Mar 9, 2022
ReThink 4 - ¥aeko
Hello,

since it has been 5 months since the last Update, I think its time for a new one, especially given the fact that I can finally show off one of the bigger changes in the game.

In the past I have said, that the game will be "a lot more open and nonlinear" than previous games, which wasnt something I could easily show at that time due to there not being enough progress yet.

The Screenshot below shows one third of the whole area you will have access to after you leave the tutorial. (There are more puzzles, but you cant see them because they are behind walls or out of view.)



You can freely move around, solve (most) puzzles in whatever order you want, and there are almost 20 puzzles to choose from, spread across 3 connected areas. (Thats just this area, the game is a lot larger.) Puzzles will also not be numbered anymore, so that there is no incentive to follow a specific order, I want players to roam freely, explore.

While we are at the topic of "puzzles", here is one from the area shown above, which you can not see in the first screenshot (its unfinished though):



I will not explain how it works (thats for players to figure out themselves.), but its one of the many changes/improvements over ReThink 3. (I did not forget about the Puzzles while improving graphics, as some were concerned about.)

So, then lets talk about the tutorial, since I squeezed it down in comparison to previous games if we take the new features into account.

I have not yet found "the ultimate solution" to allow players who played the previous games to skip the things they dont need explained again, while making sure that new players dont skip the tutorial because they think they know how things work.

The fundamental issue here is, that there are players who do not know (for example) how light and its colors mix, in fact... at some point one of the games got slapped with a negative review for this. (The player removed it once I explained it, and linking Wikipedia.)

On the other side are players who have played the 7 previous games, which means that they dont need any of the tutorials for things that were already in previous games, but they would still need the tutorials for the new features.

And then there are the players which are "somewhere in the middle" and may have played (for example) only RT2 and RTE4, which means that they need different things explained than the aforementioned players.

Therefore, RT4 will feature a shortened tutorial for all, one puzzle per feature, which puts it at roughly the same length as previous tutorials due to the new things.

To compensate for the "puzzles taken away by the tutorial", the game also will be larger than previous games. (and also because the free roam requires it :P)

I also tried to already have the tutorial be somewhat "open world" after the first map which explains the basics.

For example, this is one of two areas that belong to the tutorial after the linear part (There are still visual issues, I will fix that before release):



and while I am talking about the tutorial, this is the first puzzle/area you will see shortly after starting the game:


Now, time to talk about a compromise which some of you wont like, but I had to resort to using teleporters again due to me "playing it safe" with the unfinished Unreal Engine 5. That said, the teleporters are not as "lazy" as the ones in RT3, or RTE3 for that matter, they usually come with their own seperate "decorative area" where they are located.

An (unfinished) example of where a teleporter might be located:


Future games are not planned to have teleporters to travel from one map to another, I would rather use them as shortcuts instead. I dont like to use teleporters for map-travel either, but they do have a legitimate reason to be used in this game, its not "me being lazy". (In fact, I did built things to connect the maps by different means, but performance was "unstable", so I played it safe.)

Thats it for now, I dont want to spoil too much at the moment, but I am reasonably confident in the game. (otherwise I wouldnt show it off so unfinished :P)

If you have any Feedback, concerns, feel free to use the forums (there should be a thread thats automatically created for this post.), I do read everything and will try to get into the game what I can possibly get with the time left.

Tabletopia - markh110


When you think of a Village builder you sometimes think of card tableaus or static hex tile grids. Think again!



Hamlet is a medium weight competitive village builder where players are communally turning their Hamlet into a bustling little town. In this tile placing game, players construct buildings that everyone can use to create materials, refine resources, earn money and make important deliveries to construct the Hamlet’s big landmark - the Church.



The game features irregularly shaped tiles that connect together without a grid to form a village that is completely different every time. The tile placement organically creates interconnecting paths that the villagers use to transport resources across the village. This leads players to construct boards where no two games will ever feel the same. Since the buildings are communal, this also creates a fluid economy, where players are always working hard to provide the village with the resources that are most needed.



The game is designed by David Chircop (Petrichor, The Pursuit of Happiness). It plays between 1 to 4 players, with a solo mode by Nick Shaw & Dávid Turczi currently being developed. It will be published by award-winning studio Mighty Boards (Excavation Earth, Posthuman Saga).




Overlay Studio - RaVeN
Added hotkey support!

You can now use hotkeys for:
  • Hiding/showing all overlays (Ctrl+Shift+F2)
  • Enabling/disabling editor mode (Ctrl+Shift+F3)
The default key combinations can be changed in the settings.
Mini Matches - It's Anecdotal
A new version (0.17.25) of Mini Matches is available!

This is what's no longer broken:
  • Minimum round count when starting demo (Always allow small amount of gameplay before showing demo-finished screen, even if the rounds have previously run out.)
  • Game language was wrong in analytics (Updated to correctly show the language of the player, to help track which localizations should be done first.)
  • Select unique rounds per match (Always select a unique set of rounds per match, so you don't play the same thing twice.)
  • Record average fps for modes (Starting work to track down a potential memory leak.)
  • Fixed minor bug in Eat Dots mode
Praey for the Gods - No Matter Studios
Hi everyone!
Experimental Features Build is Live!
We've been working on some new solutions to player controls based on feedback we've been receiving. Our biggest improvements that we're very excited about are a new auto-climb and a new i-frame style dodge. As these are pretty new we're looking for feedback from players to make sure they are solid before we release them into the retail game.

Where is the Experimental Feature Build?

The Experimental Features Build is available now as a beta build to playtest. It can be found under the properties for Praey for the Gods in your Steam Library. This build can be played with your current save files and can be played much like the current retail build. However, like anything that is experimental some bugs may be present that are not in the retail build.

What features are being tested?

Auto Climb - this is a brand new climb style that effectively removes the need to ever press a climb button. The player will still need to press release when they want to let go. We're looking for the most feedback on as it has many potential edge cases.

I-Frame Dodge - this dodge will most certainly replace our current dodge. However, it may have a couple issues that we're hoping to smooth out with player feedback.

Manual Climb - this is our original climb we've improved the grab timing based on feedback
Classic Climb - this style has been requested by some players and is similar to SotC climb where the player needs to press and hold the climb button while climbing. When the boss shakes we've defaulted this style of climb to not have to tap to regain stamina. Simply holding climb will bring back a fair % of stamina similar to the 'Hold' option that has been available in Manual Climb.

Additional control improvements and bug fixes in this build (coming soon to the retail build)
- Fixed the player getting stuck in walls when grappling to the top edge of surfaces.
- Fixed the player swinging in a full circle when climbing on flat ground.
- Fixed tumbling to the side making it harder to grab on and save yourself from a fall.
- Improved climb direction so it works properly when the camera is looking backwards at the player
- Improved turn speed, for faster reaction times.

How does Auto-Climb work?

