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Fast; sleepiness, phenothiazines, vasculitis; tadalafil pellet her? -- ilubuzuhdok 2016-04-28 01 50 59 The [URL=http //cialischeapest-generic.net/#generic-cialis-www6.atwiki.jp - cialis[/URL - uphold renogram signing cooperation growing [URL=http //cialisgenericprices.org/#cialis-for-sale-www6.atwiki.jp - cialis for sale[/URL - tend phenytoin, used palpated generic cialis 20 mg irradiate [URL=http //onlineflagyl-500mg.com/#buying-flagyl-online-www6.atwiki.jp - flagyl[/URL - histories flagyl squint avoiding touched fund [URL=http //prices-20mglevitra.org/#generic-levitra-online-www6.atwiki.jp - levitra.com[/URL - parallel vardenafil 20 mg sprays ever-aging pubic instruments [URL=http //500mg-buy-ciprofloxacinhcl.com/#cipro-italia-www6.atwiki.jp - cipro action[/URL - laryngoscope; hypernatraemia, metronidazole and ciprofloxacin pros diabetics cubitus made. 名前 コメント
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M. Thomas Inge Award すべてのコミックスアートおよびコミックス部門の参加者は期間中に提出した論文をM・トーマス・インゲ年次助成金の支給対象者として審査される資格を持ち、またその参加が奨励されています。参加希望者は当部門のコンフェレンスに少なくとも3通の論文コピーを持ち込み、係員に提出してください。コンフェレンス後に担当者がすぐに審査をおこないます。これらのコピーを提出する際にはこちらから連絡できるように春期と夏期の郵送先、およびEメールアドレスを記載しておいてください。 (「M. Thomas Inge Award for Comics Scholarship」、『Comic Art and Comics Area』、http //www.comicsresearch.org/CAC/) 過去の受賞者 2002 Jeet Heer, "Letters to Orphan Annie Popular Interpretation of an American Pop Culture Icon." 2001 Gene Kannenberg, Jr., "Text, Image and Visual Narrative Strategies in the Comics of Chris Ware" -- published as "The Comics of Chris Ware Text, Image, and Visual Narrative Strategies" in The Language of Comics Word and Image, ed. Robin Varnum and Christina Gobbons (Jacksonville University Press of Mississippi, 2002) 174-97. 2000 Mel Gibson, "Invisible Girls British Girls and Their Comics" -- published as "Reading as Rebellion The Case of the Girl’s Comic in Britain," International Journal of Comic Art 2.2. (Fall 2000) 135-51. 1999 Marc Singer, "Invisible Order Comics, Time, and Narrative" -- published in International Journal of Comic Art 1.2 (Fall 1999) 29-40 1998 Goran Jovanovich, "The Yugoslav War Through Cartoons" -- published in Neighbors at War Anthropological Perspectives on Yugoslav Ethnicity, Culture, and History , ed. Joel M. Halpern David A. Kideckel (University Park, PA Pennsylvania State University Press, 2000), 255-288. 1997 Samuel Thomas, "Maligning Poverty s Prophet Henry George in Caricature" -- published as "Maligning Poverty s Prophet Puck, Henry George, and the New York Mayoral Campaign of 1886," Journal of American Culture, Fall 1998. 1996 Amy Kiste Nyberg, "Who Makes Popular Culture? Fan Discourse in the Comics Buyer s Guide."
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Dev Diary – March 2021(2020/03/18) Happy Holidays from Hinterland(2020/12/18) HESITANT PROSPECT Update Now Live(2020/12/07) Escape the Darkwalker — Event Update for Switch December Release(2020/11/09) ESCAPE THE DARKWALKER Now Live(2020/10/29) Dev Diary – October 2020(2020/10/15) True Survival Comes to Nintendo Switch(2020/09/17) Dev Diary – August 2020(2020/08/20) Will You Survive WINTER’S EMBRACE?(2020/06/29) The Long Dark returns to GeForce Now(2020/05/28) FEARLESS NAVIGATOR Update Now Live(2020/05/19) Dev Diary – May 2020(2020/05/01) Hinterland’s COVID-19 Social Distancing Fundraiser Raises $194,619 USD(2020/04/13) Social Distancing Fundraiser!(2020/03/23) Happy Holidays from Hinterland(2019/12/18) ERRANT PILGRIM Update Now Live(2019/12/09) Dev Diary – November 2019(2019/11/28) OCTOBER DEV DIARY – EPISODE THREE LAUNCH(2019/10/17) STEADFAST RANGER UPDATE NOW LIVE(2019/05/01) [UI] Fixed issue causing the Milton Water Tower icon to appear in the wrong location on the Map. [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved immediately after the first Bear encounter in Episode Two. [Survival Mode] Fixed issue causing a partially-crafted Survival Bow to be usable if it was picked up while a completed Bow was equipped. [All] Fixed issue causing audio for feeding Wolves to play even when the player wasn’t near one. [All] Fixed issue causing the Storm Lantern extinguish animation to play after death, if players fell off a high cliff while holding a lit Lantern. DEV DIARY – MARCH 2019(2019/06/03) EPISODES ONE AND TWO REDUX SURVIVAL MODE UPDATE(2018/12/13) Sandbox Alpha v.1.16 大型アップデート"RUGGED SENTINEL(厳格なる歩哨)"での変更点(2017/12/04) Sandbox Alpha v.423 大型アップデート"FAITHFUL CARTOGRAPHER(信頼の製図家)"での変更点(2017/06/08) Sandbox Alpha v.364 大型アップデート"RESOLUTE OUTFITTER(文明との決別)"での変更点(2016/12/19) Sandbox Alpha v.365での変更点(2016/9/28) Sandbox Alpha v.364 大型アップデート"VIGILANT TRESPASS(油断なき侵入)"での変更点(2016/9/23) Sandbox Alpha v.349 (2016/7/1) Sandbox Alpha v.348 (2016/6/25) Sandbox Alpha v.347 (2016/6/24) Sandbox Alpha v.346 大型アップデート"Penitent Scholar(悔恨の学習者)"での変更点 Sandbox Alpha v.338的變更點 Sandbox Alpha v.332的變更點 Sandbox Alpha v.327的變更點 Sandbox Alpha v.326的變更點 Sandbox Alpha v.325的變更點 Sandbox Alpha v.321的變更點 Sandbox Alpha v.302的變更點 Sandbox Alpha v.301的變更點 Sandbox Alpha v.289的變更點 Sandbox Alpha v.280的變更點 Sandbox Alpha v.271での変更点 Sandbox Alpha v.270での変更点 Sandbox Alpha v.265での変更点 Sandbox Alpha v.264での変更点 Sandbox Alpha v.258での変更点 Sandbox Alpha v.257での変更点 Sandbox Alpha v.256での変更点(意訳多め) Steam社群新聞「http //steamcommunity.com/app/305620/allnews/」 本頁面僅轉貼官方發佈之文字內容,未保留發佈之圖片與文字連結。 詳細內容請見官方公告頁面:「https //www.thelongdark.com/news/」 Dev Diary – March 2021(2020/03/18) +版本更新介紹 Dear community, It’s time for an update on Episode Four progress, which I’m sure is the topic at the top of all your minds right now. Episode Four Progress Blackrock Penitentiary The aurora illuminates Blackrock Penitentiary, Great Bear’s maximum security fortress and the main location in Episode Four. We’re at the stage of episode development where I’ve been able to complete a couple of full run-throughs of the entire episode from start to finish. This is an important stage as it shows us what we have as a contiguous experience (this is different from how we build and test during development, which is often more in chunks that are out of order), and therefore highlights what is working and what isn’t. When you can experience the full flow of the episode from start to finish, you can get a sense of the overall pacing, the relationship between narrative and gameplay, clarity around objectives and motivations, peaks and troughs in the player’s activities, and generally a sense of how the whole thing fits together. This is the period of episode development where we usually change (or remove) things that aren’t working, and add moments or content here and there where we feel the experience needs to be shored up a bit. It might be something as minor as a single line of dialogue or editing some objective text, all the way to cutting a section of a mission or adding an entirely new piece of narrative (as we did throughout Episodes One and Two when we released the “Redux” versions in 2019). In the specific case of Episode Four, this includes adding a new section of gameplay and a new mechanic we’re experimenting with. It’s a bit late in the process to be doing this, but we just feel the episode needs a bit more of a “punch” in some areas so we’re testing things out to see how they feel, and hopeful that we can make it all work and feel intriguing. In terms of overall progress, I can say that the episode environments themselves are mostly finished, apart from a few small areas that are getting completed right now. After that we’ll roll into the polish phase for environment content. All the cinematics are complete and have had multiple passes with full voice-over, so we’re now moving into the lighting phase on most of them, and audio (sound-effects and music) which is the last phase. We’re tightening up some objective text, adding collectibles here and there where they are needed, and layering some secondary “side mission” content to reward you players who like to explore off the beaten path a bit. We met Mathis in Carter Dam at the end of Episode Two, when he threatened Mackenzie within an inch of his life. Things have not improved for Mackenzie since then. The whole team has done a great job despite the challenges of COVID, but I’m particularly proud what the animation team has managed to pull off in Episode Four, despite not having access to our motion-capture equipment (due to COVID and it not being safe to travel to the studio). Instead, they used home-based capture suits and a lot of keyframed (i.e. hand-made) animation including for facial animation, which is a big departure from some of the time-saving tools and tech we were able to use for our Episode Three development. The narrative moments in Episode Four are some of the most complex we’ve produced yet in The Long Dark, many involving multiple characters with heavy acting beats, so seeing them turn out so well is a real testament to the team’s work ethic and creative problem-solving. We also hired our first lighting specialist at Hinterland for Episode Four, so you can expect the general quality of the lighting to improve significantly, both in terms of execution and how it’s used to highlight atmosphere and the sense of drama. We have at least a couple more months of production and then a testing and optimization phase, which could take a long time or be resolved quickly, depending on how things go. Being on the Switch now, and also continuing to support a low-spec on PC that goes back to our Early Access launch in 2014, means every major addition to the game introduces a lot of extra optimization and testing work. So, as per our usual studio policy with regards to release dates, I’m not going to guess at this point — we’ll share a date when we are closer to launch. But, we’re in the final stretch now. You can expect a teaser trailer and a date announcement before we launch; we aren’t planning a surprise launch. Just like everything in The Long Dark, there’s more to Blackrock than meets the eye. What Comes Next? With Episode Four development coming to a close, I’m finishing up the writing on Episode Five so the team can roll into that development. But, this also brings to mind a big question for Hinterland — with the end of WINTERMUTE in sight, what comes next for The Long Dark, and for our studio? This is obviously a lot on my mind lately, not only because I’ve been working on The Long Dark for nearly 8 years at this point, but because incubating new project ideas and building prototypes to prove those ideas is a time-consuming process. It’s important that these things have the space and resources they need in order to find success. The expectations around our work are a lot different in 2021 as compared to when we first launched The Long Dark in 2013. We’ve also learned a lot in the past years, become a stronger studio and better developers, and want to build more sophisticated and more meaningful experiences for our players. These things require time and resources. One of the gifts of The Long Dark is just how expansive it has the potential to be. The world and gameplay systems themselves are highly extensible, although we have run up against some technical limitations going back to decisions we made in the early years of the project — things we’d do differently if we were building something from scratch today, but things that we can’t really change at this point without tearing the entire game apart and rebuilding it. That would be time-consuming, expensive, and would delay a lot of other things we’d like to be doing. We’ve been hearing a lot from our players that you would like to see more content beyond WINTERMUTE and the free Survival updates and events we produce a few times a year. Given that we’ve never charged for content beyond the purchase price of the game, our revenue has come entirely from new sales of The Long Dark. We’re really fortunate that the game still has a vibrant audience and continues to sell really well for us, allowing us to cover our costs and make a tidy profit which we pour back into the business. But in thinking about new projects and how we’d like to build them, and how important it is to maintain our independence and avoid putting ourselves in a financial position as a studio where we lose that independence, we have to start weighing the future of The Long Dark against the future of the studio. To be clear — we are 100% committed to shipping Episode Five for all our players, as part of your game purchase. That’s a promise we made back when we did our Kickstarter in 2013, and that’s a promise we will deliver on. What I’m talking about here is what comes *beyond* Episode Five. Since so much of what we’ve done as a studio has been informed by what you’ve told us about what you hope for the game, we’d love to hear from you. We’ve set up a simple survey that will give us some idea of what you’d like us to do with The Long Dark after we finish Episode Five. There are also questions about what you’d like to see us do with Survival Mode, which while it can always be improved, has technically been complete for a while now. Please take a few minutes to review the survey and share your thoughts so we can take them into consideration as we plan our future. We aren’t committing to anything beyond Episode Five, but depending on how passionately you want us to keep expanding The Long Dark, and provided we can make it work from a business perspective, we are open to considering a variety of things. We love The Long Dark as much as anyone, and would love to see it continue to grow and flourish into the future. For us, it’s more than a game. For me, I still want to push forward and show that Hinterland is the industry leader in creating thoughtful survival experiences. Milestones We don’t tend to focus too much on these things publicly, but I’m really proud of what the team has made and it’s not often you get to celebrate these achievements, so I just wanted to share with you the exciting news that sales of The Long Dark have now surpassed 5-million units, with another 3.5-million active players coming to us through Xbox GamePass and the Epic Game Store (through the free give-away there at Christmas), bringing the total to over 8.5-million players to date. That is a shocking number to me, when I think back to the humble origins of The Long Dark (which was then called, simply, “Survival Story”) back on a whiteboard in my basement home office years and years ago. One of the most exciting things about this number is how international our audience is! We’ve been humbled and amazed at how popular our little Canadian survival experience has resonated with players around the world. Thank you for your support over the years, and we look forward to continuing to deliver delightful experiences to you in The Long Dark, and hopefully in other games in the future! For us, there is a joy in exploration in its many facets, and we are excited to continue sharing this journey with you. Onward! In any case, it’s back to Episode Four reviews for me! I hope this developer diary has been informative and answered some of the questions you have about our progress, and we hope you like the teaser content we’ve shared here. Expect more news about Episode Four in the coming months including a teaser trailer, episode name, and a release date. And please take some time to respond to our “Future of The Long Dark” survey. While we’ll always make our own decisions about what is best for the game and our business, we love to hear from you and feel privileged to have your participation in this virtuous feedback circle. Thanks for reading, and stay safe out there! – Raphael Happy Holidays from Hinterland(2020/12/18) +版本更新介紹 Dear community, 2020 has been a tough year. But we’re nearly through it. And in a year of a global pandemic, we were still able to ship two major updates to Survival Mode, two seasonal events, and launch the game on Nintendo Switch. We also made a ton of headway on Episode Four, which we’re excited to share with you in 2021. And in case you missed it, make sure you take a moment to try out the new content we added in our recent update, HESITANT PROSPECT. This is a good moment to remind you that the team will be off between December 21st and January 4th, and while we have some light support coverage during the holidays, we’ll mostly be resting up and enjoying time with our loved ones before we embark on our ambitious plans for 2021. We really appreciate all the support we’ve received from you throughout this year. We hope that The Long Dark brings you some seasonal comfort over the winter holidays, and we look forward to seeing you all back in January. On behalf of the team at Hinterland, we wish you a safe and enjoyable holiday season, and all the best wishes for 2021. – Raphael HESITANT PROSPECT Update Now Live(2020/12/07) +版本更新介紹 Hello Community, We’ve just updated The Long Dark to v1.89 (69558) — HESITANT PROSPECT. For a detailed breakdown of the new features and changes, please review the latest update video. CHANGELIST v1.89 [69558] HIGHLIGHTS New Region Ash Canyon New Challenge Mode Darkwalker New UI Region Selection Menu New Gear Items Crampons and the Technical Backup GENERAL FIXES [General] Fixed an issue that caused the game to hang when loading, while a third party overlay (IE Steam, Nvidia overlays) was active. [General] Fixed a potential hang that could occur when launching the game. [General] Post Unity 2019 upgrade optimization. [Audio] Fixed an issue that prevented wildlife audio from playing. GENERAL ART FIXES [Enviro] Fixed various floating or clipping objects found throughout the world. [Enviro] Fixed numerous areas Players could become stuck on terrain. [Enviro] Fixed misaligned texture on the Park Sign found in Milton. [Lighting] Optimized indoor light volumes to help remove seams in dark areas. USER INTERFACE [Map] Improved how icons are sorted when in close proximity on the Map. [Map] Added missing icon for the Mystery Lake, Carter Hydro Dam exit. [UI] New Region Selection Menu. [UI] Tuned the Crafting menu to approve the general quality of life. [UI] Update the States Menu to be more visually clear. [UI] Added more Loading Icons on the Load Screens. [UI] Localization pass and bug fixes. [UI] Improved the Russian description for the Hunted Part 2 badge. [UI] Fixed Gear items not appearing correctly when viewed Inspection mode, while the HUD is disabled. SURVIVAL MODE [General] Fixed an issue that could cause the Spray Glyph option to appear in Survival Mode games. WINTERMUTE [EP3] Fixed an issue that could cause the game to lock-up, when answering a phone call. CHALLENGE MODE [Darkwalker] Fixed the incorrect death message appearing when killed by natural causes. [Darkwalker] Fixed an issue that caused the Spray Paint cap to appear at an incorrect offset, when spraying a Glyph. [Darkwalker] Improved how the Darkwalker tracks the Player after transitioning to a new Region. [Darkwalker] Added ropes to some climbing points in Broken Railroad and Pleasant Valley. [Darkwalker] Fixed an issue that caused some localized Tool Tip text to be cut off. [Darkwalker] Added missing subtitles. [Darkwalker] Fixed an issue that prevented the audio stringer to play correctly, when the Darkwalker appears while inside an interior. [Darkwalker] Ward fires now go out once the ward has expired. [Darkwalker] Wards placed on the outside of an exterior now expire correctly, while inside. [Darkwalker] Interiors now prevent players from placing a ward fire while one is already active. [Darkwalker] No longer able to remove a banish glyph, once placed [Darkwalker] Fixed an error that would cause a dialog to appear in-game, if the player left, then returned to a region with an active ward fire. [Hunted Pt 2] Fixed an issue that would cause the Old Bear to disappear, if the player transitioned at a very specific point in the Old Bear’s animation. PS4 [Enviro] Fixed an issue that caused some waterfalls to appear black. KNOWN ISSUES [Xbox] Intro video can appear corrupted when playing with HDR enabled. This does not appear to impact any other part of the game. [All] Ash Canyon time explored is currently not tracked and does not appear in the journal. ### END OF RELEASE NOTES ### Escape the Darkwalker — Event Update for Switch December Release(2020/11/09) +版本更新介紹 Hello everyone, I’m sad to announce that after nearly two weeks of working with Nintendo on the release of our ESCAPE THE DARKWALKER event on Switch, I have decided to pull the plug on releasing it. Apart from not being able to get a clear sense of when the update will be able to go live, we’re concerned that supporting a second two-week Darkwalker event right now will risk the testing and release of the December Survival mode