng)絡(luò):

- Fixed certain kinds of network messages being sent using an unreliable delivery method (potentially causing occasional issues with file transfers and traitor messages).

#修復(fù)了會(huì)使用不可靠的傳遞方法發(fā)送的某些類型的網(wǎng)絡(luò)消息的問題(可能導(dǎo)致文件傳輸和叛徒消息偶爾出現(xiàn)問題)。


Modding\模組制作:


- Fixed crashing if a bot tries to repair with a repair tool doesn't need any kind of fuel.

#修正了如果AI試圖用不需要任何燃料的修復(fù)工具修復(fù)時(shí)崩潰的問題。

- Fixed outpost generator being too eager to use modules meant for a different type of outpost (e.g. abandoned outpost modules in normal outposts) if it can't fit the correct kind of module in the current outpost layout. Now the generator instead tries to change the layout to accommodate for the correct kind of module.

#修正了哨站生成器在無(wú)法在當(dāng)前站點(diǎn)圖層中找到合適種類艙段時(shí)過于渴望使用不同類型哨站的模塊的問題(例如:正常站點(diǎn)中的廢棄站點(diǎn)艙段)。 現(xiàn)在,生成器改為會(huì)嘗試更改布局,以適配正確類型的模塊。

- Fixed MatchOnEmpty and RequireEmpty requiring the whole inventory to be empty even if targeting a specific slot.

#修正了MatchOnEmpty和RequireEmpty要求整個(gè)物品欄為空,即使目標(biāo)是特定的一個(gè)插槽的問題。

- Fixed contained items in contained items being positioned incorrectly when the "middle" container has been flipped from right to left (e.g. railgun shell whose tip is a separate contained item).

#修復(fù)了當(dāng)“中間”容器從右向左翻轉(zhuǎn)時(shí),有格子的物品中的有格子物品的位置不正確的問題(例如其裝藥是單獨(dú)容納的物品的軌道炮炮彈)。



v1.1.6.0 (very unstable unstable, regalis is away edition)

v1.1.6.0(非常不穩(wěn)定、不可靠、主開發(fā)不在家的版本


Unstable only\僅測(cè)試版:

- Fixed stacks dropped by another player sometimes going crazy in multiplayer.

#修復(fù)了多人游戲中其他玩家掉落的堆疊物品行為異常的問題。(此句極可能譯錯(cuò))

- Fixed alphabetical sorting leaving empty slots in between the items if slot restrictions prevent the items from being placed consecutively.

#-修復(fù)了按字母順序排序時(shí),如果物品存儲(chǔ)限制了物品的連續(xù)放置,則會(huì)在按首字母表排序時(shí)留下空格子的問題。

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Misc changes and additions\微小的增加與修改:

- Added "TargetItemComponent" property to statuseffects. Can be used to restrict which components of an item the effect targets.

#在狀態(tài)效果中添加了“TargetItemComponent”屬性。 可用于限制物品的哪個(gè)組件對(duì)目標(biāo)生效。

- Characters now "grab" cabinets when interacting with one.

#角色現(xiàn)在在與容器互動(dòng)時(shí)會(huì)"抓住"它。

- Removed the organ damage from a successful attempt at applying liquid oxygenite. A failed attempt will still apply the damage.

#移除了成功使用(高醫(yī)療水平)液態(tài)氧礦時(shí)造成的內(nèi)臟損傷。 失敗使用時(shí)仍然會(huì)造成內(nèi)臟損傷

譯者注:測(cè)試后似乎沒有移除

- Revisited the effects of liquid oxygenite and the oxygen related effects of deusizine to keep them balanced. Reduced the required skill for applying liquid oxygenite to compensate the failure effects.

#重新考慮了液態(tài)氧礦和神效劑的與氧相關(guān)效果,以保持它們的平衡。 降低了使用液態(tài)氧礦的使用技能水平需求以補(bǔ)償削弱的效果。

- Reduced Mudraptor's priority of eating dead bodies with the intention of making it not as easy to distract them killing one in a pack.

