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Stellaris开发日志#254 | 5/19 3.4.3版本号补丁附记……接下来是什么?

2022-06-21 21:11 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #254 - 3.4.3 'Cepheus' Patch Released (Checksum 9d15)... What's Next?

Eladrin, Stellaris Game Director


Hi all!

大家吼啊!


I'm happy to announce that the 3.4.3 hotfix should now be live and available on all platforms!

我很高兴向大家宣布3.4.3版本号热修复补丁已经于全平台上线!


On Monday I said that we were planning to address primary issues as quickly as we could and have a larger patch in a few weeks, but the team was absolutely on fire and was able to bring many of the fixes and changes that were originally scheduled for the later release into this hotfix. As a result, the 3.4.3 hotfix is significantly larger than a hotfix would usually be.

在周一的时候我曾向大家说过我们打算尽快修复目前的主要问题,然后在接下来的几周之内推出一个重大更新,但是我们的小组正在兴头上,因此将许多本来打算放在之后的修复与改动提前引入到了这次的热修复之中。因此,这次的3.4.3版本号热修复很明显要比以往任何一次的量都要大。


I want to stress exactly how helpful the bug reports we received were during this process - they made it possible for QA to generate a list of the biggest issues affecting the community and helped us prioritize our work, so thank you for submitting them, and please continue doing so if you run into issues.

我想强调在这个过程中所收到的bug反馈对我们有多么大的帮助,这些反馈使得QA可以产生一个问题清单,里面有着对玩家社区影响最大的问题,同时也可以帮助优化我们的工作。所以再次感谢各位向我们提供这些反馈,如果大家在游玩过程中碰到其他问题的话,也希望能继续向我们提交反馈。


Without further ado, here are...

闲话少说,大的要来了……



STELLARIS 3.4.3 ‘CEPHEUS’ PATCH NOTES

STELLARIS 3.4.3版本号“仙王座”补丁附记


#################################
######### VERSION 3.4.3 #########
#################################

# Revolt and Planet Stability related fixes and changes:
# 叛乱以及星球稳定度相关修复与改动:

- When planets revolt, there is now an option to declare war on the new country immediately rather than being subjected to a 10-year truce. The revolting planet counts as the aggressor. (if the planet joins another empire, and you choose war with them, the other country is now considered the aggressor).
- 现在当一个星球成功叛乱后,玩家可以直接对新产生国家宣战而不需要等待十年的停战期。同时这个叛乱星球会被视作入侵方。(如果这颗星球加入了其他的帝国,那么当你选择与它们开战时,其加入的帝国会被视作入侵方。)

- Revolt Situations no longer cause escalating stability maluses, as these could make it impossible to stop a revolt. They now give a flat 10 stability malus at all stages.
- 叛乱局势不再会给予持续的稳定度加成,因为这可能会使叛乱被平息。现在叛乱局势的所有阶段都只会给予固定的10稳定度加成。

- The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now).
- 现在人口从所属派系获得的幸福度修正会正确地更新。(所以现在当你使一个派系感到满意时,也会正确的使得该派系的人口快乐。)

- Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt)
- 修复了一个问题,可能导致一个叛乱局势出现而又立马消失。(现在叛乱局势只会在星球被计算出最近有能力叛乱成功时才会产生。)

- Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Otherwise newly-conquered planets have 4-year cooldowns.
- 现在拥有文化冲击的星球只会在经过8年的动荡而不是1年后才会出现叛乱局势,因为这些星球很难避免一场叛乱的发生。除此之外新近占领的星球会有一个四年的叛乱冷却期。

- Improved AI decision making on Revolt Situations.
- 改进了AI在面对叛乱局势时的决策行为。

- Fixed cases where rebels and released empires would have traditions and techs they should not have had access to (e.g. if non-gestalt pops rebelled against a gestalt empire).
- 修复了某些情况下叛军和被释放帝国会拥有一些它们本不该拥有的传统与科技。(例如,当非格式塔人口反抗格式塔帝国时。)

