少數幸運兒 v27755.To.v28047升級檔+遊俠原創免DVD補丁(感謝玩家thegfw原創製作)

少數幸運兒 v27755.To.v28047升級檔+遊俠原創免DVD補丁(感謝玩家thegfw原創製作) ,《少數幸運兒》免安裝簡體中文綠色版[v28047測試版|遊俠LMAO漢化2.2]補丁:少數幸運兒(We Happy Few)v27755.To.v28047升級檔+遊俠原創免DVD補丁(感謝玩家thegfw原創製作)

少數幸運兒 v27755.To.v28047升級檔+遊俠原創免DVD補丁(感謝玩家thegfw原創製作)

使用說明:

1.解壓縮
2.複製文件覆蓋到遊戲目錄
3.開始遊戲

升級檔安裝步驟:

1.安裝《少數幸運兒》測試版遊戲:http://down.ali213.net/pcgame/wehappyfew.html
2.安裝本升級檔

更新說明:

機翻:

每周更新 – 啟動周和後續步驟
07月30日 – 思嘉船長

大家好!

上周二上午9點,我們發布了我們快樂的幾成早期訪問!在「遊戲阿爾法」作為我們調用它是一個巨大的升級到阿爾法之前的版本,我們已經收到了許多人玩,給我們一些精彩的反饋數以萬計。

對於那些在新的社會,歡迎!很高興有你在這裡。每周我們張貼的消息對遊戲,包括未來的計劃,重要的訊息,最重要的是,我們已經在這個星期的工作。這一個是比平常更長一點,因為這一直是一個更大的一周比大多數。

在我們開始之前:我們要感謝大家誰一直如此積極,真棒社區,提供反饋,幫助他人的遊戲,甚至還提醒人們,(一)我們歡喜幾家是一種生存遊戲,和( b)的故事是在1.0到來。我們看到很多評論的人仍然困惑的是什麼遊戲 – 可以理解為這些人誰只看到了E3遊戲,並沒有看別的 – 而且我們感謝大家的幫助傳播一句話,提醒大家,我們歡喜幾家其實,不是生化奇兵。我們已經看到你的評論部分,抽搐渠道,並在Twitter上,全部為真棒。謝謝。

下一步 – 一個社區更新和第一內容更新

我們目前在努力準備前兩個更新的遊戲。第一個就是我們叫「社區更新」 – 這是東西向的反饋初始波回應,包括漏洞修復和生活質量變化的顯著數量(如減少飢餓/口渴率)。目前,我們正在尋找以下修正:
淡化的生存需要,延長天的周期。
地圖標記上被打破的任務可能任務不可見。
支援調整X和滑鼠獨立ÿ靈敏度。
節能與瘟疫遊戲的時候,你重生殺死你瞬間。
挖點混亂,有時在地圖上標明他們是積極的面前。
調優耐用性,範圍和某些武器傷害(即:尖棒)。
大量的由你們報道任務的問題(下周修復的完整列表)。
性能更新為AMD卡和較慢的圖形卡。
這將需要一些時間,所以我們希望推動這個活的「預覽」分支上鍋蒸下周五8月5日。這個分支將提供給誰想要幫助測試遊戲的人。一旦我們高興的是,它是穩定的,我們將它發布到主分支供大家欣賞。其次,我們想告訴您第二次更新將是第一個顯著改變世界。這是一個內容補丁,這將改變世界如何生成,其中包括:
世界上一代增加更多的品種,
海岸,燈光和Vista的更新,
日記,任務和教學針的更新,
額外的NPC對話,
更靈活的難度設定。
我們的目標是在9月第一周發布此。
反饋和路線圖板
為了幫助整理所有我們收到的反饋訊息,讓您了解我們對未來的計劃,我們正在建立兩個不同的Trello板 – 一個用於我們的設計路線圖,一個是社區的反饋。

社區的反饋板,你可以在這裡找到:https://trello.com/b/qF8RTSDh/we-happy-few-community-feedback%5BTRELLO,在其中您可以在您最關心的固定問題進行投票。請注意,這通常不包含錯誤(這些都直接進入我們的bug數據庫),而是專註於建議和想法改進。

高級別路線圖將是那麼詳細,但將概述我們已經計劃完成,因為我們完成比賽的各項任務。這將是一個非常靈活的電路板 – 目前我們正計劃在早期訪問6至12個月的開支,因為我們還不知道究竟在何處,我們將需要添加的內容 – 但鬆散的基礎上我們的進展三個大字「故事活動。這是尚未公布,但我們會很快張貼這件事。

敘事團隊

亞歷克斯

我花了本周的第一部分擊敗遊戲!作為敘事導演,我並不總是得到充裕的時間坐下來,通過一個完整的通關。這一周,我做到了,我花了約十二個小時!很高興終於得到阿瑟蘋果霍爾姆艙口。

…這也意味著寫作,只有我要去發現問題得分的bug報告。我的責任是確保世界有意義,所有的人物在遊戲中的理由這樣做他們正在做的事情的傢伙,所以我發現了一堆東西,我想提高。

當然,周二上午的推出后,我們都被吸收玩家的錯誤的報告。其中有些是我們所知道的錯誤。他們中有些人是不是在所有的bug。他們中的一些新問題。例如,有些人抱怨的NPC能有點啰嗦。部分原因是,當他們告訴你後退的錯誤。部分原因是因為我們還沒有實現的氛圍,展示對話系統。你應該聽他們越聊很多在我們的第二次更新。