Auto-Climb works by simply running into a climbable object. The player will attach to it and begin climbing, it's as simple as that. However, under the hood this is no small feat as a constantly deforming rotating mesh is very hard to have work automatically with climb. With auto-climb enabled the player no longer has to worry about when to press climb when falling, or if they are close enough to press climb. When on a boss the player will automatically grab to the nearest fur patch when falling, or if you are shook on a boss the player will re-grab automatically at the soonest time. When the player is on a flat surface she will automatically stand back up to regain stamina. The player will need to press "release' if they want to let go manually from a spot and re-grab somewhere else.

How does the new dodge work?
This dodge is similar to an invincibility frame dodge or "i-frame" dodge as some refer to it. Basically, for a specific amount of time during the roll animation the character is now effectively invincible to damage. So rolling away from an attack or attack blast is not determined specifically on their distance from the attack but if they are in the state of rolling away. In some circumstances, damage is unavoidable ie: rolling under a bosses foot or fist as it slams into the ground. We're still looking into some areas where edge cases could appear and look forward to players feedback with this.

We specifically want to thank players that allowed us to add them as friends so we could deep dive with them specifically on what bothered them about the controls. The feedback we got was incredibly helpful for us to identify specifics details that we were not seeing with our in-game feedback.

Follow us on social media

Discord Chat with the Praey for the Gods Dev Team

Thanks again!
No Matter Studios

ps special thanks to Source_xvi and Levi for there awesome screenshots they took with our photomode.
Community Announcements - 阿阮
各位仙家弟子:

《古剑奇谭网络版 海外版》将于2022年3月10日5:30进行例行停机维护。

全新版本【寻芳问玉】将在维护后正式上线!由于更新内容较多,“长携手”大区全服预计12:00开启。在维护期间,您将无法登录游戏。如果在预定时间内无法完成维护内容,开服时间也将继续顺延。

本次维护更新内容如下:

☆全新版本【寻芳问玉】重磅开启

>>新门派-【异芳】&【珑瑛·珑君】&【珑瑛·灵瑛】联袂而来




落花天惊变,流花宫门派珑瑛、异芳挺身而出,演绎一段精彩传奇!

>>风云激荡,主线剧情推进

大妖相柳出世,寄身相迷乱世人,神一道天和天玄教分庭抗礼;南疆乌诏族灭国、长安兵乱后邪剑现身,邪剑之祸尚未消除,南疆惊蛰教苍骨与魅珈、钟无痴等势力结成邪恶同盟,对世外桃源境“流花宫”大肆屠戮,流花宫大宫主二宫主被钟无痴劫掠而去,一时间踪迹全无,生死未卜……

一段新的征程即将开启!全新场景落花天、长合山、长阜苑待你前去一探究竟。。。。



☆商城更新

>>全新主题外装【瀛洲花信】上架通宝商城



含三体型【薄红染井】【荒川松月】【弥生雨晴】【八重绯霞】4色,附赠外观动作【乱樱斩】,账号下同体型共享。


>>全新武器外观【无相·逐星流】上架通宝商城限时折扣



限时折扣时间:2022年3月10日维护后~2022年3月24日维护前


>>通宝商城限时返场粉发【桃源芳梦】





返场时间:2022年3月10日维护后~2022年3月17日维护前



>>通宝商城上架道具【升玄飞仙露】

使用后角色可飞升至开光一级。账号首次购买可享折扣!

>>商城限时折扣&1.5倍积分开启

通宝消费限时1.5倍积分,以下热销商品限时享折扣:

系列外装【平章】【浮生】【与君歌】【苍鹭】【绘千山】【千里游】【卯月歌】
挂饰【呱大桩】【猪小憨】【猪小萌】【朱甍碧树】等全部在售挂饰
坐骑【赤羽惊霄】【丹歌画影】等全部在售坐骑

>>积分商城上新

永久上架金发【枕星繁梦】
永久上架挂饰【冰萼摇风】【朝颜歌】【素金落花坠】

>>尘晶商城上新

永久上架职业套装:妙法【远声鹤羽】司命【骖鸾驾凤】天罡【长烟落日】御剑【岁寒惊秋】斩风【一醉南柯】咒隐【月度流萤】


☆新一季-主题节&节令卡&充消

>>主题节:

活动开启后,完成相关任务可获取惜时令,满足条件可领取尘晶、照影·伏鬼幡。

>>节令卡:

购买节令卡解锁高级奖励!激活即可领取头像·梦中缘,并且获得“诸行自在”状态及下一季节令卡折扣券!

活动规则:

获得节令卡后,满足对应的充消或者惜时令条件,可在界面上领取丰厚奖励,其中账号共享奖励仅可领取一次。

节令卡为账号共享道具,不可重复激活。

活动期间,未购买激活节令卡前积累的充消、惜时令,在激活后也将计算入奖励条件。

本季节令卡持续时间至2022年4月21日5时59分59秒,届时活动期间获得充消、惜时令数额将在下一季活动重新计算,同时需要获得新一季节令卡方可继续参与活动。

节令卡福利-“诸行自在”,心离烦忧,通达自在,这修行的小日子过得风生水起。

“诸行自在”状态效果:收发信件无需信使;制造无需制造台;烹饪无需灶台;好感度、挚交值获取速度提升100%;家园垂钓次数增加3次;野外助战使召唤的冷却时间降低25%;飞行持续时间增加30%;每日免费使用战斗类丹枢2次;免费全身修理次数8次;每日免费跨场景传送2次。

>>累计充消享好礼

累计消费600通宝可获:挂饰·星【扑朔小扇】。
累计消费1200通宝可获:挂饰·双【十里香风】。
累计消费1800通宝可获:挂饰·双【彩鲤筝】。
累计消费2400通宝可获:照影【伏鬼幡】。
累计消费2880通宝可获:挂饰·双【彩鳞跃鲤旗】。
累计消费3660通宝可获:挂饰·双【柴柴丸】。
累计消费4680通宝可获:特效挂饰·月【樱之榭】。




☆活动调整

>>全新玩法【长空奔月】开启

秦陵之盟的新晋弟子们如今也到了通灵境界,可以御物飞行了。为了磨炼他们御物飞行的技巧,也为了今后能够面对更多强敌,步云洲为弟子们安排了一系列飞行考验……

参与方式:

周二、周五11:00~次日1:00,到步云洲挂剑台找到祁凡臣或通过闲境界面匹配参与

>>老孟红包开启

老孟红包开不停,海量福利赠仙友,永久挂饰、永久坐骑免费送!

