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CA为玩家对DLC的反应感到友邦惊诧 原标题 Creative Assembly “disheartened” by reaction to pre-order DLC 来自最近的eurogamer对设计师Rich Aldridge的访谈 “Yes and no. I think some people are always going to want to voice their opinion and be heard, and sadly that tends to be more negative than positive. They’re a very important race and they do feature in the game. What we’ve decided to do is that we’ve added additional content and then made them playable. We didn’t want to disappoint people. We actually thought by adding more content, that would make it an exciting pre-order proposition for them. But certainly all of the criticism that we’ve taken and the comments that have been made, we have been absorbing and taking on board for future products.” 对于把混沌作为DLC这件事 设计师是这么说的 “So is adding Chaos as a pre-order incentive ‘cut content’? I think the opposite is true. If we didn’t add it to the pre-order, it would have been DLC later on and not in the game at release.” “我们把混沌放到预购赠送DLC里是缩减游戏内容的表现吗 恰恰不是 我们这是在增加游戏内容呢 如果我们不把混沌加到预购赠送里面去 你们拿到游戏的时候就不会有混沌啦” 而在几个月之前的另一篇访谈中 CA还说过这样的话 “出于版权方的要求 我们禁止该游戏制作一切MOD 所以为了弥补你们不能做MOD的遗憾 就让我们的DLC来满足你们吧”
CA为玩家对DLC的反应感到友邦惊诧 原标题 Creative Assembly “disheartened” by reaction to pre-order DLC 来自最近的eurogamer对设计师Rich Aldridge的访谈 “Yes and no. I think some people are always going to want to voice their opinion and be heard, and sadly that tends to be more negative than positive. They’re a very important race and they do feature in the game. What we’ve decided to do is that we’ve added additional content and then made them playable. We didn’t want to disappoint people. We actually thought by adding more content, that would make it an exciting pre-order proposition for them. But certainly all of the criticism that we’ve taken and the comments that have been made, we have been absorbing and taking on board for future products.” 对于把混沌作为DLC这件事 设计师是这么说的 “So is adding Chaos as a pre-order incentive ‘cut content’? I think the opposite is true. If we didn’t add it to the pre-order, it would have been DLC later on and not in the game at release.” “我们把混沌放到预购赠送DLC里是缩减游戏内容的表现吗 恰恰不是 我们这是在增加游戏内容呢 如果我们不把混沌加到预购赠送里面去 你们拿到游戏的时候就不会有混沌啦” 而在几个月之前的另一篇访谈中 CA还说过这样的话 “出于版权方的要求 我们禁止该游戏制作一切MOD 所以为了弥补你们不能做MOD的遗憾 就让我们的DLC来满足你们吧”
永恒远征第8号补丁发布 请注意删除input文件 New and Noteworthy Additions: - New melee system revamp is IN! - Melee has now been tuned and cleaned up for weapons of different force values fighting each other: Strong attack forward movement has been slowed so they no longer appear to teleport on other clients. Stagger from receiving a melee hit has been made much less frequent. Fast attacks will interrupt Strong Attacks Strong attacks will interrupt Defensive Bashes The windup of a Defensive Bash should protect against a Fast Attack When two fast attacks, two strong attacks or two defensive bashes hit at the same time, they will clang and the character whose weapon has less force will be pushed backwards and lose extra stamina If both weapons have the same force, they will both be pushed back. When a character goes below 0 stamina as a result of a clang, they will stagger. - There is a new screen & camera effect for when you're staggered that makes it VERY clear you can't do anything. However, staggering is much rarer now and should only occur when you run out of stamina while clanging, get hit by a grenade or get hit by a big melee attack (like a kick or a large weapon's strong attack). - LOTS of bug and crash fixes. Enjoy Bug Fixes: - Fixed a crash related to the audio for the empty shell casing hitting the ground and switching seats in a vehicle. - Fixed Meltabomb and Krak grenade PhysX crash! - Fixed a bunch of collision traps near SM’s Alpha and Bravo deployment zone, as well as a few vehicle collision traps near A and the rampart leading to the now-SM deployment zone (near Cap A). - Several walls with partial or incorrect collision have been fixed. - SM Blood Angel Apothecary's right should icon is now correctly showing up as red. - Made some tweaks to analog stick move speed when using a controller. This should be better, but definitely not done with controller tunings! Stay tuned for more. - Fixed the issue with inverting axes on the controller wouldn’t work correctly. Also changed how inverted axes are flagged in the controls to be more robust! IMPORTANT: Players should delete their Input.ini and allow it to be regenerated from the defaults, otherwise if they inverted their controls previously the scale value of the axis will be in an incorrect state. Since many of you have been involved in Alpha from the start, there are several places this file could be. To be 100% sure, please double check all 3 of the following spots: Inside the folder you installed Steam, go to the following path: ...