- Fixed cases where rebels and released empires would use their parent countries scientists for research. I.e. the researcher would be active in both countries, until one country changed their task.
- 修复了某些情况下叛军和被释放帝国会使用它们母国的科学家来进行科研。这些科学家在双方国家都是启用的,除非某一个国家改变他们的任务。

- Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it).
- 整理了一些叛乱局势过程中表述不明的文本提示。(那些描述你可以做什么的文本。)

- Void Dwellers now replace the 1 Politician (or Executive) job from Habitat Administration buildings with two Colonist jobs, which should increase their overall stability in the early game.
- 虚空居者起源现在会将居住站行政中心建筑提供的一个政客(或者是执行官)岗位替换成两个殖民者岗位,这应该可以增加游戏初期的整体稳定度。

- Doomsday origin starting planets will no longer clamor to revolt. (Revolt Situations are disabled on them.)
- 末日将至起源的初始星球将不再能爆发叛乱(叛乱局势对他们是不可用的)。

# Deficit related fixes and changes:
# 资源赤字相关修复与改动:

- To help them to deal with unexpected deficits, Empires can now purchase basic or advanced resources (specifically food or consumer goods) from the internal market if they have expenses of that type, even if they do not produce any themselves.
- 为了帮助帝国处理一些意料之外的资源赤字(特别是食物或者消费品资源),即使帝国完全不会生产某种资源,但如果有相应的开支便可以从国内市场购买基础或者高级资源,

- Fixed never-ending deficits - if you go into a deficit of a resource you do not produce at all, and then stop spending it (i.e. end up with both expenses and income of 0), the deficit will now resolve itself in a few months. This solves issues with machines having inexplicable food and consumer goods deficits, as well as cases where people over-spend rare resources they gained via event.
- 修复了永无止境的资源赤字问题,如果你陷入了一种你完全不会生产的资源的赤字局势,并且在之后停止消耗它(产出和花费都为0),那么这种赤字情况会在几个月之后自己消失。这解决了智械帝国存在的无法解释的食物和消费品短缺问题,同时也解决了人口过度消耗通过事件获取的稀有资源的问题。

- All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
- 现在所有赤字救助所需的资源都将随着游戏时间而不是那些已经结束的局势发生变化。

- Fixed a case where the situation approach to cut the maintenance of habitats would count double.
- 修复了一个问题,即降低居住站维护费的局势可能会被计算两次。

- Fixed stray reference to Minerals in the Consumer Goods Deficit Situation.
- 修复了消费品赤字局势中对矿物的错误表达。

# Subject and Agreement related fixes and changes:
# 附庸以及协议相关修复与改动:

- Subjects should no longer flip-flop between regular subject types and protectorate.
- 附庸将不会在普通属国与保护国之间反复变动。

- Fix issue where a new subject created from a Status Quo would be made up of the wrong systems.
- 修复了当一个新附庸通过“维持现状”创建时会由错误的星系组成的问题。

- Subjects can no longer sign Defensive Pacts or Guarantee Independence of other empires.
- 附庸将不再能够与其他帝国签署共同防御协议以及保障独立协议。

- Releasing a sector as a subject or enlightening a pre-ftl civilization now ignores the cooldown on agreement negotiation.
- 释放一个星区作为附庸或是启发一个前FTL文明之后将不再有外交冷却期。

- Increased the effects of Relative Power on AI acceptance of agreement negotiation.
- 增加了相对实力对AI外交谈判接受度的影响。

- Added base acceptance for subsidiary.
- 增加了附属公司的基础接受度。

- Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
- 整了AI关于贡献资源协议的接受度,使得他们更加容易接受苛刻的贡品/补贴

- AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
- AI宗主国和附庸们现在会更加容易接受与他们的思潮不合的专精附庸。

- Set minimum Advanced Resources tax for Prospectorium to 15% from 30%
- 将勘探邦的高级资源税收最低值从15%增加到30%

