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Báo cáo lỗi dịch thuật
- Reduced reflex period of Blue attacks from 0.6 seconds to 0.4
- Blocking now cancels movement instead of vice versa
- Dodging no longer requires re-pressing crouch to perform in sequence
- Drop rate of Sutras are now displayed in the notification popup upon pickup
- Control configuration no longer saves improperly
- Increased drop rate of Entropic Siphon slightly to ease early gameplay with Red
- Slightly increased initial slide speed and friction falloff. Sliding now covers less ground, faster
- Ingress Point Selection now indicates the recommended player level of the selected map
The menu(start) button doesn't do anything. I think it should open the menu as if you pressed ESC key on your keyboard
- Changed pursuit spawn conditions in Lab_Level1: pursuit enemies spawn after boss death. Placed enemies remain unchanged.
- Increased drop rate of encryption keys to compensate for lower total enemy count.
- Fixed ability to pause game by pressing special-right on controllers as per
- Added gamma adjustment to Options menu.
- Reduced enemy awareness from behind and sides while not alert.
- Aggro ranges for all common enemy types reduced.
- Aggro now spreads among nearby enemies.
- Changed several enemy idle animations.
- Slightly increased Terpsichore combo attack speed.
- Slightly increased Terpsichore attack recovery.
- Added character ability reference to pause menu.
- Added current Insight display to pause menu.
- Added equip slot highlight to Sutra equip menu.
- Corrected typos in several Codex entries.
- Optimized lighting performance in Lab_LV1.
- Changed Blue's run animation.
Full controller support is on the roadmap. All gameplay should be playable with a controller, but menus are currently not. Once the UI is locked and not subject to big changes, full controller support will be implemented. There is no firm timeframe for this, but it will likely be before the final chapters are released. Full controller support will absolutely be implemented before leaving EA.
https://steamcommunity.com/sharedfiles/filedetails/?id=1492920983
By the way, where are the photo mode pictures saved on PC?
Great catch, I'll address this in a patch within a day or two.
Screenshots (and save games + config files) are in your AppData folder. Type
%AppDataLocal%\Reventa
into the address bar in Windows Explorer to get there quickly.
- Target detection for Blue is now more forgiving.
- Tanto Lotus Eaters are now more agressive.
- Corpses no longer despawn after a fixed time limit. Bodies will now remain until there are more than 30 in a given map, at which point the oldest corpses will despawn in turn to accomodate new bodies.
- Enemies will now properly enter Execution animations from hitstun animations.
- UI in the Sutra Upgrade menu has been adjusted slightly to accomodate other languages.
- Common enemies will no longer attack while in the air. They can still attack in ways that may leave them airborne.
- Updated to UE4.20.2.
- Animation logic optimizations for all characters. Players should see increased framerates and smoother animation playback on mid-range PCs
- Players should no longer fall through the elevator platform in Lab_Level1 if the CPU misses successive physics frames on mid-range PCs.
- Entering Photomode will no longer cause bodies in the Staging Area to float.
- Red should no longer periodically become stuck in her attack frames on mid-range PCs.
- The pause menu should now correctly display matching helper cards for the player's character.
- Prototype Replicant enemies now share similar awareness limits to common enemies. Approaching from behind or the sides has a smaller aggro radius than approaching from the front.
- Terpsichore will return to her bed after killing the player, preventing a potential aggro lockout with the door to her room.
- Terpsichore aggro logic has been rewritten to behave more like other enemies.
- Doors now check any nearby characters for life. Dead bodies will no longer cause doors to remain open.
- Circle DoF has been replaced with a faster Bokeh DoF effect. Players should see increased framerates and clearer overall image quality.
- Light adaptation has been enabled for a small range. Bright scenes should now be less glaring, while dark scenes are more legible.
- Motion blur has been enabled.
- Fixed Photomode camera causing collisions with dead bodies.
- Fixed map exploits in Sim_Level1 when playing as Red.
- Added random chance encounter to staging area.
[Updated Exploit location - Red ]
https://steamcommunity.com/sharedfiles/filedetails/?id=1500224922
The Photo Mode bug is gone though, great job!
Additionally, I found a new exploit while playing as Blue where the "Execute" animation won't play correctly and the player can instead continue slashing enemies endlessly without any damage taken.
Also, the door to the Terpsichore boss room won't open after respawning (if the player has been defeated in the fight) thus forcing you to reload the level.
- Enemies can no longer sometimes target themselves for aggro.
- Adjusted the mass of several dynamics objects.
- Fixed execution window being too long in some instances.
- Resolved execution bug and boss lockout as detailed by
- Still getting locked out of boss room when returning after death. Can get in again when a save is loaded. I seem to have the latest build
- When playing with both red and blue, after killing the other in the first scene the progression isn't triggered and there is no way to advance apart from reloading the save, which seems to work
- Kill counter in survival doesn't work as mentioned above by TK
- Added collision geometry to prevent players standing on cryopods in Sim_Level1
- Fixed progression not triggering in a new game as reported by
- Fixed bug where kills were awarded to empty player slots instead of the current player as reported by
Minor hotfix deployed to address the probable cause.