十字军之王3开发日志#89 | 2/8 1.5.0版本号“鸢尾花”补丁附记(第二部分)

牧游社 牧有汉化翻译
CK3 Dev Diary #89: 1.5.0 "Fleur-de-Lis" Patch Notes (Part-2)
rageair, Design
1.5.0 "FLEUR-DE-LIS" PATCH NOTES
1.5.0版本号“鸢尾花”补丁附记(第二部分)
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# Interface
# 界面
###################
- Schemes segmented progress bar now matches the progress value
- 计谋的分段进度条现在与进度值匹配。
- Send a feed message when an event times out containing the effects of the picked options.
- 当一个事件超时后将发送有关的提示信息,其中包含所选选项的效果。
- Show List with displayable artifact for selected slot
- 显示所选栏位可展示宝物的列表。
- Small static portraits in places like the character finder now refresh on a yearly basis so that they don't get horrifically out of date, like showing a toddler in place of a 25 year old
- 小型静态头像现在每年都会更新(例如角色搜索器那里的头像),以避免出现蛤人的年龄不匹配现象,比如一个25岁的少年还在顶着一个襁褓婴儿的头像。
- The "base" # of days in the building construction time tooltip now says "x days" rather than just "x"
- 建筑物建造时间提示栏中的“基础”天数现在是“x天”而不是仅有“x”。
- The Promote Culture task map mode no longer does unnecessary striping of the culture colors with your own culture's color
- 推广文化内阁任务的地图模式不再将目标文化的颜色与你自己文化的颜色进行不必要的区分。
- The age tooltip for dead people now also shows their date of birth, not just their date of death
- 死亡角色的年龄提示栏现在也显示该角色的死亡日期,而不仅仅是出生日期。
- The character tooltip for people you're not the liege of now shows their council and court positions
- 现在,并非你封臣的那些角色的人物提示栏将显示他们所拥有的内阁或宫廷职位。
- The event timeout notification in multiplayer now no longer leaves out some of the effects of the event (those that happen before you even select an option)
- 多人游戏中的事件超时通知现在不再遗漏事件的一些效果(那些在你选择选项之前发生的效果)。
- The faith creation window now shows what's blocking you from making the faith a bit more clearly
- 信仰创建窗口现在能更清楚地显示出阻碍你创建信仰的因素。
- The intensity of the cursor highlight on the map can now be set by the user
- 地图上光标高亮的强度现在可以由玩家设定了。
- The menu to show additional map modes in the lobby no longer disappears when you try to hover over it
- 在大厅中显示额外地图模式的菜单在你鼠标停留在它上面时不再消失。
- The relation string now shows "commander" if relevant: "Your Marshal, Vassal, and Commander"
- “将领”现在将关联解释为:“你的军事统帅、封臣和将领”。
- The spinning icon in the top-left of loading screens now actually spins
- 装载界面左上角的旋转图标现在真的可以转起来了。
- The war tooltip in the character window now only shows at most 6 people on each side of the war, with the overflow listed as "x more allies", to avoid the tooltip becoming ludicrously large in Great Holy Wars and similar
- 人物窗口中的战争提示栏在显示交战双方信息时,每边最多显示6名角色,超出部分列为“及其他x名盟友”,以避免提示栏在大圣战或类似战争中大到令人发笑。
- Updated artifact tooltip depending on artifact status, Storage, Displayed, Displayed in selected slot
- 改进后的宝物信息栏将显示宝物的当前状态:被储藏,展示中,被装备。
- When creating a faith, the "Theocracy" section on the right now only shows up if you actually change your Clerical Tradition
- 当创建一个信仰时,右边的 "神权 "部分现在只在你真正改变了你的教会传统时才会显示出来。
- When there's no Current Situation items, it now says "none available"
- 没有当前形势条目时,现在会显示“没有可用的”。
- Your choice of icon in the Create Faith window will no longer get reset if you close and reopen the window
- 如果你关闭后重新打开创建信仰窗口,你之前暂时选择的那些选项不会被重置。
- Zoom to slot
- 缩放到槽。
- fixed faith tooltip flavor description formatting.
- 修正了信仰信息栏的特色描述格式。
- selection army commander window now should open faster for large realms
- 优化了军队将领选择窗口的响应速度,当你的宫廷人数众多时也能很快打开它。
- Fixed mismatches between construction cost breakdowns and actual cost
- 修正了建筑费用列表数值和实际成本之间的不匹配问题。
- Fixed the game rules window's "reset to defaults" button being visible when the rules are not possible to change
- 修正了游戏规则窗口的"重置为默认值"按钮在规则无法改变时可见的问题。
- Made culture head a bit more predictable. Now if all else is equal (# of culture counties, tier) the player will be preferred as culture head. When no player is involved, the current head will be preferred. This should ensure that the culture head does not arbitrarily change
-使得文化领袖更容易预测。现在,如果其他条件完全相同(#角色拥有的该文化伯爵领数量,头衔层级等),玩家将被首选为文化领袖。当没有玩家参与时,角色当前的头衔将被优先考虑。这应该可以确保文化领袖不会任意变更。
- The draggabble part of the scrollbar is now sized based on the length of the list
- 现在,滚动条可拖曳部分的大小将基于列表的长度而定。
- When creating a new faith, it now gets a color similar to your old faith, rather than a completely random one
- 当创建一个新的信仰时,它现在会得到一个与你的旧信仰相似的颜色,而不是一个完全随机的颜色。
- Using the revoke title interaction when a subject only has one title now automatically selects the title if it can be revoked.
- 若一名角色只有一个头衔,则现在他选择撤销头衔的交互时,会自动选择这个头衔(如果它可以被撤销的话)。
- the Character Finder no longer resets the sort option upon changing the filters and reopening the window.
