Apr 9, 2023
GameZero - gutts
final update of the day whether or not this works
Apr 9, 2023
Pact of Steel - steelpotatogamesllc
This is a minor update that consists of some bug fixes and performance, patch notes are as follows:

-converted all landscapes to use virtual textures
-reworked some lighting on forest level 3
-fixed M4A1 Sherman driving backward
-fixed M4A1 turret facing turret backward
-fixed M18 GMC driving backward
-fixed M18 turret facing turret backward
-fixed some rocks having no textures in winter level 1
-converted every map to use virtual textures
-forced all foilage to user virtual texture streaming
-enabled opacity for virtual texture streaming
-enabled nanite on many high poly models, increasing performance on weaker machines
-fixed the ditch on winter level 1
-fixed Sd Kfz 9 German half-tracks disappearing when on the edge of the screen
-freeplay mode now accounts for a number of paths, so there will no longer be X number of enemies per path instead it will split the generated wave by X number of paths
-changed enemy health multiplier to wave 20 instead of wave 15, meaning enemies will have less health in free-play mode until wave 20
-changed wave money reduction multiplier to wave 25 instead of 15, meaning that you'll make more money early game
-added desert variants of enemies to free-play mode, including the dingo and Pz Tks to their factions respectively
-lowered juggernaut health from 2000 hp to 1100 in free play mode
-added explosion effects for Pz II for the allies campaign
-added explosion effects for Pz IV F1 for the allies campaign
-added explosion effects for Sd Kfz 9 half-track for the allies campaign
-added explosion effects for Pz Tks for the allies campaign
Community Announcements - 路人船长
船长们好,有没有想念小梅呢?之前大神@gugelong(b站名称:绅士不死于热兵器)的防守关卡攻略,大家掌握得如何了呢,本次大神会根据萨瑞的防守关卡打法,分享最新的攻略教学啦~



大家好,我是绅士不死于徒手,很高兴再次接到官方的邀请帮忙出这期关于新英雄萨瑞博士的防守关卡攻略。

新英雄萨瑞博士在无尽关卡中的表现可以说是十分的耀眼,比隔壁的经典好太多了。好了,闲话不多说,本期让我们来先了解一下关于萨瑞博士的英雄和兵种,还有他们的强化芯片。

1、镇暴步兵
首先登场的是我们最开始的炮灰,讲实话第一次看到这个兵种的时候我以为和赵玄武的矿工一样是个用来抗线的低级炮灰,他的装甲看起来十分结实,手上还拥有一面巨大的盾牌。



可是当我试用了一下,我才惊奇的发现这货原来是一个超级炮灰,比地精还炮灰的那种。

核心芯片:



上面表格中是镇暴步兵核心强化,与矿工强化堆坦度不同,镇暴步兵的强化偏向于降低他的消耗以此达到用镇暴步兵海淹没敌人的场景。镇暴步兵的价格是9金币一个单位。



这两个天赋可以让镇暴步兵变成完全无消耗,在配合上让镇暴步兵变成可以无限生产的炮灰兵种。



当然作为平衡,镇暴步兵的攻击力实在是低的离谱,他的强化芯片还有一堆的负面buff,想单独利用镇暴步兵海来攻略全图还是比较困难的。

萨瑞博士的升级特性中没有针对镇暴步兵的强化,军械库花费3块钱可以购买一个镇暴步兵招募速度-50%



2、弧光先驱
刚看到这个兵种的时候我以为是精英激光步兵的弱化版本,但是当我试玩之后才发现这东西其实是一个开饭铃。



他人物描述中的那个噪音大是真的很恐怖,只要弧光先驱一开枪,方圆百里的虫子都会被吸引过来,开局送的两个弧光绝对不能让他们开枪,否则开局基地就会被虫海淹没。

核心芯片:



与其他英雄的兵种不同萨瑞博士部分兵种增加了一种全新的机制:能量,部分兵种拥有能量条,兵种有能量时作战能力会大幅上升,部分技能也会消耗能量值,如果部队身处电力笼罩范围内会缓慢恢复能量。