#-降低了泥偶迅猛龍吃尸體的優(yōu)先級(jí),目的是使得不再能輕易殺死集群中的一個(gè)就能分散他們的注意力

- Improved the monster nest mission progression by introducing harder variants of all the missions. Adjusted the existing nest missions a bit.

#改進(jìn)了怪物巢穴的任務(wù)演變,為所有(巢穴)任務(wù)引入更難的變種。同調(diào)整了一下現(xiàn)有的巢穴任務(wù)。 調(diào)整了一下現(xiàn)有的巢穴任務(wù)。

- Buffed the ancient weapon: increase the burn damage from 40 to 50, make them ignore 50% of armor protection, allow them to cut off limbs and break (some) armor. Add stun for stopping power.

#加強(qiáng)遠(yuǎn)古兵器:將灼燒傷害從40提高到50,并使燒傷無(wú)視50%的護(hù)甲抗性,允許切斷肢體并破壞(部分)護(hù)甲。 增加了擊暈以增強(qiáng)留人能力。

?????? 譯者注:秒殺迅猛龍(斷頭)的辦法增加了。

- Defined AI combat priority for alien pistol.

#增加了使用異星手槍的優(yōu)先級(jí)

- Adjusted the combat priorities of flamer and steam prototype gun.

#調(diào)整了噴火器和蒸汽原型炮的作戰(zhàn)優(yōu)先級(jí)。(很可能譯錯(cuò))

- Defined fire damage (on ballast flora) and AI combat priority for the ancient weapon.

#定義了火焰?zhèn)Γ▽?duì)丘腦使用)和遠(yuǎn)古兵器的AI戰(zhàn)斗優(yōu)先級(jí)。

- Set the treatmentthreshold for oxygen loss to 100, so that the bots won't try to treat patients so eagerly. Now they should react only slightly before the target faints. Note that this also affects when the suitable treatments are shown in the health interface.

#將缺氧的治療閾值降低到100,這樣AI就不會(huì)再那么急切地治療病人。 現(xiàn)在他們應(yīng)該只會(huì)在目標(biāo)失去意識(shí)前做出輕微的反應(yīng)。 值得注意的是,這也會(huì)影響健康界面中顯示建議治療選項(xiàng)的時(shí)間。

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Fixes/修復(fù):

- Fixed 40mm acid grenades sometimes appearing to explode in the grenade launcher client-side.

#修正了40毫米酸榴彈對(duì)于客戶端有時(shí)會(huì)在榴彈發(fā)射器爆炸的問題。

- Fixed nuclear reactor's explosion effects sometimes not being visible client-side.

- 修正了核反應(yīng)堆爆炸效果有時(shí)在客戶端不可見的問題。

- Fixed inheriting ragdoll texture not working correctly if you have monster A which is a variant of monster B, and monster B is overridden by a mod (e.g. large crawler when the base crawler is overridden by a mod).

#修復(fù)了如果怪物A是怪物B的變體,并且怪物B被mod覆蓋時(shí),生物貼圖未能正確繼承的問題(例如,基礎(chǔ)類型的藻爬被mod覆蓋后的大藻爬)

- Fixed holdable item's sprite origin not getting mirrored on the x-axis. There was a previous attempt at fixing this, but it didn't work correctly: it adjusted the position where the item is held, in a way that made the sprite appear at the correct position. The sprite origin shouldn't affect the position of the item's body though, just where the sprite is drawn relative to the body. The previous fix also didn't take flipping into account, causing the body to be "the wrong way around" when facing left.

#修復(fù)了可持有物品的貼圖原點(diǎn)(sprie origin)沒有得到鏡像x軸翻轉(zhuǎn)的問題。 以前曾嘗試修復(fù)此問題,但未成功:即通過調(diào)整物品被把持的位置,以使得貼圖在正確的位置。 貼圖原點(diǎn)不應(yīng)該影響物品主體的位置,只應(yīng)影響貼圖相對(duì)于主體的繪制位置。 之前的修復(fù)也沒有考慮翻轉(zhuǎn),導(dǎo)致身體在面向左側(cè)時(shí)"繞錯(cuò)了方向"。

- Thalamus: spawn the initial cells when the AI is loaded (at the round start) instead of doing that when the player is close by. Gets rid of the notable lag spike when approaching a Thalamus infested wreck.

