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《潜渊症 Barotrauma》中文版测试版百度云迅雷下载v0.9.10.0

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发表于 2024-5-6 09:53:53 | 显示全部楼层 |阅读模式
游戏介绍:

《潜渊症 Barotrauma》是一款2D合作类舰艇模拟游戏,故事发生在太空中,带有生存恐怖元素。驾驶潜艇,发号施令,对战怪物,修复漏洞,操作机器,武装待命以及制作物品;同时保持警惕:Barotrauma中的危险不会自行暴露!

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最低配置:

需要 64 位处理器和操作系统

操作系统: Windows 7/8.1/10 (64-bit versions)

处理器: 2.0 GHz

内存: 2 GB RAM

图形: 128 MB Video Memory, Shader Model 2.0+

DirectX 版本: 9.0c

存储空间: 需要 350 MB 可用空间

附注事项: 64-bit operating system is required

推荐配置:

需要 64 位处理器和操作系统

操作系统: Windows 7/8.1/10 (64-bit versions)

处理器: 3.0 GHz

内存: 4 GB RAM

图形: 256 MB Video Memory, Shader Model 2.0+

DirectX 版本: 12

网络: 宽带互联网连接

存储空间: 需要 350 MB 可用空间

附注事项: 64-bit operating system is required

游戏特色:



  • 扮演潜艇舰长、工程师、机修工、医生或助手等角色。帮助队友生存下来,否则无人能活。


  • 操作潜艇的众多舰载系统,包括核反应堆、声呐、枪械、引擎等。


  • 通过全面制造系统打造工具、药物和武器。


  • 在危险的环境中航行,对战遇到的生物或与之对战。


  • 探索异星遗迹和失事潜艇,发现稀有而强大的神器和资源。


  • 释放你的创造力,运用潜艇编辑器、角色和程序动画编辑器。通过Steam创意工坊直接分享和发现模组。




游戏视频:



游戏截图:

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说明:winRAR解压,安装游戏记得全英文路径,关杀毒软件哦。

steam:https://store.steampowered.com/app/602960/Barotrauma/

定期更新来自:Barotrauma已发布6月4日周四小更新:摩螺克,音乐及其他内容

大家好:

在上次大型更新后,我们一直在修复已知问题、为游戏丰富细节,现在,是时候进行一次小更新了,我们打算通过本次更新为大家期待已久的战役更新做些铺垫.。

在您创建或加入服务器前,请确保游戏已经更新完成.。

本次更新内容如下:

两种新的摩螺克变种:黑色摩螺克和摩螺克蛹.。

它们有多可怕?

去游戏里探索吧!

非人怪物被杀死后身躯会分崩离析!

因为我们觉得之前怪物的死法不够震撼.。

对图像纹理进行了压缩,配置较低的图形处理器也能良好运行本游戏了。

新的背景音乐:我们觉得水下并不是只有机械运转的声响,还应该有些别的声调.。

这些新的音乐与一些其他乐曲已加入我们的支持者DLC中.

Full changelog: v0.9.10.0

Additions and changes:

- Added 2 new moloch variants: Black Moloch and Moloch Pupa.

- Reworked Moloch.

- Overhauled level layouts and events (longer and more difficult levels).

- Added two new afflictions: medical items and poisons cause organ damage instead of internal damage and explosions cause deep tissue injuries. Both are functionally identical to internal damage, and treated with the same items.

- Added DXT5 texture compression to reduce memory consumption. Slightly increases loading times; if you're not short on memory, you may want to disable the compression from the game settings.

- Added partial dismemberment for live creatures. Currently enabled only for non-humanoids. (Dismembering dead bodies was already in the game).

- Destructible shells/armor -> Moloch's shell can now be destroyed.

- Added a new monster AI state: Protect.

- Increased the threshold for limping and changed the calculations.

- Added limping for non-human characters.

- Modded servers show up as purple in the server list.

- Added 4 new background music tracks.

- Added parameter autocompletion to the "spawnsub" command.

- All content types except UI styles are now hotswappable.

- Made smoke detector logic more accurate (no size restrictions on the size of the fire, the fire doesn't have to be inside the same hull).

- Added "Output" and "FalseOutput" properties to smoke detector.

- Option to define ambient light values for individual hulls in the sub editor.

- Characters float in place instead of sinking when staying still underwater.

- Improvements to water flow forces: flowing water can push characters around much more heavily now.

- Balanced item prices and fabrication/deconstruction recipes.

- Balanced medical items.

- UI layout improvements when using an ultrawide resolution.

- Added "set_channel" input to wifi components.

- Added "power_value_out" and "load_value_out" outputs to reactor.

- Added search/filter boxes to content package list in the settings menu and item lists in the Workshop menu.

- Added submarine filter to the server lobby.

- Detonators are only triggered by non-zero signals.

- The state of toggleable controllers (= switches) can be set in the sub editor.

- Made toolboxes purchaseable.

- Added a warning to keep the drone door closed in Remora.

