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PCGAMER杂志更新DOW3战役信息 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwww.pcgamer.com%2Fhow-relic-devs-plan-to-raise-our-game-for-dawn-of-war-3s-campaign%2F&urlrefer=ccc871949be8427681a9f4a713bddc28 Dawn of War 3 campaign lead Brent Disbrow says the team wants to “quite honestly raise our game” with the singleplayer campaign for Dawn of War 2. That's quite a claim from the studio that crafted Homeworld's story, and built some top class singleplayer missions such as Carentan Counterattack in Company of Heroes. The studio has experimented with different singleplayer formats over the years, from the territorial system map of Soulstorm to more conventional linear campaigns. Dawn of War 3 will be different again, jumping from faction to faction with each mission as Space Marine, Eldar and Ork forces move to seize a powerful, nameless weapon. “One thing that was really important to me and to Frank and other members of the team to show off the three factions quickly in the campaign rather than have the system where you play through like an entire act as one race and then an entire act as another race”, says game director Phillippe Boulle. “That's always fun except if you're the fan of the third race and then you feel that you have to wait for two-thirds of the campaign.” “[Orks] field the most bodies of any of the armies on the field of battle. It's like a group of tazmanian devils from Looney Tunes.” The format serves a few other purposes. It provides a varied and lore-light introduction to the universe for newcomers, quickly communicating the personality and capability of each faction. The Space Marines are a heavily armoured phalanx that strikes from the sky with super weapons. The Eldar are, as Disbrow describes them, the “sword wind”—masters of hit and run tactics. The Orks are a “maniac horde” who overrun enemies with sheer numbers. “They field the most bodies of any of the armies on the field of battle,” says Disbrow. “It's like a group of tazmanian devils from Looney Tunes.” The campaign structure allows each faction to grow in power as the conflict escalates. As the story moves on, new objectives and rules are introduced and new elite units unlock, adding tactical depth. These heroes are vital, bringing Dawn of War 2's character development and micro abilities to Dawn of War 3's busier battlefields. “We wanted to take the epic scale of Dawn of War 1, the large over-the-top battles, and inject into that the awesome heroes from Dawn of War 2, make them the centrepoint of that battle, but have the battle be as large as Dawn of War 1, and bigger still” says Boulle. Dawn of War 3 moves away from Dawn of War 2's heavy reliance on wargear. Levelling heroes up will unlock new abilities, but each elite's role is carefully defined, as Boulle explains. “One of the things with a really deep equipment system is that you can move units, they become a little mushy—they can do a little bit of everything. Dawn of War 3 units are built to do specific things. You unlock the option to make them do those things in a slightly different way but Gabriel is still an up-close melee brawler tank and Soleria [the Imperial Knight] is always going to be a ranged powerhouse.” Each army has three elite slots that you fill before each battle. One of those slots will almost always be occupied by the army's leading hero character—Blood Raven captain Gabriel Angelos, in the case of the Space Marines. The other two slots can house super units such as the Imperial Knight, elite squads, or other individual heroes. “We're going to suggest what heroes you might take in on a given mission, but we're going to let the player choose as well” says Boulle. “If you don't really know what you're doing there's a suggested hero selection for this mission. If you do, but you want to try something else, there's room to do that so you can experiment. That gives you the opportunity to learn more of the elites.” Relic suggests that there will be a wide variety of elites to choose from, for all three factions. Since Dawn of War 2, hero customisation and progression has been a key part of the series. We'll have to wait and see how Dawn of War 3's wide range of heroes plays, not just in the campaign, but in multiplayer too. That's where players' favourite hero combinations will be put to the ultimate test.
4月14号永恒远征大更新 战帮系统上线 New and Noteworthy Additions: -The time has come… to create your own WAR PARTIES! Finally, right? -NEW WEAPONS: CSM Chainaxe + Plasma Pistol! -More XP points for XP events! As Oprah would say, “YOU get more XP, and YOU get more XP, and YOU….” -New XP awards for certain skilled actions (such as kill streaks!). -More Optimisations! Gameplay Tweaks/Improvements: -Aspiring Sorcerer's Foul Regeneration healing power has been increased by 25%. -Reduced impulse applied to vehicles when punching with the Power Fist. Sadly, that means no more Rhino tennis matches -Ailments are now cured if you are rescued. -The "vision cone" for spotting has been tuned to make spotting much easier and more reliable. -Defender lives in the Stronghold game mode have been reduced to 250 (from the original 300). -Traitor Assault/Mark of Nurgle’s health and toughness has been reduced. Mark of Nerfle is REAL! -Devastator, Havoc, Aspiring Sorcerer and Apothecary have the same health and shield as the Tactical now (was incorrectly initialised). -There are now more XP events, such as Streak Bonus, Streak End Bonus, Driver Bonus, Group Destroy Bonus, etc. You can now go on kill streaks, like a champ! -XP events now grant additional XP when you are near your squad leader’s waypoint. Weapon Tuning: -Plasma weapons: Made it so that it doesn't feel like you can't turn while charging plasma weapons. Also, Plasma weapons now have a manual heat venting system (hold the reload button to vent overheat). -CSM Smart Bolt Pistol: Now has identical damage to SM Smart Bolt Pistol. -CSM Chainaxe and Plasma Pistol are now available to equip! Menu/UI/Chat Window Improvements: -War Parties are now in! Here’s some info on how they work: War Parties are designed to allow players to queue up for matches together! They are a way to guarantee players getting into the same match, but will require you to re-arrange yourselves to be in the same Squad. For their first iteration, War Parties are capped at 5 players and pre-match chat is not available at this time. In the future, this will likely change! Only Private War Parties can be created at this time, Public ones will come further along in development. Steam friends who are in-game on the HUB screen with a character already selected AND on the same client version as you will be available for invites (e.g. If you are on the Founder’s server and your friend is on the Alpha server, you won’t be able to create a War Party together). Offline friends, friends in another game or friends who are already in another match will appear as unavailable. You can only create War Parties with players who are all in the same faction. No cross-faction War Parties can be created! -A new font has been swapped in to be able to support the Cyrillic alphabet. -The loadout screen has updated visuals. -Improvements were made to loadout menu to clarify available options when current loadout is over capacity. -The Unequip prompt has been removed from the loadout menu. Instead, you can unequip the slot by selecting the "Empty Slot" item within the Armoury. - Scoreboard is now able to be opened on the mission briefing, change loadout, death, and deployment screens. -The match panel (timer, capture point status, team influence) is now shown at the top of the deployment screen. - Changed available resolutions in the settings menu to be limited to 16:9 and 16:10 aspect ratios. Sorry 4:3 screens and CRT monitors, it’s time for an upgrade! -Influence bar background is now easier