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图片[1]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网
《翼星求生ICARUS》是一款PvE生存游戏,可支持多达八名玩家。在地表改造失事的星球上体验蛮荒的外星荒野。在开放世界中顽强求生,执行限时任务,或建立您自己的前哨。您将在探索、收获、制作和狩猎的同时寻找奇异物质,寻求财富。
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发行日期:
2021 年 12 月 4 日
开发商:
发行商:

Week Seventy Two is here and brings a revamp of our bullet recipes and the introduction of our first explosive bullets.

Craftable at level 30, explosive bullets add a new variation for your firearms, with the new ‘Volatile Material’ resource introduced to create the recipe, and usable across rifles, pistols and shotguns.

We’ve also added ‘Ammo Casings’ to the bullet recipe requirements, giving players 5x more bullets per ingot invested.

Finally, we’ve deployed even more elements to our Fishing and Bestiary features in the upcoming Galileo, as we draw ever closer to its release.

Jump in and have a read.

图片[2]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

Bullet Recipe Revamp

We’ve revamped our bullet recipes in lieu of our introduction of Explosive Bullets, to provide a more granular and realistic resource investment that decreases the cost-per-bullet overall.

This includes a new item, ‘Ammo Casings’ which are crafted using Iron Ingots.

Ammo Casings come in stacks of five, at the cost of a single Iron Ingot. This changes the flow from:

OLD:

1 Iron Ingot → 1 Bullet

NEW:

1 Iron Ingot → 5 Ammo Casings → 5 Bullets.

For specific recipes, this replaces the use of an ingot to create a single bullet, to give ammo casings, giving you 5x as many bullets per ingot invested. To balance this out, rifles now take two gunpowder opposed to one, to offset the cost reduction in ingots.

The only difference is Shotgun Buckshots, which now have the recipe:

OLD:

1 Copper Ingot + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot

NEW:

1 Ammo Casing + 5 Copper Nail + 6 Gunpowder + 1 Epoxy = 1 Shotgun Buckshot.

图片[3]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

Explosive Bullets

Explosive Bullets have been added to the ammo pool and can be used across Pistols, Rifles and Shotguns.

Explosive Bullets have slightly reduced projectile damage, but make up for it with a lot of explosive damage that is dealt in a radius with a falloff. Potentially hitting multiple targets within the radius. See their breakdown below.

Pistol Explosive Round:

50 Projectile Damage, 200 Explosive Damage, 400 Radius

Rifle Explosive Round:

200 Projectile Damage, 300 Explosive Damage, 500 Radius

Shotgun Explosive Round:

20 Projectile Damage, 50 Explosive Damage, 350 Radius

This recipe is restricted until you reach level 30, and can be crafted at the machining bench.

This requires a new resource, Volatile Material. This has its own recipe of 2x Gunpowder, 2x Oxite and 2x Spoiled Plants, which can be applied on top of a standard bullet to craft the explosive variant.

Volatile Material can be crafted at the Mortar & Pestle or Chemistry Bench, but is only volatile for 10 minutes, and must be used in crafting an item such as explosive bullets within that timeframe to keep its potency.

We’ve also updated the Frag Grenade Recipe to account for this new resource. Instead of 10x Gunpowder it now uses 2x Volatile Substances, a more accurate reflection of a realistic recipe.

In addition explosive damage and the radius of explosions are now completely stat driven and is now visible on the Grenade & Larkwell Explosive Arrow, Damage has also been adjusted.

Grenade

OLD:

200 Explosive Damage, 1500 Radius

NEW:

1000 Explosive Damage, 1500 Radius

Larkwell Ballistic Arrow

OLD:

200 Explosive Damage, 500 Radius

NEW:

300 Explosive Damage, 500 Radius

We also adjusted Grenades of all types to now stack to 5.

We’ve also tweaked the blueprints in the blueprints tree for guns and ammo, rearranging the order slightly and adjusting the Incendiary Rounds blueprint to no longer be exclusive to rifles but include pistols as well.

图片[4]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

Galileo Progress

Galileo is drawing ever closer, and this week’s work has been on adding more elements to the features we’ve discussed before.

Fishing has received a few more species, giving players, even more to catch, record, and display. We’ve also been iterating on the Fishing minigame mechanics and revisiting the spawn maps to polish up the experience.

The Bestiary has also received a UX pass, and we’ve iterated on the UI while adding an extra feature for players.

Finally, we’ve been testing our Steam Trading Cards in the Steam dev environment, alongside setting up the achievements for localization.

