寂寞是首长相思 寂寞是首长相思
长相思,长相思,若问相思甚了期,情浅人不知
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【贴吧首发】《山门与幻境》各种问题答疑贴 一.各种建筑材料是什么,怎么获得1幻境战斗房掉落2门派商店购买3幻境游商房间购买 注意,游商房间出售货物的品质,是随着房间品质提升的。像千年玄珠、息壤这些高级建材,可以考虑把携带的房间卡数量压到最少,然后反复进入游商房间刷出来。倾销货物选项卖足十件装备,可以让游商打五折;科技解锁的奇遇房间选三次钱,可以获得一千铜币。像这样反复刷钱刷游商买材料和装备的玩法,一般可以快速获得需要的各种材料。 二.功法怎么获得,怎么学,学多了怎么办,能遗忘吗? 1.幻境中通过仙遇老头学习到重复的功法就会给一本,地图上的秘籍商人也有卖(建议先提前点过倾销)结算的时候带出去。 山门中通过门派交易也可以获得 开头选择道韵时也可以自带三本功法。 2学习功法通过弟子列表,详情,赠送,右键学习功法,跟藏书阁没有关系 3目前不支持遗忘功法,不过突破大境界可以提升功法学习上限。 当前版本,飞升可以学习14本 三.一周目怎么结束?怎么开起二周目? 飞升10层+打通第六章,目前二周目还没开 四.如何将装备戴上?武器可以带出幻境或生产? 在幻境中,点击右侧箭头,可以展开武器背包和装备栏,在此界面装备或更换武器,替换下来的装备不可收回 不能。每局的武器装备都是随机的,随游戏进行逐步获取的,这是肉鸽玩法的一部分。因此无法将武器装备带出幻境,也不能在幻境以外的地方获取 五.存档的存储路径是什么? C盘→用户→用户名(一般默认是123) →>AppDate(这是个隐藏文件夹,需要在显示设置中允许其显示才能看到)Local→TheLostVillage→Saved→Log六.怎么招募和驱逐弟子? 1科技解锁聚英阁,再派人去当HR,等招待弟子列表有人了,招募一个弟子,消耗引气丹,天赋越高的弟子消耗越多的引气丹 2驱逐弟子要解锁"定制门规"科技,解锁后在弟子详情中间的右上部分将出现驱逐弟子按钮 七.引气丹怎么获得? 幻境中可通过: 1.首领 2.傀影獠[仙技] 3.游商(手牌游商需要4级及以上,秘籍游商不限制等级) 4.心魔(2级开始) 山门中可通过 门派商店兑换 八.怎么渡劫,属性不够怎么办? 1建立应劫台,当前境界十层满经验后点弟子,详情-渡劫,渡劫前体力和心境回满。等弟子到应劫台后关闭窗口重新开,看弟子状态来回吃药 2可以的应劫台需要放置丹药,丹药有护心和护体两种,有小幅度也有大幅度。需要在弟子渡劫过程中手动中及时切换 九.为什么有时候我不能放技能或者被怪秒的很快? 有些房间怪物有特殊技能,例如白狐可以沉默,影獠会反弹。 心魔跟随你主角的属性,你越强,心魔越强。打他最好的办法是主角白板,让弟子上 十.为什么第三章打完BOSS不退出?看房间介绍哦,第三关需要杀死BOSS,然后围合一圈,回到起点才能退出。与此同时,你将获得中间你围住的所有资源,当前版本,需要50个房间才能出现boss卡 十一.弟子寿命要怎么增加? 您需要一些寿元类的丹药。您可以通过击杀关卡BOSS获得,历练台进行门派之间的历练获得。也可以通过炼丹炉炼制丹药获得,不过前提是需要解锁炼丹的科技和对应的丹方 十二.各项属性怎么恢复? 体力:厢房、膳堂、洞天 心境:茶坊,弹琴 社交:巡山(消耗巡山令) 娱乐:藏书阁(消耗道藏)、弈亭、偃甲台(消耗偃甲) 历练:历练台 感悟:福地 巡山令、道藏、偃甲通过机关阁制造。 十三.人数怎么增加? 新建厢房和福地可以增加上限。厢房数量可以通过研究和升级诸天殿增加。最高上限为110人。 十四为什么走到地图边缘走不动了?为什么第五关只有3把钥匙? 地图,右键可以拖动,地图上的卷轴可以收起来
山门与幻境新手指南第二篇:山门经营(本攻略基于游戏版本0.08) 一.新手引导 目前的新手引导没有高亮指引显示,也不能强制控制鼠标,请先跟着引导走,让你研究啥就研究啥,建啥就建啥,不要自己瞎瘠薄研究搞没了铁矿又没建铁矿,那样只能删档重开了 PS:研究在左下角那个大大的圈圈 二.弟子基础属性说明三.弟子角色信息属性说明四.研究与建筑研究在左下角,通过幻境或门派商店可以获得太古智慧,太古智慧用来进行研究科技。 科技有三类型,经营、修炼、法宝 经营用来解锁材料建筑,恢复建筑,各功能建筑,效率提升,种子,移动建筑等,招募弟子需要解锁聚英阁,移动建筑需要解锁宗门规划,驱逐弟子需要解锁制定门规,人数上限要解锁修养之所,增建厢房,厢房扩建,洞天盛景。全部解锁人数上限为110人。 目前能升级的建筑为聚英阁和诸天殿 诸天殿升级用来摆放高级建筑 聚英阁升级可以招募更多高质量弟子 修炼用来解锁修炼建筑,炼丹和丹方,以及增加幻境历练人数 法宝用来解锁法宝和幻境房间牌 五.灵田 种子科技研究解锁,目前一个灵田种一个种子,每个灵田需要单独配置弟子,施肥可以设置成自动施肥,但是当前版本只能一个个手动点一遍自动施肥,想取消自动施肥也得一个个点 六.门派交易(重要!!)所有幻境能带出来的东西都在门派交易里有,包括但不限于玄珠,千年玄珠,五色石,息壤,初级,中级建筑材料,药材,引气丹,属性丹药,修为丹药.... 此外还可以购买法宝、功法书 别在抱怨强制下幻境了,门派商店应有尽有 在开局自带建筑外事堂里,提供各种门派需要的材料获得声望和好感度。好感度高了以后可以去历练派遣弟子去门派历练也能获得好感度或其他材料。 七.法宝与律令(一)法宝目前的获得途径是 1. 研究-法宝-可研究获得分海笛和清峰剑 2. 翻天印、刑天盾、招魂幡可通过门派交易,好感度200度解锁 (二)律令解锁在法宝-装备律令-上面专研 八.历练台获得门派好感后可以派人去门派历练, 幻境通关后可以牌弟子去幻境历练, 历练可以获得幻境里的随机物品,门派好感,历练,社交,修为等。 九.功法 功法可通过幻境的仙遇房学习临时功法,学到重复的会给你功法书。还可以通过秘籍商人购买 在山门中个别功法可以通过门派商店获得。 某些弟子会自带功法来带艺投师。 具体的功法出处和技能,见新手指南·幻境篇
山门与幻境新手指南第一篇:开局选择 内测玩家,本贴新手指南基于游戏版本0.08。后续如有变动另行更新 一、入道之基二、成长经历三、奇遇经历四、寻找弟子五、宗门选址 一周目只能默认,没啥好选的 六、选择总结 (一)第一个道魄选择为必选,后续的几个可以不选。目前初始武器在弟子详情内无法悬窗提示,仅能通过表格记忆。 (二)寻找弟子时弟子的道魄是固定的。但特性是随机的,你高兴的话可以SL到4橙的剑清风或者失忆弟子 (三)0.08版以后弟子更容易刷到4橙了,开局也可以全拿来加强自己。 (四)第一个道魄为必选如果开局带一个弟子,本页就不选。如果打算开局自己干,可以带功法批发,开局送三本功法装上,第一二章一个人打也能过。 (五)选择增加灵石产量,建筑材料科技残页之类的都没用,在游戏里都能拿,九霄天剑诀也能拿,没必要花这个道魄选 (六)开局50道魄,一般就两种选法,自己选一个20点的体质,选一个20道魄弟子,再搭两个5或一个10的成长特性。 或者,不选道魄弟子,选20体质,带个批发功法,再搭两个5或一个10的成长特性。 一、关于体质选择,跟你想走的路线匹配,走攻速就选魔星,配功法批发的千杀秘册,后续修炼加攻速,走血防路线就选大地,后续修炼加血防,功法搭配第三章秘籍商人的铁甲决和第四章的狂生图录。