to see in dark environments. It was also updated to be pixel perfect in order to fix a bleed issue that would happen near the early portion of the Influence bar. Art/Visual Improvements: -Puddles and other water visuals have been updated in the Torias Refinery. Time to go splash around in those rain puddles! -Changed the Alpha legion logo color to be more accurate. -Updated the Ultramarine knee cap color. -Performed some optimisation on character animations. -Both Olipsis and Blackbolt received a bit of a visual overhaul with new lighting and a new sky! Server/Matchmaking/Steam Updates: -More server-side optimisations were performed (to help reduce lag). Larger-scale match HYPE! Audio Improvements: -Tweaks were done to the new VOs to add voice mods/filters. This isn’t finished (it’s a gradual process) and is a work in progress! Bug Fixes: -As usual, tons of collision bugs, stuck spots and out-of-world bugs have been fixed across all available maps. -Fixed a bug where some HUD elements were not updating in the Stronghold game mode in certain situations. -Fixed a rare crash that happened when quitting the game. -Fixed an issue where a character with no ranged weapon would not receive suppression effect. -Fixed some instances of the character exiting cover after returning from a peek-and-shoot. -Fixed a bug where the low vault animation would not play back correctly when sprinting up to cover. -Fixed animation timing with the new low vault animations. -Fixed an issue where destructible gates wouldn't block damage from certain weapons. -The Loadout Points display in Loadout Menu will now properly update after being over capacity. -Fixed a crash that occurred when destroying a secondary objective in the Fortress map. -Fixed a bug with the Comms Rose command selection not working under certain conditions. -Stronghold game mode (used in Fortress maps) now goes in overtime if the last control area is contested when timer runs out. -Fixed a UI issue where the heat would incorrectly reset after a charge shot. -Fixed a few buggy spawning rules for contested spawn points in the Stronghold game mode (used in Fortress maps). -Potential fix for a rare audio crash when loading sound banks on start-up. -Fixed a potential crash that could occur when barks finished playing. -Fixed an issue where the Vindicator projectile wouldn't explode when fired directly on nearby characters. -Fixed a bug where icons were appearing at the wrong place when a character dies in large maps. -Fixed an issue where being healed could bypass some out of bounds/kill zones. -Fixed the missing skull on the Aspiring Sorcerer belt. Known Issues: -Rarely, players are finding themselves spawning in a bad character state, showing up in a T-pose, invulnerable and invisible to other players, unable to redeploy or continue playing. If this happens, and you know how to make it happen each time you try, please let us know via the support page. To recover, you need to quit then re-join the match. -The bleed-out screen is being displayed during the execution camera/view. -Vault animations can sometimes play back incorrectly in certain situations. We're aware and working on a fix!
4月14号永恒远征大更新 终于可以组队了 New and Noteworthy Additions: -The time has come… to create your own WAR PARTIES! Finally, right? -NEW WEAPONS: CSM Chainaxe + Plasma Pistol! -More XP points for XP events! As Oprah would say, “YOU get more XP, and YOU get more XP, and YOU….” -New XP awards for certain skilled actions (such as kill streaks!). -More Optimisations! Gameplay Tweaks/Improvements: -Aspiring Sorcerer's Foul Regeneration healing power has been increased by 25%. -Reduced impulse applied to vehicles when punching with the Power Fist. Sadly, that means no more Rhino tennis matches -Ailments are now cured if you are rescued. -The "vision cone" for spotting has been tuned to make spotting much easier and more reliable. -Defender lives in the Stronghold game mode have been reduced to 250 (from the original 300). -Traitor Assault/Mark of Nurgle’s health and toughness has been reduced. Mark of Nerfle is REAL! -Devastator, Havoc, Aspiring Sorcerer and Apothecary have the same health and shield as the Tactical now (was incorrectly initialised). -There are now more XP events, such as Streak Bonus, Streak End Bonus, Driver Bonus, Group Destroy Bonus, etc. You can now go on kill streaks, like a champ! -XP events now grant additional XP when you are near your squad leader’s waypoint. Weapon Tuning: -Plasma weapons: Made it so that it doesn't feel like you can't turn while charging plasma weapons. Also, Plasma weapons now have a manual heat venting system (hold the reload button to vent overheat). -CSM Smart Bolt Pistol: Now has identical damage to SM Smart Bolt Pistol. -CSM Chainaxe and Plasma Pistol are now available to equip! Menu/UI/Chat Window Improvements: -War Parties are now in! Here’s some info on how they work: War Parties are designed to allow players to queue up for matches together! They are a way to guarantee players getting into the same match, but will require you to re-arrange yourselves to be in the same Squad. For their first iteration, War Parties are capped at 5 players and pre-match chat is not available at this time. In the future, this will likely change! Only Private War Parties can be created at this time, Public ones will come further along in development. Steam friends who are in-game on the HUB screen with a character already selected AND on the same client version as you will be available for invites (e.g. If you are on the Founder’s server and your friend is on the Alpha server, you won’t be able to create a War Party together). Offline friends, friends in another game or friends who are already in another match will appear as unavailable. You can only create War Parties with players who are all in the same faction. No cross-faction War Parties can be created! -A new font has been swapped in to be able to support the Cyrillic alphabet. -The loadout screen has updated visuals. -Improvements were made to loadout menu to clarify available options when current loadout is over capacity. -The Unequip prompt has been removed from the loadout menu. Instead, you can unequip the slot by selecting the "Empty Slot" item within the Armoury. - Scoreboard is now able to be opened on the mission briefing, change loadout, death, and deployment screens. -The match panel (timer, capture point status, team influence) is now shown at the top of the deployment screen. - Changed available resolutions in the settings menu to be limited to 16:9 and 16:10 aspect ratios. Sorry 4:3 screens and CRT monitors, it’s time for an upgrade! -Influence bar background is now easier to see in dark environments. It was also updated to be pixel perfect in order to fix a bleed issue that would happen near the early portion of the Influence bar. Art/Visual Improvements: -Puddles and other water visuals have been updated in the Torias Refinery. Time to go splash around in those rain puddles! -Changed the Alpha legion logo color to be more accurate. -Updated the Ultramarine knee cap color. -Performed some optimisation on character animations. -Both Olipsis and Blackbolt received a bit of a visual overhaul with new lighting and a new sky! Server/Matchmaking/Steam Updates: -More server-side optimisations were performed (to help reduce lag). Larger-scale match HYPE! Audio Improvements: -Tweaks were done to the new VOs to add voice mods/filters. This isn’t finished (it’s a gradual process) and is a work in progress! Bug Fixes: -As usual, tons of collision bugs, stuck spots and out-of-world bugs have been fixed across all available maps. -Fixed a bug where some HUD elements were not updating in the Stronghold game mode in certain situations. -Fixed a rare crash that happened when quitting the game. -Fixed an issue where a character with no ranged weapon would not