图片[5]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

Changelog v1.2.47.109887
New Content
  • Upping Grenade Damage
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Add Explosive Shotgun Shells, ballistic setups and icons
  • Add Slug Shotgun Shells, ballistic setups and icons
  • Add Pistol Incendiary Rounds, ballistic setups and icons
  • Add Pistol Explosive Rounds, ballistic setups and icons
  • Unify meshable entries for ammo to use single ammo box entry instead of duplicating unnecessarily
  • Add partial implementation of Armor Piercing Pistol and Rifle rounds
  • Add additional supporting effects for new ammo types
  • Update icons for existing ammo types for consistency and readability
  • Fixed LOD and collision setups on some ammo meshes
  • Fixing Ammo Casing Recipe Values
  • Adding Explosive Rifle Rounds to Rifles Valid Ammo Types
  • Updating Ammo Casing and Volatile Substance Talents to be linked to the crafting recipes
  • Explosive damage now triggers a radial damage event in code incorperating player stats / talents / equipment for explosive damage stat increases rather than relying on BP flat value damage payloads
  • Added new stat for explosive damage radius which controls the spread of the explosion
  • Adding Grenade as a projectile type so its explosive damage can be scaled based on player talents after the shift from explosive damage to code rather than the payload BP
  • Adjusting damage function library to take into account the new functionality of the explosive damage type
  • Adding explosive damage stats to the different explosive damage types so they can be clearly seen in popups & used for damage calculation
  • Payloads are now passed the projectiles damage stat container for any required cosmetic effects
  • Certain creatures now take more damage from explosve damage: Caveworms, scorpions and crocodiles. Additionally the scorpion, landshark and sandworm bosses take increased damage. The scorpion boss takes further increased damage in it’s hardened armor state
  • Updated Payload logic and spawn timings so stats can be retrieved
  • Updating Pistol, Rifle, Shotgun to deal less projectile damage but a lot more explosive damage
  • Upping Grenade Damage
  • Converting Larkwell Explosive Arrow to be correctly stat driven
  • Add a basic vertical spread to damage labels when multiple hits occur in a single second (explosive ammo)
  • Halved damage multiplier for explosive damage on scorpions and crocodiles, scorpion boss still takes double damage while in it’s hardened state.
  • Reduced damage on Explosive Shells from 60 to 50 explosive.
  • Reduced explosion area on shotgun and pistol rounds slightly, to reduce the likelyhood of mistaken damage.
  • Increased stack size of frag and smoke grenades to 5.
  • Increased damage of frag grenades to 1000, additionally doubled the distance before damage falloff starts, resulting in more consistent damage over the area
  • Ensure Larkwell_Ballistic arrows are not available for pickup after a killcam shot
Fixed
  • Update Warm and Cozy description to match current effects
  • Fixup redirectors and delete unused VFX assets
  • Decreased opacity and count of Motes effect in Forest slightly based on community feedback
  • Update some insurance claim, prospect select, server browser, server chat and main menu options to correctly use translatable strings
  • Added low.ms to the server provider list
  • Fix for crash caused by accolades/trackers that are locked behind content flags
  • Fixed reloading a completed mission causing mission to restart
Future Content
  • Enabled outside tooltip, disabled outside requirement on existing deployables until ready
  • Re-merged outside tooltip to ensure it is not shown in the current build
  • Adding destruction sounds for vases. Event and data table entrys
  • Small increase in volume to vase destruction and adding missing collision to vases without it
  • Update SMPL references to correctly mention SMPL3 in dynamic mission selection
  • Replaced frozen river mesh in order to use complex collision for accurate spline collision
  • Added missing cache files for VR_CaveWall_Ice
  • Adding first pass delay zones mapping for Prom. To be adjusted
  • Enabled ice cave entrances in the AC areas, added roots to cave & general cleanup Blue/Green Quad, DLC Map
  • Update brambles to show the required sickle icon when attempting to harvest
  • Added a transparent icon to the search area that only becomes visible on the compass UI
  • Polished and added roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Polished and added stalagmites, roots and vines to tunnel of Swamp transition cave, Yellow Quad, DLC
  • Implementation pass of 1ST person Fishing anims including 1st person rig and anim bp set up, still needs a couple hooks for certain anim assets to be used and missing refined fishing rod animation
  • First pass on cleanup of the Atmosphere Controller blueprint. Still lots to do and functionize to further clean up
