潜渊症23/7/14 unstabe v1.1.4.0 测试版本更新日志翻译。

写在前面
本篇专栏为游戏:《潜渊症》的公开测试版本(unstable)的更新日志中英翻译,英文文本来自游戏根目录下文件“changelog.txt”,中文来自交互机翻(机翻+手改)。受限于游戏理解和英文水平有限,可能会有错误翻译或者错字,如有错误欢迎指出。

内容简述:
v1.1.4.0是制作组暑期年假前发布的一个版本。非常不稳定(原文:"v1.1.4.0 (very unstable unstable, vacation edition)")。所以如果在测试过程中遇到bug,不要惊慌,报到github即可/doge(如果有能力的话)。
上面只是铺垫,因为这个版本仍然对于过去的游戏习惯有较大改动,首先便是焊接油和氧气罐在玩家身上的堆叠上限被改为1,虽然增加了耐久作为补偿,但是过去身上几组的氧气罐子的景象是看不到了。然后是不同品质的物品可以堆叠了。同时,高压将造成器官伤害,意味着不能无伤修规模不大但是完全破裂的墙体了;叛徒模式的事件仍然在制作;遗迹生成也和沉船类似,按难度增加再出现,也不容易在前期接到清理遗迹这样的任务了。

目前,正式版本到测试版差4个版本号:V1.1.1.0-V1.1.4.0 前面几个版本的可以找之前的专栏看(贴吧应该也有

正文
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v1.1.4.0 (very unstable unstable, vacation edition)
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V1.1.4.0(非常不稳定,不可靠的,假期版本)
Unstable only:
#仅测试版
- Various fixes to traitor events: some events not completing despite the objectives being completed, some getting stuck, some not taking edge cases like destroying items (as opposed to throwing them out the sub) into account,
#对叛徒事件的各种修复:一些事件没有完成,但其物品已经完成了;一些事件还有待制作;一些事件没有考虑边缘情况,如破坏物品(而不是扔出潜艇)。
- Fixed traitor getting the rewards regardless if the objective succeeds or not.
#修正了叛徒无论目标成功与否都会得到奖励的问题。
- Fixed new traitors being given objectives of any danger level: they should initially get a level 1 event, and more dangerous ones if they complete that successfully.
#修正了新的叛徒能被给予任何危险等级的目标的问题:他们最初本应接到一个1级事件,如果他们成功地完成了,才会得到更危险的事件。
- Changed how sabotaging works: now it makes the item keep breaking down for one minute after it's been sabotaged down to 0%.
# 改变了破坏的工作方式:现在。其将造成物品持续损坏1分钟直至被破坏到0%。
- Added some hints about the traitor system.
#添加了一些关于叛徒系统的提示。
- Improvements to round summary layout.
#改进了巡回总结布局。
- Made the "mining sabotage" and "faulty robes" events a little easier.
#下调“采矿破坏”和“错误的长袍”叛徒事件的难度。
- If there are no loose vents/panels in the sub, some of the normal vents are swapped with loose ones to ensure the traitor events that require those work correctly.
# 如果潜艇中没有松动的通风口/面板,则将一些正常通风口变为松动的通风口,以确保需要松动的通风口的叛逆事件正确工作。
- Made deep diver ducks throwable (cause minor damage and a concussion if they hit someone on the head).
#使深潜鸭可投掷(造成轻微伤害,如果击中头部将造成晕眩)。
Changes:
改动
- Various improvements to Berilia (kudos to WJohn). See a full list of changes here https://github.com/Regalis11/Barotrauma/pull/12312.
#对海鞘级潜艇进行了多项改进(感谢WJohn)。 请在https://github.com/Regalis11/Barotrauma/pull/12312上查看完整的更改列表。
- Experimental: allow items of different qualities to stack.
#实验性:允许不同质量的物品堆叠。
- Experimental: don't allow stacking oxygen or fuel tanks in character inventories (still stack to 8 in cabinets), increased tank duration to compensate.
#实验性:角色物品栏中的氧气罐与焊接油瓶不再允许堆叠(容器中的堆叠上限仍然为8),但增加了耐久作为补偿。
- Experimental: being under high pressure causes organ damage. Without this, it's possible to basically ignore high pressure as long as you're quick (e.g. you can briefly go outside or to a breached ballast to fix walls).