\SteamApps\common\Warhammer 40,000 - Eternal Crusade\EternalCrusade\Saved\Config\WindowsClient\ Inside the folder you installed Steam, go to the following path: ...\SteamApps\common\Warhammer 40,000 - Eternal Crusade\EternalCrusade\Saved\Config\WindowsNoEditor\ On the hard drive your Windows is installed to, go to the following path: ...\Users\<username>\AppData\Local\EternalCrusade\Saved\Config\WindowsClient\ - Fixed a visual bug with some of the animated props in the level which would become invisible if the camera got close. “Back up, son! YOU’RE IN MY PERSONAL SPACE!” says the prop. - Fixed a bug with the camera where it would be spinning around your character in specific situation. - Self kills should now be displayed in the kill log. This includes out of bounds deaths, grenade suicides and the like - Fixed a bug where the Aspiring Sorcerer's hand is still out briefly after they stop using psychic powers. - Shooting at an enemy capture point no longer spills blood. BOO! - Fixed a bug were shooting from different elevations in certain situations caused players to take damage. - Fixed the sprint quick turn feature, so that the camera now aligns behind the character when a direction is held with the left analog stick. - Fixed the issue with the Plasma Cannon having no reticule when redeploying from another class. - Removed Comms “Order” category if you're not the squad leader. - Fixed an issue with Rhino spawn distances that were being reported incorrectly in certain situations. - Fix for characters falling through the world if they die in a vehicle seat. - Fixed a bug that sometimes caused multiple Squad Rhino spawn points to appear in the Spawn Select screen (usually caused by switching Groups). - Camera rotation limits while driving are now relative to the vehicle's rotation. - Fixed an issue with Jump pack classes and fuel management, which was causing incorrect jump heights and fuel consumption. - Fixed a few issues with Jump pack evades not working correctly. - Fixed a bug where vehicles did not take damage when another vehicle is parked on top of it. - Some fixes were put in to prevent situations where characters would get stuck during or after an execution. Let us know if it still happens and how you’re getting it to happen! - Fixed some issues with users getting stuck in the redeployment menu. - After being rescued, sometimes the player’s weapons would not be visible to other players around them. This should now be fixed! - Exiting a vehicle will now prioritize the exit to an area with a floor. 3 cheers for not falling into a void! - Fix low occurrence crash in the Charge Squad screen. - Firing a second charged shot of a Plasma weapon causes the first charged shot to disappear. This should now be fixed! - Fixed a bug with map icons misbehaving after pressing Alt-Enter to force full-screen though Windows. - Fixed a bug where running over enemy infantry no longer gives the "Roadkill" XP event. - Players were allowed to select an out of bounds vehicle in redeploy menu, this should no longer occur! - Fixed an issue with ragdolls after having been executed! No more jumping corpses, yay! - Fixed a few bugs with Meltabombs not dealing the right amount of damage in certain situations. - The “Rally On Me” order creates a waypoint where you’re facing, instead of creating a waypoint on your current position. This should now be fixed! - Fixed more potential jittering issues when walking towards a corner while in cover. - The low cover camera now works on characters that don't physically enter cover (e.g. Heavy classes). - Fixed a bug where if the player moves in the direction of fire when shooting during a Peek-And-Shoot maneuver, the character will shoot into the object the player is hiding behind. - Lascannon kills should now display a “downed” message in the kill log. - Fixed a bug with the Lascannon’s laser