审判 judgment上古卷轴5 apocalypsee 矿怎么挖

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Title: Judgment: Apocalypse Survival Simulation
Genre: , , ,
Developer:
Publisher:
Release Date: 11 Apr, 2016
What the developers have to say:
Why Early Access?
&Judgment: Apocalypse Survival Simulation is in early access because we believe that great games are made through cooperation between fans and developers. The game is fully funded and we are not counting on Early Access sales to fund the development.&
Approximately how long will this game be in Early Access?
&We estimate that a full release will be available in Q1 2017, but it may take longer if we feel the game is not ready for full release yet.&
How is the full version planned to differ from the Early Access version?
&During the Early Access we constantly update with new or modified mechanics, bug fixes, balancing changes, and many other improvements. We add some new content during the Early Access, but much of the content, including the full story, will only be added in the full version.&
What is the current state of the Early Access version?
&The game is fully playable and already provides several hours of content and lots of replayability. Most mechanics are there, but the plot isn't fully implemented yet.&
Will the game be priced differently during and after Early Access?
&No decision has been made regarding full release pricing.&
How are you planning on involving the Community in your development process?
&The community is essential to Judgment: Apocalypse Survival Simulation's success. The whole point of Early Access is to work with the community in order to make the game better. We plan to work closely with our community and listen to everything they say to improve the game.
Before launching Early Access, we fixed 100% of the issues and implemented 70% of the enhancement requests from our closed alpha players.&
Buy Judgment: Apocalypse Survival Simulation
Recent updates
20 December, 2016
The apocalypse may be here, but we are surviving, and fighting back.
And now, we finished crafting Alpha 10, codename - &The Professionals&, to help us in our fight!
Alpha 10 is now available on the main branch. These past two months were very busy for us. We grew our team, hired a PR firm, created a new trailer, and through this all, we were working on this latest update - Alpha 10. A lot of work for two guys.
Here's some of what's new in alpha 10 and what we've been up to in the past two months. The full list of changes can be found below.
Want to stay up to date?
Survivor Generation
A new survivor generation window will appear before the game starts. You will get a chance to see your survivors, customize them, or re-roll new survivors if you're not happy with what you got.
New Judgment Trailer
Making a trailer that is interesting, captivating, and represents your game well is not an easy task. It took us a while to get everything the way we wanted, but in the end we are very happy with the results. What do you think of our ?
Profession System
Our goal was making survivors more unique, having more effect on your play style. The 7 skill system felt inadequate for the task. All of the survivors had the same skills, and could improve any of them. Traits helped differentiate them a bit, but not enough.
So we scrapped it. Now, every survivor starts with a profession and some skills from that profession. As they perform tasks, they gain experience and earn levels. For every level you can select one of several new skills, depending on the profession.
You can still shape the direction in which your survivor evolves, but they are now more different from each other, adding more variety to the game.
It was a big challenge, designing and implementing this system. Not only did it's code integrate with almost every system in the game, it's effects on the game balance are grand. It took many iterations until we got the balance right, and I'm sure there is still much more we can improve.
Right now there are 4 professions, each has 5 levels, and every level has 2-3 skills, for a total of more than 50 new skills you can choose from. In addition there are tens of possible starting skills. We will be adding more in following updates, more skills, professions and mechanics.
All professions are fully moddable.
New Skills System
In the new system, a survivor either has or doesn't have a skill. Every skill provides bonuses to different stats. Some bonuses require specific weapons to be equipped, so an Occultist, for example, may get great combat bonuses, but only using occult weaponry.
Some crafting and building tasks now require specific skills. For example, to build a guard tower a survivor must have the &Defensive Building& skill. Choose your survivor skills wisely and plan ahead.
These new skills are fully moddable.
Improved world map
The world map is now 4 times bigger, more sparse, with a more interesting layout. The world now has rural areas and cities. Cities are very dense with scavenge opportunities, while rural areas are more likely to have farms and military bases. Explore the map until you find the areas that have what you need.
Scavenge difficulty is no longer as linear as it was. Things still get harder the farther you are from your base, but it's a bit more random, and some locations (like military bases) hold tougher enemies than others (like farms).
We also make sure that resources essential for research are always available in a reasonable distance from the base with enemies of reasonable difficulty.
The world generation algorithm is moddable.
Research materials
Important research subjects now require scavenge-only resources that are used specifically for this purpose. Once you get your hands on these resources you will have to choose how to best spend them, depending on your situation. There should be enough of these to unlock the entire research tree eventually.