但是,聽到的問題,我要成為創作並錄製了亞瑟和他的NPC還有更多的話要說。

當然,像惠特尼,我是那種在管道的開始 – 有很多我不打遊戲,幾個星期可能幾個月,而不是明天的事。所以我要一直把東西在管道。

上周五和本周一我兩記配音演員進行了一系列亞瑟音頻倒敘的。現在我編輯它們。你會知道更多關於究竟亞瑟的記憶。

而且,我剛開始一個類似的系統上另一個右演奏的字符,在白色的女孩,還是薩姆認為她的時候,她是誰絕不能因此而得名。她將有一些令人驚訝的事情為自己說的。你不會聽到這個東西了一段時間,但你會的。

藝術團隊

惠特尼

這周是所有的地方。我concepted一個新的NPC變種,開始開發一些新奇特的技術和小工具,充實了一些象徵性的雕塑和標誌性建築的想法,並與鐵托,JR和Emmanuel工作在一個新的一塊,以幫助展示雨靴。超級忙!

這裡有一個快速的概念我做了神秘屋。我們希望它感覺像一個老,廢棄的莊園 – 一個地方有明確的一些歷史。

馬克 – 安德烈·

我這個星期有相當多的樂趣!對早期訪問被淘汰並不意味著我們得到懈怠!這一周,我已經在道具如花園小區跡象,教堂長椅和一個雄偉的器官工作。你們應該能夠很快發揮它。

莎拉

這周一直是主要的旋風!它已經非常高興看到這麼多的新面孔發現惠靈頓井首次。看著幡大,小眾一周后,我發現普遍瘋狂的腿是熱鬧有多深和鄙視。我和你。

這一周,我一直在投入大量集中到一些花園小區的標誌(你可以看到在馬克 – 安德烈的形象!例子)和新的建築牌樓概念之鄉村更加葉奧爾德英語耀斑添加到環境中。我也一直在調整一些畫和廣告,使他們可以集成到村和超越,敬請期待!下面是一幅畫委託好奇行為研究的眾議院頑劣雨靴,我也希望你喜歡。助教吧!

靈光

我工作在Vista和岩層。這將改變島嶼的邊緣是如何出現的,應該有助於提高世界的面貌。

設計團隊

文斯

嗨!我一直很忙著接聽和閱讀的蒸汽和在我們的論壇有很多反饋。我想,我可以回復儘可能多的問題,同時編譯所有的定期反饋我們得到,當然固定和測試了很多的bug,你們的報道。讓他們來了!

安托萬

你好!我希望你的人正在享受玩遊戲的Alpha。我們正在閱讀的意見,有過你很多事​​情提到的人,顯然進行更改和修正大討論。我們很高興能有生存的力學一些誠實的反饋,並能重複他們。這就是早期使用約!該小組的工作有很多在這兩個你看到的東西,你做的事情打破重複。例如,我們正在新的原型地下部分,這帶來更多的令人毛骨悚然的黑暗氣息與隨機性的一個方面。

我們將使用這種思維來改善我們改變布局的方式。例如這是在一場比賽中開了一個路徑將在另一個被關閉,陷阱可能已被放置可能不和探索這些地區的獎勵可以在不同的地方。他們可以通過一些可能在那裡可能由一小群困擾wastrels建立操作的小點夜團伙的人把守。我想很多人都知道什麼是火炬(手電筒)大約是因為你真的沒有它的任何使用權了。它的計劃是,你將需要它來導航地下部分,這將是多為暗(具有一定的光源,這樣因為在你的火炬動力電池耗盡你沒有被卡住)。所有這些空功率單元也將能夠與Motilene收割機重新填充!

麥克風

嘿,夥計們 – 這個星期我做了一堆錯誤修復和改進之後你們一直給我們真棒反饋。非常感謝你為這個!

此外,在加入主要街道和後巷之間的二次循環做了一堆為村裡新建建築,重點是:

…和我的工作多了一些,我可能會告訴你下周的傢伙。我完成了一個新的地下一層的基本布局:

……這應該是相當快的充實和完成。

次要的東西:
新「不合宜的NPC」制度,其中,錯誤類型為島上的NPC可以隨機產卵(例如,你可以看到,有時白天在村裡一個敗家子​​出現混亂……隨之而來。)
提升我們的地位,當我們坐下,所有的椅子和長凳,所以感覺更自然修復地圖標記一堆問題
修正了一堆問題進行SAVE / LOAD
您現在可以在人扔橡皮鴨:D
動畫團隊
雷米

嘿大家!這是一個非常重要的一周對於我們收到的所有反饋意見。這是非常值得關注的人玩我們的遊戲,並允許我們採取的筆記噸左右什麼來解決和提高。話雖這麼說,我主要花了我整整一周融入更多個性變化和修正錯誤。這是相當忙碌的一周,希望,我們將能夠解決大部分的問題,在將來的更新。我會喜歡你展示一些即將推出的動畫,但我想它會不得不等待下一次更新!很高興能有新的人在船上,我希望我們能有更多的表現在未來的更新!

這是所有現在,感謝您對調整!如果你喜歡讀這篇文章,隨意看看我們的所有以前的更新,我們發布每星期五!

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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