Good morning, cheeky balloon animals!
早上好,厚脸皮的气球动物!
We hope everyone's been enjoying the new combat system, which we rolled out on PC Testlive last week.
我们希望每个人都喜欢新的战斗系统,我们上周在PC Testlive上推出了这个系统。
The feedback we have gotten so far has been incredibly helpful with helping us find issues to fix and things to tweak.
到目前为止,我们得到的反馈帮助我们找到解决问题的方法和调整的方法。
Please keep the feedback and comments coming.
请保留反馈意见和意见。
New builds will be rolled out to Testlive with additional fixes.
新的构建将会被扩展到Testlive,并附加一些补丁。
In the future we'll also talk about some of the bugs and issues you've reported to us from the Testlive build and how we're fixing them.
在将来,我们还将讨论您从Testlive构建中向我们报告的一些bug和问题,以及我们如何修复它们。
A lot of it has been improved already.
很多都已经改进了。
From the current Testlive build to the latest internal development build there are around 300 changes.
从当前的Testlive构建到最新的内部开发构建,大约有300个变更。
There were some freezes on the Testlive servers over the weekend, due a recursive item reference which has now been found and fixed and will be patched to Testlive later today.
周末的Testlive服务器上出现了一些冻结,因为现在已经找到并修复了一个递归的项目引用,并将在今天晚些时候对Testlive进行修补。
We also noticed players having trouble finding the servers in the browser.
我们还注意到,在浏览器中,玩家很难找到服务器。
This was fixed and rolled out to Testlive on Tuesday.
这是在周二进行的测试。
Finally, we want to speak to the Xbox audience.
最后,我们想和Xbox的观众交流。
We wanted to let you know that we haven't forgotten you and that we will patch the Xbox version of Conan Exiles.
我们想让你知道,我们还没有忘记你,我们会给柯南·流放者的Xbox版本打补丁。
As soon as certification ends, which should be soon, we will be able to roll out the Update 32 parity patch on Xbox One.
一旦认证结束,这应该很快,我们将能够推出更新32奇偶补丁在Xbox One。
What the teams have been working on in the past week:
在过去的一周里,这些团队一直在做什么:
Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline.
每个周五,开发团队都会聚集在一起,讨论他们最近的工作:新内容和新特性,已经修复的bug,以及即将到来的事情。
To not make this newsletter overly long we're only sticking to the highlights.
为了不让这篇新闻稿过长,我们只关注重点。
Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant.
即使没有明确提及的事情仍在“幕后”工作,我们也会在它们相关的时候提到它们。
Vanguard
先锋
The mighty Vanguard are our forward troops in the fight against the bugs and exploits.
强大的先锋队是我们的前进部队,在对抗各种错误和漏洞的战斗中。
They also help smooth out gameplay systems and mechanics in need of some extra love and attention.
它们也有助于消除游戏系统和机械的需要,需要一些额外的爱和注意。
This past week there's been a big update to the Feats interface, grouping a lot of blueprints together and organizing them based on theme and content.
在过去的一周中,“壮举”界面有了一个大的更新,将大量的蓝图组合在一起,并根据主题和内容组织它们。
We think this will make navigating the Feats window much easier for players, letting you understand everything at a glance.
我们认为这将使玩家更容易浏览“壮举”窗口,让你一目了然。
We're hooking up a post-character creation in-game cinematic to replace the temporary one that's currently in the game.
我们将在游戏中加入一个后角色创造游戏来取代目前游戏中的暂时角色。
This will offer up more details in the game's story, you'll get to see more of Conan, and we've even made a facial rig to give your player character facial expressions in the in-game cinematic.
这将在游戏的故事中提供更多的细节,你将会看到更多的柯南,我们甚至做了一个面部平台在游戏中给你的玩家角色面部表情。
Finally, the moaning sound that would sometimes play when drinking water has been removed.
最后,当饮用水被移除时,发出的呻吟声有时会响起。
No more sexy sounds, but we're leaving the door open for our Audio team to create and add some cool buff sounds.
没有更性感的声音,但是我们为我们的音频团队打开了一扇门,来创造和添加一些酷炫的声音。
Terraformers
Terraformers
The Terraformers are working on creating new content while also rebalancing existing content.
Terraformers正在致力于创建新的内容,同时也在重新平衡现有内容。
Following up on the armor and weapons revamps we talked about two weeks ago we had some questions from players asking how this will affect NPC drops.
在我们讨论了两周前我们谈到的装甲和武器改造后,我们有一些玩家提出的问题,询问这将如何影响NPC的掉落。
Weapons and armors will still drop as loot from NPCs, and we've now also added cultural armors as drops from NPCs belonging to that culture.