aim not being correctly connected to the weapon. - Fixed an issue with Leader banner’s not behaving correctly in certain situations. - Fixed some issues where the player couldn't brace even if the UI said otherwise. - Fixed a few issues with the kill log not reporting kills correctly in certain situations. - Dead characters and vehicles should no longer display a red reticule. - A slight revamping of the interaction system has been implemented. What this means for players is that interactions now get properly interrupted when staggered or killed! No more ninja capping and other ninja moves when you shouldn’t - A bug where killing another player or suiciding/bypassing the "Downed" state does not trigger kill log message has been fixed. Art/Visual Improvements: - Vehicle smoke effects have been improved, making it look less dark and more varied. - Beams and railings got a bit of a facelift! - A few visual issues with the skybox’s asteroid belt and planets have been fixed. Gameplay Improvements: - Vehicle spawn stations can now be used by multiple players at the same time! - Plasma generators near Cap B now deal damage. Don’t touch it, HOT HOT HOT!!!! - Due to popular demand, you should now be able to strafe while sprinting! - Heavy Bolter brace mode can be now exited by walking backwards. - Players getting executed are no longer able to be targeted for healing. - Low cover has been (temporarily) deactivated for grenade use (to prevent nasty things from happening). We’re re-working this then we’ll add it back to game, so stay tuned! Weapon Tuning: Narthecium: - Fast attack damage increased to 35 from 20. - Poison damage increased to 1 damage/second to 10 damage/second. - Poison debuff duration reduced to 5s from 10s. - Combat knife sprint attack damage decreased to 30 from 120. Animation Improvements: - Weapon switching now has an accompanying animation! - Tweaked the Plasma Gun’s charged shot animation and view angle Menu/UI Improvements: - Fixed a few spelling inconsistencies in the loadout screen for the recently added weapons from patch 3-6! - Meltabomb placeholder icon has been replaced. - Vehicle spawn menu’s spawn options now change/update during the cooldown period, after a vehicle is spawned. - Occasionally, some elements in the dynamic map wouldn’t highlight when selected. This should now be fixed! Backend/Server Improvements: - Sometimes, a sync issue was able to cause the bullet trails and damage to look like they are going through the walls. This should be now be improved! Known Issues: - Occasionally, spawning to a Rhino in certain situations can cause you to get stuck with the loading circles appearing on-screen. We’re aware and working on fixing this! If you can’t bear to suffer through this bug, please avoid spawning to Rhinos and stick to Capture Points, until we can get this one fixed! 特别注意需要删除3个地方的input.ini文件 在IMPORTANT这部分里 请自行搜索
11月4日新访谈 First of all, I have to ask about the Chaos Warriors controversy – did you expect this kind of feedback as a studio and overall, how did you take it? So, we’re taking it very seriously. We understand that people expect Chaos to be in the game and Chaos will be in the game, regardless of whether you prepurchased the DLC or not. Without giving away too much, they’re kind of the “baddies” of the game so they will feature. If you do decide to prepurchase or maybe buy the DLC later on, that means you get additional playable legendary lords and additional units. So yeah, Chaos will be in the game, as it should be. You’ve said that Empire, Dwarves, Greenskins and Vampire Counts are the “core factions” in Total War: Warhammer. Does this mean that they are more fleshed out than Chaos Warriors? What’s the difference? Chaos Warriors still got a very strong roster of units. All the factions have a sizeable roster, in fact; what we’re showing today at Paris Games Week of Dwarves and Greenskins, that’s just a small amount of what will be in the full game. Will the encyclopedia of the game require Internet connection to access? I believe so. There will be an encyclopedia to inform you about the different units, the different races. We understand that not everyone is a Warhammer player and some folks interested in the game might just be fantasy or Total War fans, so the encyclopedia will be there to help you. We also