New Content
Most of the new content in alpha 10 revolves around the new profession & skill systems. Other than that, there's also a brand new Industrial Area scavenge biome, three new scavenge locations, a new enemy, and a new research subject.
Performance Improvements
Another very important update in alpha 10 is the improved performance and stability. With large colonies, the game could become laggy, and even freeze for a few seconds on some occasions, which would usually result in the operating system closing the game as non-responsive.
All of the performance issues that were reported were resolved, and a few others that we found. There shouldn't be any more performance issues, we've tested with over 50 survivors. If you encounter any, please let us know ASAP.
Additionally, we've improved performance of switching from base to world map, and the UI for sending survivors on missions.
Balancing
There were many balancing changes. Here are a few of the main ones:
Survivors now eat less often, so they don't have to stop their tasks and go find food so much as before.
Lots of stat tweaking around accuracy and evasion.
Custom difficulties now allow to disable base attacks completely, for those who want to focus on building and play in their own pace.
When a survivor dies you now get their equipment back.
Steam Workshop Support
Support for steam workshop has been added in alpha 10. The workshop itself (on steam) will be in beta for now, but anyone may join the beta program by simply joining this . Once joined, you will have access to the workshop page, and be able to upload or download mods. Follow our
to learn how to create and upload mods.
Additionally, you can now mod many new aspects of the game: Items, crafting, research, scavenge, enemies, skills, professions, world map generation, and much more. For more information check out the .
Previous saves and mods
Due to the change in the skills system, we couldn't support older saved games. You will have to start a new game in alpha 10.
Mods from previous alpha versions may or may not work, we have made some changes to the format of our configuration files. The
has been updated with all the new formats.
Full list of changes
Mechanics: Changed skill system, skills no longer have levels, a survivor either has a skill or not. Skills now provide a much higher variety of bonuses/penalties.
Mechanics: New profession system where each survivor has a profession and can earn profession levels. You can then choose new profession skills when they earn levels, customizing your survivors to fit your play style.
Mechanics: Some crafting, building or actions now require the survivors to have certain skills to be performed.
Mechanics: New bonuses that only take effect when specific items are equipped, such as bonus accuracy for bows.
Mechanics: Starting survivors are now shown before starting a new game, and you can re-roll or customize their appearance before starting.
Mechanics: Some scavenge loot is now hidden. Mostly scavengeable equipment.
Mechanics: Can only scout empty tiles now. Scouting scavenge locations is now done automatically when the location is scavenged.
Mechanics: In custom difficulty, can now turn off base attacks completely, and/or turn off awareness gain.
Mechanics: A single research may now provide more than one passive bonus.
AI: Survivors will now switch between tasks less often to prevent ping pong between tasks.
AI: Enemies will now give higher priority to attacking survivors within their range, rather than chasing others who are outside their range.
Usability: New survivor skills window where you can see a survivor's skills, and a summary of all their bonuses.
Usability: Priorities window - can now sort according to specific task, instead of skill level.
Usability: New level up notifications
Usability: Tired survivors now have a visible negative status effect in combat.
Usability: Clicking ESC in the world map now returns to base.
Usability: Selected survivor info now takes less screen space. Most of the extra information is available when opening the skills window.
Usability: Clicking some warnings will now take you to the correct place (rescue warning will take you to the world map, level up warning to the survivor skills window, etc).
Usability: When manually assigning a task to a survivor, they will now continue to perform the task until it is complete, even after a food or rest break.
Usability: Tasks where a survivor performs less than average now receive a lower starting priority.
Content: Four new professions, and tens of new skills for the new skill & profession system.
Content: New enemy creature: Lich. Tough, ranged, and high damage dealer. Stay away.
Content: Some important research subjects now require special scavenge-only resources to perform. These are instead of other scavenge only raw materials (such as metals that were required before you could build metal mines)
Content: Mutate ritual now switches a survivor's profession (randomly) and resets all skill choices (experience level is kept)
Content: New world map generation algorithm. The map is now made of rural and urban areas, each with it's own density and location types.
Content: World map is now 4 times bigger (64x64 instead of 32x32).
Content: New &Farm& world map location, with high chances of finding food and raw materials.
Content: New &School& world map location, with high chances of finding research materials.
Content: New &Church& world map location, with high chances of finding religious and occult materials and artifacts.
Content: New combat map biome - Industrial Area - with brand new assets such as factories, asphalt and storage tanks.
