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Title: Besiege
Genre: , ,
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Release Date: 28 Jan, 2015
What the developers have to say:
Why Early Access?
&Early Access essentially puts us in dialogue with the community and the players. We want Besiege to be easy to access, and we would like to involve and address player feedback as the game progresses. Also, we really love to see how far everyone can push the building mechanics, and we want to be able to respond to the crazy methods people are discovering that we weren't even aware of!&
Approximately how long will this game be in Early Access?
&We aren't entirely sure how long it will take to release the game, our initial estimate put the release between 1.5 and 2 years but due to the success of Besiege we’ve been able to greatly expand the scope of the game with far more ambitious features than were initially possible. We are currently two years in and we’re estimating another year of development until release.&
How is the full version planned to differ from the Early Access version?
&The full version will contain more levels, in a variety of environments, as well as more blocks, building tools and other larger scale features that we’re not quite ready to talk about just yet!&
What is the current state of the Early Access version?
&The Early Access version contains 38 levels, comprising the kingdoms of Ipsilon, Tolbrynd & Valfross. There are three sand-box levels to test creations and in any given level you can disable all limitations, allowing for experimentation. There is also a time-dilation dial, allowing the game to be viewed in slowmotion, or at 2X the normal speed. The game contains a broad suite of building tools and pieces, including flying pieces, flamethrowers, cannons, contractible springs, axles, detachable joints, explosives and much more. You can also save and load machines in any given level, as well as share them online via the Steam Workshop.&
Will the game be priced differently during and after Early Access?
&We are going to scale the price with the amount of content available. So as more features, game modes and levels are added we will add to the cost incrementally. We hope that players will feel they paid the appropriate price for the amount of content available at any given stage of the games development.&
How are you planning on involving the Community in your development process?
&We are already being surprised by what people are constructing and discovering. It is quite amazing, and we want to expand and address features that the community finds or wants. For example, some members of the community are building an immense Siege Walker type thing – we never even realised this was possible. We want to facilitate such creativity, so we will be constantly looking toward what everyone is doing!&
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Recent updates
Hello Everyone!Today we’ve got another update for you which brings the new advanced building tools to the live version of Besiege as well as more bug fixes!If you missed the last post we made, we’ve decide to add a selection of new advanced building tools to Besiege. They will let you, rotate blocks at custom angels, select and copy sections of your machines, move selected blocks to other areas of your machine and ignore intersecting when placing blocks!The new advanced tools are turned off in the options by default but can be easily toggled on in the main menu’s options or whilst playing the game under the cog menu. This is to prevent confusing newer players by having too many building options when they first start playing the game.Please also note that a scaling tool is not included in the advanced tool suite and there is no plan to add this option into the vanilla game. There is quite a bit of contention in the community about whether Besiege should support the scaling a blocks, but it’s never been something we envisioned as being part of Besiege. So the scaling of blocks will remain a non-vanilla method of building.Recently we’ve been working on a complete overhaul of the way that mapped keys are displayed. The original system was designed for far simpler machines and is not very helpful when you’re trying to figure out all the buttons for larger, more complex machines.The new system works by placing all of the keybindings attached to a machine in a single list. Blocks with the same keybindings are grouped together, this allows you to quickly see all the blocks which are being affected by a particular key.Hovering over a key in the key mapping overview will highlight the blocks it applies to in blue. No more staring blankly at dozens of little squares on your screen, desperately trying to figure out how to move forwards. ^^That’s all for now folks, but we have got a number of other cool things in the works (Don’t worry we’ve not forgotten about levels!), so stay tuned for further announcements about upcoming content!Cheers!VonChangelog:Additions:- Added &Basic&, &Advanced& and &Built with Mods& machine tags- Added extra security to ToggleBT::Set- Added message data length verification to some of the network message processing code- Re-added fire avoidance by default.Fixes:- Fixed Scaled Rocket Center of Mass- Calls proper update methods after resetting machine rotation- Fixed NREs after auto removing brace- Fixed MyBounds for modded blocks- Fixed weird edge case where the machine middle calculation couldn't find the starting block- Fixed NRE edge case when last selected entity is null- Added nullchecks to Entity transform tools in case one of the entities is (currently being) destroyed- Deleting and duplicating now uses the transform caching system- Fixed machine rotation stepping- Center of Mass updates correctly when build zone is moved- Machine tools gizmo now uses AddPieces centerOfObject instead of MachineCenterPos (latter doesn't update while machine is calculating clusters)- Fix for the StructuralPhysJoint in MP because of a prolonged FixedUpdate when a lot of wheel are involved- Fixed purple smoke from 3 AI prefabs- Undoing machine move now correctly updates the gizmo- Fixed SoundOnClick and CanonBlock trying to play a disabled sound source- EntityLogic::UpdateLogic now checks if the current event is within the events rangeChanges:- Made rotate tool more sensitive- Deselects everything when Machine::PostLoad is called- No longer processes BlockSelectionTool hotkeys while machine is simulating- No longer displays warning message when FireController couldn't be found when receiving douse message on the arrow projectile- Revised DouseFire method- Now checks isEditingLevel when updating block tool gizmo- Nullchecks collider directly instead of first fetching the transform in TriggerSetJoint::ConfigCheckForDoubleJoints- Snapping is now based on current position, not the global position- No longer tries to flush transform cache in SP when creating undo actions