steam搬运更新12.22日版 Greetings, Viceroys!The Camps Update (Part 2) is coming tomorrow sometime between 2:00 pm and 4:00 pm UTC. Normally, we’d show you some of the upcoming changes during the livestream but - as expected this time of year - the majority of the team is either on sick leave or started their holidays. We did, however, secure some previews for you! Here’s a fresh new look at some of the Camps: The rest of the Camps will come in a similar carriage-like design to emphasize their mobility. There are more than just the Camp’s updated visuals that will take some adjusting to. We’re also introducing randomized starting glade’s Hearth and Warehouse layouts. There’s plenty more coming your way tomorrow. Keep an eye out for the full update notes and make sure you’re ready for the update! How to prepareWe release new content Updates every two weeks on Thursdays around 2 pm – 4 pm UTC. As we make multiple changes to the game’s systems, balance, and content, the game needs to force-finish any settlements that are in progress when you download the update. This aims to prevent various game-breaking bugs that could occur otherwise. IMPORTANT: If you have a settlement in progress, it will have to be force-finished when you download the Update. You will be reimbursed with Citadel Resources but you will have to start a new settlement. Your meta progress (that is: Experience, Level, completed Deeds, unlocked Upgrades, Citadel Resources, etc.) will remain intact. In the main menu, under the “Play” button, there’s a countdown to upcoming Updates. Please finish your current settlement before the update day if you don’t want it to be completed automatically. May the storm be gentle on you, Eremite Games
【更新搬运】12.14 Greetings, Viceroys!We're back with another Experimental Branch Update. Before you start playing... HOLD UP! Make sure you know what you're signing up for. This update is different. Think rough programmer art and very basic UX. Consider skipping it, if you don't enjoy beta testing. With this experimental update, we want to invite you to the development process in its very early stages. Earlier than we ever did before. Heck, you'll be playing it earlier than our graphic designer! Yes, this means there's no art other than Telhurin's programmer art. You can say a lot of good things about Telhurin, but being a talented artist is not one of them. Important UX features are missing and you can find placeholder texts. So, a final word of caution: this is an early version of the Blightrot Revamp. We want to try releasing experimental changes sooner and iterate them more rapidly based on your feedback. If it doesn't sound fun to you, better skip it. Consider yourself warned! Now, with all the legal warnings done, let's get to the juicy part. What's all the fuss about?The initial reason for looking at Blightrot was your feedback, in which you correctly pointed out how static, unchanging, and tax-like the Blightrot was. Boiled down to its most basic component, it was a tax on fuel and workforce charged for every good produced. There was hardly any choice or strategy involved and it stuck out compared to other systems. After a long back-and-forth, we decided to divide this problem into 3 smaller chunks: Lack of choice and passive nature of blight forming. The static and limited way in which the Blightrot spreads. Lack of choices or progress when it comes to fighting the blight. This iteration is aimed at dealing with the first and