#丘腦:將在AI加載時(shí)(回合開始時(shí))生成初始細(xì)胞,而不是在玩家靠近時(shí)這樣做。 擺脫了接近一個(gè)丘腦船時(shí)出現(xiàn)明顯的突增延遲。

- Turn the reactor auto temp on at round end, if the reactor is actively managed by a bot. Fixes reactor sometimes generating too much power at the beginning of the rounds. Only happens later in the game when the bot operating the reactor is skilled enough to manually manage the reactor.

#如果反應(yīng)器由AI主動(dòng)管理,則會(huì)在巡回結(jié)束時(shí)打開反應(yīng)器自動(dòng)溫度控制。 修正反應(yīng)堆有時(shí)在回合開始時(shí)產(chǎn)生太大功率的問題。 只有在游戲后期,當(dāng)操作反應(yīng)堆的AI足夠熟練地手動(dòng)管理反應(yīng)堆時(shí)才會(huì)發(fā)生。

- Fixed thalamus being allowed to load the cheap nuclear shells (talent item) when it loads the railgun.

#修正了丘腦在裝載軌道炮的時(shí)候可以裝載廉價(jià)的核彈(天賦物品)的問題。

- Fixed StatusEffects that target the parent (= the container an item is inside) not being able to access the properties of the container's components, just the properties of the Item class.

#修復(fù)了針對(duì)父級(jí)(=物品所在的容器)的StatusEffects無(wú)法訪問容器組件的屬性,只能訪問Item類的屬性的問題。

- Optimized the Load Game menu in both singleplayer and multiplayer, dramatically reducing the time the game freezes when opening it.

#優(yōu)化了單人和多人模式下的“加載游戲”菜單,大大減少了打開游戲時(shí)游戲凍結(jié)的時(shí)間。

- Fixed a rounding error making some hairs/attachments in mods impossible to select.

#修正了一個(gè)導(dǎo)致使一些發(fā)型/裝飾物在mods無(wú)法選擇巡回的錯(cuò)誤。

- Fixed some properties of wearable InheritLimbDepth, InheritScale, InheritSourceRect, InheritOrigin being forced to true, and ObscureOtherWearables being forced to None on all wearable sprites except items regardless of what's set in XML.

#修復(fù)了無(wú)論xml文件怎么寫,可穿戴物品的某些屬性如InheritLimbDepth(繼承肢體貼圖深度)、InheritScale(繼承肢體大?。?、InheritSourceRect(繼承肢體源矩形)、InheritOrigin(繼承原點(diǎn))被強(qiáng)制為true(開啟),以及ObscureOtherWearables(遮蓋其他可穿戴物品)屬性在除物品類外的所有可穿戴式的sprites(精靈)上被強(qiáng)制為None(關(guān)閉)的問題。

- Fixed repair tools hitting severed (or hidden) limbs, which sometimes caused the target to not take damage.

#修正了修理工具擊中被切斷的(或隱藏的)肢體,有時(shí)會(huì)導(dǎo)致目標(biāo)不受傷害的問題。

- Fixed ancient weapons not being able to cut minerals.

#修復(fù)了遠(yuǎn)古兵器不能切礦的問題。

v1.1.7.0 (very unstable unstable, we're all back edition)

V1.1.7.0(仍然非常不穩(wěn)定不可靠,但我們收假了的版本)

Unstable only/僅測(cè)試版:

- Fixed a traitor mission: "the harbringer of honks" was impossible to complete and didn't work as intended.

#修正了一個(gè)叛徒任務(wù):“喇叭的使者”是不可能完成的,也沒有按預(yù)期的那樣工作的問題。

- Fixed item condition changes (anything deteriorating/depleting) creating enormous amounts of network events, eventually leading to disconnects.

#修復(fù)物品狀態(tài)變化(任何惡化/消耗)會(huì)創(chuàng)建大量網(wǎng)絡(luò)事件,最終導(dǎo)致斷開連接的問題。

- Fixed "output" of beds and chairs being editable.

