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少数幸运儿 v27755.To.v28047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:其它
补丁大小:25.3MB
更新时间:2016-08-02
所属游戏:少数幸运儿,We
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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

升级档安装步骤:

1.安装《少数幸运儿》测试版游戏:http://down.ali213.net/pcgame/wehappyfew.html
2.安装本升级档

更新说明:

机翻:

每周更新 - 启动周和后续步骤
07月30日 - 思嘉船长

大家好!

上周二上午9点,我们发布了我们快乐的几成早期访问!在“游戏阿尔法”作为我们调用它是一个巨大的升级到阿尔法之前的版本,我们已经收到了许多人玩,给我们一些精彩的反馈数以万计。

对于那些在新的社会,欢迎!很高兴有你在这里。每周我们张贴的消息对游戏,包括未来的计划,重要的信息,最重要的是,我们已经在这个星期的工作。这一个是比平常更长一点,因为这一直是一个更大的一周比大多数。

在我们开始之前:我们要感谢大家谁一直如此积极,真棒社区,提供反馈,帮助他人的游戏,甚至还提醒人们,(一)我们欢喜几家是一种生存游戏,和( b)的故事是在1.0到来。我们看到很多评论的人仍然困惑的是什么游戏 - 可以理解为这些人谁只看到了E3游戏,并没有看别的 - 而且我们感谢大家的帮助传播一句话,提醒大家,我们欢喜几家其实,不是生化奇兵。我们已经看到你的评论部分,抽搐渠道,并在Twitter上,全部为真棒。谢谢。

下一步 - 一个社区更新和第一内容更新

我们目前在努力准备前两个更新的游戏。第一个就是我们叫“社区更新” - 这是东西向的反馈初始波回应,包括漏洞修复和生活质量变化的显著数量(如减少饥饿/口渴率)。目前,我们正在寻找以下修正:
淡化的生存需要,延长天的周期。
地图标记上被打破的任务或任务不可见。
支持调整X和鼠标独立ÿ灵敏度。
节能与瘟疫游戏的时候,你重生杀死你瞬间。
挖点混乱,有时在地图上标明他们是积极的面前。
调优耐用性,范围和某些武器伤害(即:尖棒)。
大量的由你们报道任务的问题(下周修复的完整列表)。
性能更新为AMD卡和较慢的图形卡。
这将需要一些时间,所以我们希望推动这个活的“预览”分支上锅蒸下周五8月5日。这个分支将提供给谁想要帮助测试游戏的人。一旦我们高兴的是,它是稳定的,我们将它发布到主分支供大家欣赏。其次,我们想告诉您第二次更新将是第一个显着改变世界。这是一个内容补丁,这将改变世界如何生成,其中包括:
世界上一代增加更多的品种,
海岸,灯光和Vista的更新,
日记,任务和指南针的更新,
额外的NPC对话,
更灵活的难度设置。
我们的目标是在9月第一周发布此。
反馈和路线图板
为了帮助整理所有我们收到的反馈信息,让您了解我们对未来的计划,我们正在建立两个不同的Trello板 - 一个用于我们的设计路线图,一个是社区的反馈。

社区的反馈板,你可以在这里找到:https://trello.com/b/qF8RTSDh/we-happy-few-community-feedback%5BTRELLO,在其中您可以在您最关心的固定问题进行投票。请注意,这通常不包含错误(这些都直接进入我们的bug数据库),而是专注于建议和想法改进。

高级别路线图将是那么详细,但将概述我们已经计划完成,因为我们完成比赛的各项任务。这将是一个非常灵活的电路板 - 目前我们正计划在早期访问6至12个月的开支,因为我们还不知道究竟在何处,我们将需要添加的内容 - 但松散的基础上我们的进展三个大字“故事活动。这是尚未公布,但我们会很快张贴这件事。

叙事团队

亚历克斯

我花了本周的第一部分击败游戏!作为叙事导演,我并不总是得到充裕的时间坐下来,通过一个完整的通关。这一周,我做到了,我花了约十二个小时!很高兴终于得到阿瑟苹果霍尔姆舱口。

...这也意味着写作,只有我要去发现问题得分的bug报告。我的责任是确保世界有意义,所有的人物在游戏中的理由这样做他们正在做的事情的家伙,所以我发现了一堆东西,我想提高。

当然,周二上午的推出后,我们都被吸收玩家的错误的报告。其中有些是我们所知道的错误。他们中有些人是不是在所有的bug。他们中的一些新问题。例如,有些人抱怨的NPC能有点啰嗦。部分原因是,当他们告诉你后退的错误。部分原因是因为我们还没有实现的氛围,展示对话系统。你应该听他们越聊很多在我们的第二次更新。

