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Stellaris开发日志#209 | 4/14 进击的补丁附记

2021-05-12 21:36 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #209: Nemesis - Attack of the Patch Notes

Obidobi, Producer – Stellaris


Hello everyone!

大家吼!


Hopefully this will come as a pleasant surprise to all of you! Last week I posted the changelog for 3.0.0 and talked a bit about the fact that we were already working on the 3.0.1. The details I left out were that we were actually close to being done, but for the sake of not making promises I wouldn't be able to keep, I decided that I would err on the side of caution. However, now that the 3.0.1 has gone through all the necessary checks and processes I am happy to announce that we will launch Nemesis, and by extension the 3.0 'Dick' Patch, with this 3.0.1 patch!

希望这对你们所有人来说都是一个意外的惊喜! 上周我发布了3.0.0版本号的更新日志,并谈到了我们已经在开发3.0.1版本号的事实。我遗漏的细节是,我们实际上已经接近完成了,但为了不做出我无法兑现的承诺,我决定谨慎行事。然而,现在3.0.1版本号已经通过了所有必要的检查和程序,我很高兴地宣布,我们将发布涅墨西斯Nemesis,并扩展3.0版本号“迪克Dick”补丁,一并同时推出3.0.1版本号。


This means that there will never be a 'live' version of the 3.0.0., and instead you will all receive all the fixes that we've worked on for the 3.0.1. in addition to the massive changelog of the 3.0.0. For some perspective, the 3.0.1 contains roughly 8 pages of fixes and balancing, bringing the entire 3.0.0 and 3.0.1 to roughly 27 pages of new content, balancing changes, UI tweaks, AI fixes, Improved Stability, many new modding features, and of course general bug fixes.

这意味着永远不会有3.0.0版本号上线了,取而代之的是,在3.0.0版本号的大量更新日志外,你们还会收到我们为3.0.1版本号所做的所有修正。从另一个角度来看,3.0.1版本号包含大约8页的修复和平衡调整,使整个3.0.0和3.0.1版本号达到27页,囊括了新内容、平衡性改动、UI调整、AI修复、稳定性改进、许多新的模组功能,当然还有常规的捉虫。


So the moment you have all been waiting for, here's the changelog for the 3.0.1 that will be released tomorrow along side Nemesis!

因此,在大家都在等待的时刻,我们为你呈上3.0.1版本号的改动日志,将于明天与涅墨西斯Nemesis一起发布!


###############################
######## VERSION 3.0.1 ########
###############################


###################
# Features
# 特性
###################

* Added several new diplomatic messages for Becoming the Crisis empires
* 为化身天灾帝国增加了一些新的外交信息。

###################
# Balance
# 平衡性
###################

* A wormhole now connects Scions to their Fallen Empire overlords.
* 现在上国荫藩国和他们的堕落宗主国之间有一个虫洞链接

* Aetherophasic Engine now grants increasing amounts of energy, minerals and Naval Capacity with each upgrade.
* 以太相位引擎现在每次升级都会增加能量、矿物和海军容量。

* Scaled down the Unity rewards of various espionage events which now award a value based on existing, monthly Unity income.
* 减少了各种间谍事件的凝聚力奖励,现在奖励的价值基于现有的每月凝聚力收入。

* Imperial Security Directorate updated such that it now offers the Emperor +2 to Decryption and +4 to Encryption only.
* 帝国安全局更新为仅为皇帝增加2点解密和4点加密等级。

* Reverted change to special resource edicts' one-time costs: their costs now increase with empire sprawl as well as overextension, as opposed to just overextension. Also clarified the tooltip a bit.
* 回调特殊资源法令的一次性成本:它们的成本现在随着帝国规模和过度扩张度而增加,而不仅仅是过度扩张度。同时也让一些提示栏更加明了。

* The new Special Projects for the final step in the base game Precursor event chains now take 30 days to research.
* 基础游戏先驱者事件链的最后一步的新特殊项目现在需要30天的时间来研究。

* The Indentured Servitude slavery type no longer applies Slavery based production modifiers if the pop is working in a Specialist job. Other slavery based modifiers such as reduced Housing and Amenity usage continue to apply.
* 契约奴工奴隶类型不再适用奴隶的生产修正,如果该人口在从事专业工作的话。其他基于奴隶的修正,如减少住房和舒适度使用的修正则继续适用。

* Lowered chance of Unbidden spawning as they can spawn early, so were appearing a lot more often than other crises
* 降低了高维入侵的出现几率,因为它们可以提前出现,所以比其他危机出现得更频繁

* Reintroduced Slave Processing Facility requirement to recruiting Slave Armies.
* 重新引入招募奴隶军队的奴隶处理设备要求。

###################
# Performance and Stability
# 性能与稳定性
###################

* Fixed potential CTD when partial failure to connect to host in MP view.
* 修正了在多人游戏视图连接主机部分失败时潜在的闪退问题。

