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刑罚 v2.3升级档+免DVD补丁CODEX版

刑罚 v2.3升级档+免DVD补丁CODEX版
补丁类型:免DVD
补丁大小:422MB
更新时间:2019-03-15 10:39
所属游戏:刑罚,Infliction
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补丁介绍

使用说明:

1.解压缩
2.运行update文件夹里的setup.exe安装升级档到游戏目录
3.复制codex文件夹里的文件到游戏目录覆盖
4.开始游戏

升级档安装步骤:

1.安装《刑罚》CODEX版游戏:Infliction-CODEX
2.安装《刑罚》v1.11升级档:https://patch.ali213.net/showpatch/103283.html
3.安装《刑罚》v1.12升级档:https://patch.ali213.net/showpatch/103967.html
4.安装《刑罚》v1.13升级档:https://patch.ali213.net/showpatch/104891.html
5.安装《刑罚》v2.0.1升级档:https://patch.ali213.net/showpatch/107381.html
6.安装本升级档

更新说明:

机翻:

更新v2.3:
添加物:
增加俄语字幕和用户界面
增加法语字幕和用户界面
添加日语字幕和用户界面
在菜单中为后期处理选项添加了介质选项。此选项禁用动态景深
添加了启动新游戏和覆盖旧游戏的确认提示
在主菜单的继续选项中添加了一个级别选择屏幕。这只会在玩家完成游戏后出现。它允许玩家从游戏的任何区域继续,同时保持可收集的进度。注意:如果您在完成游戏的地方进行了保存,则需要再次完成最后一级才能触发此选项。信用滚动触发
增加了游戏板隆隆的一些影响和杀死。
使一些以前不可交互的对象
为游戏的一个困难部分添加了新线索
添加了新的声音效果,包括用户界面声音
风现在影响到树林里的树
增加了两个新的“惊吓”时刻,可以随机发生
添加了一些流氓阴影
添加到STEAM中的四个轮廓图像
在用户界面中为添加更多语言提供便利
修正:
修正了一个问题,即电话会响起来提供线索,但会播放另一个音频文件而不是线索
修复了菜单中按钮突出显示不正确的问题
修正了一个问题,即菜单中的游戏板选择直到选择发生才显示。
修正了蹲在通风口前会出现夹伤的问题。
修正了一个错误,如果抱着墙藏在桌子下面会导致玩家卡在墙上
修正了一个错误,即在阅读书籍时指令不能正确显示。
修正了滑动盒子会引发意外事件的错误
修复了贴花纹理在几何体上拉伸导致不美观拉伸效果的实例。
修正了环境声音突然中断的情况
修正了一些由于碰撞盒的大小而可能导致某些对象发生剪辑的情况。
修正了一个问题,有时加载屏幕文本直到加载完成才会显示
修正了在游戏的某个特定部分中,目标文本在死后无法正确显示的情况。
修复了被检查对象离相机太近的情况
修复了在检查某些对象时手电筒太弱的情况
修复了一个问题,在非常具体的实例中,教程文本将与副标题文本重叠
修复了显示错误字幕的实例
修复了网格未正确照亮时的一些细微照明差异
修正了一个问题,在一个序列中拿起手电筒可能会导致游戏被卡住
修正了风影响浴帘的剪裁问题
修正了一个错误,你可以在观看教程时取消暂停游戏,导致暂停菜单在教程屏幕保持打开时关闭。
优化
在某些级别限制活动灯光的数量,以获得较小的性能增益
当一些资产不再用于游戏的某些区域时,它们会从内存中删除,从而导致性能的轻微提高。
最低后处理选项(中等)现在禁用动态景深。这个选项可以在游戏的某些方面看到旧PC的性能提高。
最低的后期处理选项(中等)现在在后期处理很重的场景中禁用效果。在游戏的某些方面,这会使旧PC的性能更好。
减少了总体所需的纹理内存量。这将有助于视频内存较少的用户保持逼真度。
变化
减少文本覆盖/纯文本的字体大小,因为如果字符串太长,某些文本将被剪切。
现在,一个关键目标将在以前没有的地方闪现
一些关键时刻已被重新设定
删除并替换了导致YouTube内容ID系统出现问题的环境光轨
修正了一些打字错误
更新了一些游戏文档中的差异
更新的结尾学分
清理了游戏板用户界面按钮图像
收音机在播放者听到之前不会开始广播。
更新V2.2:
修正:
修正了这样一个错误:在检查对象或拍照时蹲下然后不蹲下可能导致交互系统出现故障,使得门和其他对象不再响应输入。
修正了一个错误,如果在一个对象交互发生后蜷缩着让玩家站起来。
修正了一个玩家可能被困在陷阱门上的实例
固定的Teledex和使用游戏板时显示双重提示的书籍
修复了导致字幕保留在屏幕上的问题
库存显示不正确的固定实例
修正了一个错误,允许玩家在警告屏幕中按下游戏板上的按钮来启动游戏而不看到菜单。
修复了环境中网格/资源剪辑的几个实例
修正了一个问题,人工智能寻路在房子的一个地方是不准确的。
修正了一个问题,在一个狼头和站在下面会导致剪辑。
优化
非常小的优化改进
变化
更改的字幕允许它们在范围内立即显示,而不是在新句子的开头显示。
当玩家解除交互时,门禁会自动重置。这意味着每次与车门代码进行新的交互时,它都将被重置并准备接收新的代码。
重新计时游戏板隆隆声
重新设定渴望出现的时刻
屏幕上的提示现在将再次实时检查输入设备。如果游戏检测到游戏板,但您使用的是鼠标,系统将更改提示以反映正在使用的输入设备。
添加物
为心跳/恐惧时刻添加了细微的呼吸声
增加了游戏板隆隆的一些影响和杀死。
更新V2.1:
优化:
减少了动态光对体积雾的贡献以获得较小的性能增益
禁用体积阴影投射以获得较小的性能增益
添加和更改:
添加了新的声音效果
重新定时的立体图像声音模式,使它们更直接相关。
介绍环境轨道已分层,有更多的声音效果和氛围。
为特定情况添加新声音到Ghost
通过声音和游戏板隆隆声增强了一些关键时刻
更新了Massimo工作室的更多细节
把节日装饰品收拾好
修正:
固定在有居民的病床上的碰撞
修正了一些抽屉内物品被卡在适当位置的问题。
修复了一些图形错误、违规行为和资产放置
修复了电视试图引用丢失音频文件的实例
修复了一个提示淡入淡出而不是停留在屏幕上的实例
修正了一个玩家在游戏开始时蜷缩在碎片下可能会站起来造成剪辑的情况。
固定光烘烤不规则
固定了一个夹西瓜
修复了一个灯光开关将打开不正确灯光的实例
修正了电视光晕对雾中光线的影响,使其看起来不规则
在透视图部分固定扬声器盒按钮,以便打开和关闭
修正了一个错误,即当查看书籍时,游戏板的按钮提示将不正确地显示。
修正了一个错误,如果游戏板上的隆隆声在水平负载下是活跃的,游戏板在负载期间有时会被卡住隆隆声。
修复了在不包含文本的书页上显示纯文本提示的错误。
修复了一个可以从事件上方楼层触发事件的实例
内置冗余,使交互系统更加可靠