武器和盔甲仍然会从npc那里掉落,我们现在也加入了文化盔甲,从属于那种文化的npc掉落。
Meaning you might get Stygian armor from Stygians, Nordheimer armor from Nordheimers, etc.
也就是说,你可能会得到来自Stygians, Nordheimer盔甲,Nordheimers等的Stygian盔甲。
Speaking of NPCs, populations across the entire game are still being tweaked as part of the content revamp.
说到NPCs,整个游戏的用户仍然被调整为内容更新的一部分。
You'll be able to experience this very soon on Testlive.
你很快就能在Testlive上体验到这一点。
If you've been playing around with the Testlive build you have already seen some of the effects this has had on NPC and resource placements.
如果您一直在使用Testlive构建,那么您已经看到了它对NPC和资源配置的一些影响。
You might also have run into the world bosses: bigger, more dangerous versions of regular enemies that stick to certain areas in the map.
你可能也遇到过世界上的老板:更大、更危险的普通敌人,他们会坚守在地图上的某些区域。
There are more of them coming, but what they are remains to be seen.
他们中有更多的人来了,但他们还有待观察。
n terms of thralls we've also begun working on a new type of thralls that will work as item carriers for players.
在thralls方面,我们也开始开发一种新型的thralls,它可以作为玩家的项目载体。
You'll find them in camps, just like regular thralls.
你会在营地找到他们,就像普通的奴隶一样。
Once broken they'll have a much greater inventory space than other thralls, based on their tier level, letting you take a lot of extra stuff with you for when you go out on expeditions!
一旦坏了,他们的库存空间会比其他的人要大得多,这是基于他们的层次,让你在外出探险的时候带很多额外的东西。
This was another reason to have mounts and we have found an alternative by implementing carrier thralls.
这是另一个需要安装的原因,我们已经找到了一种替代方法,通过实现运营商的thralls。
Thralls is a natural part of the game already, so we wanted to expand the system further.
Thralls已经是游戏中很自然的一部分了,所以我们想进一步扩展这个系统。
We felt that carrier thralls made sense as a way of increasing players' carrying capacity.
我们认为,作为增加球员承载能力的一种方式,航空母舰是有意义的。
Monster Hunters
怪物猎人
Ostrich Run
鸵鸟跑
The Monster Hunters have been doing a lot of quality of life work on creatures and monsters.
怪物猎人在生物和怪物身上做了大量的工作。
Forward movement's been improved, attack boxes have been adjusted and animations have been polished to look better.
向前移动的改进,攻击框已经调整和动画被抛光,以看起来更好。
We've also re-implemented additive animations on creatures.
我们还在生物上重新实现了添加动画。
That's what you see in the video above.
这就是你在上面的视频中看到的。
They were removed when the new AI came in a while back and needed to be re-implemented alongside animations for when animals would turn in place.
当新的人工智能在一段时间内出现时,它们被移除,并且需要在动物出现的时候与动画一起重新执行。
It resulted in creature animations being a bit stuttery, but now that we have the Monster Hunters team we're able to re-implement it and smooth it out, so things look better.
它导致了生物动画有点混乱,但是现在我们有了怪物猎人团队,我们可以重新实现它并使它平滑,所以事情看起来更好。
All animals have additive animations now except the very small ones (rabbits, baby animals, cobras, etc).
现在所有的动物除了小动物(兔子、小动物、眼镜蛇等)都有加法动画。
The new system is improved from before.
新系统从以前改进了。
It allows us to have different additive turning based on the creature's movement speed.
它允许我们根据生物的运动速度进行不同的加法变换。
Final Wrap Up
最后的总结
It is a streaming week again and so we'll be running another developer stream on Friday.
这又是一个流媒体周,所以我们将在周五运行另一个开发者流。
Joel won't be joining us, so lead designer Oscar will be taking his place.
乔尔不会加入我们,所以奥斯卡最佳设计师将接替他的位置。
We'll talk about farming, show some new combat improvements, and bring in someone from the Monster Hunters team to talk about the creature revamp they've been doing.
我们将讨论农业,展示一些新的战斗改进,并引入怪物猎人团队的人来谈论他们正在进行的生物改造。
The time and place, as always, are http://www.twitch.tv/funcom at 5pm CET.
时间和地点,一如往常,是http://www.twitch.tv/funcom,下午5点。
We hope you'll join us!
我们希望你能加入我们!
Sincerely,
真诚地,
Funcom
Funcom
早上好,厚脸皮的气球动物!
We hope everyone's been enjoying the new combat system, which we rolled out on PC Testlive last week.