弧光先驱攻击时会消耗能量以获取穿透攻击,最多同时攻击5个目标,没有能量时该能力失效。



弧光先驱有个主动技能,可以在他站的位置放置1个地雷,因为其开火引怪范围太大,所以很多人目前是将他当做埋雷步兵来玩。



弧光先驱虽然是前期兵种,且噪音巨大,但是相应的他的核心大多偏向于极致输出。



这两个核心之间是互相联动的,虽然会让弧光出现2秒空档期,但是如果能叠满可以给弧光提供巨额的攻击力,200+30X50=1700,同时生命降低250。



再配合这三个核心,让弧光成为一个一碰就死的超高攻击小脆皮,虽然说拥有了巨额的攻击力以及高贵的真伤,但是弧光的攻击距离只有16,他的科技加成只有攻击、生命和能量,无法提高其射程,所以一个不小心容易损失一大批。

而且玩纯弧光基本不可能,前期只要弧光一开枪基地马上会被虫海淹没,但是萨瑞博士的另一个兵种——砦蛛却是他最好的伙伴。

砦蛛拥有反伤机制,但是不怎么吸收怪的仇恨,有时候你走到怪物的面前它都不理你,这时候弧光就可以排上用场了,先让砦蛛排成一行将路堵死,然后弧光开枪引怪,你就可以看到无数的虫子向着你基地冲来然后一头撞死在砦蛛身上的珍贵画面了。

3、原能技师
萨瑞博士2级特性后解锁的兵种,从外观上来看就不是一个战斗人员,没错这货又是一个游戏的创新,他的真实名字叫做小智(手动滑稽),他可以通过技能消耗能量召唤他的宠物——地精来作战。



他的宠物不但攻击力高,而且死亡的时候还会自爆,给予敌人致命打鸡,没有错字,地精很小所以它只能打下半身(狗头)

核心芯片:



相对于其他兵种而言,原能技师的核心芯片少的可怜,当然,之所以这么少是因为不需要他去战斗,他所有的战斗其实都是依靠只能存活60秒的地精完成的,当你用原能技师作战的时候就意味着你的防线已经被攻破了。
这些芯片都是一些比较实用的芯片,其中以这三个最为核心:





原能技师的玩法就是让他们时刻处于安全的位置召唤地精去作战,因此我们一般不考虑技师被攻击的情况,也不会让技师去攻击,技能2可以让地精的攻击、攻速、生命、移速全部翻倍,这对地精来说是十分重要的加成,虽然说召唤时间被增加了20s,但是绝对不亏,而且1技能除了给技师增加能量外还能减少地精的CD,如果拿满5层-25%。

第三个是让地精变成遥控炸弹,而且每个还会给1块钱,地精原本是免费的,现在还倒贴一块钱,多划算啊,无论是从实用还是经济角度来考虑都是不二选择,尤其是在用地精堆boss的时候这个技能贼好用。

4、地精
原能技师的召唤物,原能技师99%输出来源于地精。



核心芯片:



作为时限单位,地精的强化大多比较实用,部分甚至可以说是极为变态,是萨瑞博士将无尽模式完成超简单游戏的几位变态兵种之一,它最离谱的一个核心是:



开局8个地精,第10波变成了7000个,这还是在不断消耗送死的情况下,唯一的问题是玩这个核心十分伤鼠标和键盘,除非你搞个连点器,因为你要一直点出兵,鼠标加键盘一起点都没有它增加的快,而且如果出来的地精还要你去操控,去操控就会导致兵源无法续借。

但是它是真的很离谱,你甚至可以用地精海反推虫巢,虫巢那么疯狂的出兵都没有地精海出兵速度快,不过当初我测试的时候60s后基地召唤的地精会自爆,但是那些地精身上并没有出现倒计时。



在所有的地精强化中这个是不建议点的,算是负面优化,地精存在时间短所以不需要考虑坦度,叠输出和血量即可,这个核心会导致地精输出大幅降低。



这两个核心算是联动核心,叠满可以增加1000生命值上限,就是额外造成1000+真伤(加上地精原本的血量),boss都扛不住。

5、黄蜂
萨瑞博士2级特性后解锁的兵种,是一种极其小巧的炮灰兵种,极为廉价,也是萨瑞博士将无尽模式完成超简单游戏的几位变态兵种之一,它只需要15金币1人口,但是却能秒boss。



