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https://w.atwiki.jp/annomod/pages/71.html
SmalltalkSelf 8400950 As the Sultan, I need to exercise caution and consider carefully whether I can trust someone... Someone like you! I take a special interest in my Empire s progress! Astronomy, medicine, architecture... My wisest scholars tirelessly research all the mysteries our world has to offer. Tell me more about the Occident... And don t leave anything out! It would give me great pleasure to hear what you have to say. QUEST_STARTED 8401800 There s an urgent affair of state that I m prepared to entrust to you... You could take this opportunity to render outstanding services to the Sultanate... I would like you to deal with this essential affair of state personally! I hope you will undertake this service for me and for my Empire! QUEST_REMINDER 8401850 You have my absolute trust in this matter... I know I can rely on you as if you were one of my closest confidants... QUEST_INVITATION_STARTED 8401900 Speak! Did you succeed? Have you come to report on your Quest?! Have you come to give me your report? INVITATION_CANCELLED 8401950 Stick to your guns. I m counting on you! This matter is too important to postpone any longer. QUEST_FINISHED 8402000 You are truly an ally of my Empire... You did not betray my faith in you! I thank Allah for sending you to me... QUEST_FAILED 8402050 Oh well... I ll have to find another solution. Perhaps you will have an opportunity to make up for this fiasco. SelectShip NEW 8407700 Profil Text 8425000 [THIRDPARTY_SENDER_PLAYER] appears impressed by the completion of your Sultan s mosque and is now prepared to receive you at his residence. Quests 8450000 Standardquests Prayer rugs Some important Noblemen from the Occident are paying a visit to [QUEST_SENDER]. Some Trade treaties are to be signed, so can you supply [QUEST_SENDER] with some occidental delicacies? High-profile visit Stones for the Orient Poor Harvest The chronicles Wear and tear Harem residence Defamation of character Red-handed The Gift The floating Prison Excellent opportunity The seraglio The World map Fertile Islands The object lesson Looters The renegade Seven The brother Hit them where it hurts Respect The traitor The jailbreakers Moneybags The Ocean of no return The Corsair ship On the run The irresistible dancers [QUEST_SENDER] would like to hold a riotous Feast lasting several days. However, he wants to offer his guests some special entertainment. Find the Jugglers in your City and bring them to [QUEST_SENDER]. The big Feast I Astounded by the Jugglers, the guests are expecting more exotic surprises. Now [QUEST_SENDER] wants to present delicacies and costumes from the Occident. Deliver him the appropriate Goods. The big Feast III It is a rousing Feast. A group of Jesters are now to appear to provide the guests with further amusement. Do [QUEST_SENDER] a favour and bring the best Jesters in your City to his Feast. The big Feast III The morning after was particularly unpleasant for the Western guests. [QUEST_SENDER] s Doctors have no idea how ease the guests headaches. Seek out your best Alchemists to brew a Potion as a remedy. The big Feast IV Now that all the guests have been treated and restored to good health they can embark on the journey home. [QUEST_SENDER] asks you to accompany the impressed guests safely home. The big Feast V [QUEST_SENDER] is delighted to receive a group of Western Noblemen. They want to write an account of their journey through the Orient. Deliver [QUEST_SENDER] with the finest Goods! The false chroniclers I After having had a good time in [QUEST_SENDER] s City, the Noblemen set off for home. However, their has Ship has somehow been damaged. Help them repair it. The false chroniclers II The chroniclers Ship has now arrived safely back into [QUEST_SENDER] s Harbour. However, [QUEST_SENDER] mistrusts the curiously anxious men, and assigns you to bring him your best Spies. The false chroniclers III [QUEST_SENDER] is enraged. His Spies report that the guests are none other than agents of the Orient s worst enemy. On no account must they leave the area. Intercept them! The false chroniclers IV [QUEST_SENDER] thanks you for your efforts. However, he is uneasy about your People s lack of attention to detail. A few shipwrecked chroniclers are still floating in the Ocean. Bring them to [QUEST_SENDER]! The false chroniclers V At the Emperor s request, [QUEST_SENDER] wants to deliver him the traitors. He s not entirely comfortable with the idea. Escort the vassals safely to the Imperial city. The false chronicler VI [QUEST_SENDER] a problem on his new Island an influenza epidemic. The virus seems to be resistant to traditional oriental Medicine. Deliver useful Herbs and Spices to him. Influenza with consequences I [QUEST_SENDER] s Doctors are making no progress. However, the ruler has heard of some highly skilled witches in your City. Find them and bring them to [QUEST_SENDER]! Influenza with consequences II The flu epidemic is subsiding. [QUEST_SENDER] is amazed at the three witches and watches them go with a heavy heart. He guarantees the witches a safe Escort home. Will you undertake this task? Influenza with consequences III [QUEST_SENDER] is furious to hear about the attacks on the witches. He has heard that the witches are persecuted in the West, while in his realm they are honoured as healers. Sink the witch-hunters! Influenza with consequences IV Influenza with consequences V The planned coup d etat I [QUEST_SENDER] is irate that the Corsairs are constantly attacking his Trading ships en route to the West. He assigns you the task of hunting down the plunderers. One of the Corsairs reveals the background to the raids. A coup d etat is planned. Three of the ringleaders are allegedly in your City. Seek them out and bring them to [QUEST_SENDER]. The planned coup d etat II The three plotters remain silent. A Fleet of Ships belonging to the plotters has also set up a Blockade in front of [QUEST_SENDER] s Island. Break through it! The planned coup d etat II Meanwhile, [QUEST_SENDER] has found out which of his Officers remain loyal and which not. He asks you to send his loyal subordinates Weapons. The planned coup d etat III The dissidents were overpowered by [QUEST_SENDER] s well equipped Units. During interrogation one of the Captains disclosed the location of the chief instigator s hideout. Find the man! The planned coup d etat IV The coup d etat was quashed. [QUEST_SENDER] does not want to execute the rebels, but will instead punish them by making them build a Monument commemorating the foiling of the coup. Deliver the Goods required to do this. The planned coup d etat VI A Captain of one of [QUEST_SENDER] s Trading ships reported some weatherbeaten chests which he was unable to salvage due to heavy seas. The Coats of arms on the Chests resemble those of the Sultan. Salvage them. The false Crest I The Chests look very old. What precious Items do they contain? [QUEST_SENDER] asks you to seek out the Alchemists in your City to ascertain both the age and origin of the Flotsam. The false Crest II The Alchemists require a number of Goods to determine the exact age of the Chests. [QUEST_SENDER] does not have these in stock. Supply him with the Goods so that work can proceed! The false Crest III The Crest is a forgery! Someone is trying to profit from [QUEST_SENDER] s good name, but he has written his address in a hidden place on the Chests. Find the swindler! The false Crest IV Al Hamra I Two of [QUEST_SENDER] s Spies have gone into hiding in your City after completing a Quest. Take care of this matter and bring them to him. This is urgent! Al Hamra II It is now certain according to the Spies, one of the three feared Corsair brothers is suffering from a serious illness and must be returned to his homeland. This is the chance to eliminate Bilal al Hamra. Al Hamra III It was only a matter of time, and now the time has come. Baltasar al Hamra, Bilal s oldest brother, has sailed his Fleet to [QUEST_SENDER] s Harbour to revenge his brother s death. Al Hamra IV The Corsair fleet now lies at the bottom of the Ocean. But the third brother has escaped and is now trying to flee. Sink him and, in so doing, end the Al Hamra reign of terror. For posterity I Inspired by the Emperor s idea of a Chronicle for posterity, [QUEST_SENDER] would also like to leave a permanent legacy a Building. Books should explain which type of Building would provide a fitting Monument. For posterity II For posterity III For posterity IV Reports have shown that none of the local Islands can bear the weight of the Palace. However, a site has been found further South. Deliver the Materials directly to a Transport ship. Harmony I There is a big day ahead; [QUEST_SENDER] s nephew wants to marry Lord Northburgh s sister. Bring the lady from her shopping expedition in your City and to the place of the intended union. Harmony II There are so many arrangements to be made! After all, [QUEST_SENDER] wants the marriage to be a symbol of the joining of the two cultures. Huge quantities of the most exquisite Food and Drink from both Cultures will be required. Harmony III Not everyone is enthusiastic about the historic event. Some Princes consider it sacrilege, and they intend to try to do all they can to prevent it. Stop them! Harmony IV The Sultan is amazed that his nephew has chosen a woman of such independent mind and strong will as a wife. Even her wish to be married by her old and long-lost Confessor cannot be denied! Harmony V [QUEST_SENDER] is delighted with the preparations for the large Feast. Even the bride is finding less and less to nag about. Yet one thing is still missing thousands of lights are to illuminate the ceremony. Harmony VI The crowd cheered, the bride cried; the marriage was a great success. To ensure that it remains that way, [QUEST_SENDER] asks you to accompany them on the first stage of their honeymoon around the world. Days of study were unable to unearth a Building suitable to the Sultan. However, Lord Northburgh offered his architectural expertise and designed a Palace. Collect the Construction plans. [QUEST_SENDER] is astounded by Lord Northburgh s plan. He now wonders where this Building, which is to preserve his memory for all time, should be built. Look for a suitable