receive suppression effect. -Fixed some instances of the character exiting cover after returning from a peek-and-shoot. -Fixed a bug where the low vault animation would not play back correctly when sprinting up to cover. -Fixed animation timing with the new low vault animations. -Fixed an issue where destructible gates wouldn't block damage from certain weapons. -The Loadout Points display in Loadout Menu will now properly update after being over capacity. -Fixed a crash that occurred when destroying a secondary objective in the Fortress map. -Fixed a bug with the Comms Rose command selection not working under certain conditions. -Stronghold game mode (used in Fortress maps) now goes in overtime if the last control area is contested when timer runs out. -Fixed a UI issue where the heat would incorrectly reset after a charge shot. -Fixed a few buggy spawning rules for contested spawn points in the Stronghold game mode (used in Fortress maps). -Potential fix for a rare audio crash when loading sound banks on start-up. -Fixed a potential crash that could occur when barks finished playing. -Fixed an issue where the Vindicator projectile wouldn't explode when fired directly on nearby characters. -Fixed a bug where icons were appearing at the wrong place when a character dies in large maps. -Fixed an issue where being healed could bypass some out of bounds/kill zones. -Fixed the missing skull on the Aspiring Sorcerer belt. Known Issues: -Rarely, players are finding themselves spawning in a bad character state, showing up in a T-pose, invulnerable and invisible to other players, unable to redeploy or continue playing. If this happens, and you know how to make it happen each time you try, please let us know via the support page. To recover, you need to quit then re-join the match. -The bleed-out screen is being displayed during the execution camera/view. -Vault animations can sometimes play back incorrectly in certain situations. We're aware and working on a fix!
GW官方确认lost patrol和blood bowl盒装小游戏 在刚进行的GAMA贸易展上GW代表面对镜头接受采访 谈论了最新要出的盒装小游戏lost patrol和blood bowl 采访视频 http://tieba.baidu.com/mo/q/checkurl?url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D9q71HRIrhLE&urlrefer=3911555f75d1ba8a625058fdba13787e 关于lost patrol GW’s rep. Andre said on camera about Lost Patrol: Lost Patrol $60 Ships in June 2016 30 minute playtime A newly designed game, not simply a reprint of the original 2000 game. Included minis: Astartes Scouts x5 (RED plastic) Genestealers x12 (dark plastic) “Infestations” x6 Map Tiles x30 Map hex-tiles are shuffled and placed down around the Space Marine Scouts based on their line of sight. The map will have a “fog of war” quality. As the Scouts move along, the map will appear in front of them, and disappear behind them, possibly changing if they double back. The goal is for even a single Scout to reach their Drop Pod – resulting in a marine victory. Opponents will be both the Genestealers and the map itself. Also that Blood Bowl box is a mock up only with a few separate “demo” figures “Games Workshop is releasing a new version of the 2000 classic Lost Patrol with updated components and rules. It arrives in stores on June 17. The new game is a two-player game with one side taking on the roles of Space Marine Scouts hunted by the other player controlling a group of fearsome alien Genestealers. Played out on a dynamic, tile-based board, the squad of Marines must navigate a jungle that moves and changes as they travel the board. The game has updated rules from the original 2000 game and is just as fast-paced as the original, playing in about 30 minutes.” 关于blood bowl the GW North American Trade Manager said:Blood Bowl Being worked on currently Miniatures are in design Orks and Humans are in the box GW has shown some miniatures that are finished already Box Art is not final Game will be in the channel within 12 months!
黑暗千年编年史传奇——太空野狼 When Great Wolf Logan Grimnar vanishes, the Space Wolves embark on a mission to retrieve him – a mission that might see the end of the Chapter. READ IT BECAUSE It's an epic tale that gets to the heart of who the Space Wolves are. See Ulrik the Slayer and Krom Dragongaze in action for the first time in Black Library fiction as the action takes them from tau-held worlds to the fighting pits of Commorragh and into the Eye of Terror itself, where the Space Wolves will once again face their oldest foes... THE STORY A Great Hunt is over and the Space Wolves gather in the Fang to celebrate their victories and tell tall tales of their exploits. But one company has failed to return: that of the Great Wolf, Logan Grimnar. News of his death sends the Chapter on the hunt for the truth, with Ulrik the Slayer at their head. As they fight their way across the galaxy in search of their lord, the Space Wolves find a threat to the future of the Chapter itself. Written by Ben Counter, Steve Lyons, Rob Sanders and C L Werner This novel has been previously available in eight separate instalments, and as the Space Wolves Quick Reads subscription. The titles of the individual instalments were: Feast of Lies, The Caged Wolf, Eye of the Dragon, Dark City, The Darkness of Angels, The Wolf Within, Scent of a Traitor and Wrath of the Wolf. 下载地址 http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fpan.baidu.com%2Fs%2F1baLvf4&urlrefer=9ed11ab0a4154021080cc4fc170a582f
DOW2RT五周年BUG修复补丁一览 以下是在3月10号的五周年修复补丁将要修复的BUG Here are the bugs in which will be fixed in the coming patch released March 10th 2016. Here are the bugs we were able to fix: 以下是确认可以解决的BUG -Replaced the weapons for the supporting members of Imperial Guard Heavy Weapon Squad. -The ranged weapons of the supporting squad members were removed in an earlier bug patch. 在先前的BUG修复补丁中IG支援组的副手的远程武器被移除了 这个BUG 3月10号将被修复 -The Hardcore Steam achievement now unlocks after beating wave 20 in the Last Stand Anvil of Khorne Map. -Progress on Last Stand weapon achievements is now being recorded correctly. 上面2个是TLS成就BUG -Fixed a crash that occurred when the Chaos Sorcerer cloned the Tau Shas’O Commander’s drone. 混沌巫师克隆渔民指挥官的兵锋会导致程序跳出问题修复 -Fixed a crash that occurred when first encountering the Eldar in the Space Marine campaign. SM战役中初次遇见豆芽会导致程序跳出问题修复 -Fixed a crash that occurred when crossing the bridge in the Dark Portal mission of the Ork Campaign. 兽人战役中通过黑门任务中的桥梁会导致程序跳出问题修复 -Added multiple colors in the army painter. -Due to new colors for the Necron, there are new colors for everyone! 因为增加了内裤龙的配色,所以其他所有军队涂装都赠送额外配色 Here are the bugs we investigated, but couldn’t nail down: 以下是调查了但还无法定位问题的BUG -Various Windows 10 crashes We haven’t been able to consistently reproduce this issue. This is due to computers having different setups and different versions of programs which Dawn of War requires to run successfully. There are a few things you can try to troubleshoot and update to make this compatible with the various settings you have. The best thing to do is post your trouble on our forums for help from the community -here- WIN10下的多种程序跳出问题 -Steam invite broken We were unable to reproduce this error. This may be a steam connectivity issue as this happens with other games and not just Dawn of War. STEAM邀请中断问题 Last Stand won’t launch This was difficult for us to reproduce. It looks like a network match-making issue and we’ll need logs and repro steps to properly investigate. TLS经常无法启动游戏问题