描述看起来十分的简单,但是这货是真的很离谱,让我们看看它的核心芯片



黄蜂的科研强化是攻击、攻速和攻击距离,完完全全是为了极致输出而生产的,这货拥有萨瑞博士最高的攻击、攻速科研加成,同时也是目前攻击距离最远的兵种之一。

军械库中可以购买超级子弹增加它的攻击距离。



初始20攻击距离,每级科研0.75,核心+5攻击距离,也就是20+2+5+0.75X15=38.25攻击距离,是目前已知最远的攻击距离。



这个核心强化点选后实际上建造速度为秒造,虽然描述上写的是50%不知道是不是因为bug。



这是黄蜂能秒boss的关键技能,这个主动可以让无数黄蜂叠到一起,可以穿墙,甚至可以让黄蜂躲到墙里面,还是会受到远程攻击,但是近战无法攻击到墙内的黄蜂。

有一点需要注意,当黄蜂叠到一起你移动黄蜂的时候它们会先散开再走,这个过程会持续很久,而且黄蜂很脆,很怕AOE,尤其是地图上那些紫色的螃蟹与蝎子的结合体,它的AOE可以轻松的打掉大片的黄蜂,不过幸好它的攻击距离不算长,除了它外还有疯狂模式的蘑菇也要小心。



黄蜂前期压制力极强,但是后期输出乏力,第10波前纯黄蜂基本可以做到清空全图,但是后面波次的防守需要大量的黄蜂,因为它的输出上限不高,最主要的是黄蜂十分惧怕反伤buff,当怪物带有反伤的时候基本可以宣告GG,因为黄蜂的血量实在是太低了,反弹的伤害它根本扛不住。

6、砦蛛
接下来是我们最离谱的兵种,在砦蛛出来前,大部分新人都是依靠天降来输出,在我们老玩家中经常说的就是天降爸爸天下无敌,在砦蛛出来前最强兵种是赵玄武的烈焰战车,砦蛛出来后,别说烈焰战车,就连天降都望尘莫及,我给你们看张图片。



1W+攻击力,102%防御,因为它是反伤机制,所以可以算无限攻速,同时它已经被我叠刀了1000+的血量回复,拿到了75%反伤真实伤害,砦蛛坐下后无法被强制位移,也就是说它不吃击退,这还不是极限,这只是我在录视频的时候弄的,极限预估应该能有1W5左右攻击。



开局直接把砦蛛拉到出怪口坐下,把电力蔓延过去然后就不用管了,你们看到的那些堵路的绿线就是我坐下的砦蛛,完全没有人能突破砦蛛的防线(怒焰领主除外)

核心芯片:



其中让砦蛛超级变身的是这两个核心,这两个核心让砦蛛直接发生质变。



砦蛛所有的核心都很不错,但是要注意部分技能会有冲突,比如说这个核心,失去了反伤的砦蛛强度会下降许多,也无法再达到100%防御了,但是增加了砦蛛的攻击力,但是增加的并不多,对于砦蛛而言聊胜于无,不建议选择该核心。



此外砦蛛还有两个额外主动技能:



技能1中规中矩消耗少量的能量,可以大幅提高砦蛛的攻击力与防御力。



技能2则是消耗所有能量对周围造成巨额伤害,之后砦蛛回休眠一段时间,值得说一下的是,休眠状态的砦蛛是无敌的,既不能被敌人攻击也不能被玩家选中,休眠期间还会周期性对周围小范围造成伤害,具体伤害数值我没有进行测试,总的来说都不错。

最后总结,如果砦蛛不被削弱的话它将登上神位,没有任何兵种,英雄,建筑能与砦蛛媲美。

7、不灭者
这是萨瑞博士手中最贵的兵种,180金币,15人口,很多人觉得不灭是个超级废物,但是经过我的实验后我发现不灭其实本身并不算太弱。



核心芯片:



不灭者分为两部分,一个是机甲一个是驾驶员,当机甲被毁后,驾驶员会弹出,弹出后一段时间内驾驶员处于无敌状态,虽然驾驶员只是一个45点血的小脆皮,但是她却能重新召唤出一个新的不灭者机甲(半价)(小道消息:驾驶员被私下称之为DVA,真的很像啊!!!)