site! Recovery The Sultan has learned of the mysterious illness which is afflicting the Emperor. He immediately sent his servants out to find the best Alchemists the Orient has to offer. They are now ready to travel to the Imperial residence. Delivery The Emperor has personally taken custody of a saboteur who was caught trying to infiltrate the Imperial residence. As the person behind the saboteur is one of the Sultan s renegade Princes, the Sultan himself wants to pass judgement on him. He therefore asks for the prisoner to be handed over. Confidant Confession War-mongering Princes are currently spreading rumours about the premature collapse of relations between the Sultan and the Emperor. The Sultan would like to write a letter to the Emperor to dissociate himself from this allegation most emphatically. Dress alliance Manhunt For some weeks, Lord Northburgh has been looking for a convicted Knight who escaped from the Debtor s prison. A Captain from Al Zahir s Fleet discovered him on an Island and managed to apprehend him. He is now ready to be collected, but Weapons will be required for protection. The danger is averted, but although the ladies are under the Sultan s protection, they long to return to their cool, green homeland. It is only the knowledge that Lord Northburgh will be looking after them that gives him the heart to let them go. The false Coat of Arms V Demonstrate Honour Duty Qualities of a confidante Comrade at arms Golden attendance Maritime symbol Not many receive the Honour of being granted the [QUEST_SENDER] s trust. Especially Occidentals. And a fair few of the Sultan s Princes find this quite incomprehensible. Gain some Prestige with them. Being the [QUEST_SENDER] s confidante brings not only Privilege but also duties in its wake. The [QUEST_SENDER] is now asking you to offer your services. Crush the Corsairs so that they leave these Waters once and for all. You have recently demonstrated your understanding of Diplomacy and Trade to [QUEST_SENDER]. A confidante of the [QUEST_SENDER] should also exhibit the qualities of a good Governor. Prove yourself. As the [QUEST_SENDER] s confidante, you are now also a subject of the Sultanate and are duty bound to protect and safeguard it. This may sometimes require the use of the Sword. Arm yourself for this eventuality. Gold means very little to the [QUEST_SENDER], but he too cannot deny its usefulness. He therefore demands of all his followers their constant readiness to support the Sultanate. There are still a small minority out there who oppose the growing bonds between the Orient and Occident. As a shining symbol of the new world, the [QUEST_SENDER] wants to use Oriental ships sailing under your Banner to dismantle these old structures . Rather than lock him away in a deep, dark dungeon for the rest of his days, the [QUEST_SENDER] would rather make use of the Artist s talents himself. He is to serve as Court artist in the Imperial capital. Please escort him there yourself to ensure that he does not once again fall into the hands of criminals. Residents Text + Audio 6600000 Gesetzlose 6600000 Feedback 6600000 Audio 6600000 Pleased 6600000 I knew you could do it! Exactly! Yeah! At last! About time too! Angry 6600010 Outrageous! What a shambles! You can t do that! Bandis Invitation 6600020 What s the deal? Are you finally going to let us into your Town?! Can we stay with you now? Or do you want us to keep stirring up trouble!? Either you let us stay here or things ll get very… uncomfortable Bandits invitation Accepted 6600030 You ve made the right decision... Good decision... Bandits Invitation Cancelled 6600040 Pah! You ll soon find out what this means! So you really want to risk it, do you!? Bandits Arrive 6600050 Now you re goin t pay for you re heartless ways! You won t get rid of us so quickly this time, I can tell you! We re staying, like it or not! Bandits Killed 6600060 Argh...! We don t stand a chance against Knights in armour... Damn it... cough I ve bought it... Bandits Win 6600070 triumphant laugh Your Knights have bitten the dust! The riff-raff prevails! Send another hundred Knights if you like; you still won t get rid of us! Bandits Leave 6600080 We ve taught you a right lesson, we ave... gleeful chuckle gleeful chuckle Well then... til next time.... Text 6600100 For a price of [THIRDPARTY_TRIBUTE] Gold coins, [THIRDPARTY_SENDER_PLAYER] and his accomplices are prepared to call off the attack and to live as Beggars in [THIRDPARTY_CITY] from now on. [THIRDPARTY_SENDER_PLAYER] and his accomplices are attacking [THIRDPARTY_CITY]. [THIRDPARTY_SENDER_PLAYER] and his accomplices are withdrawing from [THIRDPARTY_CITY]. [THIRDPARTY_SENDER_PLAYER] asks you for help [CR][THIRDPARTY_QUEST_INFOTEXT] [THIRDPARTY_SENDER_PLAYER] has withdrawn his request for help with "[THIRDPARTY_QUEST_NAME]". [THIRDPARTY_SENDER_PLAYER] は"[THIRDPARTY_QUEST_NAME]"の要求を叶えてくれたのかと尋ねています。 [THIRDPARTY_SENDER_PLAYER] reminds you about the outstanding request for help with "[THIRDPARTY_QUEST_NAME]". [THIRDPARTY_SENDER_PLAYER] is disappointed that you can no longer grant the request for help with "[THIRDPARTY_QUEST_NAME]". The [THIRDPARTY_SENDER_PLAYER] and his cornies have defeated your Troops. You have defeated [THIRDPARTY_SENDER_PLAYER] and his cronies. Bettler 6600200 Feedback 6600200 Audio 6600200 Pleased 6600200 struth! May God bless you! Your heart s in the right place! God bless you! Thank you! You ve got a good heart! Angry 6600210 Nouveau riche rabble! Pah! You can treat us Beggars like this... Yeah, that s right! ...No consideration whatsoever fer the poor! Beggars Invitation 6600220 Pluck up some courage and let us into your Town! Won t you give a couple o miserable souls shelter? We eard of your gen rosity… so we just came here... Don t send us away! We won t cause no trouble! Promise! Please don t send us away again! We ain t got nowhere else to go... Beggars invitation Accepted 6600230 What, we can stay?! That s top, that is! That s a load off my mind, an that s the truth! What, you re openin the City gates for us!? I ll never forget you...! Beggars Invitation Cancelled 6600240 As if our lot wasn t hard enough already... So, this is your idea of charity... Quest Started 6600250 Couldn t you do somethin for us Beggars, too? It s just a wee favour... Well, erm... We ve got a bit of a problem... could do with yer help... You re the one to ask... for help and that... ...So the others said, anyhow... You going to help us then? There s something in it for you too... Beggars honour - goes without saying... Quest Reminder 6600260 So what s going on with this favour? Suppose you ve forgotten you said you d help us, eh? Quest Invitation Started 6600270 Is that right!? You haven t forgotten about our request?! What s this I hear?! You re looking into the matter for us? Quest Invitation Cancelled 6600280 No problem! ...I m used to waiting... Wouldn t be the first time someone s forgotten about me... Quest Finished 6600290 I can hardly believe it...! happy chuckle You ve done a smashing job there! That s great! Nobody s ever helped me before when I wanted something... Quest Failed 6600300 Knew nothing would come of it... sigh Would have been a miracle... Resident Talk Angry 6600310 Even the thugs in the dungeons have it better than us! I d rather sack out with the canal rats an bluebottles than in your Hospice! It s worse for us in the Hospice than it is on the Streets! I d make myself scarce if I could... As if my life wasn t miserable enough... Resident Talk Unhappy 6600320 Auf der Straße gibt s mehr zu futtern als in dies m Armenhaus! Nächstenliebe?! Dass ich nich lache! Auf der Straße könnt s uns auch nich schlechter geh n... Mann, hab ich n Loch im Bauch... Was is mit uns?! Habt Ihr uns vergess n?! Resident Talk Balanced 6600330 Hauptsache n Dach über m Kopf... Besser als auf der Straße isses in Eurem Armenhaus allemal! Für einen wie mich hat s Leben ohnehin nich viel zu biet n... Meinereiner is schon froh, wenn er die Nacht übersteht... Man muss das Leben nehm n, wie s kommt... Resident Talk Happy 6600340 Essen gut, alles gut! In Eurer Stadt bleib ich! kichert verschmitzt N Süppchen im Bauch wärmt Körper und Seele... Die Leute hier geb n gern und reichlich... Bei Euch ham wir s echt nich schlecht getroff n... Resident Talk Euphoric 6600350 It s like heaven here! I m... not... dead yet... am I? Like a pig in mud...! happy chuckle First time I ve slept in a bed in years! Wonderful! This Town has the most generous people I ve ever known... Someone gave me a coin today! All for me! Beggars Expel 6600360 Hey, you re not throwing us out of your Town, are you?! Is that true?! You really want to chuck us out?! What re you up to? Are you really chasing us out of your Town?! So now yer just drivin us out of here, are you?! So you want the poorest of the poor out of your Town now, do you?! Beggars Expel Accepted 6600370 You ll regret THIS, that s for sure! Pah! You wouldn t get away with it if we wasn t Beggars... One day... you re going to pay for this... Beggars Expel Cancelled 6600380 Phew! Thought you really meant it this time... That s a relief... you had me scared stiff there... Hospice Built 6600390 It s great, the way you look after us... Warms the cockles of my heart! Some of us have got a roof over our heads again now... Thanks! A House? Just for us Beggars? God bless you! Hospice Demolished 6600400 Demolishing Alms houses, eh?! You might as well just throw us out o the City! You ve a heart of stone, eh? Where re we supposed t go now? Text 6600500 [THIRDPARTY_SENDER_PLAYER] が[THIRDPARTY_CITY]に住むことを許可して欲しいと言ってきています。 [THIRDPARTY_SENDER_PLAYER] は驚きながら、本当に[THIRDPARTY_CITY]から出て行けと言うのかと言っています。 [THIRDPARTY_SENDER_PLAYER] は新しい救貧院の完成を喜んでいます。 [THIRDPARTY_SENDER_PLAYER] は救貧院の撤去に抗議しています。 Quests 6600600 Fatal theft Busy Beggars Futile search Beggar s code Special treatment One man s Meat… The Captain of [QUEST_CITY] Spiteful bed-chamber A sleazy offer Last chance A Beggar Crisis of Faith Foul misdeed Art of hunger Pretend love Warm housing Bauern 6601600 Feedback 6601600 Audio 6601600 Quest Started 6601650 Begging most humbly for your support! embarrassed throat-clearing Would you be so kind as to help me...? There is ... a matter... in which I... could do with your help... embarrassed laugh I wouldn t dream of asking you if it weren t important...