Content: New research - &Demon Anatomy& that provides bonus to damage for all survivors.
Modding: Steam workshop integration (Steam Workshop webpage is still in beta)
Modding: Activate and deactivate mods from the game UI, instead of having to edit external text files.
Modding: Can now mod enemies, skills, professions, food types, the world map generator, and other general game rules (such as starting items or amount of starting survivors).
Visaul: New survivor animation when performing rituals.
Visual: Improved some survivor animations (building, crafting, unarmed attack)
Balancing: Some tasks now give more experience to some survivors, depending on their profession
Balancing: Reduced how often survivors have to eat. Also reduced food creation rate to make up for it.
Balancing: When a survivor dies you now get their equipment back.
Balancing: Scavenge missions no longer add awareness, while rescue missions add more awareness than before.
Balancing: Now making sure that some essential resources (research materials) are available in decent distances from the base, with decent difficulty levels.
Balancing: Mining minerals now requires a survivor to have a matching skill.
Balancing: Guard tower now requires a special survivor skill to build.
Balancing: Crafting some advanced firearms now requires the survivor to have a matching skill.
Balancing: Crafting some holy or dark occult items now requires the survivor to have matching skills.
Balancing: Crafting medicine now requires the survivor to have a matching skill.
Balancing: Clay can now be scavenged.
Balancing: Tweaked how hit chance and evasion are calculated. Evasion is now subtracted from accuracy, instead of being multiplied. This means that evasion has more effect against low accuracy attackers.
Balancing: Weapon and enemy accuracy were tweaked to account for the new hit chance calculations.
Balancing: There is now a minimum hit chance of 20%.
Balancing: Magic circles and altars can no longer be moved.
Balancing: Starting visible range in world map has been increased.
Balancing: When scouting a world map location (by scavenging), the revealed are is now larger.
Balancing: World map scavenge difficulty is now more varied, and not 100% distance related (while farther away locations are still more likely to be higher difficulty with better loot).
Balancing: World map scavenge difficulty is now affected by location type (military bases tend to have more difficult enemies and better loot than farms, assuming same distance from base).
Balancing: You can now scavenge a larger variety of items, and the amounts better fit their value.
Balancing: Salads are now crafted only at the food table.
Balancing: Survivors now start with 1 skill that matches their profession, up to 2 generic skills, and up to 1 negative skills.
Performance: Fixed issue where crafting many of the same item would create many crafting tasks. New crafting tasks will now be created only one per item, and new ones will be added when the previous ones are assigned to.
Performance: Fixed major performance issues that happened with high populations and lots of tasks.
Performance: Improved performance of switching between base view and world map.
Performance: Improved performance of sending survivors on missions, which would also cause the game to hang sometimes.
Performance: Improved performance of changing equipment from mission launch window.
Fixed: Disabled survivor customization during combat which would cause animation issues if used.
Fixed: After deleting a saved game from the title screen, it wouldn't refresh (so you had to delete it again or open/close the window before the deleted game was gone).
Fixed: Pressing ESC with crafting priorities window open would not close the window and would mess up the game.
Fixed: Crafting priorities window now has a scroll bar when needed (relevant when mods add many new items).
Fixed: Destroying an object that had a task on it (such as a farm) would cause survivors not to perform any tasks.
Fixed: Assigning a task manually would cause it to be performed in the bottom left tile, even if the survivor was closer to another tile.
Fixed: When assigning a ritual task manually, the ritual effect would appear a bit off the center.
Fixed: Error messages were blocking clicks in the area around them.
Fixed: An icon for the &Dark Curse& event was missing which didn't allow you to use the cure unless you had the resources available at the beginning of the event.
Fixed: Several status effects in combat would multiply on each other, instead of the base value (making them more powerful than planned when several were applied together)
15 December, 2016
Making a game may be harder than surviving the apocalypse... But just like in Judgment, in the end we prevail.
Alpha 10 is finally available on the beta branch. Below is a partial list of the new stuff and changes. The full story and list of changes we will share when we make it available in the main branch, next week if all goes as planned.
Reminder: To play on the beta branch, right click the game in the steam client, select properties, and then select &beta& from the betas tab.
Want to stay up to date?
Survivor Generation
A new survivor generation window will appear before the game starts. You will get a chance to see your survivors, customize them, or re-roll new survivors if you're not happy with what you got.
Profession System
Tired of every survivor having the same 7 skills? Well, they don't anymore!
Every survivor now starts with a profession and some skills from that profession. As they perform tasks, they gain experience and earn levels in their profession. For every level you can select one of several new skills, depending on the profession.