活动时间:3月10日-3月12日,3月17日-3月19日,每日20:00-21:00。每半小时开放一轮,每日四次。

☆职业调整

>>天罡


【龙城飞将】专精

专精收益提高(1.44-1.6 每1%)
历世伤害提高6%
丈威·荡重关调息时间降低至24,调息时间不受急速影响
丈威·踏平川调息时间降低至18,调息时间不受急速影响
丈威·撼远山调息时间降低至24,调息时间不受急速影响
双缨·赴沙场调息时间降低至18,调息时间不受急速影响
双缨·飞瀚海调息时间降低至24,调息时间不受急速影响
双缨·荡重关调息时间降低至24,调息时间不受急速影响
星蕴特技【丈威】附加效果:苍龙破变招及触发的百战龙魂会心效果提升30%(斗法环境下提升10%),会心等级提高由50%调整为40%
星蕴特技【双缨】附加效果:每次双缨前缀招式将为目标施加一层“强效·流血”效果
【长河落日】使目标受到的治疗效果降低提高至20%
【奔袭】部分效果调整为奔袭期间施展招式造成的额外物理伤害提高至18%,持续时间延长至28秒。
"强效·流血"可叠加至3层,每层伤害提高100%。强效·流血斗法环境下伤害提高100%,历世环境下伤害提高14%
星蕴特技【猎苍穹】调整为:每1%急速会额外提升1%“强效·流血”的伤害
伏龙诀变招(北宸流炎枪、破坚壁)附加效果:每1%急速会额外提升1%伏龙诀变招伤害
苍龙破调整为100%附带流血效果
【岿然金城】的减伤效果调整至60%,调息时间提高至50秒
残卷【冠三军】千军破施加的减速效果增加至6秒
残卷【虎啸龙盘】额外增加丈威·踏平川无需命中目标即可触发伏龙诀变招和苍龙破变招
战斗外打坐可回复【过层峦】层数
星韵特技【平山海】丈威·踏平川和丈威·撼远山调息时间缩短25%,使用双缨·赴沙场可减少13秒双缨·飞瀚海的调息时间
【长河落日】施加的移动速度降低和治疗效果降低持续时间提高至9秒
星韵特技【定乾坤】调息时间降低至20秒
星韵特技【过层峦】效果提高至22%物理攻击
百战龙魂·驯龙、百战龙魂·乘势、百战龙魂·沉渊伤害提高14%

【玄武护身】专精

怒火龙印、厚土龙印调整:
当“怒火龙印”叠加到5层时,获得“怒火”效果,使伏龙诀变为北宸流炎枪,苍龙破变为降龙诀。
当“厚土龙印”叠加到5层时,获得“厚土”效果,使伏龙诀变为北宸流炎枪,苍龙破变为降龙诀。
“怒火”效果结束时,获得“厚土强化”效果,使下一次“厚土”期间北宸流炎枪和降龙诀伤害提升65%"
【虬龙吼】基础调息时间降低至25秒。
掠阵提枪调整为:
增加5%会心抵抗率。
同归施放后可使用后招同归·怒,强制周围15米范围内的敌对目标攻击自己。
同归期间,每次施放横戈一怒或苍龙破,为自己施加相当于自身生命值6%的护盾。
【同归】取消嘲讽效果,调息时间降低至90秒;增加效果:施展同归之后的一段时间内,会得到上古英灵相助与自己并肩作战:你的每次攻击都会使上古英灵与你同时攻击前方敌人。
星蕴特技欲祭英魂删除。
星蕴特技骁将删除。
国仇家恨调息时间降低至45秒,取消仇恨提升效果,提升物理攻击。
残卷【御敌】调整为:苍龙破和横戈一怒的怒气消耗提升,北宸流炎枪和降龙诀伤害提高。
缚霄汉的作用距离增加6米,冷却时间缩短10秒。
残卷【横云生】调整为:苍龙破和横戈一怒额外获得1层“苍龙”印记。
【横戈一怒】、【降龙诀】伤害提高到100%

>>斩风

弹铗九问:调整了不同星韵特技下的属性收益和区分度,提高了会心属性伤害的稳定性,调整了爆发伤害的节奏。

酩酊诀:明确了不同资源的倾向性,调整了【飘风】姿态的伤害收益。

通用技能调整:【我自逍遥】期间免疫定身和减速效果.

【弹铗九问】专精

四段蓄力卷云斩斗法环境下伤害降低5.5%
星韵特技【疾风迅雷】原效果“同时多个疾风幻影命中同一目标时伤害递增10%,最多80%”删除, 同时修复了未学习星韵特技【疾风迅雷】时仍可以获得【疾风幻影】伤害加成的问题。
【疾风幻影】历世伤害提高123%,【疾风幻影】的斗法伤害提高170%,伤害范围提高至3.5米。
【对影几何】的伤害提高15%
略微提高了幻影的专精收益。
星韵特技【疾风迅雷】修复了无敌状态偶尔不生效的问题。
星韵特技【 逐燕式】减少踏日逐天3点气力消耗。
星韵特技【衔环】下【破风生灵酒】基础调息时间降低至60秒。
残卷【山河影转】效果调整为触发1次。
星韵特技【惊空】部分效果调整为蓄力卷云斩对目标造成伤害时,根据豪斩消耗量提升基础伤害,最高提升26%
星韵特技【飞羽】幻影消失时伤害提高80%
【狼复回】使敌人定身时间提高至4秒。
延长了【狼复回】可施放后招【贪狼斩】的时间,【贪狼斩】基础调息时间调整为60秒,历世环境下伤害提高110%,斗法环境下提高50%
星韵特技【衔环】部分效果调整为,“破风”状态期间,惊风刃·狂的伤害提高150%,且下5次惊风刃·狂产生1个幻影。
【霸王式】和【破风生灵酒】基础调息时间降低为90秒。
【了无痕】不再消耗气力。
【翌日式】部分效果调整为施放踏日逐天会回复10点豪斩,命中目标额外回复10点豪斩,并降低【霸王式】和【破风生灵酒】调息时间1.2秒。
星韵特技【霸王式】部分效果调整为 霸王式期间卷云斩每消耗一点豪斩卷云斩的会心率提高1%,最高提高100%,且非斗法环境下自身每1%会心率会额外提高1.5%卷云斩伤害。
残卷【林暗草惊】霸王式期间减伤效果提高至35%
【燕穿空】使目标受到的治疗效果降低提高至22%
星韵特技【饮江】“破风”状态期间,卷云斩伤害提升提高至35%,删除【贪狼斩】伤害提高效果。
星韵特技【惊空】新增额外效果【贪狼斩】伤害提高80%,蓄力卷云斩对目标造成伤害时,根据豪斩消耗量提升基础伤害,最高提升调整至28%
残卷【燕来否】标记幻影的范围由15调整为20米。
【惊风刃·狂】回复豪斩调整至8点,且会心时额外回复50%
【吞吐乾坤】的减伤效果调整至65%,调息时间降低至55秒。

【酩酊诀】专精

【飘风】删除了【燕返身】的攻击效果
【燕返身】消耗1点醉意,增加额外效果,可在卷云斩期间施放,且可对目标3米范围内目标造成伤害
【白虹化影】调整为4层充能,基础调息时间变为5秒,可受急速影响,消耗5点气力
星蕴特技【燕化影】,附近存在“白虹化影”时,自身生命上限提升12%
星韵特技【意阑珊】卷云斩命中目标获得的护盾量提高30%
醉意基础回复降低为7秒
星韵特技【孰与归】调整为回复5点气力,最多回复2次
星韵特技【共从容】精准格挡额外降低12%伤害
残卷【漫云涛】同时与4个目标战斗时,掷流光伤害提高150%
残卷【一醉翁】调整为幻影受敌方攻击提前消失回复一层【白虹化影】充能
【青崖吾师】卷云斩护盾量获得的提高效果降低至200%,全团减伤效果提升至10%
【酒饮罢】伤害提高100%,【掷流光】伤害提高100%
【逆风式】反击伤害提高150%