但是,听到的问题,我要成为创作并录制了亚瑟和他的NPC还有更多的话要说。

当然,像惠特尼,我是那种在管道的开始 - 有很多我不打游戏,几个星期或几个月,而不是明天的事。所以我要一直把东西在管道。

上周五和本周一我两记配音演员进行了一系列亚瑟音频倒叙的。现在我编辑它们。你会知道更多关于究竟亚瑟的记忆。

而且,我刚开始一个类似的系统上另一个右演奏的字符,在白色的女孩,还是萨姆认为她的时候,她是谁绝不能因此而得名。她将有一些令人惊讶的事情为自己说的。你不会听到这个东西了一段时间,但你会的。

艺术团队

惠特尼

这周是所有的地方。我concepted一个新的NPC变种,开始开发一些新奇特的技术和小工具,充实了一些象征性的雕塑和标志性建筑的想法,并与铁托,JR和Emmanuel工作在一个新的一块,以帮助展示雨靴。超级忙!

这里有一个快速的概念我做了神秘屋。我们希望它感觉像一个老,废弃的庄园 - 一个地方有明确的一些历史。

马克 - 安德烈·

我这个星期有相当多的乐趣!对早期访问被淘汰并不意味着我们得到懈怠!这一周,我已经在道具如花园小区迹象,教堂长椅和一个雄伟的器官工作。你们应该能够很快发挥它。

莎拉

这周一直是主要的旋风!它已经非常高兴看到这么多的新面孔发现惠灵顿井首次。看着幡大,小众一周后,我发现普遍疯狂的腿是热闹有多深和鄙视。我和你。

这一周,我一直在投入大量集中到一些花园小区的标志(你可以看到在马克 - 安德烈的形象!例子)和新的建筑牌楼概念之乡村更加叶奥尔德英语耀斑添加到环境中。我也一直在调整一些画和广告,使他们可以集成到村和超越,敬请期待!下面是一幅画委托好奇行为研究的众议院顽劣雨靴,我也希望你喜欢。助教吧!

灵光

我工作在Vista和岩层。这将改变岛屿的边缘是如何出现的,应该有助于提高世界的面貌。

设计团队

文斯

嗨!我一直很忙着接听和阅读的蒸汽和在我们的论坛有很多反馈。我想,我可以回复尽可能多的问题,同时编译所有的定期反馈我们得到,当然固定和测试了很多的bug,你们的报道。让他们来了!

安托万

你好!我希望你的人正在享受玩游戏的Alpha。我们正在阅读的意见,有过你很多事​​情提到的人,显然进行更改和修正大讨论。我们很高兴能有生存的力学一些诚实的反馈,并能重复他们。这就是早期使用约!该小组的工作有很多在这两个你看到的东西,你做的事情打破重复。例如,我们正在新的原型地下部分,这带来更多的令人毛骨悚然的黑暗气息与随机性的一个方面。

我们将使用这种思维来改善我们改变布局的方式。例如这是在一场比赛中开了一个路径将在另一个被关闭,陷阱可能已被放置或不和探索这些地区的奖励可以在不同的地方。他们可以通过一些可能在那里或由一小群困扰wastrels建立操作的小点夜团伙的人把守。我想很多人都知道什么是火炬(手电筒)大约是因为你真的没有它的任何使用权了。它的计划是,你将需要它来导航地下部分,这将是多为暗(具有一定的光源,这样因为在你的火炬动力电池耗尽你没有被卡住)。所有这些空功率单元也将能够与Motilene收割机重新填充!

麦克风

嘿,伙计们 - 这个星期我做了一堆错误修复和改进之后你们一直给我们真棒反馈。非常感谢你为这个!

此外,在加入主要街道和后巷之间的二次循环做了一堆为村里新建建筑,重点是:

...和我的工作多了一些,我可能会告诉你下周的家伙。我完成了一个新的地下一层的基本布局:

......这应该是相当快的充实和完成。

次要的东西:
新“不合宜的NPC”制度,其中,错误类型为岛上的NPC可以随机产卵(例如,你可以看到,有时白天在村里一个败家子​​出现混乱......随之而来。)
提升我们的地位,当我们坐下,所有的椅子和长凳,所以感觉更自然修复地图标记一堆问题
修正了一堆问题进行SAVE / LOAD
您现在可以在人扔橡皮鸭:D
动画团队
雷米

嘿大家!这是一个非常重要的一周对于我们收到的所有反馈意见。这是非常值得关注的人玩我们的游戏,并允许我们采取的笔记吨左右什么来解决和提高。话虽这么说,我主要花了我整整一周融入更多个性变化和修正错误。这是相当忙碌的一周,希望,我们将能够解决大部分的问题,在将来的更新。我会喜欢你展示一些即将推出的动画,但我想它会不得不等待下一次更新!很高兴能有新的人在船上,我希望我们能有更多的表现在未来的更新!

