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2021-04-04更新

    

最新编辑:快乐mario

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更新日期:2021-04-04

  

最新编辑:快乐mario

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快乐mario

V1.4.0.0

新选项:

增加了额外的震感选项:50%,现在是默认选项

增加了抓取模式选项,可用切换方式使用抓取按钮,而不是一直按住它

控制器配置:

全面改进了控制器配置系统,以允许进行更精细,更完整的重新配置,包括菜单输入等

添加了高级配置:下蹲冲刺

设置下蹲冲刺绑定后,将出现下蹲冲刺模式选项。按下模式将在按下按钮时下蹲冲刺。按住模式将在按住(下蹲冲刺)按钮并按下常规冲刺按钮后下蹲冲刺。

添加了高级配置:仅用于移动/冲刺的方向键

重置为默认配置选项现在确认时必须按住(几秒)

删除了游戏手柄上的硬编码“快速重新启动”快捷方式(L + R +“开始”),因为它现在会与自定义重新绑定冲突。您可以绑定专用的“快速重启”按钮以使用此功能(例如,将向下确认绑定为同一个按钮)

下载该更新后,控制器配置将重置为默认设置

暂停缓冲:

在暂停输入上增加 0.1s 的输入缓冲

修复了解除暂停时,游戏时间的冻结 (与之前相比,每次取消暂停将增加 0.15秒 游戏时间)

PHYSICS AND GAMEPLAY CHANGES:

Madeline now uses the ducking sprite when crouch dashing Moved the bottom screen kill zone down 4px Fixed a bug where wall jumps from the right side of walls could sometimes not gain the momentum of the wall Fixed MoveBlocks giving inconsistent momentum when moving vertically and being steered horizontally Added a grace period of 0.01s for gaining horizontal boosts off of explosions by holding the direction you will be sent in at the moment of impact. Examples of explosions are bumpers, puffer fish, and respawning seekers. 0.01s is a single frame at 100% game speed, but because explosion impacts freeze the game for 0.1s, this is effectively a 0.1s grace period. Dash corner correction no longer applies if the corner has spikes on top of it Dash jump-thru correction no longer applies if the jump-thru has spikes on top of it Dash correction checks now use the hurtbox rather than the physicsbox Dashes no longer correct below to ground with spikes Fixed squish correction putting Madeline in the ducking state while climbing Increased Madeline's maximum vertical squish wiggle distance so that all previously-survivable crush scenarios should still be survivable, despite the previous fix Fixed squish correction not applying when pushed by fast-moving blocks

CHAPTER 9 LEVEL CHANGES:

Added a spike to Singular 11 Added cracked tiles and indicators to Power Source Hub Added spikes to Power Source 4th Key Added a spike to Event Horizon 9 Restructured Determination 8 Shifted spikes and electricity, added a refill in Reconciliation 8

MINOR CHANGES:

Made Ch3 Master Suite Oshiro idle conversation skippable Keyboard icons will be used instead of Controller icons, if the keyboard was the last device used Reduced High Resolution art asset sizes, as the game doesn't actually draw them at their full resolution. This greatly reduces asset size Removed old Binary save file format from when the game first released Added some visual hints to the Chapter 4 Heart Updated to the latest version of FNA, introducing FNA3D. This means the FNA version can run DirectX on Windows and Metal on Mac Changed the depth of the Chapter 4 white block to be behind Madeline when she enters the room Added '--graphics [DRIVER]' and '--disable-lateswaptear' to FNA command-line arguments, which corresponds with FNA3D_FORCE_DRIVER and FNA3D_DISABLE_LATESWAPTEAR respectively Some minor changes to 3B Small tweaks to 7A flag 11 Updated Presented By titlecard Implemented unused Dash Assist aim SFX

BUG FIXES:

File Renaming text now respects Photosensitive Mode Fixed 'See Theo' cutscene in Chapter 5 repeating if you leave and re-enter the room Fixed PICO-8 Celeste update-loop inconsistency from the original PICO-8 version Fixed the bird in Farewell flinging you a slightly inconsistent distance after a respawn Fixed XNA crash when moving the game window between monitors Fixed player depth not resetting in Chapter 9 fake heart if you skip at the right time Fixed weird bug in temple ending if you run into the eyeball while holding Theo Fixed Up/Down input repeating bug, where certain applications would cause Celeste to think up/down were constantly being pressed Fixed a few small respawn facing the wrong direction in Ch5 and Ch9 Fixed the Chapter Select card graphic being slightly misaligned Fixed Button / Keyboard config menus freezing if opened during the Dash Tutorial in the Prologue Fixed Various PICO-8 Celeste emulation bugs (thanks gonengazit for the detailed notes) Fixed a crash if the Lookout spawns inside an Exit Block Fixed a few missing filler rooms in Ch5 that you could see during room transitions Fixed issue where jumpthrough platforms would show the wrong edge tile if they spawned inside solids Fixed soft lock in Ch5 Cutscene if you save Theo with Dash Assist enabled Fixed Credits soft lock if you have Dash Assist enabled Fixed summit ridge section using resort-style moving wooden platforms Fixed Dream block transition visuals getting stuck if you Skip Cutscene during it Fixed a few small visual errors with decals Fixed threading error with the File Slot graphic which stopped them from becomming visible in rare instances