* Stopped research_all_technologies console command from crashing the game.
* 控制台命令research_all_technologies现在不会导致游戏崩溃

* Right click unassigning a spymaster envoy no longer desyncs the game in MP.
* 用右键取消指派间谍大师特使将不再会使多人游戏失去同步。

* Improved efficiency of the code for picking what to build via planetary automation scripts.
* 提高了通过行星自动化脚本选择建造内容的代码效率。

* Reduced the “destroy galaxy” performance impact by not destroying each pop individually.
* 通过不挨个删除每个人口而减少了“摧毁银河”的性能影响。

* Remade destroy colony so it is destroying any pops before changing owner/controller to no country just to reduce the amount of per pop calculations.
* 重做摧毁殖民地,在将人口的所有者/控制者改成无国家前就开始删除人口,这样就能减少人口方面的计算量。

* Removed ai_weight fields from buildings, as the AI was periodically evaluating whether they added up to less than -1 (which they never did) to see if they should be destroyed. (Note: ai_weights were replaced by economic_plans so were not used for evaluating which building to build; note 2: if for some reason as a modder you really want to use them, you can still do so by disabling economic_plans)
* 从建筑物中移除ai_weight字段,因为AI会定期评估它们的总和是否小于-1(它们永远不可能小于-1),看看它们是否应该被摧毁(注:ai_weights被economic_plans取代,因此不再用于评估应该建设哪一个建筑物;注2:如果因为某些原因,作为一个模组制作者你真想使用他们,你仍然可以通过禁用economic_plans来这样做)。
* Fixed crash on Linux when joining a game through steam friends while the game was running.
* 修正了在Linux上运行游戏时通过Steam好友加入游戏的崩溃问题。

###################
# UI
# 用户界面
###################

* Filter out ill suited empires from the top right target Empire drop down in the Diplomacy view. E.g. The Shroud and Curator Enclaves.
* 在外交视图中右上角的目标帝国里过滤掉不合适的帝国。例如:灵能界和策展人。

* Galactic focus selection window is now hidden when changing tab in the galactic community.
* 当在银河共同体中切换标签时,银河焦点选择窗口现在隐藏了。

* Rename Build ship and Build Defensive Platforms buttons on Starbases and Megastructures to Open catalog, which better describes the actual action.
* 在基地和巨型建筑上重命名“建造飞船”和“建造防御平台”按钮为“打开目录”,这样可以更好地描述实际行动。

* Disable newly renamed Open catalog buttons in Starbase and Megastructure ship builder UI when they have no effect.
* 在星际基地和巨型建筑造船UI中当它们没有效果时禁用新命名的打开目录按钮。

* The Special Deposit tooltip now lists the effects that the special deposits have.
* 特殊资源点提示栏现在会列出特殊资源点的效果。

* UX rehaul of the MP Game Lobby making it clearer what to do and who's ready.
* 修改了多人游戏大厅的视觉效果,让玩家更清楚该做什么、谁准备好了。

* Excavation sites are now greyed out when fully excavated.
* 发掘地点现在完全挖掘后变成灰色。

* Remade planet view locked building slot tooltip to refer to actual capital building name and district with highest building slot add modifier
* 重做行星视图锁定的建筑槽提示,以对应实际的首都建筑的名称和有最高的建筑槽增加修正的区域

* Details for fleet, pops, economy, and technology are now hidden in the breakdown of diplomatic weight if you don't have enough intel
* 如果你没有足够的情报,舰队、人口、经济和技术的细节现在都隐藏在外交权重的分解栏中。

* Tidied up the tooltip for a planet's habitability in the planet's interface to clearly state what each number is.
* 整理了行星界面的宜居性提示栏,以清楚地说明每个数字是什么。

* Intel value text should now be displayed better in all languages.
* 情报值的文本现在应该在所有语言中更好地显示。

* The espionage operation categories filter is now hidden if there are less than 2 operations available.
* 间谍行动类别过滤器如果只有少于2个可用的行动的话,现在会被隐藏。

* Only showing espionage operation category filters for potential and/or ongoing operations
* 仅显示间谍行动类别过滤器的潜在和/或正在进行的行动

* You can now use "go to capital" on Marauders in the Contacts menu (it will take you to their home system).
* 你现在可以在联系人菜单中对掠夺者使用“去到首都”(这会带你到他们的母星系)。

* If you have sufficient intel, hovering over the button to form or cancel a research agreement will now tell you how many technologies you and the other country may learn from it.
* 如果你有足够的情报,悬停在按钮上缔结或取消一项研究协议的话,现在将告诉你你和其他国家可以从中学到多少技术。

* Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out).
* 悬停在按钮上缔结或取消一个商业协议现在告诉你你将从中获得多少资金(而不是你必须缔结协议才能知道)。

* When you are offered a commercial agreement, you will now hear about the energy credit benefits.
* 当你收到一份商业协议时,你现在可以得知能量币的收益。

