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息风谷战略 News

各位久等了!V0.5试玩更新现已上线,有奖反馈征集活动同步开启!

大家久等了!

在历时一个多月紧锣密鼓的开发之后,以当前Playtest Demo为基础的V0.5更新终于正式与各位玩家见面了!

之前已参与过测试并且安装了《息风谷战略》Playtest的玩家可直接自动更新至V0.5版本。尚未参与过测试的玩家也可以在《息风谷战略》的Steam商店页面点击【申请访问权限】来下载最新的试玩版本!如果喜欢的话还请不要忘记将本作添加至愿望单哦~,感谢支持!



本次更新除了集中解决了旧版本中存在的一些BUG以及玩家反馈的部分问题外,还将解锁新的门派、新的可攻略角色以及新的特殊事件供大家体验。还请各位玩家继续多多向我们提供宝贵的意见和建议,我们将会认真阅读并积极采纳,不断将这个测试版迭代打磨至让团队和大家都满意的状态。

另外,随着V0.5内容更新上线,咱们的“有奖反馈征集”活动也同步开启啦!只要在问题反馈表格填写你对游戏的意见和建议,就有机会获得Steam充值卡奖励!

[h3]活动时间:[/h3]
7.15~7.30

[h3]活动参与方式:[/h3]
点击游戏主界面右上角的问题反馈图标,填写你对《息风谷战略》V0.5版本更新的问题反馈和建议,并留下您的QQ号作为后续发放奖励的联系方式。



[h3]活动奖励:[/h3]
Steam港币充值卡面值40~100不等,小鹿鹿和开发人员会根据参与的人数以及反馈质量进行发放~

——————————

以下是Playtest Demo V0.5版本更新的详细内容:

[h3]美术及视觉效果优化[/h3]

  • 优化:大地图由1:1调整为16:9,并额外增加了一些地图动态元素效果。
  • 新增:加入了一批新的剧情场景原画图(数量比较多就不一一展示了)
  • 新增:为一些【特殊词缀】和【装备效果】以及【增益、减益】添加了对应的人物特效。
  • 新增:人物被击败后现在会有过渡退场效果,不会一直躺地上挺尸了。
  • 优化:普通技能的释放文本展示现在会更加明显。


[h3]系统功能[/h3]

  • 新增:【医馆】批量治伤功能。当【虎焰堂】发展度达到30以后可通过【修建济世堂】行动解锁,费用会比使用伤药略贵一些。


  • 重做: 重做了【打猎】相关的日常玩法,打猎现在会在各地刷新,并提供不同的选项来获取对应的药物、材料或者消耗品等。此外,在打猎达到一定次数后可以在某些地方狩猎【强大的野兽】,以获得对应的装备奖励。


  • 新增:特殊的狩猎战利品装备,成功击败野兽Boss后会获得。


  • 新增:【万雀溪谷】专属武学及装备(【万雀溪谷】下属的各据点发展度达到30后,在商店里购买获取)。


[h3]剧情[/h3]

新增: 【豪猪长垄】的额外分支剧情。

新增:【龙湾门】的额外分支剧情。

新增:【万雀溪谷】的额外分支剧情。

新增:【万雀溪谷】的相关剧情副本。

新增:【朱鹮儿】人物剧情。

优化:适当调整了【汤彩蝶】和【龙万莹】人物剧情的文风。


[h3]其他问题修复和优化[/h3]

