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【更新搬运】12.14

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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 changes
Pure 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


IP属地:福建1楼2022-12-14 12:06回复
    问候,总督!
    我们回来了另一个实验性分支更新。在你开始玩之前…
    举起!
    确保你知道你签约的是什么。这次更新有所不同。想想粗糙的程序员美术和非常基本的UX。如果你不喜欢beta测试,可以考虑跳过它。
    通过这次实验性更新,我们想邀请您在开发过程的早期阶段。比我们以前做的都要早。见鬼,你将比我们的平面设计师更早地玩游戏!
    是的,这意味着除了Telhurin的程序员艺术,没有其他艺术。你可以说Telhurin的很多优点,但作为一个有才华的艺术家并不是其中之一。重要的用户体验功能缺失,你可以找到占位符文本。
    所以,最后提醒一句:这是一个早期版本的Blightrot改进。我们希望尽快发布实验性更改,并根据您的反馈更快地迭代它们。如果你觉得不好玩,最好跳过它。当心!
    现在,有了所有的法律警告,让我们进入有趣的部分。
    有什么好大惊小怪的?
    最初看Blightrot的原因是你的反馈,你在反馈中正确地指出了Blightrot是多么静态、不变和像税收一样。它最基本的组成部分是对每一种产品的燃料和劳动力征税。它几乎不涉及任何选择或策略,与其他系统相比显得突出。经过长时间的反复讨论,我们决定将这个问题分成3个小部分:
    枯萎病的形成缺乏选择和被动性质。
    枯萎病传播的静态和有限的方式。
    在对抗枯萎病时,缺乏选择或进展。
    这个迭代的目的是处理第一个和第二个问题。
    除了疫病之外,我们还有一个长期需要克服的挑战。
    《对抗风暴》世界的一个关键方面是由注入的雨水驱动的机器。游戏中的许多地方都暗示了这一点,但从未完全实现。在制作《Blightrot》时,我们决定在这里一石二鸟(不是你,而是Harpies!),并将这两种机制连接起来。
    实验更新变更
    间歇泉泵(程序员美术,不是最终质量)
    总体方案是:从现在开始,你可以在空地上找到注入雨水的间歇泉。间歇泉泵可以利用这些雨水,反过来又可以用于生产建筑,以提高产量或工作条件。以这种方式使用雨水将增加生产商品的枯萎病足迹,将枯萎病传播到附近的建筑物上。
    点击鼠标左键和鼠标右键控制引擎(程序员美术,而不是最终质量)
    从本质上讲:
    我们介绍了一种新的建筑材料:管道。
    管道可以在原油工作站(T0)、工具车间(T2)、冶炼厂(T2)和工匠(T2)生产。
    管道用于:
    解锁建筑物内的Rainpunk引擎,
    建造间歇泉泵,
    升级其他建筑。作为我的工具的替代品)。
    每个车间(使用X并制造Y的建筑)有2个Rainpunk引擎:主引擎和副引擎。
    你可以在空地上找到间歇泉。
    输注雨水有三种类型:
    生命(绿色)-用于以食品为导向的建筑,
    能量(蓝色)-用于工艺建筑,
    挥发性(红色)-用于工业建筑。
    你可以把间歇泉泵放在间歇泉上,并分配工人来增加特定类型水的整体压力。
    每个车间只能使用一种预定义的雨水。
    您可以手动控制每个引擎使用的压力量。
    使用雨水提高产量增加Blightrot足迹率线性。
    枯萎病只有在降雨引擎工作时才会传播。
    旧的,静态的Blightrot奖金已经消失了。
    枯萎病在风暴期间也会出现。
    以前,最多3个枯萎囊肿只能在一个建筑上产生。现在,它们也会扩散到附近的建筑物(甚至房屋),没有任何距离限制。在特定建筑上产生3个囊肿后,囊肿开始扩散。
    如何测试呢?
    为了测试新机制,你需要:
    至少在老兵难度下玩(或者更好:在你通常玩的更高的难度下玩),
    完全解锁meta(使用meta。addAll命令),
    在实验分支上玩。
    点击这里阅读更多关于Experimental Branch的信息,并发现控制台命令的完整列表:
    了解更多关于实验分公司的信息
    我们感兴趣的是什么?
    如果你决定玩实验更新,请与我们分享你的想法!
    我们主要对以下问题的答案感兴趣:
    你觉得你更能控制疫病一代吗?
    这个机制在运行几次后会如何影响你的游戏风格?
    在当前的“原始”状态下(没有任何图像效果,额外的动画,声音等),手动提升制作感觉如何?”
    是否有什么新内容会让机制感觉更糟糕(特别是更重复)或更好(特别是更多样化)?
    谢谢!我们希望你玩得开心,迫不及待地想听听你的印象。
    愿暴风雨对你温柔,
    隐士的游戏


    IP属地:福建2楼2022-12-14 12:07
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      太长不看版:
      测试服更新,新建筑,新材料,改疫病机制


      IP属地:福建3楼2022-12-14 12:09
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