* Removed superfluous "Are you the baddie?" tooltip for the Crisis tab, only displayed when not Becoming the Crisis.
* 删除了危机选项卡中多余的“你是坏蛋吗?”的提示,只有当不是危机时才会显示。

* Improved consistency of Diplomatic Stance policy options being hidden or unavailable; visibility is now determined by government type and DLC ownership, while other factors determine availability.
* 改进了隐藏或不可用的外交立场政策选择的一致性;现在,能见度是由政府类型和DLC所有权决定的,而其他因素则决定了可用性。

* Changed tooltip for starbase buildings/modules in starbase view buildables to show calculated value and hide base if value is not affected by modifier.
* 修改了太空基地建造模块界面的文字提示,如果数值得到修正,将直接显示最终效果,如果没有得到修正,将会隐藏基础值显示。

* The tooltip for Crisis Objectives now contains information for how much Menace you have gained from this Objective.
* 威慑力目标的提示栏中现在包括你可以从中获得的威慑力数值。

* Added variety to the "unknown species" cardboard cutout in the first contact interface.
* 在第一次接触的界面中增加了未知物种的剪影。

* Fixed inappropriate line breaks in "Intel" labels for some languages,
* 修复了部分语言在情报提示中的不合适的换行符。

* Show diplomatic pacts an Empire has even if they're only known via a second hand Intel source. E.g. You having high Intel on A and thereby knowing it has a Commercial Pact with B will now show that Commercial Pact in the diplomacy view of B even if you don't have full Intel on all of B's diplomatic pacts.
* 在你只有间接的情报时仍然可以看到其它帝国的外交关系例如,你对A有高情报等级,并以此了解到A与B签署了商业协议。现在就算你对B没有完整的情报也会在你对B的外交界面上直接显示B与A有商业协定。

* Cost/upkeep/production breakdown tooltip should not show mult modifiers for "empty" resources.
* 花费/维护/产出的文字提示中现在不会显示对“空”资源的修正。

* Opinion map mode now properly hides opinion breakdowns unless enough Intel is gained.
* 外交关系地图模式现在会在你未获得足够的情报的情况下合适地隐藏好感度的详解。

###################
# AI
###################


* AI war strategies are now recalculated more often to make it respond better to changes in ally fleets.
* AI的战略计划将会更加频繁地重新计算以更好地符合同盟舰队实力的变化。

* The AI now better accounts for the value of different resources when deciding what to buy on the market.
* AI现在在市场上购买资源时将会更好地评估不同资源的实际价值。

* Allow the AI to trade with Living Metal, Dark Matter, and Zro on the market.
* 现在允许AI在市场上交易活体金属,暗物质和泽珞。

* Added cooldown before AI considers responding to a proposal, set in define DIPLOMACY_RESPONSE_COOLDOWN_DAYS
* 增添了AI考虑外交提议的冷却时间,设定在DIPLOMACY_RESPONSE_COOLDOWN_DAYS

* Increased randomness when AI responds to proposals, will still do a daily roll if it should but chance for responding starts at none and then rapidly increases each day until proposal expiration date.
* 增添了AI对外交提议回复的随机性,如果AI应当接受这项提议,AI回复的概率将会零开始每天迅速增加直到外交提议超时的日期。

* The AI now better take into consideration that Federation and GDF ships have no upkeep when deciding which ships to build.
* AI现在会在联邦舰队和银河防卫军舰队没有维护费的前提下更好地建设联邦舰队和银河防卫军。

* The independent GDF AI will now remember which capital systems it has visited upon reloading a save file.
* 独立的银河防卫军AI现在在读取一个存档时能记得存档时访问过的上一个首都星系。

###################
# Modding
# 模组
###################

* Added on_army_killed_in_combat / no_combat on_actions.
* 添加了on_army_killed_in_combat / no_combat的on_actions。

* Using "pop" scope change in army scope now takes you to the pop that spawned the army.
* 使用在陆军作用域中的“人口”作用域可以直接跳转到生成该陆军的人口。

* Added export_resource_income_to_variable effect.
* 添加export_resource_income_to_variable效果

* Added export_trigger_value_to_variable_effect.
* 添加export_trigger_value_to_variable_effect效果

* Added trigger is_current_first_contact_stage.
* 添加触发器is_current_first_contact_stage.