- 在改变过滤条件并重新打开角色搜索器窗口时,排序选项不会被重置。
- When your liege wins/loses a war, the toast now displays both characters
- 当你的君主在战争中胜利/失败时,弹出消息现在会将两方角色都显示出来。
- Added letter event informing the (now former) holder when Constantinople is taken from them by the Reclaim Constantinople decision
- 增加了信件事件以通知君士坦丁堡的(前任)统治者,他们对君堡的统治权已经基于“收回君士坦丁堡”决议的效果被转移给了现任领主。
- The game will now list the reason for all recent increases or decreases to Fervor in the Fervor tooltip.
- 游戏现在会在宗教热情提示栏中列出所有最近增加或减少宗教热情的原因。
- The Court Physician has been removed from “Your Court” view and can now be found within the “Court Positions” view.
- 宫廷医师现在已从“你的宫廷”界面中移除,你现在可以在“宫廷职位”界面找到他。
- Scheme Types now have Cooltips.
- 计谋类型现在有了提示栏。
- Fix to close button disappearing behind statue in War Overview
- 修正了战争概况界面的关闭按钮会被遮挡在雕像后面无法点击的问题。
- Prison bars made smaller to fit tighter around character in War overview
- 战争概况界面中的监狱栏杆变小了,以便更紧密的围绕人物。
- Fix to House tab being anchored in the center of the window instead of top causing problems when playing on some resolutions
- 修复了在某些分辨率下,房屋标签被固定在窗口中心而不是顶部所导致的问题。
- Fixes to Grant Titles, County and ruler Designer where texts in Russian was pushing UI elements out of bounds
- 修复了游戏语言为俄语时,授予头衔、伯爵领和统治者设计器的文本将UI元素推到界面外的问题。
- Fix to Other Faiths window having content being out of bounds when playing in Russian, Spanish and French
- 修复了游戏语言为俄语、西班牙语和法语时,其他信仰窗口有部分内容超出界面外的问题。
- Fix to former spouse text overlapping Coat of Arms icon in Character View
- 修复了角色视图中,前任配偶文本与盾徽图表重叠的问题。
- Fix to buttons being pushed out of the Military window when playing as a Tribal ruler.
- 修复了当扮演部落统治者时,部分按钮被推到军事界面之外的问题。
- Fix to long Primary Titles pushing UI elements out of bounds
- 修复了较长的主要头衔将UI元素推到界面外的问题。
- Fix to Sins and Virtues Trait icons in tooltips being out of bounds in Faith View
- 修复了信仰界面中罪孽和美德特质图标超出界面范围的问题。
- Fix to wrong camera being used when there is multiple characters in an event
- 修复了多个角色出现于一个事件时,使用错误的摄像机的问题。
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# Art
# 美工
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- Removed some invisible lakes in Scandinavia and Tibet
- 删除了斯堪的纳维亚半岛和西藏的一些不可见的湖泊。
- Fixed several unit locators where fighting units would end up inside mountains
- 修正了一些部队定位器,这些定位器会使军队最终出现在山脉中。
- Improved the Marshal’s animation
- 改进了军事统帅的动画效果。
- Fixed two impassable terrain provinces (in Anatolia and Tibet) having the same ID.
- 修正了两个无法通行的省份(分别在安纳托利亚和西藏)有相同的ID的问题。
- Solved numerous clipping issues for characters between clothes, headgear and hairstyles
- 解决了人物在衣服、头饰和发型之间存在大量图层剪切的问题。
- Minor texture improvements to certain clothes, headgears and hairstyles
- 对某些衣服、头饰和发型进行了轻微的纹理改进。
- Small adjustments of a few gene attributes
- 对基因属性进行了一波小调整。
- Added AO textures for reducing the AO effect on character faces, to remove unnatural dark shadows around eyes and mouth
- 增加了AO纹理,用于减少人物面部的AO效果,以消除眼睛和嘴巴周围不自然的暗影。
- Adjusted the look of the Asian ethnicity
- 调整了亚洲人种的外观。
- Minor tweaks to other ethnicities
- 对其他人种的外观进行了细微的调整。
- Added body shapes which will give subtle variation of proportions between shoulders, waist, hips, arms and legs for characters
- 增加了身体模型,史人物的肩部、腰部、臀部、手臂和腿部之间的比例有了微妙的变化。
- Reduced an issue which made eyelashes look really bright in some lighting situations
- 解决了一个问题,该问题会使人物睫毛在某些光照条件下看起来非常明亮。
- Fixed a number of issues with the “Customize appearance” sliders in the ruler Designer
- 修正了与统治者设计器中“自定义外观”滑块相关的一些问题。
- Fixed an issue which gave partly clothed or undressed characters very skinny limbs
- 修正了一个问题,该问题会使得部分穿衣或脱衣的角色四肢看起来非常瘦弱。
- Adjusted Camera positions for the character view window, which should give more consistency in showing the correct relative height of characters
- 调整了人物界面的摄像机位置,这应该能更稳定一致的正确显示人物的相对身高。
- Fixed many issues of clipping caused by various animations when combined with clothes, body deformations etc.
- 修正了各种动画与衣服、身体形变等结合时,引起的许多图层剪切问题。
- Changed the marshal animation to hold the sword properly by the hilt and not by the blade
- 修改了将领的动画,使其正确地握住剑柄,而不是握住剑身。
- Fixed incorrect scale and animation placement of a few weapons
- 修正了一些武器的不正确比例和动画位置。
- Fixed some strange deformations on the female undergarment
- 修正了女性内衣上的一些奇怪的变形。
- Adjusted skirts for a lot of clothes to work better with sitting animations
- 调整了许多衣服的下摆,使其与坐姿动画配合得更好。
- Fixed an issue of incorrect animation of the area around the right eye on many characters
- 修正了许多角色的右眼周边区域动画不正确的问题。
- Character portraits now have FXAA applied when any anti-aliasing is enabled in settings
- 当在设置中启用任何抗锯齿时,人物肖像现在会应用 FXAA。
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# Localization
# 本地化
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- Added tooltips for Artifact Claims, Personal Artifact Claims, and House Artifact Claims
- 为宝物宣称、个人宝物宣称、家族宝物宣称添加了提示框。
- Corrected a usage of 'marriage' to 'union' in an infidelity event where it could refer to either a spouse or a concubine.