This is the main change of this update, as it touches almost every aspect of the game, and took a lot of work to implement, test and balance. Right now there are 4 professions, each has 5 levels, and every level has 2-3 skills, for a total of more than 50 new skills you can choose from. In addition there are tens of possible starting skills.
These professions are fully moddable.
New Skills System
In the new system, a survivor either has or doesn't have a skill. Every skill provides bonuses to different stats. Some bonuses require specific weapons to be equipped, so an Occultist, for example, may get great combat bonuses, but only using occult weaponry.
Some crafting and building tasks now require specific skills. For example, to build a guard tower a survivor must have the &Defensive Building& skill. Choose your survivor skills wisely and plan ahead.
These new skills are fully moddable.
New world map
The world map is now 4 times bigger, more sparse, with a more interesting layout. The world now has rural areas, and cities. Cities are very dense with scavenge opportunities, while rural areas are more likely to have farms and military bases. Explore the map until you find the areas that have what you need.
Scavenge difficulty is no longer as linear as it was. Things still get harder the farther you are from your base, but it's a bit more random, and some locations (like military bases) hold tougher enemies than others (like farms).
We also make sure that resources essential for research are always available in a reasonable distance from the base with enemies of reasonable difficulty.
The world generation algorithm is moddable.
Research materials
Important research subjects now require scavenge-only resources that are used specifically for this purpose. Once you get your hands on these resources you will have to choose how to best spend them, depending on your situation. There should be enough of these to unlock the entire research tree eventually.
New Content
Other than the tens of new skills and professions, there's also a brand new Industrial Area scavenge biome, and a new enemy creature.
Performance Improvements
We solved all of the performance issues we could locate, and all of those that were reported to us. If you encounter any more performance problems, even with large colonies, please let us know ASAP.
Steam Workshop Support
We implemented support for steam workshop. The workshop will be in beta for now, but anyone may join the beta program. We will provide more information about this in the near future.
Previous saves and mods
Due to the change in the skills system, we couldn't support older saved games. You will have to start a new game in alpha 10.
Mods from previous alpha versions may or may not work, we have made some changes to the format of our configuration files. The modding wiki will be updated in the next couple of days to describe these changes and the new modding possibilities of alpha 10.
Report bugs and leave feedback for this game on the discussion boards
“It is nothing like anything I have covered before and I am honestly loving it!!”
“It's been a long while since I've booted up an early access game and found myself trapped inside its world for countless hours”
About This Game
Rebuild society. Survive the Apocalypse.
Judgment: Apocalypse Survival Simulation is a colony simulation game with tactical combat that takes place in the midst of a demon apocalypse. The gates of hell have opened and unleashed relentless demons into the world -- but you can fight back! Guide a group of survivors through the mayhem -- hiding from hellspawn and building a sanctuary. Survive by gathering resources, crafting equipment, defending your base and sending teams to scavenge for supplies. Research human technologies and practice the dark arts to find a way and send the demons back to hell.
To survive is to prevail. Will you survive Judgment day?
Build your base in the midst of a demon apocalypse
Explore a randomly generated world overrun with hellspawn and scavenge essential resources
Fight creatures of the abyss in real-time tactical combat with pause
Level up and customize your survivors
Craft your own equipment, tools and weapons
Research lost technologies to unlock new structures and equipment
Practice the occult and use the demons own dark magic against them
Judgment is in early access because we believe that great games are made through cooperation between fans and developers. The game is fully funded and we are not counting on Early Access sales to fund the development.
It's the Apocalypse, the end of the world. You were camping with some friends when an evil shadow, a huge demon, appeared out of nowhere and viciously ripped one of them apart. Somehow as your survival instincts took hold, you managed to kill the creature and flee. Soon, however, you found that you were a few of the lucky ones. Your demon encounter was not an isolated incident. The town was aflame, it was Judgment day.
But you and your friends vow to fight back. You find an isolated valley and build a base, a shelter for yourselves and other survivors you may find. The Apocalypse may be here, but your hope is still strong. As long as you're alive, mankind has yet to be judged. You will find a way to save the world, send the demons back.
System Requirements
Minimum:
OS: Windows 7, 8/8.1, 10
Processor: 2.0 Ghz
Memory: 2 GB RAM
Graphics: 512 MB Graphics Card
DirectX: Version 9.0
Storage: 1 GB available space
Recommended:
Graphics: 2 GB Graphics Card
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