十字军之王3开发日志#58 | 5/4 扩展特质

牧游社 牧有汉化翻译
CK3 Dev Diary #58 - Stre(ss)tching the traits
Pdx_Meedoc, Recruit
Hello everyone!
大家吼啊!
Nice to meet you all! I recently joined the Crusader Kings III game design team and am honored to inaugurate my PDX account with this Dev Diary. Today we will cover two improvements planned for the upcoming patch: additional content and AI warfare improvements.
很高兴见到各位,我最近才加入CK3的游戏设计团队,这篇开发日志是我P社论坛账户发出的第一个帖子,对此我感到非常荣幸。今天我们会讲到即将发布的补丁中计划推出的两项改进:额外内容和AI战斗改进。

Trait changes
特质改动
One of the many pleasures of Crusader Kings is to personify a plethora of characters. Every one of them offers a good opportunity to roleplay, thanks to the various combinations of traits they offer. The Azure patch will expand upon existing content by updating and adding some trait-specific interactions and consequences. With this update, we want to connect the stress system even closer to personality traits.
十字军之王的众多乐趣之一在于你能随心所欲地捏出一大堆人物。得益于游戏提供的各种特质的花式组合,每一个人物都能在角色扮演时提供不错的可玩性。蔚蓝Azure补丁会在原有基础上更新和添加全新的、特质专属的互动和结果,来拓展这一方面的内容。在这个更新中,我们会使压力和个人特质之间的联系更加密切。
One of the notable changes is for Shy: it will no longer generate Stress when launching a Personal Scheme. Shy characters can still receive Stress via some of the scheme event options however, and they will be less efficient at performing personal schemes (it will take them longer), but they will be able to do it without ending up having a mental breakdown.
其中一个比较显著的改动是害羞Shy特质:它不再会在发起私人计谋时产生压力。虽然害羞的人物还是有可能因为一些计谋事件的选项而收获压力,而且他们在进行私人计谋时会更低效(会需要更长的时间),但他们现在可以完成这些计谋而不会因为压力过大导致精神崩溃了。
We also added a few new interactions and decisions. For instance, Forgiving characters can abandon one of their hooks to lose Stress. You can either decide to be a truly forgiving character, abandoning a hook you obtained unwittingly, or you can actively look for hooks and then choose to be merciful. We have also added new options for Diligent characters; they can dedicate themselves to improving the Development of their Capital, but doing so will generate a lot of Stress. Finally, if Impatient characters are Stressed, they can speed up the progress of their current Personal Scheme, without affecting their current Stress levels.
我们也添加了一些新的互动和决议。比如宽宏大量Forgiving的人物可以通过放弃对他人的牵制来减轻压力。你可以选择成为一个真正宽宏大量的角色,放弃你不经意之间拥有的牵制,或者也可以积极地寻求牵制然后放弃来显得自己很仁慈。我们还为勤勉Diligent的人物添加了新的选项:他们可以通过献身于工作来提升他们首都的发展度,但这么做会产生巨大的压力。最后,急躁Impatient的人物在有压力的情况下会加快他们当前私人计谋的进度,而不会影响他们目前的压力等级。

[Image of the Develop Capital decision available for Diligent characters]
[拥有勤勉特质的人物可用的“发展首都”决议的图片]
发展首都
我梦想着雷伊Rayy有一天能令全天下的领主都钦羡。我应当竭尽全力把它变成大地上的珍宝。要实现这一切只需要我再多做一些额外的工作……
效果:你获得为期5年的勤勉的规划;你获得80压力,因为你有勤勉的特质;
发展首都选项在未来5年不可用
- 制定发展计划。
Some traits have also gained access to interactions that are not related to the stress system but still improve upon the expression of their personality. For instance, Arbitrary characters can now dismiss a Hook a vassal holds on them by spending a lot of Prestige and gaining Tyranny.
有些特质也能解锁和压力无关但仍能进一步表现出他们个性的互动。比如,专断Arbitrary的人物现在都可以花费一定威望和增加暴政度来命令封臣解除牵制。