- All Thalamus cells die when the Thalamus dies.

- Removed "hold fire" option from the "operate weapon" order, display turrets on minimap as icons instead of text.

- Added some logic to prevent the game from modifying/deleting any vanilla content in any situation.

- Readded legacy Carrier (doesn't spawn naturally but can be spawned with console commands).

- Modified Typhon 2's coilgun rotation limits a bit so it isn't possible to hit the walls when firing at enemies near the airlock.

- Hulls can be multiedited in the sub editor.

- Placed down wires can now be re-equipped in the sub editor by double clicking a loose end.

- Added charging docks to Remora.

- Adjusted how pixel sizes are converted to meters (which are used to display the submarine's dimensions and distances on the navigation terminal). Previously 100 pixels corresponded to 1 meter, now it's 80px -> 1m, making the human characters about 1.75m tall.

- Distance calculations on the navigation terminal take the shape of the path into account instead of just using the direct distance to the target.

- Made improvements to the manual order assignment by adding always visible name labels, displaying indicators for characters' current orders, and repositioning the nodes.

- Reduced the damage range of fires, characters don't take damage from fires if there's a closed door or a wall in between.

- Always draw steering indicators at the center of the display instead of the center of the sub. Fixes indicators getting offset (sometimes even outside the display) during docking.

- Added option to give all command perms with the "givecommandperm" command by using "all" as the parameter.

- Wrecks with no predefined Thalamus items can no more be infested by Thalamus. Allows to create wrecks that always spawn without Thalamus.

- The "shut down" reactor order now allows the bot to continue doing other things after powering off the reactor, instead of just standing next to the reactor.

- Removed the "initiative" skill -> all bots should now react better when there's something to do. Note: this doesn't mean that they always react on everything. It's just the end of individualism. At least for now.

- Reduced the physical forces applied on characters when they are hit by melee weapons, harpoons, or frag grenades. Adjusted stun for crowbar and harpoon.

- Disabled retreat/escape behavior for the bots when they take damage from items or explosions. They still escape/fight back when attacked by other characters.

- Refactor the medic priority calculations/logic: Bots should never treat others autonomously, unless they are medics or ordered to rescue. Bots should always give a high priority for treating themselves, unless there's a medic on board.

- Adjusted the flipping logic of non-humanoids to make them flip less frequently.

- Monsters won't anymore target nasonov artifact unless it is inside the player submarine or in the player inventory.

Modding:

- Made it possible to use repair tools with StatusEffect's UseItem.

- Made pressure deaths more moddable. Dying because of high pressure isn't hard-coded anymore, the characters are just given the barotrauma affliction which (by default) kills them.

- Added "HideConditionBar" property to items.

- Fixed wearables staying on the character when the item is removed by a status effect.

- Character light sprites can now deform. The cells of Thalamus (Leucocyte and Terminal cell) now use the deformable light sprites.

- Creature flipping parameters are now exposed. Adjusted the flipping for all creatures.

- Allow to define character joints as weld joints in addition of normal revolute joints. Weld joints don't rotate.

- Allow sound definitions to ignore the muffling effect.

- Exposed the "scatter" value and added new "offset" attribute for monster events.

- Added support for status effects in limb definitions (ragdoll file).

- Status effects defined in the character definition can now also target limbs.

- Added ActionType.OnSevered status effect for limbs.

- Creatures can now be set to disrupt sonar.

- Player attacks can now also use the conditionals (i.e. when player is controlling a character). Previously only the AI used the conditionals.

- Conditional sprites don't anymore require a texture definition.

- Conditional Sprites can now be non-exclusive -> Draw more than just one sprite at a time.

- Fixed conditional sprites not being able to target limbs.

Bugfixes:

- Fixed crashing when opening the tab menu when there are clients present with no job preferences set.

- Fixed "ColdCavernsMaze" levels sometimes being extremely short.

- Fixes to level generation when playing with a very large submarine.

- Fixed bots being unable to shoot at enemies from another room/hull.

- Fixed bots being unable to get items from dead bodies.

- Fixed submarines being unable to move vertically in the submarine test mode.

- Fixed crashing when starting a new round with no audio device (speakers, headset) available.

- Improvements to shadow/LOS rendering.

- Fixed double click being ignored if it's been less than 0.4s since the last double click.

- Fixed all servers sometimes not showing up in the server list (showing only the servers in the same/nearby region).

- Fixed "lone sailor" achievement not unlocking in single player.

- Fixed "Gaze in to the Abyss" achievement sometimes unlocking as soon as the round starts.

- Fixed characters sometimes being unable to exit the submarine when outside the borders of the level.

- Fixed ruin/wreck monsters not spawning if the submarine is too close to them.

- Fixed ruin items sometimes getting saved as a part of the main submarine in the campaign.

- Fixed rare "item with the same key has already been added" errors when starting a round (particularly when playing with a submarine with very large numbers of items/structures).

- Thalamus entities can't be selected in the sub editor when they're hidden.