update. We just don’t have the development or testing bandwidth to support both these things simultaneously, now that the Switch version has been delayed for so long. I’m very sorry to all our Switch players — I’m sure this feels really unfair. We underestimated the complexity and timelines of releasing an event on Switch. In hindsight we should not have had our first update to a new platform also be a timed live event. We’re still figuring out what these Switch release timelines mean for our update plans moving forward, because we strive to release major updates on all platforms at the same time. We’ve always worked super hard to make sure all our players feel equally important, regardless of platform, and we know that the way we handled this event on Switch is not up to your expectations of us. I’m very sorry to have let you down. You are all important to us, and this is really not how we want our updates to go. To try to make it up to you, we’re going to prepare Darkwalker as a new standalone Challenge in the game, to be released along with the rest of our December update content, which includes a new region and a variety of other things. This way, anyone who missed the event, on any of our platforms and for any reason will still get the chance to play ESCAPE THE DARKWALKER, and unlock all the same content that was available during the live event. And anyone who already played the event will get to play the improved version in December, where we add a new phase that lets you actually banish the Darkwalker. Again, I’m very sorry to all our Switch players who are missing out on the event, but we hope the improved December version will be even more fun for you. Thank you for reading, and see you in December. – Raphael ESCAPE THE DARKWALKER Now Live(2020/10/29) +版本更新介紹 Something is hunting survivors in The Long Dark and it’s not just the game’s usual wildlife. Running from October 29th to November 12th The Long Dark players will be stalked by a mysterious entity in our latest Halloween Event ESCAPE THE DARKWALKER. As you’re playing the event feel free to talk about it and share your best survival times on our forums, or on social media using the hashtag #DARKWALKER. To help you survive for as long as possible in this event we’ve put together this information. Follow them and you may delay your death a little while longer. Starting Out Your character will begin near an abandoned camp where you’ll find an introductory collectible item along with supplies to start you out scattered around a burned out campfire. You have fifteen (15) minutes without being hunted by the Darkwalker to prepare yourself in any way that you wish. At the end of the fifteen minutes the Darkwalker will appear in the region and begin to hunt you. Surviving As with any game of The Long Dark you have to manage your cold, hunger, and other aspects of your Condition to ensure your survival. As the Darkwalker nears, your character will experience a series of disturbing effects that will make survival increasingly difficult. These effects mostly disappear as you get more distance from the Darkwalker. An inescapable Toxic Fog follows the Darkwalker spreading throughout the region you’re in threatening not only you, but also wildlife, and even your food supply. Your main defense is to spray-paint Glyphs which offer a couple of tools for dealing with the Darkwalker. Event Camps with green fire offer refuge from being hunted by the Darkwalker as well as vital information about what it is that’s hunting you, so be sure to search the Camps carefully. Game Over There are two badges to win during the Event. Players who manage to survive one hour will be awarded the Umbra Badge. Those that manage to find six of the ten diary pages from the EVENT CAMPS will win the Deadly Dreamer Badge. The Game Over screen will show the time survived plus your longest time survived, allowing you to share that with The Long Dark community. Post in on our forums, on social media, or elsewhere using the hashtag #DARKWALKER to show off your best times. We hope you have a frighteningly good time this Halloween in The Long Dark as you play Escape the Darkwalker. Let us know what you think of the event on our forums. To stay up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter and follow us on Twitter (Game | Studio). Dev Diary – October 2020(2020/10/15) +版本更新介紹 Hello everyone, With the Switch launch behind us, I wanted to update you on our activities around THE LONG DARK for the remainder of this year. NEW EVENT ESCAPE THE DARKWALKER (October 29th – November 12th) This year’s Halloween event, ESCAPE THE DARKWALKER, is different from what we’ve done in the past. In broad strokes In an endless night, you are stalked by an invisible, malevolent entity bent on your destruction. Keep your distance from the entity for as long as you can. Once it closes in on you, you die. The only objective is to survive for as many real-time minutes as you can. You can’t hurt the Darkwalker, but you can slow it down. Using special spraypaint Glyphs, you can temporarily dispel or attract the entity. You can play in any region of the world, but you can only stay in a region for 30 real-time minutes (Note all timings are being tuned based on playtesting and may change before the event goes live) before toxic fog will appear. When the fog appears, you’ll have 5 real-time minutes to escape the region before you die. Once the fog takes hold, the region is impassible. A lot of your strategy will come down to where you travel and how far ahead you can plan your movements through the world. Since you can’t see the entity, you’ll have to count on what you can HEAR to stay alive. Listen for the entity’s cries, its footsteps, and how the spooky music builds as it approaches your location. You can run but you cannot hide! Walls won’t keep the Darkwalker out. So your success depends on the route you take through the world, and how you manage your sparse GLYPH resources. Why did we decide to switch up the traditional FOUR DAYS OF NIGHT formula? We took on your feedback about the last few iterations of our annual Four Days of Night Halloween event. One of the consistent things we heard was a sadness around missing the timed event for various reasons, or the fact that it was hard to get all the badges without playing every single day (I mean, we *want* people playing The Long Dark every day, but sometimes life gets in the way!). We also wanted to freshen things up this year and do something different that would perhaps embrace a bit of a stronger “horror” vibe than we normally would in the game. Halloween is a fun holiday and this gives us the opportunity to play around with ideas that might not make as much sense in core gameplay, but can provide a lot of suspenseful enjoyment for our players! ESCAPE THE DARKWALKER runs from October 29th to November 12th. Participating in the event earns you some special unlocks, including a new Custom Mode unlock Endless Night. DECEMBER SURVIVAL UPDATE We’re working on a new update to Survival mode, for a planned December release. This update will include a variety of UI improvements, some tuning changes, and two new gear items, but the highlight will be a new region ASH CANYON. We’ll release more details as we get closer to the update, but this piece of concept art might give you some ideas. EPISODE FOUR The team’s been working hard on Episode Four, and as I outlined in my last developer diary, we have delayed the episode until 2021 due to COVID. Look for an update on episode progress some time in January. HOLIDAY SHUTDOWN Just an early reminder that the whole Hinterland team takes an extended holiday between Christmas and New Year. We’ll share the dates closer to the holiday. During this period, support and test resources will be limited, so we appreciate your patience as it will take a little longer to respond to any reports you send through the Support Portal. We’re looking forward to seeing what you think about ESCAPE THE DARKWALKER. Get ready, and have fun with it. – Raphael True Survival Comes to Nintendo Switch(2020/09/17) +版本更新介紹 After a long slow-burn development process, we’re happy to announce that The Long Dark is now available on Nintendo Switch! For the first time ever, you can take The Long Dark with you wherever your own exploration takes you, with all of Great Bear Island in your hands and all the experiences contained in the WINTERMUTE Story Mode, as well as our award-winning Survival Mode. Whether you’re sitting at your desk, on your couch, or on the road searching for your next shelter, you’ll have the same innovative exploration-survival experience regardless of what platform you’re playing on. For more information on The Long Dark on Nintendo Switch, including the announcement trailer, please visit www.thelongdark.com/switch Keep in mind that your purchase of The Long Dark entitles you to all five episodes of WINTERMUTE (with Episodes One, Two, and Three currently available, and Episode Four around the corner; new episodes will be automatically unlocked as they become available), as well as regular bug fixes and updates to Survival Mode along the way. Head over to the Nintendo eShop and venture into the Quiet Apocalypse of The Long Dark! And if you’re a journalist or a streamer and are interested in giving The Long Dark a try on Switch, please contact us here. We hope you enjoy The Long Dark on Nintendo Switch! – The Hinterland Team Dev Diary – August 2020(2020/08/20) +版本更新介紹 Hello community, Apologies that it’s been a while since you last heard from me. 2020 has been a pretty tough year so far. I have a feeling that most of you will agree. The great news is that everyone at Hinterland continues to be healthy — no COVID! We’re thrilled about this. So that’s one really positive thing and I try to focus on that. We’re also happy that despite things being pretty upside down, we were still able to release our FEARLESS NAVIGATOR update, as well as run our WINTER’S EMBRACE event through July (which also added new content to the game). We shut down our physical studio back in March and everyone has been in lockdown since then. I remember at the beginning of this quarantine I found myself thinking, “Wow, think of how much I’ll be able to get done!”. Looking back at that time, I realize how naive that thought was. We’ve been spending a lot more time on Zoom calls, have been doing as many small things as we can to help make the team more comfortable and to keep morale high, and have adapted as well as possible to exclusively working from home. But I’m sure you can all appreciate that this is not a normal way of working. We typically depend a lot on in-person communication for relationship-building, planning, content reviews, and making clear progress towards common goals. Apart from being generally healthy and safe, which we’re grateful for, I think the team also feels a sense of malaise from being in lockdown for months on end. And while I believe the future is positive, I’d be lying if I said that this year has been “business as usual” for Hinterland as a team, or for our work on The Long Dark. Pretty recently we came to the conclusion that we don’t feel good about releasing Episode Four this year. We had originally hoped to have it ready for launch in December, but with everything that’s been going on, it’s just been tough to work very optimally. We’ve lost some momentum and some parts of our production have been slower than usual just because of not being able to work on things face-to-face, nevermind everyone is also juggling their personal situation at home whether it’s being alone all the time, or balancing parenting duties with work, or whatever new personal dynamic we find ourselves in. Everyone is still focused on the game, and we’re making progress every day, but I just don’t feel good about keeping the team locked to a December release because we don’t crunch at Hinterland and the only way to hit December is if we compromise on quality or scope. We don’t want that, and you don’t want that. So we aren’t going to do that. So we’re not shipping Episode Four this year. I’m really sorry about that. We wanted to let you know as soon as we decided to delay, rather than wait another few months. I hope you and your loved ones have all been healthy throughout this COVID pandemic. I hope that The Long Dark has been able to bring you some solace during these difficult times. We’re still here for you. Just fighting through “the long dark”, in our own way. I’ll send a more uplifting update within the next couple of months, with some more info on our planned activities throughout the rest of 2020, and into 2021. Thanks for reading, and stay safe out there. – Raphael PS A lot of you have been asking for news about the progress of the Nintendo Switch port of The Long Dark; we created a mailing list you can sign up to to be informed of news about it. Will You Survive WINTER’S EMBRACE?(2020/06/29) +版本更新介紹 Hello players, We’re excited to share our new month-long event in The Long Dark. Running from 10am Pacific on Monday June 29th, and lasting until July 31st at 10am PST, WINTER’S EMBRACE makes the harsh Winter environment of Great Bear Island even harsher, with Average world temperature is reduced by 10 degrees Celsius Interior temperatures are reduced by 10 degrees Celsius More frequent, and longer-lasting Blizzards And since Canada Day occurs during this Event (on July 1st) we’re also adding two new Canadian-themed Food items Maple Syrup Ketchup Chips Canadian Feast To celebrate your time in WINTER’S EMBRACE, we’ll unlock two badges for you if you accomplish the following tasks Canadian Feast Find and consume 25 bottles of Maple Syrup and 25 bags of Ketchup Chips across multiple saves while WINTER’S EMBRACE is active. Winter in July Survive 25 consecutive days across a single WINTER’s EMBRACE save, while the event is active. Canadian Feast Badge Winter s Embrace Badge Please note that you don’t have to accomplish both these tasks in the same game! As another nod to Canada Day, we’re also adding a Heritage Filter mode, inspired by old National Film Board TV and film content we grew up with in the 1970s and 1980s. This mode adds an old-school TV filter to the game world (but it does not affect the in-game user interface). And for film buffs out there, we’ve also added a Noir mode, which lets you experience The Long Dark or WINTERMUTE in a classic monochromatic filter. Both Filters can be applied from the Display settings. Maple Syrup, Ketchup Chips, and the new view filters (Heritage Noir) will persist in the game after WINTER’S EMBRACE ends, but you won’t be able to get the badges after July 31st at 10am PST, so we hope you’ll jump into the event and test your survival skills in the coldest The Long Dark has ever been! To join the event, make sure you have updated the game to the latest version, and select the WINTER’S EMBRACE item from the Main Menu. If you run into any issues, please contact us at hinterlandgames.com/support. menu art We hope you enjoy WINTER’S EMBRACE, and please feel free to share your survival stories with us in the Official Community, or on social media using the tags #thelongdark and #wintersembrace. – The Hinterland Team * THE LONG DARK v1.79 (63945) CHANGELIST Added WINTER’S EMBRACE Content Event. GENERAL FIXES [General] Added collision to the car’s hood, so the Battery can no longer be interacted with through a closed hood. GENERAL ART FIXES [Enviro] Fixed various floating or clipping objects found throughout the world. [Enviro] Fixed numerous areas where small chunks of rock appeared to unintentionally push through the snow. [Enviro] Fixed numerous areas Players could become stuck on terrain. [Enviro] Fixed issue that caused Backpacks to clip into objects they were placed against. [Enviro] When spray painting the hood of a truck, the decal will no longer clip through the snow. USER INTERFACE [UI] Fixed an issue that caused the Pleasant Valley’s Prepper Cache map icon to not appear on the map after discovery. [UI] Fixed an issue that caused an incorrect UI callout to appear after lighting a Match, and then opening and closing the Inventory. [UI] Fixed an issue that prevented Players from editing Rock Cache notes when using a controller. [UI] Fixed overlapping between Stamina UI and Spray Paint UI. [UI] FIxed an issue that caused Mysterious Signal Fire to appear twice when viewing Surveyed Locations in the Journal. [UI] FIxed an issue that caused the Map screens help to appear too low on the screen, cutting off text. ALL GAME MODES [Gameplay] Fixed an issue that caused clothing to become wet when left in the Trailers found next to the Cannery. [Gameplay] Spray Paint Cans weight and durability now decrease at the same rate when used. [Gameplay] Fixed an issue that prevented Timberwolves Pack Morale from being drained when using the Flashlight’s high beam. WINTERMUTE [WINTERMUTE] Timberwolves will now react to the Flashlight when appearing in WINTERMUTE. SURVIVAL MODE Fixed an issue that prevented feathers from spawning on carcasses after long amounts of time have passed. Removed duplicated polaroid found in the FM Shortwave Tower, in the Forlorn Muskeg region. ### END OF CHANGELIST ### The Long Dark returns to GeForce Now(2020/05/28) +版本更新介紹 I believe that creators must be the custodians of their own content, and that developers should be able to determine for themselves which platforms their games are experienced on. In fact, I strongly believe that the continued vibrancy of the independent games industry depends on us being masters of our own destiny. Back in March I decided to remove The Long Dark from NVIDIA’s GeForce NOW game streaming platform, as I disagreed with our game being incorporated into the service without our consent. We discussed our position with NVIDIA, which they respected. This week, NVIDIA announced they are shifting to an opt-in program for getting games onto GeForce NOW. This means developers now fully control whether or not their games appear on the platform. I’m thrilled to see NVIDIA move to this model as it’s best for everyone — for players, for the platform, and for the developers who create the games you love. Accessibility is important to us. GeForce NOW is a great service that offers players with low-spec or incompatible hardware the chance to play the games that might otherwise be out of reach, and we’re happy to announce that we’re bringing The Long Dark back to GeForce NOW, effective immediately. I applaud NVIDIA for embracing this opt-in approach, and for their support of independent creators like Hinterland. I also support any developers who choose, for their own reasons, to withhold their games from any platform, and I hope you will respect their decisions to do so as well. Developer choice is at the heart of a strong independent games industry. Sincerely, Raphael van Lierop Founder CEO Hinterland FEARLESS NAVIGATOR Update Now Live(2020/05/19) +版本更新介紹 ello Community, We’ve just updated The Long Dark to v1.76 (62505) — FEARLESS NAVIGATOR. For a detailed breakdown of the new features and changes, please review the latest Update video. Full Release Notes are available below. SURVIVAL MARKERS Find Spray Cans in the world. Leave markers identifying important survival information such as the location of supplies or dangerous places to avoid. These in-world indicators appear on your map so that you can find things back even days or weeks after you’ve left a region. ROCK CACHES Build a landmark to help you navigate, and create emergency supply caches along commonly travelled routes. Review your Caches in the Journal, and leave notes on what you’ve stored in them so you can find vital tools or resources in the future. VISTA SURVEYS Hard to find Polaroids in the world indicate locations that offer sweeping Vista views of a region. Get to those locations and Survey them to reveal the majority of a region’s map! IMPROVED CHARCOAL SURVEY The Charcoal Survey action now reveals an enhanced radius on the Map. Surveying from higher altitudes now increases how much of the Map is revealed. MAP JOURNAL IMPROVEMENTS Turn layers of information on and off in the Map. Locate and rename Rock Caches. Keep track of all Surveyed locations to know if you’ve found them all. Especially useful if you are hunting locations for the Faithful Cartographer achievement. TELEMETRY QUALITY OF LIFE New Autowalk accessibility feature ensures comfort for players with hand or wrist issues. New Opt-in Telemetry gathers gameplay data the development team will use to inform future balance and feature development efforts (Note Telemetry is defaulted to OFF and needs to be turned on in the Options Privacy