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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
https://w.atwiki.jp/mainichi-matome/pages/175.html
The story below is originally published on Mainichi Daily News by Mainichi Shinbun (http //mdn.mainichi.jp). They admitted inventing its kinky features, or rather deliberately mistranslating them from the original gossip magazine. In fact, this is far from the general Japanese behavior or sense of worth. このページは、毎日新聞事件の検証のための配信記事対訳ページです。直接ジャンプして来られた方は、必ずFAQをお読みください。 ※ この和訳はあくまでもボランティアの方々による一例であり、翻訳の正確さについては各自判断してください。もし誤訳(の疑い)を発見した場合には、直接ページを編集して訂正するか翻訳者連絡掲示板に報告してください。 'ER,' 'Chicago Hope' can't hold a stethoscope to Heisei's hubba-hubba hospitals「ER」や「シカゴホープ」の奴らは平成のピンク病院で聴診器をもつことは出来ない 拡散状況 関連ページ ER, Chicago Hope can t hold a stethoscope to Heisei s hubba-hubba hospitals 「ER」や「シカゴホープ」の奴らは平成のピンク病院で聴診器をもつことは出来ない 元記事(削除済み):http //mdn.mainichi.jp/culture/waiwai/news/20071117p2g00m0dm003000c.html 転載:http //lifeinmotion.wordpress.com/2007/11/19/er-chicago-hope-cant-hold-a-stethoscope-to-heiseis-hubba-hubba-hospitals/ 『週刊大衆』11月26日号 記:カミヤマ マスオ “When he starts to rub my back or shoulders, I shudder in expectation of pleasure,” relates Akina Yoshizawa, a 31-year-old professional nurse. Once a month Ms. Yoshizawa checks into a city hotel and arranges for a young hunk to visit her room to dispense a three hour-long therapy session. 「彼が私の背中や肩をさすり始めたとき、私は喜びを予感して身を震わせました」看護師のヨシザワ アキナ(31)はそう語る。 月に一度、ヨシザワさんはシティホテルにチェックインして、たくましい青年が彼女の部屋を訪ねて三時間のセラピーをしてくれるように手配している。 “I’ve got a boyfriend, but he’s not enough to satisfy me,” she adds in way of explanation. Then, after a suitably long interlude of foreplay - during which his hands stray over every spot on her body - she’ll demand, “Okay, that’s enough. Stick it in.” And he’ll willingly oblige. 「彼氏はいるんだけど、でも彼じゃ満足できないの」と彼女は言い訳がましく付け加える。 そして体中のすべてを若者の手でなでまわされながら、前戯という十分に長い幕間の後で、彼女はこう頼むことだろう。 「もう十分ね。入れてよ」すると若者は喜んで好意を示す。 If you can believe it, 100 of these “Nightingales of the Heisei Era,” agreed to share accounts of their most intimate activities with Shukan Taishu (11/26). もしこれが信じられるなら、彼女たち100人「平成のナイチンゲール」たちはもっともプライベートな行事を11月26日号の『週刊大衆』で共有することに同意した。 What the magazine’s leering male readers really want to know is do any of Japan’s angels in white ever engage in sex on the hospital premises? この誌のヤラシイ男性読者が実際に知りたがっていること、それは日本ではどれほどの白衣の天使が病院敷地内でセックスに従事しているのだろう?ということである。 It does happen, admitted 12 percent - as opposed to the 63 percent who replied “no way.” Interestingly, another 19 percent voiced a cryptically Clintonesque “other” as their reply. But come on, no fudging permitted Was it sex, or wasn’t it? そうしたことがあると看護師の12%が認めた。それに対立して、63%が「そんなことはない」と答えている。 興味深いことに、残りの19%は神秘的でクリントン的な「その他」という答えを返している。 しかしねえ、ごまかしは許されないよ。セックスしたのか、していないのか、だよ。 Shukan Taishu chooses to interpret the noncommittal reply as being a yes. Which, extrapolating the data, means that one out of three nurses in Japan has, at one time or another, done some sort of dirty deed on the hospital premises, either with a physician, other staff member or patient. 週刊大衆はあいまいな答えは「Yes」と解釈している。 このデータから推測すると、これらは、日本の看護婦の三人に一人が、一度かそれ以上、病院の敷地内である種のみだらな行為を医者や他の医療スタッフ、あるいは患者と行なったことがあるということを意味する。 “The first three years are always the hardest for a new nurse,” says Yoshiko Kagawa, who is 26. “You have to learn a ton of new stuff every day, and you can’t perform as well as senior staff. It’s hard on you psychologically.” 「最初の3年は新人看護師には常に大変なものです」カガワ ヨシコ(26)はこう言う。 「毎日新しく大量の仕事を覚えなくちゃいけない、でも先輩と同じようにはうまく働けない。 精神的にもきついものがあります」 According to Kagawa, young nurses are particularly vulnerable to seduction by doctors while in their first year on the job. When she was still in her freshman year, she befriended a 34-year-old physician at the ward where she was assigned. The two constantly tiptoed off to the recuperation room, the rehabilitation therapy room, the linen storeroom, and anywhere else they could find privacy for their tempestuous trysts. カガワさんによると、若い看護師は、働き始めて最初の年は医師からの性的誘惑に特に弱いという。 彼女自身、新人の年に担当の局が同じ34歳の医師と仲良くなった。 二人は日常的に処置室やリハビリ室、リネン室など、プライバシーが確保できる所ならどこにでも忍び込んでは激しい逢瀬を楽しんだ “We also used the outpatient surgery room,” she giggles. “Late at night any emergency cases were treated in the ICU, so the surgery was always empty. We’d lie down on the operating table and he would turn on the rotor and rub it against my clitoris. Or he’d moisten a cotton swab and insert it into my urethra. It drove me so wild, I lost control and wet myself,” she blushes. 「通院患者用の外科処置室を使っていました」と彼女はくすくす笑う。 「夜遅くなら急患はすべてICUに搬送されるので、外科処置室はいつも空いていました。 処置台に横になると、彼はローターのスイッチを入れて私のクリトリスを攻めてきます。 それか綿棒を湿らせて尿道に挿入するんです。 すっごく興奮しておかしくなっちゃいそうで、濡れちゃった」カガワさんは頬を赤らめた。 “The sensei really smirked when he saw that - I tell you, some doctors are really flaky. Sometimes he’d use a speculum on me too. I got the feeling he was just toying with me. We broke up not long after that…” 「センセイはそれを見て本当にニヤニヤ笑って…。本当のことを言うと、先生の中には本当におかしいひとがいるんです。 彼は私にも膣鏡を使ってきたこともありました。 単にオモチャ扱いされてる気がしましたよ。 それからほどなくして内に私たちは別れました…」 Based on the above, it’s hardly surprising that of the 31 nurses who gave responses other than “no,” 17 were under age 24 at the moment of truth and six were aged 25-29. The figure dropped off after age 30 and then inexplicably picked up again after age 35. 上記に基づくと、例の質問に「いいえ」以外の返答をした31人の看護師のうち、17人は24歳以下と決定的な年齢の最中にあり、25-29歳が6人だったということは驚くべきことではない。 指数は30歳以上ではいったん落ち込む。しかし不可解なことに35歳以上で再び盛り返しているのだ。 How’s that? Well, it seems that once past this age, senior nurses are more likely to have access to the head physician’s private office, particularly when he’s out making calls. This affords them with extra privacy to indulge in their libidinous impulses. どういうことだろう? そうだな、この年になるとベテラン看護師になって偉い先生の個人部屋に行きやすくなるのだろう。特に先生が往診に出ているときには。 これでプライバシーはしっかり守られ肉欲的な衝動にふけっても差し支えない。 Of course what readers REALLY want to know is, do admitted patients ever get lucky? もちろん、読者が*本当に*知りたいことは、選ばれし患者が幸せになることはあるのか?だろう。 Well, it’s been known to happen. まあ、それはたまに起こることと知られている。 Last winter Hitomi Yasunaga, a 23-year-old nurse at an orthopedic hospital, was helping a 28-year-old skier with a fractured leg limp to the loo, when, she confesses, “I did something I wasn’t supposed to.” Pressed for details, she relays this account. 昨冬、整形外科に勤める看護師のヤスナガ ヒトミ(23)は足を骨折したスキーヤー(28)が足を引きずりつつトイレに向かうのを介助していた。「するはずのないことをしてしまった」と彼女は告白した。 詳細を迫られ、ヤスナガさんは以下の話を述べた。 “There weren’t enough male nurses available. Anyway, I was on night duty when I was buzzed, and he told me he had to pee.” 「男の看護士がその時足りていなかったの。 とにかく、ナースコールがあったとき私は夜勤で、彼はトイレに行きたいって言ったの」 One job nurses must do, it seems, is pull down an incapacitated male patient’s PJs and aim his willie while he takes a whizz. 看護師がすべき仕事のうちのひとつに、事故で体の不自由な男性患者のパジャマをおろして、用を足している間、男性器の狙いを定めてやるのは看護師のしなければならない仕事の一つらしい。 “He was really nervous and he couldn’t urinate at first,” she relates. “And while I held it there, it started getting bigger. And harder.” 彼女は語る。「その患者さんはすごく緊張していて、最初はオシッコができなかったんです。 そして私が手を添えてうちに、ソレはどんどん大きくなった。そして硬くね。」 Their eyes met and they giggled in mutual embarrassment. “And then nature took its course and I started, um, manipulating his thing,” blushes Yasunaga. 二人の目が合った。そして互いに恥じらい、クスクスと笑った。 「そして自然な経過をたどって、私は、えっと、彼のナニをしごきはじめたんです」ヤスナガさんは赤面した。 As it turned out, before the patient produced his urine specimen he secreted another, stickier substance. それは結果として、患者は尿を出す前に別の分泌物をだしてしまった。ねばねばした物質を。 After the patient’s discharge - not that one, I mean the one from the hospital - Yasunaga dated him once, but the magic of the moment had worn off. その患者がイッたあと――さっきの話じゃなくて、病院を出て行ったって意味ですが――(*1)ヤスナガさんは彼と一度デートした。しかしあのときの魔法は解けてしまった。 “In a business suit he just wasn’t as cute as he was wearing pajamas,” she says. “We had sex on the date, but things didn’t click. We never saw each other again.” (By Masuo Kamiyama, contributing writer) 「スーツ姿がパジャマのときほどかわいくなくて。デートでセックスもしたんだけどピンと来ませんでした。 その後は二度と会いませんでしたね。」 (カミヤマ マスオ・寄稿記者) 拡散状況 Japanese Style Noodles http //www.japanesestylenoodles.com/waiwai/archive20071117 WaiWai Archive http //www.mainichiwaiwai.com/waiwai/2007/11/20071117.php 海外ブログ http //lifeinmotion.wordpress.com/2007/11/19/er-chicago-hope-cant-hold-a-stethoscope-to-heiseis-hubba-hubba-hospitals/ (*2) 全文コピペ。その後3行。 Heeeeeeeeeeeellllllllllllllllllllloooooooooooooooooooooooooooooooooooooo Nuuuuuuuuuuuuuuuuuuuuuuurrrrrrrrrrssssssssssssssssssseeeeeeeeeeeeeeeeee!!! Hello, Nurse!!! こんにちは、看護師されました!(直訳) 関連ページ Japanese Style Noodles WaiWai Archive 元記事一覧 厚生労働省 日本看護協会 毎日新聞英語版から配信された記事2007年(7月 - 12月) 海外ブログに記事が及ぼした影響
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ストーリーの翻訳>14.A Stranger Among Us ムービー 電話1 RALLY POINT 救出任務 合流 電話2 14.A Stranger Among Us After finding Sabrina Galloway, she struck a deal to give up the locations of Mercer s Evolved. ムービー GALLOWAY James Heller. Right? ジェームズ・ヘラー、でしょう? GALLOWAY I m Sabrina Galloway. 私はサブリナ・ギャロウェイ。 GALLOWAY Look, I know you can kill me, but hear me out first. I can help you. あなたが私を殺せるというのは知ってるわ、けどまず話を聞いて。あなたを手伝うわ。 GALLOWAY You re not like the other Evolved. Right? We can agree on that? Well, neither am I. あなたは他の進化体(Evolved)とは違う、そうでしょ?その点は間違ってないわよね?私もそうなの。 HELLER You ve gotta be joking. 嘘をつけ。 GALLOWAY Listen to me. The others, they do what Mercer wants without question. But you don t And neither do I. 聞いて。他の連中は、何の疑問もなしにマーサーの言いなりになるわ。でもあなたと私は違うの。 HELLER Bullshit. 信じられないね。 GALLOWAY I ll prove it. I can track the Evolved. It s a gift. 証明するわ。私は進化体(Evolved)を追跡できるの。簡単にね。 HELLER Some gift. I just caught your ass flat-footed. 何がギフトだよ。お前を捕まえる。 GALLOWAY That s my point. I can t track you, and I can t track one other. An Evolved named Roland. そこが問題なの。あなたや、他のやつらを追うことはできない。ローランドって奴だけ。 HELLER And why do I give a shit? それがどう関係あるんだ? GALLOWAY Do you want one of us, totally untraceable, watching everything you do? And then rattling it all off to Mercer? 訳 HELLER Bitch, I want you all dead. And I ain t picky about who goes first. 糞が、お前ら全員に死んでほしいんだよ。誰からだろうがどうでもいい。 GALLOWAY Well I am, so think about this. I ve got Roland narrowed down to three possibilties, and I ll feed you all three. You take him out, I feed you more. And I stay alive. What do you say? それで私、思いついたの。ローランドの可能性がある奴を3人まで絞ったわ、そしてその3人全員をあなたにあげる。あなたは彼を好きにして、そしたら私は更に違うやつを探すの。そうしたら私は生きていられる。どうかしら? HELLER Whose fucking side are you on? お前は誰の味方だ? GALLOWAY Mine. 私のよ。 HELLER One of you fuckers already tried to play me. Now there s not even a greasy spot left of him. Don t think for a fucking second that I won t end you too. 訳 GALLOWAY Don t worry. I think we ll make a great team. 心配しないで。私たちならいいチームになれるわ。 電話1 GALLOWAY So, all I know is Roland s disguised as one of several Gentek VIPs. A Blackwatch extraction team has been sent to rescue them. You infiltrate that rescue team and you can kill him--easy peasy. 私が知ってるのはローランドがジェンテックのVIPの姿をしているということだけ。ブラックウォッチの救出チームが救助に送られたわ。そこに紛れ込めればローランドを殺せる――簡単ね。 HELLER Father, I found Galloway. 神父、ギャロウェイを発見した。 GUERRA And? それで? HELLER She says if I keep her alive, she ll give up the location of Evolved working for Mercer. Already gave me one name Roland. あいつを殺さない代わりに俺にマーサーのために動いている進化体(Evolved)の居場所を教えると。既に一人はわかった、ローランドだ。 GUERRA Excellent. What s the problem? すばらしい。それでどうかしたのか? HELLER That bitch is crazy. Can t trust her. あの女は狂ってる。信じられない。 GUERRA Does it matter? You get to Roland, you could find out something about Mercer s plan. それが何か問題でも?ローランドを見つけられればマーサーの計画について何かわかるだろう。 HELLER Yeaaah, fine. I ll pay this Roland a visit. あぁ、その通りだな。ローランドに会ってくる。 RALLY POINT SOLDIER Rattler Four Three, this is Rattler Four Actual. Requesting sitrep on the extraction unit, over. ラトラー43、こちらラトラー4。救出部隊、現状を報告せよ。オーバー。 SOLDIER This is Four Three. We re on location and awaiting your arrival, LT. こちら43。現在配置につきそちらの到着を待っている、中尉。 HELLER Sounds like Roland s rescue team. Hope they don t mind me tagging along. こいつらが救出チームのようだ。