修复: 【龙万莹】配置数据被错误设定成【男性】,导致【族长的传家之戒】的【阴阳双生】效果判定错误的问题。

修复: 不同职业的防御力成长属性没有实装生效的问题。

修复:初始武学技能初始化时不提供对应资质的问题。

修复:羚羊施放【冲锋】后获得的减伤增益层数过高的问题。

修复:百草职业【毒物弥漫】天赋技能不会释放的问题。

修复:部分行动事件提示错乱的问题。

修复:西门香吃醋剧情在鹿追没加入情况下仍然触发的问题。

修复:人物界面模型加载会导致内存泄漏的问题。

修复:【回首棍法】的固若金汤效果未正确显示招架数值的问题。

修复:在某些情况下,闪避后角色会不停后移的问题。

修复: 修复【草木枯元功】在回合结束时会触发多次回血的问题。

修复:紫电坠暴击率提升未生效的问题。

优化:百草【毒针】相关技能增加了新的技能动作表现 。

优化:副本入口行动增加了【等级预警】前缀。

优化:回合演算过后,地图视角现在会自动调整为上一回合结束前的视角。

优化: 副本界面增加【角色】配置按钮,以方便提前调整角色装备、技能、天赋等。

优化: 适当调整了前期豪猪长垄敌人的数值,略微削弱了下【何猛】和【潘麻子】。

优化:调整战斗中获得、失去BUFF显示文本,以区别正常的伤害飘字。

优化:调整行动列表一些文本颜色与字体大小,以解决字体过小、颜色过亮导致的辨识度过低费眼睛的问题。

Playtest released, English version will be available soon!

Hello everyone!

We released a playtest demo of the game, but haven't gotten around to making a multi-language version yet. We will put the English version online as soon as possible!

Thanks for the love and waiting, and you might want to add a wishlist first if you like it!

New beta version is on the way

Hello everyone,

This is the first developer log since "Windstop Valley" was announced on Steam. It has been two weeks since we first invited everyone to test the game. In the days to come, until the official release of the game, we will periodically talk about the project's progress and hope to listen to your suggestions to make a better game!

Let's briefly introduce the project:

"Windstop Valley" is a strategy RPG indie game that was created in our spare time by a few friends who met through the GitHub open-source project "Heroes Legend Startup." Our game is positioned as "a story-driven, strategy-based wuxia RPG that is easy to expand with MODs." Those familiar with our work may notice that the basic system and some regional suppression mechanics are similar to Japanese-style RPGs. Indeed, we can candidly say that our inspiration comes from "Sengoku Rance," and our game can be considered a tribute to it. Of course, we are also eager to combine this niche gameplay with wuxia content to see if we can spark some new excitement.

We are delighted that since the beginning of the V0.2 test this month, we have received plenty of player suggestions and positive feedback! (We are pleasantly surprised.)



Based on the test results, we are preparing for the next test version. We plan to meet you with the V0.3 test version at the end of March, when we will release a Steam demo that everyone can experience!

Here are some improvements we are focusing on based on your feedback:

1. Art Style




Although the survey results far exceeded our expectations (because we didn't focus much on the art before, and many elements were AI-generated due to limited manpower with a focus on system implementation), we have started to seriously consider the artistic direction for the final game. For example, we have redrawn the protagonist Situ Laiye (still adjusting details), and added expressions to the game's story presentation, which will all be seen in the next version.



Additionally, character models, the world map, and UI are all being revamped.



2. Story Adjustments




In the V0.2 test survey, a significant number of players found the story too frivolous, and the overall atmosphere needed improvement. A considerable number of female players also felt the script was too "rough."
In response, we are refining all story scripts and performances, as well as rethinking the world view.



3. Interaction Adjustments




All existing UI/UX were temporarily cobbled together without a unified design language.
We are now comprehensively sorting this out, and the next time you see it, it won't look as "makeshift"! We will also add necessary textures, animations, and auditory effects to all interaction modules.

4. Combat Strategy




We are glad that the relatively "relaxing" combat mode has been well received. Moving forward, while maintaining the core combat mode, we will make some adjustments. We'll optimize some of the more frivolous number settings and overly powerful skills, and we'll add some interesting and challenging objectives.

5. Workshop and MOD Editor

The game will support the Steam Workshop, and we are currently doing the preparatory work for it.
We plan to provide an in-game MOD editor, integrating the game's debugging and development functions to allow every interested friend to express their creativity.
However, this module is not planned to be included in the March test content and will meet with everyone in the next version.

6. Multilingual Support

We are preparing a multi-language translation framework, and the game will be released in a variety of languages.

That's all for today's update. Thank you for your attention, and if you like our work, consider adding it to your Steam "Wishlist"!
We look forward to sharing more about the game with you and engaging in discussions!