13号补丁 新地图和平衡性调整 New and Noteworthy Additions: - New Map + new Achievements for the map! Bask in the rainy grimdark glory of the Torias Refinery - Some small performance and frame rate improvements! - Tweaks to existing maps (e.g. Blackbolt has some alternate paths for attackers)! - Balance adjustments to various weapons! - Fixes to the custom keybindings, as well as enabling the default “Shooter” keybinding configuration. N.B. Custom controller keybindings are still being worked on and cannot be selected in the custom keybinding menu. This is not a bug, it just isn’t ready for the public yet! Bug Fixes: - Tons of fixes to collision and stuck spots across all the maps. - Fixed an issue where the Meltagun beam could point in the wrong direction when shooting at certain objects or scenery. - Certain floor textures were showing up with multiple textures applied to them. This should now be fixed! - Fixed multiple issues that would spam warning messages if players would idle in the main menu. - Fixed vehicle cannons remaining visible once a vehicle is dead. - Fixed an issue where a grenade that has stuck on a player or vehicle wouldn't explode if the object was dead. - Fixed an issue where using a consumable pack could fail while firing. - Fixed an issue where the muzzle flash could be on the wrong cannon for the quad gun. - Fixed a but that sometimes caused the players to get stuck if they jumped on a upwards moving Maglift. - Fixed an issue where a character could get stuck in a collision when being executed. - Fixed a problem where some melee attacks weren't able to hit some quad guns. - When a user disconnects and rejoins the same server, if they’re playing the same faction, they will get their earned XP back. - Fixed an issue where other players would still play weapons effects when downed. Gameplay Tweaks/Improvements: - Evened out the collision on several objects to prevent character from bumping into the corners. - Improved Storm Shield aiming while in cover. - The Power Fist now has a slower but stronger air charge. - The Defensive Bash now has two timing “windows”: If you get hit by another defensive bash in the first window, you will get pushed back If you get hit by another defensive bash in the second window, you will clang. This fixes the issue where the last person to perform a defensive bash always won. - Tweaks have been done to some of the existing maps (e.g. Blackbolt has some alternate paths for attackers)! - The gate that moved in Blackbolt will now also remain in place, but extra tank blockers have been placed to help prevent them from getting to places they aren’t meant to be. Weapon Tuning: - The Heavy Bolter now has reduced recoil while bracing (but increased spread), and its damage has been increased. - The Meltagun’s range has been reduced to 20m. - The Plasma Gun has had its rate of fire reduced in auto mode. - The Predator’s Storm Bolter and Autocannon now have a closer camera. This should make the instances where you end up shooting at the wall below your target less frequent. Vehicle Changes: - Vehicle Cooldowns have increased significantly. These timers start from when you spawn the vehicle, so it's better if you can keep your vehicle alive for a long time: Tank (Predator) spawn cooldowns changed from 120 to 500 seconds on Outposts. Transport (Rhino) spawn cooldowns changed from 60 to 400 seconds on Outposts. Controls: - The default “Shooter” keybinding configuration is now enabled. To select which default config to use (either Grimdark or Shooter), click on "Reset Presets" from the custom keybindings screen - There is now a sprint toggle and single button defensive bash bindings available in the keybindings. Sprint toggle is an equivalent binding to sprint. At least one of them must be bound in a custom configuration. You cannot have both! Art/Visual Improvements: - Grenades will now appear closer to the character model when they stick. - After a bright effect appears on the screen, the screen no longer gets significantly darker. This should help make it easier to see when under fire or while using energy weapons! Server/Matchmaking/Steam Improvements: - New Steam Achievements added for the new Torias Refinery map!
永恒远征13号补丁 新地图和平衡性调整 New and Noteworthy Additions: - New Map + new Achievements for the map! Bask in the rainy grimdark glory of the Torias Refinery - Some small performance and frame rate improvements! - Tweaks to existing maps (e.g. Blackbolt has some alternate paths for attackers)! - Balance adjustments to various weapons! - Fixes to the custom keybindings, as well as enabling the default “Shooter” keybinding configuration. N.B. Custom controller keybindings are still being worked on and cannot be selected in the custom keybinding menu. This is not a bug, it just isn’t ready for the public yet! Bug Fixes: - Tons of fixes to collision and stuck spots across all the maps. - Fixed an issue where the Meltagun beam could point in the wrong direction when shooting at certain objects or scenery. - Certain floor textures were showing up with multiple textures applied to them. This should now be fixed! - Fixed multiple issues that would spam warning messages if players would idle in the main menu. - Fixed vehicle cannons remaining visible once a vehicle is dead. - Fixed an issue where a grenade that has stuck on a player or vehicle wouldn't explode if the object was dead. - Fixed an issue where using a consumable pack could fail while firing. - Fixed an issue where the muzzle flash could be on the wrong cannon for the quad gun. - Fixed a but that sometimes caused the players to get stuck if they jumped on a upwards moving Maglift. - Fixed an issue where a character could get stuck in a collision when being executed. - Fixed a problem where some melee attacks weren't able to hit some quad guns. - When a user disconnects and rejoins the same server, if they’re playing the same faction, they will get their earned XP back. - Fixed an issue where other players would still play weapons effects when downed. Gameplay Tweaks/Improvements: - Evened out the collision on several objects to prevent character from bumping into the corners. - Improved Storm Shield aiming while in cover. - The Power Fist now has a slower but stronger air charge. - The Defensive Bash now has two timing “windows”: If you get hit by another defensive bash in the first window, you will get pushed back If you get hit by another defensive bash in the second window, you will clang. This fixes the issue where the last person to perform a defensive bash always won. - Tweaks have been done to some of the existing maps (e.g. Blackbolt has some alternate paths for attackers)! - The gate that moved in Blackbolt will now also remain in place, but extra tank blockers have been placed to help prevent them from getting to places they aren’t meant to be. Weapon Tuning: - The Heavy Bolter now has reduced recoil while bracing (but increased spread), and its damage has been increased. - The Meltagun’s range has been reduced to 20m. - The Plasma Gun has had its rate of fire reduced in auto mode. - The Predator’s Storm Bolter and Autocannon now have a closer camera. This should make the instances where you end up shooting at the wall below your target less frequent. Vehicle Changes: - Vehicle Cooldowns have increased significantly. These timers start from when you spawn the vehicle, so it's better if you can keep your vehicle alive for a long time: Tank (Predator) spawn cooldowns changed from 120 to 500 seconds on Outposts. Transport (Rhino) spawn cooldowns changed from 60 to 400 seconds on Outposts. Controls: - The default “Shooter” keybinding configuration is now enabled. To select which default config to use (either Grimdark or Shooter), click on "Reset Presets" from the custom keybindings screen - There is now a sprint toggle and single button defensive bash bindings available in the keybindings. Sprint toggle is an equivalent binding to sprint. At least one of them must be bound in a custom configuration. You cannot have both! Art/Visual Improvements: - Grenades will now appear closer to the character model when they stick. - After a bright effect appears on the screen, the screen no longer gets significantly darker. This should help make it easier to see when under fire or while using energy weapons! Server/Matchmaking/Steam Improvements: - New Steam Achievements added for the new Torias Refinery map!