#修復(fù)了床和椅子的“輸出”可編輯的問題。

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Fixes\修復(fù):

- Fixed submarine preview highlighting hulls that have the same name even if they're not linked or near each other.

#修正了潛艇預(yù)覽突出高亮顯示具有相同名稱的hull,即使它們沒有鏈接或彼此靠近。

- Fixed rope pull force originating from the item's origin instead of the barrel.

#修正了魚叉線的拉力來源于物品的“原點(diǎn)”而不是槍管處的問題。

- Improved how electrical discharge coils determine which walls are outer walls: use the actual position of the structure's body, and check if there's hulls at either side of it.

#改進(jìn)了放電線圈如何確定哪些墻是外墻的方法:使用結(jié)構(gòu)體的實(shí)際位置,并檢查其兩側(cè)是否有hull。

- Fixed submarine wall "shell a combo 1 1" being incorrectly configured as a horizontal wall. Caused EDC to behave strangely on these walls.

#修正了潛艇殼“外殼A 組合1 1”被錯(cuò)誤地配置為水平墻。 曾導(dǎo)致電磁線圈在在這些墻體上表現(xiàn)異常

- Fixed monsters sometimes spawning within player's sight in wrecks (or ruins).

#修正了怪物有時(shí)會(huì)在玩家的視線范圍內(nèi)在沉船(或遺跡)中生成的問題。

- Monsters now ignore provocative items in the inventories of characters they're configured to ignore (with the targeting state "Idle"). Fixes husks attacking characters that are wearing cultist robes with a diving suit.

#怪物現(xiàn)在會(huì)忽略角色物品欄中的被設(shè)置為忽略的挑釁性物品(目標(biāo)狀態(tài)為“空閑”)。 修復(fù)了畫皮會(huì)攻擊穿著潛水服的同時(shí)也穿狂熱者長(zhǎng)袍的角色的問題。

- Fixed corpses carried to the sub from a wreck just disappearing at the end of the round along with the items in their inventory.

#修復(fù)了從沉船帶回來的尸體會(huì)在巡回結(jié)束后隨著物品欄的物品一起消失的問題。

- Fixed infinite loop in Character.CanInteractWith if the target item is in a container it's linked to, and has been configured to be displayed side-by-side. For example, if you place a cabinet linked to a fabricator inside the fabricator.

#修復(fù)了當(dāng)目標(biāo)物體處于在它所鏈接到的容器中,并且已配置為同時(shí)顯示時(shí),會(huì)導(dǎo)致Character.CanInteractWith無(wú)限循環(huán)的問題。 例如,當(dāng)您將鏈接至加工臺(tái)的容器放置在加工臺(tái)內(nèi)時(shí)。

- Fixed minerals on the floor starting to float after saving and loading. Might affect other attachable items too.

#修復(fù)了地板上的礦物在保存和加載后開始浮動(dòng)的問題。 這可能也也有影響了其他可放置物品

- Fixed incorrect type of airlock module being sometimes used in levels between outposts (e.g. a colony airlock module even though the outpost is a normal one).

#修正了有時(shí)候會(huì)在兩哨站之間的巡回中使用的不正確的氣閘艙類型(例如即使是一個(gè)普通的的前哨站也用了城市的對(duì)接艙段)。

- Fixed linked shuttles getting disconnected from ruins and beacon stations when moving them into place.

#修正了進(jìn)入遺跡和信標(biāo)站區(qū)域會(huì)導(dǎo)致鏈接的無(wú)人機(jī)失去聯(lián)接的問題。

- Fixed shuttles attached to ruins, beacon stations and outposts having default crush depth. Now it's forced to at least the depth at the bottom of the level + 1000 m.

#修正了與遺跡、信標(biāo)站、前哨站鏈接的穿梭艇壓碎深度只有默認(rèn)值的問題。 現(xiàn)在它的壓碎深度至少為關(guān)卡最深處深度+1000m

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Multiplayer\多人游戲:

- Fixed characters keeping all the injuries they've received while being "braindead" (killed due to disconnecting), meaning if you for example hack the character to pieces while braindead, and the character respawns next round, they'll spawn dead.