こいつらと一緒にいてバレなければいいが。 ヘリ到着 SOLDIER Alright, folks, our mission is to rescue Gentek VIPs. Move out! よし、いいか、我々の任務はジェンテック社のVIPの救出だ。行くぞ! 救出任務 SOLDIER Yeah! I LOVE rescuing scientists! OO-RA. イエーイ!俺ってば科学者の救出大好き!オーラー! SOLDIER Shut the fuck up, Starnes. 黙ってろ、スターンズ。 SOLDIER I hear a couple of these VIPs are high ups at Gentek. 何人かまじでお偉いさんがいるって聞いたぜ。 SOLDIER Usually are. Fucking fat-cat white coats. そうだろうさ。白衣を着た太った猫ちゃんだよ。 SOLDIER That s what I m saying they make good money. I m sure they wouldn t mind paying us some gratuity for our trouble. そう、それ!金稼いでんだろうなぁ。俺たちにチップくれたりしねえかな? SOLDIER Don t even fuckin think about it, Starnes. そんなこと期待するなよ、スターンズ。 SOLDIER Three Four! Engage hostiles! 34、接敵! SOLDIER Mow em all down! 訳 SOLDIER Jesus. Watch it with the civilians, soldier. Last thing I need is move paperwork. 訳 殲滅後 SOLDIER Hostile, folks, Next waypoint. Weapons a the ready. 訳 SOLDIER You know, I look at all these civilians and you know what I think? Fuck em. Fuck all of em, I m sick of this rescue shit. なぁ、あの市民の姿を見て俺が何を思ったかわかるか?ふざけてやがる。なんだってんだよこれ、救出とかまじ勘弁だ。 SOLDIER Hey, some day it could be you needing a rescue team. Never know. おい、いつかお前にも救出部隊が必要になるかもしれないんだぞ。 SOLDIER Grab that granade launcher, soldier. そこのグレネードランチャーを持って行け。 Brawler登場 SOLDIER Focus fire! Focus fire! 集中砲火!集中砲火! SOLDIER We re spread thin. Get back here! おい、隊から離れすぎだ!戻れ! 電話 GALLOWAY Heller, what s your status? We can t let Roland get away. ヘラー、今どういう状況?ローランドが逃げるわよ。 HELLER Something tells me there s move to this guy than you re telling me. 俺よりこいつらにさっさと進むように言ってくれ。 GALLOWAY He s Mercer s right hand man. That should be enough reason to kill him. ローランドはマーサーの右腕よ。殺すには十分な理由だわ。 SOLDIER You know, some infected chicks are still pretty hot if you popo a bag over their heads. 訳 SOLDIER Starnes, for the life of me, I dunno how you passed the psych profile. スターンズ、俺にはどうしてもお前が精神鑑定をパスした理由がわからん。 Hydra登場 SOLDIER We got a Hydra! Get behind something! ヒュドラだ!物陰に隠れろ! 殲滅後 SOLDIER Alright, no sitting around, Four Three. Keep it mobile. 訳 SOLDIER Cut em down! All of em! 切り倒せ!全員だ! SOLDIER Keep the formation together! I ain t gonna wipe your ass for you! フォーメーションを崩すな!お前のケツをぬぐうのは御免だ! SOLDIER Come on soldier, get your ass back in formation! おいお前、フォーメーションに戻れ! SOLDIER Next grid point. Come on. 次のポイントだ。行くぞ。 SOLDIER Heard somebody on the news sayin how we burned a school down, how horrible it was. ニュースか何かで言ってたけどさ、俺たちがいかに恐ろしく学校を焼き落としたかって話してたぜ。 SOLDIER Can t wait to hear what they think the Operation Firehawk gets started. Right, LT? Firehawk作戦が実行されたときに何と言われるか楽しみだな。だろ?中尉。 SOLDIER Those are just rumors, private. It won t come to that. ただの噂だろ?そんなことにはならないはずだ。 SOLDIER Yeah, well, we ll see. あぁ、あぁ、その時が来るまでわからないさ。 SOLDIER Shit, dude ... you been working out? 訳 SOLDIER Hyyydraaa! ヒュドラだ! SOLDIER Behind us! We got two Hydras! Say again two Hydras! Watch your six! 後ろもだ!2匹いるぞ!繰り返す、2匹のヒュドラだ!後ろを見ろ! SOLDIER Teamwork, you fuckheads! Focus fire! チームワークだ!集中砲火! SOLDIER Four Three, let s get back in formation! 43、フォーメーションに戻れ! SOLDIER Come on Four Three, keep close! もっとこっちに来い43! SOLDIER Shit. We just killed two Hydras. I am getting laid tonight. くそっ、2匹とも倒したぜ。今夜はヤッてやる。 SOLDIER Pull it together, shitheads! 落ち着け、クソども! 合流 SOLDIER Red Crown, this is Rattler Four Three. VIPs are secure. Request transport ASAP. レッドクラウン、こちらラトラー43。VIPを確保した。できる限り早く移動手段を寄越してくれ。 RED CROWN Copy, Four Three. Transport is inbound. Over. 了解、43。今向かわせます。 HELLER Galloway. There s five of these fuckers. Which one s Roland? ギャロウェイ、5人いる。どいつがローランドだ? GALLOWAY I haven t a clue. Just kill em all to be sure. わからないわ。全員倒せばいいんじゃない? HELLER (sigh) ハァ・・・。 SOLDIER Holy shit--infiltrator in the team! He s killing the VIPs! なんてこった――チームに紛れてやがった!VIPが殺された! 掴みかかると ROLAND Traitor. 裏切り者め。 電話2 GALLOWAY Heller, was he there? Is he dead? ヘラー、ローランドはまだそこ?死んだの? HELLER Slimey fucker get away. スライム野郎はどっか行ったよ。 GALLOWAY Great job. Well, see if I can find him. Again. いい仕事ぶりね、ほんと。もう一度探してあげるわ。 ROLAND So what happened, Heller? それで、どうかしたのかヘラー? HELLER Roland. ローランド。 ROLAND Mercer gave you all that power and you just turn it against him? So misguided. Such a shame. マーサーがその力を与えてくださったのに、お前は裏切るのか?おかしいな。恥を知れ。 HELLER Shame s a funny word coming from someone who runs and hides. 俺から逃げ隠れした野郎から恥なんて言葉が出てくるとはな。 ROLAND Just giving you time to come around. You ll see. 考え直す時間をやったのさ。わかるだろ?
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Page to note down the important notes from the discussions in class. discussion from Jan. 22 2008 discussion from Jan. 29 2008 I moved the Language topics to "Language Barriers" page. Jin discussion from Jan. 31 2008 Time management issues The ICU students don t have the time to get in touch with one another because of time. As in Courtney s point of view compared with UCSD students, ICU students tend to use their lack of time as an excuse to avoid certain social situations. (why avoid those situations? An answer may be found in the "relation issues" discussion.) Not only the mentalities about time making, but Physical difficulties, such as lack of transportation causes these problems for ICU students. As the last train for the Chuo-line is earlier than that of Yamanote line, and the last bus from ICU leaves before 12pm, they cannot hold parties till midnight. Also, since ICU is in urban areas, we are not allowed to come to school by car, so therefore, time restrictions will be very severe for us. (In UCSD, most of the students have cars unless they live really near the campus) 実家通いThere are many people who "commute" from their home. Almost half of the students of ICU are from Tokyo area, and therefore, there are lots of students who s living far away from ICU with their parents. This physical distance causes some trouble too. JIn Relationship issues Is today s discussion the critical approach ? I also think that Japanse style for making friends is stressful. However, this is Japanese style. This style(and this Japanse society) is based on, made by most? many? Japanese this sense of value. Japanese change this Japanese sense of value style to California style (everyone is friends.). This is not solution. Everybody likes this style? This is not. ICU students also cannot change it. If ICU students change their style for making friends (California style) in ICU, they would not work at Japanese company or Japanese society. I think what is important is knowing own style and other style. Both should be recognized. For example, When I meet コートニー first time, I think "she come from California, so her style may be directly making friends style ." At the same time, コートニー thinks that "Miki is Japanese, so she may contact with me with MAAINOTUMEKATA style." By knowing each otehr style, there would prevent being a misunderstanding little bit. Thinking about each other style is intercultual communication, right? In solution,We should not say they should change . We should not deny something. Denying leads opposition. We may say the ways to make friends are different, so let s know many ways to make friends, and then ・・・ (What can we say? let s use the way properly ?) I thought this yesterday. I am very very sorry too long? Can you understand my English sentences? Miki Ok, Miki, I understand your I idea about not denying someone s styles. An good intercultural communication can t be established if one side denies the other culture. Just as Ms. Waslewski said in the previous lecture, what we need to do must be "mutual understanding 相互理解" to each other s culture. (Is this what you wanted to say, Miki?) Jin Yes, it is! And, what can we do for 相互理解? Hi, this is Masumi. I was looking for wiki in moogle...too bad moogle wiki thing isn t working -/ I appreciate Jin for creating wiki! Yay *applause* I read the discussion briefly. Thank you thank you! We also talked about what we should say for the conclusion, right? So we concluded that... (or I my thought?) (rough conclusion) *relax, don t stress yourself out *we need to be open *we shouldn t think too much (about the future, what to do for the new friend, etc) *don t worry about "hi-bye" friends, (lol) you can talk to them someday *go with the flow? *don t be afraid? Okay, I m sorry...I have more to say, but I need to write up an essay for another group project ( ) I have 3 group projects. But from 2/5, I ll be free of other 2 projects, so I can focus on this. I apologize what I m saying is kinda messy. I ll think about "相互理解", too. It s about the wasy to "understand each other", right? Important topic. Masumi i finally read everything and added a new page about inital meetings....sorry i didnt have the info about this site until this weekend! -- courtney (2008-02-04 17 10 46) 名前 コメント Woww!!! You have 3groap projects, don t you!? Take sleep time!!! Just brifly. The conclutions which you wrote are advices for Japanese, right? I think we need to advices for non-Japanes.(but, I do not know...) *Japanes have own step by step style for making friends, so understand it.(Most? Japanese must think more friends.) *Talk to Japanese actively. or ~. Miki And, we will meet on out of class, won t you? Will we decide time on Tuesday class? discussion from Feb. 5 2008 American can speak anybody. (ex During waitnig airplan) Japanese tend to not. ↓ How to stop conversation? (→’Oh, I an gonit to listen music, now. and something) American stlye bowling (can get some points from converstaion) Japanse style table tennis American argueing is just arguind. They do not mind what other people think. Japanese political, region, baseball× dry or wet concept Edit this page
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Samuel Gawith Chocolate Snuff Brand Samuel Gawith Name Chocolate Style Grind Moisture Kick nicotine Recommend Notes(JPN) Notes(EN) another review andy @Snuffhouse.org The way I heard it, this snuff was originally made for a Harrod’s department store “Chocolate Festival” as a one-time custom item. Enough snuffers kept asking for it that Gawith added it to regular production thereafter. That’s the story, anyway. Gawith Chocolate is dark brown, medium grind, and medium moisture. Its chocolate-liqueur aroma, similar to Godiva, is noticeable long before the snuff approaches one’s nose— even in a well-fitted snuffbox in my pocket, I can smell that it’s there. One would think that a snuff designed as a novelty item for chocolate-lovers would be sissified, but this is not the case. It’s a serious snuff, with good nicotine content and a fairly strong burn. This snuff offers some subtle complexities— there are times when I’m certain that I detect a note of coffee lurking in the background, and other times I’m equally certain that there is no such thing. The hints of vanilla I’m more convinced of , but then the chocolate itself would be responsible for that. The tobacco is undetectable except through the nicotine effects. A good all-day snuff, even though the flavor lingers a little longer than I would like— not overwhelmingly, though, like floral snuffs will sometimes do. It’s quite easy on the nose and blows out fairly cleanly. Tabacznik @Snuffhouse.org It s very very good snuff. I feel the chocolate, but it isn t sweet so if you look for something like SG Apricot or Gawith Cola, you will be disapointed... There is also that specific aroma which is in all Samuel Gawith Snuffs. Some may by disgusted of it, but I thing it isn t so bad ;) Alex @Snuffhouse.org I ordered the chocolate and I have to say it s lovely. The chocolate scent is not very strong, which makes it an long enjoyable snuff. As Andy mentioned in his initial comment, it reminds a little of coffee. Maybe it s only a scent of roasted cacao, I don t know. One of my favourites, I must admit. Thanks Andy for the great hint!
