EU4开发日志 | 8/9 成就

牧游社 牧有汉化翻译
Europa Universalis IV - Development Diary 9th of August 2022
PDX Big Boss, Corporal
Good afternoon and welcome to today's Developer Diary! Today's topics are new Achievements and Moddability expansion, as well as further discussion on the Idea groups changes proposed by the community and our QA.
大家下午好,欢迎来到今天的开者日志!今天的话题是新的成就和模组变化,以及我们的社区与QA团队提出的理念组改动。
But first, we've got a cool Stream for you!
不过首先,我们给你们带来了很酷的直播!
Tomorrow, Wednesday the 10th between 10am and 6pm CEST we'll go live with the Europa Universalis IV segment of this year's Grand Campaign! So head on over to our Twitch channel tomorrow and join us!
8月10日周三的CEST早十点到晚六点,我们会直播今年的《欧陆风云4》大战役实况!欢迎明天光顾我们的Twitch频道加入直播!
Read more here: https://pdxint.at/3p5vuqp
更多信息请看:https://pdxint.at/3p5vuqp
Achievements
成就
Brick by Brick 聚沙成塔(英语俚语)

Starting as Denmark, enact the Unified Kalmar Monarchy government reform and own the entire Scandinavian region as your cores.
以丹麦开局,启用“统一卡尔马君主制”政府改革,拥有所有斯堪的纳维亚地域的省份作为你的核心省份。
This achievement flows nicely with the gameplay elements introduced in 1.34 and ties well into a nice playthrough as Denmark, with a lofty goal in mind!
该成就和1.34版本号引入的游戏元素结合得非常好,能让你玩丹麦玩得很爽,还能让你记住这个非常宏大的目标!
Super Trooper 超级士兵(典出同名美国喜剧片超级骑警)

Starting as Sweden, enact the Allotment System government reform, have 80 regiments of Carolean raised at the same time with at least +40% infantry combat ability.
以瑞典开局,启用“分配征募制度”政府改革,同时拥有80队卡尔军与至少40%步兵战斗能力。
Let the Swedish new Carolean units teach you all abbaout combat ability!
让全新的瑞典卡尔军来教教你什么叫真正的斗宗强者吧!
Assembly Instructions Needed 需要组装说明(出处可能是瑞典宜家家具)

Form Scandinavia and revoke the privilegia of the Holy Roman Empire while being the Emperor.
成立斯堪的纳维亚并作为神圣罗马帝国皇帝撤销特权。
The manual is surely lying, how am I supposed to put together a large administrative body of dozens of different nations with different goals and agendas in just 15 minutes!?
这个说明明显有毛病,我怎么能在15分钟里,把一大坨目标和方针各不相同的各国行政机构搞到一起去?
Holy Horder 神圣部落民(与骑士团Holy Order相近)

Starting as the Teutonic Order, form the Mongol Empire while having the Holy Horde government reform enacted.
以条顿骑士团开局,成立蒙古帝国,并且启用“神圣游牧”政府改革。
Why yes of course, starting as the theocracy of the Germanic Teutonic Order, turning into a special Holy Horde and subsequently resurrecting the Mongol Empire is not the end of times, it’s a legitimate strategy! History at its finest! /s
当然了,以日耳曼文化的神权条顿骑士团开局,变身为特别的神圣游牧政体再完全重建蒙古帝国可没完。这就是纯度极高的游戏策略!历史的最佳演绎!
For the Emperor! 为了帝皇!(典出战锤40000系列)

Form Prussia or Germany, have the Empire government rank and 40.000 Marines raised at the same time.
成立普鲁士或者德意志,拥有帝国等级政府并且同时拥有40000人的海军陆战队。
Prussia is one of the - if not the most - powerful military powers in the entire game. Its soldiers are of unparalleled discipline and combat prowess, one could even say these marines’ ability reaches beyond outer space!
普鲁士是全游戏军力最强的国家之一-也许就是最强。他们的士兵纪律严明、战力出众,说他们的战斗力突破外太空也毫不夸张!
The Freest Man in the World 海贼王(典出海贼王,英文本意为“全世界最自由的人”)