- 将出轨事件中的“婚姻”更正为“结合 ”,因为这个事情指的可能是配偶也可能是侧室。
- Fixed Reclaimed Britannia modifier percentage in Russian
- 修正了俄文中“收复不列颠尼亚”修正项的百分比。
- Fixed a pronoun disagreement (my & your) in the post-battle prisoner of war notifications
- 修正了战后俘虏通知中的代词歧义(my和your)。
- Fixed broken place-name in Grand Blot decision event
- 修复了大血祭决议事件中的地名错误。
- Fixed scope issue in temple building tooltip
- 修复了寺庙建筑提示栏中的作用域问题。
- Fixed type on Holy War conversion suggestion
- 修复了圣战改信建议中的类型。
- Made sure that all custom loc entries have written loc keys
- 确保了所有自定义本地化条目都有对应本地化键值
- Made the current construction text in the realm overview more concise
- 使领地概览中的当前建设的文本更加简洁。
- Updated Commit Suicide Decision descriptive text to better reflect why the decision is available
- 更新了自杀决议的描述性文本,以更好地反映该决议可用的原因。
- Updated Invite to court acceptance tooltip to always use second person
- 更新了邀请到宫廷的接受度的提示栏,使其总是使用第二人称。
- Updated the bastard secret text to include the bastard
- 更新了私生子秘密的文本,使其包括私生子。
- Updated title in event to name dynasty child to reflect twins
- 更新了命名宗族孩子的事件中的标题,来以反映双胞胎的情况。
- Witch event option tooltip is now clear on what poor soul you're trying to convert to the dark side
- 巫师事件选项的提示栏,现在清楚地显示了你要把哪个可怜的家伙转化成黑暗面的人。
- You will no longer call your grandson your grandmother when you bury him
- 当你埋葬你的孙子时,你将不再称他为你的祖母。
- Your friend will no longer confuse their other, better, friend for their rival
- 你的朋友不会再把他们的另一个更好的朋友混淆成他们的宿敌了。
- capitalized title articles and changed title effect text to avoid title redundancies
- 将标题条目大写,并改变了标题效果的文本,以避免标题重复。
- changed Assyrian culture to be named Syriac, to be more neutral and slightly more historically appropriate (if a bit drier)
- 将亚述文化改名为叙利亚文化,使之更加中性,并略微符合历史背景(尽管有点枯燥)。
- Fixed some typos in witch events
- 修正了女巫事件中的一些错别字
- Fixed typo in the English in hunting ground building
- 修正了英文中狩猎场建筑的错字。
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# Game Content
# 游戏内容
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- Added a random childhood event where a ward can pick up their guardian's language
- 增加了一个随机的童年事件,被监护人可以接受其监护人的语言。
- Added an event for Meet Peers decision about language
- 增加了一个与语言相关的会见同辈事件。
- Added an event for children to learn the language of their parent through observation.
- 增加了儿童通过观察学习父母的语言的事件。
- Added event option to pick your court position champion in a trial by combat
- 增加了在决斗审判中挑选宫廷勇士职位的事件选项。
- Added events to rename East and West Francia to Germany and France, respectively, should they pass from the hands of the Karling dynasty.
- 增加了将东法兰克和西法兰克分别改名为德国和法国的事件,如果它们从加洛林宗族手中转移的话。
- Added functionality to pre-defined culture splits (such as the Norse to Swedish/Norse/Danish one) so they more closely mirror dynamic divergent and hybrid cultures
- 增加了预定义的文化分离功能(如诺斯人分离成瑞典人/挪威人/丹麦人),使其更接近于反映动态的分离和混合文化。
- Changed the Outremer name list
- 改变了海外帝国的名字列表。
- Favored Electors are now dynamically selected once the HRE is reformed
- 一旦HRE被重建,现在会动态选择受拥护的选帝侯。
- Hunt activity can now generate artifacts for characters with a royal court
- 狩猎活动现在可以为拥有皇家宫廷的角色生成宝物。
- Marriage acceptance letter will now be more flavorful
- 接受婚姻的信现在将更有风味了。
- Converted Northern Lords content to be tied to a set of new Norse Cultural Traditions
- 改动北境群雄的内容,使其与一套新的北欧文化传统联动起来。
- The option to grow an orchid during a seduce event is now also available to those with the gardener trait
- 勾引事件中种植兰花的选项现在也对拥有园丁特质的角色可用。
- Trials-by-Combat are now tied to a cultural tradition rather than hardscripted to certain cultures
- 决斗审判现在与文化传统联系在一起,而不是硬性规定某些文化会有。
- Added decision to form the Kingdom of Bene Israel
- 增加了成立以色列之子王国的决议。
- A number of older events have been updated to make use of new features such as court positions and artifacts.
- 对一些旧事件进行了更新,以利用新的特性,如宫廷职位和宝物。
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# User Modding
# 用户模组
###################
- "titles" in flavorization for titles now means it'll only apply to those titles, rather than being applied if the holder has at least one of those titles
- 头衔风味化中的“titles”现在意味着它只适用于这些头衔,而不是在持有人至少有一个头衔的情况下才适用。
- Add CloseGameView data function so mods can close specific in-game views.