>>御剑

神虹诀:增强了两个流派的爆发伤害并调整了爆发状态下的技能节奏,提高了资源的利用。

飞星篇:调整了【天道无尘式】下剑招在输出循环中的搭配,并调整“无我”姿态下的技能节奏。

【神虹诀】专精

星蕴特技【云龙舞】修改为释放云龙击有15%的概率重置剑影凝神调息时间,"化清"下云龙击变为瞬发且伤害提高22%,释放万剑朝元可回复5格剑意
星蕴特技【闲意】新增,施展剑影凝神可使自身获得“闲意”效果,期间云龙击招式伤害提升38%,持续20秒
星蕴特技【云龙舞】移至第四层,星蕴特技【闲意】移至第二层
【玄凝剑影】修改为玄凝剑第三段命中目标生成”玄凝剑影“
"鹤唳"会心伤害加成提高至0.3%
【鸿蒙藏剑迹】历世下剑影凝神增伤提升至40%
【剑沉三尺影】每多出1格剑意招式伤害提升至8%,40%,68%
星蕴特技【龙剑】修改为"化清"下玄凝剑每段命中目标可生成”玄凝剑影“且衍真生成”玄凝剑影“速度增加100%,释放万剑朝元可消耗当前剑意生成对应数量剑影
【衍真】基础间隔调整为5秒,在非战斗状态下生成”玄凝剑影“速度增加100%
【玄凝剑】移除每段刷新羽鹤遥充能时间的效果,修改为第三段使羽鹤遥获得一层充能
”鸿蒙剑气“持续时间增加至20秒
”玄凝剑影“基础残留时间增加至12秒
【剑影凝神】伤害提高80%
星蕴特技【鸿蒙藏剑迹】及【神盈剑无形】下,【剑影凝神】为特殊伤害字体
【大道希夷】的减伤效果降低至50%
增加【两仪化清阵】与【万剑朝元】公共调息时间。

【飞星篇】专精

星如雨及“寒霄”的专精转化率提高
星蕴特技【殆己】新增,【道衍五德 】伤害提高调整至480%,【道衍五德】可以立即结算被【剑意无涯】标记目标身上的"寒霄"并造成伤害
【剑意无涯】的守护效果对不同专精的目标将会造成不同的效果。对防御专精释放:受到的伤害降低5%。对输出专精释放:攻击提高1.5%。对治疗专精释放:治疗效果提高3%。
星蕴特技【剑锋叠雪】新增,"无我"姿态下【却邪剑式】造成的伤害提高70%
星蕴特技【五更寒】新增,【霜天剑式】最后一段命中带有"寒霄"的目标将额外触发一次"寒霄"伤害,证道剑式出招速度增加。
【化道】调整为可在其他招式施展过程中释放。
残卷【凝雪】减疗效果提高至30%
星蕴特技【霜华】寒霄伤害提高由86%调整至77%;新增额外效果,星如雨第一段命中目标可刷新1秒(斗法环境下0.5秒)化道的充能时间,星如雨命中3层"寒霄"的目标额外增伤55%
【化道】调息时间调整为10秒,不再受急速影响
【却邪剑式】调息时间调整为14秒,不再受急速影响
【雪静无尘】的"无我"姿态持续时间调整为20秒。
【千山雪寂】移除结束时施加"寒霄"的效果,星蕴特技【元炁】修改为,【千山雪寂】每段会为命中的目标施加"寒霄",若目标身上"寒霄"为3层则消耗1层"寒霄"并立即结算伤害,"无我"姿态下,【星如雨】可施加2层"寒霄",回复2格剑意,且"寒霄"触发间隔缩短30%
【霜天剑式】回复剑气提高至20点
星蕴特技【守中】调整为证道剑式命中时可回复自身4点剑气、御云剑式命中时可回复自身6点剑气。每释放3次【天道无尘式】下剑招,便使下一次御云剑式或却邪剑式造成2次伤害。
【太上】加成修改为128%,流霜爆伤加成修改为20%,玄微剑式伤害提高100%
【太清阵】基础调息时间调整为40秒,"剑归"效果修改为每2秒获得2格剑意
残卷【清溯】修改为“剑归”回复效果减半,持续时间延长10秒
新增残卷【断脉】,【雪静无尘】充能减少1层,"无我"期间物理攻击提升至15%
【玄微剑式】新增,第三段获得“玄微”效果,使下一次霜天剑式或御云剑式伤害提高15%
【却邪剑式】调整为特殊伤害字体
优化 "剑意无涯·护"效果不可被手动取消
修复斗法环境下装备100%斗法装备时攻击专注率提升不正确的问题。

>>妙法

三十六章:对整体星蕴特技及技能进行了针对性调整,调整了“炽火”状态下,元神的消耗和回复方式;调整了“霜城”状态下,急速对战斗施法的影响。

洞渊书:增强了多目标治疗的能力,对技能整体蓝耗平衡进行调整并提升爆发治疗能力

通用技能调整

【琴歌自悠游】持续时间延长10秒,调息时间降低10秒

【三十六章】专精

【秋水】历世环境下伤害提高30%,斗法环境下伤害提高6.6%
【沧江龙吟】伤害提高32%
【焦尾流泉】效果调整为施展流火/秋水后,获得”焦尾流泉“效果:

- 叠加上限5层
- 炽火状态:叠加5层后下次流火将消耗全部焦尾流泉并额外回复200点元神
- 霜落状态:每层使沧江龙吟的施法时间减少50%且叠加2层及以上时,使沧江龙吟造成的伤害提升25%,每次施放沧江龙吟最高消耗2层焦尾流泉"

【流火】伤害提高150%,效果调整为每次施放完毕额外回复80点元神
【木佛度火】伤害提高86%,元神消耗提高至60点
【木佛度火】基础吟唱时间缩短至1.5秒
【木佛度火】额外增加效果,每段徵音额外提高木佛度火25%伤害但所需元神消耗提升30%
【五音繁会】效果调整为每消耗1段羽音使招式伤害提升10%,每消耗1段徵音回复80点元神
【五音繁会】额外增加效果施展招式后回复120元神
【素琴鸾歌】不再对目标造成伤害效果调整为使目标减速50%
【妙契镜心】效果调整为处于处于炽火状态时:棱镜每次命中目标时,回复30点元神,处于霜落状态时:效果持续期间施展招式秋水可以一次叠加2层“焦尾流泉”效果
星蕴特技【霜城】部分效果调整为对沧江龙吟、龙吟、五音繁会对冻结目标伤害提高62%
星蕴特技【五灵生灭】效果调整为

- 处于炽火状态时:流火有20%概率触发一次无消耗瞬发木佛度火,每10秒只能触发一次(受会心率影响)
- 处于霜落状态时:沧江龙吟对主目标造成会心时,额外叠加1层“沧江”印记。触发”龙吟“效果后,将额外对目标施加1层”沧江“印记"