#修復(fù)了角色在"腦死亡"(由于斷開連接而死亡)時(shí)會(huì)保留所有受傷的問題,這意味著如果你在腦死亡時(shí)將角色砍成碎片,而角色在下一輪復(fù)活,他們將直接出生就死亡。

- If a client joins when their character is "braindead" (killed due to disconnection), the character is now revived and the client immediately regains control of it. But only if the character's vitality is above 0 - if they have received other lethal injuries or despawned, they'll have to wait for a "normal" respawn.

#如果一個(gè)玩家加入時(shí),他們的角色是“braindead”(由于斷開連接而死亡),該角色現(xiàn)在會(huì)復(fù)活,玩家能立即重新控制角色。但這只有當(dāng)角色的生命力高于0時(shí)才能發(fā)生-如果角色受到其他致命傷害或被移除了游戲,他們將不得不等待角色“正?!敝厣?。

- Fixed icon in server details panel in the server list saying that every server is modded.

#修復(fù)了服務(wù)器列表中的服務(wù)器詳細(xì)信息圖標(biāo)將每一個(gè)服務(wù)器都顯示為是帶mod的問題。

- Fixed clients spawning as characters even if they've opted to spectate if the game mode is switched from campaign to some other mode and back.

#修復(fù)了,即使玩家已經(jīng)選擇觀看但當(dāng)游戲模式是從戰(zhàn)役模式切換到一些其他模式和切回來時(shí)仍然會(huì)生成角色的問題。

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Changes\改動(dòng):

- First version of circuit boxes. Potentially very unstable!

#(推出了)電路盒的第一個(gè)版本。 可能非常不穩(wěn)定!

電路盒(ciruit box)在游戲中的截圖

?????? 譯者注:是一個(gè)有16引腳(8入8出),可以在其中放置、連線(鼠標(biāo)左鍵從各個(gè)接口直接拖)基本所有組件的一個(gè)集成化的組件。

- Characters can now "grab" cabinets when interacting with one. Or rather, any selected item that has an ItemContainer component.

#角色現(xiàn)在可以在與容器互動(dòng)時(shí)“抓住”它。 或者更確切地說,是選中任何具有ItemContainer組件的物品時(shí)。

- Added broken state sprites for Thalamus' fleshspike and fleshgun. Adjusted the fleshgun particle effect.

#為丘腦的肉刺和血肉槍增加了破碎狀態(tài)貼圖。 調(diào)整了血肉槍粒子效果

- Made characters only flip from one side of a ladder to another when aiming. Makes it easier to interact with things next to the ladder, when the character doesn't automatically flip to the "wrong side" when you try to highlight something.

#使角色僅在瞄準(zhǔn)時(shí)才梯子的一側(cè)翻轉(zhuǎn)到另一側(cè)。 當(dāng)您嘗試(用鼠標(biāo))高亮顯示某個(gè)對(duì)象時(shí),角色不會(huì)自動(dòng)翻轉(zhuǎn)到"錯(cuò)誤的一側(cè)",從而更容易與梯子旁邊的對(duì)象進(jìn)行交互。

- Autopilot now avoid also the floating ice chunks using the same logic it uses to avoid ice spires.

#自動(dòng)駕駛現(xiàn)在將能通過使用和避免冰尖巖相同的邏輯來避免浮冰。

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Modding\模組制作:

- Fabricators can now be made equippable without crashing the game.

#加工臺(tái)可以變得可裝備并且不會(huì)崩游戲了。

- Fixed non-hitscan projectiles launched by statuseffects not being visible inside the sub.

#修復(fù)了由statuseffects(狀態(tài)效果)觸發(fā)但沒有擊中掃描的彈體在潛艇中不可見的問題。

v1.1.8.0 (very unstable unstable, a bit more stable circuit boxes edition)

V1.1.8.0(還是非常不穩(wěn)定不可靠,但電路盒稍微穩(wěn)定了一點(diǎn)的版本)



Unstable only\僅測(cè)試版:

- Fixed "loading submarine failed" console error when starting an MP campaign.

#修正了啟動(dòng)多人游戲戰(zhàn)役時(shí)出現(xiàn)的“l(fā)oading submarine failed”的控制臺(tái)錯(cuò)誤。

- Fixed inability to spawn projectiles inside a sub via StatusEffects (e.g. spikes from spineling genes).