我们希望每个人都喜欢新的战斗系统,我们上周在PC Testlive上推出了这个系统。
The feedback we have gotten so far has been incredibly helpful with helping us find issues to fix and things to tweak.
到目前为止,我们得到的反馈帮助我们找到解决问题的方法和调整的方法。
Please keep the feedback and comments coming.
请保留反馈意见和意见。
New builds will be rolled out to Testlive with additional fixes.
新的构建将会被扩展到Testlive,并附加一些补丁。
In the future we'll also talk about some of the bugs and issues you've reported to us from the Testlive build and how we're fixing them.
在将来,我们还将讨论您从Testlive构建中向我们报告的一些bug和问题,以及我们如何修复它们。
A lot of it has been improved already.
很多都已经改进了。
From the current Testlive build to the latest internal development build there are around 300 changes.
从当前的Testlive构建到最新的内部开发构建,大约有300个变更。
There were some freezes on the Testlive servers over the weekend, due a recursive item reference which has now been found and fixed and will be patched to Testlive later today.
周末的Testlive服务器上出现了一些冻结,因为现在已经找到并修复了一个递归的项目引用,并将在今天晚些时候对Testlive进行修补。
We also noticed players having trouble finding the servers in the browser.
我们还注意到,在浏览器中,玩家很难找到服务器。
This was fixed and rolled out to Testlive on Tuesday.
这是在周二进行的测试。
Finally, we want to speak to the Xbox audience.
最后,我们想和Xbox的观众交流。
We wanted to let you know that we haven't forgotten you and that we will patch the Xbox version of Conan Exiles.
我们想让你知道,我们还没有忘记你,我们会给柯南·流放者的Xbox版本打补丁。
As soon as certification ends, which should be soon, we will be able to roll out the Update 32 parity patch on Xbox One.
一旦认证结束,这应该很快,我们将能够推出更新32奇偶补丁在Xbox One。
What the teams have been working on in the past week:
在过去的一周里,这些团队一直在做什么:
Every Friday, the development team meets up to highlight and talk about what they’ve been working on recently: New content and features, bugs that have been fixed, and things to come down the pipeline.
每个周五,开发团队都会聚集在一起,讨论他们最近的工作:新内容和新特性,已经修复的bug,以及即将到来的事情。
To not make this newsletter overly long we're only sticking to the highlights.
为了不让这篇新闻稿过长,我们只关注重点。
Even if something isn't explicitly mentioned things are still being worked on "behind the scenes", and we'll mention these when they're relevant.
即使没有明确提及的事情仍在“幕后”工作,我们也会在它们相关的时候提到它们。
Vanguard
先锋
The mighty Vanguard are our forward troops in the fight against the bugs and exploits.
强大的先锋队是我们的前进部队,在对抗各种错误和漏洞的战斗中。
They also help smooth out gameplay systems and mechanics in need of some extra love and attention.
它们也有助于消除游戏系统和机械的需要,需要一些额外的爱和注意。
This past week there's been a big update to the Feats interface, grouping a lot of blueprints together and organizing them based on theme and content.
在过去的一周中,“壮举”界面有了一个大的更新,将大量的蓝图组合在一起,并根据主题和内容组织它们。
We think this will make navigating the Feats window much easier for players, letting you understand everything at a glance.
我们认为这将使玩家更容易浏览“壮举”窗口,让你一目了然。
We're hooking up a post-character creation in-game cinematic to replace the temporary one that's currently in the game.
我们将在游戏中加入一个后角色创造游戏来取代目前游戏中的暂时角色。
This will offer up more details in the game's story, you'll get to see more of Conan, and we've even made a facial rig to give your player character facial expressions in the in-game cinematic.
这将在游戏的故事中提供更多的细节,你将会看到更多的柯南,我们甚至做了一个面部平台在游戏中给你的玩家角色面部表情。
Finally, the moaning sound that would sometimes play when drinking water has been removed.
最后,当饮用水被移除时,发出的呻吟声有时会响起。
No more sexy sounds, but we're leaving the door open for our Audio team to create and add some cool buff sounds.
没有更性感的声音,但是我们为我们的音频团队打开了一扇门,来创造和添加一些酷炫的声音。
Terraformers
Terraformers
The Terraformers are working on creating new content while also rebalancing existing content.
Terraformers正在致力于创建新的内容,同时也在重新平衡现有内容。
Following up on the armor and weapons revamps we talked about two weeks ago we had some questions from players asking how this will affect NPC drops.