second problems. In addition to the Blight, we had another persistent challenge that needed to be overcome for a looong time. One of the key aspects of the world of Against the Storm are machines powered by the infused rain. It was hinted at in many places in the game but never fully realized. Working on Blightrot, we decided to kill two birds with one stone here (not you, Harpies!) and connect those two mechanics. Experimental Update changesPure Rainwater Geyser (programmer art, not final quality)Geyser Pump (programmer art, not final quality) The overall schema is: from now on, you can find geysers of infused rainwater on glades. Geyser Pumps can harness this rainwater, which in turn can be used in production buildings to boost production output or working conditions. Using rainwater this way will increase the Blightrot footprint of produced goods, spreading Blight on nearby buildings.Click the Left Mouse Button and the Right Mouse Button on the knobs to control the Engine (programmer art, not final quality) In essence: We introduce a new building material: Pipe. Pipes can be produced in the Crude Workstation (T0), Toolshop (T2), Smelter (T2), and Artisan (T2). Pipes are used to: unlock Rainpunk Engines inside buildings, build Geyser Pumps, upgrade other buildings (eg. as a substitute for Tools in Mine). Each workshop (a building that takes X and makes Y out of it) has 2 Rainpunk Engines: the main and secondary. You can find geysers on glades. There are 3 types of Infused Rainwater: Life (Green) - used in food-oriented buildings, Energy (Blue) - used in crafting-oriented buildings, Volatile (Red) - used in industry-oriented buildings. You can put Geyser Pumps on top of geysers and assign workers to increase the global pressure of water of a given type. Each workshop can use only a predefined type of rainwater. You can manually control the amount of pressure used by each engine. Using rainwater to boost production increases the Blightrot footprint rate linearly. The Blight only spreads when the Rain Engines are working. The old, static Blightrot bonuses are gone. Blightrot spawns during the Storm as well. Previously, up to 3 cysts of Blight could only spawn on a single building. Now, they will also spread to the nearby buildings (even houses) without any distance limits. Cysts start spreading after 3 of them spawn on a particular building. How to test it?In order to test the new mechanic, you need to: Play on at least the Veteran difficulty level (or even better: on a higher one on which you're usually playing), Fully unlock meta (with meta.addAll command), Play on the Experimental Branch. Click here to read more about Experimental Branch and discover the full list of console commands: Learn more about Experimental Branch What we're interested in?If you decide to play the Experimental Update, please share your thoughts with us! Primarily, we are interested in answers to the following questions: Do you feel more in control of the Blight generation? How does this mechanic affect your playstyle after a few runs? How does manually boosting production feel in its current "raw" state (without any graphical effects, additional animations, sounds, etc.)?" Is there anything new that makes the mechanic feel worse (especially more repetitive) or better (especially more diverse)? Thanks! We wish you fun and can't wait to hear your impressions. May the storm be gentle on you, Eremite Games