之所以被嫌弃的主要原因是因为它噪音大,实测感觉不灭引怪能力甚至比弧光还要强,虽然不灭是范围攻击,但是他前期的攻击力与攻击速度并不能消灭来犯的虫海,因此所有人都觉得不灭不行,但是经过我测试只要拿到这个芯片就能让不灭轻松度过前期。



这个可以解决掉不灭前期攻击弱,没攻速的问题,然后在拿到吞噬芯片后,疯狂让不灭者吞噬廉价的黄蜂即可,每只黄蜂可以为不灭者提供25攻击与10%攻速,轻松让不灭者变成超高火力输出的恐怖炮台。



这个被动可以让不灭变身boss,不过目前我使用这个技能时发现了不少的问题,目前我已经将bug上交给了官方,期待后续的优化。

不灭者最大的难点就是如何安稳的度过初期,正常情况下可以选择使用其他兵种过度,比如先黄蜂再转不灭这样,前期度过后中后期会强很多,吞噬技能无限拉高了不灭者的上限,再加上不灭者的攻击时范围攻击,无论是清图还是消灭虫潮都是一个不错的选择。



除了吞噬外不灭者还有两个技能,一个是我不太建议选的毁灭模式。



另一个是远程的集束灭杀火炮。



集束灭杀实战中效果十分优异,尤其是他的射程,超乎你的想象,用来对付成群入侵的虫潮十分有效。

毁灭协议就比较坑,30S内获得巨额加成,30S后暴毙,这个只能初期玩玩,后期千万别用,因为使用毁灭协议后不灭者必定死亡,虽然说你后面可以再通过技师召唤机甲,但是有个问题,你之前那个机甲的所有buff是不会继承的,包括吞噬的buff以及击杀获得的加成都会消失,机师召唤出来的是纯粹的新机甲,所以这个是一个只能在前期使用的主动。

最后总结
从兵种上看大家就能发现,萨瑞博士的士兵比比尔森与赵玄武的强了不止一个档次,如果说赵玄武和比尔森玩的是困难模式的话,萨瑞博士在无尽中玩的难度就是十分容易,她的兵种不在过多的要求互相配合。

(虽然我能感觉到最开始设计的时候应该是偏向相互配合的,但是单兵种的加成过于变态导致单兵种作战能力也很强,个人认为萨瑞博士应该是目前唯一一个有望不使用SL大法通关的英雄。)

好了,新英雄的兵种这里已经介绍完了,下一期我们继续介绍新英雄自身和她的防御塔以及大致的通关思路。
Apr 9, 2023
GameZero - gutts
test
Apr 9, 2023
GameZero - gutts
work work
Apr 9, 2023
Crab Champions - Noisestorm


It's been just over a week since Crab Champions released into Early Access and I still can't believe how amazing the community is already!

Since the last update, I've been trying to focus on the most commonly reported bugs and quality of life features to try and get the game into solid shape before starting on any major updates.

Patch Notes

GENERAL
  • Due to popular demand, locked inventory slots have returned with a few caveats. No slots are locked on Easy difficulty, 12 slots are locked on Normal difficulty and 16 slots are locked on Nightmare difficulty. The cost to unlock each slot has been reduced as it was one of the main issues with locked slots on previous builds

    EDIT: There is a lot of community discussion regarding this topic- some people love the locked slots, others hate it and want to just build without having to manage inventory. I think the only real solution here is to add a difficulty modifier system that lets players choose if they want bonus modifiers on their run such as locked slots. Having all modifiers active at once would be virtually impossible but letting players mix and match them without forcing a specific mechanic on them sounds like the best option here. I'm monitoring all of the feedback that's rolling in- since the game is in Early Access there will be some trial and error to find the right balance on mechanics like this. For now, all slots will remain unlocked until I add this modifier mechanic.

  • Added new enemy: Blocker Skull
  • Added new Tropical island

  • Reworked how Combo works (it was pretty invisible / meaningless before and only affected your final score which isn’t relevant until the top 10 runs update (coming soon btw), but it now has direct use in making new build options).

