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0.19更新日志

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2022-04-29更新

    

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更新日期:2022-04-29

  

最新编辑:Whiar

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  • 原文发布于北京时间2022年4月29日
  • 装备等中文名采用当前游戏版本的译名,未来可能有调整




GREETINGS, CHOSEN!/你们好,天选者!
Catalyst Black pre-registration is now open! After months of your feedback and play testing, we are finally ready to share the game with the world. Unite as a community to unlock rewards at major pre-registration milestones, such as an Astral Chest and a Flamethrower. Prepare for launch on May 25. / Catalyst Black预约开启,将在5月25日(北京时间26日)双端同步公测,达成预约目标解锁对应奖励。

Until then, your feedback continues to shape the future of Catalyst Black, meaning more new features are upon us. Managing your loadout is made easier, allowing for gear comparisons while accessing your inventory. For infusions, components are removed from the whole process, now only requiring duplicates.

Some significant changes are also in for gameplay, starting with charge states for all Snipers to deal more damage. Tactically, this layer of finesse will change the battlefield. Viscerally, new death animations highlight knockbacks and flame effects — just to make that L stand out a bit more.

With that, onward we go! If you haven't done so already, come find us on Discord to discuss what's new.

— SeanLagged & Barry Lee

Progression Updates/进度更新

Progression-0.19.png
In our quest to improve the progression systems following massive revamps in recent patches, there are a few more areas to follow up on. / 为了优化进度系统,我们对最近的版本进行着大改,下面是一些更多的更改项。

First, components are gone! In speaking with you, we heard that infusions were too difficult and complex to attain. With this removal, infusions only require duplicate items. Additionally, the order in which traits and perks are unlocked have changed. Now, unique perks are granted at levels 1/5/10 and traits at 3/6/9. Other passive bonuses are granted at levels 2/4/7/8. By spreading them out across the levels, traits in particular are more valuable. / 首先,组件没了!在和你们交谈时,我们听说灌注系统完成得太难和复杂。由于它得移除,灌注系统只需要重复装备。另外,被动里解锁特性得次序也变了。现在特殊被动在1/5/10级获得,特性在3/6/9级获得。其他额外被动在2/4/7/8级获得。通过把它们分在不同的等级,特性更有价值了。

On the art side, a new UI flow is in for examining gear. Two items can be opened side-by-side to compare all the details. A menu has also been added to provide tips on where that piece of gear can be acquired. / 在美术方面,查看装备有新的界面排布。2件装备能并排打开来对比所有细节。也为在哪里获得装备提供提示而增加了一个菜单。

Finally, Shards now fill up the new chest meter found in the quests menu. Once filled, a Moon, Star, or Astral Chest is unlocked — and the next random chest shines bright, begging you to earn more Shards. This progression mechanic replaces Moon Chests appearing in the shop. / 最后,碎片在任务菜单填充中新的宝箱。一旦填满,一个月亮或者星界宝箱会解锁--下一个新的随机宝箱闪闪发亮,向你乞求更多的碎片。这个进度机制取代了在商店出现的月亮宝箱。

Economy Changes/经济变化

Currency-0.19.png
As you hone your skills and level your gear, how that progress is honored has changed. Economy structure from Patch 0.19 is intended to seamlessly and fairly reward your time investment. Behold the important, newly energized refinements below: / 下面是0.19版本新的激励改善:

  • Chests/宝箱
    • Moon Chests drop small amounts of Quint as well as have a chance to drop Dust instead of random XP and a small chance to drop a duplicate piece of gear./月亮宝箱掉落少量昆特币,同样有机会掉落粉尘而不只有随机经验,也有小机会掉落重复装备。
    • Astral Chests have been halved in cost and now give 5 duplicates./星界宝箱花费减半,现在给5件重复品。
  • Quests/任务
    • Daily and Weekly quests all reward Shards and a solid amount of Dust./日常和周常任务全部奖励碎片和少量粉尘。
  • Currencies/货币
    • Quint value revised in-line with new chest balancing./昆特币价值调整和新宝箱平衡一致。
    • Increased the ratio of Dust to random XP earned (more Dust!)./增加粉尘对随机经验的获得比率(更多粉尘!)
    • Marks are now much rarer to earn but no longer required to obtain duplicates./马克币(印记)现在获得更少,但无需买到重复品。
    • There is now a daily cap on the number of Shards you can earn from matches./现在从比赛中获得的碎片数量有每日上限。
  • Shop/商店
    • More bundles are available for Marks instead of in-app purchases./马克币取代应用内购作为更多捆绑包的支付货币。
    • Introducing redemption codes! More use cases for these will come in the future, but in the meantime, enter code "019" for a special reward. You deserve it./引入了兑换码系统!未来会有更多的使用情形到来,但现在你可以输入代码“019”获得特别奖励。你们应得的。