12号补丁 Patch #12 Build Notes – Feb 12 New and Noteworthy Additions: - NEW WEAPON!!!!! The Meltagun is in! Go melt some faces! (No no, wait… melt tanks! Yes, they’re meant as an anti-vehicle weapon after all!) - Custom Keybindings are in! This is a first implementation, so things may be a bit rough around the edges, but rest assured we will hotfix problems as they come up! N.B.: Since this is the first time this feature is in, malicious key combinations are not all accounted for…. So if you bind Alt-F4, or Ctrl-Alt-Del, well… expect problems! Don’t be nasty with the keybinds, they WILL break if you do. You’ve been warned…….. Gamepad support is not ready yet, but will come in shortly. Stay tuned for more info! At this time, the custom keybindings can be set in the Instructions > Controls menu, but this will change once we re-design the main menu and menu flow (TBD when this will happen!) More details about this feature can be found below in the UI/Menu Improvements section. - 3D character view in the custom loadout screen! Bask in the glory of your shiny character! - Mute All option added! - AMD specific settings added to the engine configuration. AMD users: Try messing with your quality settings. Remember, performance changes do not benefit everyone, they can be very specific, so might feel no changes based on your PC configuration. Bug Fixes: - Lots of fixes across all maps to prevent vehicles from going places they should not be! - A ton of stuck spots in Blackbolt have been fixed, along with incorrectly set Out of Bounds areas! - Fixed the missing collision on railings in Pegasus. - When the menus are open, pressing Q will no longer set a waypoint. - A bunch of fixes to execution/rescue were added (although this has also brought some new issues, since it was a big but necessary re-factor! Check out the Known Issues list for more info.) - A bunch of Storm Shield, Jump pack and Maglift improvements/fixes. - Some more FPS optimizations were done on maps that are almost complete! - Fixed some situation where entering/exiting vehicles with certain conditions (e.g. being poisoned) were causing problems. - The Heavy Bolter on the Chaos side now correctly performs a ready animation before firing. - The Traitor now correctly has 1 grenade like the Tactical instead of 2. - Fixed the Vindicator cannon remaining in-game after being despawned. - Fixed an issue with the camera during the SM chainsword execution. - Fixed a bug that increased the force of a heavy weapon melee attack if it hit characters in the back. - Fixed an issue where the aiming reticule would disappear after entering a vehicle while holding a grenade. - Fixed an issue where plasma charge would be fired while entering a vehicle. - Rank icons in the Scoreboard and Death Screen will now display the player's proper rank. - There should no longer be any more situations where you get stun locked in melee combat (we hope), so long as you follow the rock-scissor-paper mechanics of melee! - Improved performance of GPU/draw calculations, which should help out some more with performance! - Fixed an issue where a destroyed vehicle carcass would get in the way of the shooting, preventing players from taking damage when near the carcass. - Added a fix for a rare crash that would occur when the executioner is a Nightlord. - Fixed an issue with the “Swap Melee and Guard for Ground Assault” behaving badly… Bad setting, bad! - Fixed an issue where the characters would not stop moving/shooting/driving/etc at the end of a match. - Tuned the lifespan of projectiles, to hopefully improve/prevent situations where you get shot but cannot see what hit you! Let us know if this improves the situation! - Fixed a bug where health and shield bars were not showing the correct value in certain situations. - Removed all consumables from default/preset Traitor Assault loadout to be more in-line with the updated loadout point limits. - Fixed some problems causing characters to fade out at improper times. - Class change drop-down menu in the “Edit Loadout” screen now works properly with gamepads. - Fixed a problem where some melee attacks weren't able to hit some quad guns. There are still a few issues here, check the Known Issues list for more details! - The “Save” button on the loadout menu is now disabled when the loadout points have exceeded the max point limits of the various loadouts. - Fixed an issue where downing a character with poison would not give XP. - Fixed an issue where the low cover poses for the other clients could be inaccurate. - Heavy weapon melee attacks against buildings/objects/scenery/etc now play SFX correctly. - Fixed an issue where the character would stop to rotate while firing. - Fixed a problem where evading and entering a Maglift at the same time could cause bugs with rolling. - Fixed a bug where characters and their weapons could be visible while inside vehicles. - Fix applied for all character parts/weapons that were not getting dissolved correctly when killed by a Lascannon. - Fixed an issue where a character could avoid death while entering a vehicle in certain situations. - Fixed a bug where the character model could get corrupted with the plasma weapon. - Text under interaction meter in HUD now displays properly when using consumables. Gameplay Tweaks/Improvements: - If you're boosting with a Jump Pack character and you press the melee button while close to the ground, you'll now perform an Evade Attack instead of an Air Charge. In the future we will adjust the ground-target to make this clearer. - A buff that reduced your Stability at 0 stamina was removed – this significantly reduces instances of stunlock. - Temporarily removed the melee mitigation buff, but don’t worry! It will come back later as an item bonus, likely to an accessory. - Adjusted the guarding checks for the Stormshield, so that explosions that happen between the player and shield will properly damage the player. - Fixed a problem where crouching or sliding onto a Maglift could occasionally make the player get stuck. - Players will now be killed if they jump into the moving parts of the oil derricks in Olipsis. - Tweaked the surfaces that you can wall-cling to, as a Jump Packer. This was done to prevent clinging onto capture points and similar objects. - Execution will only be possible if both characters are on the same elevation. If the elevation differs too much, the execution prompt will not be displayed. Weapon Tuning: - The Meltagun is in! This is a short-range anti-vehicle, anti-fortification weapon for Tacticals and Traitors. Technically the Meltagun does no damage itself, instead it adds the Heat ailment to a target. Heat does little damage at first, and a huge amount of damage when built up. Thus it is more efficient to use a boltgun against standard infantry. The more sources applying Heat on a target, the higher the Heat cap. Therefore if you have 3 meltaguns firing at a vehicle or fortification at once, you will be able to reach a higher heat value (this is true for infantry too, but they'll be dead before that makes much of a difference). Unlike Poison, Heat falls