这是所有现在,感谢您对调整!如果你喜欢读这篇文章,随意看看我们的所有以前的更新,我们发布每星期五!

原文:

Weekly Update - Launch Week, and Next Steps
07 月 30 日    - CAPTAIN SCARLETT

Hello everyone!   

On 9am on Tuesday, we released We Happy Few into Early Access! The “Gameplay Alpha” as we’re calling it was a huge upgrade to the pre-alpha version, and we’ve had tens of thousands of people playing and giving us some fantastic feedback.   

To those of you new to the community, welcome! It’s great to have you here. Every week we post up news about the game, including future plans, important info and, most importantly, what we have worked on this week. This one is a little longer than usual, as this has been a bigger week than most.   

Before we get started: we’d like to thank everyone who has been so positive and awesome in the community, providing feedback, helping others with the game, and even reminding people that (a) We Happy Few is a survival game, and (b) the story is coming on 1.0. We’re seeing a lot of commentary that people are still confused about what the game is - understandable for those people who only saw the E3 gameplay and didn’t look at anything else - and we’re grateful to all of you for helping spread the word, and reminding everyone that We Happy Few is in fact, not Bioshock. We’ve seen you in comment sections, twitch channels, and on twitter, all being awesome. Thank you. 

Next Steps - A community update, and the first content update

We’re currently hard at work preparing the first two updates to the game. The first is what we’re calling a “community update” - this is something to respond to the initial wave of feedback, and includes a significant number of bug fixes and quality of life changes (such as reducing the hunger/thirst rates). We’re currently looking at the following fixes: 
Toning down the survival needs and lengthening day cycles. 
Map markers being broken on quests or not visible on quests. 
Support for tuning X and Y sensitivity of the mouse independently. 
Saving the game with Plague kills you instantly when you respawn. 
Dig spots confusing, sometimes marked on the map before they are active. 
Tuning the durability, range and damage of certain weapons (ie: the pointy stick). 
A large number of quest issues reported by you guys (full list of fixes next week). 
Performance updates for AMD Cards and for slower graphic cards. 
This will take a bit of time, so we are hoping to push this live to the “preview” branch on Steam next Friday 5 August. This branch will be available to anyone who want to help test the game. Once we are happy that it is stable, we will publish it to the main branch for everyone to enjoy. Secondly, we’d like to let you know that the second update will be the first one that substantially changes the world. This is a content patch which will change how the world generates, including: 
adding more variety in the world generation,
coast, lighting and vista updates, 
journal, quest and compass updates, 
additional NPC dialogue, and 
more flexible difficulty settings.
We are aiming to release this in the first week of September. 
Feedback and Roadmap Boards
To help collate all the feedback we are receiving, and keep you informed of our plans for the future, we are setting up two different Trello boards - one for our design roadmap, and one for community feedback. 

The community feedback board you can find here: https://trello.com/b/qF8RTSDh/we-happy-few-community-feedback%5BTRELLO, in which you can vote on the issues that you are most concerned with fixing. Note that this generally does not contain bugs (these are entered directly into our bug database), and instead is focused on suggestions and ideas for improvement. 

The high level roadmap will be less detailed, but will outline the various tasks we have planned to complete as we finish the game. This is going to be a very flexible board - we are currently planning on spending between 6 and 12 months in Early Access because we don’t yet know exactly where we’ll need to add content - but is loosely based on our progress on the three characters’ story campaigns. This is not yet available, but we will post this up soon. 

Narrative Team

Alex 

I spent the first part of this week beating the game! As the narrative director, I don’t always get the luxury of time to sit down and go through a full playthrough. This week I did, and it took me about twelve hours! It was nice to finally get Arthur to the hatch on Apple Holm.   

... which also meant writing a score of bug reports for issues that only I’m going to catch. I’m the guy whose responsibility is making sure that the world makes sense and that all the characters have in-game reasons to do the things they’re doing, and so I found a bunch of things I’d like to improve.   

Of course after Tuesday morning’s launch, we’ve all been absorbing players’ reports of bugs. Some of them are bugs we know about. Some of them are not bugs at all. Some of them are new issues. For example, some people have complained that the NPCs can get a bit repetitious. Partly this is a bug in when they tell you to back off. Partly this is because we haven’t yet implemented the systems for atmosphere and showcased conversations. You should be hearing them talk lots more in our second update.   

But, issue heard, I’m going to be writing and recording many more things for Arthur and the NPCs to say.   