New Death Animations/新死亡动画

NewAnimations-0.19.gif
Truthfully, the new death animations only have their own section to show them off in glorious GIF form. Enjoy./通过单独板块的动图来欣赏新的死亡动画

Balance Changes/平衡变化

Game Modes/游戏模式

Slayer/屠戮者模式

Slayer-0.19.jpg

  • Kills to win decreased/获胜分数降低: 30 ➔ 25
  • Match length cap increased/比赛长度上限增加: 300s ➔ 600s


Hydra/九头蛇模式

Hydra-0.19.jpg

  • You may now kill other players during the warm-up period. Each kill grants one Ascension Point during this time. / 现在你能在准备阶段击杀其他玩家。期间每次击杀获得一点飞升券分数。
  • Overseer and totem health decreased by 12.5% / 监察者和图腾降低12.5%生命值。


Eventide/暮光模式

Eventide-0.19.jpg

DEV NOTE: As all other methods to score stop spawning during Final Harvest, a team will need to control the majority of outposts for some amount of time to earn victory. / 最终收获事件期间仍需要控制多数哨站来获得胜利。

  • Points to win during Final Harvest increased/赢得最终收获事件的分数增加: 30,000 ➔ 35,000
  • Score per second for controlling the majority of outposts increased/控制多数哨站的每秒得分增加: 40 ➔ 70



Weapons/武器

All Weapons/所有武器

  • No longer have bonus range with damage falloff. / 射程外落点不再有额外伤害。
  • Splintered Fate and Dispatch's infusion perks now deal just enough damage to kill the target. / 分裂的命运和派件员的灌注被动现在对击杀目标造成足量伤害。


Snipers/狙击步枪

  • Snipers can now be charged to deal increased damage. Charging happens automatically while manually aiming. / 狙击步枪现在蓄力造成伤害增加;手动瞄准时自动蓄力。
    • During the charge, you are put into a walking state. / 蓄力期间你会进入行走阶段。
    • Auto-aiming a Sniper will immediately fire it, but you cannot charge the shot with auto-aim. / 自瞄使用狙击枪会立即发射出去;但你不能用自瞄蓄力。
    • A visual effect on the tip of the weapon will indicate its charging state. / 武器提示的视觉效果会指示它的充能情况。
    • Damage scaling based on range has been removed. / 基于射程的伤害程度已被移除。


Sniper PrimalEye.png




  • Primal Eye/源神之眼
    • Damage decreased/伤害降低: 650-910 ➔ 436-611
    • Range increased/射程增加: 13 ➔ 16
    • Charge time/蓄力时间: 0.5s
    • Charge stages/蓄力阶段: 2
    • Charge damage bonus/额外蓄力伤害: 75%


Sniper Prodigal.png




  • Prodigal/浪子
    • Damage decreased/伤害降低: 960-1344 ➔ 644-901
    • Range increased/射程增加: 13.2 ➔ 16
    • Charge time/蓄力时间: 1s
    • Charge stages/蓄力阶段: 2
    • Charge damage bonus/额外蓄力伤害: 100%


Sniper Prodigal Ancient.png




  • Luma Prodigal/光明浪子
    • Damage decreased/伤害降低: 1017-1424 ➔ 682-955
    • Range increased/射程增加: 13.8 ➔ 18
    • Charge time/蓄力时间: 1s
    • Charge stages/蓄力阶段: 2
    • Charge damage bonus额外蓄力伤害: 100%


Sniper Objection.png




  • Objection/阻抗
    • No longer has a delay before firing. / 发射前不再有延迟。
    • Damage decreased/伤害降低: 1320-2200 ➔ 885-1239.
    • Range increased/射程增加: 15 ➔ 18
    • Charge time/蓄力时间: 1.5s
    • Charge stages/蓄力阶段: 1
    • Charge damage bonus/额外蓄力伤害: 200%


Sniper NegateSiren.png




  • Negate Siren/否定之笛
    • Damage reduced/伤害减少: 850-1190 ➔ 570-798
    • Range increased/射程增加: 13.8 ➔ 16
    • Charge time/蓄力时间: 1s
    • Charge stages/蓄力阶段: 2
    • Charge damage bonus/额外蓄力伤害: 125%


Rocket Launchers/火箭筒

  • Increased rocket radius to 0.6 for all Rocket Launchers. / 所有火箭筒增加推动比率到0.6


Mortars/迫击炮

Lobber Avalanche.png




  • Avalanche/雪崩
    • Fixed a bug where the damage was not respecting falloff values, dealing maximum damage even if you were clipped by the edge of the explosion. / 修复伤害不遵循落地数值的漏洞,即便你在爆炸边缘挨到也会造成最大伤害。