  • Adding thatch deployable item setup so fishing trap can have appropriate audio when destroyed.
  • Also changed PM to use thatch instead of wood for better audio choice
  • Added SM_LC_LavaCold_08 mesh for Rock Dog lava VFX
  • Adding predator bird, lava hunter and broodling bestiary sounds. Adding PB to data table
  • Added art asstes for the large version of the T4 Aquarium
    PRO_Story_6: Initial pass at first few mission steps
  • Refactor player underwater post-processing logic to allow us to switch to different settings for lava and swamp water bodies. Add swamp water gameplay tag to enable switch logic
  • Added destructible mesh for Large T4 aquarium, Adjusted gap in the glass on the static mesh
  • Added roots to cave & general cleanup swamp Purple/Green Quad, DLC Map
  • Added cliffs Around Ice River and Gneral Cleanup, Blue Quad, Prometheus
  • First test audio for deer variant. Will adjust and fine tune. All data table entries and Rescaled Deer Varient to be slightly bigger
  • Resubmitting kitchen bench audio
  • Adding inital pass of bloom curve control to AtmosphereController and biome curve assets – currently unconnected and needs review
  • Polished and added roots and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Enabled cave entrances in the TU/AC areas, Yellow Quad, DLC Map
  • Adjusting prebuilt structure save / load code to save relative positions from an origin rather than absolute world positions, this enables us to use prebuilt structures in dynamic quests
  • Added roots to cave & general cleanup swamp Purple Quad, DLC Map
  • Updates and additions to the deer variant audio
  • Lava Spit VFX for Rock Dog and Lava Pool BP and VFX Prototype
    PRO_Story_6: Setup next quest step
  • Added support for controller triggers to speed up and slow down cinematic camera speed
  • Added hanging ferns & roots ferns in SW transition cave on Yellow Quad, DLC Map
  • Setting bloom curves to default settings – adjusting bloom ‘off’ to default settings. Still WIP
  • Adding unlock creature bestiary UI sound. Also adding Blueprint Implementation
  • Polished and added ferns and vines to tunnel of Swamp transition cave, Blue Quad, DLC
  • Removing Lens Flare on Atmosphere Controller PostProcess_Base, this was an accidental commit.
  • Adding example settings to GL curve in preparation for testing
  • Adding Basic Logic for new ‘Lost’ Dynamic Quest
  • Added cliffs Around Ice River and General Cleanup, Blue Quad, Prometheus
  • Adding deer vari bestiary audio
  • Carbon Fiber Shield – SK, materials, textures added (SK_ITM_Shield_CarbonFiber)
  • Adding Large Aquarium Model and Item Setup
  • Updates to terrain delay audio zones map
  • Made FoliagePicker button pretty
  • Fixing Dynamic Mission Paths
  • Adding lore entires to D_BestiaryData. More to come
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave on Purple Quad, DLC
  • Adding lore entires to D_BestiaryData. More to come
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • The lure now resets automatically after throwing it onto land initially
  • Changed values to make it better for remote testing
  • Added montages for once youve caught the fish but not implemented yet
  • Added a new test map for me to test fishing
  • Small adjustments to the carved wood lamps sound sizes being incorrect and minor volume adjustment
  • Adjustments to the unlock creature bestiary level and low end and start pan
  • More updates to delay zones mapping and eq adjustments to new biome delays to get the right feel
  • Fix the build (conditional headers)
  • Updated player tracker json for validation
  • Added hanging ferns and roots/vines to the Swamp to Volcanic tunnel cave and general clean up on Purple Quad, DLC
  • Fixed Vapor XP event spelling and changed PredatorBird Skinning event to not be Shared
  • Added validation to detect incorrectly set Shared XP setups
  • Corrected various naming, spelling, and reference issues
  • Fixed ordering of XPEvents DT and corrected values (eg, killing polarbearcub gave 100xp, skinning it gave 750xp)
  • Added missing XPevents for DLC creatures
  • Updates to Bestiary data for naming consistency
  • Removed references to incorrect icons so that content progress is not muddied
  • Added support for new types of accolades (one-offs, task lists, and whole talent trees)
  • Rewrote core of bestiary subsystem to be clearer and avoid large amounts of RPC’s
  • Added more hooks for pushing accolades to steam
  • Added a large range of new accolades for Galileo
  • Adding Fishing Minigame Widget
  • Refactored fishing minigame blueprints to be easier to read/understand
  • Fixed a bug where the model of the fish would change after appearing on your line
  • Fixed General Issues with Prefab Caves on Purple Quad, Prometheus
  • Added mesh, materials, AO map for Spawn blocker T2 (SM_DEP_SpawnBlocker_T2)
  • First lot of wooly zebra idle audio, event and data table setups
  • Add Tooling for checking Creature name data
  • Updated in-game names for predator bird and rockdog