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Chapter V.賠償(Reparation)-5 Contents Top Chapter I.序論(Introductory) Chapter II.戦争以前のヨーロッパ(Europe before the War) Chapter III.会議(The Conference) Chapter IV.条約(The Treaty)-1 Chapter IV.条約(The Treaty)-2 Chapter IV.条約(The Treaty)-3 Chapter V.賠償(Reparation)-1 Chapter V.賠償(Reparation)-2 Chapter V.賠償(Reparation)-3 Chapter V.賠償(Reparation)-4 Chapter V.賠償(Reparation)-5 Chapter VI.条約後のヨーロッパ(Europe after the Treaty)-5 Chapter VII.救済策(Remedies)-1 Chapter VII.救済策(Remedies)-2 V. The German Counter-Proposals The German counter-proposals were somewhat obscure, and also rather disingenuous. It will be remembered that those clauses of the Reparation Chapter which dealt with the issue of bonds by Germany produced on the public mind the impression that the Indemnity had been fixed at $25,000,000,000, or at any rate at this figure as a minimum. The German Delegation set out, therefore, to construct their reply on the basis of this figure, assuming apparently that public opinion in Allied countries would not be satisfied with less than the appearance of $25,000,000,000; and, as they were not really prepared to offer so large a figure, they exercised their ingenuity to produce a formula which might be represented to Allied opinion as yielding this amount, whilst really representing a much more modest sum. The formula produced was transparent to any one who read it carefully and knew the facts, and it could hardly have been expected by its authors to deceive the Allied negotiators. The German tactic assumed, therefore, that the latter were secretly as anxious as the Germans themselves to arrive at a settlement which bore some relation to the facts, and that they would therefore be willing, in view of the entanglements which they had got themselves into with their own publics, to practise a little collusion in drafting the Treaty,—a supposition which in slightly different circumstances might have had a good deal of foundation. As matters actually were, this subtlety did not benefit them, and they would have done much better with a straightforward and candid estimate of what they believed to be the amount of their liabilities on the one hand, and their capacity to pay on the other. The German offer of an alleged sum of $25,000,000,000 amounted to the following. In the first place it was conditional on concessions in the Treaty insuring that "Germany shall retain the territorial integrity corresponding to the Armistice Convention,[140] that she shall keep her colonial possessions and merchant ships, including those of large tonnage, that in her own country and in the world at large she shall enjoy the same freedom of action as all other peoples, that all war legislation shall be at once annulled, and that all interferences during the war with her economic rights and with German private property, etc., shall be treated in accordance with the principle of reciprocity";—that is to say, the offer is conditional on the greater part of the rest of the Treaty being abandoned. In the second place, the claims are not to exceed a maximum of $25,000,000,000, of which $5,000,000,000 is to be discharged by May 1, 1926; and no part of this sum is to carry interest pending the payment of it.[141] In the third place, there are to be allowed as credit against it (amongst other things) (a) the value of all deliveries under the Armistice, including military material (e.g. Germany s navy); (b) the value of all railways and State property in ceded territory; (c) the pro rata share of all ceded territory in the German public debt (including the war debt) and in the Reparation payments which this territory would have had to bear if it had remained part of Germany; and (d) the value of the cession of Germany s claims for sums lent by her to her allies in the war.[142] The credits to be deducted under (a), (b), (c), and (d) might be in excess of those allowed in the actual Treaty, according to a rough estimate, by a sum of as much as $10,000,000,000, although the sum to be allowed under (d) can hardly be calculated. If, therefore, we are to estimate the real value of the German offer of $25,000,000,000 on the basis laid down by the Treaty, we must first of all deduct $10,000,000,000 claimed for offsets which the Treaty does not allow, and then halve the remainder in order to obtain the present value of a deferred payment on which interest is not chargeable. This reduces the offer to $7,500,000,000, as compared with the $40,000,000,000 which, according to my rough estimate, the Treaty demands of her. This in itself was a very substantial offer—indeed it evoked widespread criticism in Germany—though, in view of the fact that it was conditional on the abandonment of the greater part of the rest of the Treaty, it could hardly be regarded as a serious one.[143] But the German Delegation would have done better if they had stated in less equivocal language how far they felt able to go. In the final reply of the Allies to this counter-proposal there is one important provision, which I have not attended to hitherto, but which can be conveniently dealt with in this place. Broadly speaking, no concessions were entertained on the Reparation Chapter as it was originally drafted, but the Allies recognized the inconvenience of the indeterminacy of the burden laid upon Germany and proposed a method by which the final total of claim might be established at an earlier date than May 1, 1921. They promised, therefore, that at any time within four months of the signature of the Treaty (that is to say, up to the end of October, 1919), Germany should be at liberty to submit an offer of a lump sum in settlement of her whole liability as defined in the Treaty, and within two months thereafter (that is to say, before the end of 1919) the Allies "will, so far as may be possible, return their answers to any proposals that may be made." This offer is subject to three conditions. "Firstly, the German authorities will be expected, before making such proposals, to confer with the representatives of the Powers directly concerned. Secondly, such offers must be unambiguous and must be precise and clear. Thirdly, they must accept the categories and the Reparation clauses as matters settled beyond discussion." The offer, as made, does not appear to contemplate any opening up of the problem of Germany s capacity to pay. It is only concerned with the establishment of the total bill of claims as defined in the Treaty—whether (e.g.) it is $35,000,000,000, $40,000,000,000, or $50,000,000,000. "The questions," the Allies reply adds, "are bare questions of fact, namely, the amount of the liabilities, and they are susceptible of being treated in this way." If the promised negotiations are really conducted on these lines, they are not likely to be fruitful. It will not be much easier to arrive at an agreed figure before the end of 1919 that it was at the time of the Conference; and it will not help Germany s financial position to know for certain that she is liable for the huge sum which on any computation the Treaty liabilities must amount to. These negotiations do offer, however, an opportunity of reopening the whole question of the Reparation payments, although it is hardly to be hoped that at so very early a date, public opinion in the countries of the Allies has changed its mood sufficiently.[144] I cannot leave this subject as though its just treatment wholly depended either on our own pledges or on economic facts. The policy of reducing Germany to servitude for a generation, of degrading the lives of millions of human beings, and of depriving a whole nation of happiness should be abhorrent and detestable,—abhorrent and detestable, even if it were possible, even if it enriched ourselves, even if it did not sow the decay of the whole civilized life of Europe. Some preach it in the name of Justice. In the great events of man s history, in the unwinding of the complex fates of nations Justice is not so simple. And if it were, nations are not authorized, by religion or by natural morals, to visit on the children of their enemies the misdoings of parents or of rulers. FOOTNOTES [76] "With reservation that any future claims and demands of the Allies and the United States of America remain unaffected, the following financial conditions are required Reparation for damage done. Whilst Armistice lasts, no public securities shall be removed by the enemy which can serve as a pledge to the Allies for recovery or reparation of war losses. Immediate restitution of cash deposit in National Bank of Belgium, and, in general, immediate return of all documents, of specie, stock, shares, paper money, together with plant for issue thereof, touching public or private interests in invaded countries. Restitution of Russian and Roumanian gold yielded to Germany or taken by that Power. This gold to be delivered in trust to the Allies until signature of peace." [77] It is to be noticed, in passing, that they contain nothing which limits the damage to damage inflicted contrary to the recognized rules of warfare. That is to say, it is permissible to include claims arising out of the legitimate capture of a merchantman at sea, as well as the costs of illegal submarine warfare. [78] Mark-paper or mark-credits owned in ex-occupied territory by Allied nationals should be included, if at all, in the settlement of enemy debts, along with other sums owed to Allied nationals, and not in connection with reparation. [79] A special claim on behalf of Belgium was actually included In the Peace Treaty, and was accepted by the German representatives without demur. [80] To the British observer, one scene, however, stood out distinguished from the rest—the field of Ypres. In that desolate and ghostly spot, the natural color and humors of the landscape and the climate seemed designed to express to the traveler the memories of the ground. A visitor to the salient early in November, 1918, when a few German bodies still added a touch of realism and human horror, and the great struggle was not yet certainly ended, could feel there, as nowhere else, the present outrage of war, and at the same time the tragic and sentimental purification which to the future will in some degree transform its harshness. [81] These notes, estimated to amount to no less than six thousand million marks, are now a source of embarrassment and great potential loss to the Belgian Government, inasmuch as on their recovery of the country they took them over from their nationals in exchange for Belgian notes at the rate of Fr. 120 = Mk. 1. This rate of exchange, being substantially in excess of the value of the mark-notes at the rate of exchange current at the time (and enormously in excess of the rate to which the mark notes have since fallen, the Belgian franc being now worth more than three marks), was the occasion of the smuggling of mark-notes into Belgium on an enormous scale, to take advantage of the profit obtainable. The Belgian Government took this very imprudent step, partly because they hoped to persuade the Peace Conference to make the redemption of these bank-notes, at the par of exchange, a first charge on German assets. The Peace Conference held, however, that Reparation proper must take precedence of the adjustment of improvident banking transactions effected at an excessive rate of exchange. The possession by the Belgian Government of this great mass of German currency, in addition to an amount of nearly two thousand million marks held by the French Government which they similarly exchanged for the benefit of the population of the invaded areas and of Alsace-Lorraine, is a serious aggravation of the exchange position of the mark. It will certainly be desirable for the Belgian and German Governments to come to some arrangement as to its disposal, though this is rendered difficult by the prior lien held by the Reparation Commission over all German assets available for such purposes. [82] It should be added, in fairness, that the very high claims put forward on behalf of Belgium generally include not only devastation proper, but all kinds of other items, as, for example, the profits and earnings which Belgians might reasonably have expected to earn if there had been no war. [83] "The Wealth and Income of the Chief Powers," by J.C. Stamp (Journal of the Royal Statistical Society, July, 