Of course, like Whitney, I’m sort of at the beginning of the pipeline – a lot of the things I do hit the game in weeks or months, rather than tomorrow. So I have to keep putting things in that pipeline.   

Last Friday and this Monday I recorded two voice actors for a series of audio flashbacks for Arthur. Now I’m editing them. You’re going to know a lot more about what exactly Arthur’s remembering.   

And, I’m just starting on a similar system for another playable character, the Girl in White, or as Sam thinks of her, She Who Must Not Be Named. She’s going to have some surprising things to say for herself. You won’t hear this stuff for some time, but you will. 

Art Team

Whitney 

This week was all over the place. I concepted a new NPC variant, started developing some strange new technologies and gadgets, fleshed out ideas for some symbolic statues and landmarks, and worked with Tito, JR and Emmanuel on a new piece to help showcase the Wellies. Super busy!   

Here's a quick concept I did for the Mystery House. We wanted it to feel like an old, abandoned manor house - a place with clearly some history. 

Marc-André 

I had quite a lot of fun this week! Being out on Early Access doesn't mean we get to slack off! This week I've worked on props such as Garden District signs, church benches and a majestic organ. You guys should be able to play it soon. 

Sarah 

This week has been a major whirlwind! It's been great to see so many new faces discovering Wellington Wells for the first time. After watching streamers big and small all week, I find it hilarious how deeply and universally Crazy Legs is despised. I'm with you there.   

This week I've been putting a lot of focus into some more Garden District signs (you can see examples in Marc-Andre’s image!) and new architectural archway concepts for the Village to add more ye olde English flare to the environment. I've also been tweaking some paintings and advertisements so that they can be integrated into the Village and beyond, so stay tuned! Below is a painting the naughtier Wellies commissioned for the House of Curious Behaviours, I do hope you enjoy. Ta for now! 

Emmanuel 

I worked on vista and rock formation. This is going to change how the edges of the islands appear, and should help to improve the look of the world. 

Design Team

Vince 

Hi! I have been very busy answering and reading a lot of feedback on Steam and on our forums. I tried to reply to as much questions as I could, and at the same time compiling all the recurring feedback we are getting and of course fixing and testing a lot of bugs that you guys reported. Keep them coming! 

Antoine 

Hello! I hope you people are enjoying playing the Gameplay Alpha. We’re reading the comments, having great discussions over many things you people mentioned and obviously making changes and fixes. We’re really excited to have some honest feedback on the survival mechanics and to be able to iterate on them. That’s what Early Access is about! The team is working a lot on breaking repetitions in both the things you see and the things you do. For example, we’re prototyping new underground sections, that bring more of a creepy dark atmosphere with an aspect of randomness.  

We’ll be using that thinking to improve the ways we vary layout. For example a path that was opened in one game will be closed in another, traps could have been placed or not and rewards for exploring those areas could be in different places. They could be guarded by maybe some people of the night gang that established a small point of operation in there or by a small group of plagued wastrels. I think many of you are wondering what the Torch (flashlight) is about since you really don’t have any use for it right now. The plan for it is that you will need it to navigate underground sections that will be mostly dark (with certain light sources so that you don’t get stuck because the power cell in your Torch has depleted). All those empty power cells will also be able to be refilled with the Motilene Harvester!  

Mike 

Hey guys - This week I made a bunch of bug fixes and improvements following the awesome feedback you guys have been giving us. Thank you very much for this! 

Also, making a bunch of new buildings for the village, with focus on adding secondary circulation between the main streets and the back alleys: 

...and I’m working on a few more that I might show you guys next week. I completed the basic layout for a new underground level: 

... this should be pretty fast to flesh out and finalize. 

Minor stuff: 
New “unfitting NPCs” system, where a NPC of the wrong type for the island can spawn at random (for instance, you can sometimes see a Wastrel appear during the day in the village… mayhem ensues.) 
Improved our position when we sit, on all chairs and benches, so it feels more natural Fixed a bunch of issues with map markers 
Fixed a bunch of issues with save/load 
You can now throw the rubber ducks at people :D
Animation Team  
Remi 

Hey everyone! This has been a very important week for us to receive all of your feedback. It is very exciting to watch people play our game and allows us to take TONS of notes about what to fix and improve. That being said I have mostly spent my whole week integrating more character variations and fixing bugs. It was quite a busy week and hopefully, we will be able to fix most of the issues in future updates. I would have loved to show you some of the upcoming animations, but I guess it’ll have to wait for the next update! Glad to have new people on board and I hope we’ll have more to show in future updates! 

That is all for now, thank you for tuning in! If you enjoyed reading this, feel free to look at all of our previous updates, we post every Friday! 

by thegfw

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