1.14

来自RustedWarfare Wiki
RustedWiki更新姬留言 | 贡献2020年8月30日 (日) 11:46的版本

1.14自1.13.3b以来的一次重大更新,包含大量Mod特性,界面更新以及新单位。

1.14
版本更新
首次更新时间 2020年8月29日
当前类型 正式版
预发行版本 1.14p?~?

1.14p4

1.14p4是Rusted Warfare在1.14版本中的首次公开更新,目前仅支持PC版本

1.14p4更新日志
Rusted Warfare Beta - v1.14p4 (仅限Steam版本,Android版还未释出)
  • 添加新地图: Hills (2p), Manipulation (4p), Two Large Islands (10p)
  • 新单位: Modular Spider (模块化蜘蛛)
    • 仅可用于初始单位. 初始时没有武器,但有6个插槽,可以在插槽上安装&升级炮塔或模块
  • 新单位: 重型防空机甲
  • 新单位: 电击塔 T1 & T2
    • 由普通炮塔升级而来
  • 新单位: 火炮 T2
    • 由普通炮塔升级而来
  • 新单位: 瞭望塔
    • 能看透大范围内的迷雾,由T2建造单位建造
  • 资源抽取器T3现在可以超频或强化
  • 支持观战,玩家可以设置为观众,只看比赛. 所有玩家都可以从团队布局中设置为观众。
  • Android: 更快的地图和迷雾渲染(在极端基准测试中快27倍; 你没看错,这是真的)
  • 优化缩小时的渲染效果
  • Android: 添加PC版的透明界面,可以在设置中切换回经典样式
  • Android: 单位上限可在设置中调整,每人最高可建造10,000个单位
  • 挂机玩家会对他们的盟友自动开启共享控制,就像他们断开连接时那样
  • 在多人游戏中,有玩家重新加入游戏时,重新同步的速度更快,对回放的影响更小
  • 在现有2倍收入选项的基础上增加1.5倍、2.5倍收入选项
  • 房主可以通过输入'-pause'命令来暂停游戏。
  • 房主可以在游戏未开始时输入'-roomlock true'来阻止其他玩家加入
  • Android: 在沙盒模式中增加导出'.tmx'格式地图的选项
  • 修复轰炸机等单位的进攻命令
  • 添加失败时的统计画面
  • 现在飞行堡垒可以选为起始单位
  • 航空母舰调整
    • 价格 $38000->$30000, 工厂速度5倍调整到了两倍. 为了帮助使其成为一个更通用的单位。
  • 资源制造仪调整
    • $1500->$2200(以及升级),促进玩家更多地把游戏重点放在资源抽取器上
  • 添加大量新的用于创建自定义任务地图的脚本功能
  • 战役模式的地图"任务1- 分水岭河"增加了一点教程帮助。
  • 改进寻路功能,提高性能
  • 修正加载存档时迷雾无法恢复的问题
  • 修复多人游戏中传输压缩的.rwmod文件中的地图时的问题