off very quickly if no one is applying it. - The large plasma cannon ball has had its damage reduced against infantry targets so that the falloff is more reasonable. Audio Improvements: - Heavy Bolter bracing SFX have been updated! Menu/UI/Chat Window Improvements: - Keybindings are in (but needs a bit of a disclaimer/explanation): First iteration of keybindings are in – Keyboard/mouse keybindings can be customized, controller keybindings have been disabled for the time being, while we get it working correctly! FYI - The custom keybind screen is currently located under Instructions > Controls (this is temporary, it will be moved). Mapping the Defensive Bash to a single key has also temporarily disabled (due to bad bugs!) but will be enabled soon. Additional Shooter options, such as Sprint (Toggle) will also appear soon. Stay tuned for the news! - Changing the menu flow to avoid a flickering map when entering into a match. - Capture meter around objective is now hidden when capturing is not in progress. - Pressing Enter or Escape buttons during intro logo sequence will skip directly to the disclaimer. - "Heat" ailment now displayed in the HUD. - The button for your last selected character will now be focused on when returning to character selection screen. - Added a limit to the # of possible characters that can be typed into all text fields. - The Comms Rose no longer uses the mouse for input. It now can only be interacted with by using the keyboard shortcuts or the D-pad directional inputs on a gamepad. - Removed /0 from the HUD for weapons and psychic powers that have only 1 pool of ammo. - 3D character is now visible in the custom loadout screen! On this screen, the character can be rotated by clicking on them and dragging the cursor on the X-axis. - There is now a setting for how ally health will be displayed. Options are: Rollover: Only show health when rolling over an ally with your reticule. Always: Always show ally health when near a given ally. Always for Healers: Equivalent to 'Always' when playing a healer class, and rollover otherwise. Art/Visual Improvements: - Added PBR (physically-based rendering) on a lot of objects to make them much prettier! SHINIES FOR THE SHINY GODS!!!! - Changed some of the blue lights in Blackbolt to yellow ones, to maintain consistency. Server/Matchmaking/Steam Improvements: - A “Mute All” feature has been added to the Settings menu. Silence those Heretics and/or Loyalists who just don’t know when to shut it - A popup is displayed to indicate we can't run the game in Steam offline mode. The close button quits the game. Known Issues [Last updated: 12/02/2016]: - Particle effects from the Meltagun still appear in-game floating above the area where the player with that Ailment was killed. - Getting healed while the Melta’s Heat particle effects will result in the player being stuck in place. This one snuck through, we’ll likely HOTfix this early next week. - With the re-factor to executions that were implemented in this patch, executions aren't in good shape: e.g. Meltaguns show the wrong execution animation, Narthecium executions show the pistol overlapping, just to name a few. - Power weapons don't seem to always deal damage to Quadguns that have someone inside them, in certain situations. We’re aware and working to fix this soon. In the meantime, go ahead and use Meltaguns, explosives and other heavy weapons to damage them! - Sticky corpses… Once players die after being downed, their corpses have a bit of a strange sticky collision, causing the camera to stutter. We’re investigating a fix for this, but we didn’t want to stall the patch just for this. - The gate at the front of Blackbolt moved... unintentionally. We’ll get it back to its true spot soon
永恒远征12号补丁 Patch #12 Build Notes – Feb 12 New and Noteworthy Additions: - NEW WEAPON!!!!! The Meltagun is in! Go melt some faces! (No no, wait… melt tanks! Yes, they’re meant as an anti-vehicle weapon after all!) - Custom Keybindings are in! This is a first implementation, so things may be a bit rough around the edges, but rest assured we will hotfix problems as they come up! N.B.: Since this is the first time this feature is in, malicious key combinations are not all accounted for…. So if you bind Alt-F4, or Ctrl-Alt-Del, well… expect problems! Don’t be nasty with the keybinds, they WILL break if you do. You’ve been warned…….. Gamepad support is not ready yet, but will come in shortly. Stay tuned for more info! At this time, the custom keybindings can be set in the Instructions > Controls menu, but this will change once we re-design the main menu and menu flow (TBD when this will happen!) More details about this feature can be found below in the UI/Menu Improvements section. - 3D character view in the custom loadout screen! Bask in the glory of your shiny character! - Mute All option added! - AMD specific settings added to the engine configuration. AMD users: Try messing with your quality settings. Remember, performance changes do not benefit everyone, they can be very specific, so might feel no changes based on your PC configuration. Bug Fixes: - Lots of fixes across all maps to prevent vehicles from going places they should not be! - A ton of stuck spots in Blackbolt have been fixed, along with incorrectly set Out of Bounds areas! - Fixed the missing collision on railings in Pegasus. - When the menus are open, pressing Q will no longer set a waypoint. - A bunch of fixes to execution/rescue were added (although this has also brought some new issues, since it was a big but necessary re-factor! Check out the Known Issues list for more info.) - A bunch of Storm Shield, Jump pack and Maglift improvements/fixes. - Some more FPS optimizations were done on maps that are almost complete! - Fixed some situation where entering/exiting vehicles with certain conditions (e.g. being poisoned) were causing problems. - The Heavy Bolter on the Chaos side now correctly performs a ready animation before firing. - The Traitor now correctly has 1 grenade like the Tactical instead of 2. - Fixed the Vindicator cannon remaining in-game after being despawned. - Fixed an issue with the camera during the SM chainsword execution. - Fixed a bug that increased the force of a heavy weapon melee attack if it hit characters in the back. - Fixed an issue where the aiming reticule would disappear after entering a vehicle while holding a grenade. - Fixed an issue where plasma charge would be fired while entering a vehicle. - Rank icons in the Scoreboard and Death Screen will now display the player's proper rank. - There should no longer be any more situations where you get stun locked in melee combat (we hope), so long as you follow the rock-scissor-paper mechanics of melee! - Improved performance of GPU/draw calculations, which should help out some more with performance! - Fixed an issue where a destroyed vehicle carcass would get in the way of the shooting, preventing players from taking damage when near the carcass. - Added a fix for a rare crash that would occur when the executioner is a Nightlord. - Fixed an issue with the “Swap Melee and Guard