【摸鱼】潜渊症1.0版本更新介绍精翻
1024:摸一篇我喜欢游戏的更新日志——群星小说快接近尾声了,预计两周内完结。求赞么么哒 =3=
1024精翻:
介绍欧罗巴联盟(下译为木卫二联盟)
各位鱼食们好!
我们即将迎来完全版中等待时间最为长久的更新之一:派系大修和各种与之相关的内容:任务与事件,声望系统,派系专属的技能与奖励等等......欲言之多,孤篇难罄,所以我们会分三篇文章介绍即将到来的派系大修。
我们要说说关于大修了的系统,新内容和不同的派系。他们何许人也?就从比较显眼的那个开始吧:木卫二联盟,木卫二的统治实体。

木卫二联盟
距《潜渊症》故事发生的大约一个世纪前,随着异星建国主义:也就是认为木卫二不是殖民地,而是独立世界的观念在人群中兴起,木卫二联盟于两座重要定居地间的贸易协定中诞生。当时前木卫二各个聚居地的领导者们着雇佣准军事集团以护卫他们的产业和贸易路线,将金钱与权力输送到最需要它们的地方。
联盟扩张着,与友好的居住站结盟,对不那么感兴趣入伙的聚居地则兵戎相见。很快,他们控制了木卫二上大部分重要的贸易路线和工业,并即将转型为真正意义上的政府。他们的目标是脱离地球的监管,实现木卫二自治。
“那些家伙不会明白。我们达到的成就绝仅仅不是偶然合作一两年的几个研究站那种程度。木卫二如今是我们的家。”
——May先生,欧罗巴第一名婴儿的自豪生父
几十年过去了,与地球的联系骤然断开之后,木卫二社会面临陷入完全混乱的危险,这就使得木卫二联盟既有的贸易系统系统和统治力显得愈加弥足珍贵。联盟订立了法条,如《物资调配与控制法案》,靠着对违逆自己意志的定居点的贸易制裁,联盟进一步巩固了自己的统治。
联盟的崇高理想是维护木卫二的安全,并在地球失联,可能无乡可归的日子里保存下人类的火种。不过,维护和平是一件复杂的事情,有必要动用武力的时候联盟绝不会手软。它拥有的武装力量足以保护它的住民免受怪物的恐怖,无政府主义者的危险和狂信徒们的迷信。木卫二联盟如此得到了忠诚的支持者,也得到了宿敌——木星分离主义者,大多数是。
“我们用了十年血汗才把这里建成现在的样子。”
——Herbert May,木卫二联盟的第一任外务长
这些年,联盟的力量和影响力大大地增加了。由选举出来的一小撮长官领导着的联盟作为木卫二的社会顶层控制着贸易与制造业。他们坚信铁腕控制是必要的,因为环境,社会和政局的危险无处不在。必须得有人管事儿,而联盟证明了自己足以担负重任。
派系大修:站点和声望
尽管联盟统制强力,但并不尽善尽美,他们并未控制木卫二上的每一处站点,木星分离主义者也有自己的定居点。分离主义者站点是全新内容,区别于我们熟悉而喜爱的联盟定居点,我们给它们加上了艰辛谋生和持续冲突的印记。(画皮教派和小丑圣母派系也在木卫二的角落有自己的一小片天地,我们会在之后的文章提到。)
还有船新的派系专属事件和任务,只能在对应派系的站点中触发,比如需要你突入敌境的营救任务以及揭露更多派系故事和目标的事件与任务。

另一重要方面,派系大修重做了声望系统。目前,派系机制的一大败笔是每当你努力在某个地方建功立业,你总归还是得离开并继续前行。我们现在完全改进了站点声望,现在派系声望就是你的声望,不管你去哪都一个样。当声望不局限于某一处,声望系统简化了,派系声望更有作用了,并且你的选择会对战役产生更加深远的影响。

声望影响着你的某些境遇,或好或坏:比如当个忠于联邦的舰长可能会收到亲政府商人送的特殊穿着。以控制站点的派系为准,所有站点都有不同的供货商;他们只在你和该派系关系足够好时和你做生意。
多数情况下,敌对派系的声望是互斥的,所以你可做不到八面玲珑。高声望能给你带来一些加成,同样低声望也会引发有趣的事情。
最后,派系大修新加了两条通往下一个生态区域的路径,一条由联盟控制,一条由分离主义分子控制。现在是你选边站,然后一条路走到黑的时候了。你会扛起谁的旗帜呢?