[Image of the Dismiss Hook interaction available for Arbitrary characters]
[拥有专断特质的人物可用的“要求解除牵制”互动的图片]
解除牵制
对你的效果:对米切尔王子降低15点评价(+0.6每年)(憎恨);这是暴政行为,会导致所有封臣对你的评价降低15;
对拜占庭帝国王子米切尔的效果:失去一个对你的人情牵制;对你降低20点评价,持续10年(失去弱牵制);更接近于成为你的宿敌;
花费350威望
We would love to hear your feedback, and also suggestions for improving other traits!
我们非常愿意听到你们的反馈,同时也愿意听到改进其他特质的建议。

AI and Warfare
AI和战斗
There is also a number of AI improvements, mostly about how the AI moves its units while at war. Pathfinding has been revised, and AI armies should now take more optimal routes to reach their targets, whether they be close but surrounded by treacherous terrain, or far away across the sea (which was most visible during Crusades; there will be no more island hopping for Christian armies, and Vikings should also be more swift and direct in their raids). The new pathfinding logic now factors in time, attrition and threat when selecting and routing to a destination.
AI也得到了很多处改进,其中最主要的是改进了AI在战争时如何移动它部队的方法。我们改进了寻路逻辑,现在AI的部队在前往目标地点时会选择更加优化的路线,无论目标地点是在很近但被险峻地形包围的地点,还是遥远的海那边(这种情况在十字军远征的时候最常见:基督教军队不再会使用跳岛战术,维京人也会在掠劫中变得更迅速而直接)。现在,新的寻路逻辑在寻找路线前往目标地点时会综合考虑到时间、损耗和威胁。
Getting close to the enemy is only the first step in warfare though, and the AI should behave more sensibly in other areas too. After winning crucial battles, AI armies should use their full might to more efficiently besiege enemy fortresses - you should see less mangonels and bombards chasing peasants while there is a perfectly good castle waiting to be ruined. We also adjusted the AI behaviors depending on their Casus Bellis, making sure that they not only prioritize territorial conquest but also capturing hostages when relevant. While there’s likely to be some odd behaviors in the military AI still, we believe this will be a noticeable change in the right direction.
接近敌军只是战争中的第一步,AI在其他方面的行动也会变得更聪明。当赢下关键一战之后,AI部队会动用全部力量以更有效率的方式围攻敌方要塞——你不太会再看见投石机和射石炮追着农民跑而放着一边好好的城堡不去轰了。我们也根据战争借口调整了AI的行为,确保他们不再以占地为第一要务,同时也会在有必要时以抓俘虏为先。虽然军事AI好像还是会有一些奇怪的行为,但我们认为这次更新会让AI向正确的方向大跨一步。

Lastly, an important organizational change: the version number of the patch will be 1.4 instead of 1.3.X as announced previously. This is to make the scope of the patch a bit clearer. While it is still a relatively small patch, it is also larger than a hotfix or a pure bugfix patch we've released in the past. Some mods will need to be updated. And while we always strive to keep save games compatible, with the nature of the game you might still run into edge cases with your old saves that we did not catch.
最后是一项重要的架构变动:本次更新的版本号将会是1.4,而不是之前公布的1.3.X。这是为了让补丁的内容范围更明确一些。虽然这仍然是个相对比较小的补丁,但它确实比我们过去发布的hotfix和纯粹修复bug的补丁要丰富。某些mod需要更新。虽然我们始终努力保持游戏的兼容性,但由于游戏的本质,旧存档可能还是会在某些极端情况下不可用。
And that's it for today! Thanks again for your precious feedback, and please keep providing more! I hope you enjoyed it, and see you next week for more information about the Azure patch!
以上就是今日的全部内容了!再次感谢你们宝贵的反馈,请继续多提供一些!希望你们喜欢今天的内容,下周会有更多关于蔚蓝Azure补丁的消息!
翻译:摸鱼怪
校对:阿尔法一世 三等文官猹中堂
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