settings.) …in addition to the dozens of general improvements listed below. * THE LONG DARK v1.76 (62505) CHANGELIST KNOWN ISSUES These are issues we’re currently tracking and will be addressing in an upcoming hotfix [UI] When viewing the Rock Cache Notes in your Journal, the scroll bar will not scroll. [UI] When viewing the Rock Cache Notes in your Journal, the edit button will appear, even if there are no notes to edit. [Audio] Sometimes during a blizzard, ambient wind sounds may become muted. Players on Mac may not be able to see Spray Paint markers on the map, when sprayed on the ground Players are unable to edit Rock Cache notes when playing with a controller GENERAL FIXES [General] Fixed stuttering when looking towards Wolves, while in Milton. [General] Fixed null exception that would occur when lighting the Pot Belly Stove. [General] Bear sound effects no longer play when a carcass is removed from the world. [General] Updated Steam Controller profile. [General] Fixed an issue that prevented Players from being able to save or load their game if the save contained invalid data. GENERAL ART FIXES [Enviro] Numerous optimizations to improve performance. [Enviro] Fixed numerous areas the player could become stuck in. [Enviro] Fixed numerous areas the player could get outside of the intended play area. [Enviro] Fixed numerous clipping and floating objects. [Enviro] Performed various optimizations to avoid texture popping. [Enviro] Added casting shadows to numerous trees. [Enviro] Improvements to item placement system to reduce frequency of out of reach items. [Enviro] Fixed many minor art bugs to improve general polish in Bleak Inlet region. [Enviro] Environment art polish to improve sight-lines between major visual landmarks in Bleak Inlet. [Enviro] Removed extra window outlines that could appear on Trailers. [Enviro] Fixed several instances of trees placed incorrectly in Coastal Highway. [Enviro] Fixed several instances of collision being incorrect on porches in the Milton townsite. USER INTERFACE [UI] Fixed an issue that caused icons on the Map to no longer populate, after mapping or discovering a large number of locations. [UI] Updated alignment on help text to make it consistent. [UI] Added missing Map icons found in the Town of Milton. [UI] Added missing Map icon hover text, when viewing the Derailment in the Ravine Crummy. [UI] Fixed missing UI elements when viewing notes, while the HUD is disabled. [UI] Fixed an incorrect tooltip found in Options- Display menu. [UI] Cooking UI now displays updated weight of items, instead of always showing the base weight. [UI] Added Audio options for selecting Headphones or Speakers. [UI] Fixed incorrectly named transitions areas on the Bleak Inlet Map. [UI] Updated labels on transition zones to be more consistent. [UI] When Crafting Tinder Plugs, the craft value will no longer appear as Rounds. [UI] Updated scroll bars to work consistently across all menus. [UI] Removed an extraneous line in the Skills menu. [Loc] Fixed multiple instances of overlapping Russian text. ALL GAME MODES [All Modes] Added Lost and Found boxes to all remaining scenes. [Gameplay] Players will no longer lose Stamina if they are holding shift, while lighting or extinguishing a Lantern. [Gameplay] Replaced the non-interactable stack of papers found on the Workbench, with an interactable version. [Gameplay] The Cooking Pot now provides the correct bonus when cooking meat. [Gameplay] Breaking down items will no longer cause nearby gear items to drop through the ground. [Gameplay] Updated the water in the Mine Tunnels to deal less cold damage. [Gameplay] Fixed bug where Revolver Bullet weight changed when added to your inventory. [Gameplay] Improved moving items to the Lost and Found box, if they have fallen outside of the world. WINTERMUTE FIXES [WINTERMUTE] Completing an Episode 1 or Episode 2 Side Missions now displays a completion message. [EPISODE THREE] Fixed an issue in the Mine exiting Pleasant Valley, where players would be repositioned after reloading a saved game. [EPISODE THREE] Added missing foley to the second part of the Mine Tremor cinematic. [EPISODE THREE] IDs are now removed from the Players inventory when completing the Fallen Star mission in Episode Three . [EPISODE THREE] Removed access to Timberwolf Mountain from Pleasant Valley. [EPISODE THREE] Fixed the spawn condition of the Revolver found in Molly’s basement. SURVIVAL MODE [Survival] Fixed incorrect spawn rate for the Prepper Cache found in Pleasant Valley. [Survival] All cabins now display smoke coming out of their chimney, when a fire is lit inside. [Survival] When sleeping, the save file screenshot will now occur after the player transitions from sleep, instead of during the transition. [Survival] Players can now place a Rifle on the gun rack found in the Hunting Lodge. [Survival] Cancelling while drinking Coffee will now award the appropriate amount of progress to the “Straight to the Heart” Feat. [Survival] Pre-Spawned campfires will no longer respawn, when loading a save where they were previously broken down. [Saves] Implemented a check to force the Aurora to be enabled on Survival Mode save files created prior to the Aurora being enabled. ### END OF CHANGELIST ### Dev Diary – May 2020(2020/05/01) +版本更新介紹 Hello everyone, I hope you’re all doing well in these strange times we find ourselves in. It’s time to update you on some of the goings-on at Hinterland these days. COVID-19 Like many of you, our entire team is currently in Lockdown. British Columbia was one of the earliest Canadian provinces to have verified cases of COVID-19, back in January, so we were pretty aggressive in shutting down the physical studio. We had everyone work from home for half of February, and then by the first week of March we decided to just shut it down for at least a few months (back then everyone was still thinking week-to-week and this was tricky for planning so we figured it would be less disruptive just to assume we’d all work from home for at least a few months). We’ve all been doing this for about eight weeks now so that “few months” is probably going to end up being a few months more than that. I don’t expect us to go back to working in the studio until the Fall or later. Even when it becomes safe to start slowly re-integrating into our “old lives” (as much as that will even be possible), our priority will continue to be ensuring our team is safe and protected. We won’t go back to work in the studio until we know we can ensure our staff will be safe. We’re pretty fortunate that our work can be done largely virtually, although we do miss sharing time together in our physical workspace. During pre-COVID times, everyone at Hinterland had the option to work from home a couple of days per week, so everyone was already well equipped with home offices and our internal communications and development tools were already set up to support working from home. As a result, this transition hasn’t been as disruptive for us as it has been for a lot of businesses. That said, I’d be lying if I said the lockdown situation hasn’t impacted the team or our production. We all suddenly find ourselves working from home, with our kids and families around us, worried about their safety, access to supplies, what school will look like this year, what it’ll look like next year, and how this global situation may change how we live and work together…potentially forever. We were able to add a counselling component to our employee benefits package, which gives the team access to professional support if they feel like they need to talk to someone. We also got everyone on the team an annual pass for MasterClass, and we’ve set up Zoom rooms for things like a Friday “Happy Hour” hangout. There’s been a lot more sharing around hobbies and personal interests and it’s been great to see how everyone has pulled together to support each other. We’ve been thinking about the world at large, and the disadvantaged people who are most affected by this situation. Earlier this month, we ran a fundraiser on Steam to raise money for the United Nations Foundation and the World Health Organization’s fight against the spread of COVID-19. We donated 100% of the proceeds from that sale (including the 30% platform cut) and managed to raise nearly $200,000 to put towards these global efforts. One of our core values is taking care of others, and we feel really fortunate to be able to harness the work we do — the creation of video games — into something that can make a positive contribution in this challenging world. It makes us feel a little less helpless, I guess. We’ve also been thinking a lot about you, our players. We know a lot of you are feeling trapped at home, and so we’ve been trying to keep you engaged by running various activities on our social channels, including game key give-aways, and suggestions for ways to make the most of Social Distancing. We’ve also been working on some new game content to keep you occupied. NEXT SURVIVAL UPDATE The team has been working on a Navigation-themed update to Survival Mode. Without spoiling things too much, I can tell you that it’s a suite of new features that will enhance the usefulness of the in-game Map, without sacrificing our current Landmark-based navigation paradigm. Also, the new features will all be optional, so any players who enjoy the game as it currently is can choose to ignore them. We’re also finally adding an Autowalk accessibility feature, as this has been requested by various players in our community who struggle to play the game without this functionality. The team is currently tracking towards a mid-May release for the next update. We’ll share more details as we get closer, so make sure you follow the studio accounts if you want to see those. As always, we’ll release a fully narrated update video along with the update launch, to help explain how some of the new features work. EPISODE FOUR The team has also been hard at work on Episode Four, since wrapping up the Episode Three launch at the end of last year. I spent the first couple of months of the year completing the outlines for Episodes Four and Five to make sure we wrap things up in a satisfying way, and also leave some questions for the future. Since I completed those, the team has been working on creating the Episode Four mission content and world assets since then. In Episode Four, we also take up some of the hints we laid out in Episode Three, and begin answering some of those questions and mysteries. One unexpected issue we’ve encountered due to the COVID situation is that we don’t currently have a good way to create our story content, like cinematic sequences or dialogue mode, as these depend on being able to get into the studio with our actors, record their performances, and then process those performances into data that we can then apply to the 3D characters. We’ve been working on some fallback plans to figure out how to do as much of this as we can while maintaining social distancing, but this will definitely put us behind schedule. We’re still aiming to get Episode Four out this year but we’re not committing to any specific dates at the moment, because we’re still trying to understand how this will impact our production schedule. In any case, we’ll keep you apprised of our general progress. For the time being, I’ve focused the team on what they need to do to stay healthy and to take care of themselves and their families, while doing the best to continue making progress towards our shared goals. Our plan is still based on delivering Episode Four in 2020, and we’ll continue to work towards that. MOD TOOLS As an update on this topic that’s popular amongst some people in our player community, we’ve created a small internal team to focus on carrying out our Mod Support/User Generated Content strategy for The Long Dark. We’ve also been working on a global strategy for the studio, so that the effort we put into mod support/UGC for The Long Dark extends into the future as well. The first step is to outline what we believe the right kind of modifications and user-created content types we can support with the game, as the engine (Unity) and the game itself were not really designed with Modding in mind. We’ve also begun to identify the tools and technology we’ll need to create to support this effort. When the time is right, we will present our plan and begin consulting with the community to learn more about what you would like to see out of our Mod Support efforts. While we may not be able to do everything you want, we’ll do our best. MAILBAG milton mailbag Many of you might have followed my (almost) weekly Milton Mailbag post in the official forums. Unfortunately, due to the weekly time commitment required (each Mailbag post typically took me 2-3 hours to put together), I wasn’t able to maintain regular updates as we were finalizing Episode Three, and I just haven’t been able to justify the time since then, for the relatively small number of people (around 1,000-1,500 per entry) who would read the posts. But, I still want to respond to questions and engage with you around The Long Dark — I just need to find a more efficient/effective way to do this. One option we are considering is switching this to a video format — essentially, I would put together a video (it would not be anything fancy, as I’d be recording it in my home office) on a monthly basis (more often if we’re able), where I respond to 3-5 community questions. I might not end up going into as much detail in this format, and I may not be able to respond to 20-30 questions each week, but I think this will be a pace and time commitment I can sustain. If any of you would like to see the Mailbag become a regular video segment on our YouTube channel, please let us know on social or in the forums. SWITCH VERSION Not much to say here. The game is pretty much ready to go, apart from performance. We’re still working on that, trying to hit a reliable 30 frames-per-second in all areas. XBOX GAME PASS We recently brought The Long Dark to Xbox Game Pass. This is an evolution of our ongoing relationship with Microsoft, going back to helping them launch the Game Preview program back in 2015. We’re excited to welcome a new generation of Xbox players into our community, and we look forward to learning more about the specific pros and cons of having a game inside a subscription service. While I have concerns about what this business model might mean for independent developers like Hinterland, Microsoft has been a great, respectful partner for us over the years and we’re excited to bring the game to a new audience while also gaining some key learnings we’ll need as we adapt to new industry business models in the future. To any Xbox Game Pass subscribers reading this dev diary right now — welcome! We hope you’ll stick around for the long term. Please join us in our Official Community, sit by the fire, and stay a while. ### That’s pretty much it for this instalment of my Dev Diary. Keep your eyes peeled for the May Survival Update. It should land in the second half of the month. Apart from that, if you want to stay abreast of the goings on at Hinterland, please feel free to sign up for our newsletter, join our Official Community, or follow our social channels. Thanks for reading, and enjoy the next update! – Raph Hinterland’s COVID-19 Social Distancing Fundraiser Raises $194,619 USD(2020/04/13) +版本更新介紹 We all have to do our part to fight the spread of COVID-19. To that end, we are proud to have raised $194,619 USD through our recent “Social Distancing Fundraiser” on Steam, to support the United Nations Foundation and the World Health Organization’s COVID-19 Solidarity Response Fund. “In the face of this global pandemic, we all have to do our part to support each other, and this is a time where game studios and the experiences we create can make a real difference in people’s lives”, said Raphael van Lierop, Hinterland Founder CEO. “We’re proud to be able to donate 100% of the revenue from this Fundraiser, and to join other world-leading brands in the fight against this terrible virus.” With the original pledge being for $100k USD, the fundraiser ended up raising $194,619 USD, the amount which Hinterland is donating 100% (including covering the 30% platform royalty) in order to maximize the impact. This infographic illustrates the breakdown of how donations are being allocated by the WHO so far. Hinterland’s contribution will help the WHO to understand how the virus spreads, provide patients the critical care they need, and also supports frontline workers with essential supplies and information. “We launched the COVID-19 Solidarity Response Fund seeking support for the World Health Organization’s life-saving global response,” said Elizabeth Cousens, President CEO of the UN Foundation. “We are thankful that donors big and small have answered that call. And, we are grateful to Hinterland for generously increasing their original donation to do even more good.” Our thanks goes to our community of players, and all those who bought The Long Dark to contribute to their crucial work to combat this pandemic. – The Hinterland Team Social Distancing Fundraiser!(2020/03/23) +版本更新介紹 We all have to do our part to help in the global fight against the spread of COVID-19. Hinterland is partnering with the United Nations Foundation to raise money for the World Health Organization’s COVID-19 response. For one week starting Tuesday, March 24th at 10AM Pacific, you can fight your own cabin fever by buying The Long Dark for 60% off during our special Social Distancing Fundraiser on Steam. All our revenue from the fundraiser goes directly to the United Nations Foundation’s COVID-19 Solidarity Response Fund for the World Health Organization. “This urgent moment calls for urgent global cooperation,” said Elizabeth Cousens, President CEO of the UN Foundation. “And we need everyone – across all sectors – to work together. I am grateful to Hinterland for contributing to the COVID-19 Solidarity Response Fund for the World Health Organization. Their donation will help make sure health workers on the frontlines have the tools they need to prevent, detect, and respond to this pandemic.” Please share news of this fundraiser amongst your network, as every dollar we raise will make a difference in the fight against this global pandemic. Thank you for your support. Please remember to stay safe during this time, practice social distancing, and wash your hands! We can get through this, together. Raphael van Lierop Founder/CEO Hinterland Happy Holidays from Hinterland(2019/12/18) +版本更新介紹 From everyone at Hinterland — we wish you a meaningful and relaxing time with friends and family as you celebrate the end of another year. 2019 has been a fantastic year for us, culminating in the recent releases of Episode Three CROSSROADS ELEGY for The Long Dark’s WINTERMUTE Story Mode, and our ERRANT PILGRIM update for the game’s Survival Mode. Now onto a new decade, 2020, and beyond! We are incredibly grateful for your continued support, and for the thoughtful interactions we get to have with our players through the official Hinterland community, our Twitter accounts [studio | game], as well as our other various communications channels. Please note that the team at Hinterland will be enjoying a holiday break from December 20th to January 3rd. You will still be able to reach us through our Support Portal, but please keep in mind responses may take a bit longer than usual over the holidays. In the meantime, please refer to the game’s Technical FAQ for a list of troubleshooting steps for common issues. All our best and happy holidays, – The Hinterland Team ERRANT PILGRIM Update Now Live(2019/12/09) +版本更新介紹 Hello Community, We’ve just updated The Long Dark to v1.64 [57505] — ERRANT PILGRIM. For a detailed breakdown of the new features and changes, please review this update video. Full Release Notes are available below. CHANGELIST v1.64 [57505] HIGHLIGHTS Added new Region Bleak Inlet Added new Challenge As the Dead Sleep Added new Feats Blizzard Walker, Expert Trapper, and Straight to the Heart Added new gameplay system Ammunition Workbench Added new gameplay system Gunsmithing Added new gameplay system Milling Machine Added new raw material Lead Added new raw material Stump Remover Added new raw material Dusting Sulfur Added new craftable item Gunpowder Added new craftable item Bullet(s) Added new craftable item Ammunition Added new Custom Mode setting to disable Birch Bark Tea crafting GENERAL ART FIXES [Enviro] Fixed numerous areas the player could become stuck in. [Enviro] Fixed numerous locations where the player could get outside of the