    In short, combo starts off at 1.0x and:

    • Increases to 2.0x after eliminating 25 enemies without getting hit
    • Increases to 3.0x after eliminating 100 enemies without getting hit
    • Increases to 4.0x after eliminating 250 enemies without getting hit
    • Increases to 5.0x after eliminating 500 enemies without getting hit
    Once you get hit, your combo resets back down to 1.0x. The newly added perks below are designed for those that enjoy the “don’t get hit” style of gameplay without forcing it on everyone as a required mechanic and instead introducing it as a build option
  • Added new perk: Crystal Combo: Enemies drop more crystals depending on your current combo
  • Added new perk: Damage Combo: Damage increased depending on your current combo
  • Added new perk: Healthy Combo: Heal when increasing your combo
  • Added physics crowns to parkour islands...

BALANCE CHANGES
  • Orb Launcher damage increased from 30 to 35
  • Launcher Crabs now only fire 2 projectiles instead of 3 and also have more telegraphing before they are about to fire
  • Playing With Power has been removed from the loot pool for now as it was causing a lot of accidental deaths. I’ll look into improving and reworking it in the future

QUALITY OF LIFE
  • Added anti-softlock measures for enemies stuck in weird places on the islands that prevented being able to progress
  • Fixed lightning FX being extremely bright and making it hard to see
  • Toned back various bullet trail FX that made it hard to see when doing late game runs, this should also improve performance
  • Touched up some of the more work in progress island visuals (like the one with all the vertical pillars)
  • Added support for native Steam Deck resolution (1280 x 800) as well as some missing ultrawide configurations and 720p resolutions
  • Fixed various out of map spots
  • Improved hitboxes on many assets including trees and chests that you could get stuck in
  • Fixed various spawn points that could make chests spawn on trees or rocks as well as some player spawn points that needed adjusting
  • You can now no longer take damage from lava on Shop islands
  • Fixed various difficult to understand UI descriptions to make things like the Spiked Chest cost more clear
  • Spiked Chests now show the exact amount of health that they’ll take when opening instead of always “33” which was confusing
  • If a Blessing is active, it’ll show up on the UI of the island (the same as a challenge modifier) instead of having to remember if you chose a flawless portal or not
  • Homing Thorns are now red to not confuse them with the harmless crystal pickups that fly to the player

BUG FIXES
  • Fixed an issue where aiming down on the ground beside you with certain weapons like the Rocket Launcher wouldn’t spawn projectiles
  • Fixed an infinite key exploit (keys are no longer saved with an autosaved run)
  • Fixed an infinite loot exploit (where laggy players could spam the drop button in inventory to drop multiple copies of the same loot)
  • Fixed an exploit that could let players use spiked chests and damaging totems without taking damage (using the I-Frames when dashing to negate the damage)
  • Fixed an issue where the blue collision border would persist back to the lobby after a run
  • Fixed issue where falling off the edge of a completed parkour island that you had enabled a checkpoint for would spawn you back at the checkpoint, stranded
  • The Target Dummy can no longer be broken in most cases (the most insane builds will still probably manage it)
  • Bosses should no longer spawn keys under the map or inside cliffs
  • Fixed issue where bosses would give more keys to certain players
  • Fixed issue where you could evaporate if you swam too far into the sea in the lobby
  • Fixed issue where it would be possible to die when spamming interact on totems with certain greed perks equipped

That's it for this update! As the bugs get ironed out I'll have more and more time to put towards completely new content 🦀
Hatsune Miku Logic Paint S - Komodo_jw
Dear Hatsune Miku fans,

We would like to thank everyone who reported the issue of the achievement, and we are sorry to keep all the fans waiting for so long. We are happy to let you know that with the release of "Version 1.1.3," the issue has been fixed.

The details are as follows.
  • Fixed the issue where the achievement "Hatsune Miku Logic Paint Ambassador" cannot be unlocked
If you already qualified in unlocking this achievement, you should be able to unlock if after performing the update.

Cheers,
Live2DViewerEX - oukaitou
Version: 2023.3.22 -> 2023.4.10

  • Added multi-language support for workshop model

    • Except for the default option, other languages are translated by Google, the contents may be inaccurate
    • Only the public workshop item can get multi-language contents
    • Network is required to get contents
    • Please reload the model to apply changes

Lost Knight - Senior Pug
Just letting everyone know that this game is supporting now Ukrainian language.

Thank you everyone for your support.

Take care!
Apr 9, 2023
GameZero - gutts
let's see if this works
...