以下原文:
INTRODUCING THE EUROPA COALITION
Hello everyone!
One of the most long-awaited changes coming in our full release version will be an overhaul of the faction system and everything related to it: missions and events, reputation system, faction-specific perks and rewards… There’s a lot we want to write about, so we’re going to go over the upcoming faction overhaul in not one but three posts.
We’ll be shedding some light on all the overhauled systems and new content as well as the various factions. Who are they really? Let’s start with the perhaps obvious one: the Europa Coalition, the governing body of Europa.

EUROPA COALITION
The Coalition began as a trade agreement between two prominent settlements roughly a century before the events of Barotrauma, at a time when exonationalism, or the belief that Europa was no mere colony but an independent world, was coming about and gaining popularity. The leaders of these pro-Europan settlements pooled their resources and hired paramilitary groups to defend their investments and trade routes, funneling currency and power to where they needed them the most.
The Coalition expanded their reach, allying with friendly settlements and taking over other ones which were not equally keen on joining. Soon enough, they controlled most of the important trade routes and industry on Europa and were well on their way to becoming the de facto government of the moon. Their goal: to see Europa come into its own, without Earth’s oversight.
“THOSE PEOPLE JUST DON’T GET IT. WE’VE REACHED A POINT WHERE THIS ISN’T JUST A COUPLE OF RESEARCH STATIONS WHERE PEOPLE COME TO WORK FOR A YEAR OR TWO. THIS IS OUR HOME NOW”
– MR. MAY, PROUD FATHER OF THE FIRST HUMAN BORN ON EUROPA
A few decades later, after contact with Earth was suddenly lost and Europan society threatened to fall into complete chaos, the Coalition’s established system of trade and governance became even more important. Legislation developed by the Coalition, such as the Resource Balancing and Control Act, further cemented their rule by regulating trade with settlements which opposed the Coalitions’ ideology.
The noble goal of the Coalition is to keep Europa safe and preserve humanity in an age where Earth has gone silent and there might be no motherworld to return to. Keeping the peace comes with its complications, however, and when the situation demands it, the Coalition will not shy away from using force. It has the military prowess to protect its citizens from horrible monsters, dangerous anarchists, and religious zealots. This has led to the Coalition gaining staunch supporters as well as sworn enemies – most notably the Jovian Separatists.
“IT’S TAKEN US DECADES OF LITERAL BLOOD AND SWEAT TO SHAPE THIS PLACE INTO WHAT IT IS NOW”
– HERBERT MAY, FIRST CAPTAIN OF FOREIGN AFFAIRS OF THE EUROPA COALITION
FACTION OVERHAUL: OUTPOSTS AND REPUTATION
While the Coalition’s rule is strong, it’s not absolute, and they don’t control all the outposts of Europa: with the faction overhaul, the Jovian Separatists get their own settlements. The Separatist outposts being entirely new, we decorated them to show some of the wear and tear of living in a state of constant conflict, and to contrast them with the Coalition outposts that we all know and love. (The husk and clown factions also have their own little corners of the world, and we’ll write more about those in a later post.)
There are new faction-specific events and missions that can only trigger in the corresponding factions’ outposts, such as rescue missions which require you to travel into hostile territory, as well as various events and missions that reveal more about each faction’s story and goals.

Another big part of the faction overhaul is a reworked reputation system. One of the big flaws of how reputation has worked until now was that you invariably had to move on from a place after spending time and effort to make a name for yourself there. We’ve now removed outpost reputation entirely, and instead, your faction reputation serves as your reputation wherever you go. This simplifies the reputation system, makes faction reputation more impactful, and allows you to make choices that affect your campaign over a longer duration, when reputation is no longer bound to any one location.

Reputation determines a number of things you may encounter, benefit, or suffer from: A good Coalition officer may find that certain merchants loyal to the government will offer them special wares, for instance. All outposts have vendors aligned with the outpost’s controlling faction; these special vendors only become available if your reputation with their faction is high enough.
The reputations of opposing factions are mutually exclusive in most cases, so be prepared to lose your good standing with one when you help another. Just like having a high reputation with a faction brings with it some perks, having a low reputation may also result in interesting encounters.
Finally, the faction overhaul introduces two paths from each biome to the next, one controlled by the Coalition and the other by the Separatists. Now you can choose a side and stick with it to the bitter end. Whose torch will you carry?