-Fixed ACTION_DEMAND_SUBJUGATION_NOTIFICATION and ACTION_ASK_TO_BECOME_SUBJUGATED_NOTIFICATION loc keys.
- 修复了ACTION_DEMAND_SUBJUGATION_NOTIFICATION以及ACTION_ASK_TO_BECOME_SUBJUGATED_NOTIFICATION的本地化键值。

- Fix for trade deals that are accepted and then canceled immediately.
- 修复了贸易协议接受之后又立马取消的问题。

- Fixed AI not taking relative power into account when considering subjugation proposals.
- 修复了AI在“要求臣服”时不会考虑相对实力的问题。

- You can no longer set the priority of overlord catalytic or metallurgist jobs.
- 你将不再能设置宗主国加工技师或是冶金师岗位的优先级。

- Overlord catalytic jobs no longer have the pre-3.4 penalties for food deficits.
- 宗主国加工技师岗位不再有3.4早期版本中的食物短缺惩罚。

- Corporate overlords now have access to the protectorate subject type.
- 巨企宗主国现在可以拥有“保护国”的附庸类型。

- Slaves can now be "employed" as mind-thralls.
- 奴隶现在可以被“雇佣”为思想奴仆。

- Fixed issue when removing/replacing overlord removes the corporate holdings.
- 修复了更换宗主国时会移除企业帝国地产的问题。

- The Divided Patronage loyalty penalty is now correctly removed from existing subjects when taking Shared Destiny, Feudal Society or Franchising.
- 现在当采用共同命运,封建社会以及特许经营国策时,“分散的荫蔽”的忠诚度惩罚会正确的从剩余附庸中移除。

- You can no longer immediately see the secret fealty status of sectors released as subjects.
- 你不再能够立马看见释放为星区附庸的秘密效忠状态。

- Rebalanced trade weights for specialist subdject leaders.
- 平衡了专精属国的宗主的贸易权重。

- Subjects that are converting to a specialist subject can continue conversion even if they should flip to a protectorate.
- 专精附庸依然可以继续转换为保护国。

- Subjects that are converting to a specialist subject cannot flip to a protectorate due to low tech level.
- 专精附庸转换为保护国将受到科技水平的限制。

- Empires can no longer have negative diplomatic weight.
- 帝国将不再拥有负的外交权重。

# Game Stability related fixes and changes:
# 游戏稳定性相关修复与改动:

- Fixed crash connected with resettling the last pop of a species.
- 修复了重新安置某个物种的最后一个人口时引发的崩溃问题。

- Fixed a rare crash in the Situations interface.
- 修复了在局势界面会引发的罕见崩溃。

- Fixed crash with modded shipsets.
- 修复了舰船模板界面引发的的崩溃问题。

- Fixed a crash that would happen when generating very large galaxies with high hyperlane density.
- 修复了当生成一个有着高超空间航道密度的巨型星系时引发的崩溃问题。

- Fixed a crash related to Federation Laws.
- 修复了切换联邦法律时引发的崩溃问题。

# Ship related fixes and changes:
# 与舰船有关的修复与更改:

- Ship starting experience modifiers now work when provided empire-wide (e.g. Fleet Supremacy edict)
- 舰船起始经验的修正现在会在全帝国范围内生效(如法令:舰队霸权)。

- Fixed tracking not countering evasion.
- 修复了舰船的追踪没有计算闪避值的问题。

- Added missing ship components for Offspring ships.
- 为子嗣舰船添加了缺失的舰船组件。

- Mercenary fleets are now buffed by Offspring Auras
- 雇佣兵舰队现在也能享受到子嗣舰船的光环buff

- Added missing L2 Battleship section for Offspring Battleships.
- 为子嗣战列舰增加了丢失的L2战列舰船体部分。

- Fixed ship build and upgrade cost modifiers not being applied correctly when retrofitting ships.
- 修复了舰船改造时,建造和升级的成本调整值错误的问题。