搬运steam新闻12.8周五更新 Greetings, Viceroys!In case you were wondering what we’ve been doing since yesterday’s Camps Update, we’ll give you a hint: it involves some caffeine, heavy reading of your feedback, and watching the Game Awards. Oh and also some actual work on Against the Storm. Thank you for your prompt reports and spot-on suggestions. Here’s what we changed in today’s hotfix: ⚡ Rebalanced the bonus yields in multiple nodes. Flax Field (Small) - Decreased the chances of getting Clay from 40% to 25% Flax Field (Large) - Increased the chances of getting Clay from 20% to 50%, increased the chances of getting Insects from 20% to 30%. Stone Deposit (Large) - increased the chances of getting Roots from 20% to 30%, increased the chances of getting Insects from 20 to 30%. Sea Marrow Deposit (Small) - decreased the chances of getting additional Sea Marrow from 100% to 80%. Sea Marrow Deposit (Large) - increased the chances of getting Stone from 40% to 50%. Reed Field (Large) - Increased the chances of getting Roots from 20% to 40%, increased the chance of getting Clay from 20% to 40%. Moss Broccoli Patch (Large) - Increased the chances of getting Insects from 30% to 40%. Root Deposit (Large) - increased the chances of getting Herbs from 20% to 30%, added Resin as a possible side product (30%). Bleeding Tooth Mushroom (Large) - Increased the chances of getting Insects from 30% to 40%. Herb Node (Large) - Increased the chances of getting Berries from 20% to 40%. Snake Nest (Large) - Increased the chances of getting Leather from 20% to 40%, added Meat as a possible side product (20%). Grasscap Mushrooms (Small) - Decreased the chances of getting Insects from 30% to 20%. Grasscap Mushrooms (Large) - Increased the chances of getting Insects from 30% to 40%. ⚡ Fixed an issue with some glades not correctly spawning events and Archaeological Discoveries. ⚡ Fixed a bug that caused the Woodcutters’ Camp panel to break and not respond to input. ⚡ Fixed a bug with the category dropdown in the report panel not working correctly. ⚡ Fixed an issue with the Ancient Ways perk not displaying the correct bonus amount under its icon. ⚡ Fixed a bug with the Forbidden Tools perk (Archaeologist's Office upgrade) not being localized into Japanese correctly. ⚡ Fixed a typo in the Polish translation of the Finders Keepers Forest Mystery. ⚡ Fixed an issue with the fog visual effect not disappearing when the game is paused at the moment a new glade is discovered. Fixed a bug with button tooltips displaying behind the Feedback Panel. Fixed an issue with incorrect text formatting in the Encyclopedia entry about useful keybinds. All the improvements from today’s hotfix and yesterday’s Camps Update were also added to the demo. We’re always looking for ways to improve the game, so please don’t stop providing us with your awesome feedback. In the meantime, happy updating! May the storm be gentle on you, Eremite Games