intended play area. [Enviro] Fixed numerous clipping and floating objects. [Enviro] Increased the visible distance of lights during an Aurora Event. [Enviro] Fixed area in the Ravine that players could escape the map [Enviro] Fixed missing roof in Prepper Bunker [VFX] Adjusted interior light shafts that were too bright during mid-day [VFX] Fixed flames clipping through Barrels and Pot Belly Stoves USER INTERFACE FIXES [UI] Fixed an issue that caused the Revolver to display the incorrect weight when viewed in the Backpack. [UI] Fixed an issue that caused some Cooking HUD messages to appear too quickly. [UI] Blueprint Requirements now appear correctly during the first instance of viewing the Crafting Menu. [UI] Radial Menu can no longer appear overtop of other menus, such as the Backpack. [UI] Fixed the Revolver and the Distress Pistol Condition displaying as the value from the previously viewed item. WINTERMUTE FIXES [WINTERMUTE] Male survivor vocalization no longer plays when Astrid is attacked by Timberwolves. [WINTERMUTE] Timberwolves now react properly to Marine Flares. [WINTERMUTE] The Crummy in Broken Railroad now falls over correctly after the Old Bear pushes on it. [WINTERMUTE] Adjusted the rate that the Old Bear turns while in the cave. CHALLENGE MODES [Hopeless Rescue] The Distress Pistol can no longer spawn outside of the Timberwolf Mountain Crash Site. SURVIVAL MODE [Survival] Black screen no longer appears after being trampled by a Moose. [Survival] Fixed an issue that prevented the player from interacting with the Buffer Memory in Signal Hill. ALL GAME MODES General performance improvements across the game. [Animation] Improved animation for when a Wolf transitions to the hold ground AI state. [Audio] Aurora effects are no longer disabled when aiming. [Gameplay] Updated item placement range to better match interaction distance. [Gameplay] Updated wildlife pathfinding so they don’t bump into each other as often. [Gameplay] Updated Wildlife pathfinding to better handle passing through gates. [Gameplay] Fixed the missing highlight when moving Sticks in Placement Mode. [Gameplay] Adjusted depth Wildlife carcasses can sink into the snow. [Gameplay] Campfires no longer collide with Wildlife during placement mode [Gameplay] Fixed issue that caused Wolves to not eat some prey. ### END OF RELEASE NOTES ### Dev Diary – November 2019(2019/11/28) +版本更新介紹 Hello community, The last six weeks have been pretty busy, with launching Episode Three on October 22nd, supporting our annual Four Days of Night Halloween event, and finalizing our next big Survival Mode update. We said we’d do our best to deliver you one more big update before the end of the year, and I’m here to tease out a bit more information about what to expect in December. The next update is called ERRANT PILGRIM, and it features some new stuff we’re pretty excited about A new region. This will be our first region to feature a two-part environmental puzzle of sorts — in order to unlock the region’s full potential, you’ll need to access it from two different locations. There’s a new area with several industrial buildings, and this region will be the first to feature Timberwolves in Survival Mode. Watch out! A new challenge. We’ve taking inspiration from the community’s “Deadman” take on custom mode settings, and have created our own version as a standalone Challenge mode which, frankly, we think is the toughest experience we’ve ever made. Nobody in the office has been able to complete it yet. (Don’t worry, we’re exempting this new challenge from the Challenge Mastery achievement. We’re not monsters.) New gameplay systems. Without getting into too much detail at the moment, we’re introducing a few new gear items, tools, and systems that should help make late-game survival a little more viable for most players. You might get a hint from the piece of concept art included in this dev diary. New Feats. We haven’t shown the Feat system much love since we introduced it, so we’re adding three new Feats, to give you some gameplay objectives to work towards as handy new buffs for your Survival Mode games. New Survival Mode music. 10+ more minutes of brand new music, from Survival mode soundtrack composer, Sascha Dikiciyan. The Return of Fluffy. Hmm? Did I mention Timberwolves in Survival Mode? Relax. They’re only in the new region. (For now.) There are some other tidbits here and there, some quality of life updates, and of course, lots of bug fixes. We hope this next update comes just in time for you to fire up The Long Dark over the cold winter holiday, when it’s best appreciated! You can expect the next Survival Mode update to land around the middle of December, depending on how long it takes us to get things optimized and the bugs cleaned up. We’ll launch it with our customary update video, fully narrated by yours truly. Should be fun. Keep an eye open on our social channels as we’ll likely share more tidbits about the update leading up to its launch. As usual, this will be a free update for all current owners of The Long Dark, on Steam (where the game happens to currently be on Sale), Xbox One, PlayStation 4, and the other platforms we’re currently available on. This might also be a good moment to remind you to nominate The Long Dark in the Labour of Love category in the 2019 Steam Awards. Thanks for reading, and look for more bits of info over the next couple of weeks! – Raph OCTOBER DEV DIARY – EPISODE THREE LAUNCH(2019/10/17) +版本更新介紹 It’s been a long time coming, but Episode Three is just around the corner. At 6AM Pacific on Tuesday, October 22nd, you’ll all have the opportunity to jump in to CROSSROADS ELEGY, and learn more about the story of the Quiet Apocalypse. We’re very excited to share this new part of the story of Mackenzie and Astrid, the mysteries of the aurora, and what’s happening on Great Bear in the midst of this (potentially?) world-changing disaster. But before that, we have a few “housekeeping” things to update you on, so here goes! A NEW PERSPECTIVE episode 3 menu For those of you that have been following The Long Dark for years, you’ve known that our intention with WINTERMUTE, our story mode, has always been to show aspects of the story from each of our main characters’ points of view. Episodes One and Two were presented from Mackenzie’s viewpoint, and Episode Three picks up the story of Astrid after she and Mackenzie get separated in Milton at the opening of Episode One. We’re excited to be able to share part of Astrid’s story with you, and we know you’ll find her version of events just as compelling as Mackenzie’s. ALL EPISODES UNLOCKED Since you are playing as Astrid, you aren’t continuing your same playthrough or save from Episode Two. So, we decided to just unlock the three episodes for existing and new players, so that if people prefer, they can start by jumping directly into Astrid’s story in Episode Three, and then go back and play the first two Episodes. There may be some minor spoilers for the earlier episodes, but in general we think this flow can work. We still recommend new players go through the episodes in order, but this way you have the choice! LOST FOUND Lost and Found Box Historically, making significant changes to existing regions in the game has sometimes resulted in people losing stored items. Since we’ve just done a major overhaul of the Pleasant Valley region for Episode Three, we’ve implemented a new system designed to avoid us accidentally wiping out your hard-earned loot. The Lost Found box will appear any time we have changed a scene to the extent that your loot would have been deleted — we just respawn it all in the Lost Found box for you to grab it. You can only take things out of the Lost Found, not put things into it, and once you have emptied it, it disappears. THESE ARE NOT LOOT BOXES. These are just our way to safeguard your items in the event that a scene edit would have resulted in us deleting your stuff. CONSOLE VISUAL ENHANCEMENTS With the Episode Three update, we are also including our enhancements to the Xbox One X and PS4 Pro. These enhancements include HDR lighting (works on Xbox One X, XBox One S, PS4 Pro, PS4), and High Resolution support (4K on Xbox One X, 1440p on PS4 Pro). All versions of High Resolution support feature dynamic scaling. You’ll notice we’ve added a new calibration screen for HDR settings. Keep in mind that there is currently no standard implementation of HDR lighting so your results will depend heavily on the TV you are using. If you run into issues with these enhancements, please submit a ticket to our Support Portal www.hinterlandgames.com/support NO MORE 32-BIT CPU SUPPORT This shouldn’t affect 99% of our players, based on the statistics we pull from Steam’s hardware survey, but we have stopped supporting a 32-bit version of the game. This only matters if you are still running a 32-bit CPU, which would be fairly old by now. The main CPUs impacted by this would be • Intel Pentium 4E (released in 2004) • AMD K7 (released in 2004) • Intel Atom CPUs (released in 2013; mostly used for netbooks and tablets) So if you have a system that uses those CPUs, The Long Dark will no longer work for you. All our other builds have been 64-bit only for a while, so this switch to only supporting the 64-bit version of Windows for The Long Dark will result in some nice performance gains, and also helps eliminate some crashes that were only occurring because of the 32-bit support. FOUR DAYS OF NIGHT (4DON) We will be reprising our annual Four Days of Night Halloween event this year, starting at 10PM on October 27th (Pacific) and running to Nov 1st. Unfortunately, given our focus on shipping Episode Three, we weren’t able to add any new twists on last year’s formula, so the 2019 event is the same as 2018, but with updated Badges to reflect 2019 participation. DECEMBER SURVIVAL MODE UPDATE We’re still on track for a December Survival Mode update. We’ll share more details of what’s in that update after things have calmed down a bit. We expect to be pretty busy in the immediate aftermath of the Episode Three launch, so I’d like to give the Survival Mode update information its own room to breath. You can expect more details about it in November. * That’s pretty much it! We’ll be heads down doing support for Episode Three’s launch on October 22nd. We can’t wait to hear what you think about our latest work, and we look forward to hearing from you in the forums at www.hinterlandforums.com, and on our social media channels. And remember, if you run into any issues, please use our Support Portal at www.hinterlandgames.com/support to get help. We’re really excited for all of you to experience the next chapter in the WINTERMUTE story. Watch out for those Timberwolves! – Raphael STEADFAST RANGER UPDATE NOW LIVE(2019/05/01) +版本更新介紹 Hello community, We’ve just updated The Long Dark to v1.48 [47675] — STEADFAST RANGER. For a detailed breakdown of the new features and changes, please review this update video. Full Release Notes are available below. New! Revolver — A close-quarters defensive tool against hostile wildlife. New! Birch Bark Tea — A slow-gain condition restoration item brewed from a renewable natural resource. New! Energy Drink — Quick-shot Stamina and Fatigue boost, useful for getting yourself out of a variety of bad situations. New! Improvised Cloth Wraps — Stave off Frostbite on your Head and Hands with these basic wraps. Overhaul! Rifle Shooting Gameplay — Completely overhauled shooting and aiming mechanics for the Rifle and other ranged tools. Overhaul! Sprain System — Improved Sprain gameplay dynamics and first aid solutions. …and much more. You’ll find the complete changelist for the Update below. Please be aware there may be WINTERMUTE story spoilers in the changelist. If you encounter issues while playing The Long Dark please visit our Support Portal. To stay-up-to-date with news and information about The Long Dark and Hinterland, sign up for our newsletter, and follow us on Twitter (studio | game). CHANGELIST v1.48 [47675] Known Crash • We are working with Unity to resolve a known, rare crash in the engine. This crash appears to only affect Windows and Mac players, although it may appear on other platforms. The crash seems to be a memory issue that is triggered by transitioning between scenes. We will release a fix for the crash as soon as we’re able to diagnose the root cause. In the mean time, we recommend you Save Often (in WINTERMUTE) or Rest Often (in Survival; Resting triggers a save). For more information, please refer to our Support Portal. General Fixes • General performance improvements across the game. • Upgraded to a new version of Unity, enabling widespread improvements across the game. • Fixed issue that restricted the game’s framerate to 120fps (on applicable systems). • Streamlined the information appearing in players’ session output logs, to aid with support queries. General Art • [Enviro] Numerous optimizations to improve performance. • [Enviro] Fixed numerous issues causing the player to become stuck in the terrain. • [Enviro] Fixed numerous issues allowing the player to get outside the intended play area. • [Enviro] Fixed numerous issues causing objects to clip and float in the world. • [Enviro] Fixed numerous issues causing stretched or missing textures. • [Enviro] Fixed issue causing lighting hotspots in the Bear Cave in WINTERMUTE Episode Two. • [Enviro] Updated LOD to reduce popping on buildings and cliffs. • [Enviro] Fixed issue causing hinges to appear on the same side for both exterior and interior doors. • [Enviro] Updated transition zone entrance from Mountain Town to Mystery Lake to be more visible to the player. • [Enviro] Updated flags to animate. • [Enviro] Fixed numerous issues causing unlit textures. • [Enviro] Fixed issue causing Cat Tails to appear out of alignment during their animation. • [Enviro] Fixed issue causing inverted snow textures on trees. • [Enviro] Updated numbers on lock boxes in the Milton Credit Union bank. User Interface • [UI] Updated “Disable HUD” setting to remove object labels (useful for game footage capture). • [UI] Updated various text localizations. • [UI] Fixed various overlapping UI elements in all languages • [UI] Fixed issue causing mission sub-objectives to overlap with the next line. • [UI] Fixed issue causing the “Archivist” badge to always appear as Complete. • [UI] Updated various missing subtitles. • [UI] Fixed issue causing a rounding error in Imperial Units when Melting snow. • [UI] Fixed issue causing incorrect scroll bar alignment on the Stats screen in the Journal. • [UI] Fixed issue causing the Scent Indicator to not always appear on the Status screen. • [UI] Fixed issue causing the Radial Menu to inconsistently show the correct number of Light Sources in the Backpack. • [UI] Fixed issue causing sub-objective text to overlap in certain Challenge Modes. • [UI] Fixed issues causing the Stone ammo counter to be missing from the HUD. [UI] Fixed issue causing the Milton Water Tower icon to appear in the wrong location on the Map. • [UI] Fixed issue where the player was unable to add potable Water to the Radial Menu after dropping the Water and drinking from it. • [UI] Added an Accessible Struggle option, allowing players to select between Tap to Win and Hold to Win options. • [UI] Updated the Weak Ice indicator. • [UI] Added a new Slope indicator to warn players when they are traversing slopes that are steep enough to cause Sprains. WINTERMUTE • [WINTERMUTE] Made several updates to the Bear Spear encounters in Episode Two, including adding a checkpoint and streamlining the final Cave encounter. • [WINTERMUTE] Polish pass on various cinematics and dialogues. • [WINTERMUTE] Updated tutorials to reflect gameplay modifications introduced in this update. • [WINTERMUTE] Fixed various issues with subtitle typos and timing. • [WINTERMUTE] Updated description for the side mission “Basics of Survival Find and harvest some medicinal flora native to Great Bear Island.” • [WINTERMUTE] Fixed issue causing the Milton Credit Union bank vault door to play a closing animation when reloading your game, if the player was standing in front. • [WINTERMUTE] Fixed issue causing a black screen to appear if a dialogue pop-up occurred during a cinematic. • [WINTERMUTE] Updated Medicinal Flora tutorial text with additional details for clarity. • [WINTERMUTE] Fixed script issue where the Carter Dam Control Room door cinematic wouldn’t play during The Wounded Trapper mission in Episode Two. • [WINTERMUTE] Fixed issue causing players to be pushed into another room when opening the vault door in the Milton Credit Union. • [WINTERMUTE] Numerous updates to Wildlife pathfinding. • [WINTERMUTE] Fixed issue causing Blueprints to disappear from the Journal between Episodes One and Two. This fix is retroactive and will resolve it for players already impacted by the issue. • [WINTERMUTE] Fixed issue causing players to become stuck in the floor if they loaded a game after saving it at the exact time the Milton Credit Union vault door was unlocked. • [WINTERMUTE] Fixed issue causing overlapping text when hovering over a mission objective on the Map. • [WINTERMUTE] Fixed issue causing Jeremiah to clip through his bed when reloading a save at the beginning of Episode Two. • [WINTERMUTE] Fixed issues that allowed players to get on top of the burnt Schoolhouse in Milton. • [WINTERMUTE] Fixed issue that kept the Bear Spear from appearing properly in the Journal after examining it. [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved immediately after the first Bear encounter in Episode Two. • [WINTERMUTE] Fixed issue causing players to spawn in the wrong location if they reloaded a game saved while falling from a rope. • [WINTERMUTE] Fixed issue causing mismatched values to appear for collected wood in the Journal, and when inspecting Grey Mother’s Firewood Bin. • [WINTERMUTE] Fixed issue causing Milton Knowledge Items in the Journal to update incorrectly. Survival Mode • [Custom Mode] Fixed issue causing certain combinations of Custom Mode settings to generate an invalid sharing code. • [Custom Mode] Fixed issue causing incorrect container loot to appear in Custom Mode. • [Survival Mode] Fixed issue where Forging actions were not being interrupted when the Forge ran out of fuel. [Survival Mode] Fixed issue causing a partially-crafted Survival Bow to be usable if it was picked up while a completed Bow was equipped. • [Survival Mode] Updated the Cold Fusion Feat description to properly reflect Air Temperature bonus. • [Survival Mode] Updated medicinal Tea so it now acts like a First Aid item if a treatable Affliction is present. Otherwise it will still work as a Food item. • [Survival Mode] Fixed issue where the Archery Skill Bonus was not applying reduced Arrow Condition loss correctly. • [Survival Mode] Fixed issue causing some lockers to display the “locked” icon incorrectly. Challenge Mode • [Hunted] Fixed issue causing the Old Bear to clip through trees when fleeing. • [Hunted] Updated Deer carcass placement. • [Archivist] Fixed issue causing the sub-objective to update incorrectly after collecting the Buffer Memory from the Milton Post Office. All Game Modes • [All] Fixed issue where the fade to black transition would not appear correctly when exiting to the Main Menu • [All] Fixed numerous pathing issues in the world due to missing nav mesh. • [All] Fixed issue where Water in the Backpack would be consumed when drinking Water from the Cooking Screen. [All] Fixed issue causing audio for feeding Wolves to play even when the player wasn’t near one. • [All] Fixed issue causing chimney smoke to be visible when no fire was active inside a house. • [All] Fixed issue causing ambient audio to cut off when entering a car. • [All] Fixed issue causing the player to limp incorrectly after holstering a weapon while suffering from a Sprained Ankle. [All] Fixed issue causing the Storm Lantern extinguish animation to play after death, if players fell off a high cliff while holding a lit Lantern. • [All] Fixed issue where the player was unable to extinguish a Storm Lantern if they opened the Radial Menu while placing it. • [All] Fixed issue where “Worn Thermal Underwear” appeared as “New Thermal Underwear” in the Backpack. • [All] Fixed issue that kept the player from fighting back during a Struggle if they were attacked while Repairing clothing. • [All] Fixed issue causing muffled dialogue VO after firing a Rifle indoors. • [All] Adjusted the amount on Condition decay on the Bedroll when it is left outside. • [All] Fixed issue where the Wolf growl audio was missing in some scenarios. • [All] Fixed issue causing absent