have the quests of the legendary lords, each lord has one; they’re optional, but it brings out the narrative and history of those characters and their races. Will there be mercenaries in Total War: Warhammer? So, this is one of the campaign features that we’ll be announcing shortly and information on that will come in the next few weeks or months. The players would like to know if it’s possible to play two Lords from the same faction in the co-op campaign, like Karl Franz and Balthasar Gelt. I think it’s fair to assume that. Each one of those lords offers something slightly different, each will have his own strengths and weakness to use in single player or working with friends. Will there be a hotseat campaign in Total War: Warhammer? Campaign features like that are going to be discussed in the coming months. Will it be possible for Dwarves to trade with Vampire Counts? All the features you’ve come to expect from Total War titles such as diplomacy, trade, economy, technologies, they’ll all be there in some shape or form. Some races are more suited for certain things, such as Orcs. They’re not much of a diplomatic race, to work together they have the system of WAAGH where the Orc warlords are essentially trying to bring out Orcs and Goblins from the Badlands and form a big WAAGH to go rampaging around. Whereas the Empire is all about taking the elected Counts from the different regions and trying to get them to work together.
战锤全战新访谈(11-4) First of all, I have to ask about the Chaos Warriors controversy – did you expect this kind of feedback as a studio and overall, how did you take it? So, we’re taking it very seriously. We understand that people expect Chaos to be in the game and Chaos will be in the game, regardless of whether you prepurchased the DLC or not. Without giving away too much, they’re kind of the “baddies” of the game so they will feature. If you do decide to prepurchase or maybe buy the DLC later on, that means you get additional playable legendary lords and additional units. So yeah, Chaos will be in the game, as it should be. You’ve said that Empire, Dwarves, Greenskins and Vampire Counts are the “core factions” in Total War: Warhammer. Does this mean that they are more fleshed out than Chaos Warriors? What’s the difference? Chaos Warriors still got a very strong roster of units. All the factions have a sizeable roster, in fact; what we’re showing today at Paris Games Week of Dwarves and Greenskins, that’s just a small amount of what will be in the full game. Will the encyclopedia of the game require Internet connection to access? I believe so. There will be an encyclopedia to inform you about the different units, the different races. We understand that not everyone is a Warhammer player and some folks interested in the game might just be fantasy or Total War fans, so the encyclopedia will be there to help you. We also have the quests of the legendary lords, each lord has one; they’re optional, but it brings out the narrative and history of those characters and their races. Will there be mercenaries in Total War: Warhammer? So, this is one of the campaign features that we’ll be announcing shortly and information on that will come in the next few weeks or months. The players would like to know if it’s possible to play two Lords from the same faction in the co-op campaign, like Karl Franz and Balthasar Gelt. I think it’s fair to assume that. Each one of those lords offers something slightly different, each will have his own strengths and weakness to use in single player or working with friends. Will there be a hotseat campaign in Total War: Warhammer? Campaign features like that are going to be discussed in the coming months. Will it be possible for Dwarves to trade with Vampire Counts? All the features you’ve come to expect from Total War titles such as diplomacy, trade, economy, technologies, they’ll all be there in some shape or form. Some races are more suited for certain things, such as Orcs. They’re not much of a diplomatic race, to work together they have the system of WAAGH where the Orc warlords are essentially trying to bring out Orcs and Goblins from the Badlands and form a big WAAGH to go rampaging around. Whereas the Empire is all about taking the elected Counts from the different regions and trying to get them to work together.
