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空洞泰拉 TerraKnight v3.2.0
模组更名为“空洞泰拉”(英文名 TerraKnight 不变)。下载 TerraKnight-v3.2.0.zip,解压到空洞骑士游戏目录,双击 空洞泰拉.bat 开始玩;安装步骤见 docs/INSTALL.md。
更新内容
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更名为空洞泰拉:中文名为“空洞泰拉”:主菜单大标题(简繁相同)、游戏内版本号、游戏目录里的启动器
空洞泰拉.bat。英文名 TerraKnight、存档和设置照旧,旧的泰拉圣巢.bat也能继续用。 -
联机
- 首领战由负责首领的玩家的游戏一直跑到战斗结束:只要他还在首领房间里、战斗还在进行,就不移交;其他人那边的首领只照他那边的位置和动画动,自己的脚本静止。假骑士等首领联机能完整打完,同一时刻只有一个头。
- 首领被打倒时(包括假骑士这类由自身死亡流程结束的首领),同房间的队友也记入图鉴、拿到宝藏袋、在自己的存档里记下已击败;用召唤物重打后,队友那边的战斗门同样打开。
- 敌人掉落物按泰拉瑞亚的方式共享,由负责敌人的玩家的游戏掉出一份,所有人可见、谁捡归谁;首领宝藏袋和吉欧每人一份;地上、箱子里和捡起的物品保留前缀与锻造等级。
- 昼夜和天数都跟主机一致,月相、渔夫任务、旅商来访按主机的天数。
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首领
- 首领召唤物:使用后直接传送进首领房间并立刻开战,到达时消耗 1 个;辐光跳过开场演出,约 1 秒后出场;开场卡住时自动交还操作权。打完梦境首领(如失败的冠军)后回到使用召唤物的地方正常醒来。
- 用召唤物重打首领后,战斗竖起的墙随战斗门一起撤掉(守护者大黄蜂、哨兵大黄蜂两侧门边);诺斯克战后再次关上的门会重新打开。
- 神居众神殿里各首领的挑战房间保留原版地形,首领的冲刺、跳跃落在原版的地面和墙上。
- 首领掉落物在所有首领房间都显示,包括螳螂领主等保留原版地形的房间;召唤物开战时玩家站在竞技场地面上,不会被放到画面外的高处(蜂巢骑士、收藏家)。
- 假骑士发怒时攻击照样造成伤害,盔甲留最后一点血,下一次眩晕照常出现;辐光最后一击按攻击键或使用键都能打出。
- 守护丝结的说明写的是苍绿之径。
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战斗
- 带盾的敌人用盾挡住朝向它那一侧的近战、弹幕、鞭子和召唤物攻击,泰拉瑞亚的魔法当作小骑士的法术处理;蜷起来的巴德尔只有张嘴时能打到。被挡下的弹幕中,泰拉瑞亚能反弹的那些会以一半速度反弹回来,变成敌人的弹幕。
- 敌人 3 秒内被击退、击飞 5 次后,3 秒内不再受击退。
- 召唤物会攻击所有敌人,包括巴德尔长者这类趴着不动的敌人。
- 敌人死亡时按原版概率掉落星星,拾取恢复 100 点魔力(魔力磁铁类饰品扩大拾取范围);血瓶、红心、星星都从敌人身上掉出。
- 充能爆破炮满蓄力的大光球按原版留下敌人的无敌时间,同一个敌人每 10 帧最多被它打中一次;狐火之息的同类冷却为原版的 15 帧。
- 武器按原版的单发伤害、攻击周期和弹幕数量重新分配到六个阶段;护甲、套装和饰品恢复原版属性(包括死灵套、熔岩套、暗影套的套装效果,星星斗篷与蜂窝的原版伤害);小鬼法杖、蜘蛛套等的制作材料在对应阶段就能拿到。
- 锻造每级伤害 +5%。
- 下落的钟乳石陷阱按原版巨石的伤害计算。
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世界与界面
- 镜头锁开启时,镜头跟着画面上的人物每帧平滑移动,前景不抖。
- 陨石整个存档只落一次;落地后地图上立刻显示,陨石坑上方的前景景物被一并炸开,坑里的陨石块完整可见。
- 人物点亮地图的范围上下各多 5 格;开局时地图是暗的,买了地图后才显示德特茅斯。
- 泰拉瑞亚设置里有原版的“自动暂停”开关:打开后,打开背包时游戏暂停(联机时不暂停)。
- 泰拉瑞亚的时间随游玩一直走。
- 点一下水蜡烛只切换一次;说明写明使用后在 1~3 倍之间切换刷怪倍率。
- 过场中需要攻击的地方(被深巢的蛛网缠住、辐光的最后一击)用攻击键或使用键都能挣脱、出手。
- 扒在墙上时挥动回旋镖等武器朝向墙的另一侧,与泰拉瑞亚贴墙时朝鼠标方向挥动一致。
- 面具与生命水晶分开计算:每块面具碎片在生命值末尾加半颗青蓝色心(10 点生命),生命水晶照常使用,算上首领最多 15 颗;吃过的生命果显示为金色心。旧存档里面具换来的生命水晶收回一次。
- 生命血提供 2 颗银色心的临时护盾(打掉为止)和 2 颗持续到死亡的临时魔力星。
- 水晶之心:图标显示为水晶之心;在空中也能长按冲刺键蓄力超级冲刺,蓄力时停在原处;飞行中再按冲刺键可以停下。
- 向导:任意模式下都显示圣巢之盾需要克苏鲁护盾、暗影披风、水晶之心三件一起合成。
- F8 的现场报告写出人物周围平台的碰撞状态,方便定位平台踩不住的问题。
The mod's Chinese name is now 空洞泰拉 (the English name TerraKnight stays). Download TerraKnight-v3.2.0.zip, unzip it into the Hollow Knight game folder and double-click 空洞泰拉.bat; see docs/INSTALL.en.md.
