English ############Content################ [Speical Attribution]Added new special attributions that can modify a character's life skill level-up speed. [Qimuyi Administration Office]Added a food merchant. [Prefix]New Prefix: Semantic (Increase Speech Skill Level Up Speed. It's a generic prefix that may appear on most weapons or equipment.) [Prefix]New Prefix: Code-Study (Increase Programming Skill Level Up Speed. It's a generic prefix that may appear on most weapons or equipment.) [Prefix]New Prefix: Apprentice-Engraver's (Increase Modeling Skill Level Up Speed. It's a generic prefix that may appear on most weapons or equipment.) [Prefix]New Prefix: Kitchen-Hand's (Increase Cooking Skill Level Up Speed. It's a generic prefix that may appear on most weapons or equipment.) [Prefix]New Prefix: Potion-Researcher's (Increase Alchemy Skill Level Up Speed. It's a generic prefix that may appear on most of weapons or equipment.) 简体中文 ############Content################ 【特殊属性】加入了新的特殊属性,可以调整一个角色的生活技能升级速率。 【奇努伊行政办公室】加入了一个食品商人。 【词缀】新词缀:语义学的(提高说服力升级速度。是一个通用词缀。可能出现在各种武器或装备上。) 【词缀】新词缀:代码学习的(提高编程升级速度。是一个通用词缀。可能出现在各种武器或装备上。) 【词缀】新词缀:雕刻学徒的(提高3D建模升级速度。是一个通用词缀。可能出现在各种武器或装备上。) 【词缀】新词缀:厨房帮工的(提高料理升级速度。是一个通用词缀。可能出现在各种武器或装备上。) 【词缀】新词缀:药剂研究者的(提高炼金升级速度。是一个通用词缀。可能出现在各种武器或装备上。)
Hello everyone and hope you are having a great new year so far! I’m happy to announce that Kalyzmyr is finally released out of early access!
In the full release, we made some balance changes, preventing players finishing the game before utilising their equipment and skills to their fullest.
Crystal now can be used to enter boss challenge rooms. In this room, you’ll be facing the current levels boss to prove your worth for huge amounts of materials to upgrade your equipment. Crystal is rare so you should think twice before facing a boss.
Some parts of the tutorial will be given as a background text, it is now less intrusive and even if you ignore or forget some parts, you can get back to that text and read it again. As a reminder, you can reset tutorials anytime from the options menu.
There are also some minor bug fixes, please let me know if you encounter any bugs! Enjoy and don’t forget to check out Android when it’s released soon!
- Problem with slow character turnaround - Problem with computer not being able to exit - Problem that the death view is too close - Problem that hangar challenges always indicate invalid results
Ostranauts v0.13.0.10 is now available on Steam, and your clients should be updating shortly.
This is a hotfix update to our recently released "Lucky Number 13" update, which primarily fixes issues with stuck crew members and glitched stats on them.
Saves from v0.13.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.
Fixed a bug that could cause crew stats to double-process a change, resulting in more than one stat threshold existing at once.
Fixed a bug that could cause food to have no eat option, even when character was hungry.
Fixed a bug that caused characters to get stuck and ignore commands in AI Manual mode when they had an emergency, such as hypercapnia.
Added code to fix saves from 0.13.0.8 and earlier which might have these duplicate stat thresholds.
Fixed a bug that caused inanimate objects and wounds to start thinking for themselves and planning their next move.
While there are only a few main fixes in this patch, they address some issues that were pretty annoying to those who ran into them.
The first fix involves the way we calculate survival stats on people (and some things). As a particular stat goes up and down, it crosses thresholds that signify better or worse conditions. E.g. Satiety has a range from Hungry through Sated, Stuffed, and Sick Stomach, as its relevant stat goes up.
The bug would happen when the character received or lost a negative condition, such as nausea, that alters these thresholds. In some cases, adding or removing one of these conditions caused the threshold to change, and that threshold change would cascade into another threshold change before the first one finished. This could sometimes result in the "outer" threshold change to add an extra stat to the crew when it shouldn't.
One such example was satiety threshold of Hungry and Stuffed at the same time. To the player, it would appear that they have Hungry in the UI, but the game would deny them the ability to eat things because they also had Stuffed in the background.
This patch fixes the code to prevent this situation from happening. Furthermore, it attempts to repair any save file created before 0.13.0.8 where this has happened. In our testing (and testing by brave players with the bug), this patch seems to fix things.
The second fix is to a bug we introduced in the last patch. 0.13.0.7. In that patch, we gave survival "pledges" to the captain so that it could survive without player input when it was placed in Behavior AUTO mode. E.g. it would eat when hungry, drink when thirsty, and seek fresh atmo/don helmets when needed.
In order to ensure this didn't hijack the captain while the player was moving them around, we disabled these pledges when the AI was in MANUAL mode.
However, we forgot to add that same guard to those pledges' "emergency" modes. All AIs do a series of emergency checks before continuing whatever their current action is, so they can interrupt a long action if they are in danger, and deal with it.
But in this case, the emergency mode was triggering, and the pledge to address it was not, because the AI was in MANUAL mode. As a result, some players ran into situations where their captain or crew suddenly stopped responding to orders and would stand in place, paralyzed or repeating an animation. Usually when an emergency arose, such as hypercapnia.
This patch matches the emergency mode tests with the regular tests so they can act in concert again.
Lastly, this fixes a weird bug where inanimate objects and wounds would start to plan their next move after being in the game a while. It appears the code we added to make AIs plan their next move was not correctly guarded against inanimate objects and wounds, and in some cases, those objects would finish a turn the same way AI does, putting them into the queue for planning their next moves.
In practice, they couldn't really do much without other things the AIs have (like pathfinding). But still, they were probably eating up CPU cycles better spent elsewhere. So some users may experience better performance in this build, particularly in later game saves.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best, Daniel Fedor Founder, Blue Bottle Games, LLC
Supersport braking ratio modified : more to the front Corrected issue : damages were transfered when the car was sold Corrected text translations in the Garage Kid mode renamed to Easy mode Instructions texts background added for clarity