#实验:处于高压下会导致器官损伤。 因为如果不这样,很可能只要动作够快就能几乎无视高压(比如,你可以短暂的到潜艇外或者完全炸开的破口去修墙)
- Tweaks to the sound effects when under high pressure: lerp to the "outside water sound" and make the sounds decrease in pitch.
#调整了处于高压下时的声音效果:对“outside water sound"声效进行了插值,并在此基础上下调了音量。
- The Output and FalseOutput of switches and periscopes are editable.
#开关和潜望镜的真假输出可以编辑了。
- Added a subtle animation to the pulse laser loader.
#脉冲激光炮装弹器增加了一个不明显的动画。
- Made gravity sphere, guardiansteamcannon and guardianbeamweapon cause a bit of radiation sickness.
#使引力球,蒸汽炮守卫和激光炮守卫能造成少量的辐射病。
- Made piezo crystals cause a bit of stun and burns on characters.
#使压电晶体能对角色造成少量眩晕和烧伤效果。
- Nerfed fractalguardian_emp a bit: longer attack cooldown, shorted EMP range. The previous values made it too easy to get softlocked.
# 稍微削弱了emp分形守卫者:上调攻击冷却时间,下调EMP范围。 以前的数值太容易导致因怪物卡死了。
- Increased impact damage a bit. Now impact tolerance is halved when a character is stunned, to make them take more impact damage when something hits the sub and sends the characters flying.
#稍微增加冲击伤害。 现在当一个角色被击晕时,冲击容忍度减半,使他们在有东西击中潜艇并将角色击飞时承受更多的冲击伤害。
- Added 50% flow resistance to makeshift armor.
#为简易盔甲增加50%的水流冲击抗性。
Alien ruin changes:
异星遗迹改动:
- The ruins now start smaller and grow bigger gradually, depending on the difficulty level.
# 遗迹现在开始阶段比较小,然后逐渐变大,这将取决于难度级别。
- Ruins start to appear a little later in the campaign (in the second biome).
#遗迹将更晚开始出现在战役中(在第二个生物群系)。
- Initially only "scan ruin" missions are given, "ruin salvage" and "clear ruin" missions don't appear until later.
#最初将只有“扫描废墟”任务,“废墟打捞”和“清除废墟”任务将在更后期解锁。
- Adjusted the loot distribution in the ruins.
#调整了遗迹的战利品分布。
- Fixed guardians and defensebot(?) spawning the blood decal when they get dismembered.
#修正了守卫和防御机器人(? )在当他们被肢解时会产生血迹的问题。
- Fixed guardian pod damage sounds sometimes being inaudible.
#修正了守护者吊舱的损坏声音有时候会听不到的问题。
Balance:
平衡:
- Changed how Scavenger talent works: previously it had a chance of doubling the loot in a container, which often lead to excessive amounts of loot (and other times, no extra loot at all). Now the chance works per-item instead.
# 改变了三光政策天赋的工作方式:以前,它有概率加倍一个容器中的战利品,这通常会导致过多的战利品(有时,也会根本没有额外的战利品)。 现在,由每件物品的机会进行概率计算。
- Revisited the contents, the difficulty, and the rewards of monster missions.
#重新设计了猎杀怪物任务的内容、难度和奖励。
AI fixes:
AI修复
- Fixed bots sometimes drowning in the ballast because they didn't think they'd need diving gear if the ballast is not full (but still has enough water to drown).
#修正了AI有时会在压舱物中溺水的问题,因为他们认为如果压舱物没有满(但仍然有足够的水溺水),便不会认为自己需要潜水装备。
- Fixed bots sometimes preferring to get a new weapon instead of reloading their current one, even if they had easy access to more ammo.
#修正了AI有时更倾向于获取一个新的武器,即使他们很容易获得更多的弹药,也不重新装填他们目前有的。
Fixes:
修复:
-Fixed damage from structure damage "shrapnel explosions" being very inconsistent. The explosion didn't ignore obstacles, meaning any structures between the explosion and the character (including the wall the shrapnel comes from) would drastically reduce the damage. This meant the damage was usually very low, but with specific kinds of wall configurations could be enough to instakill a character.
#修正了结构伤害导致“碎片爆炸”伤害的不一致性问题。 爆炸并没有忽略障碍物,这意味着爆炸和角色之间的任何结构(包括碎片来自的墙壁)都会大幅降低其伤害。 也就是说,伤害一般都很低,但在特定的墙壁配置下,却足以秒杀一个角色。
- Fixed characters letting go of the character they're dragging when moving out from or into a sub.
#修正了角色在移出或移入潜艇时会放开正在拖动的角色的问题。
- Changed the formula that converts the rectangular steering vector on the nav terminal to circular. The previous formula caused the "steering arrow" to point at a slightly different direction than where the submarine was actually trying to head to. Most noticeable when controlling turrets using the nav terminal.
#更改了将导航终端上的矩形转向矢量转换为圆形的公式。 之前的公式导致"航向箭头"指向的方向与潜艇实际试图前往的方向略有不同。 当使用导航终端控制炮塔时最明显。
- Fixed diving masks reducing movement speed.
#修复了潜水面具降低移动速度的问题。
- Fixed water in docked shuttles/drones not affecting the buoyancy of the main submarine as much as it should.
#修正潜水面具降低移动速度的问题。
- Fixed captains spawning without tobacco in the pipe (literally unplayable).
#修复了船长生成时烟斗里没烟草的问题(字面意义上的一点玩不了)
Multiplayer:
多人游戏
- Fixed inability to choose or vote for a sub if you don't have all the content packages required for the sub.
#修正了如果你没有所有所需的内容包,就不能选择或投票给一个潜艇的问题。
Modding:
模组制作:
- Added "TargetItemComponent" property to StatusEffects. Can be used to restrict which components of an item the effect targets.
#可用于限制物品的哪个组件对于物品生效。
- Added IsFlipped property to limbs and characters.
#为肢体与角色添加了IsFlipped(是翻转的)属性。
- Conditionals that target limbs can check the character's SpeciesName/SpeciesGroup.
#以检测目标肢体的条件可以检测种族名或族系(此条可能存在错误,建议对照原文)
- Always and OnActive effects can be used on limbs.
#OnActive和Always (激活时…和总是…)效果可作用于肢体上了
- Fixed items that are set to display the state of a contained item on the inventory slot (like a gun showing how full the magazine is) always displaying the condition of the contained item, not how full it is. This wasn't a problem in the vanilla game because all vanilla magazines use the condition to simulate the amount of ammo left, but made it impossible to display the state of a magazine that actually contains the bullets as individual items.
#修复了被设置为会在物品栏中显示所包含物品的状态的物品(比如枪会显示弹匣有多满)总是显示所包含物品的状态,而不是显示它有多满的问题。 这问题在原版游戏中并不存在,因为所有原版弹匣都使用耐久来模拟剩余弹药量,但这样无法显示真的装填子弹的弹匣的状态。
- Throwable components can be used in conjunction with Projectile components to create throwable items that can hit and damage characters.
#可投掷组件可以与投射物组件一起使用,以创建可以击中和伤害角色的可投掷物品。

感谢看到这里!不过制作组日志日常含糊不清,具体内容最好自己去试试(进入测试版本办法:steam-》库-》右键潜渊症-》属性-》测试-》选择unstable->等待更新下载-》进入游戏。注意,进入测试版本将导致如lua等模组将不可用,且回版本之后需要重新安装。)