潜渊症1.0版本更新精翻(4)
1024精翻:
潜渊症1.0将于下周推出
各位鱼食们好!
1.0版本即将到来前,是时候推出最后的前瞻文章了。从今年初开始,我们就忙于进行发行准备,尽管道阻且长,但我仍一路做到现在的成果,令人振奋。我们无比希望你会喜欢周一的更新——最后让我们看看,你能在更新中体验到什么?
派系大修
一直关注着我们推文的朋友们肯定已经比较了解派系大修的内容了。不过假如你错过了,请看一眼之前写联盟,分离主义者和小丑画皮派系的文章,这些文章中我们介绍并研讨了木卫二上的派系们和派系大修内容的更多细节。
简而言之,派系大修将你可以加入的互斥的四个派系变得活灵活现,加进了新的故事事件,派系专属任务和专属道具、加成、商人还有作为高声望奖励的新可雇佣NPC。

说到这儿,我们还重置了声望系统:你的声望现在以阵营为范围计算,将对你的旅途产生积极或消极的影响。我们删除了站点声望,因为如今所有站点都被联盟或分离主义分子控制着,而画皮教派和小丑圣母之子也拥有他们自己的站点区域(1024:原文districts in outposts,指站点中的某些区域,而不是有独立站点)。因此你和控制该站点或区域派系的关系将决定你在那儿的待遇。

我们也增加了另一条通往下一生态区的路,所以大家现在不需要为了推进游戏和联盟搞好关系了;分离主义者控制着另一条路,因此如果你愿意,你也可以整场战役为分离主义者而战 。
派系大修的另一新内容是船长缺失的第三条天赋树。这条线上的天赋叫作“政客”,专注于派系相关经验的获取,一般是鼓励你加入某个派系从一而终。这条天赋树也将给你的船员一些更强力的经验加成。

新结局
也许大伙儿更加期待的是我们终于做出了战役真正的结局。以前假如你打通了战役,你可能会因为战役结尾基本上没有什么内容而失望。周一这一切将会改变,通关战役之后,一系列合理的结局流程会被解锁。(有趣的是,它大体改编于我们制作人领队前几年发烧时做的一场梦。)

我们无意搞砸你的新鲜感,所以我们只能告诉大家战役结局将考验你和你的船员们路途中学到的技能,并将你带到某个你游戏中从未去过的地方,假如你加以注意,也许甚至还能解答你流程中的一些疑惑。基于你希望体验到的详细程度,终局将给战役增加2-3小时的游玩时长。
到现在为止,我们已经做了一整年的结局,我们迫不及待地想听听你们对它的评价!我们对自愿测试玩家们的BUG报告和反馈致以特别的谢意,感谢你们过去几个月间的支持。既然幕布已然揭开,我们希望我们的成果让玩家们等得值得。

其他新内容
周一的1.0更新也将加入许多其他的改进,最受期待的就是房间浏览器的语言过滤选项。如今你可以基于语言更加方便地过滤服务器,找到你想加入的房间。
我们同样重置了游戏的日语翻译,以及其他巨多小改进:多人游戏中更好的投射物同步,毒理改进,一系列调优和一些自定义名词物品。最后的三首额外BGM也将随着周一更新同时加进支持者包原声带里。
还有回答一个大家几周来一直在问的问题:新的结局,派系大修和更新中的所有内容都与旧存档兼容,意味着你不需要重启战役就可以体验1.0的新内容。大家只需要开到下一个站点就可以让战役地区更新。不过某些MOD需要升级(特别是LUA,需要和游戏的所有更新一道升级。)。

木卫二欢迎你
很少人比我们更加期待周一,但愿你也一样!我们即兴奋又紧张,把潜渊症做到现在,我们心怀感激。大家可能不知道我们最初的计划是在发布抢先体验的同年推出1.0(1024:大约是2019年开始的),但马上就证明我们过于乐观了,幸运的是,我们成功坚持了这么久。、
感谢大家这些年的支持和热情,我们从未想过可以获此殊荣把潜渊症做成这样一个更庞大,同时也许更优秀的游戏。还没完呢,我们会在正式版发布后继续更新,但现在我们是时候说:感谢大家,日后再会!
以下原文:

COMING NEXT WEEK: BAROTRAUMA 1.0
Hello everyone!
It’s time for the final sneak peek post leading up to our 1.0 release, now just around the corner. The road has been long and the beginning of this year very busy with all the launch preparations, but we are excited to have made it this far. We hope more than anything that you will like Monday’s release – let’s take one last look at what you will find in it.
FACTION OVERHAUL
To anyone keeping a close eye on our news, the faction overhaul will already be pretty familiar. If you’ve missed them, however, take a look at these previous posts about the Coalition, the Separatists, and the clown and husk factions, where we’ve introduced all the four Europan factions as well as discussed the faction overhaul features in more detail.
In a nutshell, the faction overhaul fleshes out the four rival groups you can choose to side with, introducing new story events and faction-specific missions, as well as special items, perks, merchants and hireable NPCs you can unlock as rewards for amassing enough faction reputation.

On that note, we’ve reworked the reputation system: your reputation is now always measured per faction, resulting in fortunate or unfortunate consequences along the way. We’ve done away with outpost reputation, as all outposts are now controlled by either the Europa Coalition or the Jovian Separatists, and the Church of Husk and the Children of the Honkmother have their own districts in outposts. Thus your reputation with the controlling faction of an outpost or district determines what kind of welcome you should expect there.

We’ve also added a second path out of any biome and into the next, so now you no longer need to build a reputation with the Coalition to advance in the game; the Separatists control the other passageway, so you can play through an entire campaign under their banner, if you wish to.
Another addition in the faction overhaul is the Captain’s missing third talent tree. The talents in this tree, titled “Politician”, focus on faction-related experience gains and generally encourage you to pick a side and stick with it. The tree also offers some of the more powerful experience boosts to your crew.

NEW ENDGAME
Arguably even more anticipated, we’ve finally implemented the real ending of the campaign. If you’ve finished the campaign anytime in the past, you may have been disappointed to find there is hardly any content at the end. That’s finally changing on Monday, and finishing a campaign after that will unlock the proper endgame sequence. (Fun fact, it’s loosely based on a dream our lead designer had several years ago while having a fever.)

We don’t want to spoil the surprise for you, so let’s just say the campaign ending will test the skills you and your crew have learned along the way, take you somewhere you have never been before in Barotrauma, and hopefully even answer a question or two in the process, if you pay close attention. The new endgame adds about 2–3 hours to the length of the campaign, depending on how thoroughly you want to comb through it.
We’ve been working on the endgame for a full year by now, and we can’t wait to hear what you think about it! Special thanks to our volunteer playtesters for all the bug reports and feedback on the endgame, and all your encouragement over the past months. Now that the veil is being lifted, we hope all of our players will find the conclusion worth the wait.

WHAT ELSE IS NEW
Monday’s 1.0 update also adds many other improvements, chief among them the long-awaited language filter for the server browser. Now you can filter servers based on language to have an easier time finding a lobby you want to join.
We’ve also completely remade the Japanese translation of the game, and there are lots of smaller improvements coming too: improved projectile syncing in multiplayer, poison improvements, and various optimizations, to name a few things. The last three song additions are also making their way to the Supporter Pack soundtrack concurrently with Monday’s release.
And to answer something we’ve seen a lot of you asking over the past weeks: the new endgame and faction overhaul, as well as everything else in the update, are backwards compatible with old saves, meaning you should not need to start a new campaign to access the new content 1.0 brings. To get your campaign map to update properly, you will only need to travel to the next outpost. Some mods may need updating (particularly Lua, which will need to be updated whenever the game updates).

WELCOME TO EUROPA
Rarely does one look forward to a Monday as much as we do today, and hopefully you do too! We are excited and nervous in equal measures, and very grateful to have made it so far with Barotrauma. Did you know that our original plan was to reach 1.0 the same year we entered early access – that soon proved too optimistic a plan, and fortunately, we were able to keep working on the game for a longer time.
Thanks to your incredible support and enthusiasm over the years, we have had the luxury of making Barotrauma into a much bigger, and hopefully better game than we ever imagined. We’re not done with it even now and will continue making updates post-release, but for now it is time to say: Thank you, and see you on the other side.