- Fixed "spawnsub" console command not working.

- Fixed projectiles, welding tools and plasma cutters hitting destroyed Thalamus organs.

- Fixed reactor not shutting down if the turbine/fission rate are controlled via signals even the power switch is toggled off.

- Fixed reactor sliders not moving when they're controlled by signals.

- Fixed level triggers sometimes affecting entities that have left the trigger. The most noticeable effect was characters getting burn damage indefinitely after they've been close to a hydrothermal vent.

- Made flamers fire proof to prevents the flames from blowing up the fuel tank inside it.

- Don't allow harpoons to stick to very small limbs (such as mudraptor's "mouth tentacles"), because it lead to physics glitches.

- Fixed the husk infection crashing when turning the character, if either the non-husk or the husked variation has no inventory defined.

- Fixed characters getting weapon XP after using a turret, until someone else operates the same turret.

- Fixed characters being able to crouch when their pose is controlled by a controller (e.g. periscope, modded chair).

- Fixed bots being unable to aim correctly when operating a turret in another submarine (such as a remotely controlled coilgun in a shuttle).

- Fixed bots sometimes taking too much time to interrupt their current objective when the room they're in floods, causing them to get crushed by pressure.

- Fixed bots sometimes letting go of ladders too soon, preventing them from reaching certain areas (such as the upper platform in Berilia's cargo bay).

- Fixed multiple bots sometimes trying to treat the same person.

- Bots stop grabbing the character they're treating after they're done.

- Fixed harpoons going through doors.

- Fixed depth charges going through level walls.

- Fixed husks attacking human husks wearing a diving suit.

- Fixed first shot from a firearm that uses a magazine/clip not doing anything.

- Fixes to waypoints in Kastrull, Berilia and Remora.

- Fixed chat-linked wifi components not working in single player.

- Fixed chat-linked wifi components not working in multiplayer outside of combat missions.

- Fixed Azimuth using tutorial junction boxes instead of normal ones (the tutorial variants are indestructible and don't have signal connections).

- Fixed autopilot not being able to navigate past wrecks.

- More reliable syncing of door's breaking state. Fixes doors sometimes being impassable or impossible to repair client-side, particularly when joining mid-round.

- Fixed repairing doors getting interrupted at 50% when the door's collider is re-enabled and the character pushed out of the doorway.

- Fixed items getting used in the health interface when dropped on a subinventory slot in front of the interface.

- Fixed dedicated servers letting clients join with an invalid name when there's no server owner.

- Fixed server letting clients join with a name that's already taken.

- Changed "creating hulls between docking ports failed" from errors to warnings. Allows creating exterior docking ports that aren't next to a hull without having the console pop up every time the port is used.

- Fixed changing resolution not updating character inventory slot sizes properly, causing invalid spacing in dead characters' inventories.

- Don't allow detaching signal components when rewiring is disabled or the item's connection panel is locked.

- Fixed misaligned hull next to Wreck1's airlock.

- Fixed "attempting to remove an already removed item" errors when mass-deleting items. Happened because removing items a wire is connected to removes the orphaned wires automatically.

- Fixed multi-part subs (example case: The Aeche III) getting teleported to oblivion when flipped.

- Fixes to bots getting stuck or killed for no apparent reason when the player is very far from them, due to the bots switching to a "simple physics mode" which prevents them from doing certain kinds of interactions.

- The explosive cargo mission that places a block of Volatile Compound N in one of the crates no longer requires delivering the volatile block to the destination.

- Disabled crush depth in the submarine test mode.

- Fixed monsters staying invisible if they die far away from the camera view.

- Fixed very small limbs (mudraptor's mouth tentacles, husk appendages) launching off at a very high velocity, leading to glitchy physics behavior, when hit by a non-raycast projectile or an explosion.

- Allow subs to be saved to subdirectories of the "Submarines" folder (e.g. "Submarines/Downloaded").

- Fixed a couple of waypoints in Berilia that prevented bots from using the ladders.

- Fixed Husked Crawler bleeding red blood.

- Fixed the priority of the operate order being 69 when it should be 70, which sometimes caused bots to get stuck between two objectives (like repairing or fixing leaks).

- Fixed enemies always using the priority defined for "room" when they should use the priority for "sonar".

- Fixed monsters not being able to drop down from platforms/hatches etc. In practice they still have difficulties in getting down from the hatches when they don't swim because they are so big.

- Fixed bots ignoring themselves as a target when they are rescuing others.

- Fixed numerous issues in the monster behavior when simple physics is enabled. e.g. Ignoring targets or not being able to attack or eat them.

- Fixed hitting damage modifiers emitting a ridiculous amount of particles.

- Fixed some cases where bots fail to open the door that they should be able to open (because they skipped a waypoint without checking the doors).

- Fixed monsters not keeping inside the level.

- Fixed a crash when the command interface button was pressed while the player is controlling a custom monster that didn't have character info but was able to speak.

- Fixed monsters sometimes ignoring their target after attacking.

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