- Fixed certain AIs (the ones with Calamitous Birth and Private Colony Ships) never colonizing.
- 修正了某些AI(比如灾难起源或者私人殖民船)从不殖民的问题。

- You can no longer found mercenary enclaves using fleets belonging to your federation or the galactic community.
- 你不能再使用属于你的联邦或者星海共同体的舰队成立雇佣兵飞地。

# Other fixes and changes:
# 其他的修复与改动:

- Legacy Human portraits have been re-added as an option in empire creation.
- 在帝国创建列表里重新添加了旧版人类肖像。

- Fixed pops that grow as specialists on Colonies.
- 修复了人口在殖民地上成长后全是专家阶层的问题。

- Fixed pops which go into a loop of swapping jobs with unemployed specialists constantly resetting strata demotion timers.
- 修复了人口会进入一个与失业的专家交换工作的循环,从而不断地重置阶级降级的计时器的问题。

- Amenity job management is now activated even when there are no resources available for planet automation.
- 现在,即使行星自动建设没有资源可用,舒适度相关的岗位管理也会被激活。

- Fixed an issue where planet automation could not use resources from their local sector stockpile.
- 修正了行星自动建设无法使用所在星区库存资源的问题。

- Planet automation will now check that the unemployed pops can work the jobs that the automation would build, e.g. preventing specialist job creation for slave pops.
- 行星自动建设现在会检查失业的工人是否能够从事自动建设将会创造的工作,比如,它会阻止为奴隶工人创造专家工作岗位。

- Reduced the amount of research given by merc dividends.
- 减少巨型企业分红里的研究奖励数量。

- Fixed an issue where systems with primitives in them would not be transferred correctly during a status quo war resolution.
- 修正了在“保持现状”战争议和选项里,带有土著文明的星系无法正确被移交的问题。

- Non-Prophet Organization now correctly checks for the Teachers of the Shroud origin.
- 非先知组织成就现在会正确地检定虚境导师起源。

- Fixed the Stellar Performance achievement not being awarded properly.
- 修复了星际展览成就无法获取的问题。

- Subterranean empire are now shown uncapped mining districts on uncolonised worlds.
- 地底人起源的帝国现在查看未殖民行星时,其采矿区划也会显示“不受限制”。

- The Crystalline Bane modifier is now removed if you kill the Crystal Kraken in a dishonorable manner.
- 如果玩家以“令人不齿”的手段击败了晶状生命体,那么“晶态灾厄”修正将不会生效。

- Progenitor Nest deposit is no longer removed when terraforming a planet into a hive-world.
- 起源“始祖蜂巢”在将星球改造为蜂巢星球时将不再移除先祖巢穴

- Hive worlds now provide an offspring drone for progenitor hives instead of a spawning drones.
- 蜂巢星球现在会为先祖巢穴提供一个子嗣子个体,而不是产卵子个体。

- Fixed the Cyro Pod warrior event for xenophobes.
- 针对排外主义国家修正了“Cyro Pod战士”的事件

- Meeting the artist enclave now sets the correct flag.
- 与艺术家飞地会面时现在会设置正确的旗标。

- Added tooltip on create office branch button when players could not open a branch office.
- 当玩家无法打开分支办公室的页面时,增加了创建分支办公室的按钮的提示文本。

- Shroudwalker greeting event now fires only once.
- 虚境行者的问候事件现在只会触发一次。

- Fixed tooltip for starbase resource silos.
- 修复了恒星基地的资源槽文本显示异常的问题。

###################
# New Known Issues
# 新发现的问题
###################

- Localization for non-English languages related to these changes will be coming in a future update.
- 以上内容的非英语语言本地化将在未来的更新中到来。

- When negotiating an agreement, if the other party does not wish to accept the terms but does not have the influence necessary to decline, the eventual notification says that the deal timed out and auto-declined when in fact it was auto-accepted.
- 在谈判的时候,一方不想接受但没有足够影响力,最终游戏会通知玩家协议超时自动拒绝,但实际上它是自动接受了。

##### Patchnotes End #####



So what's next?