【搬运】steam定期更新11.15 Greetings, Viceroys!We’re happy to reveal that we’re working on new essential versions of gathering camps. What’s more, you can already test them on the Experimental Branch! Why do we approach CampsIt’s more than two years since we introduced the concept of nodes and unique camps to the game. Since then, the game evolved and we feel this old system could use some iterations. Going through your feedback we’ve noticed the inability to gather resources from the glades caused a lot of frustration and felt very rigid compared to the flexibility the other production buildings present. What we changedRegular and Primitive versions of Herbalists' Camp In the experimental version, you will find four main changes: Scavengers' Camp was removed from the game. All remaining specialized food camps (Trappers’ Camp, Herbalists’ Camp, and Foragers’ Camp) have unique recipes without any duplicates (Forgers’ Camp has Roots instead of Insects). Those three camps now have their essential, primitive versions. Primitive camps have all the recipes their full-fledged counterparts have, but inferior efficiency. They will gather the nodes ~25% slower and will deplete nodes much faster (3 charges instead of 1). One additional caveat is that those camps can’t gather Giant Organisms on Marshlands. Foragers’ Camp now looks like the old Scavengers’ Camp, models are still subject to change. The regular blueprint versions of Foragers’ Camp, Trappers’ Camp, and Herbalists’ Camp are still available to get from Reputation Rewards, Orders, and Traders. What we’re interested inOur main goal with this change is to bring more diversity to the games, increase the range of choices player has regarding raw resources, and reduce the frustrating inability to gather basic resources while keeping the camps’ role relevant. The questions we are primarily interested in, are: How do you feel about the new Primitive Camps? Are they fun? How does this change affect your playstyle and settlement layout? Is this new approach better or worse in your opinion? Is this new approach easily understandable? Are there any issues with the user experience? If you decide to give the update a try, please share your thoughts with us on Steam Discussions, Discord, or Reddit! About Experimental BranchThe Experimental Branch is an alternative version of the game dedicated to testing new features. Upcoming changes are not localized, there can be bugs, and the balance might feel way off. The experimental version has extensive logs and assertions enabled which means degraded performance. It has a separate save file from the main version and your progress can’t be transferred from the Experimental Branch to the main version. You have access to the developer console but you won’t be able to unlock achievements. How to switch to the Experimental BranchSwitching to the Experimental Branch will require you to opt into the Beta branch on Steam. Here’s how to do it: Open Steam Right-click on Against the Storm in your library Select Properties Go to BETAS tab Choose “experimental” from the drop-down list Wait for the game to update the files Launch the game In order to switch back to the regular version, please repeat the steps above but choose “None” from the drop-down list in step 5. Developer console commandsThe Experimental Branch includes a developer console that provides various useful commands. If you want to test new changes with a fully leveled-up profile and all content/upgrades unlocked, feel free to use the “meta.addAll” command in the console when you are on the World Map. You can open the console by pressing the ~ key on your keyboard. Here are some other useful commands: villager.spawn good.add good.addAll good.list Resolve.change Season.next game.win meta.exp meta.level meta.addAll Check out the full list of commands on our website. Have fun and may the storm be gentle on you, Eremite Games
