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Yan has updated his save game refactor code to be able to be integrated with our current codebase. We will be implementing it shortly after 0.023 releases. We don't want to add it before the update in case it breaks things badly. Your save games are forward compatible, meaning you won't need to start a new save game to use 0.024+ (your save will be upgraded to the new system when it's loaded).
There's some new menu stuff as a consequence of our gamepad support updates. Menus are now cached, so there will be much less hitching/stuttering when opening UI menus. In addition, the state of most menus are saved, meaning that when you open e.g. the construction menu, it will open to the last tab and selected item you had open. The same goes for things like crafting menus. This change broke a lot of UI for experimental players over the last week that I've been fixing up.
In terms of bugfixes, we've fixed a couple vehicles' collision meshes so that you properly walk on top of them. We also undid a change we made months ago, which was meant to freeze vehicles in ice; that had the consequence of freezing vehicles that touched ice, so we've undone it until we can find a suitable solution.
We fixed radiators making a strange cyclical sound.
The VEIN soundtrack has been updated, courtesy of Remancer! You can find the soundtrack on various streaming platforms. You can find links to it here
We fixed a long standing bug of players getting cut by barbed wire on top of fence gates, fixed some issues with not being able to pick up stuff on rugs, fixed incorrect crafting time tooltips, fixed warehouse ladders blocking the camera, etc. We're continuing to fix bugs over time. We don't list many bug fixes in the weekly update just because we don't think it's very interesting; not many people are here to read the changelog – you're more interested in what we're doing on a larger scale and how we're growing the game and moving forward. (At least, I think so).
Projectors have been added to the map, so you can now find them and bring them back to your base.
You can butcher animals, giving you muscles and meat; gut them, giving you organs, usable as e.g. bait; bloodlet, extracting their blood for future use in blood transfusions and in bloodmeal for plants; dismember them, giving you bones for future use in crafting and cooking; and skin them, for use in armor crafting. We also have the ability to extend the system for other actions.
There are some extensions we'd like to make to the system as well, such as damaging hunting results based on the weapon used to kill the animal. These hunting interactions are separate from livestock, such as milking cows or shearing sheep, which will come in a future update.
Did you know certain food items have effects on stress and mood? We've now made it visible in food item properties.
I've improved the visual and auditory responses from fishing, so it should be easier to figure out when you've caught a fish.
I've rewritten how building temperatures work from scratch. Buildings (well, most of them) now have thermostats. You can use a thermostat to change the desired temperature in the building. The ability for a building to reach a desired temperature is based on the central air or heating (if it exists), radiators/space heaters, and air conditioning units. It's also influenced by the exterior temperature, so if it's extremely cold out, reaching higher temperatures will be more difficult.
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