- 增加CloseGameView数据函数,以便Mod可以关闭特定的游戏中视图。
- Add GetScriptValueBreakdown which returns a value breakdown for use in the UI to breakdown the desc entries of a named script value.
- 增加GetScriptValueBreakdown,它返回一个数值的明细,以便在UI中使用,对一个特定脚本数值的描述条目进行明细分解。
- Add GetTraitFromGroup and GetTraitGroupLevel data functions on Character.
- 为角色增加GetTraitFromGroup和GetTraitGroupLevel数据函数。
- Add GetTraitGroup( 'tag' ) and Trait.GetGroup data functions to get trait groups.
- 增加GetTraitGroup('tag')和Trait.GetGroup数据函数,以获得特质组。
- Add HasTrait and HasTraitFromGroup data functions to Character.
- 给角色增加HasTrait和HasTraitFromGroup数据函数。
- Add culture object saving ability to try_create_important_action.
- 为try_create_important_action增加文化对象的保存功能。
- Add days_since_joined_court trigger.
- 增加days_since_joined_court触发器。
- Add event chain progress custom UI, allows displaying how far through an event chain one is.
- 增加事件链进度自定义UI,可以显示事件链已经进展到什么程度。
- Add set_destroy_on_gain_same_tier. Uses for marking a title to be deleted when character gains or create a new title with the same tier
- 增加set_destroy_on_gain_same_tier。当角色获得或创建相同等级的新头衔时,用于标记要删除的头衔。
- Add support for custom loading of scripted widgets from mods via the gui/scripted_widgets folder where pairs of folder path and widget names will cause widgets to be created in gameplay.
- 为Mod增加支持自定义加载的脚本编写的挂件,通过gui/scripted_widgets文件夹定义,文件夹路径和部件名称对应的话,将会在游戏中创建挂件。
- Add the scripted_animation database, it handles collections of triggered and scripted animations for use within event portraits.
- 添加scripted_animation数据库,它处理触发器和脚本化动画的集合,以便在事件肖像中使用。
- Add the combat_phase_events database, it handles running effects during the main phase of combat on the commander and knights in a performant manner. As such the on_commander_combat_pulse and on_knight_combat_pulse have been removed due to their performance issues.
- 添加combat_phase_events数据库,它以一种有效的方式处理指挥官和骑士在战斗的主要阶段的运行效果。此外,on_commander_combat_pulse和on_knight_combat_pulse由于其性能问题而被删除。
- Add the common/coat_of_arms/dynamic_defintions which replaces the event system for overwriting coat of arms based on different triggers for custom displays based on faith or culture. Increases performance by a lot.
- 增加了common/coat_of_arms/dynamic_defintions,它取代了根据不同的触发器覆盖纹章的事件系统,以便根据信仰或文化进行自定义显示。性能提高了很多。
- Add the is_decision_on_cooldown trigger.
- 增加了is_decision_on_cooldown触发器。
- Added "play_sound_effect" effect to play sound effects
- 增加了play_sound_effect效果来播放声音效果。
- Added MaA base type modifiers for maintenance and recruitment cost
- 为维护和招募费用增加了兵士基础类型的修正项。
- Added a map mode that shows visual geographical area for debugging purposes
- 增加了显示可视化地理区域的地图模式,用于调试目的。
- Added add_same_sex_spouse history effect
- 增加了add_same_sex_spouse的历史效果。
- Added alternative strings faith localization, useful for non-English translations
- 增加了替代字符串的信仰本地化文本,对非英语翻译有用。
- Added character modifier men_at_arms_recruitment_cost
- 添加了人物修正项men_at_arms_recruitment_cost。
- Added character modifier no_disembark_penalty
- 添加了人物修正项no_disembark_penalty。
- Added console command "bypass_requirements" (alias "bypass") that lets you do decisions, interactions, schemes, laws, and title creation despite the requirements not being met
- 增加了控制台命令 bypass_requirements(亦即bypass),可以让你在不符合前置要求的情况下进行决议、互动、计谋、法律和创建头衔。
- Added console command "instasiege"
- 添加了控制台命令instasiege(瞬间攻城)。
- Added console command "save_every" and startup parameter "-save_every=x". These will make a save every x years, and ensure they do not get overwritten by normal autosaves
- 增加了控制台命令 save_every 和启动参数-save_every=x。这些将每隔x年进行一次保存,并确保它们不会被正常的自动保存所覆盖。
- Added console command AI.try_send_decision
- 添加了控制台命令AI.try_send_decision。
- Added console command AI.try_send_interaction
- 添加了控制台命令AI.try_send_interaction。
- Added console command Ironman.ToggleIgnore. When ignored, saves will act as if they're not ironman, including that when you hit save it'll result in a non-ironman save. This can be toggled during gameplay
- 添加了控制台命令Ironman.ToggleIgnore。当铁人模式被忽略时,存档会像非铁人档一样,包括当你点击保存时,会有非铁人档的存档。这可以在游戏过程中进行切换。
- Added console command ToggleShowAllKillers
- 新增控制台指令ToggleShowAllKillers。
- Added console command alias "trait" to add traits
- 新增控制台指令trait,用来增加特质。
- Added console command complete_schemes, guaranteed_scheme_success/failure, and guaranteed_scheme_secrecy_success/failure. The success/secrecy ones only affect the player
- 新增控制台指令complete_schemes, guaranteed_scheme_success/failure和guaranteed_scheme_secrecy_success/failure。success/secrecy仅会影响玩家。
- Added console command instaraid
- 新增控制台指令instaraid。
- Added console command set_date
- 新增控制台指令set_date。
- Added console command show_regions_in_tooltip
- 新增控制台指令show_regions_in_tooltip。
- Added console command toggle_keys_on_map
- 新增控制台指令toggle_keys_on_map。
- Added console commands "yesmen_instant" (AKA "ymi") and "instant_responses". The yesmen button in the console can now be right-clicked to run "yesmen_instant"
- 新增控制台指令yesmen_instant(也就是ymi)和instant_responses。控制台的yesmen按钮现在可以右击来跑yesmen_instant。
- Added console-command show_region
- 新增控制台指令show_region。
- Added data function "HasParameterByKey" to the "Faith" type
- 为Faith类型新增数据功能HasParameterByKey。
- Added data functions GetTraitsWithFlag and GetTraitsWithoutFlag
- 新增数据功能GetTraitsWithFlag和GetTraitsWithoutFlag。
- Added data system function GetMaA
- 新增数据系统功能GetMaA。
- Added data system/loc command [Faith.CustomLoc( 'key' )]. Works as .Custom does for things like Character. The different name is due to Custom already being in use for faith-specific localization