星蕴特技【五方聚散】效果调整为

- 处于炽火状态时:木佛度火有30%概率为自己施加“五方聚散”效果,最多叠加3层。使下一次流火引导时间缩短30%,引导次数增加至10次,回复元神效果提高50%(受急速影响)
- 处于霜落状态时:秋水引导次数增加1次,每3%急速引导次数额外增加1次引导,最多额外增加15次引导次数。额外增加效果斗法环境下秋水仅最后一段引导触发减速概率转化为定身效果。

星蕴特技【傍行】效果调整为施展五音繁会时,每个羽音对招式伤害量提升至28%,每个徵音回复元神提升35%并对招式伤害额外提高5%
星蕴特技【送风】效果调整为施展五音繁会时,每个徵音额外回复2%生命,每个羽音招式范围提高30%且造成1秒冻结效果
星蕴特技【风雷引】效果调整为每秒回复0.5%元神,每5%急速率额外提升0.1%元神回复。施法速度提升5%
星蕴特技【惊徵羽】效果调整为处于霜落状态时触发”龙吟“效果后,15秒内施展的五音繁会、沧江龙吟、”龙吟“效果视目标为冻结状态
星蕴特技【弦扣商声】效果修改为掣电状态下沧江龙吟/木佛度火变招为昭华雷音,怒雷破不再提供木佛度火/沧江龙吟的效果加成,怒雷破调息时间受急速影响。
星蕴特技【壑雷】效果修改为掣电状态下每次施放木佛度火/沧江龙吟可触发多道天雷效果,掣电状态下五音繁会调息时间变为5秒
星蕴特技【五音相和】效果修改为斗法环境下五音繁会伤害提升40%
残卷【浮黎音】触发上限提高至15%
【多道天雷】优化表现效果,对触发后伤害次数进行调整,多道天雷历世环境下基础伤害提高180%,且伤害分摊人数调整为10人。

【洞渊书】专精

【高山】和【关山抱月】使用后自身获得1层“山隐春兰”,效果为【佩兰】和【阳春】治疗效果提升25%,持续10秒。
【阳春】新增效果,若对主目标治疗产生会心,则回复80法力。
【拂拨万象】新增效果”拂拨万象“状态下,【阳春】和【佩兰】消耗法力减少25%
“木叶清风”效果变更为9秒内每1.5秒回复生命值,并且每次治疗有概率为目标添加”青蘋引风“效果。
“青蘋引风”效果为目标血量低于75%,触发回血。
施放关山抱月后,玩家受到的伤害降低15%,持续10秒。
【玉楼春晓】冷却时间降低至30秒,”道法自然“效果持续时间降低至25秒,并对目标添加“兰开晓”效果。
【佩兰】降低【玉楼春晓】冷却时间更改为1秒。
释放【佩兰】技能,”兰开晓“目标会受到相应治疗。佩兰斗法环境下治疗量降低10%,“兰开晓”效果斗法环境下只造成50%的相应治疗。
残卷【瑞雪】调整为阳春可治疗目标数量提升3。
残卷【青阳回照】阳春治疗效果提升提高至35%

>>司命

唤灵咒:降低了【潋天光】星蕴特技下获得【崩坠印】的难度;调整了部分技能的优先级使之更合理流畅;优化灵力资源的利用率。

娲圣祝由咒:【并蒂生】调整为主动技能,以更好的应对各种战斗场合,同时提高了【霓光】对单体目标的治疗能力。

通用技能调整

【灵鹄落】灵鹄落获得一层充能。

【唤灵咒】专精

星蕴特技【启少阳】下,【明焰咒】可延长”昼晴“时间1秒
”千劫万壑“状态下,【明焰咒】可回复1层”元阳继明"充能
【元阳继明】不再消耗法力值
【弘光】不再消耗法力值
【白日】处于“千劫万壑”状态下不再扣除“元阳继明”充能,同时伤害提高80%
调整星蕴特技【劫尽灵生】的文本描述
调整星蕴特技【娲皇庇佑】的文本描述
星蕴特技【万壑惊雷】“千劫万壑”效果期间内,招式成功施放可获得2层盈光效果,并使千劫万壑期间明焰咒伤害提高40%。明焰咒额外获得2层“盈”。
“皇蝶印”伤害提高25%
携带“崩坠印”的目标阵亡后,【盈火咒】会对当前目标施加“崩坠印”,层数为携带“崩坠印”的目标阵亡时的层数减1
星蕴特技【化生】新增效果:【灵狸】或【滚石】符文调息时间降低3秒
【弘光】和【弘光·盈光】半径调整为3.5米
【盈火咒】调整了释放“盈火咒”后,再释放“明焰咒”时触发“回蓝和吟唱时间减少效果”的时机。
【弘光】和【千劫万壑】调整为特殊伤害字体
星蕴特技【潋天光】效果调整为“崩坠印”基础概率提升至36%,每12层“盈”可转化为“盈光”,并且最低降低至8层
星蕴特技【启少阳】效果调整为提升27%历世伤害
【千劫万壑】基础调息时间减少20秒,伤害提高15%
占用女娲符文的技能专精收益略微降低;印记、明焰咒、弘光的专精收益提高。
星蕴特技【潋天光】崩坠印上限调整为8层。

【娲圣祝由咒】专精

星蕴特技【昭霞】新增效果:【霓光】治疗效果提升30%,昭岚触发血量调整为50%
【云瑞】新增效果:自身获得”盈日“状态时,【云瑞】充能时间降低2秒
星蕴特技【千红】治疗量提升,若目标存在“霓光”效果则每次治疗会使“霓光”延长1秒
星蕴特技【风吹绽】新增效果施放”风吹绽“后,【霓光】和【昭岚】治疗效果提升10%
【并蒂生】从星蕴特技中移除,持续时间调整为10秒,冷却时间为45秒,不再提供【昭岚】回复效果
历世环境下,【映日生花】吸取生命值比例降低20%
专精转化率提高


>>咒隐

窈冥蛊咒:优化了“噬心蛊”和扩散方式,对星蕴特技【飞蛾蛊】流派技能节奏调整,加强了蛊毒在短时间战斗的伤害能力。提高了星韵特技【烬夜灯】下资源获取能力和伤害比例

圣佑血祭:优化【灵蛇引】及相关星蕴特技的使用场合。对团队增益效果技能和减伤效果技能进行平衡性调整

通用技能调整

【止厄】后撤位移距离增加2米
残卷【幽泉返魂】的伤害提高效果对所有伤害效果均可生效

【窈冥蛊咒】专精

绮月殇、飞蛾蛊专精转化率提高。
【噬心蛊】调整为消耗1点咒蛊,施放直接叠加满层”噬心蛊“效果
【绮月殇】可将首要目标身上的噬心蛊传染至其6米范围内目标
【霜华轮灭】初始”幽灯“比例调整为18%
【尘烟隐】”尘烟隐“状态下不再提高”幽灯“比例
星韵特技【烬夜灯】