 

关于这款游戏

— 请加入翼星求生官方玩家群:597051856 —
— 请关注官方微博 —

图片[6]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网
我们于近期推出了开放世界模式——您可尽情享受传统生存游戏体验

《翼星求生 ICARUS》是一款PVE生存游戏,具有基于任务的单局游戏模式和永久保留的开放世界模式,皆可支持至多八名玩家合作同乐。

翼星是一颗与地球类似,经历过地表改造的行星,而现在却被当作是人类历史上最大的错误。您需要在翼星残酷而蛮荒的地表上生存下来。勘探者会从轨道空间站下降到星球表面,在探索、收获、制作和狩猎的同时寻求财富。

图片[7]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

翼星曾经注定要成为第二个地球,但当地球化改造失败后,空气变得有毒,人类殖民新世界的希望也破灭了。翼星成了一个笑话:人类伸手摘星,但却落得竹篮打水一场空。地外工程师们匆匆回收了尚可回收的资源,释放了经过改造的胚芽,并中止了地表改造计划。

可他们却发现,失败的原因乃是“异质”——原本已经被磨灭的兴趣再次燃起。这些“异质”的价值不可估量,不仅引发了淘金热,还加剧了地球上的政治紧张局势。

勘探者们纷纷涌入翼星,接受萃取异质的合约,并帮助各大派系开展研究工作。那些幸存下来并返回轨道的识途老马,将寻获的异质转化为先进技术,并用新发现的知识获取更大的收获。而那些未能返回的人……便永远失落于翼星之攫。

图片[8]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

这是个一心想要将您摧残殆尽的残酷PvE世界。鼓起勇气,面对它,征服它。

大气环境具有毒性,野生动物残忍无情,顶端猎食者眈眈而视,风暴与林火席卷而来。翼星是一颗暴躁莫名的星球。无论是寻找氧气来源、狩猎下一顿餐食或是为长途跋涉储备物资,准备和计划就是一切。

您可以独自生存,也可以邀请至多八名Steam好友加入您的游戏,或是在专用服务器上自由游玩(即将推出,敬请期待)。

图片[9]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

沉浸在这个看似熟悉却又陌生的世界之中。

首批勘探者被授予了权限超过128平方公里土地的初始采矿许可证。两张地图(奥林匹斯和冥河)的每一寸土地都经过手工打磨,罕有人迹的洞窟星罗棋布,生态圈各有特色,只待您探索的脚步。您可以采伐每一棵树木,以体素的形式挖开每一枚石头,狩猎这里的每一种生物。您更能驯养并骑乘坐骑,制作先进的科技产品来提高萃取资源的速度,为更加艰险的挑战做准备。

图片[10]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

掌握三种独立的科技树:行星科技、玩家天赋和轨道工坊。

游戏中的科技分为四阶:从手工制作的物品到先进的复合材料与电子器件,更有七种不同的建筑材料。

术业有专攻,您可以任意挑选各大领域的百余种天赋:探索、建造、耕种、狩猎、驯服、战斗,等等等等。

回到轨道工坊,用异质换取具有独特性质的先进科技和物品,它们会在下一次降落之时为您提供助力。

图片[11]_ICARUS 翼星求生|官方中文|V1.2.47.109887-银河漂泊者+全DLC - 白嫖游戏网_白嫖游戏网

三种游戏模式:开放世界基地、限时任务和发挥您创想的前哨。

您可以按自己的喜好体验翼星生活。

在开放世界中扎根求存,与环境搏斗,与顶端猎食者一较高下,测试您生存本能的极限。

为那些监管这颗行星的权力中介出生入死,接受限时任务,采集异质,获取Ren币报酬。以身无一物的状态降落到行星地表,从头开始建立基地,消磨闲暇时光。

在前哨地区发挥您最狂野的创想,这里的资源会不断刷新,环境也安全无虞。

《翼星求生》由一支生存游戏开发老手团队——RocketWerkz工作室精心制作,工作室位于美丽的新西兰奥克兰。

系统需求

最低配置:

    • 需要 64 位处理器和操作系统
    • 操作系统: Windows 10 (64-bit versions)
    • 处理器: Intel i5 8400
    • 内存: 16 GB RAM
    • 显卡: Nvidia GTX 1060 6GB
    • DirectX 版本: 11
    • 网络: 宽带互联网连接
    • 存储空间: 需要 70 GB 可用空间

推荐配置:

    • 需要 64 位处理器和操作系统
    • 操作系统: Windows 10 (64-bit versions)
    • 处理器: Intel i7-9700
    • 内存: 32 GB RAM
    • 显卡: NVIDIA RTX 3060ti
    • DirectX 版本: 11
    • 网络: 宽带互联网连接
    • 存储空间: 需要 70 GB 可用空间
关于提示密码错误 看看吧 这是个老生常谈的问题了,下载稍大点资源时最好不要使用各种插件提取链接使用下载器进行下载或一些特定程序下载,有几率会丢包!! 提示就是:密码错误或者数据损坏。 对自己网络有信心的可以无视我的提醒.有些人一直不会遇见这个问题,有些人下载几个损坏几个.
千万不要有种 自己神器在手天下我有 的错觉!!!
如果出现密码错误的提示 改用百度客户端进行下载即可解决该问题,
海外老铁使用OD时遇见该问题 可直接在网页上下载 也可避免该问题.
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