- 新增数据系统/本地化命令[Faith.CustomLoc( 'key' )]。对角色等会像.Custom一样起效。使用不同的代码是因为Custom已经被用于特定信仰的本地化。
- Added debug interactions Take Domain and Take Realm
- 新增debug交互“取得直辖领地”和“取得领地”。
- Added define MINIMUM_DYNASTY_NAMES so that you can have errors generated if cultures exist with too few dynasty names
- 新增定义MINIMUM_DYNASTY_NAMES,那么如果某文化的王朝名过少,你就能发现错误被生成。
- Added effect clear_claimant for wars
- 为战争新增效果clear_claimant。
- Added effect deactivate_holy_site
- 新增效果deactivate_holy_site。
- Added effect remove_dynasty_perk
- 新增效果remove_dynasty_perk。
- Added effect remove_innovation = innovation_key
- 新增效果remove_innovation = innovation_key。
- Added effect run_interaction
- 新增效果run_interaction。
- Added effect set_army_location
- 新增效果set_army_location。
- Added effects clear_traits and copy_traits
- 新增效果clear_traits和copy_traits。
- Added effects learn_language, unlearn_language, learn_language_of_culture, and unlearn_language_of_culture
- 新增效果learn_language, unlearn_language, learn_language_of_culture和unlearn_language_of_culture。
- Added effects set_age and change_age
- 新增效果set_age和change_age。
- Added effect remove_building
- 新增效果remove_building。
- Added extremely basic profiling for CBs. ai_cbs.csv will tell you how much time the AI spent on each CB. It does not have any categorization
- 为战争借口新增极其基础的分析功能。ai_cbs.csv将会告诉你AI在每个战争借口上花费了多少时间。它没有任何分类。
- Added field 'minimum_cost' for decisions. Works exactly like 'cost' with one exception: it won't actually get applied. Useful for when you have the player choose between different options after taking the decision, and only charging the cost at that point
- 为决议新增字段minimum_cost。效果极其像cost,但有一个例外:它不会被真正应用。当你让玩家点决议后在出现的不同选项里做选择时,这些选项在有花费的情况下,该新代码就显得有用了。
- Added link last_played_character
- 新增link代码last_played_character。
- Added links calc_culture_dominant_faith and calc_culture_dominant_religion
- 新增link代码calc_culture_dominant_faith和calc_culture_dominant_religion
- Added list builder *_culture_county to get to all counties of a specific culture
- 新增列表生成功能*_culture_county来获取一个特定文化的所有国家。
- Added list builder played_character
- 新增列表生成功能played_character。
- Added list builder x_culture_global
- 新增列表生成功能x_culture_global。
- Added list builders opposite_sex_spouse_candidate and same_sex_spouse_candidate
- 新增列表生成功能opposite_sex_spouse_candidate和same_sex_spouse_candidate。
- Added modifier coastal_advantage
- 新增修正项coastal_advantage。
- Added modifier prowess_no_portrait so that you can add prowess to someone without making them visibly more muscular
- 新增修正项prowess_no_portrait,你可以增加某人的勇武值而不使他们看起来更有肌肉。
- Added on actions yearly_culture_pulse and three_yearly_culture_pulse
- 新增on-action代码yearly_culture_pulse和three_yearly_culture_pulse
- Added on-action on_building_completed
- 新增on-action代码on_building_completed
- Added support for era-specific MaA bonuses via the "era_bonus" parameter in MaA types
- 新增支持,通过兵士类型代码中的era_bonus参数为特定时代的兵士奖励。
- Added terrain based construction cost modifiers
- 新增基于地形的建筑花费修正项。
- Added terrain based development modifiers for characters, so a trait or what have you can make someone get better development growth in specific terrains
- 为角色新增基于地形的发展度修正项,因而一个特质或其他什么你有的东西,使某人在特定的地形中带来更好的发展度增长。
- Added terrain modifiers for supply_limit, supply_limit_mult, tax_mult, and levy_size
- 为supply_limit, supply_limit_mult, tax_mult和levy_size新增地形修正。
- Added the following console command aliases: faith, renown, add_renown, legacies, dynasty_perks, give_all_legacies, perks, culture, faith, usurp, diplomacy, martial, stewardship, intrigue, learning, prowess
- 新增以下控制台代码:faith, renown, add_renown, legacies, dynasty_perks, give_all_legacies, perks, culture, faith, usurp, diplomacy, martial, stewardship, intrigue, learning, prowess。
- Added title data function GetDefinitiveName; will insert a "the" at the start if the title isn't already of a definitive form
- 新增头衔数据功能GetDefinitiveName;此功能将在头衔没有明确格式时,在头衔开头插入一个“the”。
- Added trigger <lifestyle>_unlockable_perks
- 新增触发器<lifestyle>_unlockable_perks。
- Added trigger can_fire_position for council tasks
- 为宫廷任务新增触发器can_fire_position。
- Added trigger culture_overlaps_geographical_region
- 新增触发器culture_overlaps_geographical_region。
- Added trigger has_innovation_flag
- 新增触发器trigger has_innovation_flag。
- Added trigger has_prisoners
- 新增触发器has_prisoners。
- Added trigger knows_language
- 新增触发器knows_language。
- Added trigger num_of_known_languages
- 新增触发器num_of_known_languages。
- Added trigger perks_in_<lifestyle>, to query how many perks exist in a given lifestyle (rather than how many a specific character has)
- 新增触发器perks_in_<lifestyle>来询问在一个给定的生活方式中点了多少个技能(而不是某一个特定角色点了多少)。
- Added triggers total_army_siege_value, damage, toughness, pursuit, and screen
- 新增触发器total_army_siege_value, damage, toughness, pursuit和screen。
- CBs now support the "icon" parameter to have them use a different icon key
- 战争借口现在支持icon参数,让它可以使用不同的图标icon键。
- Character interactions now support the "icon" parameter to have them use a different icon key
- 角色交互现在支持icon参数,让它可以使用不同的图标icon键。
- Characters and counties can now have region-specific modifiers for development growth
- 角色和国家现在能拥有针对发展度增长的宗教特定的修正项。
- Characters no longer have to be rulers to be invited to an activity
- 角色现在不再必须是统治者才能被邀请去一个活动。
- Characters no longer have to be rulers to spawn an activity; any alive character can now own activities
- 角色现在不再必须是统治者才能生成一个活动;任何活着的角色现在能拥有活动了。
- CloseGameView global data function added.