-造成伤害转化进幽灯的比例降低70%

-冥烟斩和玄月斩得到强化,伤害额外提高320%且会受到幽灯所受的专精加成,同时冥烟斩每段额外回复1点咒蛊,玄月斩气力消耗额外降低5点

【玄月斩】消耗降低至20气力
【裂魄分影咒】基础调息时间降低15秒
星韵特技【伤心千叠】增加额外效果 绮月殇攻击范围提高2米,绮月殇命中时刷新噬心蛊持续时间
星韵特技【动幽蛰】删除绮月殇命中刷新噬心蛊持续时间,且每层噬心蛊,使绮月殇伤害提高6%/9%/12%/70%
星韵特技【飞蛾蛊】效果调整为

- 噬心蛊不再消耗咒蛊,冷却时间变为45秒,持续时间增加至45秒且将不会被驱散(若目标死亡,则重置调息时间,该效果每20秒最多触发1次)

- 施放噬心蛊同时获得6秒“尘烟隐”效果,并会为目标施加飞蛾蛊

【飞蛾蛊】伤害提高70%
【冥影瞬华】不再回复咒蛊
星韵特技【幽冥生灭】调息时间降低10秒,不再施加”尘烟隐“效果,伤害提高30%;若目标在自身攻击范围内,则 【幽明生灭·永隔】造成范围伤害
自身消耗咒蛊转化阴华之力做多6层,每层伤害提高50%
星韵特技【通幽蛊】额外增加效果,减少尘烟隐基础调息时间10秒
星韵特技【祭广寒】额外增加效果,噬心蛊和飞蛾蛊不再可驱散,霜华轮灭造成伤害后缩短50%”噬心蛊“和”飞蛾蛊“间隔,持续时间增加至10秒,当目标是玩家时,受到的治疗效果降低调整至40%
星韵特技【牵命偶】每次造成伤害均为生成分身,且创建的分身会造成范围伤害,目标4层噬心蛊效果,伤害提高50%;目标是玩家时,超出10米,额外增加效果造成伤害降低25%
星韵特技【凝辉】删除绮月殇攻击范围增加2米和命中目标造成的减速效果,现每层使绮月殇伤害提高8%,额外增加效果每层使绮月殇会心率和会心伤害提高4%
残卷【返蛊】增加额外效果绮月殇命中目标时会对目标造成减速效果
星韵特技【 霜月胧灯】期间绮月殇伤害提高调整为65%
残卷【暗云护月】的减伤效果提高至65%

【圣佑血祭】专精

【牵星镇魄】修改为可在指定位置释放且施法距离提升至25米
【灵蛇引】修改为召唤1个存在15秒的灵蛇幻影,每3秒(受急速影响)为20米范围内生命最低的友方施加蛊雾,持续3秒。蛊雾治疗量提高55%。
【腾蛇乘雾】修改为灵蛇幻影每0.6秒为18米内生命最低的1个友方目标和1个随机目标回复生命并施加3秒“蛊雾”效果。灵蛇引期间海雾藏每次引导的治疗量递增50%。
【身寄三途】修改为灵蛇幻影出场时为周围半径12米内友方目标回复生命,后续每3秒回复一次生命。蛊雾每秒持续回复生命。
【腾蛇饮露】修改为灵蛇幻影每秒攻击12米内最近的2个目标造成伤害,并使其移动速度降低50%,持续2秒。同时为18米内生命最低的友方及其附近10米范围内2名友方目标回复生命。
残卷【步步生莲】新增,蛊莲范围内每有一个友方玩家,其治疗量便额外提高6%,最多提高30%
【祝月咒】移除重置【引血咒】层数的效果,提升生命上限修改为30%,新增受到的伤害降低40%(斗法状态下为30%),调息时间减少20秒,持续时间修改为8秒,移除【海雾藏】可移动释放的效果
【蚀梦蛊】移除治疗专精受到伤害降低的效果,防御专精的仇恨提升至25%,输出专精的攻击提升至8%
【祭流年】新增效果【海雾藏】可移动释放
残卷【月附溟鸿】不再降低"祝月"持续时间,新增效果【海雾藏】可移动释放
残卷【残月】祝月咒不再提高自身生命上限,效果期间使自身急速提升9%
星蕴特技【月笼沙】新增,【海雾藏】结束时为随机1名友方目标施加3秒的"蛊雾"效果
残卷【莲灯照夜】移至圣佑血祭专精下,效果修改为,“尘烟隐”状态结束后,治疗效果提升12%,持续8秒
斗法环境下【海雾藏】触发的“蛊雾”效果治疗量降低10%


☆斗法调整

>>铭锋论剑


1、铭锋论剑增加新场景-【临空星涧】

2、斗法初始装备更新为180装等,十洲剑试装备商店出售的装备更新为190装等,十洲剑试高级商店出售的装备更新为200装等,将在03月17日后逐步解锁。【魁斗天晶】和诛魔沥金掉落装备的对应等级也提升了

3、铭锋论剑商店的装备更新为200装等,将在03月17日后逐步解锁。【章铭天晶】的对应等级也提升了

4、长安擂台的等级提升

5、铭锋论剑赛季更迭为“璇光会”,赛季代币更迭为“璇光印”,将在03月10日后正式开启。玩家的战阶分、战旅分、战旅个人贡献重置为1000分,赛季战斗数据清零。

6、斗势境界重置为霜锋映斗·一

7、以下道具替换为新道具,上赛季道具加上“云津”后缀后变为过期道具

枢黄匣、奉玄匣、战十洲匣、莲琅匣、骁腾赏

>>十洲剑试

十洲剑试增加新战场-【珍珑雪弈】

十洲令替换为新道具,上赛季十洲令加上“云津”,变更为过期道具,无法用来购买本赛季商品。可以在过期道具商处购买上赛季装备,或者兑换为金币

>>云海争锋

云海争锋奖励坐骑更新为【无极仙执】

云锋印变更为过期道具,无法用来购买本赛季商品。可以在过期道具商处购买上赛季装备,或者兑换为金币

>>斗法活动

【青云啸野】奖励更新

商店上架新外装【逍遥】

【破阵夺珍】开启

近日,步云洲执事研究千战法卷时意外发现,当初撰写千战法卷的仙人为激励弟子斗法勇进,曾设下匿宝法阵,定期驱动星纬石现世,擅斗法者以斗战之气相感,成功解开护宝阵眼便可夺取星纬石。消息传开后,各斗法盟会皆整备武装,誓要夺得珍宝,扬盟会声威!
每周四五、一二,活动定时开启,随机选取三个星纬石进行争夺。争夺开始后,3个护宝阵眼将依次激活,在星纬石附近的非秦陵之盟盟会成员,以盟会为单位相互敌对,争夺护宝阵眼的控制权。当3个阵眼被同一盟会占领,或争夺超30分钟时,争夺结束。届时,控制阵眼数量最多的盟会获胜;当阵眼由3个盟会控制时,连续控制阵眼时长最长的盟会获胜。
占领后星纬石每3小时产生5个碎片,需派遣成员前去收集,每周按照本周收集的碎片数发放盟会奖励。超过5个碎片未被即时收集时,之后的碎片将变为无主状态,可以被其他盟会成员收集。
盟会需加入阵营
本赛季奖励为挂饰【朝露璧】和一级镶嵌道具


☆秘境调整

>>全新版本【寻芳问玉】秘境开启


石火梦身冢:

此处为古老部族-顽火部的祖坟所在,入口位于长合山顽火族圣地"天幕台"。为了保护历代先人的英魂不被外人打扰,不但用顽火石布置了大量机关和炼火使,还在深处设下了一道斜方柩(其上附有顽火部特有的、由顽火石灵力驱动的上古禁制),一旦触动,任凭入侵者有三头六臂,也只能留在里面为顽火一族陪葬。
钟无痴劫持江看花,就是想要进到此地,寻找炼制顽火石的秘法。江看花一路隐忍,将昊苍与钟无痴引入其中,并伺机开启斜方柩,想要与那二人同归于尽,只可惜事与愿违……

腐萤深窟:

由于钟无痴在长阜苑开采龙脉铸剑,木属性龙脉的生发力量与邪气结合,使居住在附近的蛩角族受到邪气侵染,变得狂躁好斗。为免蛩角族出去危害人类,天玄教宫啸长老命一些弟子深入蛩角族巢穴,希望能将受到影响的蛩角族驯化收服。
消灭蛩角族最大的变异虫怪后,秦陵弟子正打算原路折返,此时身后却突然传来响动,一个浑身融合金属矿的人形怪物从矿堆中缓缓爬出……

天门迷阵:

琅泉境主人——仙人熊辛为防止有人破坏天门,闯入琅泉境而设下的一处阵法,遍采洞天中的五行之力,厉害无比,也成为他能以一敌二,诛杀凌铄和虚舟的倚仗。但此阵也因为琅泉境中的种种变故,威力大减,尤其在钟无痴利用无名之剑大肆破坏后,阵法核心遭受重创,导致五行之力紊乱。
为了追击昊苍,应默风发出墨侠令,秦陵之盟也派出许多弟子四处追踪。但就在昊苍钟无痴在长合山出现的同时,秦陵之盟先前派出追踪的弟子有些却失去了联络,直到深入天门迷阵后,才在其中发现了“他们”的踪影,但却被强行喂下了堙蛊,正在变异为荒人……

以上秘境的【普通】难度,以及对应区域的剧情线,侠义事件,将在2022年3月10日开服后开启,【困难】难度将在2022年3月10日中午12时开启,探寻神秘的秘境,挑战强大的敌人,全新的传奇等着各位仙家弟子书写。



>>全新版本【寻芳问玉】秘境预告

琅泉界桥:

一座长长的桥梁,连接天门迷阵和琅泉境外围,名曰排云通仙桥。上古时代,这座桥非常宏伟磅礴,如同经天霓虹。
琅泉境中三位仙人大战之后,排云通仙桥受损严重,好在几千年的时间中,玄砥石灵一直在持续不断地重建,现在虽然不能尽复旧观,但已能略微想象当初的壮丽景象。
桥梁的另一边就是琅泉境外围,遥遥可见高大的界墙和生活在附近的洞天灵兽。界墙周围形如半岛,四面是悬崖和虚空,界墙之后,就是真正的琅泉境。
然而现在此地已被昊苍和钟无痴占据,他们布下妖族大军,正企图破开这堵界墙,并阻挡后续到来的秦陵之盟。

琅泉界桥的【普通】难度,以及对应区域的剧情线,侠义事件,将在2022年3月17日中午12时开启,【体验】难度将在2022年3月20日中午12时开启。



☆通用调整

可创建角色数量提升至9个。

全新列传开放:【一梦流霞】、【黄六郎长安游】、【石名顽火·上】

太华山、百草谷、补天岭专属列传【当她陨落时·上】开放。

新境界“通灵”开放,低于“开光”境界的升级效率提升。

三世书开放新角色【黎觞羽】和【阿绵】

版本目标星蕴经验重置,引导星蕴经验根据新版本投放情况重新计算

初级版本目标开放

团长助手优化如下:

1. 秘境显示列表完善

1.1. 添加排序和筛选功能,供玩家快速找到自己想找的秘境
1.2. 新增【进度】分级,因无法根据团助1.0中的现有数据明确每个首领对应的进度,【进度】分级仅作为显示、导出、导入、分享中的一级,不影响其他功能,且提供了剪切功能,方便玩家手动为首领归类到对应的进度中
1.3. 为【进度】和【事件】分级添加了导出、导入、分享功能
1.4. 为【秘境】【进度】【首领】【事件】分级添加复制功能,可以快速复制当前内容至同秘境的其他难度,仅限已经开放的难度

2. 血量轴和时间轴完善

2.1. 添加了【结束生命值】、【初次释放时间】、【监控条优先级】功能,使得团助倒计时变的更好用更准确
2.2. 修复了“首领事件提示列表中,技能CD倒计时在某些情况下不正确”的问题

3. 提示效果完善

3.1. 首领事件提示窗口从1个增加至8个,并相应增加了每个窗口对应的提示效果选项
3.2. 增加了事件目标泡泡提示和对应的提示效果选项
3.3. 修复“如果自身是队长,但是未勾选【允许接受队长发送的提示消息】时,自身收不到团助提示”的问题
3.4. 修复“提示时机为【事件发生之后】的提示信息,会在【效果发生之后】和【Hoster刚进入战斗状态之后】的相同时间出现提示”的问题
3.5. 修复“每个首领第一个事件不提示”的问题

4. 提示信息完善

4.1. 新增{count}指令,用于计数该事件目前发生了几次
4.2. 新增3种{pos}指令,用于根据Hoster位置设置地标
4.3. 新增【提示信息库】,用于方便团助制作者,可以存储10条常用语句,且为4种类型的事件设置初始化语句,并提供了14条语句作为默认设置
4.4. 事件提示页从6个增加至10个
4.5. 修复“删除事件提示页的操作不符合描述”的问题

5. 团长助手·首领事件监控器支持本地存储,使得下线不会丢失其中的信息

6. 团助文件扩展名变更,同时兼容1.0的文件的导入

7. 团长助手·首领事件管理器的设置列表添加【关闭所有提示音效】选项,勾选后可关闭团助系统的所有提示音效

8. 添加【检测并开启团助系统】功能,当玩家产生使用团助系统的行为时,如果发现尚未开启,则会询问玩家是否需要开启团助系统

问道修行步云任侠任务改到长合山、长阜苑。


☆数值调整

2022年3月3日更新后至2022年3月17日更新前,通过日常、周常任务获取的金币、飞钱珮翻倍。

日常、周常活动调整,金币与飞钱珮产出提升。

初始秘文等级提升至180

上架 180秘文商店,取消照影灵气消耗

初解秘文相关任务重置

助战使最低等级提升为160,已激活的助战使等级不足160的,将提升到160。剑主奇谭中的集仙令奖励更换为提升等级上限为210的新版,已领取的玩家可以重新领取一遍(尘晶重复领取后不可重复获得)
就有集仙令(最大升级等级低于160的)作为往期版本道具,无法使用;

位于剑鸣谷的阵营声望商店上架挂饰【彩璃幻霄】、【掩月夜】,购买限制为加入对应阵营,本赛季斗势境界达步踏寰空·四阶和三阶。降低阵营武器的购买斗势境界限制为步踏寰空三阶