Changes
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Renamed 空洞泰拉: the Chinese name is 空洞泰拉 on the main-menu title (the same in Traditional), in the in-game version label and in the launcher
空洞泰拉.batin the game folder. The English name TerraKnight, saves and settings stay; an old泰拉圣巢.batstill works. -
Multiplayer
- A boss fight runs in the game of the player in charge of the boss until it ends: it is not handed over while they are still in the boss room with the fight on. Everyone else's copy of the boss follows their position and animation, its own scripts still. The False Knight and other bosses can be fought to the end together, with one head at a time.
- When a boss is beaten (including those like the False Knight whose own death sequence ends the fight), teammates in the room get the bestiary entry and the treasure bag and have it recorded as beaten in their own save; after a seal rematch their battle gates open too.
- Enemy loot is shared as in Terraria. The game that runs the enemy drops it once, everyone sees it, and whoever picks it up keeps it. A boss's treasure bag and the Geo are each player's own. Items on the ground, in chests and picked up keep their prefix and forge level.
- Day, night and the day count follow the host, so the moon phase, the Angler's quest and the Traveling Merchant go by the host's days.
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Bosses
- Boss seals take you straight into the boss's arena and start the fight at once; one is used on arrival. The Radiance skips its intro and appears after about a second. If the start leaves you held, control is handed back. Waking from a dream boss (e.g. the Failed Champion) returns you to where the seal was used.
- After a seal rematch the walls the fight put up come down with the battle gates (beside both gates of Hornet Protector's and Hornet Sentinel's arenas); the gate that closes again after Nosk opens again.
- The Hall of Gods' challenge rooms keep the game's own ground, so the bosses dash and land on the floors and walls they were made for.
- Boss loot shows in every boss room, including those that keep the game's own ground such as the Mantis Lords'. Seal fights set you on the arena floor, never above the view (Hive Knight, Collector).
- Hits on the False Knight during his rage deal damage; his armour keeps its last point and his next stun comes as usual. The Radiance's last blow works with the attack key or the use key.
- Protector's Silken Knot names Greenpath as its area.
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Combat
- Shielded enemies block melee, projectiles, whips and minions from the side their shield faces; Terraria's magic counts as the Knight's spells. A curled-up Baldur can be hit only with its mouth open. Of the blocked projectiles, the ones Terraria can reflect come back at half speed as enemy shots.
- An enemy knocked back or launched 5 times within 3 seconds is immune to knockback for 3 seconds.
- Minions attack every enemy, including those that lie still such as the Elder Baldur.
- Enemies drop stars at Terraria's chances, restoring 100 mana when picked up (mana magnets widen the pickup range); hearts, potions and stars drop from the enemy itself.
- The Charged Blaster Cannon's full-charge orb leaves the enemy's immunity as in Terraria: it hits one enemy at most once every 10 ticks. The Foxsparks' breath has Terraria's 15-tick per-kind cooldown.
- Weapons are rebalanced across the six stages from Terraria's per-hit damage, attack cycle and projectile count; armour, set bonuses and accessories have their Terraria stats (including the Necro, Molten and Shadow set bonuses and the Star Cloak's and Honeycomb's damage); the materials for the Imp Staff, the Spider set and others come at their own stage.
- Forging adds +5% damage a level.
- Falling stalactite traps deal Terraria's Boulder damage.
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World and interface
- With the camera lock on, the camera moves with the character as drawn each frame, smoothly, and the foreground stays steady.
- The meteorite falls once per save. It shows on the map as soon as it lands, the foreground scenery over its crater is blown away with it, and the Meteorite in the pit is fully visible.
- The character lights the map 5 more cells up and down; the map starts dark, and Dirtmouth shows once its map is bought.
- Terraria Settings have Terraria's Autopause switch: with it on, opening the inventory pauses the game (not in multiplayer).
- Terraria's clock runs throughout play.
- One click on the Water Candle toggles it once; its tooltip says its use switches the spawn multiplier between 1 and 3.
- Cutscene moments that wait for an attack (caught in Deepnest's web, the Radiance's last blow) take the attack key or the use key.
- Boomerangs and other weapons swung while clinging to a wall swing away from the wall, as Terraria aims at the cursor.
- Masks and Life Crystals count apart: each mask shard adds half a cyan heart (10 life) after your life; Life Crystals work as usual, up to 15 counting bosses; Life Fruit hearts are golden. An old save's Life Crystals from masks are taken back once.
- Lifeblood gives a two-silver-heart shield that lasts until broken, plus two temporary mana stars that last until death.
- Crystal Heart: shows its own icon; the Super Dash charges in mid-air too, holding you in place, and a fresh Dash press stops it in flight.
- The Guide shows the Hallownest Shield needing the Shield of Cthulhu, Shade Cloak and Crystal Heart together, in every mode.
- F8's spot report lists the collision state of the platforms around the character, to find a platform that can't be stood on.