游戏特色

*This page is work in progress. Some info might be incomplete.*

## 日常挑战（Daily Run）

日常挑战是废土之王的游戏模式之一，所有玩家会通过同一个种子（完全相同的地图、变异等等）来进行游戏，游戏结束后将以击杀数作为分数上传到排行榜上。玩家每日只有一次机会进行日常挑战。

由于日常挑战的分数是以击杀数为标准，所以选择鲜血皇冠（敌人数量增加）会让你得到更好的分数。此外，日常挑战中无法开局自选皇冠，无法使用黄金武器，同时也无法使用原初宝箱的功能。

在日常挑战模式中，载入提示和暂停菜单都会显示"DAILY"的字样，RESTART（重开一局）键被移除。游戏左上角会有个红色的小日历图标。

日常挑战会在北京时间早上8点更新一次。

## 周常挑战（Weekly Runs）

每到周末时间才会开放的游戏模式，所有玩家会通过同一个种子来进行游戏，并以击杀数作为分数来排行。

不同于日常挑战的是，周常挑战必须特定的角色、皇冠、武器（由官方设计，每周的内容都不同）来进行游戏，流程中无法进入皇冠秘室。

此外，在周常挑战的开放时间内，玩家有无数次的机会可以尝试，采取不同的策略来获得更高的分数。

周常挑战是在北京时间周六早上8点~周一早上8点。

## 多周目循环（Looping）

在宫殿关卡的Boss战中，先破坏四个大型发动机，再击败Boss后，一个大型的Loop传送门便会出现。

进入Loop传送门后，你将会来到最初选人界面的场景—篝火（关卡0-1）。击败这个场景的敌人后，你会被送回最开始的沙漠关卡，按照原来的路线继续进行游戏。不同的是，Loop后的关卡设计会发生很大的变化，游戏难度会大幅上升。最有趣的是，只要你能够生存下去，你就可以永无止境的Loop下去，不断登上更高的难度阶梯。

#### 敌人

* 主线关卡中，会加入其它关卡的敌人，组合成更具威胁的配置：
	+ 沙漠关卡会加入刺客和狙击手；
	+ 下水道关卡会加入激光水晶；
	+ 废车场关卡会加入强化鳄鱼、雪地机器人
	+ 水晶洞窟关卡会加入强化鳄鱼、爆炸守护者和犬型守护者；
	+ 冰封都市关卡会加入死灵巫师、爆炸守护者和犬型守护者；
	+ 实验室关卡会加入大绿鼠和激光水晶；
	+ 宫殿关卡会加入狙击手和自爆变异怪。
* 每Loop一次，全体敌人的HP都会增加5%。Boss的HP第一次会增加33%，第二次开始才是5%；
* 游戏的难度数值会随着进入传送门的次数而继续增长，这也代表Loop后的敌人数量会远远超过Loop之前；
* 有一定的概率会出现一大群同样的敌人，聚集在一起；
* 强化型（Elite）敌人（例如黄金巨蝎）会有更高的出现概率；

* 一旦Loop之后，每一关都出现一定数量的I.D.P.D传送门，召唤出I.D.P.D前来追杀你（皇冠秘室和7-3不会出现）。第一次Loop后，每一关只要击杀了一定数量的敌人，就会出现两个I.D.P.D传送门，每Loop一次都会额外增加一个I.D.P.D传送门。触发传送门的杀敌数通常是在敌人总数的20%~80%。假设在L3，第一波传送门在你杀敌数达到27%左右出现，第二波是在45%，第三波则是在78%，所有的百分比都是在20%~80%中随机抽取的。

* 营火（关卡0-1）和这一关Boss战会是每一次Loop的必经之路；
* 一部分隐藏关卡的敌人也会加入主线关卡：
	+ 大苍蝇会出现在沙漠关卡；
	+ 超级火球怪会出现在下水道关卡；
	+ 丛林盗贼会出现在宫殿关卡；
* 隐藏关卡的敌人配置和Loop前的一样；
* 三个过渡关卡（下水道，水晶洞窟、实验室）会出现Loop专属Boss，Boss自身也会随着Loop凑数而不断增强；
* 水晶洞窟的Boss也会出现在诅咒水晶洞窟；
* 要进入披萨下水道，需要先杀死下水道的Boss；
* 触发了I.D.P.D传送门后，有一定的概率会出现精英型I.D.P.D，概率计算是 1/（6 - Loop次数），范围从L1的20%增长到L2的40%；
* 除了I.D.P.D外，Loop后每一关还会出现I.D.P.D警车（除了皇冠秘室和7-3）。I.D.P.D警车的出现也是按照杀敌数来触发。每Loop一次都会额外增加一辆警车。假设在L3，第一辆警车在你杀敌数达到27%左右出现，第二辆是在45%，第三辆则是在78%，所有的百分比和普通的I.D.P.D相同，都是从20%~80%中随机抽取的；
* 达到Loop3后，所有I.D.P.D全部变成I.D.P.D变异怪，警车到达后会立刻产生爆炸并召唤出更多I.D.P.D变异怪。此外，只要场上的敌人还没有全部消灭，I.D.P.D变异怪就会借助它们的尸体不断复活。