原文:

Update v2.3:
Additions:
Added Russian language subtitles and UI
Added French language subtitles and UI
Added Japanese language subtitles and UI
Added medium option to Post Processing option in menu. This option disables dynamic depth of field
Added confirmation prompt for starting a new game and overwrite old game
Added a level select screen to the continue option from the main menu. This will only show up once the player has finished the game. It allows the player to continue from any area of the game while retaining collectable progress. Note: If you have a save where you have finished the game, you will need to complete the last level again to trigger this option. Triggered on credits rolling
Added gamepad rumble to some impacts and kills
Made a few objects interactable that weren’t before
Added a new clue to a difficult part of the game
Added new sound effects including UI sounds
Wind now affects the trees in the woods
Added two new ‘scare’ moments that can occur at random
Added some rogue shadows
Four profile images added to Steam
Made accommodations in UI for the addition of more languages

Fixes:
Fixed an issue where the phone would ring to offer a clue but would play another audio file instead of the clue
Fixed an issue in the menus where buttons highlight incorrectly
Fixed an issue where gamepad selection in menus didn’t show until selection took place
Fixed an issue where clipping would occur when crouching in front of a vent
Fixed a bug where hugging a wall and hiding under a table could cause the player to clip through that wall
Fixed a bug where instructions would not show correctly when reading books
Fixed a bug where sliding a box would trigger an unintended event
Fixed instances where decal textures were stretching over geometry causing an ugly stretch effect
Fixed an instance where an ambient sound would suddenly cut off
Fixed a few instances where crouching could cause clipping with some objects due to the size of their collision box
Fixed an issue where on occasion, loading screen text wouldn’t show until the load was finished
Fixed an instance where objective text wouldn’t display correctly after death in one particular part of the game
Fixed instances where examined object was too close to the camera
Fixed instances where the flashlight was too weak when examining some objects
Fixed an issue where tutorial text would overlap with subtitle text in very specific instances
Fixed an instance where incorrect subtitles were shown
Fixed a few minor lighting discrepancies where meshes were incorrectly lit
Fixed an issue where picking up a flashlight during a sequence could cause the game to become stuck
Fixed a clipping issue with shower curtains being affected by wind
Fixed a bug where you could un-pause the game while watching a tutorial causing the pause menu to close while the tutorial screen stayed open