Mod特性

Mod特性
  • 新增: [graphics]isVisibleToEnemies and [graphics]showOnMinimapToEnemies - allows creation of stealth systems when used with canOnlyBeAttackedByUnitsWithTags, and converting to revealed versions
  • 新增: [ai]lowPriorityTargetForOtherUnits and [ai]notPassivelyTargetedByOtherUnits - Allows better wall buildings that units don’t target by default.
  • [action]addActionCooldownFor, [action]addAllActionCooldownsFor and [action]clearAllActionCooldowns - Player cannot use action again till timeout expires
  • [animation]effect_Xs: {x,y,name} - Spawn effects while playing an animation
  • 新增: [action]convertTo_keepCurrentTags
  • 新增: [core]disableDeathOnZeroHp
  • 新增: [action]takeResources_directTransferStoppingAtZero
  • Per unit leg limit is now 20
  • 新增 %{self.playerName}, %{self.teamName}, %{self.resource.X} to showMessageToAllPlayers, etc actions to create dynamic messages
  • 新增: [turret]aimOffsetSpread
  • 新增: [action]addWaypoint_position_relativeOffsetFromSelf
  • 新增: [action]whenBuilding_rotateTo_aimAtActionTarget and [action]whenBuilding_rotateTo_rotateTurretX (BETA NOTE: is broken in some cases)
  • 新增: [attachment]showAllActionsFrom (logic boolean) - shows actions from the attachment when parent is selected, when clicked actions will be applied to the attachment as if they were selected. Can be used to create inventory systems, or control subsystems of a unit, etc.
  • [action]isAlsoViewableByEnemies and [action]isAlsoViewableByAllies - Allows other players to see actions from this unit, useful for showing stats to other players (eg missile count, items collected)
  • transportedUnitsToTransfer=X option 新增 to unitSpawn fields - Moves units from the source unit into the newly created unit. Can be used to create parachutes from planes, teleport effects, etc
  • 新增: [movement]heightChangeRate
  • 新增: [movement]fallingAcceleration, [movement]fallingAccelerationDead
  • New logic function: self.height()
  • 新增: [effect]alsoEmitEffectsOnDeath
  • 新增: [effect]lifeRandom
  • spawnPoint_eachActiveTeam option 新增 to [core]onNewMapSpawn
  • 新增: [action]addWaypoint_triggerActionIfMatched
  • 新增: [action]showMessageToAllEnemyPlayers (need test)
  • 新增 support for ranges in flag ids (eg: unsetFlag=1-5)
  • Note unit flags are now unset before new flags are set
  • unitRef feature with functions: self, self.parent(), self.transporting(slot=x), self.attachment(slot=X) - eg: [action]textAddUnitName: unitRef self.attachment(slot="1")
  • 新增: [action]textAddUnitName: unitType or unitRef
  • 新增: [action]descriptionAddFromUnit: unitType or unitRef
  • 新增: [action]descriptionAddUnitStats: unitType or unitRef
  • 更变: [action]unitShownInUI: now also supports as unitRef
  • 新增: [action]unitShownInUIWithHpBar - (boolean) default true, Only used when unitShownInUI is a unitRef
  • 新增: [action]unitShownInUIWithProgressBar - (boolean) default true, Only used when unitShownInUI is a unitRef. Replaces HP bar if active
  • 新增: [action]attachments_unload
  • 新增: [action]forceUnloadTransportNow_onlyOnSlot
  • 新增: [resource]displayRoundedDown
  • 新增: [projectile]wobbleAmplitude
  • 新增: [projectile]wobbleFrequency
  • 新增: [projectile]turnSpeed
  • 新增: [projectile]spawnProjectilesOnEndOfLife (projectile types) - eg: spawnProjectilesOnEndOfLife: torpedo_split(offsetDir=90), torpedo_split(offsetDir=-90)
  • 新增: [projectile]spawnProjectilesOnExplode (projectile types)
  • 新增: [projectile]spawnProjectilesOnCreate (projectile types)
  • spawnProjectile options: spawnChance, maxSpawnLimit, recursionLimit, offsetX, offsetY, offsetRandomXY, offsetRandomX, offsetRandomY, offsetHeight, offsetRandomDir, offsetDir
  • 新增: [turret]canAttackMaxAngle
  • transportUnloadedOrRemovedUnit 新增 to [action]autoTriggerOnEvent
  • 更变: [projectile]pushForce / pushVelocity now working on all units
  • 新增: [turret]barrelOffsetX_onOddShots
  • 新增: [core]canReclaimUnitsOnlyWithTags
  • 新增: [core]canRepairUnitsOnlyWithTags
  • 新增: [placementRule_X] section - allows creation of
  • [placementRule]anyRuleInGroup:X (Only require 1 of the rules in this group pass, instead of all. Use the same group name on other placement rules to create a group.)
    • [placementRule]searchTags:X
    • [placementRule]searchTeam:[TeamRelation] defaults to own
    • [placementRule]searchOffsetX: defaults to 0
    • [placementRule]searchOffsetY: defaults to 0
    • [placementRule]searchDistance:X
    • [placementRule]excludeIncompleteBuildings: [true/false]
    • [placementRule]excludeNonBuildings: [true/false]
    • [placementRule]minCount:X
    • [placementRule]maxCount:X
    • [placementRule]blocksPlacement: [true/false]
    • [placementRule]cannotPlaceMessage: Message shown to player if this rule fails (will be first failing rule in mergedRuleGroup)
    • [placementRule]checkEachTile: [true/false] defaults to true (set to false to only test unit center)
  • 新增: [projectile]mutatorX_addResourcesDirectHit
  • 新增: [projectile]mutatorX_addResourcesAreaHit
  • 新增: [core]exitHeightIgnoreParent
  • 新增: [core]ignoreInUnitCapCalculation (defaults to true for buildings)
  • 新增: [action]iconExtraImage
  • 新增: [action]iconExtraColor
  • 新增: [action]iconExtraIsVisible (logic boolean)
  • 新增: [core]explodeTypeOnDeath - (options: verysmall, small, normal, large, largeUnit, building, buildingNoShockwaveOrSmoke, verylargeBuilding)
  • 新增: [core]fogOfWarSightRangeWhileNotBuilt
  • 新增: [turret]idleSweepAngle
  • 新增: [turret]idleSweepDelay
  • 新增: [turret]idleSweepSpeed
  • 新增: [turret]idleSweepCondition
  • 新增: [turret]idleSweepAddRandomDelay
  • 新增: [turret]idleSweepAddRandomAngle
  • 新增 logic boolean self.numberOfUnitsInAllyNotOwnTeam
  • 新增: [attachment]keepWaypointsNeedingMovement
  • 新增: [core]effectOnDeathIfUnbuilt
  • 新增: [action]setBuilt (float 0-1)
  • 新增: [action]offsetSelfAbsolute: x,y,[height]
  • 新增: [action]alwaysSinglePress (default false) - No confirmation needed on mobile, use with canPlayerCancel: false and allowMultipleInQueue: false to also hide the queue interface.