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暗黑地牢 39号(Build 10171)升级档+游侠原创免DVD补丁(感谢游侠会员thegfw原创制作)

暗黑地牢 39号(Build 10171)升级档+游侠原创免DVD补丁(感谢游侠会员thegfw原创制作)
补丁类型:免DVD
补丁大小:573.95MB
更新时间:2015-08-19 14:13
所属游戏:暗黑地牢,Darkest
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补丁介绍

使用说明:

1.解压缩
2.复制文件覆盖到游戏目录
3.开始游戏

已包含之前所有升级档

更新说明:

机翻:

游戏更新建设 - 2015年8月18日
构建#10171(PC和Mac)
“有进步,你们是否会向前或向后!事情是动!” - 

凯西

HOTFIX#10171:疗养院崩溃的bug修复和治疗费用比例(与英雄的决心水平)恢复。

构建#10154
游戏
尸体
尸体不能错过
尸体都没有做出,如果击杀了一个暴击
尸体要继承坏点,如果他们被打死青衫,而不是
降低小尸HP略

英雄
驯:修复了缩放的bug在那里没有得到正确的PROC率,因为他拉平(哨子,减益魔法)
驯:增加基础伤害
驯/猎犬的拉什:提高精度,增加标志奖金,加轻微出血,移动PROT DEBUFF进​​入口哨
驯/哈里:提高精度,增加伤害
驯/口哨:使它成为标准标志;加入PROT的debuff和thie DEBUFF相对上升到上一个猎犬的拉什PROT的debuff)
驯/酒杯:增加伤害,加强眩晕
驯犬与人在胳膊不能自我防范
赏金猎人/赏金收集:轻微调低至账户由HM具有标志增加团队协同,太
赏金猎人/勾拳:加入强大的击晕
劲弩/盲射:提高伤害
劲弩/喇叭:做partywide并添加光
瘟疫医生/盗墓贼:局部放电和GR耽误了攻击,提高精度,以帮助减轻风险PROC
强盗:略减高端的基础伤害,并略微降低散弹爆炸的伤害
盗墓贼:增加基础伤害
盗墓/抛出匕首:增加了抗流血DEBUFF,以增加团队的协同效应
盗墓/闪烁匕首:伤害增加一点

怪兽
PROT:调整了部分初始值和减少发展对缩放等级越高的怪物
调低L3和L5一些怪物
L1的怪物 - 降低暴击
一些指定怪物的攻击为不能暴击,以消除一些边缘情况和奇数的情况下(如哈尔暴击)
蛆:下降PROT虽然是真诚的诱惑只是称他们为“装甲蛆”,并完成
调整下来SKEL队长和后卫的skel的PROT
调低SKEL队长multistun位
不洁巨头:点击更像是一个麦克F-卡车
巨人有一个新的大脑有利于他的树枝
信徒女巫有一个新的大脑有利于铸造压力
猪鼓手有一个新的大脑有利于击鼓压力
食尸鬼和skel中众将:略微降低整体威胁
猪坏蛋更闪
猪浆纱少闪
大锅不能错过好哇
更高级别的大炮老板有时召唤更多Fusemen(好哇再次)

经济
经济通:扩大了中期和后期的游戏费用(英雄升级,英雄待遇,建筑升级),作为平衡经济通部分
英雄升级成本:降低初始成本,但扩大了以后升级费用显著
建筑升级成本:中期成本增加,后来升级显著
增加额外的宝藏从黑暗的条件下(低火炬/暗运行),从而尽量使风险值得
英雄的治疗成本的增加与英雄级别决心。毕竟,退伍军人的英雄需要更多的工作来解决,酒喝多了,需要更多的反省,并有离奇的偶像!