- 新增全局数据功能CloseGameView。
- Concubines and Consorts are now both referred to as Concubines to make same-sex concubinage work better
- 侧室和庶夫现在都表述为侧室,来让同性侧室更好起效。
- Council tasks now have a monthly_on_action field. This is a more performant way to have them trigger on-actions once a month
- 宫廷任务现在有了一个monthly_on_action字段。这是一个性能更好的途径来使它们一个月触发一次on-action活动。
- Custom loc keys can now have variants. These simply use the logic of a parent custom loc key, and add a suffix to the resulting localization key
- 自定义本地化键值现在有了变体版本。该改变仅仅是用了一个父级自定义本地化键值的逻辑,并在生成的本地化键值上添加了后缀。
- Custom loc will now log an error if a loc key is missing. log_loc_errors = no can be used on individual bits of custom loc to suppress this
- 如果一个本地化键值丢失,自定义本地化现在将生成错误日志,log_loc_errors = no能被用在自定义本地化的代码上来停用这个功能。
- Eliminated a bunch of culture parameters that had no effect, E.G., "tribal_name" or "dukes_called_kings"
- 清除了一堆无效的文化参数。例如,"tribal_name" 或"dukes_called_kings".
- Eliminated some unused hardcoded modifiers
- 清除了一些未使用的硬编码修正项。
- Eliminated title_to_title_neighboring_barony and title_to_title_neighboring_and_across_water_barony, but made the other variants significantly faster by optimizing based on only counties and above being allowed
- 清除了title_to_title_neighboring_barony和title_to_title_neighboring_and_across_water_barony,但通过基于只允许伯爵及以上级别的优化,让其他变体版本显著变快。
- Ensured an error gets logged when trying to add a scripted relation that already exists
- 当我们尝试着添加一个脚本来解决问题却发现它早就存在了时,确保一个错误会被记入日志。
- Ensured that activities are removed from dead people within a day. This causes on_invalidate to run
- 确保活动在一天内从死人上被移除。这通过on_invalidate起效。
- Ensured that on_game_start events actually happen on game start rather than the next day
- 确保on_game_start事件实际在开局时发生,而不是开局后第二天。
- Events can now take a "cooldown" field to make event cooldowns simpler to script. The debug functionality that shows the event trigger fulfillment in the event window will completely ignore the cooldown
- 事件现在能使用cooldown字段来使事件冷却更容易用代码编写。在事件窗口中显示事件触发履行情况的调试功能将完全忽略冷却时间。
- Fixed <holding_type>_holding_build_piety_cost and prestige cost not working for building a new holding
- 修正<holding_type>_holding_build_piety_cost,并且威望花费不在对新建地产起效。
- Fixed a number of console commands not working in observe mode (even when observing a character), such as "gold"
- 修正一堆没有在观察者模式中起效的控制台代码(甚至是选中了一个角色),例如“gold”。
- Fixed potential load order issues with number_maa_of_base_type and number_maa_soldiers_of_base_type
- 用number_maa_of_base_type和number_maa_soldiers_of_base_type修正了潜在的加载顺序问题。
- Fixed the "name" field in character creation templates doing nothing; it's only work to use it in the create_character effect itself
- 修正角色创建模板里的name字段没起效的问题;它只有在create_character效果中被使用时才能起效。
- Fixed the save_on and save_every console commands not working in observe mode
- 修正控制台代码save_on和save_every没有在观察者模式起效的问题。
- Fixed using "current_date" and other date triggers in weird ways causing overflow. Now gives the # of days since year 0
- 修正了以奇怪的方式使用current_date和其他日期触发器导致溢出的问题。现在自0年以来的日子会给出“#”。
- Geographical regions are now a proper database in map_data/geographical_regions. This means you can split it across multiple files, and means we can more easily add more region-based functionality
- 地理上的区域现在是map_data/geographical_regions中一个恰当的数据库。这意味着你可以把它分成多个文件,也意味着我们可以更容易地添加更多基于区域的功能
- GetDynastyByID global data function added.
- 新增全局数据功能GetDynastyByID global。
- GetDynastyHouseById global data function added.
- 新增全局数据功能GetDynastyHouseById。
- GetFaithByKey global data function added.