1919). [84] Other estimates vary from $12,100,000,000 to $13,400,000,000. See Stamp, loc. cit. [85] This was clearly and courageously pointed out by M. Charles Gide in L Emancipation for February, 1919. [86] For details of these and other figures, see Stamp, loc. cit. [87] Even when the extent of the material damage has been established, it will be exceedingly difficult to put a price on it, which must largely depend on the period over which restoration is spread, and the methods adopted. It would be impossible to make the damage good in a year or two at any price, and an attempt to do so at a rate which was excessive in relation to the amount of labor and materials at hand might force prices up to almost any level. We must, I think, assume a cost of labor and materials about equal to that current in the world generally. In point of fact, however, we may safely assume that literal restoration will never be attempted. Indeed, it would be very wasteful to do so. Many of the townships were old and unhealthy, and many of the hamlets miserable. To re-erect the same type of building in the same places would be foolish. As for the land, the wise course may be in some cases to leave long strips of it to Nature for many years to come. An aggregate money sum should be computed as fairly representing the value of the material damage, and France should be left to expend it in the manner she thinks wisest with a view to her economic enrichment as a whole. The first breeze of this controversy has already blown through France. A long and inconclusive debate occupied the Chamber during the spring of 1919, as to whether inhabitants of the devastated area receiving compensation should be compelled to expend it in restoring the identical property, or whether they should be free to use it as they like. There was evidently a great deal to be said on both sides; in the former case there would be much hardship and uncertainty for owners who could not, many of them, expect to recover the effective use of their property perhaps for years to come, and yet would not be free to set themselves up elsewhere; on the other hand, if such persons were allowed to take their compensation and go elsewhere, the countryside of Northern France would never be put right. Nevertheless I believe that the wise course will be to allow great latitude and let economic motives take their own course. [88] La Richesse de la France devant la Guerre, published in 1916. [89] Revue Bleue, February 3, 1919. This is quoted in a very valuable selection of French estimates and expressions of opinion, forming chapter iv. of La Liquidation financière de la Guerre, by H. Charriaut and R. Hacault. The general magnitude of my estimate is further confirmed by the extent of the repairs already effected, as set forth in a speech delivered by M. Tardieu on October 10, 1919, in which he said "On September 16 last, of 2246 kilomètres of railway track destroyed, 2016 had been repaired; of 1075 kilomètres of canal, 700; of 1160 constructions, such as bridges and tunnels, which had been blown up, 588 had been replaced; of 550,000 houses ruined by bombardment, 60,000 had been rebuilt; and of 1,800,000 hectares of ground rendered useless by battle, 400,000 had been recultivated, 200,000 hectares of which are now ready to be sown. Finally, more than 10,000,000 mètres of barbed wire had been removed." [90] Some of these estimates include allowance for contingent and immaterial damage as well as for direct material injury. [91] A substantial part of this was lost in the service of the Allies; this must not be duplicated by inclusion both in their claims and in ours. [92] The fact that no separate allowance is made in the above for the sinking of 675 fishing vessels of 71,765 tons gross, or for the 1855 vessels of 8,007,967 tons damaged or molested, but not sunk, may be set off against what may be an excessive figure for replacement cost. [93] The losses of the Greek mercantile marine were excessively high, as a result of the dangers of the Mediterranean; but they were largely incurred on the service of the other Allies, who paid for them directly or indirectly. The claims of Greece for maritime losses incurred on the service of her own nationals would not be very considerable. [94] There is a reservation in the Peace Treaty on this question. "The Allied and Associated Powers formally reserve the right of Russia to obtain from Germany restitution and reparation based on the principles of the present Treaty" (Art. 116). [95] Dr. Diouritch in his "Economic and Statistical Survey of the Southern Slav Nations" (Journal of Royal Statistical Society, May, 1919), quotes some extraordinary figures of the loss of life "According to the official returns, the number of those fallen in battle or died in captivity up to the last Serbian offensive, amounted to 320,000, which means that one half of Serbia s male population, from 18 to 60 years of age, perished outright in the European War. In addition, the Serbian Medical Authorities estimate that about 300,000 people have died from typhus among the civil population, and the losses among the population interned in enemy camps are estimated at 50,000. During the two Serbian retreats and during the Albanian retreat the losses among children and young people are estimated at 200,000. Lastly, during over three years of enemy occupation, the losses in lives owing to the lack of proper food and medical attention are estimated at 250,000." Altogether, he puts the losses in life at above 1,000,000, or more than one-third of the population of Old Serbia. [96] Come si calcola e a quanto ammonta la richezza d Italia e delle altre principali nazioni, published in 1919. [97] Very large claims put forward by the Serbian authorities include many hypothetical items of indirect and non-material damage; but these, however real, are not admissible under our present formula. [98] Assuming that in her case $1,250,000,000 are included for the general expenses of the war defrayed out of loans made to Belgium by her allies. [99] It must be said to Mr. Hughes honor that he apprehended from the first the bearing of the pre-Armistice negotiations on our right to demand an indemnity covering the full costs of the war, protested against our ever having entered into such engagements, and maintained loudly that he had been no party to them and could not consider himself bound by them. His indignation may have been partly due to the fact that Australia, not having been ravaged, would have no claims at all under the more limited interpretation of our rights. [100] The whole cost of the war has been estimated at from $120,000,000,000 upwards. This would mean an annual payment for interest (apart from sinking fund) of $6,000,000,000. Could any expert Committee have reported that Germany can pay this sum? [101] But unhappily they did not go down with their flags flying very gloriously. For one reason or another their leaders maintained substantial silence. What a different position in the country s estimation they might hold now if they had suffered defeat amidst firm protests against the fraud, chicane, and dishonor of the whole proceedings. [102] Only after the most painful consideration have I written these words. The almost complete absence of protest from the leading Statesmen of England makes one feel that one must have made some mistake. But I believe that I know all the facts, and I can discover no such mistake. In any case I have set forth all the relevant engagements in Chapter IV. and at the beginning of this chapter, so that the reader can form his own judgment. [103] In conversation with Frenchmen who were private persons and quite unaffected by political considerations, this aspect became very clear. You might persuade them that some current estimates as to the amount to be got out of Germany were quite fantastic. Yet at the end they would always come back to where they had started "But Germany must pay; for, otherwise, what is to happen to France?" [104] A further paragraph claims the war costs of Belgium "in accordance with Germany s pledges, already given, as to complete restoration for Belgium." [105] The challenge of the other Allies, as well as the enemy, had to be met; for in view of the limited resources of the latter, the other Allies had perhaps a greater interest than the enemy in seeing that no one of their number established an excessive claim. [106] M. Klotz has estimated the French claims on this head at $15,000,000,000 (75 milliard francs, made up of 13 milliard for allowances, 60 for pensions, and 2 for widows). If this figure is correct, the others should probably be scaled up also. [107] That is to say, I claim for the aggregate figure an accuracy within 25 per cent. [108] In his speech of September 5, 1919, addressed to the French Chamber, M. Klotz estimated the total Allied claims against Germany under the Treaty at $75,000,000,000, which would accumulate at interest until 1921, and be paid off thereafter by 34 annual installments of about $5,000,000,000 each, of which France would receive about $2,750,000,000 annually. "The general effect of the statement (that France would receive from Germany this annual payment) proved," it is reported, "appreciably encouraging to the country as a whole, and was immediately reflected in the improved tone on the Bourse and throughout the business world in France." So long as such statements can be accepted in Paris without protest, there can be no financial or economic future for France, and a catastrophe of disillusion is not far distant. [109] As a matter of subjective judgment, I estimate for this figure an accuracy of 10 per cent in deficiency and 20 per cent in excess, i.e. that the result will lie between $32,000,000,000 and $44,000,000,000. [110] Germany is also liable under the Treaty, as an addition to her liabilities for Reparation, to pay all the costs of the Armies of Occupation after Peace is signed for the fifteen subsequent years of occupation. So far as the text of the Treaty goes, there is nothing to limit the size of these armies, and France could, therefore, by quartering the whole of her normal standing army in the occupied area, shift the charge from her own taxpayers to those of Germany,—though in reality any such policy would be at the expense not of Germany, who by hypothesis is already paying for Reparation up to the full limit of her capacity, but of France s Allies, who would receive so much less in respect of Reparation. A White Paper (Cmd. 240) has, however, been issued, in which is published a declaration by the Governments of the United States, Great Britain, and France engaging themselves to limit the sum payable annually by Germany to cover the cost of occupation to $60,000,000 "as soon as the Allied and Associated Powers concerned are convinced that the conditions of disarmament by Germany are being satisfactorily fulfilled." The word which I have italicized is a little significant. The three Powers reserve to themselves the liberty to modify this arrangement at any time if they agree that it is necessary. [111] Art. 235. The force of this Article is somewhat strengthened by Article 251, by virtue of which dispensations may also be granted for "other payments" as well as for food and raw material. [112] This is the effect of Para. 12 (c) of Annex II. of the Reparation Chapter, leaving minor complications on one side. The Treaty fixes the payments in terms of gold marks, which are converted in the above rate of 20 to $5. [113] If, per impossibile, Germany discharged $2,500,000,000 in cash or kind by 1921, her annual payments would be at the rate of $312,500,000 from 1921 to 1925 and of $750,000,000 thereafter. [114] Para. 16 of Annex II. of The Reparation Chapter. There is also an obscure provision by which interest may be charged "on sums arising out of material damage as from November 11, 1918, up to May 1, 1921." This seems to differentiate damage to property from damage to the person in favor of the former. It does not affect Pensions and Allowances, the cost of which is capitalized as at the date of the coming into force of the Treaty. [115] On the assumption which no one supports and even the most optimistic fear to be unplausible, that Germany can pay the full charge for interest and sinking fund from the outset, the annual payment would amount to $2,400,000,000. [116] Under Para. 13 of Annex II. unanimity is required (i.) for any postponement beyond 1930 of installments due between 1921 and 1926, and (ii.) for any postponement for more than three years of instalments due after 1926. Further, under Art. 234, the Commission may not cancel any part of the indebtedness without the specific authority of all the Governments represented on the Commission. [117] On July 23, 1914, the amount was $339,000,000. [118] Owing to the very high premium which exists on German silver coin, as the combined result of the depreciation of the mark and the appreciation of silver, it is highly improbable that it will be possible to extract such coin out of the pockets of the people. But it may gradually leak over the frontier by the agency of private speculators, and thus indirectly benefit the German exchange position as a whole. [119] The Allies made the supply of foodstuffs to Germany during the Armistice, mentioned above, conditional on the provisional transfer to them of the greater part of the Mercantile Marine, to be operated by them for the purpose of shipping foodstuffs to Europe generally, and to Germany in particular. The reluctance of the Germans to agree to this was productive of long and dangerous delays in the supply of food, but the abortive Conferences of Trèves and Spa (January 16, February 14-16, and March 4-5, 1919) were at last followed by the Agreement of Brussels (March 14, 1919). The unwillingness of the Germans to conclude was mainly due to the lack of any absolute guarantee on the part of the Allies that, if they surrendered the ships, they would get the food. But assuming reasonable good faith on the part of the latter (their behavior in respect of certain other clauses of the Armistice, however, had not been impeccable and gave the enemy some just grounds for suspicion), their demand was not an improper one; for without the German ships the business of transporting the food would have been difficult, if not impossible, and the German ships surrendered or their equivalent were in fact almost wholly employed in transporting food to Germany itself. Up to June 30, 1919, 176 German ships of 1,025,388 gross tonnage had been surrendered, to the Allies in accordance with the Brussels Agreement. [120] The amount of tonnage transferred may be rather greater and the value per ton rather less. The aggregate value involved is not likely, however, to be less than $500,000,000 or greater than $750,000,000. [121] This census was carried out by virtue of a Decree of August 23, 1918. On March 22, 1917, the German Government acquired complete control over the utilization of foreign securities in German possession; and in May, 1917, it began to exercise these powers for the mobilization of certain Swedish, Danish, and Swiss securities. [122] 1892.Schmoller$2,500,000,000 1892.Christians3,250,000,000 1893-4.Koch3,000,000,000 1905.v. Halle4,000,000,000[A] 1913.Helfferich5,000,000,000[B] 1914.Ballod6,250,000,000 1914.Pistorius6,250,000,000 1919.Hans David5,250,000,000[C] [A] Plus $2,500,000 for investments other than securities. [B] Net investments, i.e. after allowance for property in Germany owned abroad. This may also be the case with some of the other estimates. [C] This estimate, given in the Weltwirtschaftszeitung (June 13, 1919), is an estimate of the value of Germany s foreign investments as at the outbreak of war. [123] I have made no deduction for securities in the ownership of Alsace-Lorrainers and others who have now ceased to be German nationals. [124] In all these estimates, I am conscious of being driven by a fear of overstating the case against the Treaty, of giving figures in excess of my own real judgment. There is a great difference between putting down on paper fancy estimates of Germany s resources and actually extracting contributions in the form of cash. I do not myself believe that the Reparation Commission will secure real resources from the above items by May, 1921, even as great as the lower of the two figures given above. [125] The Treaty (see Art. 114) leaves it very dubious how far the Danish Government is under an obligation to make payments to the Reparation Commission in respect of its acquisition of Schleswig. They might, for instance, arrange for various offsets such as the value of the mark notes held by the inhabitants of ceded areas. In any case the amount of money involved is quite small. The Danish Government is raising a loan for $33,000,000 (kr. 120,000,000) for the joint purposes of "taking over Schleswig s share of the German debt, for buying German public property, for helping the Schleswig population, and for settling the currency question." [126] Here again my own judgment would carry me much further and I should doubt the possibility of Germany s exports equaling her imports during this period. But the statement in the text goes far enough for the purpose of my argument. [127] It has been estimated that the cession of territory to France, apart from the loss of Upper Silesia, may reduce Germany s annual pre-war production of steel ingots from 20,000,000 tons to 14,000,000 tons, and increase France s capacity from 5,000,000 tons to 11,000,000 tons. [128] Germany s exports of sugar in 1913 amounted to 1,110,073 tons of the value of $65,471,500, of which 838,583 tons were exported to the United Kingdom at a value of $45,254,000. These figures were in excess of the normal, the average total exports for the five years ending 1913 being about $50,000,000. [129] The necessary price adjustment, which is required, on both sides of this account, will be made en bloc later. [130] If the amount of the sinking fund be reduced, and the annual payment is continued over a greater number of years, the present value—so powerful is the operation of compound interest—cannot be materially increased. A payment of $500,000,000 annually in perpetuity, assuming interest, as before, at 5 per cent, would only raise the present value to $10,000,000,000. [131] As an example of public misapprehension on economic affairs, the following letter from Sir Sidney Low to The Times of the 3rd December, 1918, deserves quotation "I have seen authoritative estimates which place the gross value of Germany s mineral and chemical resources as high as $1,250,000,000,000 or even more; and the Ruhr basin mines alone are said to be worth over $225,000,000,000. It is certain, at any rate, that the capital value of these natural supplies is much greater than the total war debts of all the Allied States. Why should not some portion of this wealth be diverted for a sufficient period from its present owners and assigned to the peoples whom Germany has assailed, deported, and injured? The Allied Governments might justly require Germany to surrender to them the use of such of her mines, and mineral deposits as would yield, say, from $500,000,000 to $1,000,000,000 annually for the next 30, 40, or 50 years. By this means we could obtain sufficient compensation from Germany without unduly stimulating her manufactures and export trade to our detriment." It is not clear why, if Germany has wealth exceeding $1,250,000,000,000. Sir Sidney Low is content with the trifling sum of $500,000,000 to $1,000,000,000 annually. But his letter is an admirable reductio ad absurdum of a certain line of thought. While a mode of calculation, which estimates the value of coal miles deep in the bowels of the earth as high as in a coal scuttle, of an annual lease of $5000 for 999 years at $4,995,000 and of a field (presumably) at the value of all the crops it will grow to the end of recorded time, opens up great possibilities, it is also double-edged. If Germany s total resources are worth $1,250,000,000,000, those she will part with in the cession of Alsace-Lorraine and Upper Silesia should be more than sufficient to pay the entire costs of the war and reparation together. In point of fact, the present market value of all the mines in Germany of every kind has been estimated at $1,500,000,000, or a little more than one-thousandth part of Sir Sidney Low s expectations. [132] The conversion at par of 5,000 million marks overstates, by reason of the existing depreciation of the mark, the present money burden of the actual pensions payments, but not, in all probability, the real loss of national productivity as a result of the casualties suffered in the war. [133] It cannot be overlooked, in passing, that in its results on a country s surplus productivity a lowering of the standard of life acts both ways. Moreover, we are without experience of the psychology of a white race under conditions little short of servitude. It is, however, generally supposed that if the whole of a man s surplus production is taken from him, his efficiency and his industry are diminished, The entrepreneur and the inventor will not contrive, the trader and the shopkeeper will not save, the laborer will not toil, if the fruits of their industry are set aside, not for the benefit of their children, their old age, their pride, or their position, but for the enjoyment of a foreign conqueror. [134] In the course of the compromises and delays of the Conference, there were many questions on which, in order to reach any conclusion at all, it was necessary to leave a margin of vagueness and uncertainty. The whole method of the Conference tended towards this,—the Council of Four wanted, not so much a settlement, as a treaty. On political and territorial questions the tendency was to leave the final arbitrament to the League of Nations. But on financial and economic questions, the final decision has generally be a left with the Reparation Commission,—in spite of its being an executive body composed of interested parties. [135] The sum to be paid by Austria for Reparation is left to the absolute discretion of the Reparation Commission, no determinate figure of any kind being mentioned in the text of the Treaty Austrian questions are to be handled by a special section of the Reparation Commission, but the section will have no powers except such as the main Commission may delegate. [136] Bulgaria is to pay an indemnity of $450,000,000 by half-yearly instalments, beginning July 1, 1920. These sums will be collected, on behalf of the Reparation Commission, by an Inter-Ally Commission of Control, with its seat at Sofia. In some respects the Bulgarian Inter-Ally Commission appears to have powers and authority independent of the Reparation Commission, but it is to act, nevertheless, as the agent of the latter, and is authorized to tender advice to the Reparation Commission as to, for example, the reduction of the half-yearly instalments. [137] Under the Treaty this is the function of any body appointed for the purpose by the principal Allied and Associated Governments, and not necessarily of the Reparation Commission. But it may be presumed that no second body will be established for this special purpose. [138] At the date of writing no treaties with these countries have been drafted. It is possible that Turkey might be dealt with by a separate Commission. [139] This appears to me to be in effect the position (if this paragraph means anything at all), in spite of the following disclaimer of such intentions in the Allies reply —"Nor does Paragraph 12(b) of Annex II. give the Commission powers to prescribe or enforce taxes or to dictate the character of the German budget." [140] Whatever that may mean. [141] Assuming that the capital sum is discharged evenly over a period as short as thirty-three years, this has the effect of halving the burden as compared with the payments required on the basis of 5 per cent interest on the outstanding capital. [142] I forbear to outline the further details of the German offer as the above are the essential points. [143] For this reason it is not strictly comparable with my estimate of Germany s capacity in an earlier section of this chapter, which estimate is on the basis of Germany s condition as it will be when the rest of the Treaty has come into effect. [144] Owing to delays on the part of the Allies in ratifying the Treaty, the Reparation Commission had not yet been formally constituted by the end of October, 1919. So far as I am aware, therefore, nothing has been done to make the above offer effective. But, perhaps in view of the circumstances, there has been an extension of the date.