杂项
加入到关闭教程消息(参见选项屏幕)的选项
RNGesus:修修补补引擎盖下方,以减少一些怪物暴击或躲闪的最古怪的序列
探秘代:所有新的逻辑来生成任务,更好地满足您的名册。这应该减少,你有5秒的完整名册的情况,但只获得L1任务,反之亦然。
时间的推移在城市:时间将不再通过在城里,如果你开始一个任务,并立即撤退。你必须取得一些进展(在几个测量方法之一)的时间通过。如果时间没有通过,英雄不会彻底治疗,任务将不会重新卷,阶段教练不会填充等,这*不应过分*倒霉的惩罚运行,因为一些进步的措施将占为了这。该功能主要是旨在防止加载地牢和退出退了出来只是滚镇。
另外,如果长时间不的袭击中通,撤退的英雄不会得到怪癖或疾病。然而,他们仍然会遭受撤退的压力。
死亡之门:同样在战斗中减少压力的处罚多次死亡的大门。让我们面对现实吧 - 你已经在同一个战场盯着​​死后几次,怕减少...
出血和天灾(英雄和怪物):确保所有具有在触发几率方面有5步​​的进展所以没有盲点,在升级2和4
效果:去除时间覆盖了一定的影响,其中它不打算在自己的作用分离出来的标记副作用
药材不再治愈出血/疫病(这是一个bug)

Bug修复
在英雄的文件清理多余的“,”打印
串修正/缺少字符串(E,G,疾病治疗)
修复树皮的过渡。
处理,如果没有人可在小镇的压力演示吠叫。
在heirarchical_file Bug修复。修复问题的选项没有被正确保存。
固定另一个bug与更新在活动日志的英雄等级最高条目的名称。
确保从以前的RAID授予饰品不包括在小饰品,可以由一个英雄的活动是错位的游泳池。
分配英雄疗养院槽固定时,负怪癖成本利用。
修正了在防止被应用,直到阵营的骷髅肾上腺素作用效果。
移动最初的交换是交换间隔已被设置后。潜在的蒸汽覆盖修复。
修正了当有过多的物品掉落框。
修正了不授予怪癖,如果追求没有完成,而是采用了一个星期是完整的条件。
修复了错误的地方,你可以装备两个相同类型的饰品。
怪物不应该试图针对友好尸体。
重新格式化减排目标。
更新开始保存到新的RAID版本。

最后,小装饰品记:我们知道,他们仍然需要大量平衡的爱。我们没有忘记!目前,我们正在努力让海湾完成,准备PAX,然后定定地看着他们。

原文:

Gameplay Update Build - Aug 18th 2015 
Build #10171 (PC and Mac) 
"There is progress whether ye are going forward or backward! The thing is to move!" --

Edgar Cayce

HOTFIX #10171: Sanitarium crash bug fixed and treatment cost scaling (with hero resolve level) restored. 

Build #10154 
Gameplay
Corpses 
corpses cannot be missed 
corpses are not made if killing blow was a crit 
corpses should inherit remaining DOTs if they were killed by a normal hit instead 
lowered small corpse HP slightly

Heroes 
Houndmaster: fix to scaling bugs where wasn't getting proper proc rates as he leveled up (whistle, debuffs) 
Houndmaster: increased base damage 
Houndmaster/Hound's Rush: increased accuracy, increased mark bonus, added minor bleed, moved PROT debuff into Whistle 
Houndmaster/Harry: increased accuracy, increased dmg 
Houndmaster/Whistle: made it a standard mark; added PROT debuff and increased thie debuff relative to prev Hound's Rush PROT debuff) 
Houndmaster/Blackjack: increased dmg, added Strong Stun 
Houndmaster and Man-at-Arms cannot guard self 
Bounty Hunter/Collect Bounty: slight tune down to account for increased team synergy from HM having a Mark, too 
Bounty Hunter/Uppercut: added strong stun 
Arbalest/Blindfire: improved dmg 
Arbalest/Flare: made partywide and added Light 
Plague Doctor / Grave Robber: Increased accuracy of PD and GR blighting attacks to help mitigate PROC risk 
Highwayman: slightly reduced top end base damage and slightly reduced damage of Grapeshot Blast 
Grave Robber: increased base dmg 
Grave Robber/Thrown Dagger: added a Bleed Resist debuff to increase team synergies 
Grave Robber/Flashing Daggers: increased dmg a bit