黑图书馆福利 买任意电子书送黑暗复仇合集 为庆祝黑图书馆战锤数码分站独立 黑图书馆发起以下促销活动Buy anything from the website between Wednesday 28th October and Thursday 11th November and get a completely free eBook. The Dark Vengeance Collection contains the novella Dark Vengeance and two dataslates with additional rules for Warhammer 40,000. A great introduction to Warhammer 40,000 fiction and a classic match up of good(ish) vs (very) evil. Just place any order, and within 48 hours of your purchase, the eBook will be placed in the 'My Downloads' section of your account (and we'll send you an email to let you know). 在1111前买任意电子书 赠送黑暗复仇电子书合集 Terms and Conditions 1. Qualifying purchases are any made on blacklibrary.com between 09:00 GMT 28th October 2015 and 09:00 GMT 12th November 2015. 2. Purchase of any item, physical or digital, available on blacklibrary.com will be deemed a qualifying purchase. 3. The free eBook will be added to customers' blacklibrary.com accounts within 48 hours of making a qualifying purchase. 4. Customers will receive an email from Black Library and Warhammer Digital informing them when the free eBook has been delivered. 5. The eBook will be found in the 'My Downloads' section of customer accounts on blacklibrary.com. 6. Only one free eBook per customer. Multiple purchases will not result in the customer receiving multiple eBooks. 7. If a customer owns any of the individual eBooks ('Dark Vengeance', 'Dataslate: The Unrelenting Hunt', 'Dataslate: Kranon's Helguard')within the combined file, they will still receive the combined file. 8. The eBook cannot be exchanged for another title.
战锤40K:审判官-英烈将支持DX12 Speaking to GamingBolt in an interview, Warhammer producer Zoltán Pozsonyi explained how DirectX 12 is more of a structural based assistant that allows them to have easier access to the core GPU functions. “DirectX 12 is not something that allows you to play around with new shiny effects during the development. It’s more of a big, structural development that gives the programmers a lot more opportunity by providing them easier access directly to the GPU.” “This means that they’ll have a lot more wiggle room for performance optimization and making the code run faster; if you’re able to squeeze out higher performance out of the GPU, that can be translated into framerate or more beautiful content in the game.” According to Pozsonyi, DirectX 12 also supporters asynchronous compute shaders. These allow for better performance and enhanced quality as far as post processing effects like ambient occlusion, screen space reflection, shadow mapping, and translucency. ”DX12 supports asynchtonous compute shaders, which for example allows you to use more and better quality special effects and post process stuff, a lot faster.” DirectX 12 compatible GPUs have been around for a while now, but the amount of games supporting the API are scarce. So far, the only game that supports this feature is ARK: Survival Evolved. Upcoming titles however are expected to use this latest iteration of the API. Warhammer: Inquisitor Martyr is currently in development for the PC, Xbox One, and PlayStation, and is expected to be released sometime next year.