wind audio when standing outside a cave entrance. • [All] Fixed issue where the screen could become blurry during Wolf Struggles. • [All] Added dialogue VO for quartering Wildlife. Xbox One-Specific Issues • [Xbox] Fixed issue where the game would no longer update information in the gamercard after resuming from standby. Steam-Specific Issues • [UI] Fixed issue where an incorrect mouse icon would appear when using left-handed mouse settings. • [UI] Added scrolling with the keyboard arrow keys for the Buffer Memory screen interfaces discovered in-game during an Aurora. • [General] Fixed issue causing graphical corruption when playing in OpenGL on an Nvidia GPU. ###END OF CHANGELIST### DEV DIARY – MARCH 2019(2019/06/03) +版本更新介紹 Hello community, The team’s been hard at work since the holidays, which we used to recover from finaling the massive December “Redux” release, and it’s time to update you on some of the things we’ve been doing in the meantime. Episode Three The team’s been working hard on Episode Three this year. We’d started work on it in 2018 and then put it aside to finish up Redux and work through all the tech and pipeline improvements we wanted to use for the remaining Episodes of WINTERMUTE. One of the first things we did after coming back from the holidays was re-evaluate our plans for Episode Three scope based on the lessons we’d learned from building and shipping Redux. A key lesson there was the importance of having enough gameplay and narrative content to “fill the space” of the game, to avoid the feeling of senseless backtracking or the world just feeling too empty, as it sometimes did in the 2017 Episode One and Two release. Building Redux provided a fresh perspective on how to better balance our narrative and survival experiences, as well as how to better write for narrative flow in our open-world survival experience. These key learnings let us review our plans for Episode Three to ensure we would hopefully avoid making some of the same mistakes we’d made in the original 2017 releases, which we weren’t super happy with (and nor were many of you). Based on how we feel Redux turned out, and how you also seem to feel about the improvements, we’re confident we’re on a much stronger path now. Building Redux also showed us that the “ideal length” for a WINTERMUTE episode is about 5-7 hours. This gives us enough time to present a few interesting story threads, some compelling open-world survival gameplay, and enough narrative momentum to keep the story moving. It’s also an amount of content that feels substantial — these aren’t throw-away one or two-hour experiences — but they are compact enough that you can finish them in a weekend if you like. In our original planning, we had considered building the episode around three major story “hubs”, each in a different region, but that episode would have ended up being larger than Episodes One and Two combined, and amount of content that just isn’t sustainable for our team size. Just the testing on an episode that big would be a hugely daunting task, nevermind populating it with enough interesting narrative and mission content to “fill the space”. The Redux knowledge has helped us focus Episode Three down to a tighter experience that takes place in a single region. Therefore, Episode Three is the story of Astrid’s survival after escaping Milton, and takes place entirely in Pleasant Valley. As you probably know, Pleasant Valley is a *huge* region, with a lot of scope for interesting environments and some great story moments. We’ve been updating the region to freshen it up for the story, while adding some new landmarks and locations that are introduced in Episode Three. I’m really excited about how it’s all coming together, particularly in how true to Astrid’s character and background the episode is. Communicating Future Release Dates As you know, hitting publicly announced release dates has never been our strong suit. As an independent studio without a huge marketing machine behind us, we count on our relationship with our community to be positive so that you’ll help us spread the word about the work we’re doing. We know we harm this relationship when we promise to deliver things to you and then, for whatever reason, they fail to happen. Unfortunately, project planning and game development as a whole is not an exact science, and while we are ready to work really hard to hit our goals, I’m not willing to crunch my team to do so. In order to be more fair to the community, and also more fair to the development team, I think the best approach for us is to refrain from offering any more public release dates. So, moving forward, we won’t publish release dates around any of our content, whether that be full Episodes or Survival Mode updates. We’ll keep working towards internal deadlines, of course, but we won’t share news on when we plan to ship updates until those updates are essentially finished. That way, when you hear a release date from us, you know it will happen. Splitting the Team One of the things we’ve been working towards this year, with the development team, is hiring enough people with the right skills to be able to create two separate teams — one to focus on Survival, and the other to focus on Story. We’ve made some great progress towards that goal and we’re getting very close to having all the people we need to accomplish that. Once we’re there, it’ll become easier for us to make consistent progress in both areas of the game, so that we can ensure a more steady supply of free Survival updates, as well as ensuring the Episodes get the resources they need. We still have a few positions to hire for to have full redundancy across both teams, but I’m hopeful we’ll get there within the next few months. If you know any great developers with experience crafting memorable and award-winning interactive experiences, please send them to our careers page! Survival Mode Update Last year, we put a ton of effort into Redux and solidifying our foundation for the future Episodes, so this year we’re working to get back on track with producing more frequent Survival Mode updates. To that end, we’re working on a bunch of new features and content for the 2019 Survival releases. As per my earlier point about release dates, we won’t be sharing any tentative release windows for the next Survival release, but I will say that we’ve already done a fair bit of work on the new systems and content that will comprise the core of the next free update. A few things we’re working on for the next Survival update include • Adding the Revolver to Survival Mode. • Overhaul of the aiming mechanics for the Rifle, Bow, etc., to do a better job of integrating. • Fatigue and the breathing cycle, and making aiming less frustrating. • Adding a new Food item. • Adding a new Clothing item. • Fixing the Sprains system. …and more! One feature I can confidently say *will not* be added in the next Survival update is the Bear Spear. This has turned out to be much more challenging to integrate well into the core Survival experience, so we’re taking a bit more time with it to make sure it’s a solid and promising addition to the Survival toolbox. It will eventually make its way into Survival mode, but it won’t be ready for the next update. And speaking of the Spear, we know that some of you [SPOILERS!] have been finding the Spear gameplay in Episode Two to be quite frustrating, particularly the last section in the Bear Cave, so we’re working on improving that. We’re also hard at work on a new Survival region, but that won’t be ready until (most likely) the update *after* the next one. As you know we always like to keep a few surprises in our back pocket, but everything will be outlined in detail in the traditional Update Video we launch on update day. If you aren’t already doing so, it’s not a bad idea to subscribe to the Hinterland YouTube channel so you get notified when the update video goes live. Motion-Capture Space In a previous dev diary I mentioned that we’d been able to get our hands on the motion-capture gear from Capcom Vancouver’s now closed dev studio. We’ve been using the equipment and we thought you might like to catch a glimpse of the current set-up; this image is from the camera test we did to check out 18 of the 36 cameras. Unfortunately, we don’t have enough space in our current studio to set up all the cameras, but we’re looking for some overflow space so that we can set up all 36. In the short term, we’re going to remove the built-in desks and set up the gear in-house so that the animation team can very quickly and easily iterate on narrative scenes or gameplay animation in support of our Survival and Story goals. The animators whipped up this simple little animation to show you how well it works — all told this took about an hour or so to shoot and integrate. It’s only a quick test and obviously not something we’d ever ship, but it’s fun as a proof of concept and, let’s face it, Jeremiah has some sweet moves worth sharing. Nintendo Switch Version We get a lot of questions about when The Long Dark will be brought to the Nintendo Switch. As you may know, we spent some time last year trying to get the game up and running on Switch devkits and ran into a lot of performance issues. The latest version of Unity — which we’ll be rolling out as part of our next Survival update — does offer some performance improvements (which should also make the Xbox and PlayStation versions of the game run more smoothly), but we still don’t find the Switch performance to be at an acceptable level yet. We’re going to keep working on it alongside our other priorities, but I want to set reasonable expectations around this — not every game can run well on the Switch, and if we’re not able to get The Long Dark running at a level of performance and visual quality that I’m happy with, we won’t be shipping it. All that said, I’m still hopeful that we can find solutions to the current issues, and we think The Long Dark would be really compelling on this portable platform, so we’re not giving up! Thanks for reading this update, and if you’d like to share your thoughts about the contents of this developer diary, I hope you’ll take a few seconds to join the official The Long Dark community, as well as following us on Twitter. If you haven’t already done so, and you’d like to be kept up to date on project announcements outside of general development updates — for example, sale events, new merchandise, and information about the studio — please consider signing up for the Hinterland Newsletter. And if you’re interested in more regular, bite-sized responses to community questions, make sure to check out the (almost) weekly Milton Mailbag. See you where we see you! – Raph EPISODES ONE AND TWO REDUX SURVIVAL MODE UPDATE(2018/12/13) +版本更新介紹 WINTERMUTE REDUX We’ve just released the completely overhauled versions of Episodes One and Two. This reflects over a year of effort to improve our Story Mode experience based on player feedback, and to strengthen the technical foundation of our game in anticipation of the remaining three episodes to complete WINTERMUTE, which will be unlocked as they are completed. The “Redux” represents thousands of fixes and improvements, as well as entirely new content. The number of changes are too numerous to list here. Generally, the changes are along the following themes • Narrative Presentation New dialogue mode; all story is now experienced in first-person; all dialogue is fully voiced and animated. All cinematic moments have been redone. • Narrative Content All dialogue has been re-written and re-recorded. While the high-level story arc of Episodes One and Two remains the same, many of the supporting details have changed. We’ve introduced new plot elements, new locations, a new introduction, and overall a general layer of presentation polish on narrative content. • Mission Structure We’ve opened up the mission structure; previously there were several plot elements or side mission content (ex. Jeremiah’s Survival School) missions that were prerequisites to progressing in the story. As much as possible, while maintaining a logical story flow, we’ve made the mission structure more flexible. Side content is properly optional now and can be accessed over time and in between key narrative moments. • Gameplay Improvements In addition to opening up the structure somewhat, we’ve also retuned many of the mission objectives to provide the right amount of challenge. We’ve worked to reduce the amount of backtracking that is required to complete missions (while maintaining the right amount of open-world exploration to keep things interesting). We’ve completely overhauled the Bear Hunt mission structure, integrating it more fully into Episode Two, adding new Bear Spear gameplay, and adding climactic new encounter to complete that story. We’ve also made improvements to how we present mission information to the player. And finally, we’ve retuned the Survival “needs” per Story Experiene (Green, Capable, Hardened) and increased the amount of ammunition (Rifle, Distress Pistol) available in the world. We hope you enjoy the “Redux” versions of Episodes One and Two. Please note that “Predux” (i.e. the previous version of the episodes) story saves are not compatible with Redux. If you have previously completed Episodes One and Two and you have no interest in experiencing the Redux versions, you will still be able to progress into Episode Three once it is unlocked in 2019. DECEMBER SURVIVAL MODE UPDATE The “Redux” game update includes some improvements to the game’s Survival Mode, notably • New Craftable Item Rabbitskin Hat. This completes the suite of craftable clothing options in the game. • New Health Buff Well Fed. If you avoid Starvation for 72 hours, you will get a buff to Condition and Carrying Capacity. The 72-hour timer gets reset every time you begin to Starve. • New Challenge Archivist. Scour Great Bear to collect the last memories contained in several Aurora-animated computers. Please note that the Bear Spear is currently a Story-mode only tool. It will be added to Survival Mode in a future update. As part of the Redux overhaul, we’ve also made the following changes to the User Interface • Revised the HUD condition indicators. The game also now defaults to an “Always On” HUD configuration, which can be changed in the Display settings. • Improved the Fire/Stove interaction interface, to clarify Firestarting, Fuel-Adding, Cooking, and Water production activities. This replaces the “direct placement” action from the Radial as the default, primary Fire/Stove interaction type, although we have also maintained the radial placement system for those who wish to use it. • General improvements to the Map, Objectives, and Knowledge areas of the Journal (for Story mode only). • Added new Load screens with gameplay and world information. …in addition to the dozens of general improvements listed in our patch notes. The Long Dark Updated to V1.41 [43925] – REDUX +更新詳細內容 WINTERMUTE REDUX We’ve just released the completely overhauled versions of Episodes One and Two. This reflects over a year of effort to improve our Story Mode experience based on player feedback, and to strengthen the technical foundation of our game in anticipation of the remaining three episodes to complete WINTERMUTE, which will be unlocked as they are completed. The “Redux” represents thousands of fixes and improvements, as well as entirely new content. The number of changes are too numerous to list here. Generally, the changes are along the following themes Narrative Presentation New dialogue mode; all story is now experienced in first-person; all dialogue is fully voiced and animated. All cinematic moments have been redone. Narrative Content All dialogue has been re-written and re-recorded. While the high-level story arc of Episodes One and Two remains the same, many of the supporting details have changed. We’ve introduced new plot elements, new locations, a new introduction, and overall a general layer of presentation polish on narrative content. Mission Structure We’ve opened up the mission structure; previously there were several plot elements or side mission content (ex. Jeremiah’s Survival School) missions that were prerequisites to progressing in the story. As much as possible, while maintaining a logical story flow, we’ve made the mission structure more flexible. Side content is properly optional now and can be accessed over time and in between key narrative moments. Gameplay Improvements In addition to opening up the structure somewhat, we’ve also retuned many of the mission objectives to provide the right amount of challenge. We’ve worked to reduce the amount of backtracking that is required to complete missions (while maintaining the right amount of open-world exploration to keep things interesting). We’ve completely overhauled the Bear Hunt mission structure, integrating it more fully into Episode Two, adding new Bear Spear gameplay, and adding climactic new encounter to complete that story. We’ve also made improvements to how we present mission information to the player. And finally, we’ve retuned the Survival “needs” per Story Experiene (Green, Capable, Hardened) and increased the amount of ammunition (Rifle, Distress Pistol) available in the world. We hope you enjoy the “Redux” versions of Episodes One and Two. Please note that “Predux” (i.e. the previous version of the episodes) story saves are not compatible with Redux. If you have previously completed Episodes One and Two and you have no interest in experiencing the Redux versions, you will still be able to progress into Episode Three once it is unlocked in 2019. DECEMBER SURVIVAL MODE UPDATE The “Redux” game update includes some improvements to the game’s Survival Mode, notably New Craftable Item Rabbitskin Hat. This completes the suite of craftable clothing options in the game. New Health Buff Well Fed. If you avoid Starvation for 72 hours, you will get a buff to Condition and Carrying Capacity. The 72-hour timer gets reset every time you begin to Starve. New Challenge Archivist. Scour Great Bear to collect the last memories contained in several Aurora-animated computers. Please note that the Bear Spear is currently a Story-mode only tool. It will be added to Survival Mode in a future update. As part of the Redux overhaul, we’ve also made the following changes to the User Interface Revised the HUD condition indicators. The game also now defaults to an “Always On” HUD configuration, which can be changed in the Display settings. Improved the Fire/Stove interaction interface, to clarify Firestarting, Fuel-Adding, Cooking, and Water production activities. This replaces the “direct placement” action from the Radial as the default, primary Fire/Stove interaction type, although we have also maintained the radial placement system for those who wish to use it. General improvements to the Map, Objectives, and Knowledge areas of the Journal (for Story mode only). Added new Load screens with gameplay and world information. ...in addition to the dozens of general improvements listed below. * THE LONG DARK v. 1.41 CHANGELIST KNOWN ISSUES Due to Unity issues, we are seeing lower than expected performance in some areas of the game on Xbox One and Xbox One S. We are investigating this issue and will release a fix ASAP. Xbox One X is not affected by this issue. There are some rendering issues when using the latest NVidia drivers on Linux. We are working on a solution. This issue does not affect AMD video cards. GENERAL FIXES General performance improvements across the game Widespread audio optimizations Upgraded to a new version of Unity, enabling widespread improvements across the game GENERAL ART FIXES [Enviro] Numerous optimizations to improve performance [Enviro] Fixed numerous areas the player could become stuck in [Enviro] Fixed numerous areas the player could get outside of the intended play area [Enviro] Fixed numerous clipping and floating objects [Enviro] Performed various optimizations to avoid texture popping [Enviro] Improved alignment on some power lines [Enviro] Updated many snow banks, rocks, and fauna [Enviro] Numerous environment improvements [Enviro] Improved Aurora visuals; reduced the visible banding effect [Enviro] Improved blood decal lifetime [Enviro] Improved waterfall splash effects appearance when dark [Enviro] Improved light flicker visuals during an Aurora event [Enviro] Update to many items to prevent floating after an object is broken down [Enviro] Improved decal sorting [Enviro] Improved grass reflections lighting for time of day [Enviro] Fixed many instances of grass clipping through trees and railway tracks [Broken