Traditional Culture Encyclopedia - Weather forecast - General version 1.2 official update log list
General version 1.2 official update log list
Put away the foundation, add improvements, and adjust the bug fixes.
Global recently updated the 1.2 version, adding a lot of content and fixing many bugs. Maybe some players don't know yet. Let's take a closer look.
1.2 official update log
Basic game
-Custom playback style system: You can now choose a new custom playback style setting. This will open a new menu that allows you to customize a large number of different settings according to your preferences. For example, you can play a game with many enemies, but the output of crops and mining is high. Set to:
The storyteller ignores wealth and replaces it with time. It's easy to derail the game, but it's suitable for people who want pure challenges.
-Player-friendly shooting opportunities.
-opportunity for the colonist instakill. This setting allows you to apply a damage filter to prevent the colonists from being shot to death, because it will make you feel arbitrary. Colonists can still be shot down, then bleed quickly, or do permanent damage with one shot.
-Overall threat level
-Major threat conversion
-Task threat switching
-Introduction to Threat Switching
-Carnivores kill humans switch
-extreme weather switching
Harvest, mining and slaughter output
-Task reward
-Robbery
-Transaction price
-Turntable reconstruction cost
-Scar Liasca's chance to rot.-The enemy is dead.
-Colonial sentiment
The chance of food poisoning
-A chance to avenge the animals.
-GR opportunity
Disease frequency
-Oviposition rate of honeycomb insects
-Invasion opportunity of deep drilling
-Threat conversion of ancient buildings
-Passive configuration unit switching during map generation.
-Toggles to allow/prohibit players from building traps, turrets and mortars.
-Injury adaptation growth rate: Adaptation means that over time, storytellers make the game more challenging, as long as you don't lose. This is separate from the story effect of wealth and population. This has adjusted the pace of challenging growth. -Injury adaptation effect: Adaptation means that the storyteller will make the game more challenging over time, as long as you have no loss. This is separate from the story effect of wealth and population. This will adjust the impact of the fitness value on the actual threat. -Generation of team trophies: The previous team only reduced the rewards of the roles in the team. Now, every raid will produce a single core reward, like a pile of medicine, medicine, jade or plasticine. According to the semi-random selection of Raiders camp, the rewards are placed in the inventory of some Raiders. This enables us and users to accurately adjust raid rewards and solve the problem of getting higher returns in high difficulty.
-Practical equipment system: the wearable waistband has been expanded into a wearable practical project system. One can wear practical things. Practical items can be passive, such as shield belts, but most of them are abilities that players can trigger. Most of them are used up at a certain cost. Some can be reloaded, while others are consumed.
-Practical items: smoked elastic belt. Previously, it was triggered automatically when the wearer was injured and disappeared after use. Now it can be triggered at any time, can be used many times, and can be refilled with chemical fuel. Artificial intelligence knows how to use this to blur turret shooting.
-Actual project: shielding tape. Same as before.
-Practical items: Crazy guns. Previously, this could only be used directly once. Now it is a practical item that can be carried and used twice before it is used up.
-Practical items: mind stun guns. Like a crazy gun, this is a change from one disposable goods to two items.
-Automatic fleet setting: The fleet setting interface will now automatically load enough food and medicine. You can override this item if necessary. This interface has also been restructured to request routing priority and clean up the location of some UI elements. Generally speaking, the formation of a fleet requires less effort and fewer clicks.
-"Crushing Machinery" Act: This Act allows tribes to decompose mechanical corpses without a processing platform, although the speed is slow.
-A new system in which caravans encounter time constraints in map processing. In the past, on the encounter map, the caravan of players would only be automatically replaced after a certain period of time. Now, the colonists will be discovered by the enemy after a while. Later, the enemy reinforcements will begin to attack. Players can choose when to leave, and this scene can even be played where other enemies still exist on the map (for example, if the player is in a siege).
-Direct button to use the drugs in stock: This makes the combat drugs more useful.
-New visual effects
Building damage. Screen jitter, dust, etc.
-Improved orbital bombardment. You can see and hear incoming shells and other details improved.
-Electromagnetic pulse state on machinery or turret, with arc and spark.
-New sound effects:
-Building damage of all sizes and materials.
-EMP explosion and EMP status-windmill, waterwheel, wood generator, chemical fuel generator
-Mission accepted, successful, finished, failed.-Use mechanical serum.
-Acquired toxicity accumulation
Close combat evasion
-Power claw hit/miss.
-Someone took a bite.
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