Ensure that no colonized province in the world produces slaves while having the War Against the World Doctrine government reform enacted.
确保世界上所有已殖民省份不出产奴隶的同时,启用“对抗全世界的战争理论”政府改革。
The era of free pirates is upon us! Wealth, fame, power are nothing to people if they do not own their freedom first and foremost!
自由自在的海盗时代来临了!如果人们没有最优先最重要的自由,财富、名望、权力将一文不值!
Crossing the Finnish Line 满芬过线(Finnish和Finish发音接近)

Release and play as Finland in 1444 and have a direct land connection to the Cape while your capital is in Nyland/Uusimaa.
在1444年释放芬兰游玩,定都尼兰/新地并且与开普陆路相连。
Is it really border gore if the border is a straight line?
边界线都是直线的话,还能算丑陋的版图-1000吗?
Purify the Temple 净化(物理)圣殿

Starting as Riga, enact the Salvific Plutocracy government reform and raid the heretic church of Rome.
以里加开局,启用“赎罪券财阀制”政府改革并劫掠罗马的异端教堂。
Riga receives an interesting and quite large mission tree for its size, now accompanied with a cool new achievement for a flavorful and fresh playthrough! We <3 Riga!
里加作为弹丸小国也有了量大有趣的新任务,现在还能和这个棒棒的新成就搭配起来,让你的游戏体验非常的新鲜,非常的独特!我们都想和里加贴贴!
Almost Prussian Blue 近乎普鲁士蓝

Starting as the Livonian Order, form Livonia and own the territory of the North German Confederation as core provinces.
以利沃尼亚骑士团开局,成立利沃尼亚,拥有北德意志邦联的版图并全部造上你的核心。
A new achievement to support a splendid new mission tree for the Livonian Order. Now imbued with style due to Livonia's new color, it's an old familiar color but it checks out.
这个新成就可以拿来完成利沃尼亚骑士团的一个新成就。因为现在利沃尼亚有了一个和某个旧颜色很像的新颜色,所以这个成就名字很贴切,打开游戏看看吧!
Let it Go! 随它去吧!(典出冰雪奇缘同名歌曲)

As Norway, have your capital in the Canada region while not owning any province in Scandinavia.
作为挪威,定都加拿大地区并在斯堪的纳维亚地区没有省份。
Traverse through the snowy locales of Canada with the brand new mission tree for Norway and leave behind your European lands. The cold never bothered you anyway!
带着全新的挪威任务树穿越白雪皑皑的加拿大,把欧洲的土地扔在身后。极寒不会碍着你什么!
Hanukkah Mutapa 穆塔帕的光明节

Starting as Mutapa, convert to Judaism and celebrate a festival.
以穆塔帕开局,改信犹太教并庆祝一个节日。
It means no worries for the rest of your campaign! It's a problem-free philosophy!
这意味着你游戏接下来的时间没啥担心的了!爱咋咋地了!
Modding Additions
模组新增改动
The second part of this Developer Diary will be dedicated to the various additions and new script goodies we are adding with 1.34. In total, over 40 new script parameters have been added to best help the modding community expand its amazing work, a love letter sort of speak. So, in the spirit of showing off some of the cool new script additions, let's take a look at some of them.
这篇日志的第二部分将讲解我们在1.34版本号中新加的各种内容和新的文本优化。总的来说,我们加入了超过40条新的脚本内容来帮助社区的模组制作者可以更好地创作优质作品,这就是我们的一点心意。因此,想看看这些不错的新文本内容,那就现在快点端上来一些吧。
Modifiers and Effects:
修正和效果:
- set_bankruptcy = <tag> The tag gets instantly bankrupt
- Added reasons_to_elect which adds additional modifier for HRE election reasons
- Added morale_damage and morale_damage_received that works similarly to fire_damage and fire_damage_received during combat
- Added military_tactics modifiers which allows you to increase this value given by the military tech.
- Added max_hostile_attrition
- local_garrison_size = <float> - modifies the local garrison size of the province as long it has a fort to begin with, see the "garrison_size" modifier for reference
- global_attacker_dice_roll_bonus, local_attacker_dice_roll_bonus, global_defender_dice_roll_bonus, local_defender_dice_roll_bonus, own_territory_dice_roll_bonus, global_trade_goods_size