for Ground Assault” behaving badly… Bad setting, bad! - Fixed an issue where the characters would not stop moving/shooting/driving/etc at the end of a match. - Tuned the lifespan of projectiles, to hopefully improve/prevent situations where you get shot but cannot see what hit you! Let us know if this improves the situation! - Fixed a bug where health and shield bars were not showing the correct value in certain situations. - Removed all consumables from default/preset Traitor Assault loadout to be more in-line with the updated loadout point limits. - Fixed some problems causing characters to fade out at improper times. - Class change drop-down menu in the “Edit Loadout” screen now works properly with gamepads. - Fixed a problem where some melee attacks weren't able to hit some quad guns. There are still a few issues here, check the Known Issues list for more details! - The “Save” button on the loadout menu is now disabled when the loadout points have exceeded the max point limits of the various loadouts. - Fixed an issue where downing a character with poison would not give XP. - Fixed an issue where the low cover poses for the other clients could be inaccurate. - Heavy weapon melee attacks against buildings/objects/scenery/etc now play SFX correctly. - Fixed an issue where the character would stop to rotate while firing. - Fixed a problem where evading and entering a Maglift at the same time could cause bugs with rolling. - Fixed a bug where characters and their weapons could be visible while inside vehicles. - Fix applied for all character parts/weapons that were not getting dissolved correctly when killed by a Lascannon. - Fixed an issue where a character could avoid death while entering a vehicle in certain situations. - Fixed a bug where the character model could get corrupted with the plasma weapon. - Text under interaction meter in HUD now displays properly when using consumables. Gameplay Tweaks/Improvements: - If you're boosting with a Jump Pack character and you press the melee button while close to the ground, you'll now perform an Evade Attack instead of an Air Charge. In the future we will adjust the ground-target to make this clearer. - A buff that reduced your Stability at 0 stamina was removed – this significantly reduces instances of stunlock. - Temporarily removed the melee mitigation buff, but don’t worry! It will come back later as an item bonus, likely to an accessory. - Adjusted the guarding checks for the Stormshield, so that explosions that happen between the player and shield will properly damage the player. - Fixed a problem where crouching or sliding onto a Maglift could occasionally make the player get stuck. - Players will now be killed if they jump into the moving parts of the oil derricks in Olipsis. - Tweaked the surfaces that you can wall-cling to, as a Jump Packer. This was done to prevent clinging onto capture points and similar objects. - Execution will only be possible if both characters are on the same elevation. If the elevation differs too much, the execution prompt will not be displayed. Weapon Tuning: - The Meltagun is in! This is a short-range anti-vehicle, anti-fortification weapon for Tacticals and Traitors. Technically the Meltagun does no damage itself, instead it adds the Heat ailment to a target. Heat does little damage at first, and a huge amount of damage when built up. Thus it is more efficient to use a boltgun against standard infantry. The more sources applying Heat on a target, the higher the Heat cap. Therefore if you have 3 meltaguns firing at a vehicle or fortification at once, you will be able to reach a higher heat value (this is true for infantry too, but they'll be dead before that makes much of a difference). Unlike Poison, Heat falls off very quickly if no one is applying it. - The large plasma cannon ball has had its damage reduced against infantry targets so that the falloff is more reasonable. Audio Improvements: - Heavy Bolter bracing SFX have been updated! Menu/UI/Chat Window Improvements: - Keybindings are in (but needs a bit of a disclaimer/explanation): First iteration of keybindings are in – Keyboard/mouse keybindings can be customized, controller keybindings have been disabled for the time being, while we get it working correctly! FYI - The custom keybind screen is currently located under Instructions > Controls (this is temporary, it will be moved). Mapping the Defensive Bash to a single key has also temporarily disabled (due to bad bugs!) but will be enabled soon. Additional Shooter options, such as Sprint (Toggle) will also appear soon. Stay tuned for the news! - Changing the menu flow to avoid a flickering map when entering into a match. - Capture meter around objective is now hidden when capturing is not in progress. - Pressing Enter or Escape buttons during intro logo sequence will skip directly to the disclaimer. - "Heat" ailment now displayed in the HUD. - The button for your last selected character will now be focused on when returning to character selection screen. - Added a limit to the # of possible characters that can be typed into all text fields. - The Comms Rose no longer uses the mouse for input. It now can only be interacted with by using the keyboard shortcuts or the D-pad directional inputs on a gamepad. - Removed /0 from the HUD for weapons and psychic powers that have only 1 pool of ammo. - 3D character is now visible in the custom loadout screen! On this screen, the character can be rotated by clicking on them and dragging the cursor on the X-axis. - There is now a setting for how ally health will be displayed. Options are: Rollover: Only show health when rolling over an ally with your reticule. Always: Always show ally health when near a given ally. Always for Healers: Equivalent to 'Always' when playing a healer class, and rollover otherwise. Art/Visual Improvements: - Added PBR (physically-based rendering) on a lot of objects to make them much prettier! SHINIES FOR THE SHINY GODS!!!! - Changed some of the blue lights in Blackbolt to yellow ones, to maintain consistency. Server/Matchmaking/Steam Improvements: - A “Mute All” feature has been added to the Settings menu. Silence those Heretics and/or Loyalists who just don’t know when to shut it - A popup is displayed to indicate we can't run the game in Steam offline mode. The close button quits the game. Known Issues [Last updated: 12/02/2016]: - Particle effects from the Meltagun still appear in-game floating above the area where the player with that Ailment was killed. - Getting healed while the Melta’s Heat particle effects will result in the player being stuck in place. This one snuck through, we’ll likely HOTfix this early next week. - With the re-factor to executions that were implemented in this patch, executions aren't in good shape: e.g. Meltaguns show the wrong execution animation, Narthecium executions show the pistol overlapping, just to name a few. - Power weapons don't seem to always deal damage to Quadguns that have someone inside them, in certain situations. We’re aware and working to fix this soon. In the meantime, go ahead and use Meltaguns, explosives and other heavy weapons to damage them! - Sticky corpses… Once players die after being downed, their corpses have a bit of a strange sticky collision, causing the camera to stutter. We’re investigating a fix for this, but we didn’t want to stall the patch just for this. - The gate at the front of Blackbolt moved... unintentionally. We’ll get it back to its true spot soon