#修正了無(wú)法通過StatusEffects(狀態(tài)效果)在潛艇內(nèi)部產(chǎn)生投射物的問題(例如:棘刺基因的棘刺)。

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Changes:

改動(dòng)

- Added lights that indicate the ammo status to turret loaders.

#為裝彈器增加了彈藥余量指示燈

一個(gè)少余100%但>80%的彈藥箱顯示


??? 譯者注:20%量一個(gè)燈,從右到左分別6個(gè)燈代表:100% 、80%、60%、40%、20%、0%(大于等于則對(duì)應(yīng)燈亮)

- Added some animations to turret loaders.

#為炮臺(tái)裝彈器增加了一些動(dòng)畫

- Captain's pipe and cigar are used by holding RMB (not LMB+RMB) to make their usage consistent with other "consumables".

#煙管和雪茄只用按住右鍵(而不是右鍵加左鍵)即可使用,以保持消耗物品用法的一致性。

- Linked fabricators to the cabinets next to them in all vanilla subs.

#所有官船的加工臺(tái)和柜子都有連接了。

- Various fixes and improvements to Orca.

#對(duì)Orca(逆戟鯨)進(jìn)行了多項(xiàng)修復(fù)與改進(jìn)。

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AI:

- Fixed searchlights not attracting monsters.

#修復(fù)了探照燈不會(huì)引怪的問題。

- Fixed bots "cleaning up" (or stealing) batteries from portable pumps.

#修復(fù)了AI會(huì)“清理”(或者偷竊)便攜水泵中的電池問題

- Fixed bots never cleaning up detached wires.

#修復(fù)了AI無(wú)法整理被分離的線的問題

- Fixed bots sometimes ignoring the leaks right next to doors/hatches.

#修復(fù)了AI有時(shí)會(huì)無(wú)視艙口和門旁的泄漏的問題。

- Fixed bots cleaning up items that are being eaten by a pet.

#修復(fù)了AI會(huì)清理掉寵物吃的物品的問題。

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Alien artifacts\異星遺物:

- Made Faraday Artifact's EMP effect a little stronger, and added a discharge coil effect out of water.

#稍微增強(qiáng)了法拉第遺物的EMP效果,同時(shí)增加了水外放電線圈的效果。

遺物放電線圈效果

- Thermal Artifact now emits steam in water that burns and damages walls.

#發(fā)熱遺物物現(xiàn)在會(huì)在水中產(chǎn)生造成燒傷和結(jié)構(gòu)傷的蒸汽

?????? 譯者注:目前測(cè)試版中似乎是周期性產(chǎn)生

- Nasonov Artifact now also disrupts the sonar. Added particle effects.

#奈式遺物現(xiàn)在也將擾亂聲納,增加了粒子特效

- Psychosis Artifact now generates watcher's gaze periodically, causing psychosis/nausea and strengthening nearby monsters.

#瘋子遺物將周期性的產(chǎn)生獨(dú)眼哨兵的凝視效果,導(dǎo)致精神病、惡心并增強(qiáng)附近的怪物

- Sky Artifact now drains water on top of draining oxygen, making them a little more tricky to deal with.

#天空遺物現(xiàn)在除了消耗氧氣還將消耗水,使得他們更難處理了

當(dāng)你把遺物放在出艙口并打開艙門,這可比水泵厲害多.jpg


????????????? 譯者注:不,更好用了,評(píng)價(jià)是比水泵好用233

- Doubled the price of all artifacts.

#翻倍了遺物的價(jià)格

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Fixes\修復(fù):

- Fixed an issue in the "toy hammer" task given by the Jestmaster. The event would never complete, and instead just endlessly increase your reputation when hitting the monster with the hammer.

#修復(fù)了惡作劇大師發(fā)布的“玩具錘子”任務(wù)中的一個(gè)問題。即事件永遠(yuǎn)無(wú)法完成,反倒能一直通過用玩具錘子打怪物增加聲望。

- Fixed occasional "no suitable return target found" console errors when leaving a location.