Monsters 
PROT: adjusted some starting values and reduced progression scaling on higher level monsters 
tuned down L3 and L5 monsters some 
L1 monsters - lowered crits 
Designated some monster attacks as Can't Crit, to eliminate some edge cases and odd situations (like Howl crits) 
maggots: dropped PROT although was sincerely tempted just to call them "Armored Maggots" and be done 
tweak down PROT of Skel Captain and Skel Defender 
Tuned down Skel Captain multistun a bit 
unclean giant: hits more like a Mack f-in truck 
Giant has a new brain to favor his tree branch 
Cultist Witch has a new brain to favor stress cast 
Swine Drummer has a new brain to favor stress drumming 
ghouls and skel captains: slightly reduced overall threat 
swine wretch dodges more 
swine slasher dodges less 
cauldrons can't be missed HUZZAH 
Higher level cannon bosses sometimes summon more Fusemen (HUZZAH AGAIN)

Economy 
Economy pass: scaled up mid and late game costs (hero upgrades, hero treatment, building upgrades) as part of economy balance pass 
Hero upgrade costs: lowered initial costs but scaled up later upgrade costs significantly 
Building upgrade costs: increased costs of mid and later upgrades significantly 
Increased extra treasure resulting from dark conditions (low torch/dark runs) to try to make the risk worthwhile 
Hero treatment costs increase with hero Resolve Level. After all, Veteran heroes take more work to fix, drink more, need more soul-searching, and have weirder fetishes!

Misc 
Added the option to turn off Tutorial messages (see OPTIONS screen) 
RNGesus: tinkering underneath the hood to reduce some of the most outlandish sequences of monster crits or dodges 
Quest Generation: all new logic to generate quests that better match your roster. This should reduce the situations where you have a full roster of 5s but only get L1 quests, or vice-versa. 
TIME PASSING IN TOWN: time will no longer pass in town if you started a quest and immediately retreated. You must make some progress (in one of several measured ways) for time to pass. If time doesn't pass, heroes won't complete treatment, quests won't re-roll, stage coach won't refill, etc. This *shouldn't* overly penalize unlucky runs because some of the measure of progress will account for this. The feature is mainly designed to prevent loading a dungeon and quitting back out just to roll town. 
Also, If time does not pass during the raid, the retreating heroes won't get quirks or diseases. However, they will still suffer retreat stress. 
Death's Door: reduced stress penalties for repeated Death's Doors during the same combat. Let's face it--after you've stared down Death several times in the same battle, the fear diminishes... 
Bleeds and Blights (heroes and monsters): ensured all have a 5 step progression in terms of proc chance so there aren't dead spots at upgrades 2 and 4 
EFFECTS: removed duration overrides for some effects where it was not intended, separated out mark side effects in to their own effects 
Medicinal Herbs no longer cure bleed/blight (this was a bug)

Bug Fixes
cleaned up extra "" printing in the hero files 
string fixes / missing strings (e,g, disease treatment) 
Fixing bark transitions. 
Handling if nobody is available to bark during town stress presentation. 
Bug fix in the heirarchical_file. Fixes problem with options not being saved properly. 
fixed another bug with updating the name in the activity log's hero level up entry. 
making sure that awarded trinkets from the previous raid aren't included in the pool of trinkets that can be misplaced by a hero in an activity. 
Fixed negative quirk cost exploit when assigning a hero to a sanitarium slot. 
Fixed bug in effects which prevented the Skull Adrenaline effect from being applied until camp. 
Moved the initial swap to be after the swap interval has been set. Potential steam overlay fix. 
Fixed up loot box when there are too many items. 
fixed bug where quirks weren't awarded if the quest wasn't completed instead of using conditions for a week being complete. 
Fixing up bug where you could equip two trinkets of the same type. 
Monsters shouldn't try to target friendly corpses. 
Reformated saving of goals. 
Updating starting save to new raid version.

Finally, a note on Trinkets: We know they still need a lot of balancing love. We haven't forgotten! We are currently working to get the Cove finished and ready for PAX, and then will be looking at them.

by thegfw

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