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《Cultivation Stories》0.2.5.5版本重做武器机制与修复任务

0.2.5.5 — Weapons that matter

AI 导读

《Cultivation Stories》发布0.2.5.5版本,重做武器系统并修复无法开始或完成的任务。武器按蓝图分固定层级且同族不重叠,每把有独特机制;存档可导出导入.zip,自动测试覆盖30个起始点的出身故事。

推荐理由

该版本重做武器层级与特质系统,玩家可依据蓝图固定层级与矿石质量规划装备成长路线,任务引导修复也减少了卡关。

正文 · 原文

Until now almost every weapon was the same weapon with a different number. A rare recipe forged from hard-won ore could come out worse than something mass-produced. This version rebuilds how weapons work, so that climbing to better ones is something you feel. It also fixes, at the root, the missions you could not start or finish.

Tiers you can feel

  • Every weapon comes from a blueprint with a fixed tier: village, iron, spirit, Earth and Heaven. Your ore and your smithing skill decide how well it is made within that tier, and never push it up a tier.
  • Within a family, tiers no longer overlap. The worst spirit jian hits harder than the best iron jian, however good the smith.
  • Reforging and better ore improve quality, not grade.
  • Your saves keep their weapons exactly as they were.

Every weapon plays differently

  • The dao cuts deepest. The mace ignores 30% of armour. The spear and the whip reach two tiles. The fan conducts the most qi. The staff helps you dodge. The jian is the most accurate.
  • Every spirit-grade blueprint or better has its own trait from its material. The spirit copper jian conducts more qi, and the meteorite mace punches through armour.

Refining ore

  • At the forge, three ores of one grade can be refined into one of the next grade, up to high grade. High-grade spirit copper finally exists.

Clearer cards

  • A weapon's card tells you its tier, family and trait, how well made it is for its tier, and its reach, accuracy, armour piercing and qi conduction.
  • If a weapon is too much for your realm, the card warns you that it hits for half.
  • Recipes show the tier and trait of what you will forge before you spend the materials.

Missions you can always finish

  • The person a mission sends you to is always in their village, their sect seat or the middle of their county, and stays in the square. The villager's first mission, the one with the hen, no longer leaves you looking for nobody.
  • Tombs, steles and the hearts of places always point to somewhere you can reach on foot. The legacy mission goes to the nearest legacy left.
  • Asking to join a sect points to the nearest sect, even when your county has none.
  • An ambition can only be chosen if its first mission can start.
  • We tested them all: an automatic game plays every origin's story from 30 starting places and every ambition in real games, walking to each person and place.

The heart of every place

  • Springs, lakes, clearings, gorges and ruins have a marker to go deeper. Before, their inner screens and their heart could not be reached.

Meditate without interruptions

  • Seclusion banners seal the spot you are on for 12 days: no beasts or bandits break your meditation. They are sold at the market and the cultivators' stall. Fighting or leaving the spot breaks the seal.

Materials and keys

  • You can reserve a material so no generic recipe uses it, and choose in the recipe card which material is used. By default the cheapest one that fits is used.
  • A recipe that asks for any material uses the common ones before those another recipe asks for by name, like stone with qi traces or common jade.
  • The dwelling chest holds 40 stacks and can be enlarged three times, +15 each, up to 85.
  • Keys can be rebound in Pause > Controls, combat keys included. If you pick a key another action used, the two swap.

Lightness, food and finds

  • New «Run» action, and walking counts more: Lightness trains like Body.
  • A dish feeds 2 to 6 days by its grade and quality, and a good one leaves you well fed for a few days.
  • Every curiosity you use on the spot says what it gave you. The Dao a fight teaches is the one of the technique you used most, and challenging someone tells you which Dao it can teach.

Travel that takes time again

  • Crossing a tile takes longer: 120 minutes on flat ground instead of 90, and each step of qinggong or realm shortens it by 35% instead of 50%. Crossing the whole map is a real journey again, not five days.
  • Roads matter more: a tile by road costs 60% of the time (it was 70%).
  • Lightness now shortens travel too, up to 20%.

Save slots, export and import

  • Each game has three manual save slots in the same world, plus the autosave. Choose the slot when you save from Pause, and load any of them from the list.
  • «Export» packs a game into a .zip in Documents/Cultivation Stories/exportadas. «Import save» lists the .zip files in that folder and brings one in. «Open the saves folder» opens it in your file browser.
  • Your old saves load as before.

Manuals and arts

  • In shops, a manual's card says what kind it is: cultivation, body, technique, light step or qigong. If you already know that art or recipe, it says «You already know it».
  • Your stored arts are sorted from the highest tier down, then by family and name. Qigong (breathing) and Qinggong (light step) are now labelled so they cannot be mixed up.
  • The Thousand-Year Pill can give at most 60 extra years over a whole life (three pills). Giving back burned essence does not count, and once you reach the limit the pill stays in your bag. Characters who already went past it keep their years.

Other fixes from your reports

  • The sale price an item card shows is what the stall pays, in its currency. Buying and reselling at the same stall never makes a profit, and a named work only pays its fame to whoever made it.
  • You can open the card of an art or cultivation method someone knows even when you cannot afford it yet, to decide whether it is worth saving up or doing them a favour.
  • Turning Shadows off in Video removes all of them. The stall shows how much it can pay you. Walking into a sect's tile from the north puts you in front of its paifang, not behind its wall.
  • Leaving food in the pantry leaves the amount you chose, the pot cooks with pantry food, porridge no longer uses itself, the money-changer charges what he says, and passers-by answer when you greet them.
  • Some numbers were still on the old scale: the Jade Marrow and Open Eye pills now say and give +30, the start screen shows the same health as your sheet, and combat healing shows the right amount.
  • What your sense reaches is drawn on the map, even without the spiritual sense on, and only that can be used. A mortal with a good Sense spots hidden things up close, farther the higher it is. The martial insight message explains it is not an attribute: it speeds your cultivation and your next breakthrough. Your journal (Me › Status) now shows it as 悟 next to toxicity, with what it gives you right now; the Dao tree's points are now called Dao insight.
  • Breaking the mind jewel now explains its chance: the cultivation room and the mat show the base, what your Heart of the Dao and inner demon do to it, and what the jewel imbalance takes off. The door or formation of the dwelling where you break through now really holds the imbalance back.
  • All three paths are still cultivated together. In the demo the body tempers up to skin and flesh even when qi is your main path, and the message now says it is the body's limit instead of sounding like the path was closed.
  • The cultivators' stall is always marked on the minimap and the town map, greyed out with its hours when it is closed, and moved aside instead of hidden when another mark shares its spot.

Thank you for the reports. Keep them coming.

Files

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来源:itch.io Devlogs · timany19.itch.io