永恒远征首测时间公布 On Monday September 14th, the people that have Captain’s packs or higher in terms of RTP and were the first to buy, will start to enter the Closed Alpha. We will start slowly with admission in the 100s, with the eventual goal of getting all Captain’s pack and higher in by October. If you want to get in as part of the Captain’s wave, you can still secure your spot in it by buying, or upgrading, to a Captain’s pack before we start the Sergeants’ wave. I know; shameless plug but more Founders means more war. In the grim darkness of the far future, there can be only more war. So you might be wondering what’s in this Closed Alpha and what you are getting early access to as Founders? Warhammer 40,000: Eternal Crusade is far from complete. It is still in development, will evolve and will be updated weekly. We are a Massive Online Shooter and the Closed Alpha focuses only on creating a great Shooter experience, before becoming Massive. The persistent world, meta-game, continent, territories, theater of war, campaigns, character progression, thousands of items, customized loadouts, visual personalization, more game modes, commanders, PVE and other MMO aspects, as well as the last factions will gradually be added to the Closed Alpha and well into Beta. It’s true; we once said we’d have individual modules of these available, then we changed focus and scope to a full vertical slice available this Fall. Then we got Unreal, good people left, good people joined, things changed, designs iterated and optimized, playtesting lead us in new directions and voila, we were confident we could move Closed Alpha, a vertical shooter slice from Fall to Summer. And here it is, still technically Summer. How is it different from what I’ll experience when we launch, you ask? Besides many of the core systems mentioned above, what you will find is a very traditional entry into individual maps basically. These are individual outposts or fortresses with various game modes. Soon there will be different biomes like snow or lava and “mutators” as we call them, like a warp storm or night mode, which highly affects the factions abilities to fight on the same map. You will enter a queue and jump straight into the fray. This will evolve over time when more core systems are added. Culminating in the larger theater of war on a continent with territories which have outposts and a fortress, mutators and instanced PVE encounters. This moves us more and more away from the “map” mentality, to the “open world” territories and massive battles. How that evolves and how long that takes is entirely dependent on our progress, feedback, technology and of course, you. We are excited that you want to help us develop the game in this early state, give us feedback, test and be able to have a great impact on its direction. We will be with you, shooting you and on the closed Founder’s forums. The first rule of Closed Alpha is: you do not talk about Closed Alpha. You will be under NDA, which we hope we can lift as soon as possible, so you can spread the gospel as evangelists, leading the masses to the light.
永恒原则首批内测开启时间:9月14日 On Monday September 14th, the people that have Captain’s packs or higher in terms of RTP and were the first to buy, will start to enter the Closed Alpha. We will start slowly with admission in the 100s, with the eventual goal of getting all Captain’s pack and higher in by October. If you want to get in as part of the Captain’s wave, you can still secure your spot in it by buying, or upgrading, to a Captain’s pack before we start the Sergeants’ wave. I know; shameless plug but more Founders means more war. In the grim darkness of the far future, there can be only more war. So you might be wondering what’s in this Closed Alpha and what you are getting early access to as Founders? Warhammer 40,000: Eternal Crusade is far from complete. It is still in development, will evolve and will be updated weekly. We are a Massive Online Shooter and the Closed Alpha focuses only on creating a great Shooter experience, before becoming Massive. The persistent world, meta-game, continent, territories, theater of war, campaigns, character progression, thousands of items, customized loadouts, visual personalization, more game modes, commanders, PVE and other MMO aspects, as well as the last factions will gradually be added to the Closed Alpha and well into Beta. It’s true; we once said we’d have individual modules of these available, then we changed focus and scope to a full vertical slice available this Fall. Then we got Unreal, good people left, good people joined, things changed, designs iterated and optimized, playtesting lead us in new directions and voila, we were confident we could move Closed Alpha, a vertical shooter slice from Fall to Summer. And here it is, still technically Summer. How is it different from what I’ll experience when we launch, you ask? Besides many of the core systems mentioned above, what you will find is a very traditional entry into individual maps basically. These are individual outposts or fortresses with various game modes. Soon there will be different biomes like snow or lava and “mutators” as we call them, like a warp storm or night mode, which highly affects the factions abilities to fight on the same map. You will enter a queue and jump straight into the fray. This will evolve over time when more core systems are added. Culminating in the larger theater of war on a continent with territories which have outposts and a fortress, mutators and instanced PVE encounters. This moves us more and more away from the “map” mentality, to the “open world” territories and massive battles. How that evolves and how long that takes is entirely dependent on our progress, feedback, technology and of course, you. We are excited that you want to help us develop the game in this early state, give us feedback, test and be able to have a great impact on its direction. We will be with you, shooting you and on the closed Founder’s forums. The first rule of Closed Alpha is: you do not talk about Closed Alpha. You will be under NDA, which we hope we can lift as soon as possible, so you can spread the gospel as evangelists, leading the masses to the light.
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