壁垒
敌军损耗:+1.00
本地防御效率:+15.0%
本地守方掷骰点数加成:+1.00
Modifiers both local and country-wide take a good bit of the spotlight for 1.34 with interesting new one such as the dice roll for defenders, attackers and own territory. This new modifier will add another layer of depth to military-related rewards of events, missions and decisions should you wish to mod them in.
本地和全国的修正都是1.34版本号中的一个亮点,其中有一些比较有趣,比如守方、攻方以及领土内的掷骰点数修正。这一新修正将拓展由事件、任务以及决议得到的与军事相关奖励的深度,为mod制作带来更多可能。
What's more, some new modifiers we are excited to play around with are local garrison size, giving more defensive capabilities to smaller nations with defensible terrain and military_tactics, a very potent modifier that decreases the casualties your side takes during battle. A small note here, this modifier always applies as a percentage to the base amount (0.5) thus a 10% increase would always amount to essentially +0.1 military tactics.
此外一些我们比较期待的新修正包括本地驻军数量(使得拥有险要地形的小国能够更易守难攻)以及军事战术(一个非常有潜力的修正,能够降低战斗中的伤亡)。要注意的是这一修正永远是作用在基础值(0.5)上的一个百分比,即增加10%永远代表+0.1的军事战术。
Rule Modifiers
规则修正
In the EU IV Wiki there's a portion of the Modifiers page dedicated to the so-called Rule Modifiers. Up until now, these were hardcoded to only appear either in Ideas or Age Bonuses. However, with 1.34 and onwards we will be able to utilize them as normal country modifiers! Some of the cool modifiers included are the ability for units to ignore fort zones of control, attack bonus in provinces with the same terrain as capital province and allowing ships to repair in coastal sea zones adjacent to owned provinces.
在欧陆风云4 Wiki中,有一部分修正被划分为所谓规则修正。此前这些修正都被编写为只在理念或时代奖励中出现。然而从1.34版本号开始,将可以在一般的国家修正中使用它们了!其中一些有趣的修正包括使单位无视要塞控制区的能力、在与首都相同地形的省份中获得进攻加成,以及允许船只在与拥有省份邻接的海岸海区中自动修复的能力。

芬兰获得「欧洲的白色死神」直到游戏结束,获得以下效果:
敌军损耗:+1.00
要塞防御:+20.0%
在地形与首都相同的省份战斗时获得战斗优势:+1
最大敌方损耗:+1.00
斯堪的纳维亚不再需要20级行政科技来成立。
Triggers (requirements):
触发器(前置条件):
- any_war_enemy_country/all_war_enemy_countries
- gives_military_access_to = <country scope> (returns true if the country gives the specified country military access
- receives_military_access_from = <country scope> (returns true if the country receives military access from the specified country
- gives_fleet_basing_rights_to = <country scope> (returns true if the country gives the specified country fleet basing rights
- receives_fleet_basing_rights_from = <country scope> (returns true if the country receives fleet basing rights from the specified country
- added has_naval_doctrine = <doctrine key> or "any"

×正在交战的对象:厌战度至少为10.0
×有海军学说
The idea behind adding these trigger checks is to help save time from long and performance-intensive scope checks for requirements such as all_war_enemy_countries. Furthermore, checking for countries that give any type of access would only serve to further imbue missions and new modding works with more freedom to create content as it's visualized, without having to cut down or resort to "duct tape" solutions. Lastly, a personal favorite is the check for naval doctrine, a trigger I am very much looking forward to using!
添加这些触发器的目的是免去长时间且占用性能的检查,比如all_war_enemy_countries这种条件。此外,检查某个国家是否给予任意类型的通行权能够让任务和mod制作更加自由,从而制作出简单明了的内容,而不需要避免它们或是采用“强力胶布”方法来弥补。最后,我最喜欢的是检查海军学说的触发器,我非常期待使用它!
Miscellaneous
杂项
Mercenary armies will now have descriptions so you can write the story behind some of the most legendary hired arms during the timeline of the game. This change aims at adding an increased sense of roleplay and help the player see the mercenary armies as a unique and alive part of the game, not just some faceless troops to be thrown into battle. In this instance, the description is used to declare that the Swiss mercenaries will not cost any Army Professionalism:
雇佣兵部队现在具有描述,你可以为一些游戏时间线中的传奇雇佣兵团撰写背景故事。这一改动主要是为了提升角色扮演的沉浸感,并且使玩家能将雇佣兵部队视为游戏中独特、鲜活的一部分,而不只是一些大众脸炮灰。在下例中,描述被用来表明瑞士雇佣兵不会花费任何陆军职业度:

瑞士卫队佣兵团可以被雇佣。
该佣兵团在征召时不消耗陆军职业度。
该佣兵团当前科技等级为3级,给予以下加成:
- 军事战术:+0.50
- 陆军士气提升+2.50。
- 战斗宽度增加5。
- 步兵火力:+0.35
- 步兵冲击:+0.50
- 骑兵冲击:+1.00
来自瑞士卫队传统:训练度:+2.5%
Golden Ages now have the ability to be extended (in the form of months) and even be reset as part of a new effect "reset_golden_age = yes & extend_golden_age = <months>"
黄金时代现在能够被新效果“reset_golden_age = yes & extend_golden_age = <months>”延长(按月)甚至重置。

获得一个额外的黄金时代或将现有的延长30年
每个拥有的至少40发展度的省份将可以建造另一个工场
该任务将在成立波兰立陶宛联邦后解锁
The Breakthrough mechanic will also appear in the game, however by default it will be turned off (read more in this Developer Diary about Breakthrough). However, the system is in place and modders can activate and tweak it on demand via the "defines" file.
突破机制也将在游戏中亮相,不过默认是关闭状态(更多有关突破的内容参见开发日志20220524)。但这一系统已经就位,Mod作者可以通过“defines”文件启用并按需求使用。

-- 突破:一个实验性特性,当你击败炮兵的前排部队时,有机会将该炮兵拖至前排。
Aggressive Expansion can now be granted as an effect as add_aggressive_expansion and reverse_add_aggressive_expansion. Moreover, this effect can be affected by a parameter to simulate AE taking culture, religion etc into account.
现在可以通过add_aggressive_expansion和reverse_add_aggressive_expansion的效果来赋予侵略性扩张。此外这一效果还能够被一个参数影响以模拟文化、宗教等对AE的影响。
Monuments will be able to have descriptions, conditional modifiers (if X applies you get Y else get something else as a modifier) and even have region-wide effects on top of province, area and global effects.
奇观也能够拥有描述、条件修正(如果X生效则你获得Y,否则获得其他修正),甚至在省份、地区和全局效果外还能获得地域效果。

都江堰
如果将你的奇观提高到远近闻名的等级,将会获得下列加成:
省份修正:
可用建筑位:+1
发展花费修正:-10.0%
在该区域拥有的省份:
省份治理成本:-20.0%
在该地区拥有的省份:
每月荒废度:-0.05
We went ahead and added a new console command, namely “remove_country <TAG>”, behold its effect!
我们还添加了一个新的控制台指令“remove_country <TAG>”,效果显而易见!
Before:
使用前:

After:
使用后:

(Sweden will still fight and win its independence, subsequently annexing the entirety of Scandinavia despite the fact that it does not exist anymore - still not overpowered ).
(瑞典仍将进行独立战争,然后吞并整个斯堪的纳维亚,尽管它已不复存在——但也从未被击败)。
Finally, we have converted all the stats of special units. They used to reside in the "defines" file, now they are static modifiers which are more moddable:
最后,我们调整了所有特殊单位的数值。之前它们都位于“defines”文件中,现在则成为数值修正,更方便通过mod修改:

Having advisors give scaling bonuses based on their level will also be a reality with 1.34, a change we are most excited about! For example, you can have Advisors grant -5% Mercantilism Cost per level, for a total of -25% at level 5:
在1.34版本号中将可以根据顾问的等级带来不同程度的加成,这是最让我们激动的改动!比如你可以获得每级顾问-5%重商主义花费,即5级顾问能够带来-25%修正:

如果我们通过重商主义完成该任务,则每级商人顾问都将降低「提升重商主义的花费」,并且我们的统治者将获得实业家特质或1外交能力或者:
波兰商人特许地位特权将被授予市民,该特权具有以下效果:
效果:
授予后没有效果。
修正:
商人团贸易力量:+5.00
贸易中心升级花费:-10.0%
Overall, 1.34 adds a very healthy number of new triggers, modifiers and effects to play around with and we are looking forward to seeing how they will be utilized both by our colleagues as well as the modding community. Do bare in mind that the modding additions showcased here are still a work in progress and only reflect a portion of what we are adding for 1.34 due to us wanting to keep this Developer Diary from being 20 pages longer and only showing off some of the highlights!
总而言之,1.34版本号增加了一大批可玩的新触发器、修正和效果。我很期待看到我的同事们和mod社区用它们整出更好的活。但是请注意,日志中展示的修正仍在制作中,并仅能反映了我们为1.34版本添加的部分内容,因为我们希望使此开发者日志不再超过20页,且只突出展示重点。
Idea Groups
理念组
And now here @Pavía , talking (again) about the balance changes for the upcoming update.
现在由@Pavía接手,(再)来讲讲下次更新中的平衡调整。
After going through all the feedback we received from the community a in the last couple of weeks, and more internal testing about the changes, this is going to be the final version of the Idea Groups changes for 1.34 Update:
通过过去几周都社区反馈,及更多分内部测试之后,下述这些调整将是1.34版本号更新中理念组更改的最终版本:
Economic Ideas:
经济理念
- Bonus now gives -10% Development Cost instead of -20%.
- 完全解锁现在奖励-10%的发展成本修正,而不是-20%。
Innovative Ideas:
革新理念:
- 'Optimism' gives now also gives +1 Leaders without Upkeep.
- “乐观主义”现在也会给予+1免维护点数将领
- 'Formalized Officer Corps' replaced by 'Expanded Policies', now granting +1 Free Policies.
- “正规化军官团”将被“行政扩张”代替,现在提供一个免费政策。
Espionage:
间谍理念:
- 'State Propaganda' now also reduces Covert Action Relation Impact by -50%.
- “国家宣传”现在也减少了秘密行动对关系的影响到-100%。
- 'Agent Training' now gives -15% Advisor Cost.
- “间谍训练”现在给与-15%顾问花费。
- 'Vetting' now also grants -0.2 Yearly Corruption.
- “清查制度”现在也提供-0.1每年腐败度。
- 'Privateers' now give +25% Chance to Capture Enemy Ships instead of +25% Embargo Efficiency.
- “私掠者”现在将+25%禁运效率替换为+25%俘获敌舰几率。
- 'Audit Checks' replaced by ‘Blackmailing’, now granting:
- “审计检查”被“敲诈”所取代,现在提供:
-- Reasons to Accept Vassalization +15.
-- 要求附庸接受度+15。
-- Monthly Favors Modifier +33%.
-- 每月人情获取+33%。
- Bonus now gives Rebel Support Efficiency of 100% instead of 50%.
- 完全解锁奖励的支持叛军效率从原先50%调整为100%。
Exploration Ideas:
探索理念:
- 'Free Colonies' now gives +10% Settler Chance.
- “自由殖民”现在给与+10%定居几率。
- 'Global Empire' now also gives +25% Treasure Fleet Income.
- “全球帝国”现在给与+25%财宝船收入。
Trade Ideas
贸易理念
- 'National Trade Policy' now also decreases Promote Mercantilism Cost by 25%.
- “国家贸易监管”现在同时给与减少25%提升重商主义花费。
- Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
- 完全解锁奖励现在给与+10%市民阶层忠诚点
Aristocratic:
贵族理念:
- 'Noble Knights' now gives -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
- “贵族骑士”现在将原先的-10%骑兵花费替换为-20%骑兵花费,并且将原先的+10%骑兵作战能力替换为+15%。
- 'Serfdom':
- “农奴制”
-- National manpower modifier now giving +15% instead of +33%.
-- 现在将原先的+33%国家人力修正替换为+15%国家人力修正。
-- Adding -5% Development Cost.
-- 增加-5%发展成本。
-- 'International Diplomacy': Replacing +1 Free Leader Pool for -25% General Cost.
-- “国际贵族”:将+1免维护点数将领替换为-25%将领花费。
-- 'Noble Connections' now increases mercenary manpower by 25% instead of 20%.
-- “贵族纽带”现在将原先的增加20%雇佣兵人力
Divine:
神权理念:
- 'Martyrs' now gives +20% Manpower in True Faith Provinces instead of +15% Global Manpower modifier..
- “殉道者”现在将原先的+15%全局人力修正替换为+20%正统信仰省份人力
- 'Servants of God' now gives -5% Development cost.
- “神的忠仆”现在给与-5%发展成本。
Horde:
游牧:
- 'Horse-lords of the Steppes' now also gives +10% Cavalry to Infantry ratio.
- “大草原上的马王”现在给与+10%骑兵比例。
- Bonus now also gives +10% Tribes Loyalty Equilibrium.
- 完全解锁奖励现在给与+10%部落阶层忠诚均衡点。
Indigenous Ideas:
原住民理念:
- 'Controlled Burns' from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
- “烧荒”现在将原先的+20%国家人力修正替换为+15%国家人力修正。
Plutocratic:
财阀理念:
- 'Tradition of Payment'
- “发薪传统”
-- Replacing +10% Mercenary Manpower for -20% Mercenary Cost.
-- 将+10%雇佣兵人力替换为-20%雇佣兵花费。
-- Mercenary Discipline now gives +5% instead of +2.5%.
-- 雇佣兵训练度由+5%替换为+2.5%。
- 'Free Cities' now also gives -5% Development Cost.
- “自由城邦”现在给与-5%发展成本。
Naval Ideas:
海军理念:
- 'Naval Glory' now also gives +1 Impact on Siege.
- “海军荣耀”现在给与+1围攻影响
- 'Oak Forests for Ships' now also gives +10% Ship Durability.
- “橡木船只”现在给与+10%船只耐久。
- Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
- 完全解锁奖励现在将+10%船只耐久替换为-100%海军齐射花费
Offensive Ideas:
进攻理念:
- 'Grand Army' now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
- “大陆军主义”现在给与+10%特殊部队上限,并将+20%陆军上限修正替换为+15%陆军上限修正。
Quality Ideas:
质量理念:
- 'Quality Education' now also gives +0.5 Navy Tradition.
- “质量教育”现在还给与+0.5海军传统。
Quantity:
数量理念:
- 'Levée en Masse' now gives +25% National Manpower modifier instead of 50%.
- “全民动员”现在将+50%国家人力修正替换为+25%国家人力修正。
- Bonus now gives +25% Land Force Limit Modifier instead of +50%.
- 完全解锁奖励现在将+50%陆军上限修正替换为+25%陆军上限。
Policies:
政策:
Economic - Quantity:
经济-质量:
- No longer gives -10% Development Cost, instead it gives -10% Land Maintenance Modifier.
- 不再给与-10%发展成本,而是给与-10%直属州维护费修正。
Innovative - Quality:
革新-质量:
- Now gives Infantry Combat Ability +15% instead of +10%.
- 现在将+10%步兵作战能力替换为+15%步兵作战能力。
Aristocratic - Espionage:
贵族-间谍
- Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.
- 现在将+15%骑兵作战能力替换为+10%骑兵作战能力和+10%贵族阶级忠诚均衡点。
On top of that, we've made a few small balance changes here and there, implementing feedback we've received in the last DDs; most of them we already commented on in there , so I don't want to make this one longer.
最重要的是,我们在各处都有一些小的平衡更改,以回应我们在之前的开发日志中收到的反馈;其中大部分我们已经评论过,所以我不想让这篇日志太长。
And speaking of, this is going to be the last Development Diary of this cycle. Most of the team here at Tinto will be going on vacation in the next few weeks, so we’re making sure that in the following days all the content gets as polished as possible for the release, and some team members will also be taking care of the preparations during this period. We know that there will be speculation about the dates of the next DLC, but we want to be sure that we offer a high quality product; so hopefully there will be more news on this soon.
说起来,这将是这个周期的最后一篇开发日志。Tinto的大多数团队成员将在接下来的几周内休假,因此我们确保在接下来的几天里,所有内容都尽可能完善,以便发布,一些团队成员也会注意这期间的准备工作。我们知道会有关于下一个DLC日期的猜测,但我们希望我们能确保提供高质量的产品;所以希望很快会有更多关于这方面的消息。
Thank you very much to everyone who's been following us and participated in this cycle of DDs that began more than 3 months ago. We're quite happy with the feedback we've received during it, and we're also very excited about the new content and the update. See you!
非常感谢一直关注我们并参与这个已经有3个多月的开发日志周期的所有人。我们对在此期间收到的反馈感到非常满意,我们也对新内容和更新感到非常兴奋。再见!
翻译:Strategemata 李勋回来了 莱恩希德公爵
校对:113322qwe1 三等文官猹中堂
欢迎关注UP主和主播小牧Phenix!
欢迎关注牧游社微信公众号和知乎专栏!微信公众号改版为信息流,欢迎【置顶订阅】不迷路,即时获得推送消息!
B站在关注分组中设置为【特别关注】,将会在私信内及时收到视频和专栏投稿的推送!
欢迎加入牧有汉化,致力于为玩家社群提供优质内容!组员急切募集中!测试群组822400145!
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。