《太阳浩劫》v1.3升级档+BAT未加密补丁
  • 中文名称:
    太阳浩劫
  • 发布日期:
    2015-07-04
  • 更新日期:
    --
  • 文件大小:
    53.5M
  • 游戏语言:
  • 英文名称:
    Solarix
  • 游戏制作:
    Pulsetense Games
  • 游戏发行:
    KISS ltd
  • 上市时间:
    2015-04-30
  • 官方网址:
运行系统:
XP/Vista/Win7 x32/Win7 x64
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《太阳浩劫》v1.3升级档+BAT未加密补丁

使用说明:

1. 解压缩
2. 安装Update目录下的升级档到游戏目录中
3. 复制Crack目录下的未加密补丁到游戏目录中覆盖
4. 开始游戏

更新说明:

Here are the patch notes:

We have added more check points to the overall of each chapter since even on easy difficulty, the game is now more challenging

Pistol crosshair is now in red color, as requested by some players to improve aiming in brighter areas.

Added auto-weapon switch functionality, when you pick up weapons and items for the first time, to focus better on the related tutorial
Increased flash-light radius and brightness to see in the dark areas better

Miner-Zombies have much better sight radius and vision abilities now to detect the player, even on easiest difficulty. This would add extra tension and challenge in the related chapter.

Alert periods are increased for some of the soldiers, in a randomized manner. Some of the guards are more paranoid now, they will insist in searching for the player 搈ore?when they become suspicious. We haven抰 applied this to whole of the guards to balance 搑andomization?of A.I and some 搖nexpected?behavior will now add more tension. Be even more careful now, about not to alert them, since some soldiers might not give up until they search every near nook and cranny once they are suspicious.

Soldiers now have limited clip-ammo size for the machine guns. This means that when you are caught, they will still try to hunt you down mercilessly but when they run out of ammo for each clip, they will play reloading animation. Because of this, players will have a bit more 揺xtra time?to manage their escape when they are caught.

One of the criticism to the A.I was that their patrol routes were easy to detect and memorize. Now, we added some randomization to patrol routes of certain guards. Some of them will randomly switch to alternate paths while patrolling. Now, players have to be more careful if they want to knock them out during their patrol routes because it is more 搑andomized?

Some of the soldiers & cyborgs now work in teams, alert one, he might "notify" his closest buddy. However, we randomized this feature to add more realism to the A.I. Some of them would prefer to investigate "solo" when they sense danger, some of them would want to work in teams all the time.

Some of the cyborgs have better sight radius and vision abilities now to detect the player, even on easiest difficulty. This would add extra tension and challenge in the related chapters.

Fixed A.I Pathing problems around crew quarters in chapter 7 by adding a sound proof volume.

Fixed some collision problems & A.I Pathing issues in chapter 4 and chapter 5

Fixed A.I Pathing around crew quarters in chapter 7 by adding a sound proof volume.

Added more easy-to-understand objective descriptions to chapter 2 and chapter 7

By BAT

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