Railroad] Fixed invisible rocks near Rope Climb [Broken Railroad] Fixed overlapping pipes and debris near the Maintenance Yard [Carter Dam] Fixed box clipping into wall [Mystery Lake] Fixed corpses spawning sunken into the ground [Coastal Highway] Fixed stretched snow textures around some cabins [Mystery Lake] Fixed visual artifacts in river terrain [Mountain Town] Fixed flickering textures on mountain near Milton [Mountain Town] Fixed missing texture on rocks near transition to Mystery Lake [Mountain Town] Fixed missing collison on the barn at Paradise Meadow Farms [Mountain Town] Fixed flickering textures on the cars outside of Milton [Mountain Town] Fixed player being able to clip through parts of the silo USER INTERFACE [Mac/PC/Linux] Fixed Xbox One menu buttons appearing for 1 frame when using a PS4 controller [PC/Mac/Linux] Fixed selection swapping back and forth when cursor placed between two buttons [UI] Improved the visibility of HUD button prompt when using a controller [UI] Improved Main Menu appearing off-center in 21 9 [UI] Fixed back button taking player to wrong screen when viewing a Note at the end of a Survival Game [UI] Fixed Reticle appearing over non-interactable cabinets [UI] Fixed alignment of UI when reading a note [UI] Fixed Online Messaging only showing only the latest announcement, instead of all new announcements [UI] Fixed Back button option being highlighted by mistake in certain scenarios [UI] Fixed player being unable to back out of Save/Load menu if it was empty WINTERMUTE FIXES [WINTERMUTE] Improved map markers to allow merging of critical information when multiple icons are at the same location [WINTERMUTE] Fixed frightened Wolves becoming aggressive after game is saved and loaded [WINTERMUTE] Fixed conditions that caused players to start Episode Two holding a lantern [WINTERMUTE] Fixed pelts not curing if partially cured when completing Episode One [WINTERMUTE] Added option to easily start Episode Two if the player quit after completing Episode One [WINTERMUTE] Fixed issue that caused audio to cut out when entering certain cars in Milton [WINTERMUTE] Fixed multiple sound effects playing when climbing rope breaks [WINTERMUTE] Fixed Neighbours Note clipping into ground [WINTERMUTE] Fixed deer carcass disappearing when loading an autosave [WINTERMUTE] Fixed Wolves not always fleeing from flares [WINTERMUTE] Fixed Wolves being able to attack players while in Dialogue Mode [WINTERMUTE] Fixed weather not restoring correctly when loading a game [WINTERMUTE] Improved accuracy of the Episode Completion stat [WINTERMUTE] Fixed issue that caused players to be pushed into another room when opening the vault door in the Bank [WINTERMUTE] Numerous wildlife pathfinding updates SURVIVAL MODE [Survival Mode] Fixed player being able to use weapons while afflicted with a sprained wrist by saving then reloading the game [Survival Mode] Fixed issue with mapping in Mountain Town on some legacy save files [Survival Mode] All bedrolls now use the same skill when repairing [Survival Mode] Prevented deer from fleeing to inaccessible areas in the Ravine transition [Survival Mode] Fixed items becoming lost under the Farmhouse in Pleasant Valley after a struggle [Survival Mode] Fixed animal sound effects playing when leaving Trapper’s Cabin [Survival Mode] Fixed issue where a cairn found in Coastal Highway could be found twice [Survival Mode] Fixed issue that could cause Rifles placed on racks to fall off when player exits the building [Survival Mode] Fixed Bear spawning in terrain in Mystery Lake ALL GAME MODES [All] General gameplay tuning across a variety of systems. [All] Improved aiming mechanics for thrown Stones, to make Rabbit Hunting a bit easier. [All] Retuned Wolf flee behaviour to react to being hit by a thrown Stone (probability is subject to Experience Mode). [PC/Mac/Linux] Fixed cinematic audio continuing to play when the game is minimized [All] Bear breath effect optimization [All] Male survivor can no longer be heard breathing when Survivor Voiceover is turned Off [All] Fixed players arms becoming stuck if entering a wolf struggle while holding a Flashlight [All] Decreased campfires placement size to avoid players trapping themselves [All] Fixed condition that could result in the the player becoming stuck when picking up a stunned Rabbit [All] Fixed exploit that allowed Encumbered players to travel uphills at regular speed by crouching and standing repeatedly [All] Fixed Cooking Pots sinking into cooking surfaces [All] Improved how items snap onto cooking surfaces [All] Fixed last Cartridge in a stack dropping as a box [All] Fixed Bows and Rifles floating above placed location [All] Fixed placed Campfires sinking slightly after player leaves area [All] Fixed “You are not thirsty” message appearing incorrectly when trying to drink soda or tea [All] Fixed player becoming stuck in animation if attacked by a wolf while reloading the Rifle [All] Fixed Distress Pistol becoming stuck in hand if the reload button was pressed rapidly [All] Fixed instances where subtitles could play when turned off [All] Fixed issue where the fade to black after wolf struggle hid the get up animation [All] Fixed unplugging the controller during movie a not pausing playback [All] Fixed Ropes becoming inaccessible if player saves and reloads while on a ledge [All] Adjusted Flashlight lighting effect [All] Player can no longer enter a door when a Struggle has been initiated [All] Improved wildlife pathfinding in Milton [All] Fixed issue that caused Aurora to not appear correctly when using OpenGL [All] Improved wildlife pathfinding in Paradise Meadows Farm [All] Fixed player being able to throw a Flare while opening a car trunk [All] Fixed flickering sky that could occur during wind storm [All] Fixed not being able to place a Campfire on concrete [All] Fixed unlocked lockers in Trapper’s Cabin requiring a pry bar to open CUSTOM EXPERIENCE SETTINGS [Custom Settings] Updated several description strings to reflect specific settings more accurately. [Custom Settings] Fixed "Struggle player strength bonus" option not working correctly [Custom Settings] Fixed "Struggle damage received modifier" option not working correctly [Custom Settings] Fixed “Stick, Branch, and Stone spawn frequency” always being set to high [Custom Settings] Fixed Hidden Caches in River Valley not appearing as empty in Custom Mode [Custom Settings] Fixed animals fleeing when Custom Mode set to Interloper mode [Custom Settings] Fixed Blizzard Frequency not working correctly [Custom Settings] Fixed Wildlife Respawn Frequency not working correctly [Custom Settings] Fixed Wolf Spawn Chance settings not matching intended preset [Custom Settings] Fixed Cabin Fever and Parasites being On when using the Pilgrim preset [Custom Settings] Fixed Medical Treatment voice over playing when Survivor Monologue was disabled [Custom Settings] Fixed Custom Experience options being unavailable until user scrolls to the bottom of the menu [Custom Settings] Fixed "Interrupt If Freezing Starts While Sleeping" option not taking effect PS4-ONLY FIXES [PS4] Fixed missing Bear breath [PS4] Improved stability when transitioning scenes [PS4] Optimized Aurora performance [PS4] Improved lighting performance [PS4] Fixed cursor not resetting to correct position [PS4] Improved visual effects on Flares when thrown XBOX-ONLY FIXES [Xbox] Fixed grass rotating to face the camera [Xbox] Improved performance when in the Whaling Station [Xbox] Improved performance during strong wind conditions [Xbox] Improved performance on breath effects STEAM-ONLY FIXES [Steam] Episode 2 now unlocked properly when player has the “ Leaving the Old World Behind” achievement ### END OF CHANGELIST ### Sandbox Alpha v.1.16 大型アップデート"RUGGED SENTINEL(厳格なる歩哨)"での変更点(2017/12/04) +ここを押すと表示 新要素 サバイバルモードにムース(ヘラジカ)を追加 怪我に「肋骨の骨折」が追加 Moose-Hide Cloakを追加 Moose-Hide Satchelを追加 ストーリーモードに登場する土地「ミルトン」がサバイバルモードで「Mountain Town」として登場 ストーリーモード「WINTERMUTE」の新セーブシステム 「WINTERMUTE」の新モード「Green Survivor」「Capable Survivor」「Hardened Survivor」 サバイバルモード用の新しいカスタムエクスペリエンスツールボックス 服が磨耗することで重量が変化 すべての地域に、オーロラ発生時に光る照明を追加 グラフィック テクスチャーのクリーンアップ パフォーマンス向上のためのグラフィック最適化 夜間に出る白息の不透明度を低下 沿岸のハイウェイの道路周辺を美化 プレザントバレーの町周辺を美化 「WINTERMUTE」のムービー中の、椅子のテクスチャーを追加 荒れ果てた湿原のクマ穴にある、空中に浮遊した骨を修正 Mountain Townの空中に浮遊した木を修正 すべての地域において太陽が東からのぼり、西に沈むよう変更 範囲外領域をクリーンアップ Sandbox Alpha v.423 大型アップデート"FAITHFUL CARTOGRAPHER(信頼の製図家)"での変更点(2017/06/08) +ここを押すと表示 UIの変更 雰囲気に会うように各画面やボタン、ゲージを変更8月に追加の調整を予定 キーコンフィグの改良 手根管症候群患者(小指以外が動かしにくい人?)に対応した セーブの仕様変更 詳細は今回アプデでは発表しない 木炭地図の追加 燃え尽きた焚き火から木炭を取り出すと地図が作成できるようになる 現在地の確認なども可能 動物死体の持ち運び 死体を切り分けて持ち運び、別の場所で解体することができるように ”におい”に関する変更 肉食動物が血(自分の出血や動物の血)のにおいにより反応しやすくなった においパラメータのゲージを追加した ライティング変更 8月に追加の調整を予定 主人公グラフィックの追加 ライフル、弓、信号銃、興奮剤、光源の使用時に手が表示されるように 燃えさしとトーチ投擲の追加 振り回す威嚇動作はオミットつまり以前の使用に戻った 石の投擲の追加 石を拾って兎狩りに使えるようになった石が当たったウサギは一時的に麻痺状態になる まれにだがオオカミを追い払うこともできる 格闘武器の選択機能の追加 応急処置の仕様変更 適当な処置用アイテムを自分で選択しなければならなくなった サルオガセが単体でも使用可能に(効果は感染症リスクのみ、止血はできない) メモリ・CPU負荷軽減のための最適化 グラフィックオプションの改良 解像度とサイズの選択肢が増えた PS4コントローラーへの対応 手帳でクラフトレシピを参照できるように 作業台や溶鉱炉なしで作れるものは手帳UIからもクラフトできるように8月に追加の調整を予定 直せていない不具合について チャレンジ「追われるものパート1」の冒頭で包帯が出ない 一部言語で時刻がうまく表示されない 一部のリナックスでのロードの不具合 バグ報告はこちらhttps //hinterlandgames.atlassian.net/projects/TLDP/issues/TLDP-2151?filter=allopenissues なお、正式版移行に際しての次回大型アプデは8月1日の予定 また、アップデートをするとセーブデータが消えます。 古いバーションのセーブがロードできるようになるかは不明(たぶんずっとできない)ですが、もし大事なデータであればバックアップをとることをおすすめします。 Sandbox Alpha v.364 大型アップデート"RESOLUTE OUTFITTER(文明との決別)"での変更点(2016/12/19) +ここを押すと表示 新エリア"FORLORN MUSKEG"(荒れ果てた湿地帯) 衣服アイテムのライティング変更 新衣服の大幅追加 熊革のコートなど 衣服アイテムの仕様調整 重ね着が可能に 衣服着用UIの新設 従来のインベントリメニューでは体感温度の確認、衣服の着脱ができなくなった 濡れ、凍結、乾燥の仕様変更? 衣服アイテムのステイタス追加 動きやすさ動きにくい服ではスタミナ上限値が大きく減少する 防水 防御力熊の襲撃や狼との戦闘の際のダメージが減少する 凍傷の追加 スタミナの仕様変更 走れる距離は短くなった 回復が早くなった スタミナを使った際の疲労への影響が小さくなった その他 焚き火の再点火能力の追加 デッキブラシの追加見た目は今までにあった灌木で、解体すると枝木になる 飲食時間の増加飲食後、ステータスゲージがフェードアウトするまで他の入力を受け付けなくなった Sandbox Alpha v.365での変更点(2016/9/28) +ここを押すと表示 フレアを振り回した際、音声が再生されない問題、およびプレイヤーの体力が低い場合は野生動物を追い払えない問題を修正。 ダブルクリックでアイテムを拾う際に、光源が手放される問題を修正。 傾いた自動車に入った際にカメラ視点がおかしくなる問題を修正。 シーンの移り変わりや、自動車から出る際のフェードアウト中にゲームを終了するとクラッシュする問題を修正。 日記をリネームするとクラッシュする場合がある問題を修正。 日記の編集中に死んでしまってもテキスト入力ができる問題を修正。 トイレが消失してしまう問題を修正。 アイテムやコンテナを見ている際のマッチ光源の問題を修正。 ランタンの燃料が不足していても、点火の音が鳴る問題を修正。 しゃがんでいる時に戦闘が発生した際の移動速度に関する問題を修正。 荒れ果てた岬の位置によるサウンドを最適化。 一般的な環境アートやオブジェクト修正。 Sandbox Alpha v.364 大型アップデート"VIGILANT TRESPASS(油断なき侵入)"での変更点(2016/9/23) +ここを押すと表示 新難易度「侵入者(INTERLOPER)」を追加 「追跡者」を上回る最高の難易度。詳細は難易度のページを参照。 新チャレンジモード「THE HUNT Part2(追われる者:パート2)」を追加 クマを見失わないよう追いかけるチャレンジモード。 「世界崩壊」システムを追加 サンドボックスモードは、時間が経つにつれて生きるのが難しい世界へと変わっていく。 プレイヤースキルが上がることによって、ゲームが簡単になってしまうことへの対策として実装された。 ゲーム内の日数が進むにつれて、徐々に気温、燃料調達などの環境が厳しくなっていく。 ファーストパーソン(プレイヤーの手)&移動中の表示や制約追加 光源を構えた際に、主人公の手が表示される。 歩いている間は画面に光源が映っているが、走っている間は光源が見えなくなるなど移動アクションに応じた動きも実装。 プレイヤーは、後方および真横に走ることができなくなった。 休憩&時間を進める際のインターフェース変更 区別が付きやすいよう、インターフェースを変更。 円形メニューのキャンプスキルから、時間を進めることもできる。 オオカミのおとりの効果を修正 おとりは、一定時間で「退却」するためにのみ有効。オオカミが無防備におとりを食べることはない。 肉類(魚、腸も含む)は、「おとりを置く」コマンドによって置かれる際、自動的に「もっとも臭いの強いもの(状態が悪いなど)」から順に選ばれる。 漂流物集め 海岸線に有用なアイテムが流れ着く場合がある。 ただし、薄氷に注意しなければ海に落ち、低体温症になったうえに衣類が濡れてしまう。 「アーチェリー」「裁縫」スキル追加 実績スロット サンドボックスの難易度に応じて、効果のある実績の数が制限される。 旅行者(EASY)は5つの実績まで、探索者(NORMAL)は4つまで…など。 その他の修正 スノーシェルターの効果を微修正。 LinuxユーザーがAlt+Tabを押した際にオーディオ設定が崩れないよう修正。 読み終わっていないスキル本を、燃料として燃やそうとした際に警告を表示。 ライフルの清掃によってライフルのスキルが上がらないよう修正。 魚を調理することによって、少量のランプオイルを得ることができる。 新言語 ポルトガル語、ブラジルポルトガル語、スペイン語、フィンランド語、オランダ語。 ミドルウェア更新 Unity、Wwise(オーディオエンジン)を更新。 Sandbox Alpha v.349 (2016/7/1) +ここを押すと表示 刃物研ぎや銃の清掃を中断すると、その後別のアクションを完了した際にクラッシュする問題を修正 フラッフィー(カーター水力発電ダム内の狼)が100%出現していたのを修正 狼関連の効果音が立体的に再生されないことがある問題を修正 読書UIにときどき関係ないボタンが表示されてしまう問題を修正 満タンのランタンに燃料を入れようとしたとき表示されるメッセージが他の文字と重なってしまう問題を修正 カーター水力発電ダムへ入った時、位置や向きがおかしくなる問題を修正 ハイバーニア鯨解体工場内にプレーヤーがはまって動けなくなるスポットがあったのを修正 シーンの切り替えを行うと乗り物の色が変わってしまう問題を修正 Trapper’s Cabin(狩猟小屋)内のいすを破壊すると、上にあったリュックが浮いたままになる問題を修正 Sandbox Alpha v.348 (2016/6/25) +ここを押すと表示 実績「Efficient Machine」の進捗%が更新されない問題を修正。 F8のスクリーンショットデバッグ情報が、画面に残り続けないよう修正 円形メニューからジャーナル(日記)を開いた際、意図しないスクロールがされてしまう問題を修正 塩味クラッカーの箱の大きさがおかしいまま固定される問題を修正 Sandbox Alpha v.347 (2016/6/24) +ここを押すと表示 ジャーナル(日記)と雪を溶かすUIにて、ゲームパッドでクラッシュが起こる問題を修正 プレイヤーが壊れたスノーシェルターを離れられなくなる問題を修正 プレイヤーがしゃがむと、オオカミが攻撃しない場合がある問題を修正 プレイヤーの着火レベルが3以上である場合は、火口がオプション(必ずしも不要)となることが分かりやすいよう、着火UIを修正 ラジオが乗っている棚等を分解した際、ラジオが浮いてしまう問題を修正 チャレンジモード「猛吹雪」のクリア目的を示したテキスト Linuxでの動作安定化(オープニングムービーを無効化する必要あり) Sandbox Alpha v.346 大型アップデート"Penitent Scholar(悔恨の学習者)"での変更点 +ここを押すと表示 新言語対応 フランス語、スウェーデン語、韓国語、中国語(繁体+簡体字)、日本語、トルコ語、ノルウェー語に対応。 ゲームプレイ 円形メニューから「スノーシェルター」が作成可能。シェルターは風と寒さを防ぐが、野生動物から身を守る効果はない。 基礎的な「サバイバルスキル」システム追加に伴い、いくつかのスキルを実装。ジャーナル(日記)からさらなる情報を参照可能。最初に実装したスキルは「着火」「調理」「剥ぎ取り」「釣り」「ライフル」 基礎的な「実績」システム追加に伴い、いくつかの実績を実装。「バッジ」メニューよりさらなる情報を参照可能。最初に実装した実績は「Book Smarts」「Cold Fusion」「Efficient Machine」「Fire Master」「Free Runner」「Snow Walker」 ゲーム中のどこかで、研究本を入手できる。研究に時間を費やすことによって、特殊なスキルを身につけることができる。 チャレンジモード「放浪者」を追加。指定された15箇所の場所で、3日ずつ生き延びる。 チャレンジモード「猛吹雪」を追加。30日以内に訪れる猛吹雪に備え、指定されたアイテムを蓄える。 基礎的な「年鑑機能」を追加。(猛吹雪チャレンジのために実装) 作業台でのクラフト、およびアイテムの修復は、暗闇では制限される。メニューからのシンプルなクラフトは、暗闇でも可能。 松明やフレアを振り回す行動は、「疲労」ではなく「スタミナ」を消費するよう修正。 家具や大枝などの物を解体したとき、手に入るアイテムは床に散乱するのではなく、自動的にバックパックに追加される。これによって、アイテムが手の届かない場所に埋もれてしまうバグが改善することが期待される。 オオカミがおかしな場所を歩いていることがあるバグを修正。 自動車の中で睡眠をとった際、寝袋の暖かさボーナスが考慮されるよう修正。 UI 新しいフォントを追加。 ブライトネス修正は、メインメニューからのみ可能。 オオカミとの戦闘中、一度に表示されるダメージイベントの表示数を減少。ただしダメージ自体が減るわけではないことに注意。 ジャーナル(日記)に「スキル」「年鑑」「目標」を追加。 スノーシェルターの「作成」「使用」「解体」UIを追加。 バッジと実績の画像を追加。 バッジ画面は、メインメニューおよびポーズメニューから選択可能。 スキル上昇、スキルアンロック、実績アンロックの告知を追加。 オーディオ スキル上昇、スキルアンロック、実績アンロック時の効果音を追加。 一般 プレイヤーがおかしな場所に落ちてしまうバグを検知した場合、安全な場所にワープするよう修正。 スクリーンショットキーは、ゲームパッドからマウス/キーボードに変更しなければいけない制限を解除。 非常に暗い場所でのカラーバランスを低減調整。 [ストリーム配信者向け] Altキーを押しながらTabキーを押すことなく、セカンドモニタにアクセスできるためのサポートを追加。(将来の修正プログラムでトグル化することに注意) Sandbox Alpha v.338的變更點 +展開 遊戲整體變更修正 [CRASH] Fixed Mac-specific crash when exiting interiors in Coastal Highway. [CRASH] Fixed rare crash on Windows at startup. [SAVING] Fixed issue with game not saving on some Unicode Windows systems. [SAVING] Fixed problem with starting the game in an interior in Pleasant Valley and not saving the state of that interior. [GAMEPLAY] 增進短跑時提升的體感溫度 [GAMEPLAY] 增加罹患幽閉症的風險值 [GAMEPLAY] 腸道寄生蟲病現在只會在追獵者模式罹患 [GAMEPLAY] 減少釣魚成功時釣線斷掉的機率 [GAMEPLAY] 修正體力值(疲勞度)的機制,使玩家能一覺至天明 [ART] 改善鎖有室內亮度,包含白天和夜晚亮度的新系統 [MISC.] 於顯示選項增加調整亮度的滑條 [BUG] 修正AI有時候在找路(徑)會出現瞬移的狀況 [BUG] 修正熊不會重生的問題 [BUG] 修正在感染腸道寄生蟲疾病時吃抗生素仍會出現抗生素按鈕問題 [BUG] 修正檢查放大鏡會造成螢幕顛倒的問題 [BUG] 修正濱海公路的兔子島不列入發現地點的問題 Sandbox Alpha v.332的變更點 +展開 遊戲整體變更修正 Fix for autosaves not working on some systems. Fixed issue with gear not decaying while in a specific container. Fixed issue with some gear sometimes getting smaller when removed from a container. Fixed issue that could cause large numbers of crows and crow feathers to spawn in specific locations. Fixed issue where Intestinal Parasites were affecting fatigue incorrectly. Fixed issue with Bears running too slowly. Fixed crash when unloading the Distress Pistol. Fixed Steam Controller issue that could accidentally trigger actions. Fixed issue with first person items remaining offscreen when Inventory exited with Tab. Fixed UI localized text overlap issues on HUD and journal. Added missing localization for “no afflictions” on radial. Fixed issue with AI sometimes spawning or despawning in view. Burned Brands can no longer be added to inventory by pressing Equip during inspection. Fixed problem with Save Journal option not appearing again after initial use Fixed problem with saving icon not showing up when saving a journal Fixed issue with equipped items not showing up in Examine UI Sandbox Alpha v.327的變更點 +展開 遊戲整體變更修正 Fixed issue where Cabin Fever couldn t be treated if it was triggered during a v.325 savegame. Fixed crash when trying to light the Torch from a fire. Fixed issue when healing Afflictions that require two pills when holding a bottle with only one pill remaining. Sandbox Alpha v.326的變更點 +展開 遊戲整體變更修正 Intestinal Parasites tuning (see above for details) Cabin Fever tuning (see above for details) Removed affliction indicator when player only has at-risk afflictions; this indicator still appears for "full" afflictions. Reishi Tea requirement reduced from 3 Reishi Mushrooms to 2 Fixed issue with multiple wolves spawning in Desolation Point cave Fixed issue that could allow rifles to spawn outside Trapper’s Cabin in the Hunted Challenge Fixed issue with shutters disappearing on some Lake Cabins Reduced Bedroll per-use Condition decay Changed R3 to Click RS in Controls options Sandbox Alpha v.325的變更點 +展開 遊戲整體變更修正 Fixed issue where some containers could be inactive when containing hides. Fixed issue with not being able to rebind the Forward key. Fixed issue with not being able to Rest while having the Sprain affliction. "移除沒有疲勞時用以渡過時間的選擇",現在可以選擇"休息"與"Pass Time(暫譯打發時間)"來渡過 Fixed issue with "Risk"-type afflictions preventing gradual Condition recovery. Sort items in inventory using the basic gear name (not the Condition descriptor). Fixed issue with player not being able to walk up steps to the deck of the Abandoned Harris Home. 修正當玩家用獵槍或弓箭射殺野生動物時沒有流血效果的問題 Fixed issue with controller disconnect screen appearing behind Challenge Mode game over UI. Fixed issue with reticule dot visible when holding the Distress Pistol. Sandbox Alpha v.321的變更點 +展開 遊戲整體變更修正 New! 生存儀板表的顯示變更在左下角且只顯示狀態 New! 增加挑戰模式 “Hunted, Part One”, and “Hopeless Rescue”. New! Emergency Stim gear item. Emergency stims added into various locations (also made available in older saves) and also available in some containers. New! 增加從營火等生火器具中可拿出Brand(暫譯燃燒中的木頭),原本的火把仍可靠製作獲得 New! 增加長時間待在室內有機會罹患Cabin Fever(暫譯幽閉症)的症狀 New! 增加食用狼肉和熊類有機會罹患Intestinal Parasites(暫譯腸道寄生蟲病)的疾病 New! 增加野狼會追蹤玩家的AI 熊以外的野生動物重生點變動 物品劣化機制變更修改物品劣化的時間刻度1000日以上為基準 所有布製品不管有無收納或穿戴在遊戲一開始時即開始劣化 食物的種類以及收納條件一樣影響劣化的程度(但無紀載開始遊戲時是否劣化),工具則與之前相同 移除火柴會劣化的機制 全區域可攀岩的場所追加攀岩點 死亡時可存取日誌,從初始畫面可選取,最多存取10個 食物和衣服劣化會依程度而有不同的名稱顯示 睡眠的條件變更,不疲勞時無法Rest(睡眠),但可選擇Pass time(打發時間) 增加新機制於健康狀態下睡眠後,起床不會造成不良狀態(不會造成像是脫水/過度飢餓...等的狀態) 增加在罹患失溫症狀之前會有警告提醒 增加更多的統計追蹤(包含新的症狀與疾病) 修改不同的光源物品揮舞時而減少的燃燒持續時間(發焰筒/火把/燃燒中的木頭) 修改發焰筒只能揮舞且無法投擲 野生動物的AI修改成會無視地板放置的火把與發焰筒 樹根變更為可採集3根樹枝 樹枝變更為可製作2個火種塞 短柄斧解體樹根的時間修正 修正揮舞的動作時機(只在點燃火時) 修改當部分物品狀態為0時從世界中消失的問題(但仍為無法使用) 修改營火或點火時被吹熄所需的風速增加 修改當被熊襲擊的動畫中不會減少健康度而是在動畫結束後才開始減少(但不適用於被野狼襲擊) 合併統計與日誌 變更部分物品可直接手工製作 營火的顯示狀態變更 In the Options screen, Key Bindings will now display a mouseover effect. 洞窟或野外封閉的空間增加防風的標示 Art,Animation,FX New! Added experimental First-Person presence for Wolf Struggles with Knife, Hatchet, and Prybar. New! First pass on colour grading. New! Added rim lighting effect for night-time lighting. It should be more possible to see the “edges” of snow banks and things on clear, moonlit nights, enhancing night-time navigation. Improved the Bear model and texture. Improved the Bear animations. Improved the Wolf animations. Updated the visual effects for Torches, Flares, Lanterns, and Brands, so that flames begin to “sputter” when you are running low on burn time. Added new Footprints system, which improves the footprint visuals as well as respects weather conditions; footprints will persist for a longer period of time, unless filled in by snow or high winds. (Future improvements to this system will be focused on enhanced Tracking gameplay.) Improved draw distance for falling snow. Updated the “light shafts” window effect to improve performance. Increased the visibility of blood drops, to aid with tracking wounded animals. Added blood splatter effect when player is injured by blood loss event (ex. during wolf struggle), when wildlife is hit, and when a carcass is harvested. Also, when hit, the first blood drops from a bleeding animal will be larger, to help the player determine the direction of the animal’s movement. 雜項變更修正 New! The game now supports Steam Cloud Saves for Windows, Mac and Linux. This means that you can continue to play your saved games across multiple systems (provided you are using the same Steam account). New! More graceful handling of corrupt or incompatible save games. Saves will be shown as corrupt or incompatible in the UI, allowing players to remove them and avoiding system crashes due to corrupted save files. New! All game sessions are now saved upon start, not at first Rest or interior/exterior transition. This should result in fewer “mysterious” save losses when players abandon games before they have been auto-saved. Improved Steam Controller support. All in-game actions can now be rebound using the steam controller configuration screen. Particle optimization now active for Windows. This should result in better performance of heavy snow and blizzard conditions for some players. Mac and Linux rendering now uses OpenGL 4.1, which should result in some performance improvements for players on those platforms. Added error handling for updating to default key-bindings due to the addition of new controls (ex. the new radial menu is bound to the Space Bar by default). Note that this error will only be seen if a newly added binding was already in use. The save icon now appears when saving the player profile. Added save file compression which results in smaller save files and faster cloud-save uploads. 