【搬运】steam新闻 11.11 Greetings, Viceroys!We just released a hotfix that addresses some of the issues you’ve reported since yesterday’s update. Thank you all for playing and sharing your feedback - please keep it coming! We're especially interested in your impressions of the Scarlet Orchard's new mechanic as such big features may often require some fine-tuning based on your suggestions. Changelog Fixed a bug with the Farm Range Upgrade in the Citadel not applying correctly. Fixed an issue with the Cursed Royal Woodlands not spawning ghosts if the Dangerous Lands or Forbidden Lands modifier was active. Fixed an issue with the pause function not working after sending a report via the in-game feedback tool. Fixed a bug that made it possible to copy, rotate, and move buildings even with big UI windows open (like the trader panel, recipes panel, etc.). Fixed a glitched texture on the resin tree in the Grove. Fixed an issue with the Corrosive Torrent modifier giving Food Stockpiles instead of Machinery as a reward. Fixed a bug that caused some buttons to get stuck after opening the Steam overlay in-game. Fixed a bug that made it possible to open the Citadel window too soon in the tutorial (and therefore breaking the tutorial’s flow). Fixed a bug that caused marked trees to change color after rotating the Woodcutters’ Camp in place. Changed the button text in the “thanks for playing the demo” popup to not mislead players that they need to reset their progress. Fixed an issue with question marks on the World Map playing different sounds when clicking on them. Fixed a typo in the English description of the Carpenter’s Tools cornerstone. Fixed multiple issues with order objective text not being capitalized correctly. We hope you’ll enjoy the changes and wish you a great weekend! May the storm be gentle on you, Eremite Games
《动物园之星》1.1.4 版本更新说明 《动物园之星》1.1.4 版本更新说明 这个直接从官方网站的中文版本复制黏贴,告别机翻 动物 现在由系统自动装箱的动物会在恢复安全时自动从箱子中放出了! 修正北极熊跳入水中游泳的动作。 提及北极大陆之处已替换成正确的北美洲和欧洲标签和筛选。这代表北极动物能得到合适的植物了,就看你想不想要! 修正从攀爬支架跳入水中的动作。 动物园百科的说明文已根据玩家的意见反馈更新,感谢各位玩家的告知! 新内容 添加一件免费的虚拟人物服装:冰淇淋帽。小心,它说不定会融化! 管理 退款系统暂时禁用,以便我们检查整个系统,感谢玩家提供的所有意见反馈! 员工 现在兽医、机械师和饲养员在栖地出入口内会有个别的检查点,以避免他们站到其他员工身上。 修正玩家删除的栖地内含有食物时,食物不会完全分解且员工不会去清理的问题。 游客 在商店排队的游客现在需求下降的速度会减慢,以调整成与运输设施排队时相同。 现在游客会根据排队的人数移动到附近的商店! 修正游客出发或前往运输设施下一站时太早撑开雨伞的问题。 用户界面 所有栖地对象 (给食器、水盆、丰富化措施) 信息面板中的“上个月使用次数”已替换成“最近 12 个月使用次数”。 现在栖地清洁度警示会开启栖地清洁度而非水质清洁度的数据分布图。 修正含有特殊字符的高度警示说明文本显示错误的问题。 现在道路图标在主浏览器中会显示价格。 喂食站信息面板中添加“没有适合的物种”反馈信息。 修正使用复制和高级移动复制景物和建筑时的问题。 修正商店列表会贩售已关闭之项目的问题。 修正将白化动物放回野外时图标显示成非白化的错误。 修正白化的成年雄性斑马和幼年斑马的缩略图显示错误的问题。 沙盒模式 修正在沙盒模式中关闭福利选项后仍会出现抗议人士的问题。 挑战模式与品牌事业模式 修正玩家未收到社区挑战奖励的问题。 其他 [通过问题追踪器标为重要的问题] 修正在放置工具中选择冰砖墙斜面 4 米时,放置后会多出一个部件与之相连的问题。 [通过问题追踪器标为重要的问题] 修正已开启其他“左上角”界面时,无法从动物用户界面开启动物园百科界面的问题。 [通过问题追踪器标为重要的问题] 修正兽医无法从交易中心领取某些动物的错误。 修正调整运输设施延迟时间最小/最大值时有极少数情况会崩溃的问题。 改善使用形状地形工具时的性能。 稳定性 进一步修正游戏崩溃与稳定性问题。 本地化 多项本地化修正。
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