* Fixed various issues with setting species archetype restrictions for government elements (civics, authorities) so that it is now checked in every case and can be used safely.
* 修复了为政府元素(民政、政体)设置物种原型的一些问题,因此现在可以在任何时刻更加安全地检查和使用它们。

* Enabled triggered descriptions and gametext ([ ] commands) in espionage operation descriptions.
* 允许在间谍行动的文本描述中调用触发描述和游戏文本([ ]命令)。

* Fixed a bug in scripted effects/triggers that meant that you'd get weird startup errors if you ever used more than one "[" in a scripted effect/trigger.
* 修正了一个在脚本效果和触发器中使用多个“[”会出现奇怪的启动错误的bug。

* Added is_total_war trigger.
* 添加了is_total_war触发器。

* Fixed issue where owned_species and enslaved_species scope script lists would not always work in planet events.
* 修正了owned_species和enslaved_species范围脚本列表在行星事件中偶尔失灵的问题。

* Added abort trigger on espionage operation type for killing of an active operation.
* 增加了中止一个进行中的间谍行动的中止触发器。

* Added has_active_building trigger (checks if a planet has the building in a non-ruined and non-disabled state).
* 增加了has_active_building触发器(检查行星上的建筑是否处于非毁坏和非禁用状态)。

* Added effect for postponing modifier calculations, useful when executing a lot of effects where individual result of them is not important.
* 增加了延迟修正计算的效果,在执行很多个别结果不重要的效果时很有用。

* Fixed cases of missing modifier names (where a modifier would show up as "<blank>: +X") in pop jobs (triggered modifiers) and deposits (country modifiers).
* 修复了人口工作(触发器层面的修正)和行星特征(国家层面的修正)缺失的修正名(bug存在时,修正的名字将显示为“<blank>:+X”)

* Fixed any_owned_species so it also works on day 1 of a new game now.
* 修正了any_owned_species,现在它也可以在新游戏的第一天有效。

* Added remove_invalid_civics option to change_government effect to force incompatible civics to be removed from the government.
* 在change_government effect中增加了remove_invalid_civics选项,以迫使不兼容的国民理念从国民理念中被移除。

* Made is_majority_species make sense.
* 让is_majority_species正常运行

* Fixed some minor documentation issues brought to our attention by eagle-eyed modders.
* 修正了一些眼尖的modder发现的小的文档问题。

###################
# Bugfixes
# 捉虫
###################

* Fixed rare case of frontend background not covering the entire screen.
* 修正了罕见的前端背景不覆盖整个屏幕的情况。

* Fix occasional fullscreen flickering when running with the -dx11 flag.
* 修正了当使用-dx11时偶尔出现的全屏闪烁。

* Zro Distillation now always becomes a tech option if Extradimensional Experimentation resolution is enacted.
* 蒸馏泽珞现在在点出异次元实验决议后作为一种可选科技。

* Removed superfluous information about default country types in the tooltip for forming a research agreement.
* 移除了达成科研协议时提示中关于默认国家类型的多余信息。

* Event "The Fumes Lie Thick" now tells you about the scientist's new trait.
* 事件驱之不散The Fumes Lie Thick现在会告诉你科学家获得的新特性。

* Fixed an issue where habitat auto-designation would not pick energy specialisation when that was clearly the right choice.
* 修正了殖民地自动规划不能在适合选取专注能源选取该专精的问题。

* Fixed some grammar errors in "Wind Back and Proceed" archaeology event.
* 修复了在倒带重演Wind Back and Proceed考古事件中的语法错误。

* Molluscoid Integration event now no longer refers to "tiles" (what on earth is a tile?? :) ). It now also only gives you 6 new pops.
* 软体整合事件中不会再给你“tiles”(俺们写这个的也不造啥是tile)现在只会给你6个人口。
* Fixed an issue where the special project fail event "Smuggler Weapons Trade" would talk about a spaceship rather than a planet.
* 修正了一个特殊项目失败事件“走私者武器交易Smuggler Weapons Trade”,现在他们将谈论宇宙飞船而不是行星。

* Fixed Machine Synchronicity Traditions lacking a line break at the end, causing it to be fairly unreadable.
* 修复了智械同步传统末尾缺少换行符导致不可读的问题

* Fixed an issue where you could break the Necrophage origin by having your prepatent species as a subspecies of the main species
* 修正了一个你可以通过将你的转化前物种作为主要物种的亚种来打破死灵起源的问题

* Random Spy Network event "An Operative Resurfaces" no longer refers to the empire's leader getting hands-on in extraction of operatives, and preparing security reports.
* “营救特工行动An Operative Resurface”不再是帝国的领导人亲自营救特工并准备安全报告。

* Added a missing tooltip from random Operations event "Excess Noise".
* 增加了在随机的“多余噪声Excess Noise”行动事件中缺失的文字提示。

* Corrected a missing tooltip from Spy Network event "Hostile Infiltration Detected".
*修正了间谍网络事件“侦测到敌对渗透Hostile Infiltration Detected”中缺失的提示文本。

* Leaving federations through events no longer generates opinion penalties unless we deliberately want those penalties set.
* 通过事件离开联邦不再产生好感度惩罚,除非我们特意设置这些惩罚。

* Resolutions to repeal the banning of slave trade now have their correct icons.
* 废除奴隶贸易禁令的决议现在有了正确的标志。

* Corrected Fallen Empires in their mistaken assumption that they have 16 building slots instead of 12 on their starting planets.
* 修正了堕落帝国的错误前提,即他们在起始星球上有16个建筑槽而不是12个。