在我们讨论了两周前我们谈到的装甲和武器改造后,我们有一些玩家提出的问题,询问这将如何影响NPC的掉落。
Weapons and armors will still drop as loot from NPCs, and we've now also added cultural armors as drops from NPCs belonging to that culture.
武器和盔甲仍然会从npc那里掉落,我们现在也加入了文化盔甲,从属于那种文化的npc掉落。
Meaning you might get Stygian armor from Stygians, Nordheimer armor from Nordheimers, etc.
也就是说,你可能会得到来自Stygians, Nordheimer盔甲,Nordheimers等的Stygian盔甲。
Speaking of NPCs, populations across the entire game are still being tweaked as part of the content revamp.
说到NPCs,整个游戏的用户仍然被调整为内容更新的一部分。
You'll be able to experience this very soon on Testlive.
你很快就能在Testlive上体验到这一点。
If you've been playing around with the Testlive build you have already seen some of the effects this has had on NPC and resource placements.
如果您一直在使用Testlive构建,那么您已经看到了它对NPC和资源配置的一些影响。
You might also have run into the world bosses: bigger, more dangerous versions of regular enemies that stick to certain areas in the map.
你可能也遇到过世界上的老板:更大、更危险的普通敌人,他们会坚守在地图上的某些区域。
There are more of them coming, but what they are remains to be seen.
他们中有更多的人来了,但他们还有待观察。
n terms of thralls we've also begun working on a new type of thralls that will work as item carriers for players.
在thralls方面,我们也开始开发一种新型的thralls,它可以作为玩家的项目载体。
You'll find them in camps, just like regular thralls.
你会在营地找到他们,就像普通的奴隶一样。
Once broken they'll have a much greater inventory space than other thralls, based on their tier level, letting you take a lot of extra stuff with you for when you go out on expeditions!
一旦坏了,他们的库存空间会比其他的人要大得多,这是基于他们的层次,让你在外出探险的时候带很多额外的东西。
This was another reason to have mounts and we have found an alternative by implementing carrier thralls.
这是另一个需要安装的原因,我们已经找到了一种替代方法,通过实现运营商的thralls。
Thralls is a natural part of the game already, so we wanted to expand the system further.
Thralls已经是游戏中很自然的一部分了,所以我们想进一步扩展这个系统。
We felt that carrier thralls made sense as a way of increasing players' carrying capacity.
我们认为,作为增加球员承载能力的一种方式,航空母舰是有意义的。
Monster Hunters
怪物猎人
Ostrich Run
鸵鸟跑
The Monster Hunters have been doing a lot of quality of life work on creatures and monsters.
怪物猎人在生物和怪物身上做了大量的工作。
Forward movement's been improved, attack boxes have been adjusted and animations have been polished to look better.
向前移动的改进,攻击框已经调整和动画被抛光,以看起来更好。
We've also re-implemented additive animations on creatures.
我们还在生物上重新实现了添加动画。
That's what you see in the video above.
这就是你在上面的视频中看到的。
They were removed when the new AI came in a while back and needed to be re-implemented alongside animations for when animals would turn in place.
当新的人工智能在一段时间内出现时,它们被移除,并且需要在动物出现的时候与动画一起重新执行。
It resulted in creature animations being a bit stuttery, but now that we have the Monster Hunters team we're able to re-implement it and smooth it out, so things look better.
它导致了生物动画有点混乱,但是现在我们有了怪物猎人团队,我们可以重新实现它并使它平滑,所以事情看起来更好。
All animals have additive animations now except the very small ones (rabbits, baby animals, cobras, etc).
现在所有的动物除了小动物(兔子、小动物、眼镜蛇等)都有加法动画。
The new system is improved from before.
新系统从以前改进了。
It allows us to have different additive turning based on the creature's movement speed.
它允许我们根据生物的运动速度进行不同的加法变换。
Final Wrap Up
最后的总结
It is a streaming week again and so we'll be running another developer stream on Friday.
这又是一个流媒体周,所以我们将在周五运行另一个开发者流。
Joel won't be joining us, so lead designer Oscar will be taking his place.
乔尔不会加入我们,所以奥斯卡最佳设计师将接替他的位置。
We'll talk about farming, show some new combat improvements, and bring in someone from the Monster Hunters team to talk about the creature revamp they've been doing.
我们将讨论农业,展示一些新的战斗改进,并引入怪物猎人团队的人来谈论他们正在进行的生物改造。
The time and place, as always, are http://www.twitch.tv/funcom at 5pm CET.
时间和地点,一如往常,是http://www.twitch.tv/funcom,下午5点。
We hope you'll join us!
我们希望你能加入我们!
Sincerely,
真诚地,
Funcom
Funcom