Stellaris开发日志#261 | 8/18 接受挑战

牧游社 牧有汉化翻译
Stellaris Dev Diary #261 - Challenge Accepted
Eladrin, Stellaris Game Director
Hi everyone, I hope you've had a wonderful summer.
大家吼啊,希望大家夏天都过得很开心!
Today we'll start going into some of the things planned for the upcoming Stellaris 3.5 "Fornax”update.
今天我们将开始讨论将要到来的Stellaris 3.5版本号“天炉座Fornax”更新中的一些计划。
New Difficulty Settings
新的难度设置
With the improvements that have been made to the AI over the past few updates, we've noticed that new players are finding things a bit more challenging and there have been some requests for an easier difficulty setting. As such, we're adding a Civilian difficulty setting, and making Cadet the default difficulty.
随着过去几次更新中对AI的改进,我们注意到新玩家发现游戏变得更有挑战性,也有一些人要求设置更简单的难度。因此,我们增加了一个平民难度选项,并将学员难度作为默认难度。
Civilian difficulty further increases the bonuses players receive in Cadet difficulty, with an additional bonus towards completing First Contact.
平民难度进一步增加了玩家在学员难度中获得的加成,并为完成第一次接触提供了额外的加成。

Civilian Difficulty 平民难度
玩家会获得更多的经济、研究以及舰队容量加成,也会在建立新接触时提供加成。
Now, we're aware that most of you that read these dev diaries are looking for a greater challenge rather than the opposite, but we have some things for you as well.
当然,我们也知道,阅读这些日志的大多数人都在寻求更大的挑战,而不是寻求降低难度,所以我们也有一些东西给你。
Two new settings are being added that allow you to better customize the difficulty of your game.
我们增加了两个新的设置,使你能够更好地定制游戏的难度。
Rather than being a simple toggle, Scaling Difficulty can now be set to Off, Mid Game, or Late Game - if set to Mid Game, AI bonuses will scale from zero to the selected difficulty by the Mid-Game Start Year. Late Game will provide the current behavior of scaling to the selected difficulty by the End-Game Start Year.
难度递增选项现在不再是一个简单的开关切换,而是可以设置为关闭、游戏中期或游戏后期——如果设置为游戏中期,AI的各项加成将逐渐从零提升,到游戏中期开始的那一年到达所选难度。如果设置为游戏后期,那么叠满BUFF的时间点就会是游戏后期开始的年份。

游戏中期
AI从难度中获得的加成将会随时间逐渐增加,并且在游戏中期开始的那一年最终达到极值。
Difficulty Adjusted AI Modifiers is a new toggle that can dramatically increase the strength of the AI on higher difficulty levels as the game progresses. If enabled, the AI bonuses apply to all other modifiers the AI accumulates.
难度调整AI修正是一个新的可以开启或关闭的选项,随着游戏的进行,它可以在更高的难度水平上大幅AI的实力。如果启用,AI的加成适用于AI所积累的所有其它修正。
As an example, the Geothermal Fracking technology grants +20% Minerals from Miners. On Grand Admiral difficulty with this setting enabled, this technology would instead grant AI empires a 40% bonus.
举个栗子,地热能压裂采集技术可以从矿工那里获得+20%的矿物。但在启用该设置的大将难度下,该技术将给予AI帝国40%的奖励。

难度调整AI修正
AI将获得的帝国境内经济修正将与难度加成相乘。这将让游戏末期AI的经济实力更为强大。举个例子,一项本会给予20%采矿加成的科技在将军难度下会给予AI 40%的加成。
Fornax will also bring one other tiny little addition to the galaxy generation settings for players looking for an extra challenge.
在“天炉座”版本中,我们还在星系生成设置中为寻求额外挑战的玩家提供了一些细微的改变。

危机类型
这一选项将控制会发生的末日危机,只要在危机强度设置下没有关闭。“任意”表示终局会发生一场随机的危机。“全部”意味着所有的末日危机都会接踵而至,不过并不是同时发生,一次只会爆发一场。
The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.
危机类型设置现在有一个选项是“全部”,这将按顺序产生每一个危机,每一个后续的危机都比前一个更强大。整个银河系的大伙正指望着你呢。不要有太大压力。
Species Pack Achievements
物种包成就
Stellaris achievements have always been a bit tongue in cheek and enjoyable to make, if not always enjoyable to complete. (I'm looking at you, Galatron achievements!)
Stellaris的成就一直都是有点随意的,而且制作起来也很愉快,不过不一定能愉快地完成(说的就是你,银河之星Galatron成就!)。
We've submitted to the demands of our artists, and will be adding three achievements to each species pack that has previously been released.
我们已经给我们的美工提了新的要求,并将在以前发布的每个物种包中增加三个成就。
While Stellaris achievements have traditionally always been careful to not require "cross-dlc”, we didn't enforce that restriction to some of these since we felt that if you have all of the Species Packs you probably have everything else already.
虽然Stellaris成就传统上总是小心地不要求“跨dlc”,但我们没有对其中一些成就实施这一限制,因为我们认为,如果你有所有的物种包,你可能已经有了其他所有的DLC。
Here's one example from each.
以下是每一个物种包的成就的例子:
Aquatics:
水生族:

Fishing for Trouble - As an angler empire, provoke a Fallen Empire into declaring war on you and win.
钓了个麻烦 - 作为垂钓者帝国,唤醒一个堕落帝国对你宣战,并最终取得胜利。
Necroids:
死灵族:

There's a Zombie on my Lawn - As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet.
我家的草坪上有个僵尸 - 作为死灵帝国,在不炸掉他们的最终星球的情况下消灭一个植物族帝国,或者反过来,使用植物族消灭死灵族。
Lithoids:
似石族:

Rock Beats Paper - As a Lithoid empire, show the Galactic Community exactly what you think of that strongly worded letter.
布包不住石头 - 作为一个似石族,向全银河系表明你对那封措辞强烈的信的看法。
Humanoids:
类人族:

Strange Mood - As a Master Crafter empire, fully construct a megastructure while you have a Covenant with a Shroud entity.
奇怪的感情 - 作为一个有能工巧匠民政的帝国,当你与虚境签约时完全建造一个巨型建筑。
Plantoids:
植物族:

DIY - As an Idyllic Bloom empire, convert the junk worlds of the Ketling Star Pack into Gaia Worlds.
DIY - 作为一个田园绽放帝国,将鼠人星族中的废土星球改造成盖亚星球。
Next Week
下周预告
Next week I'll spoil more of the achievements, and go into some quality of life changes. Iggy will also give a compiled update on relic changes based on your feedback.
下周我将向大家介绍更多的成就,并讨论一些生活水平方面的变化。Iggy还将根据大家的反馈意见,对遗迹的变化进行整理更新。

We'll be a bit slow with replies to this dev diary as we're currently at a staff conference. We'll catch up as we can.
由于我们目前正在参加员工大会,所以对这篇开发日志的回复会有点慢。我们会尽可能赶上的。
See you next week!
大家下周再见啦!
翻译:铿尔舍瑟
校对:一水战阿部熊 三等文官猹中堂
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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。