- 新增全局数据功能GetFaithByKey。
- GetImprisonmentReasons, GetBanishReasons, etc. now take a character parameter as context, rather than basing itself on the player's character
- GetImprisonmentReasons, GetBanishReasons等代码现在使用一个角色参数作为context上下文,而不使用是基于玩家角色的对应参数。
- GetReligionByKey global data function added.
- 新增全局数据功能GetReligionByKey。
- GetScriptedCharacterByHistoryID global data function added.
- 新增全局数据功能GetScriptedCharacterByHistoryID。
- GetTitleByKey global data function added.
- 新增全局数据功能GetTitleByKey。
- GetTraitsWithFlag global data function added.
- 新增全局数据功能GetTraitsWithFlag。
- GetTraitsWithoutFlag global data function added.
- 增加GetTraitsWithoutFlag全局数据函数。
- GetScheme('scheme_type') global data function added.
- 增加GetScheme('scheme_type')全局数据函数。
- Having an interaction with send_options_exclusive and an option with can_be_changed now logs an error, since there's no sensible way for this to work for mutually exclusive options
- 使用send_options_exclusive交互和can_be_changed选项现在会报错,因为是互斥选项,无法正常运行。
- Hid dynasty and inherited trait info for same-sex marriage. Done in GUI script, so can be modded
- 隐藏了同性婚姻的宗族和可遗传特质信息。完成于GUI脚本,因此可修改。
- In debug mode there's now a button in the event window to reload it; this will cause all the text to be regenerated, the background reselected, etc.
- 在debug模式下,现在事件窗口中有个重新加载按钮;该按钮能重新生成所有的文本,重新选择背景等。
- In debug mode there's now a button in the event window to run Localization.ToggleSkipDataSystemInLocOutput and reload the window. There's also a button for copying the event text
- 在debug模式下,现在事件窗口中有个按钮可以运行Localization.ToggleSkipDataSystemInLocOutput并重新加载窗口。还有一个按钮可以复制事件文本。
- In debug mode, the event window now displays a widget showing if the trigger is fulfilled or not. Hovering over it will give you a trigger breakdown
- 在debug模式下,事件窗口现在会显示一个小部件,显示触发条件是否得到满足。悬停在上面能得到一个触发条件明细。
- MaA now have a can_recruit trigger. They will be available if the trigger is met, or if unlocked by innovation. You can't both unlock by innovation *and* have a trigger. Removed unlocking by dynasty legacy since you can now do that by trigger
- 部队现在有一个can_recruit触发条件。如果触发条件满足,或者通过革新解锁,就可以使用。你不能既通过革新解锁,又用条件触发。通过宗族传承解锁已移除,因为现在可以通过触发条件来解锁。
- Make on_title_destroyed run when a title is destroyed for any reason.
- 令on_title_destroyed会在头衔因任何原因被销毁时运行。
- Make shortcuts moddable
- 令快捷键可模组修改
- OpenGameViewData global data function added.
- 添加OpenGameViewData全局数据函数。
- OpenGameViewglobal data function added.
- 添加OpenGameViewglobal全局数据函数。
- Rally points are now consistently called that everywhere in code and script, rather than occasionally being called "banners"
- 集结点现在在代码和脚本中统一称为集结点,而不是偶尔称其为“旗帜”。
- Remove the on_weight_changed on action, weight modifiers are now known to code and applied directly based on the new OBESE_WEIGHT_VALUE and MALNOURISHED_WEIGHT_VALUE defines. Usage of the change_current_weight effect will now correctly update and apply the modifiers automatically as well now. Increases yearly tick performance by removing weight calculation overhead.
- 移除了on_weight_changed的行动,体重修正项现在已知代码,并直接基于新的OBESE_WEIGHT_VALUE和MALNOURISHED_WEIGHT_VALUE的定义进行应用。现在change_current_weight效果的使用也能正确地自动更新和应用修改。通过移除体重计算量,增加了每年运行速度。
- Rewrote the "complex blocker trigger should have custom localization" warning to be easier to understand
- 重写了“complex blocker trigger should have custom localization”的警告,使其更容易理解。
- Same-sex marriage is now supported; gender-based restrictions are now entirely handled in script
- 现在支持同性婚姻;基于性别的限制现在完全由脚本处理。
- A title/titles history can be verified for gaps using the verify_title_history and verify_title_history_all console commands
- 可以使用verify_title_history和verify_title_history_all控制台命令来核实头衔/全部头衔历史是否有差异。
- Schemes now support custom icons, using the standard "icon" syntax. Note that the icons for the scheme interactions are still handled separately
- 密谋现在支持自定义图标,使用标准“图标”语法。注意密谋交互的图标仍然会单独处理。
- Setting a trait group on a trait, but no level, will no longer crash the game on startup; it'll now just log an error
- 在一个特质上设置一个特质组却没有等级,在启动时不会导致游戏崩溃了;现在只记录一个错误。
- Significantly improved upon the event_log.txt file. Now written as a spreadsheet itself to event_log.csv, and it now includes the # of times each event has been checked, and the # of times each option has gotten picked. It'll also automatically write on shutdown if enabled
- 对event_log.txt文件进行了大幅改进。现在,它以电子表格的形式写入event_log.csv,并且包括每个事件被检查的次数和每个选项被选中的次数。如果启用,它还会在关机时自动写入。
- Skill/trait items are now generated on every event display rather than the first one. That means if you make use of trigger_if or similar, you can ensure only the relevant one actually shows up
- 技能/特质词条现在产生于在每个事件的显示中,而不是仅在第一个事件中。这意味着如果你使用trigger_if或类似的方法,就能确保只有相关的项目真正显示出来。
- The "take title" debug interactions now let you pick what title to take
- take title的调试交互现在可以让你选择获取任意头衔。
- The AI is now able to use interactions with mutually exclusive options when none of the options show, just like the player. No mutually exclusive options showing up no longer executes the effects as if the first option was selected (all the send option scopes return false now, instead of the first being true)