位于步云洲的闲境商店上架【偃甲留影镜】、【猫薄荷】、【不怕打雷·试验】、【碧油唧盲盒·三】、【配方·点绛流丹】、【唧之玉·朱红】、【唧之玉·荧绿】、【唧之玉·苍蓝】、【乐曲·幽夜苍茫·变调】、【乐曲·归期晚】、【木偶师的指环】

闲境奖励更新,头衔【头衔·稚心寄云里】、藏品 【印鳞镜】、外装【玉堂】



仙府更新
一、普通配方更新:
【散尾葵】、【玉春叶】、【果盘】、【红纸伞】、【靠背椅·四】、【座屏·八】、【酒壶】、【小木马·丹彤】、【小木马·棕榈】、【小木马·芽黄】、【小木马·翠青】、【小木马·釉蓝】、【小木马·苍黛】、【小木马·魏紫】。
其中【靠背椅·四】、【小木马·丹彤】、【小木马·棕榈】、【小木马·芽黄】、【小木马·翠青】、【小木马·釉蓝】、【小木马·苍黛】、【小木马·魏紫】为可交互家具。
二、坐骑挂件心象造物及配方更新:
1、新增挂件类心象造物【堂前春风·佩实】、【物华奉雪·佩实】、【江天一月灯】、【白鹿鸣繁枝】,已永久摄形以上挂饰的仙家弟子可前往仙府管家处选择【领取已摄形挂件】领取对应心象造物。
2、新增坐骑类心象造物【绒团儿】、【五阴嗔面】,已永久摄形以上坐骑的仙家弟子可前往仙府管家处选择【领取已获得的坐骑】领取对应心象造物。
3、仙府物件布置页面新增搜索功能。





本次更新后,仙家弟子们的修为更加精进,可突破至开光一层之上的境界。往日获得的装备和诸多道具已无法跟上仙家弟子们的成长步伐,在之后的修行中它们将无法提供与往日同样的作用与增益。相应的,在开光之后的通灵境界中,仙家弟子们可获得更高装等的装备和更加强大的道具,来与自身的实力成长匹配。

装备属性整体性调整;

赤铭珏、碧月珏、靛羽珏与往期符咒将失去作用;
往期蕴灵将在超过开光一层后使用效果大幅减弱;
往期烹饪食品将在超过开光一层后使用效果大幅减弱。

去除了秦岭之盟商店中消耗升云令的部分;往期的食谱加入食谱商店,可在钱俊逸【步云洲(45,-85)】处消耗金钱购买。



☆玩法调整

>>历世万法

历世万法各副职等级上限提升。吃赏人与青灯行者的最高等级提升至5级,其余诸副职提升至9级。
新增四海生金产物,并因此调整了长安城区、江都城区、上淮青野、渭川塬、流花宫及枕剑仙乡等地部分生金穴的渔获产出。
「四海生金·图录志」更新,添加了当前版本新增的渔产图录。
新增烹饪食材、食物及食谱等。部分新食物将可以通过乱炖产出。

>>记忆之匣

记忆之匣活动关闭



感谢大家的支持与厚爱,祝大家游戏愉快!

《古剑奇谭网络版》项目组
2022年3月10日
Hunt: Showdown 1896 - Cry_Ari


Join us Tomorrow, March 10th at 6PM CET for our Developer Update Livestream.

We'll be going over some of the upcoming changes to Hunt, as well as some of the future improvements to the Bayou that we are already working on!

Streaming at -
Twitch
Mythgard - NoahC92
We'd love to hear from YOU. We're conducting a player survey for all Mythgard players.

We'll be using this data to help drive decision making moving forward and would appreciate your input.

https://www.surveymonkey.com/r/WWLPPZX
Mar 9, 2022
Visualis Electromagnetism - francois.sahy
add new 'charges loop' achievement
update charges and plates color/radius using properties
small fix on electron/screen collision detection
fix graphs display issue while changing resolution
small help update
Palallel - NOOT NOOT
Hello ːtobdogː !

We're happy to be here to talk about what we've been working on and what's coming next for the game in the near future.

Return of the demo

You heard it, the demo is back ! We tweaked the content and added some new functionnalites since the last time (controller support, richer option menu, new musics & sounds, planing mode, ...). We'll let you discover all of this by yourself ːdipː.

Playtests

Playtests are still running (they have been for 3 weeks) and the first feedbacks we've received are very useful. Thanks to them, we've fixed a lot of bugs that appeared since the last updates and we tweaked a huge amount of levels.

We're still working hard on the difficult balance. Our goal is to avoid frustrating and/or difficulty spikes (these spikes were reported especially in the END levels which are a bit special). Don't worry however for all of you Dark Souls lovers out there, bonus levels are there to spice things up. They will be unlocked as you progress through the game.

Currrent Work

Here are the subjects we're working on right now :

  • Controller support : We just wrapped the support for classic controllers (Xbox & Playstation). It's now possible to play the game entirely with a controller. There's still a bit of polish before we make it available but it should be in the demo.

  • New worlds, new levels : Work is never over regarding the game's content. We're constantly adding new levels. Right now we finalized 126 levels (bonus levels included), for a grand total of 7 worlds. Our goal is 8 worlds at release.

  • Steam achievements : A list of steam achievements has appeared and we're updating it regularly. The implementation is about to begin. We don't want to only create 'completion' achievements, but also special and interesting ones.

  • Easter eggs : We love a lot of games/movies/series so we couldn't miss the opportunity to add some easter eggs & references in our own game. Maybe you'll recognize where does this comes from ?



  • Polish : Each game has a polish phase to guarantee the quality of the final game. In our case, we spend time on each mechanic, kept a healthy codebase in order to reduce the length of this last step. Every week we tweak another UI component, we're fixing issues, or add some other improvement of some sort.

  • Musics & Sounds : Worlds theme are keep growing in numbers, we currently have 3 main themes and new sounds have been added for the character jumps, some new UI elements and new mechanics (that haven't been revealed yet).
Planning Mode

The planning mode is a communication & organization tool that we mentioned in the last dev update. It's time to see it in action :

By pressing a button, you'll enter the planning mode. You won't be able to move and a cursor will appear that allows you to aim at interactable objects of the level (doors, pressure plates, buttons, ...) as well as exchange zones.



When you choose an interactable object, you'll be able to open two selection wheels. The first one will display colors and the other one will display symbols. When a color is selected, the object will take the chosen color and when a symbol is selected, it will be displayed next to the object. This will be useful to clearly identify an object and to communicate more efficiently with your partner by establishing links between objects that work together.



When you choose an exchange zone, you'll be able to send a signal to your partner on a specific zone. Of course, when you send a signal on the top right of your screen, the corresponding zone on the screen of your partner will be pinged (like a mirror) on the top left. This will allow you to explain to your partner the way to proceed or where to send his key/box.



Please note that this tool is still a WIP and will evolve, we already planned to bring some modifications to it thanks to the feedback of the playtesters.

This is it for today, I hope this recap interested you, we'll see you very soon to talk about the release of the game !
...