接下来的计划?


We'll be continuing to keep an eye on things, so keep those bug reports and feedback flowing. Currently our plan is to have a 3.4.4 update in a few weeks, that will contain localization updates for the 3.4.3 hotfix, more fixes and balance adjustments.

我们会持续关注以上改动,所以请大家继续向我们提交bug报告和反馈意见。我们目前计划在几周内有一个3.4.4版本号的更新,其中包含3.4.3版本号热修复的本地化更新,更多的修复以及平衡性调整。


A sneak peek of some of the things we're looking at for the planned patch include the following:

我们接下来会在计划的补丁里给大家先预览一些东西,包括以下内容:


SPOILER: STELLARIS 3.4.4 PARTIAL SNEAK PEEK

剧透:群星3.4.4版本号部分更新预告


- The Imperial Fiefdom will start with colonies close to every member of their empire, so nobody will feel left out of the fold. Those who feel particularly loyal will now also be able to remain a vassal of the empire after the civil war has started.
- “帝国封邑”起源的有关帝国将会扎堆出现,不会再有人感觉自己被遗漏了。那些感到特别忠诚的人现在也会在内战开始后继续成为帝国的附庸国。

- Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
- 为轨道居住站添加了“水培站”站点规划类型,移除了2个住房并且增加1个农民岗位。

- Ships now gain 5 exp per day in battle instead of 1.
- 舰船在作战时,每日获取经验从1点增加到5点。

- Doubled the base unity output of telepaths.
- “灵能使”岗位产出的凝聚力翻倍。

- Khan should no longer be hostile to mercenaries.
- 大可汗不再会对雇佣兵敌对。

- Admirals no longer abandon their post on leased fleets.
- 海军上将不会再放弃他们在租赁舰队里的职务。

- Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
- 如果你是一个合成人飞升的帝国,那么行星自动建设不会再尝试建造基因诊所。

- Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
- 如果有需要的话,行星自动建设会尝试清除地块障碍。现在将会使用相同的公式作为指标:如果它限制了行星地块的数量,或者有建筑可以通过清除地块障碍来建造,或者如果行星增长速度降低了。(以前它只会检查第一项)

- Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
- 修正了行星自动建设会经常升级“擢升中心”建筑的问题。(这是不可取的,因为它会导致你严重缺少死灵术士岗位)。

- Newly colonized planets will now have their planet automation turned on if they are in an automated sector
- 如果新的殖民地位于开启了自动建设的星区内,那么这个新殖民地也会自动建设。

- Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
- 增加了来自虚境行者的加成的描述,从而让你更清楚你获得了哪些增益,以及星球修正如何工作。

- You can no longer build an orbital ring around a planet with a destroyed orbital ring.
- 不能再在拥有被摧毁的轨道环的星球上重新建造轨道环。

- Added is_human_species scripted trigger if you want additional portraits to be considered humans.
- 增加了“is_human_species”脚本触发器,如果你希望额外的肖像被认定为是人类的话。

- Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
- 增加了“on_fleet_lease_started/ended on_actions”脚本触发器以对mod兼容更友好。


We also have some quality of life automation improvements planned for 3.4.4:

我们还计划在3.4.4版本号里增加一些能够提高基础游戏质量的自动化功能:


- Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
- 自动化探索和自动化研究现在游戏初始就可以进行,不再需要通过科技解锁。

- Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
- 工程船现在增加了自动化建造模式,它会自动在合适的站点建造研究站和采矿站。(不会自动建造观测站、超中继节点,或者其他的建筑)。


自动建造模式
自动建设研究站点和采矿站点


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翻译:疯狂的新兵 Aquaaaaaaaaa

校对:一水战阿部熊 三等文官猹中堂


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Stellaris开发日志#254 | 5/19 3.4.3版本号补丁附记……接下来是什么?的评论 (共 条)

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