#### 掉落物与环境互动

* 补给的消失速度变得更快，具体按照以下公式：
	+ 辐射块：（（5~6秒）\*4）/（4+Loop次数）
	+ 弹药盒、医疗包、传送爆破装置弹药盒：[（6.7~7.7秒）\*5]/（5+Loop次数）
	+ 诅咒弹药盒：[（6.7~7.7秒）\*5]/（5+Loop次数）/3

#### 皇冠

* 进入皇冠秘室后可以选择Loop后-皇冠
* 每Loop一次，原初雕像的HP值会增加10%，在沙漠（1-2）和宫殿（7-2）也会出现原初雕像

### 游戏变化

除了I.D.P.D警车一开始不会出现之外，游戏一开始便采取Loop的设定，相当于直接从L1开始游戏。以下是一些细节变化：

* 开局时玩家附近会生成一个大型武器箱，掉落三把会在1-2出现的武器（详细查看武器掉落规则表）；
* 每次进入传送门后，游戏的难度数值都会随之增加2点，而非普通模式下的1点；
* 武器掉落会1-2开始，但是进度会普通模式慢上两倍。想要提高掉落的武器等级，必须要进入两次传送门。这意味着普通模式下3-1开始掉落的武器，在困难模式中需要达到3-3才会掉落（详细查看武器掉落规则表）；
* 敌人会掉落更少的辐射块以及医疗补给。

## 成就（Achievements）

*Achievements are rewarded to the player after reaching certain milestones or achieving hidden goals in Nuclear Throne. After unlocking each achievement they will be listed on your Steam profile page. There is a total of 44 achievements in the game.*

## 数据上传功能（Stream Keys）

Stream Keys allow you to access analytics and information on your runs, live as they happen, in JSON format every 15 seconds. You can use this data to create overlays for your livestream, interactive applications, analytics, or other things you can come up with. Check this page for more info.

## 地图种子（Seeding）

*This is all a quote from the Update #48 changelog temporarily.*

We've got the first steps towards seeding now. It'll allow you to manually enter a seed, which should technically generate the same level over and over again. We don't really intend this to be used to get really good at one particular level, as Nuclear Throne is about improvisation and randomness, but it does allow for a couple of cool things, namely, playing the same level as your friends/enemies! Racing! In the future, it'll also allow us to do cool things like Daily Challenges.

**So how does this seeding work?** Right now, it's pretty hacky. It requires you to put a file called **seed.txt** in your save folder (info below), and in the first line of that .txt you can put any number or text you like, which will then be used as the seed for your level. Delete seed.txt if you want to go back to random runs.

 **OSX user**
 **Linux user**
*home folder/.config/nuclearthrone*

We'll soon integrate this with the options menu, but just didn't have the time and energy left. You see, making seeding was ***HARD***. Every time it was about 99% done, something else went and broke everything else completely. Let's just say JW suffered some migraine to get this working. Anyway, more user-friendliness in the future!

Seeding isn't working perfectly yet. There's, at least, a couple of things that'll totally break it. First of all, the seeding doesn't know how to handle different routes yet. If you go to a secret level/crown vault, it'll most probably change the levels you'll get. If you absolutely want the same levels as someone else, agree on the route taken towards the Throne. Secondly, enemy drops are not seeded, but random. This means that an enemy might drop different weapons on different runs. We're still looking into how we'll handle this!

If you decide to play with seeds, please let us know on the Steam Forums about your experiences in as much detail as possible. Are you getting different results on different runs? We'd love to know what you did differently this time. Thanks!

## 本地双人合作（Local Co-op）

Local co-op allows for two people, to play the game at a time. Co-op is selected from the main menu, just under the 'play' option. Each player must select a different mutant to begin. You can choose the same mutant if one selects it via controller and the other using mouse.

Each character begins with whatever their starting weapon is, and appropriate ammo. Health, weapons, and ammo are tracked separately, but radiation and level are shared. Both players are in control of mutation selection, so it's best to agree on which one is desired. If either player chose Horror, they must be the one to go through the portal in order to get the extra mutation choice, and the radiation beam will drain the rads from the shared pool, so use it with caution. Every time a mutation is picked, it will affect both characters. Crown likewise affect both characters.

When one mutant dies, they leave a faded image of their damaged animation, which the other mutant can touch in order to revive them. When a mutant is revived, half of the living mutant's health is taken away and given to the one being revived. If the amount of health being taken is too high for the dead mutant's health bar (when reviving Melting), any extra health will be removed and wasted. This health is always split evenly, with any extra being simply removed, meaning that if someone with one health tries to revive another, they will simply both die. If either mutant stays dead for too long, the other mutant will start to steadily lose health, even during loading screens, and if you go through a portal while your partner is dead, there is essentially no way to continue the game. When a player is revived, they lose all ammo of every type, unless they are playing as Steroids.

Having two players does not increase the amount of weapon or ammo drops, so ammo will be a serious concern, and should be handled carefully. Any ammo that gets sucked into the end level portal will be given to both players, as the same ammo type. When one player walks over a gun, they are given the ammo for it, so if the other grabs it, they will not get any ammo for it.

(Need confirmation on a few things, such as b-skins and random, and data on ultra mutations)

Other Game Features