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How to Draw Neck Muscles - Anatomy and Motion 首の描き方 - 解剖学と動き https //www.youtube.com/watch?v=TvN71bOfC1Q http //www.proko.com/how-to-draw-neck-muscles-anatomy-and-motion/ 時間表記は有料版のものです。 Hi, I m Stan Prokopenko, and this is Proko. こんにちは。Stan Prokopenkoです。 Prokoチャンネルです。 Last time we learned that the trapezius makes the back wall of the neck. 前回、我々は、僧帽筋が首の後ろの壁を作っていることを学びました。 But, what the neck is all this stuff here?! しかし、首はそれだけで構成されているのでしょうか? Let s swing over to the front and explore the rest of the neck. 前の方に立ち戻り、首の残りの部分を探索しましょう。 !--ここから有料-- !--ここまで-- There are a lot of small muscles in the neck that pop out when the neck tenses and moves around. We ll go over 10 muscles in the premium lesson. 首にはたくさんの小さな筋肉が存在し、 それは首が緊張したり動き回ったときに飛び出ます。 有料版では10以上の筋肉について学びます。 In this video, I ll focus on the 2 muscles that affect the surface the most along with some bones and cartilage. このビデオでは、私は二つの筋肉に集中します。 それはいくつかの骨と軟骨に沿って 最も表面に影響を及ぼします。 01 09 Bones and Cartilage 骨と軟骨 As always, anatomy starts with the bones. 例によって、解剖学は骨から始まります。 Note that the spine inserts on the back of the skull, completely behind the jaw. 脊椎は、頭蓋骨の後ろ、顎の完全に背後に停止していることに 注目してください。 The throat sits in front of the spine, making up for half the width of the neck. 喉は脊椎の前に存在し、首の半分の幅を占めています。 The mandible, or jawbone, will be an important attachment point today. 下顎、またはあごの骨は、 今日の授業では大変重要な付着点となるでしょう。 So will the "hook" of the mastoid process behind it. その後ろの乳様突起もまた重要な「鉤」となるでしょう。 You can easily feel the mastoid process on your own head. 皆さんは、頭にある乳様突起を簡単に確認することができます。 It s the hard, bony area on the back of the skull, just behind the bottom of your ear. 乳様突起は固く、頭蓋骨後ろの骨ばった範囲で、 耳の最下部のちょうど後ろです。 Some neck muscles attach to the clavicles. 首の筋肉のいくつかは鎖骨に付着しています。 Remember that there s a small gap between the clavicles where the manubrium sits, about one eyeball wide, before they flow out into that Cupid s bow shape and where is that music coming from? 覚えているでしょうか、 鎖骨がキューピットの弓の形になる前に、 鎖骨の間には隙間があり、そこには胸骨柄が存在し、 その隙間は眼球一個の幅であり、 そしてこの音楽はどこから流れてきているのか? Here we see the Adam s apple aka the thyroid cartilage that surrounds and protects the voicebox. ここで、我々はアダムのリンゴ、またの名を甲状軟骨を見て取れます。 それは喉頭を包み保護しています。 !--訳注-- laryngeal prominence(喉頭隆起) = Adam s apple(アダムのリンゴ) = のどぼとけ laryngeal prominence(喉頭隆起) ↓ thyroid carilage(甲状軟骨)の前にある突起 !--訳中終わり-- !--アーティストのための解剖学より引用-- 喉頭の最も目立つかたちは 大きな甲状軟骨(thyroid carilage)である。 前面のその解剖学的形は、 船のへさきまたは三角帽に似ている。 その上縁に、喉頭隆起(laryngeal prominent) !--訳注 laryngeal prominenceか?-- と呼ばれるが、 一般にはアダムのリンゴ(Adam s apple)として知られる、 隆起様突出部の頸の最も目立つ目印がある。 その表面の形状は女性より男性の方が突出している。 !--引用終わり-- It sits just below the hyoid bone, in front of the spine and esophagus and all that but behind the muscular wall of the neck. 甲状軟骨は、舌骨のすぐ下に存在します。 食道と脊椎その他すべての前方で、 しかし、首の筋肉の壁の背後です。 The Adam s apple is larger and has a 90 degree angle on men, but women actually have one too. 喉ぼとけは、男性では、大きく90度の角度を持っていますが 女性にも同様のものはあります。 "Eve s apple" is just at a more open 120 degree angle so it s less noticeable. 「イブのリンゴ」はより広い120度の角度であり、 よって目立たなくなっています。 There s another cartilage called the cricoid cartilage right under the thyroid cartilage, which looks a lot like a class ring. 別な軟骨も存在します。 輪状軟骨と呼ばれ、ちょうど甲状軟骨の下に存在します。 それは卒業記念指輪のように見えます。 Gryffindor! There s a thyroid gland that cover the cricoid cartilage and soften it depending on how big the gland is. 輪状軟骨を覆う甲状腺が存在し、 腺がどれだけ大きいかによって輪状軟骨を柔らかな輪郭にします。 The hyoid is a small, horseshoe shaped bone above the Adam s apple. 舌骨は、小さく、蹄鉄の形をした骨で、 のどぼとけの上にあります。 It s the corner between the bottom plane of the jaw and front of the neck. それはあごの底の面と首の前面の角です。 It s an unusual little bone because it has no joints or direct attachments to other bones. 舌骨は普通ではない小さな骨です。 なぜならそれは関節も他の骨への直接の接続も持っていないからです。 !--ここから有料-- !--ここまで-- Time for muscles! There s no competition these three muscles are the largest and most important neck muscles for artists to know. 筋肉の時間です! どれが優れているというわけではありません、 これらの三つの筋肉は、芸術家が知るべき 最も重要で大きな首の筋肉です。 The levator scapulae, sternocleidomastoideus, and trapezius are essential for expressing the forms and movements of the neck. 肩甲挙筋、胸鎖乳突筋、僧帽筋は、 首の動きと形を表現するのに本質的です。 We already covered the trapezius, so let s get on with the other two! 我々はすでに僧帽筋をやりましたので、 他の二つに取り掛かりましょう! 05 02 Levator Scapulae 肩甲挙筋 !--ここから有料-- !--ここまで-- The levator scapulae is a diagonal muscle visible on the sides of the neck. 肩甲挙筋は、 斜めの筋肉で、首の側面で視認できます。 It originates from the top 4 cervical vertebrae, and inserts on the top-most point of the scapula, at that medial-superior corner. 肩甲挙筋は、上部四つの頚椎から起始し、 肩甲骨の最上部、上角に停止します。 The muscle twists on itself, so the fibers coming off of the highest point of the scapula attach the lowest on the neck. 筋肉それ自体がねじれています。 ですので、肩甲骨上で最も高い位置から生えた筋繊維は、 首に於いては肩甲挙筋の筋繊維の最も低い位置に付着します。 As for what it does... それが何をするかは... Levator Scapulay! Levator Scapulay... It s levator scapu-LAE, not levator scapu-LAY... Levator Scapulae! Yup, the levator scapulae levitates the scapula, or rather, lifts up the medial edge. はい、 肩甲挙筋は肩甲骨を魔法で浮き上がらせます。 厳密に言えば、内側縁を持ち上げます。 Sometimes it activates just to stabilize the scapula, so you ll see the levator scapulae popping out in a lot of different poses. 時々、肩甲挙筋は単に肩甲骨を安定させるために活動します。 ですので、皆さんは肩甲挙筋が様々な異なったポーズで 飛び出ているのを見るかもしれません。 If you re having trouble identifying neck muscles, the levator scapulae is the one that points to the ear. 皆さんが首の筋肉を特定するのに困っているのなら、 肩甲挙筋は、耳を指している物です。 It s buried under the sternomastoid anteriorly and by the trapezius posteriorly. 肩甲挙筋は、前方で胸鎖乳突筋、後方で僧帽筋の下に埋まっています。 But its middle third on the side of the neck is superficial. しかし中部三分の一、首の側面では皮下にあります。 !--ここから有料-- !--ここまで-- 07 17 Sternocleidomastoideus (The one that must not be named) 胸鎖乳突筋(名前を言ってはいけないもの) The sternocleidomastoideus Skelly NO! The sternocleidomastoideus... Skelly EEH! It sounds intimidating, but the sternocleidomastoideus is probably a muscle you re at least a little familiar with. その響きは恐ろしいですが、 胸鎖乳突筋は、おそらく皆さんが首の筋肉においては 多少は知っているのではないでしょうか。 It s the one that makes the neck s "V" shape as it goes from behind the ear to the pit of the neck. 胸鎖乳突筋は、首のV字型を作り、 耳の後ろから首のくぼみまで走っています。 Its three-part name describes its three attachment... その三つの部分の名前が、その三つの付着を物語っています。 It originates from the top of sternum, "sterno", as well as the medial third of the clavicles, "cleido", and inserts on the mastoid process of the skull, "mastoideus". 胸鎖乳突筋は、 胸骨(sternum)のてっぺんから起始しており(sterno)、 鎖骨(clavicle)の内側三分の一からも起始しており(cleido)、 そして、頭蓋骨の乳様突起(mastoid process)に停止します(mastoideus)。 Sternocleidomastoideus! 胸鎖乳突筋! You can also call it sternomastoid for short. 短く言うとsternomastoidです。 It has two distinct origins, and that means two distinct muscular heads, with a small gap above the clavicle. 胸鎖乳突筋は、二つの異なる起始を持っており、 そのことは、鎖骨の上方に小さな隙間を持った 二つの区別できる筋頭があることを意味します。 It s superficial throughout its entire length, so the sternomastoid is a must-know muscle. それは全体を通して皮下に存在し、 ですので胸鎖乳突筋は知っておくべき筋肉です。 When it activates it rotates the head to the opposite side. それが活動するとき、 それは頭を反対の側へ旋回させます。 If both sides activate together, they flex the head forward. 両側が同時に働くとき、 頭を前方へ屈曲させます。 That s the sternocleidomastoideus. それが胸鎖乳突筋です。 !--ここから有料-- !--ここまで--
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TIMER ScriptVOTE COUNTER ScriptGrammarian DutiesTable Topics Master Do s and Don tsEvaluatior Do s and Don tsJargonsTIMER My job as the Timer is to keep track of the time each table topic speaker, prepared speaker, and evaluator spends. The timing starts with the first verbal or non-verbal form of communication with the audience. Each table topic speaker is given two minutes. I will raise the green card when the speaker has spoken for one minute, the amber card at one minute and 30, and the red at two minutes. The speaker must wind up his or her remarks within 30 seconds after the red card, although it will remain displayed until the speech is concluded. Any speaker who speaks for less than one minute or more than two minutes 30 is eligible for awards. Each evaluator is given three minutes. The timing is two minute, two minute and 30, and three minutes. followed by the 30-seconds leeway after red. Timing for each prepared speaker depends on his or her project. For today the first three speakers will speak for four to six minutes, and the fans will be raised at four, five, and six. The fourth speaker will speak for eight to ten minutes and the timing will be eight, nine, and ten followed by 30-seconds leeway. (I also time one minute of silence between prepared speeches, for you to write feedback to prepared speakers. I will report the result of timing at the end of each session.) Timer s Report First speaker (Name) spoke for 1minute 30 (seconds) Second speaker (Name) ...VOTE COUNTER My role as vote counter is to count the number of votes after each session to choose the best speaker of the session. Please fill in your ballot and cast it in these boxes. I will tally the vote and pass the results to TMOD. At the end of the meeting, TMOD announces the Best Table Topics Speaker, the Best Evaluator, and the Best Prepared Speaker. All speakers, please do your best.Grammarian Duties Records grammatical errors and nice expressions made during the meeting and report.Makes a GRAHCO report toward the end of the meeting.Table Topics Master * First state your table topics question, and then assign. This allows audience to get involved as they think they might be assigned. * Create topics that are short and answerable. * Whenever possible don t offer Table Topics participation to scheduled speakers so that they can concentrate on their roles Evaluator Here are tips to help your evaluation * Contact your assigned speaker prior to the meeting to know the title, the project number and the objectives of the speaker s project. Evaluators often request the speech script in advance. * Make your evaluation based on the objectives of the speech.. * Evaluations that is all praise is called a white Wash. Try to find at least one suggestion for improvement no matter how good the speech is. * Your evaluation is only your opinion. Avoid expressions that sound authoritative such as you should have , We thought and Why did you . More honest and suitable expressions are I think and I felt . * Always remember to show respect to the speaker, and conclude your evaluation in a positive and upbeat tone. Give your evaluation in a manner that the speaker feels encouraged. * Your evaluation is intended for the improvement of the speaker. Don t make it an opportunity to create your own speech , embarras the person or boast your knowledge.JARGONSSAA reads surgent at arms . This officer welcomes guests at the door and arrange for venue, meal reservations and cancellations.TM reads toastmaster and not tea em . When you call a member during a meeting, say toastmaster so and so .Vote counter handles ballots used at regular meetings. Only one name is written in this ballot used to choose the best table topics speaker, best evaluater and best prepared speaker respectively. Tally counter handles tally sheets used at contests. The first, second, and third best speakers are written in each sheet used by contest judges and the results are tallied. Therefore the sheet is called a tally sheet, and not a ballot, and the role is called the Tally counter. The information on this Web site is for the sole use of Toastmasters’members, for Toastmasters business only. It is not to be used for solicitation and distribution of non-Toastmasters materials or information. (c) 2005-2010 Aoyama Lunch Toastmasters Club The names Toastmasters International , Toastmasters and the Toastmasters International emblem are trademarks protected in the United States, Canada and other countries where Toastmasters Clubs exist. Unauthorized use is strictly prohibited.