* Added various government types which were not fully recognized by VIR during the first stage of the tutorial.
* 增加了更多在第一阶段教程中不被VIR认可的政府类型。

* Selecting an Oligarchic authority type with the Death Cult civic is now consistently recognized as a Grim Council government.
* 选择一个具有死亡教团的公民型寡头政府,现在一直被认为是一个冷酷的议会政府。

* Fixed several cases where Alloy Mega-Forges and other similar buildings providing +X jobs per Y district would sometimes be unspecific or wrong about how many jobs they'd get from you building which district.
* 修正了一些在巨型合金熔炉和其他类似的提供每Y区划+X岗位的建筑计算工作岗位时会不确定或错误的问题

* Fixed several fallen empires lacking housing due to having no city districts.
* 修正了几个堕落帝国因没有城市区域缺乏住房的问题。

* You can no longer get the “Scandalous Insult” event on yourself.
* 你不再能自己对自己触发“外交侮辱”事件。

* Improved tooltip for when a Spy Network has become overextended.
* 改进了当间谍网络过度扩张时的提示。

* Subjects that are in a federation with their overlord should now be able to declare a war for independence on them.
* 与宗主在同一联邦的附属国现在可以对宗主发动独立战争。

* Make diplo action positive/neutral/negative background shown in UI again.
* 让积极/中立/负面的背景在外交行动UI中重新出现。

* Reanimated Armies is now fully incompatible with Synthetic Ascension, rather than just quietly doing nothing as before.
* 逝者军势Reanimated Armies现在和合成进化不兼容,而不是和以前一样。

* Cosmic Nudge arc site now no longer gives you 10% progress on a habitability tech way beyond what you have researched (essentially useless as it costs so much), but instead gives you progress on the next tech in that line that you can research
太空一推Cosmic Nudge考古遗迹现在将不再给已研究超过10%的宜居性科技提供科研进度。

* First Contact event "A Terrible Sight to Behold" no longer shows a happy handshake as its event picture
* 第一次接触事件“可怖一幕A Terrible Sight to Behold”将不再展示一个友好接触的事件图片。

* Guarantee independence now displayed properly in the diplomacy view (them guaranteeing our independence does not make it work the other way around).
* 独立保障现在将正确的显示在外交界面(之前被其他国家保障独立之后反过来却无法正常操作)。

* The tooltip for Society Management now correctly mentions the Crisis tab if the player has Nemesis installed.
* 当玩家拥有涅墨西斯Nemesis时,社会管理界面的提示栏现在将正确地显示天灾选项。

* Fixed a reference to the "Traditions and Relics" interface in the tutorial (it is now "Society Management").
* 修复了在关于教程里面的“传统与遗珍”界面的注释(现在改为社会管理界面)

* Fixed AIs unintentionally spawning Advanced Empires through the Lost Colony origin even when Advanced AI Starts have been disabled by the player.
* 修复了即使玩家关闭了生成AI高级帝国,AI高级帝国还是会通过失落星球起源随机产生的BUG。

* Galaxy Generator now uses correct starbase types for marauders and FE when it needs to connect the empire through a non owned system.
* 银河生成器在将掠夺者帝国或堕落帝国与无主星系连接起来时,将会正常设置(这些帝国所属的特殊星系)恒星基地的类型。

* Fixed the AI sometimes having sectors with no planets in them
* 修复了AI的星域里有时会没有星球的问题.

* Operation Arm Privateers may only be conducted against the same target once every 3 years. The operation will conclude early if another empire has successfully armed the brigands before you have.
* 武装私掠行动每三年只能对同一个目标使用一次。如果另一个帝国在你之前成功武装海盗那么这个行动将会提前结束。

* If the other side finishes the first contact site before you, but you had successfully started a hostile first contact event chain and were merely awaiting the outcome (e.g. completing the vivisection), you will now get the rewards and flavour event anyway.
* 如果另一方在你之前完成了第一次接触,但你已经成功开启了敌意初次接触事件链同时只是在等待结果的话(举个例子:完成活体解剖),那么你仍将得到奖励以及风味事件。

* Operation event "Smear Campaign Exposed" now makes references to the proper empires in its description.
* 行动事件“诋毁运动被发现”现在会在其描述中提到特定的帝国。

* Reworked the final step of the Vultaum, Yuht, First League, Irassian, and Cybrex precursor chains. They now provide a one-day Special Project on the discovered homeworld rather than the last event being fired on-survey. This should improve visibility and increase robustness in situations where e.g. the star system changes ownership or is colonized.
* 重做了所有先驱者事件链的最后一个阶段。现在最后的事件将提供一个为期一天的关于发现母星的特殊项目而不是一个调查事件。这将显著提升诸如星系所有权变更或者被殖民时的可见度以及稳定性。