音效變更修正 New! Added master volume slider. Added more general ambient and exploration music, and fixed some issues that were preventing ambient music from playing in certain circumstances. Fixed issues that were preventing desired gameplay speech from playing. As a result, you should hear more gameplay-relevant voice feedback from the survivor personae. Overhauled struggle audio for both Wolves (to account for new first-person presence) and for the Bear struggle (to make it more impressive). Footstep audio now differentiates between shoes, boots, and bare feet. 整體錯誤修正 We now display an error message if user tries to use a stove to start a fire but are missing all of the required items. Fixed issue where you could get stuck in an infinite cooking loop when using gamepad/controller. Fixed issue where you could get stuck in an infinite crafting loop. Fixed issue where you could quit the game in the middle of a save, which would result in corrupted save files. Fixed issue where worn-out tools could be used one extra time. Fixed Distress Pistol using wrong ammo icon on inventory screen. Fixed issue where the First Aid screen would not update if an affliction healed itself while the screen was open. Fixed a bug causing the player to holster the held item while cancelling item placement. Fixed issue where blood trails were only being left when wildlife was fleeing. 修正熊現在重生再洞窟(有熊的洞窟)之外而非重生在洞窟之中 Fix issue with items being left behind when transitioning scenes with item placement in progress Fixed issue with corpses getting re-oriented after loading a save. Fixed issue where players could add fuel to fires that had already blown out (the fire FX didn’t reflect this state). Fixed issue with camera sometimes crashing into geometry when placing a campfire. Fixed issue with being able to place snares too close to geometry, causing the snared rabbit to be inaccessible Fixed issue with Bear playing sleep animations after leaving the sleep AI state. Sandbox Alpha v.302的變更點 +展開 遊戲整體變更修正 修正某些地點物品會重生的問題 修正灰狼山某些貨櫃的門消失的問題 修正最長燃燒時間以秒為單位 修正信號彈可以透過存檔的方式來回收再使用 修正開啟舊存檔時磨刀/清槍技能為1的問題 Fixed menu navigation when LMB/RMB are bound to movement directions. Sandbox Alpha v.301的變更點 +展開 遊戲整體變更修正 修正灰狼山部分區域的洞窟使用低或中畫質時會消失的問題 Fixed issue with GPU over-usage when game not in focus. 修正玩家在攀岩時被攻擊而定住的問題 修正當玩家休息後野生動物重生在錯誤的位置上(如山邊緣的) 修正當玩家存檔時卡路里為0造成死亡的問題 Fixed issue with maximum fire duration stat being tracked when fires left burning in unloaded scenes, resulting in very long burn time stats. 修正當玩家從新遊戲開始世界探索的百分比的錯誤計算 Fixed issue with initial fade from black on main menu being stuck, if the player mashes buttons before main menu load. [Controller] Fixed issue where damage events were displayed when menu screens were open. Fixed issue with pain effects potentially turning blue when stacked together. 修正當玩家使用信號槍射擊標的時的動畫呈現 修正在料理食物時可以翻轉食物的問題 修正當玩家存放物品於收納箱時不正確的堆疊問題 增加預設的存檔標題,使其不會重複到(例如SANDBOS 1 2 3...) Gamepad B button now always cancels text input in Log. [Controller] We now display item Condition in the harvest section of the Examine screen. Fixed colour of text on the Crafting screen. 現在可使用WASD或方向鍵來瀏覽日誌 Sandbox Alpha v.289的變更點 +展開 遊戲整體變更修正 新增區域灰狼山 增加攀岩系統 增加信號槍 增加統計項目於選單 增加玩家日誌的追蹤地點(存檔點),狀態,允許玩家添加訊息 增加獵槍修理工具,用來維護獵槍 增加磨刀石,用來維護刀具 增加磨刀石和修理工具的物品配置點於沙盒模式,並且新增新的物品配置點已確保在舊記錄會配置 增加干擾獵槍準度的因素 增加體力值影響獵槍準度(晃動) 增加救生弓的預瞄準心 Added on-screen indicators for all types of damage. 增加部分釣魚小屋有半毀的門來遮蔽風 更新洞窟接連外頭溫度的變化,洞窟內溫度受到外面氣候影響而變化 增加新的死亡,Near Neath,區域音樂 增加新的指標於歡樂谷用以幫助指引到新區域灰狼山 更新風會影響樹,樹枝,草及香蒲的晃動 更新鹿的模組以及鹿屍體的模組 更新玩家狀態呈現只有在玩家開啟生存儀錶板時才會知道 更新衝刺的耐力值更明確,當玩家無法跑的時候會顯示其原因 Updated Location text labels. Updated the names of some of the “transition” regions, to give them a unique identity. Updated the Sandbox menu for improved usability. Updated Low Health screen effects to better communicate critical health status. 所有區域解鎖,玩家可於任一區域重新開始(不必在探索到才解鎖) 遊戲內容修正 修正當玩家生營火後會突然的燒死自己的問題(導致受傷禍死亡) 修正玩家可以透過掉落結冰湖面而重生在岩石內的問題 Fixed issue where one of each relevant raw material item would remain after crafting an item. 修正0卡路里的食物可以收回背包的問題 修正煤炭會重置在空中的問題 修正獵槍可以在瞄準狀態下重新裝填的問題 修正獵槍可以在瞄準狀態下重新裝填未完成後仍擊發的問題 修正獵槍可以瞄準在非瞄準框內的問題 Fixed issue with not being able to break down respawned Hardwood and Softwood Limbs Fixed issue with breakable objects respawning after being broken down outdoors. 修正低機率當靠近收割完成的動物屍體時有機會黑屏的問題 Fixed issue with getting kicked out of vehicle when trying to place objects. 修正捕獸圈可以在設置後仍能隨意搬動的問題 修正樹根/樹枝/limbs有時會不重生在應該有的位置 Fixed issue where animal corpses outdoors would thaw if the player was inside a sheltered location. 修正即席獵刀.即席斧頭.重鎚.撬棒無法清除冰釣口的問題 Fixed issue where Arrows would become very large when hitting certain surfaces. 呈現與效果修正 Fixed issue with mountains being rendered in front of chain-link fence in Pleasant Valley. Fixed issue where barrel smoke would be visible after re-equipping a holstered Rifle. [PC/Xbox] Fixed potential clipping of sun/moon above the line of the horizon. 控制端修正 Fixed issue where mouse could occasionally exit the active game window. Fixed issue where gamepad input was being received when game not in focus. Fixed issue with excessive GPU usage when game not in focus. 存檔系統修正 Fixed rare crash in old games when saved during certain Moon phases. Fixed issue where if the survivor had a sprained wrist, a where a weapon would be re-equipped after loading the game. [Xbox Only] Fixed issue where players could play without being signed in to an Xbox profile, which would result in losing game progress when the console was turned off. 成就修正 修正玩家需在室外渡過多一晚才能拿到成就夜行者(Night Walker)的問題 修正靈芝茶和玫瑰茶的使用無法拿到成就立足於大地之上(Living Off the Land)的問題 玩家介面修正 Fixed issue where the game could crash when opening cans in the Cooking UI. Fixed issue where it was not possible to Cancel Cooking or Opening Cans actions. Fixed issue where Crafting buttons were visible while Crafting action was underway. Fixed issue where a burned out Torch could still be used to start a fire. Fixed issue with LMB+RMB causing placed objects to blur and be placed in the air. Fixed issue where the Inventory action label for Matches displayed “Equip” instead of “Strike”, as they must be used from first-person view. Fixed issue where the Main Menu would occasionally fade out when on a secondary menu layer. 音效修正 Fixed issues where audio could become distorted or muted when using Alt-Tab. Fixed issue where wind audio could sometimes disappear in Desolation Point. Removed error noises when triggering boil water/melt snow. Fixed issue with torch audio continuing to loop after harvesting a lit torch. Fixed issue where Mouse adjustment sliders in the Options Menu would not trigger a sound. [Xbox Only] Fixed issue where audio could occasionally stutter for streaming sounds. Sandbox Alpha v.280的變更點 +展開 遊戲整體變更修正 從屋內外出時的讀取時間縮短30% 月量增加了光亮效果 星空變更為球面狀的投射方式並隨時間移動 修正潛行時行經地面有草的情況草會消失的問題 兔子皮在畫面上顯示的大小變小 物品使用時,閱覽的位置變更 修正燈塔的架子破壞時剪貼版會浮在空中的問題 簡易箭矢隨機配置在區域內 Fixed intermittent audio pauses/gaps [Xbox One] 遊戲內容修正 修正與野生動物近身戰鬥時獵槍會消失的問題 修正補獸圈設置後瞬間捕獲兔子的問題 修正補獸圈有時會無法回收的問題 調整神秘湖的野生動物重生時間以平衡其他區域 修正鐵絲網可以遮風的問題 修正持有的水扔棄在地板時,水瓶內的水會減少的問題 增加物品入手的時候(檢閱下),在只有微量的光源下仍可看到 變更荒涼角的洞窟在進入時鹿的屍體開始解凍,並且洞窟進入時屍體才生成的狀況做變更 烏鴉的羽毛掉落的機率上升 增加少量機率箭頭會生成在收銀機或工具箱內 家具破壞後的素材改成掉落在與玩家作用的點而不是原本家具的位置 存檔系統修正 修正車子的顏色重置在讀取紀錄的時後 修正存檔失敗造成舊的紀錄無法讀取的問題[只有在Xbox One]。 玩家介面修正 Updated Can Opening UI to use the cover-flow style, to make it more consistent with other selection UIs. 修正採集老人鬍地衣與香蒲時沒有跳出的閱覽畫面的問題 修正火把點燃的按鈕,因容易使用錯誤的點燃工具 變更修理後或修理工具選擇時,會回到解體/修理的頁面 增加在以燃油當著火劑時會顯示使用多少的燃油 Non-stackable Firestarting tools (ex. Firestriker) now show their Condition value, vs. simply saying “None”, in the Firestarting UI. 無法在採集中取消來控制採集的數量 Made some improvements to how we handle auto-repeat actions (ex. holding down a key or controller stick), which should help avoid accidental repetitions. 追加釣魚及休息時的情報以利時間掌控 生火後可以在營火或壁爐上看到剩餘的燃燒時間(指標移上去) コンテナ選択時並べ替え/フィルターアイコンが表示されない問題の修正[Xbox Oneのみ]。 暴風油燈或火把裝備的時候會在畫面上顯示圖標 修正治療症狀需要休息時間為0的時候即消失 Fixed issue where HUD condition icons were partially covered during time accelerated actions. Fixed issue with Inventory selection when dropping items from a stack while sorting by weight. 修正滑鼠油標重置(跳回中間)在使用急救物品時 修正物品閱覽時,獵槍不是從中心點迴轉的問題 Fixed issue where scrolling audio wouldn’t always play correctly, when scrolling through menu items. 變更火把(點燃)的狀態可以在生火的火口上顯示 修正修理時間短的時後沒有跳出進度條的問題 Fixed issue where smashing open a can from Feed Fire screen would return to Fuel tab, also added (Opened) tag to cans on Feed Fire screen. 燃料は所持品画面と給油画面に表示されるよう修正。 增加煮熟或加熱的物品會後會跳出顯示 Sandbox Alpha v.271での変更点 +展開 バグ修正 沿岸ハイウェイの廃坑に近づいた際にクラッシュすることがあるのを修正(XboxOneでは問題ありません) キャンプ管理事務所とプリーザント・バレー内の商店でクラッシュする問題の修正 屋外でのフレームレート改善(Xbox Oneのみ) 野生生物が残す足跡過多による速度の低下の修正(Xbox Oneのみ) 視点を変更した際、ライフルの狙いが安定しない問題の修正(Xbox Oneのみ、Steam版はv.270で修正済み) 霊芝茶に時々効果がないことがある問題の修正。(Xbox Oneのみ、Steam版はv.270で修正済み) Sandbox Alpha v.270での変更点 +展開 バグ修正他 Windowsシステムに寄る起動時のクラッシュを修正 「セーブデータの不整合」が正しく表示されない問題の修正。このメッセージを誤って受信した場合リーダーボードにスコアがアップロードされています。 以前の更新で行ったマウス感度の再調整 質感(QUALITY)が高(High)、最高(Ultra)向けのSSAO(遮蔽物を含めた光源計算/立体感の強調効果)を無効にするオプションの追加 マルチモニター使用時のFOV調整。以前はゲーム起動時のみチェックしていました。 古いセーブデータを読み込んだ際、置いてあるアイテムが複製される問題の修正。 古いセーブデータを読み込んだ際、車内(トランク、グローブボックス)のアイテムを失う問題の修正。 セーブロード時にコンテナ内のアイテムを失う可能性がある問題の修正。 いくつかの矢と鏃がマップ内に配置されるように変更。 即席斧で白樺、楓の苗木を採取できない問題の修正。 荒れ果てた岬(Desolation Point)の捕鯨船で動けなくなる問題の修正。 同じくマットのトラック近くの氷周辺で動けなくなる問題の修正。 プリーザントバレーのスキーターの尾根で動けなくなる問題の修正。 他のマップへ続く道の崩れたハイウェイ(Broken Highway)で動けなくなる問題の修正。 建物から屋外に出たときに天候が変わる問題の修正。 健康状態が低い状態での画面効果を変更。 ステータスバーのテキスト翻訳を修正。 画面に地名表示が残ってしまう問題の修正。 修理画面で必要な素材が全部赤文字で表示されているのを変更。現在は所持していない素材だけ赤文字で表示されます。 マフラー等の修繕に他の衣服と同様に裁縫道具が必要なように修正。 金庫のダイアルを回す際、矢印キーが使えなかった問題の修正。 ライフルで狙いながら視点変更した際に生じるラグを修正。 霊芝茶に効果がないことがある問題の修正。 Sandbox Alpha v.265での変更点 +展開 バグの修正 特定の室内に入った時クラッシュする可能性があった問題の修正。 特定の解像度でインターフェースの文字が小さく固定されてしまっていた問題の修正。 特定の解像度でインターフェースの一部をクリックできない問題の修正。 Sandbox Alpha v.264での変更点 +展開 追加要素・変更点 エリアの追加「Desolation Point(荒廃した土地)」 フィールド上の任意の点にアイテムが置けるようになりました。 溶鉱炉が追加され、鋳造が出来るようになりました。 新しいアイテムが追加されましたハンマー 即席のナイフ 即席の手斧 石炭 金鋸(原文には無い追加アイテム) 新しい場所を発見すると、画面上にテキストで表示されます。 HUDのテキストは、すべてアイコンで置き換えられました。 サバイバルパネルがステータス画面を含む新しいものになりました。 気象システムが一新され、天候のビジュアルが変わり、一定のパターンで天気が変わるようになりました。 風のシステムが変更され、現在の高度・位置・温度・時間帯に基づくようになりました。 新しいサウンドシステムにより、装備によって移動中の音が変わるようになりました。 PC/Macでのゲームパッド使用を幅広くサポートするようになりました。 ゲームチューニング&バグの修正 食料を分けて食べたときだけ食中毒になっていた問題の修正 Macで明るさの問題を修正しました。PCでの明るさと同じにしました。 アイテムのソートはアクティブな欄のみ反映されるようにしました。 アイテムの探索状態から直接水が飲めるようになりました。 焚き火等から松明を着火する際、他の選択肢が出ないように変更。 特定のコンテナで重量100%まで物が入れられない問題の修正 本のドロップ後重量が変わる問題の修正 戦闘及び着火オプションの操作キー変更が有効に 移動キーと同じキーでメニュー画面が操作出来るようになりました。 アイテム作成後、次のアイテム作成ボタンが反応するまでラグがあった問題の修正 動物からの剥ぎ取りで「コンディションが低すぎます」と言う紛らわしいテキストの修正 プレイヤーが目覚めたときセーブされるように変更 点火中の松明等が熱源になるように変更 音声がループする問題の修正 雪の上に落とす又は散乱したアイテムが、ランダムに雪に埋まるように変更 近くの火が消えたときに目覚めるのは、凍えているときのみに変更 何も着てないときは、服が破れるイベントが発生しないようになる(オオカミとの戦闘と思われる) 発炎筒を持っている時にオオカミのAIを変更しました。 アイテム作成中のアイテムの切り替えで通常と違った動作があるのを修正 アイテム作成時間が延びる問題を修正 [XBOX ONEのみ]光源のずれを修正 戦闘時のダメージ補正の変更(ハンマー・即席のナイフ・即席の手斧の追加とその他修正) 氷に釣りの穴を開ける際に起こるアイテム劣化の低下 ハンマーと鉄梃で釣りの穴を開けられるように変更 鉄梃の耐久度増加 動物の剥ぎ取り時間の変更 建物の道具入れにツールボックスが入っている可能性の増加 ハンマーで家具等を壊せるように Sandbox Alpha v.258での変更点 +展開 バグ修正他 長期間生存時、非常に稀なケースで生存時間が計上されないバグの修正 特定の解像度で、ボタンが干渉する問題の修正 オプション設定での視点変更操作の反転が反映されないバグの修正 夜の雪の明度を低減 氷の下に落ちて自動セーブされた後、ロードすると構築された世界の外に出てしまう問題の修正 地面に設置してあるコンテナが元の位置に戻らなかった問題の修正(?) 確認ダイアログの表示時、下部ユーザーインターフェースへの入力が処理されてしまう問題の修正 オオカミが放浪者(Pilgrim/イージーモード)で襲いかかってくるバグの修正 オオカミと戯れる時に出血効果が乗っていなかった問題の修正 オオカミのプレイヤー足音の検知範囲を拡大 屋内オブジェクト内のアイテム生成時、屋内の状態がリセットされる問題の修正(Xbox Oneのみ) Sandbox Alpha v.257での変更点 +展開 バグ修正他 オオカミを倒した後、まれに攻撃し続けるバグの修正 低体温症はプレイヤーが『非常に寒い(Freezing)』状態で無い限り、徐々に回復するように修正 単一の感染症リスクから複数の感染症にかかるバグを修正 複数の感染症リスクが適切に治療出来なかった問題の修正(?) アイテム点検時に画面が動かなくなり、閲覧終了時にクラッシュする問題の修正 非常に古いプロファイル(旧バージョンのセーブデータまたは設定ファイル?)を読み込んだ時にクラッシュする問題の修正 格納場所から所持品へ単発の弾薬を移動させた際、消失してしまう問題の修正 一本の松明から焚き火と松明作成を延々繰り返せる問題の修正 初期化後設定メニューから戻った時、設定したスライダーが初期化されない問題の修正 放浪者(Pilgrim)の説明でのタイプミスを修正 OBSとXsplitの互換性の修正[PCユーザーのみ] 以下の変更はPC/Macのプレイヤーにのみ適用され、Xbox Oneについては次の修正に含まれます 最初に修繕(Repair)画面が表示された時に修繕ボタンが表示されない問題の修正 アイテムの点検画面またはホットキーから完成していない弓(?)が点検メニューやホットキーから装備出来てしまう問題の修正 オオカミがミステリー湖の脱線列車内のプレイヤーを攻撃出来てしまう問題の修正 Sandbox Alpha v.256での変更点(意訳多め) +展開 薪の収集方法を『サバイバルパネルからコマンド実行』から『直接拾う』仕組みに変更屋内のオブジェクト(椅子、箱、カーテン等)も解体することで、廃材や布等を手に入れることが出来るようになりました。 屋外での焚き火のシステムを更新焚き火の熱量を上げるために燃料を追加する必要ができました。 放浪者(イージー)旅行者(ノーマル)モードではどんな状態の火でも、冷却におけるステータスの低下を阻止します(ただし温まるには火の温度が外気温を超える必要があります) 追跡者(ハード)モードでは、温める前に火の温度が外気温を超える必要があります。 狼との戦闘方法を変更操作方法とインターフェースを簡素化し、力をためる必要が無くなりました。 応急処置システムを更新インターフェースを変更し、タイプごとの症状を分かり易くしました。 並びに、手首捻挫、裂傷/あざ、低体温症などの症状を追加しました。 移動モーションを変更し、『走る』から『全力疾走』に変更スタミナ制を導入し『走る』から『全力疾走』に変わり制限が付きました。 ゲージは時間経過で回復します。 全力疾走時は疲労値が上昇しやすくなります。 代わりに徒歩のスピードが少し上がっています。 物理的なオブジェクトが確実に風や雪を防ぐように変更その状態が分かるように画面左下に『盾と風のアイコン』で知らせてくれます。 上記(盾と風)防風アイコンほか、冷え、あたたかいなどのHUDテキストを置き換え防風アイコンが表示されている場所なら、焚き火が風の影響を受けません。(ただし風向きも変わりやすいので注意して下さい) コントローラーでの移動時、間違って押してしまうしゃがんでしまう事故を防ぐためにしゃがむをLBボタンに変更伴ってボタンのマッピングを変更、ソートはLS押しになりました。 野生生物、温度、場所、時間などで異なる鳥の鳴き声を追加鳥の鳴き方で捕食者の存在を知ることが出来ます。 1500以上の効果音を追加風で起こる金属などが立てる音などで人工建造物を識別することが出来るはずです。 キャンプファイヤー、松明、発煙筒、ランタンなどの画面効果と効果音を更新着火時徐々に火が強くなる音、水を湧かす時に泡立ちが細かくなる等、よりリアリティを感じるようになっています。 雪のビジュアルが天候や風の状態で変わるように変更 何らかのアクションが取れるオブジェクト以外、照準(画面中心の点)がフェードアウトするよう変更 バグの修正 『HUD非表示のスクリーンショット(F10)』が確実に動作するように修正 魚の重量を正しく保存、復元するように修正 野生生物関連の音が歪んでしまうバグの修正 洞穴内で焚き火が出来ないことがある問題の修正 二つの基本的なベッドでの暖かさボーナスの調整? 壊れたライフル/弓の装備ボタンを削除 コントローラの操作をしやすくするためスティック入力の遊びを調整 夜の樹木の白いアウトラインを修正 実績『Exploration Game(探索ゲーム)』が取得出来ないことがあるバグの修正 矢が圧縮される問題の修正(新しい矢の作成時、既存の矢の状態に引きずられてしまう問題の修正) 桃缶が調理後、適正に熱を失うように修正 所持品画面で小数点以下2桁まで重さを表示するようにUIを変更 ランタンを解体時、別のランタンを持っていればそちらに燃料を移せるように変更 ランタン給油時、キャンセルした時のゲージの進捗に応じて給油するように変更 [Xbox版のみ]プロファイルが一つのみの場合はそれを自動で選択 [Xbox版のみ]二つ目の有線コントローラを使用しているときに応答しなくなる問題を修正 [Xbox版のみ]コントローラの切断を検出し適切に処理
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Market Scenario The global Cloud Manufacturing Market Players is projected to thrive at a CAGR of 19.8% during the assessment period from 2019 to 2024. According to the recent comprehensive research conducted by Market Research Future Reports (MRFR), The increasing adoption of IoT in manufacturing processes is projected to be one of the most pivotal factors driving the Cloud Manufacturing Industry Market 2020. Besides, the manufacturing industries across the world have been implementing cloud technology to manage their day-to-day operation efficiently. The global cloud manufacturing market is predicted to reach a market value of USD 111.90 billion by the end of 2024. However, the challenged posed due to the outbreak of COVID-19 has resulted in a changing market landscape. The market has been studied efficiently with the long haul with projections in the MRFR reports. We will provide a report on the impact analysis of COVID-19 on the global cloud manufacturing market. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/6004 Segmentation On the grounds of component, the worldwide cloud manufacturing market can be distinguished into hardware, software, and services. On the grounds of industry vertical, the worldwide cloud manufacturing market can be distinguished into healthcare, aerospace and defence, semiconductor electronics, metal amp, machinery manufacturing, automotive, and others. On the grounds of deployment, the worldwide cloud manufacturing market can be distinguished into the public cloud, private cloud, and hybrid cloud. On the grounds of organization size, the worldwide cloud manufacturing market can be distinguished into large enterprises and small and medium-sized enterprises. On the grounds of the region, the worldwide cloud manufacturing market can be distinguished into North America, Europe, Asia-Pacific, the Middle East and Africa, and South America. Regional Analysis region. Also, the region is adopting the IoT at a fast pace which plays an essential role in growing the market. Besides, the fast digitization in the region is a pivotal cause of market expansion in the region. The geographical evaluation of North America, Europe, Asia-Pacific, Middle East and Africa, and South America has been conducted. As per the evaluation, North America is projected to dominate the worldwide market. North America dominates the market owing to the presence of established players in the Europe is expanding significantly due to the adoption of cloud-based manufacturing techniques in the region. The enterprises in the UK are taking initiatives to implement the cloud-first technique, which is estimated to grow the regional market. The APAC region is predicted to expand significantly due to the presence of developing nations such as India, China, and Japan. The market in the APAC region is projected to expand significantly during the assessment period. Competitive Outlook The established organization of the worldwide cloud manufacturing market are DXC Technology Company, Oracle Corporation, Microsoft Corporation, Salesforce.com, Inc., Amazon Web Services, Inc. (AWS), Cisco Systems, Inc., VMware, Inc., Hewlett Packard Enterprise Company, Google LLC, Citrix Systems, Inc., Jelastic, Inc., Plex Systems Inc., and Rootstock Software. Industry News The global Cloud Manufacturing Market Trends has been affected due to the lockdown across the regions. This pandemic situation has hampered the Cloud Manufacturing Market Growth as well as its productivity, supply chain, and others. Moreover, the global market has lost its investors due to the increasing loss for the products, supply, transportation, workforce, and others. However, in the meantime, the key market players have implied various strategic techniques to boost global market growth. Thus, to meet the global market demands, the global market increased its speed in producing more valuable products for its intended customers. Recently, the global market has stabilized its position in the global market and is expected to register a higher Cloud Manufacturing Market Size for the forecast period. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/cloud-manufacturing-market-6004 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure 3Market Research Methodology 3.1Research Process 3.2Secondary Research 3.3Primary Research 3.4Forecast Model Continued…. LIST OF TABLES TABLE 1 MARKET SYNOPSIS 17 TABLE 2 GLOBAL CLOUD MANUFACTURING, BY COMPONENT, 2020–2027 (USD BILLION) 39 TABLE 3 GLOBAL CLOUD MANUFACTURING MARKET, BY DEPLOYMENT, 2020–2027 (USD BILLION) 41 Continued…. LIST OF FIGURES FIGURE 1 MARKET ATTRACTIVENESS ANALYSIS GLOBAL CLOUD MANUFACTURING MARKET 17 FIGURE 2 GLOBAL CLOUD MANUFACTURING MARKET MARKET STRUCTURE 18 FIGURE 3 BOTTOM-UP AND TOP-DOWN APPROACHES 23 Continued…. 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It is counted among the top market research companies that offer well-researched and updated market research reports and insights to businesses of all sizes. What sets us apart is our super-responsive team that offers quality work keeping clients abridged of the prospective challenges and opportunities in various markets. Our team is adept in their space as well as patiently listens to every client. The best part is they know their work inside out and possess the expertise to guide the client in the right direction and achieve results on a tight deadline. We are a one-stop solution for all your data research needs. Our team does not believe in the “one size fits all” approach to creating a report that is detailed and concise. 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良いまとめ http //w.livedoor.jp/met-python/d/matplotlib#content_5_13 グラフの種類 http //turbare.net/transl/scipy-lecture-notes/intro/matplotlib/matplotlib.html#setting-tick-labels mathematical expression (incl. Greek charachters) http //matplotlib.org/users/mathtext.html save PDF (with high resolution) http //nanyakan.blogspot.com/2013/02/matplotlib.html color http //d.hatena.ne.jp/natsutan/20110714/1310625074 format etc. label name plt.xlabel("Features", fontsize=18) plt.ylabel("Weight", fontsize=18) plot format plt.plot(x, y1, color= red , label= Training , linewidth=2.5) plt.plot(x, y2, color= blue , label= Test , linewidth=2.5) axis range (min, max) plt.xlim(xmax=len(Y)) plt.ylim(ymin=-0.5) rename tick names tick_lcs = np.array([0, 500, 1000]) tick_lbs = np.array([ 13000 , 13500 , 14000 ]) plt.xticks(tick_lcs, tick_lbs) save pdf plt.savefig(sys.argv[1]+".pdf", format = pdf ) legend http //matplotlib.org/users/legend_guide.html http //d.hatena.ne.jp/yosshi71jp/20100426/1272301223 xticksのrotation plt.setp(plt.xticks()[1], rotation=30) 棒グラフ等で、左右に余白を取る plt.xlim([min(xdata) - 0.5, max(xdata) + 0.5]) error-bar plt.errorbar(x, y, yerr=error, fmt= .- ) hierarchical clustering http //nbviewer.ipython.org/github/herrfz/dataanalysis/blob/master/week3/hierarchical_clustering.ipynb http //stackoverflow.com/questions/11917779/how-to-plot-and-annotate-hierarchical-clustering-dendrograms-in-scipy-matplotlib http //docs.scipy.org/doc/scipy/reference/generated/scipy.cluster.hierarchy.dendrogram.html for loop等で、複数のグラフを出力する時に、pltをクリアする plt.clf() http //stackoverflow.com/questions/8213522/when-to-use-cla-clf-or-close-for-clearing-a-plot-in-matplotlib グラフの枠線オン&オフ http //qiita.com/irs/items/fe909442be057f0efb48 scatter plot でx軸までの垂線を引きたい場合 stem(x,y) http //stackoverflow.com/questions/21192576/matplotlib-vertical-lines-in-scatter-plot transparency e.g., alpha(0.3)
