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老鼠2更新 1.0.4.1 Heroes! This version addresses some of the issues that arose from our balance changes, that we introduced in version 1.0.4 earlier this week. We realized that we've made a few mistakes in balancing the spawns on Legend. One of the issues that we wanted to target was the lack of variety in our spawned roamers. That is, we usually ended up with large groups of Elites (Stormvermin, Maulers, Berzerkers, Plague Monks and Chaos Warriors) with too little variety. However, the changes we introduced in our previous patch, weighting the spawns to smaller groups of roamers and capping number of Elites, left the levels feeling a bit deserted. Our eagerness to polish and balance your experience resulted in a rushed patch with too little internal testing. We are sorry. We will strive to do better in the future. The fixes in this version should solve this - Legend should now be a fair and balanced challenge and enemy population should be sufficiently numerous. We want to provide a solid challenge that nicely scales as you progress through the difficulties with a high degree of mutability. For those that want to further tweak the resistance you are facing we hope that deeds, tomes and grims does the trick. The hotfix also includes a fix where Champion difficulty used the same peak clamp as Legendary difficulty resulting in a tad high peaks when everything wants to spawn at the same time. This has been fine-tuned to remove the most extreme of peaks for our Champion players. Legendary has also received a suitably high clamp to keep things “fair”. Fixes / Tweaks Fixed a crash for Sienna Unchained, when converting damage to Overcharge while standing in any kind of damaging liquid, most commonly Bile Troll vomit. Fixed a crash for when Kerillian’s Waystalker Career Skill had just been used, and she then jumped onto a ladder. Fixed a crash that could occur when switching cosmetics in the inventory. Garglechomp Hobblegob remains unchanged since 1.0.4. Known Issues Certain graphics options will prompt you to restart the game to apply them. Doing so will crash. The next time you start the game, the settings are applied. We are aware of this issue and will fix this in the next version.
福利来了,老外的冰箱/烤炉搬运MOD修改大法,负重和可放置位置修改 今天在STEAM买了个僵尸毁灭工程... 下载了个老外的 Movable WORKING furniture! MOD....... 结果扛起冰箱负重100.....烤炉负重65...无奈地板限定50负重,百度搜索无果..扔有扔不掉...删人又不高兴. 最终扒开MOD翻找了下代码,负重修改了下..终于不重了..可以扔地上了... 兴致勃勃的准备找地方摆放...结果他喵的不能放在屋里,还只能仍在房子外面...***,这样要你这MOD有毛用!!! 继续扒代码,恩找到了个乱糟糟的判定...改掉...搞定,房屋可以放了...哈哈哈哈...爽!!!! 以下是效果图...重量改的很低...嘎嘎,可以随意放在屋里!!爽了,我要去把超市冰箱全部搬回来! 注意哦,我对这游戏的代码不熟悉,内部参数了解很少,但是修改判断点是没错的,至于有啥后果,自行负责,与我无关! 修改位置如下: 找到你的steamapps\workshop\content\目录下搜索inSayneElectrics文件夹 负重修改: 打开inSayneElectrics\media\scripts\inSayneItems.txt 找到带有WeightReduction和Weight和Capacity这3个参数,自行斟酌修改就可以了. 室内禁止放置修改: 打开inSayneElectrics\media\lua\server\InSayneObjects\InBaseSayneObject.lua 搜索内容 for i=1,square:getObjects():size() do local obj = square:getObjects():get(i-1) if self:getSprite() == obj:getTextureName() then return false end if not (instanceof(obj, "IsoDoor") or instanceof(obj, "IsoWindow") or instanceof(obj, "IsoCurtain") or instanceof(obj, "IsoBarricade") or obj:getType() == IsoObjectType.wall or obj:getType() == IsoObjectType.doorFrN or obj:getType() == IsoObjectType.doorFrW or (instanceof(obj, "IsoThumpable") and (obj:isFloor() or obj:isDoor() or obj:isDoorFrame())) or obj:getProperties():getPropertyNames():toString() == "[]" or string.sub(obj:getSprite():getName(), 1, 5) == "blend") then return false end --if not (obj:getType():toString() == "wall" or obj:getProperties():getPropertyNames():toString() == "[]") then return false end end 最终修改为: for i=1,square:getObjects():size() do local obj = square:getObjects():get(i-1) if self:getSprite() == obj:getTextureName() then return false end -- 此处自行修改 if not (instanceof(obj, "IsoDoor") or instanceof(obj, "IsoWindow") or instanceof(obj, "IsoCurtain") or instanceof(obj, "IsoBarricade") or obj:getType() == IsoObjectType.wall or obj:getType() == IsoObjectType.doorFrN or obj:getType() == IsoObjectType.doorFrW or (instanceof(obj, "IsoThumpable") and (obj:isFloor() or obj:isDoor() or obj:isDoorFrame())) or obj:getProperties():getPropertyNames():toString() == "[]" or string.sub(obj:getSprite():getName(), 1, 5) == "blend") then return false end --if not (obj:getType():toString() == "wall" or obj:getProperties():getPropertyNames():toString() == "[]") then return false end end 说明下,lua语言是用 -- 来注释掉的,就是两个减号,我们只要注释掉他的放置位置判断就可以了
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