* Added bespoke event descriptions for scenarios in which Operation Spark Diplomatic Incident is conducted against a target who, in turn, causes offense to your own empire.
* 为“引发外交事故”行动的场景增添了一些定制的剧情文本。这一行动的目标反过来激怒你的帝国时将会触发这些剧情。

* Fixed some cases of starbases incorrectly respawning on loading a save.
* 修复了某些情况下载入游戏时恒星基地位置复位错误。

* AI will now give AI full rights in some circumstances.
* AI现在将在某些情况下给予AI完整公民权(译注:原文如此,后一个AI指的应当是合成人/智能人人口)。

* Fixed Adaptability Tradition "Survival of the Fittest" not using its own art.
* 修复了适应传统中“适者生存”没有使用原本的美术图案的问题。

* Fixes a bug in events not creating random outcomes properly in some cases.
* 修复了事件中的一个bug即在某些情况下不会正确的生成随机结果的问题。

* Fixed missing event title when declaring Tiyanki to be galactic pests (frankly uncalled for).
* 修复了当宣布缇杨奇为星际危害时丢失的事件标题。(老实来说,这没道理)

* Clarified some references to target Encryption in events "Contact Lost" and "A Surprise Catch".
* 明确了在事件“失去联络”和“一次奇袭”中对加密目标的引用。

* Votes now display as a popup so that they are not as easily missed and auto-declined.
* 选举活动现在将弹出通知,这样这些通知就不易被忽视和自动消除。

* Empires who receive the event "An Operative Resurfaces" and who maintain a Spy Network on the empire in question are now able to attempt an extraction of said operative, assuming they have a sufficient Infiltration Level.
那些收到“特工再次露面”事件的帝国以及那些拥有间谍网络的帝国现在可以尝试把间谍撤离出来,前提是有一定的渗透等级。

* "An Operative Resurfaces" events are now part of a more easily trackable event chain.
*“特工再次露面”事件现在是一个更容易追踪的事件链的一部分。

* Removed various instances of an extra exclamation mark appearing in notification messages.
* 删除了通知消息中出现的多个额外的感叹号符号。

* Added a prolog step to the tutorial for establishing First Contact. Players will now be directed to the Situation Log in order to begin the process.
* 为教程中建立初次接触这一步添加了一个开场白。玩家们将会被引导到情报日志来开启这一进程。

* Fixed a case where you sometimes wouldn't get the Does Not Compute achievement if multiple countries' fleets were bombarding the last AI planet.
* 修复了某些情况下如果多国舰队同时轰炸最后一颗AI星球时有可能无法获得成就Does Not Compute(译注:在目前的Localization文件中,这个成就的文本不仅没被翻译,还被注释掉了……)

* Wipe Em Out war goal will now no longer destroy starbases that previously belonged to your vassals, but will instead return them.
* “铲除干净”战争目标将不再摧毁之前属于你的附庸的恒星基地而是还给他们。

* Fixes num_species and num_unique_species triggers. This affected, but is not limited to the Tourist Trap achievement not working.
* 修复了num_species 和 num_unique_species的触发机制。这对成就“旅游陷阱”有影响但不限于使成就无法完成。

* Fixed an edge case where The Surveyor relic would rarely fail to spawn a resource deposit.
* 修复了一个罕见情况下勘探器遗珍没有生成一个新的资源储备。

* Fixed a trigger check in Operation Smear Campaign which may not produce the expected results for campaigns involving xenophilic empires.
* 修复了“诋毁运动”的一个触发器检查,这可能不会使包括亲外主义帝国在内的运动产生预期的结果。

* Refined script for Operation Smear Campaign such that it should now be able to handle multiple campaigns targeting the same empire at once.
* 为“诋毁运动”改善了脚本,现在它将可以同时处理针对同一个帝国的多次行动。

* Fixed an error in which targets of Operation Smear Campaign who do not have an active Spy Network may fail to receive any event at all, and thus would not have any of their opinions changed.
* 修复了一个错误,当“诋毁运动”的目标国家没有一个在运作的间谍网络时将完全不会收到任何事件通知,而且因此他们的好感度就不会发生任何改变。


* Fixed a faulty reference to the country being targeted by Arm Privateers in the notification event, "Privateers Already Engaged".
* 修复了一个一个国家被作为武装私掠行动目标时错误的文字介绍,此时显示为“准备与海盗交战”

* Fixed broken Go To buttons in a couple of Caravaneer events.
* 修复了几个在行商事件中无法使用的“前往”按钮。

* Fixed Xenophobes welcoming aliens with open arms in the "Caravaneers: A warm welcome!" event.
* 修复了在“行商:热烈欢迎!”事件中排外主义国家欢迎外星人的到来的问题。

* Scripts which may apply reinforcements for the Galactic Defense Force on an annual basis are now only enacted so long as a playable country remains a member of the Galactic Community.
* 现在必须有一个可游玩国家还是星海共同体的成员国,每年为银河防卫军提供增援的法案才能通过。