官网新闻:2016夏季多平台发誓 BANDAI NAMCO ENTERTAINMENT AND BEHAVIOUR TO RELEASE WARHAMMER® 40,000®: ETERNAL CRUSADETM ON PLAYSTATION®4, XBOX ONE AND PC! Brothers! War calls you. Will you answer? (Codex: Space Marines) Lyon, FRANCE – January 26, 2016 – BANDAI NAMCO Entertainment Europe and Behaviour announced today that Warhammer 40,000: Eternal Crusade will be available for PlayStation®4, Xbox One and PC starting summer 2016. For the first time, Warhammer 40,000 fans will join their favorite factions in the fiercest and most authentic Warhammer 40,000 battles ever realized in a massive online shooter. Based on the multimillion-selling and extensive universe of Warhammer 40,000, Eternal Crusade will take gamers into a vicious battle between four factions of the 41st millennium in order to control a persistent world at war. Whether it is PvP (Player versus Player) or PvE (Player versus Environment) squads will have to work together and engage in massive battles and exterminate the other factions! To do so; fans can choose from twenty different sub-factions, earn hundreds of weapons, customization options and accessories drawn from 29 years of Warhammer 40,000 lore to create their perfect warriors! _ “It’s an honor to work on a Warhammer 40,000 game that’s already getting great community feedback on our pre-alpha. We can’t wait to share what we’ve built with a wider audience.”_ – Stephen Mulrooney, SVP Behaviour Digital “We are delighted to start a new kind of collaboration with Behaviour Interactive. Thanks to our prevailing distribution network and structure, customers from almost 100 countries will have access to Warhammer 40,000: Eternal Crusade! Last but not least; our team here at BANDAI NAMCO Entertainment Europe is excited to work on the legendary Warhammer license.” Alberto Gonzalez Lorca, Vice-President of 3rd Parties and Southern Europe. “We are really happy to have BANDAI NAMCO Entertainment on board as a partner to complement our collaboration with Games Workshop.” Rémi Racine, founder and CEO, Behaviour Warhammer 40,000: Eternal Crusade will be available for PlayStation®4, Xbox One and PC Digital starting Summer 2016.
永恒远征第11号补丁第一部分已更新 第11号补丁 New and Noteworthy Additions: - CUSTOM LOADOUTS!!! Go bananas and create your own tailor-made loadout! This is the first time we are including this feature and it is subject to change (including point values, available items per class and the like.) Don’t worry, this isn’t final. Or is it… Yes, yes, we feed off your tears (Kidding! No we don’t.) - POWER FIST!!!!!! (a.k.a Houman's new favorite weapon) This is the first time the weapon is being implemented, so keep in mind that it’s not final in any way, shape or form! We will take this opportunity to look over the metrics and make balance changes over time (some of the devs already have their opinions, so rest assured it we will iron this out over time!) - A slick, new in-game UI! Things have been cleaned up a bit for more visual clarity: Removal of weapon icons in the bottom left corner A more unified color coding: Red = Enemy, Yellow/Orange = Friendly - Brand new animated 3D background in the Main Menu! - New round = Back in matchmaking! No more getting sent back to the main menu! YAYYYYYYY! N.B: Your previous round’s faction choice is preserved, so if you want to switch sides you have to quit out then matchmake once again. Bug Fixes: TONS! Too many to list in such a short time… the full list of bug fixes and changes will come with the final trickle of the patch (TBD on the next patch drop(s))! Known Issues: - We have a server crash that is quite nasty... this will be addressed hopefully in a hotfix on Friday! - Audio has taken a turn for the worst, but we couldn’t fix it in time and decided to patch with this anyway. We’re working on a fix and will have it patched up (hopefully) within the next few days. - Upon creating a new custom loadout, your choice isn’t loaded on the first round. Workaround: Quit out, matchmake once again and voilà! - Lighting and performance are problematic in the Pegasus Station. We’re investigating the cause and will patch it ASAP, so occasionally you’ll see inconsistent lighting in this map (sometimes it’s dark, sometimes it’s “normal”). - Cover nodes and all features associated with it (vaulting, climbing, cover, peek-and-shoot) are… wonky. We know, we tried to make it work but decided to release the patch because we couldn’t deny you guys custom loadouts and THE FIST any longer
末世鼠疫新访谈 关于主机版和MOD等 When can people expect to see new maps for Warhammer Vermintide via DLC? Actually quite soon! We are working on multiple updates right now and many of them have new maps. They will be released when we feel they are all done. I expect us to launch the first new maps early in 2016 along with a new wave based survival mode. Do you have any plans to release mod tools on PC, just like Left 4 Dead? We have no plans yet but we have discussed it a lot and it is something we will look into at least. We are really big fans of the modding community so I would expect us to do something. However, there is no timeline yet. Are you considering whether to add DX12 support to Warhammer Vermintide on PC, or will you wait for your next game? Yes DX12 support will probably come at some point even for Vermintide but for sure for our next game, whatever that might be. What kind of graphical settings are you targeting for the console release? Is PC ‘High’ a good guess? We are still doing a lot of testing and optimizations, so I don’t dare to target any specs yet. I think PC ”High” would be a good guess with some tweaks though. Will the game release within the first quarter of 2016 on both PlayStation 4 and Xbox One? We try to stick with the idea that we will launch the game/DLCs/versions when we feel they are done. So nothing is set in stone just yet. What kind of frame rate and resolution are you targeting for PS4 and XB1? Will you be using the newly unlocked 7th core on PS4 and if so, what kind of performance improvements did you get? We are still playing around so we need to see how it feels with the different resolutions/frame rates before deciding on it. Warhammer Vermintide seems like it could be a good fit for VR. Do you have any plans to make the game compatible with Oculus Rift, HTC Vive or PlayStation VR? We have actually played around with the game in VR a bit but so far it is more of a fun thing in the office. What we do with it long term is left for debate. Thank you for your time. Read more: http://tieba.baidu.com/mo/q/checkurl?url=http%3A%2F%2Fwccftech.com%2Fwarhammer-vermintide-interview-on-consoles-dlc-mods%2F%23ixzz3vsSVhXiX&urlrefer=3541d14dfef192a2fa7c7987178cc6bb
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