Optimisation
Limited the number of active lights in some levels for a small performance gain
Removed some assets from memory when they’re no longer going to be used in some areas of the game resulting in a minor performance increase
Lowest post processing option (medium) now disables dynamic depth of field. This option can see a performance gain on older PCs in certain areas of the game
Lowest post processing option (medium) now disables effects in scenes with heavy post processing. This results in better performance on older PCs in certain areas of the game
Reduced the amount of texture memory needed overall. This will help users with less video memory to maintain fidelity

Changes
Reduced font size on text overlay/plain text as some text would get cut off if the string was too long
A key objective will now flash where it didn’t before
A couple of key moments have been retimed
Removed and replaced an ambient track that was causing issues with the YouTube content ID system
Fixed a few typos
Updated discrepancies with a couple of in game documents
Updated end credits
Cleaned up gamepad UI button images
Radios will not begin their broadcast until the player is within earshot

Update v2.2:
Fixes:
Fixed a bug where crouching and then un-crouching while examining an object or taking a photo could cause the interaction system to bug out making doors and other objects no longer respond to input
Fixed a bug that forced the player to stand if crouched after an object interaction takes place
Fixed an instance where the player can get stuck on the trap door
Fixed Teledex and books showing double prompts when using game pad
Fixed an issue causing subtitles to remain on screen
Fixed instances where the inventory was not displaying correctly
Fixed a bug that would allow the player to press a button on the game pad during the warning screen to launch the game without being able to see the menu
Fixed a few instances of mesh/asset clipping with the environment
Fixed an issue were AI pathfinding was inaccurate in one part of the house
Fixed an issue where ducking under a wolfs head and standing would cause clipping

Optimization
Very minor optimisation improvements

Changes
Changed subtitles allowing them to show immediately when within range rather than at the start of a new sentence
Door code will automatically reset when player disengages interaction. This means on each new interaction with the door code, it will be reset and ready to receive a new code
Re-timed gamepad rumble
Re-timed a moment where Crave appears 
On screen prompts will now double check the input device in real time. If the game has detected a gamepad but you’re using a mouse, the system will change prompts to reflect the input device being used

Additions
Added subtle breath sounds to some heartbeat/scare moments moments
Added gamepad rumble to some impacts and kills

Update v2.1:
Optimization:
Reduced the dynamic light contribution to volumetric fog for a minor performance gain
Disabled volumetric shadow casting for a minor performance gain

Additions and changes:
Added new sound effects
Re-timed diorama sound-scapes to make them more immediately relevant
Intro ambient tracks have been layered with more sound effects and ambiance
New sounds added to ghost for specific situations
Enhanced a few key moments with sound and gamepad rumble
Updated Massimo’s studio with more detail
Packed away the holiday decorations

Fixes:
Fixed collision on hospital beds that have an inhabitant 
Fixed an issue where some drawer contents were stuck in place
Fixed a few graphical bugs, irregularities and asset placement
Fixed an instance where the TV was trying to reference a missing audio file
Fixed an instance where prompts would fade in and out rather than staying on screen
Fixed an instance where the player crouched under debris at the start of the game could stand up and cause clipping
Fixed light baking irregularities
Fixed a clipping watermelon
Fixed an instance where a light switch would turn on the incorrect light
Fixed the way TV glow contributes light to fog so it doesn’t look irregular
Fixed speaker box buttons in diorama section so they can be turned on and off
Fixed a bug where button prompts would show incorrectly for gamepad when looking at books
Fixed a bug where if the rumble on gamepad is active on a level load, the gamepad would sometimes get stuck rumbling for the duration of the load
Fixed a bug where the plain text prompt would be visible on book pages that don’t contain text
Fixed an instance where an event could be triggered from the floor above the event
Built in a redundancy to make the interaction system more reliable

by CODEX

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