12 February
Hello Everyone!Today we’ve got another update for you as well as a sneak peak at what we’re working on for the next one!Today’s update primarily consists of bug fixes for the Multiverse, but also a couple of new primitive objects for use in the level editor! For a full list of changes/fixes see the changelog at the bottom of this post.Please note that a change has been made to variables which may break some logic setups. Starting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur.We also wanted to take this opportunity to talk about the next update that we’re working on, which is currently available on the experimental steam branch. The next update will contain a set of advanced building tools, another heavily requested feature by the community!This addition will bring several features allowing greater customization in the construction of your war machines and hopefully making the whole process quicker and easier. Includin multiple block selection, block duplication, custom block rotation and much more!Please note that the new construction features will not include the ability to scale blocks or machines, you will have to do this with a mod or manually within the machine’s .bsg file.The advanced building tools are also disabled by default to avoid confusing newer players and can be turned on in the options menu.We’re working on a few other features at the moment, which aren’t currently in the experimental build and may or may not make it into the next update. We’re not quite ready to talk about them yet so stay tuned for future posts!That’s all for now folks but we’ll have more for you in the near future!Cheers,VonPS: If you don’t know how to access the betas tab you can find out here: Changelog V0.60.0-6878ADDITIONAL CONTENTAdded Pyramid primitive object to level editorAdded Pyramid Corner primitive object to level editorCHANGESAdded ability to toggle off texture of simple primitivesChanged AI behaviour tooltip text to be clearerDefault Scale for Primitives is increased to 4xStarting a Variable dependent event that is already running will restart the event. This is intended and prevents a lot of problems that would otherwise occur. This will break some logic setups that are currently working.Instant Transform now happens on the same frame as it is called.Other players building sounds will now be affected by distance.Fire avoidance option reimplemented for AIFIXES
- Ipsilon brick can no longer be destroyed by rockets- No Longer Possible to place blocks on simulation machine 1-N frames after exiting simulation
- Explosive Effects now scale accordingly.
- Fixed issue where scaled AI would not trigger behaviours correctly.
- Fixed issue where values setting position and scale got rounded off incorrectly- Fixed case where copying a skin from one block type to another reset the block parameters
- Fixed bug where level title shadow would stay visible
- Fixed typo in piston block description
- Fixed problem with detecting whether the player is in menu after disconnecting.
- Fixed issue where uploaded machines did not retain their tags when updating them
- Fixed Inconsistency with copying old logic and new rebuild logic
- Fixed bug where copying a Trigger could cause the texture to mess up- Fixed problem where Scaling tool's visual could break in some cases
- Fixed inconsistency when transforming deactivated objects- Fixed case where resetting a BuildingBox's position would cause machines to intersect which would normally not.
- Fixed issue where resetting an objects that starts deactivated would make it active.- Fixed problem where sometimes Setting a value in a TransformEvent would not display the change.
- Winch can now be burnt
- Changed a bunch of objects to scale uniformly to avoid collider deforming
- OnExit Trigger now correctly detects if a player respawns while inside it.
- Fixed case where blocks would not connect while the player or server experiences lag- Fixed problem where the Repeat event would continue infinitely if count was set to uneven numbers.- Fixed issue where transforming Wind would not move the area where the force was applied.
- Fixed thumbnails not showing on Mac
- Fixed bug where Extended Pistons would be folded upon machine load.
- Fixed NRE When AI would die in some situations.
- Fixed issue meaning Host/Client Machine could rotate itself when entering sim
- Fixed typo in Spring block mapper
- Fixed Small propellor not taking damage
- Small Rock object now has a collider- Fixed bug where TransformEvent's would desync slowly (Faster if the Server had lag spikes)- Guardian Column now properly scales- Fixed NRE when stopping sim on machine when machine is destroyed- Fixed issue where Fireball was not on fire for clients- Fixed bug where AI arrows did not scale for the client- Fixed bug where physics enabled objects, when reactivated, was not tracked on the client side.- Fixed bug where Local transformation on wind did not have the intended effect- Trigger Enter will no longer be triggered by static objects starting inside of them, Respawning won't cause triggers to run again.- Fixed issue where Value would show 0.00 but was not actually changed.- Galaxy texture now follows the player even if timescale is 0- Fixed case where wind would apply force differently from above or below.
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About This Game
Besiege is a physics based building game in which you construct medieval siege engines and lay waste to immense fortresses and peaceful hamlets. Build a machine which can crush windmills, wipe out battalions of brave soldiers and transport valuable resources, defending your creation against cannons, archers and whatever else the desperate enemies have at their disposal. Create a trundling behemoth, or take clumsily to the skies, and cause carnage in fully destructible environments. Ultimately, you must conquer every Kingdom by crippling their castles and killing their men and livestock, in as creative or clinical a manner as possible!
System Requirements
SteamOS + Linux
Minimum:OS: Windows XP (latest SP)Processor: 2.2Ghz Dual CoreMemory: 2 GB RAMGraphics: 512mb Dedicated VRAMDirectX: Version 9.0cStorage: 1 GB available space
Minimum:OS: OSX 10+Processor: 2.2Ghz Dual CoreMemory: 2 GB RAMGraphics: OpenGL 2.0 compatible, 512 MB VRAMStorage: 1 GB available space
Minimum:OS: Ubuntu 12.04 or higherProcessor: 2.2Ghz Dual CoreMemory: 2 GB RAMGraphics: OpenGL 2.0 compatible, 512 MB VRAMStorage: 1 GB available spaceSound Card: ALSA compatible
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