#修復(fù)了在離開地點(diǎn)式偶爾會(huì)由"no suitable return target found"控制臺(tái)錯(cuò)誤的問題

- Fixed explosive slugs exploding in the barrel when shot into the void in the sub editor'd test mode.

#修復(fù)了潛艇編輯器的測(cè)試中,向空洞處射爆炸彈會(huì)炸膛的問題。

- Fixed attaching items in-game not aligning them with the grid the same way as in the sub editor (offsetting them by half the size of the grid).

#修復(fù)了游戲中可放置物品沒有以潛艇編輯器中的方式吸附到網(wǎng)格的問題(偏移了半格)

- Fixed event trigger icon (the yellow exclamation mark) hiding the conversation icon when an event targets the outpost manager.

#修復(fù)了當(dāng)事件對(duì)象是哨站管理員時(shí)事件觸發(fā)圖標(biāo)(黃色感嘆號(hào)圖標(biāo))能遮蓋對(duì)話圖標(biāo)的問題

- Fixed husks sometimes moving at an unintendedly slow speed on land, making the walking animation look strange (sort of sliding while barely moving their feet)

#修復(fù)了畫皮有時(shí)會(huì)以難以察覺的緩慢速度在地上移動(dòng),導(dǎo)致行走動(dòng)畫看著有點(diǎn)怪的問題(有種沒動(dòng)腿但是在滑行的感覺)

- Fixed text display's light turning off when copying one in the sub editor.

#修復(fù)了潛艇編輯器匯總文字顯示器的燈光(light屬性)會(huì)在復(fù)制時(shí)被關(guān)閉的問題。

- Fixed 40mm grenades not exploding in nuclear shells.

#修復(fù)了40mm榴彈不會(huì)在核能深水炸彈中爆炸的問題。

- Fixed bringing the cursor over the inventory interrupting using tools and weapons.

#修復(fù)了將鼠標(biāo)移到物品欄傷會(huì)打斷武器和工具的使用的問題。

- Minerals can't be grabbed before they've been deattached with a plasma cutter (it was confusing to be able to grab the item and have the "detaching" progress bar appear, despite it doing nothing).

#礦物在被等離子切割機(jī)切割前不再能被抓住了(過去你能抓著它顯示“分離中”但實(shí)際不會(huì)分立)

- Fixed sonar not displaying markers for other subs in the sub editor test mode.

#修復(fù)了在潛艇編輯器的測(cè)試模式中,聲納不會(huì)顯示其他潛艇的標(biāo)記的問題。

- Fixed fabricator UI not refreshing the skill/time requirements when selecting a linked cabinet instead of the fabricator itself.

#修復(fù)了當(dāng)通過連接的容器打開而非直接打開加工臺(tái)的UI界面時(shí),技能水平需求和制作時(shí)間不會(huì)刷新的問題。

- Fixed fabricator not being able to pull materials from the user's inventory if the user selected a linked cabinet instead of the fabricator itself.

#修復(fù)了當(dāng)從連接的容器打開加工臺(tái)時(shí),其無(wú)法活去玩家身上的物品的問題。

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Modding\模組制作:

- Fixed crashing when the particle a particle emitter is configured to emit can't be found.

#修復(fù)了當(dāng)一個(gè)粒子發(fā)射器(particle emitter)發(fā)射的粒子無(wú)法被找到時(shí)所導(dǎo)致的崩潰問題。

- Fixed bots trying to sit in chairs someone is carrying (not possible in the vanilla game).

#修復(fù)了AI會(huì)嘗試坐在某個(gè)人拿著的椅子上的問題(這在原版是不會(huì)有的)

- Fixed crashing if a mod contains a wearable that alphaclips other wearables (e.g. diving helmet) and its texture can't be found.

#修復(fù)了當(dāng)一個(gè)模組包含了一個(gè)裁剪其他裝備的裝備(比如,潛水頭盔)同時(shí)其貼圖無(wú)法被找到是導(dǎo)致的崩潰問題。


感謝看完

潛淵癥23/8/18更新日志&翻譯(unstable V1.1.5.0-V1.1.8.0)的評(píng)論 (共 條)

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