https://w.atwiki.jp/mrfrtech/pages/91.html
Market Scenario The global Network as a Service Market had a recorded market size of USD $35.3 billion as of 2016. But with the rise in demand, the market size is predicted to increase to USD $126.8 billion by the end of the present forecast years. The growth rate is recorded at a high CAGR rate of 28.4%. In modern-day terminology, Network as a Service is accountable as a model of virtual networking business, as of the present scenario. This service is utilized for integrating or merging the modern-day cloud computing services with that of advanced cloud networking framework. It is the business model that works upon quickly delivering the network services, but on virtual measures. It can be adapted in the form of diverse payment options and is also referred to as the ongoing demand network provider for diverse business types. The use of this business model has risen in demand with the spread of potential awareness upon cloud technology, which offers vast storage of data and concept introduction to Big Data Analytics. The speedy growth of this market is also noticed over some IoT implementations that work upon supporting the massive growth of this industry. Moreover, with this market boost, it is expected that the modern NFV will get developed within a minimal estimated period of time. The report focuses on highlighting the growth potential of the industry. Along with that, this report also focuses upon the market segmentation, market drivers, regional analysis, and other such important factors. The report also explains the potential of key players across the various regions that are working upon improving the growth of this industry. The market size was higher in the initiating years of this model, as people just came to know about it at the start. Now, with the rise in adaptation, the market size is expected to boom in the present forecast years on a high scale. Request a Free Sample @ https //www.marketresearchfuture.com/sample_request/2251 Segmentation Based on the type segmentation, the global Network as a Service Market is segmented into LAN and WAN type implementation. The people utilizing upon this model can pick the type that their business would profit from! Based on the service segmentation, the global Network as a Service Market is segmented into offering services such as WAN connection, Data Center, and BOD. Based on the component segmentation, the global NaaS Market is segmented into technology service and infrastructure. It offers services to be implemented over a complete business infrastructure or as a specific technology service. Based on the end-user segmentation, the global NaaS market is segmented into diverse end-users such as IT Telecommunication, Healthcare, and BFSI. These are the sectors that are progressively implementing the use of NaaS solutions. Regional Analysis The global network as a service market trend are analysed across APAC, North America, EU, and the rest of the world. The inclination towards adoption of disruptive technologies and intense research in telecom industry resulting in rapid development are observed as chief factors that can prompt the expansion of the network as a service market in the years to come. The rise in cloud-based services can drive North America network as a service market across the analysis period. North America can secure the highest share of the global market, with the US leading the regional market through the study period. In Europe, the surge in the telecommunication sector and rise in network facilities can prompt the expansion of the network as a service market in the years to come. The existence of firm IT infrastructure and rise in the number of IT projects can drive EU NaaS market through study period. In Asia Pacific region, the network as a service market can garner considerable revenue in the years to come. The expansion of APAC NaaS market can be attribute to the initiative taken by government to promote NaaS across rising economies. Competitive Outlook Alcatel Lucent (U.S.), Ciena Corporation (U.S), Brocade Communications Systems Inc. (U.S.), Juniper Networks (U.S.), Cisco Systems (U.S.), IBM Corp. (U.S.), NEC Corp. (Japan), Aryaka Networks Inc. (U.S.), VMware (U.S.), and ATamong others are some notable marketers in the global network as service market as listed by MRFR. Industry News The telecom cloud is adapting to the change of modern-day telecommunication companies. They are upgrading from the landline services to offer advanced level cloud-computing services. Hence, that will definitely be permitting the actual employment of the networking resources. This concept of NaaS is helping companies adapt the benefits of modern-day cloud computing solutions for IT optimization. Hence, that results in lesser costs, higher elasticity, and a high level of accuracy. Browse Full Report Details @ https //www.marketresearchfuture.com/reports/network-as-a-service-market-2251 Table of Contents 1Executive Summary 2Scope of the Report 2.1Market Definition 2.2Scope of the Study 2.2.1Research objectives 2.2.2Assumptions Limitations 2.3Markets Structure Continued…. LIST OF TABLES TABLE 1 GLOBAL NETWORK AS A SERVICE MARKET, BY TYPE TABLE 2 GLOBAL NETWORK AS A SERVICE MARKET, BY SERVICE TABLE 3 GLOBAL NETWORK AS A SERVICE MARKET, BY COMPONENT Continued…. LIST OF FIGURES FIGURE 1 RESEARCH NETWORK SOLUTION FIGURE 2 GLOBAL NETWORK AS A SERVICE MARKET BY TYPE (%) FIGURE 3 GLOBAL NETWORK AS A SERVICE MARKET BY SERVICE (%) Continued…. Similar Report***** Mixed Reality Market Research Report https //writeonwall.com/mixed-reality-market-by-development-size-share-and-demand-opportunity-size-share-trend-intel-corporation-u-s-sony-corporation-japan/ Smart Glass Market https //writeonwall.com/smart-glass-market-by-development-size-share-and-demand-opportunity-size-share-key-manufacturers-drivers-value-and-foreseen-2027/ Passport Reader Market https //writeonwall.com/passport-reader-market-by-development-size-share-and-demand-opportunity-it-security-and-data-protection-analysis-forecast-to-2030/ About Market Research Future At Market Research Future (MRFR), we enable our customers to unravel the complexity of various industries through our Cooked Research Report (CRR), Half-Cooked Research Reports (HCRR), Raw Research Reports (3R), Continuous-Feed Research (CFR), and Market Research Consulting Services. Contact Market Research Future (Part of Wantstats Research and Media Private Limited) 99 Hudson Street, 5Th Floor New York, NY 10013 United States of America 1 628 258 0071 (US) 44 2035 002 764 (UK) Email sales@marketresearchfuture.com Website https //www.marketresearchfuture.com/
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Something Comforting(踊) 曲名 アーティスト フォルダ 難易度 BPM NOTES/FA(SA) その他 Something Comforting Porter Robinson A3 踊8 144 233 / 39 STREAM VOLTAGE AIR FREEZE CHAOS 38 30 16 56 2 楽譜面(5) / 踊譜面(8) / 激譜面(13) 属性 譜面 https //livedoor.blogimg.jp/yanmar195/imgs/6/0/6097f8c1.png 譜面動画 https //www.youtube.com/watch?v=TE59mu_UERo (x?, NOTE) 解説 2022/11/4追加の版権曲。 名前 コメント コメント(私的なことや感想はこちら) 名前 コメント
https://w.atwiki.jp/janetterref/pages/19.html
111 名前:開発チーム★[] 投稿日:2010/12/22(水) 15 43 54 ID ???0 ■setting.xmlについて テーマの情報を記述したXMLファイルです。 テーマの名称や概要、アプリケーションの外観、メニューアイコンやタイムラインの最小幅など、タイム ライン内部以外のすべての設定の記述はここで行います。 簡単な解説(下記ファイルをダウンロードしてメモ帳等で開いて下さい) http //janetter.net/test/sample_setting.xml ※以下の情報は、独自研究に基づくものです。 テーマ情報 タイムライン・プロフィール・右クリックメニュー 背景Style要素 タイムラインの最小幅 タイムラインの透過 閉じる・最大化・最小化・表示モード切替 メインメニュー全般Gradation要素 未読数 メニューアイコン各要素 タイムラインメニュー背景色と文字色Color要素 フォントプロパティ タイムラインの文字サイズ その他のアイコン ツイート欄テキストエリアとフォント カウンター サムネイル ツイート欄の背景(省略可能) テキストエリアの背景 投稿者画像、切り替えボタン、閉じるボタン URL短縮、画像の追加、下書きの保存、ツイートボタン タイムライン切り替えタブ複数の指定方法 ステータスバー 通知ポップアップ 設定ダイアログやその他のウィンドウ テーマ情報 Infomation ThemeName Silver /ThemeName Description メタリック /Description SampleImage sample.jpg /SampleImage Author Jane, Inc. /Author URL http //janetter.net /URL TwitterID Janetter_jp /TwitterID /Infomation ThemeName テーマファイルの名前 ※重複しないようにして下さい Description 説明文を2行まで表示可能です (改行文字は「
」) SampleImage サンプル画像です 実寸[ 199 x 267 ] Author 作者名 URL WebページURL テーマ変更画面に表示されてリンクが貼られる TwitterID テーマ作者のツイッターアカウント テーマ変更画面のtマークにリンクが貼られる 公開するときに、適宜書き換えて下さい。 タイムライン・プロフィール・右クリックメニュー HtmlFile index.htm /HtmlFile ProfileHtml ..\Common\prof\profile.html /ProfileHtml ContextMenu ..\Common\ContextMenu.xml /ContextMenu プロフィール画面を書き換えたい時に「ProfileHtml」は変更しますが、それ以外はあまり使いません。 背景 Background Image metal.jpg /Image Style Tile /Style Color C0C0C0 /Color EdgeColor E1854D /EdgeColor /Background アプリケーションの背景を指定します。 背景に使用する画像ファイルは .jpg .png .gifを指定可能です。動画gifは動きません。 「Image」に何も指定しない場合は、「Color」で指定した色で塗りつぶされます。 EdgeColorでWindow枠の色を指定します。 Style要素 Style /Style 画像を繰り返しなしで表示します。 Style Stretch /Style 画像を画面解像度幅に引き伸ばして表示します。 Style Tile /Style 画像を敷き詰めて表示します。 左:指定無し 中:Stretch 右:Tile タイムラインの最小幅 TimeLineDeck TimeLineWidth 318 /TimeLineWidth OutLineWidth 2 /OutLineWidth /TimeLineDeck TimeLineWidthでタイムラインの横幅の最小値を指定します。値を小さくすることで、同時に表示できるTL数を稼ぐことが出来ます。 OutLineWidthでタイムラインの左右下の余白の幅を指定します。小さくしすぎると、ウィンドウサイズの変更に支障が出る場合があります。 タイムラインの透過 TimeLineBackground Transmission True /Transmission Color FFFFFF /Color Alpha 60 /Alpha /TimeLineBackground 要素 値 説明 Transmission True / False 透過させるか Color HEX COLOR 色 Alpha 0~255 透過率 値が小さいほど透過します 透過させる場合、ある程度のマシンパワーが要求されますので注意して下さい。 Transmission を False にした場合は、スタイルシートで指定した背景色になります。 Transmission を True にした場合は、 body に対して行った背景色や背景画像の指定は解除されます。 左:Alpha 0 中:Alpha 180 右:Alpha 255 ※ Background に青色(0000FF)、 Color に黒色(000000) 閉じる・最大化・最小化・表示モード切替 SystemMenu IconInfo Path ..\Common\sysytemicon\close.png /Path ActivePath ..\Common\sysytemicon\close_on.png /ActivePath Left -47 /Left Top 1 /Top Width 41 /Width Height 19 /Height Action WindowClose /Action Name Normal /Name /IconInfo !-- 以下省略 -- /SystemMenu Path 通常時の画像ファイルは .jpg .png .gifを指定可能です。動画gifは動きません。 ActivePath マウスオーバー時のアイコンファイル Left アイコンの左からの位置 マイナスの場合は右から位置 Top アイコンの上からの位置 マイナスの場合は下から位置 Width アイコンのクリック領域の幅 Height アイコンのクリック領域の高さ Action クリックしたときの動作 Name 表示条件 Normal 通常時, Max 最大化している時 メインメニュー 全般 MainMenu HeaderHeight 68 /HeaderHeight TopLine True /TopLine BottomLine True /BottomLine Gradation Enabled True /Enabled StartColor 000000 /StartColor StartAlpha 70 /StartAlpha EndColor FFFFFF /EndColor EndAlpha 0 /EndAlpha /Gradation HeaderHeight では、メインメニューの高さを指定します。 TopLine と BottomLine は省略することが出来ます。省略した場合は「True」を指定したときと同じになります。 左:Fales 右:True Gradation要素 Gradationでメニューの背景を指定します。 ※分かりやすくするために Background で赤色(#FF0000)を指定しています Enabled False /Enabled とした場合、 StartColor 等はすべて無視され Background が表示されます。 次のように書くと Gradation Enabled True /Enabled StartColor 00FF00 /StartColor StartAlpha 255 /StartAlpha EndColor 0000FF /EndColor EndAlpha 255 /EndAlpha /Gradation このような表示になります 未読数 Numbers MainDirPath ..\Common\number\red\big /MainDirPath MenuDirPath ..\Common\number\red\small /MenuDirPath HPosition Right /HPosition VPosition Top /VPosition HAdjust 0 /HAdjust VAdjust 0 /VAdjust /Numbers Numbers は未読数表示につかう画像と、その表示位置を指定します。 MainDirPath メインメニュー上に表示するファイルのあるディレクトリ 0.png~9.png,plus.pngが必要 MenuDirPath メインメニューからのポップアップメニューに表示するファイルのあるディレクトリ 0.png~9.png,plus.pngが必要 HPosition 未読件数を表示する水平方向での位置 Left,Center,Right で指定 VPosition 未読件数を表示する垂直方向での位置 Top,Center,Bottom で指定 HAdjust 水平方向の調整 プラスで右,マイナスで左 VAdjust 垂直方向の調整 プラスで下,マイナスで上 メニューアイコン IconInfo Path ..\Common\iconset\main\logo.png /Path Left 6 /Left Top 6 /Top Width 16 /Width Height 16 /Height Action WindowSysMenu /Action /IconInfo IconInfo Path ..\Common\iconset\gray\home.png /Path ActivePath ..\Common\iconset\main\btn_on_bg.png /ActivePath Left 16 /Left Top 34 /Top Width 28 /Width Height 28 /Height ActiveLeft -7 /ActiveLeft ActiveTop -8 /ActiveTop ActiveWidth 43 /ActiveWidth ActiveHeight 45 /ActiveHeight ActiveBK True /ActiveBK Action HomeTL /Action Round False /Round Shadow False /Shadow Name Home /Name /IconInfo !-- 以下省略 -- IconInfo Path ..\Common\iconset\gray\gear_off.png /Path ActivePath ..\Common\iconset\gray\gear_on.png /ActivePath Left -40 /Left Top 34 /Top Width 27 /Width Height 28 /Height Action ShowOptions /Action Round False /Round Shadow False /Shadow /IconInfo /MainMenu IconInfo でメニューアイコンの位置、サイズを指定します。 IconInfo ~ /IconInfo を削除することで、メニューから消すことが出来ます。 各要素 Path 通常時の画像 ActivePath マウスオーバー時の画像 Left 左からの位置 負の値なら右から Top 上からの位置 Width 画像の横幅 Height 画像の縦幅 ActiveLeft 省略 クリック可能エリアの開始位置 ActiveTop 省略 クリック可能エリアの開始位置 ActiveWidth 省略 クリック可能エリアの横幅 ActiveHeight 省略 クリック可能エリアの高さ ActiveBK 省略 マウスオーバー時に通常時の画像を残すか Action クリック時の実行内容 Round 省略 丸みを持たせるか Shadow 省略 影を付けるか Name 対応する未読数を表示 タイムラインメニュー 背景色と文字色 TimeLineMenu TitleHeight 26 /TitleHeight TitleColor FFFFFF /TitleColor TitleAlpha 140 /TitleAlpha ActiveColor FFFFFF /ActiveColor ActiveAlpha 200 /ActiveAlpha HotColor FFFFFF /HotColor HotAlpha 240 /HotAlpha CaptionLeft 26 /CaptionLeft EdgeColor E1854D /EdgeColor TitleFont Name Meiryo /Name Charset 1 /Charset Size 9 /Size Color 444444 /Color Height -12 /Height Style B /Style /TitleFont HotFont !-- 以下省略 -- /HotFont SmallIcon Left 5 /Left Top 5 /Top Home ..\Common\iconset\gray\home_s.png /Home Mentions ..\Common\iconset\gray\mention_s.png /Mentions Message ..\Common\iconset\gray\direct_s.png /Message List ..\Common\iconset\gray\list_s.png /List Search ..\Common\iconset\gray\search_s.png /Search /SmallIcon タイムライン上側のタブ部分のデザインを指定します。 要素 説明 TitleHeigh タブの高さ TitleColor 通常の背景色 TitleAlpha 通常の背景透過率 ActiveColor フォーカスされているタイムラインのタブの背景色 ActiveAlpha フォーカスされているタイムラインのタブの背景通過率 HotColor マウスオーバー時の背景色 HotAlpha マウスオーバー時の背景透過率 CaptionLeft 文字列の表示位置 EdgeColor タイムライン枠の色 指定しないときは全体の背景色から計算 TitleFont フォントの種類、サイズ、色、太さ HotFont マウスオーバー時のフォントの種類、サイズ、色、太さ SmallIcon タブに表示する小さいアイコンと、その表示位置 Color要素 TitleColor FF0000 /TitleColor !-- 赤 -- TitleAlpha 255 /TitleAlpha ActiveColor 00FF00 /ActiveColor !-- 緑 -- ActiveAlpha 255 /ActiveAlpha HotColor 0000FF /HotColor !-- 青 -- HotAlpha 255 /HotAlpha 左:通常 中:タイムラインにフォーカスがある 右:タブにマウスをのせている状態 フォントプロパティ 要素 説明 Name フォント名 Charset 不明 Size フォントサイズ Color 文字色 Style B=ボールド体 I=イタリック なし=なし Height 不明 タイムラインの文字サイズ TimeLineFontSize Tiny 10.5 /Tiny Small 11.5 /Small Normal 12.5 /Normal Big 14 /Big Giant 16 /Giant UltraGiant 24 /UltraGiant /TimeLineFontSize 設定→基本設定のフォントプロパティで選ぶ文字サイズに対応 その他のアイコン AutoLabel Path ..\Common\iconset\main\auto_black.png /Path Left 4 /Left Top 4 /Top Width 11 /Width /AutoLabel StreamLabel Path ..\Common\iconset\main\strm_black.png /Path Left 4 /Left Top 4 /Top Width 11 /Width /StreamLabel IconInfo Path ..\Common\iconset\main\close_s_off.png /Path ActivePath ..\Common\iconset\main\close_s_on.png /ActivePath MouseOverPath ..\Common\iconset\main\close_s_on_red.png /MouseOverPath Left -20 /Left Top 4 /Top Width 16 /Width Height 16 /Height Action CloseTL /Action Round False /Round Shadow False /Shadow /IconInfo !-- 以下省略 -- IconInfo Path ..\Common\iconset\main\close_s_on.png /Path ActivePath ..\Common\iconset\main\close_s_on.png /ActivePath MouseOverPath ..\Common\iconset\main\close_s_on_red.png /MouseOverPath Left -20 /Left Top 30 /Top Width 16 /Width Height 16 /Height Action FindClose /Action Round False /Round Shadow False /Shadow /IconInfo /TimeLineMenu AutoLabelは「新しいツイートにスクロールする」が有効になっているタイムラインに表示するアイコンです。通常は左端に表示されています。 ツイート欄 TweetWindow Height 92 /Height VMargin 0 /VMargin 確保する高さと、余白 テキストエリアとフォント Edit Left 10 /Left Top 10 /Top Right 80 /Right MinLines 3 /MinLines MaxLines 9 /MaxLines Color FFFFFF /Color Font Name Meiryo /Name Charset 1 /Charset Size 9 /Size Color 333333 /Color Height -12 /Height Style /Style /Font /Edit 要素 説明 Left テキストエリアの左側の余白 Top テキストエリアの上側の余白 Right テキストエリアの右側の余白 MinLines 最小の行数 ツイート欄の最小の高さ MaxLines 最大の行数 Color 背景色 Font フォントの種類、サイズ、色、スタイル カウンター Number Left -190 /Left Top -30 /Top Font Name Meiryo /Name Charset 1 /Charset Size 12 /Size Color 999999 /Color Height -16 /Height Style B /Style /Font Over140FontColor FF0000 /Over140FontColor /Number 文字数カウンターのフォントなどを指定します。 Over140FontColorで140字を超えたときの警告色を指定します。 サムネイル Thumbnail Left 16 /Left Width 70 /Width Height 70 /Height PreserveAspect True /PreserveAspect VMargin 2 /VMargin CloseLeft 52 /CloseLeft CloseTop 2 /CloseTop ClosePath ..\Common\iconset\main\close_s_on_red.png /ClosePath /Thumbnail サムネイルの大きさなどを指定します。 ツイート欄の背景(省略可能) TopAlpha 255 /TopAlpha BottomAlpha 255 /BottomAlpha 左:Alpha 0 中:(指定無し) 右:Alpha 255 ※TopAlpha,BottomAlphaともに同じ数値を指定 テキストエリアの背景 Background IconInfo Path ..\Common\images\TweetCenterMiddle.png /Path ActivePath /ActivePath Left 13 /Left Top 8 /Top Width -93 /Width Height -16 /Height Action /Action Round False /Round Shadow False /Shadow Stretch True /Stretch /IconInfo !-- 以下省略 -- IconInfo Path ..\Common\images\TweetRightBottom.png /Path ActivePath /ActivePath Left -80 /Left Top -13 /Top Width 7 /Width Height 7 /Height Action /Action Round False /Round Shadow False /Shadow /IconInfo /Background ツイート欄の背景を構成します。通常はフキダシ型になるように整形されています。 投稿者画像、切り替えボタン、閉じるボタン IconInfo Path $PROFILE_IMAGE /Path ActivePath /ActivePath Left -60 /Left Top 22 /Top Width 48 /Width Height 48 /Height Action ChangeAccount /Action Round True /Round Shadow True /Shadow Stretch True /Stretch /IconInfo IconInfo Path ..\Common\iconset\input\pulldown_gray_on.png /Path ActivePath ..\Common\iconset\input\pull.png /ActivePath Left -25 /Left Top 59 /Top Width 14 /Width Height 10 /Height Action ChangeAccount /Action Name ChangeAccountPull /Name Round False /Round Shadow False /Shadow /IconInfo IconInfo Path ..\Common\iconset\main\close_s_on.png /Path ActivePath ..\Common\iconset\main\close_s_on_red.png /ActivePath Left -24 /Left Top 3 /Top Width 16 /Width Height 16 /Height Action ToggleTweetWindow /Action Round False /Round Shadow False /Shadow /IconInfo URL短縮、画像の追加、下書きの保存、ツイートボタン IconInfo Path ..\Common\iconset\input\url_s.png /Path ActivePath ..\Common\iconset\input\url_s_on.png /ActivePath Left 13 /Left Top -25 /Top Width 27 /Width Height 16 /Height Action ShortenURL /Action Round False /Round Shadow False /Shadow /IconInfo IconInfo Path ..\Common\iconset\input\pic_s.png /Path ActivePath ..\Common\iconset\input\pic_s_on.png /ActivePath Left 48 /Left Top -25 /Top Width 16 /Width Height 16 /Height Action SelectPicture /Action Round False /Round Shadow False /Shadow /IconInfo IconInfo Path ..\Common\iconset\input\save_s.png /Path ActivePath ..\Common\iconset\input\save_s_on.png /ActivePath Left 76 /Left Top -25 /Top Width 16 /Width Height 16 /Height Action DraftMenu /Action Round False /Round Shadow False /Shadow /IconInfo IconInfo Path ..\Common\iconset\input\tweet_en.png /Path ActivePath ..\Common\iconset\input\tweet_en_on.png /ActivePath Left -140 /Left Top -26 /Top Width 61 /Width Height 16 /Height Action SendTweet /Action Round False /Round Shadow False /Shadow /IconInfo IconInfo Path ..\Common\iconset\input\tw_msg.png /Path ActivePath ..\Common\iconset\main\close_s_on.png /ActivePath Left 8 /Left Top 10 /Top Width 16 /Width Height 16 /Height Action ClearTweet /Action Round False /Round Shadow False /Shadow Name ClearTweet /Name /IconInfo /TweetWindow タイムライン切り替えタブ ScrollBar SmallIcon Home ..\Common\iconset\gray\home_s.png /Home Mentions ..\Common\iconset\gray\mention_s.png /Mentions Message ..\Common\iconset\gray\direct_s.png /Message List ..\Common\iconset\gray\list_s.png /List Search ..\Common\iconset\gray\search_s.png /Search Plus ..\Common\number\red\small\plus.png /Plus /SmallIcon Font Name Meiryo /Name Charset 1 /Charset Size 8 /Size Color 444444 /Color Style /Style /Font DisableColor 999999 /DisableColor /ScrollBar 画面下部のタイムライン切り替えタブのデザインを指定します。 複数の指定方法 DisableColor 999999 /DisableColor の部分を次のように書くことが出来ます EnableColor CCCCCC /EnableColor DisableAlpha 100 /DisableAlpha EnableColor AADDFF /EnableColor DisableColor 999999 /DisableColor EnableAlpha 240 /EnableAlpha DisableAlpha 100 /DisableAlpha ステータスバー StatusBar Font Name Meiryo /Name Charset 1 /Charset Size 8 /Size Color FFFFFF /Color Style /Style /Font /StatusBar ステータスバーのフォントを指定します。 通知ポップアップ Notice BackColor FFFFFF /BackColor !-- 背景色 -- Font !-- フォント Default タイムラインのタイトルフォント -- Name Meiryo /Name Charset 1 /Charset Size 9 /Size Color 91351D /Color !-- フォント色 Default 黒 -- Height -12 /Height Style /Style /Font /Notice ポップアップウィンドウの背景色とフォントを指定します。 設定ダイアログやその他のウィンドウ SubWindow !--設定ダイアログなど その他のウィンドウ -- BackgroundColor FEE895 /BackgroundColor !-- 背景色 Default 全体の背景色 -- FontColor 000000 /FontColor !-- フォント色 Default 背景色から計算 -- MenuFontColor E1854D /MenuFontColor !-- メニューフォント色 Default 背景色から計算 -- /SubWindow 設定画面の文字色が変わります。 指定しない場合は、 Background で指定した色から生成されます。