* Improved a tooltip on the Operations panel, explaining when and why Crisis Beacon is subject to a cooldown period.
* 在特工行动界面里增加了一个新的提示栏来解释何时以及为什么“天灾信标”会进入冷却期。

* Fixed a reference to the Spymaster in localisation, for the finalé event in which Operation Crisis Beacon is set to work on the Unbidden.
* 修复了一个间谍首脑的本地化文本的注释,在天灾信标行动的最后一个环节,间谍首脑的所有者会被显示为高维入侵。

* Fixed an error which caused the random Operations event "Snuffed Out" not to fire "Hostile Infiltration Detected", if the empire in question falls foul of their target's Encryption level.
* 修复了一个错误,如果帝国与目标的加密等级发生冲突,那么该错误会导致随机行动事件“扼杀”不会发出“发现敌方渗透活动”的警告,

* Auto-upgrade for Federation and GDF ship designs now properly applies the technology of all member empires when choosing components.
* 当为联邦以及银河防卫军的舰船设计选择部件时,自动升级将会正确的应用所有的成员国科技。

* Fixed planetary automation sometimes failing to build anything if there was unemployment but multiple free jobs.
* 修复了如果星球上有失业人口但是又有空闲工作岗位时行星自动管理有时不会建造任何建筑的问题。

* Fixed several edge cases where precursor systems could spawn outside of your borders.
* 修复了几个罕见情况,即先驱者星系会生成在你的边界之外。

* Fixed an exploit where you could mod the game to get a button giving 500 minerals for free without changing the checksum.
* 修复了一个漏洞,可以让你修改游戏得到一个免费获得500矿物的按钮的同时不会修改游戏的校验码。

* Fixed dialog references to the Great Khan's vanquisher in "The Great Khan Meets Defeat", such that even an unknown empire is referred to by its proper name.
* 修复了在“大可汗被击败”事件中提到大可汗的征服者时,即使是一个未知的帝国也会显示其正确的国家名的问题。

* Fixed the tooltip for the event when you Become Emperor showing erroneous information if you did so as a Gestalt of Megacorp empire.
* 修复了当你是格式塔政体的巨型企业帝国,在你成为星海皇帝时会显示错误的事件文本信息的问题。

* Updated modifier names when switching ruler since title is depending on ruler and heir roles.
* 更新了当切换统治者时的修正名称,因为头衔取决于统治者以及他的继承人。

* Fixed a scripted check which is used to ascertain whether or not the empire in question has an active Spy Network.
* 修复了一个脚本检测,来确定帝国是否有一个在运作的间谍网络。

* Fixed missing modifier name for tradition swap tr_diplomacy_insider_trading_megacorp (Insider Trading as a Megacorp) - made it correctly inherit the parent's modifier name.
* 修正了对特定国家传统变换中丢失的修饰符命名tr_diplomacy_insider_trading_megacorp(作为寰宇企业时“外交”传统下的“内幕交易”)——现在能正确地继承父类的修饰符命名。

* Fixed envoy event "Gone Native" sometimes missing a description entirely.
* 修正了特使事件“入乡随俗”的描述时而丢失的问题。

* Fixed the tooltip for Pop Assembling Capacity (below Pop Assembly in the planet interface) not showing all information and not taking into account organic assembly.
* 修正了人口组装容量的提示框(行星界面中人口组装下方)不显示所有信息以及未统计有机人口组装的问题。

* Fixed a bug where buildings that increased the number of jobs offered by other buildings or districts would do this even if they were ruined or disabled.
* 修正了可以增加来自于其他建筑或区划所提供岗位数量的建筑在被摧毁和不可用时仍然能生效的bug。

* Fixed it being possible to recruit Imperial Legions infinitely (it is now capped to 12).
* 修正了可以无限制的招募帝国军团的问题(现在最多12支)。

* Fixed event icons in event for opening communications presenting wrong information when concerning Fallen Empires.
* 修正了在与堕落帝国打开通讯的事件中,事件图标展示错误信息的情况。

* Fixed Subterranean Refugees event failing to create a pop.
* 修正了地下文明难民事件生成一单位人口失败的bug。

* Fixed information for resource gain from Commercial Pacts while proposing it showing the information the wrong way around, i.e. it would say the other side would get what you would get and vice versa.
* 修正了商业协议中获得资源的信息,提议时资源信息会颠倒(也就是说,它本来显示对方会得到你将要得到的资源,反之亦然)

* Curbed the Galactic Emperor's extreme paranoia - not everyone is a seditionist (i.e. the Emperor can now only run the Operation Target Seditionists against rivals and countries actually undermining their authority).
* 抑制了星海皇帝的极端妄想症——并不是所有人都是颠覆分子(也就是说皇帝现在只能对确实在削弱帝国权威的宿敌和国家进行“关注颠覆势力”行动)。