- 当不显示任何选项时,AI现在能够使用具有互斥选项的交互,就像玩家一样。不显示互斥选项时,不再像选择第一个选项那样执行效果(所有发送选项范围现在都返回假,而不是第一个选项为真)。
- The AI profiling now also profiles AI decisions, putting those in ai_interactions.csv
- AI分析现在也可以对AI的决策进行分析,这些决策放在ai_interactions.csv中。
- The custom_tooltip trigger now localizes properly. The custom_tooltip effect now allows other effects to be inside it (and thus hidden). Both now allow you to override the subject
- custom_tooltip触发器现在可以正确地本地化。custom_tooltip效果现在允许内部有其他效果(从而隐藏)。两者现在都允许覆盖主题。
- The game will now log an error on startup when a modifier is used in a place where it won't work. E.G., using "diplomacy = 2" in a county modifier
- 当一个修正项被用在无法使用的地方时,游戏现在会在启动时记录错误。例如,在伯爵领修正项中使用“外交能力=2”。
- The game will now log on startup if there's any event themes or background referenced that do not actually exist
- 现在,如果有任何事件主题或背景被调用而实际上并不存在,游戏将在启动时记录。
- The object explorer now includes activities, schemes, wars, stories, factions, and council tasks
- 对象探索器现在包括行动、密谋、战争、故事、派系和议会任务。
- The object explorer now includes global variables
- 对象探索器现在包括全局变量。
- The random effect now gives an actually useful error message when you forget the 'chance' field
- 当你忘记chance字段时,现在会随机给出一个有用的错误信息。
- The set_sexuality console command now has tab-completion for its parameter
- set_sexuality控制台命令的参数现在可以用tab-completion完成。
- The trigger number_of_election_votes now uses "target" rather than "title" for consistency
- 触发器number_of_election_votes现在使用target而非title来保持一致。
- The triggers join_faction_chance and title_join_faction_chance now use "target" rather than "faction" for consistency
- 触发器 join_faction_chance 和 title_join_faction_chance 现在使用target而不是faction来保持一致。
- The various allowed_for triggers for CBs no longer provide the defender. This allows for some significant optimizations. Use allowed_against if you need the defender
- CB的各种allowed_for触发器不再提供防御者。这使得一些重要的优化得以实现。如果你需要防御者,请使用allowed_against。
- Title keys for the title and its dejure lieges are now shown in the province tooltip, title tooltip, and realm tooltip in debug mode
- 在调试模式下,头衔及其附庸头衔按钮现在显示在省份提示框、头衔提示框和领地提示框中。
- We now log errors if there's any province that can have a holding that isn't in a visual geographical area
- 如果有任何省份拥有不在可见地理范围内的土地,我们现在会记录错误。
- You can now put "ai = no" on CBs to make the AI ignore them
- 你现在可以在CB上写上 "ai = no "以使AI忽略它们。
- consume_imprisonment_reasons and similar will now error if the target is dead
- 如果目标已经死亡,consumere_imprisonment_reasons和类似内容现在会出错。
- custom_description will now log an error on startup if the referenced effect/trigger loc doesn't actually exist
- 如果引用的效果/触发器位置实际上不存在,custom_description现在会在启动时记录一个错误。
- debug_log_scopes = yes now also logs temporary scopes
- debug_log_scopes = yes 现在也会记录临时范围。
- mercenary_count_mult no longer needs to be an integer number. We now calculate the total # of companies (rounded) then distribute them between the sizes available (smaller preferred if equal distribution is impossible), rather than requiring the same # of companies at each size. So a culture getting (1, 1, 1) companies will with a +50% modifier get (2, 2, 1) companies
- mercenary_count_mult不再需要是一个整数。我们现在计算company的总数(四舍五入),然后将它们分配到可用的大小之间(如果无法平均分配,则首选较小的company),而不是要求每个大小都有相同的company数量。因此,一个得到(1,1,1)个company的文化,在+50%的修正项下,将得到(2,2,1)个company。
- modifiers.log (generated by the console-command script_docs) now tells you what objects every single modifier can be used for. E.G, "character", or "character, province, and county"
- modifiers.log(由控制台命令script_docs生成)现在告诉你每一个修正项可以用于哪些对象。例如,“character”或“character, province, and county”
- open_interaction_window can now take a target_title field so as to pre-fill the target title. Note that this does not validate the title at all; if it isn't selectable it'll just not be selected
- open_interaction_window现在可以接受一个target_title字段,以便预先填入目标头衔。请注意,并不会检验头衔;如果它不能被选择,就不会被选中。
- player_heir_position now uses "value" instead of "position" to reduce code duplication
- player_heir_position现在使用 "value "而不是 "position",以减少代码的重复。
- send_interface_message now also supports temporary scopes in its descriptions
- send_interface_message现在也支持其描述中的临时作用范围。
- set_title_name, set_title_prefix, set_house_name, and set_dynasty name now all log an error if their loc key does not exist
- set_title_name、set_title_prefix、set_house_name 和 set_dynasty name 现在都会在其 loc 键不存在时记录错误。
- spawn_army will now only spawn levies if scripted to do so
- spawn_army 现在只在有脚本的情况下才会产生征兵。
- independent_primary_defender_advantage_add. Gives advantage in combat when the commander is the primary defender in the war.
- independent_primary_defender_advantage_add。当指挥官是战争中的主要防御者时,会在战斗中获得优势。
##### To Be Continue #####
(篇幅所限,前文请移步第一部分,后续请移步第三部分。)
翻译:铿尔舍瑟 一个幽灵 索 摸鱼怪 识大体的林登万将军 伦敦 居里先生 黑夜龙人 毛里求斯大酋长 zzztotoso
校对:三等文官猹中堂
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本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。