* "Leviathan Down" anomaly event now gives the planet a Metal Boneyard deposit if it is inhabited, instead of granting an unlocalised one meant for orbital deposits.
*“巨兽陨落”异常点事件现在会给已经被殖民的行星添加一处建筑废墟地貌特征,而不是给予一个没有本地化的轨道资源点。

* Made the "Falling Intel" alert more helpful.
* 使“情报在减少”警报变得更有帮助

* Improved a descriptor for relatively weak encryption/decryption.
* 改进了相对弱的加密/解密的描述。

* Fixed the Mineral Extraction Operation's mining stations proving an insurmountable obstacle to AI expansion.
* 修正了远古采矿无人机的采矿空间站会成为AI扩张不可逾越的障碍的情况

* You now no longer gain menace per month while purging, but instead upon a pop finishing being purged.
* 现在不再能通过净化来每月获取威慑力了,改为每当一个人口被净化完成时获得威慑力。

* Enabled the overlay for assigning envoys in Spy Network view.
* 在间谍网络视图中启用了指派特工的覆盖图层。

* Fixed a Crisis Beacon operation event falling back to the wrong event text in a certain situation.
* 修正了天灾信标行动事件在特定情况下会回退到错误事件文本的bug。

* Added indicator for recurring menace objectives.
* 为循环的威慑力目标添加了指示器。

* If you have the "Lost Amoeba" anomaly event, you no longer need to establish communications with space amoebas. That event's options now give you the space amoeba buffs/projects in that case.
*如果你遇上了“迷路的变形虫”异常点事件,你不再需要和太空变形虫建立通信。现在该事件会直接给你太空变形虫的增益/特殊项目。

* Fixed some cases where you could not interact with a colony because it was occupied by factions such as the CARE Mechanocalibrator.
* 修正了某些情况下无法和被诸如C.A.R.E巨型战体所占领的殖民地互动的问题。

* Having claims on a subject now means you can use the Claims casus belli on their overlord.
* 对附庸国拥有宣称现在意味着你也可以用它作为与其宗主国开战的借口。

* The "Form Galactic Council" resolution will no longer appear as active after the Galactic Imperium has fallen
* “组建星系理事会”决议在星海帝国陷落之后不再显示为可用。

* When forming the Galactic Council again after it has been abolished, the time until the next election will be the expected 180 days instead of the longer time that is normally between elections
* 当星系理事会被废止后重新建立时,下次选举的时间会定为180天而不是正常换届时的更长时间。

* Fixed tutorial sometimes opening and closing in rapid succession.
* 修正了教程在联邦主席快速轮替的时候会自己打开或关掉的情况。

* Fixed an issue where government data of Custodians and Imperium rulers would not be restored when they lose their position.
* 修正了监管人和帝国统治者失去职位时,其政体数据不被记录的问题。

* The AI and player default for very strong syncretic servile slaves is to have them as Chattel rather than as Battle Thralls.
* 对AI和玩家来说,“协同进化”中非常强壮的协同物种奴隶倾向于被用作奴隶劳工而不是奴隶兵。

* Fixed Isolationist faction's first contact policy demands to be for not having a Proactive policy, rather than for explicitly having an Aggressive one.
* 修正了孤立主义派系的对第一次接触政策的要求,现在为不使用主动接触协议而不是原来的明确要求使用敌意接触协议。

* Inwards Perfectionists' Materialist faction will no longer demand Research Agreements (since that demand cannot be fulfilled).
* 内圣之道国家的唯物主义派系不再要求与其他国家签订科研协议(因为该要求无法被满足)。

* Slaves that are working Specialist jobs now gain Specialist production modifiers rather than Worker production modifiers. (Necrophages will no longer suffer penalties in the Specialist tier as Indentured Servants, and the Authoritarian worker bonuses will no longer apply at the Specialist tier either.)
* 在专家岗位工作的奴隶现在会获得专家的产出修正而不是之前的劳工产出修正(专家阶层的死灵不再受到契约奴隶的惩罚,威权主义下劳工阶层的产出加成也不再适用于专家阶层)。

* Fixed the Shoot to Kill achievement (its logic was flipped, so you had to be the victim to get it!).
* 修正了“格杀勿论Shoot to Kill”成就。(之前的触发逻辑写反了,以前只有当你被宣的时候才能解锁这个成就!)

* Fixed Sic Semper Tyrannis achievement.
* 修正了“这就是暴君的下场Sic Semper Tyrannis”成就。

* Forming the Galactic Imperium no longer triggers a government cooldown.
* 建立星海帝国不再触发政体变换冷却。

* Script controlling the expansion of Ancient Mining Drone fleets has been reworked so as to no longer create excessive event scope backlogs.
* 控制远古采矿无人机舰队扩张的脚本重做了,现在不会再产生过多的事件作用域导致积压。

* Mining Drone Expansion Fleet and Aggressive Drone Expansion Fleet have been reworked such that every 10 years, for as long as the Mining Drones persist, 3 fleets will spawn and seek out suitable systems into which they can expand. The fleets favor systems which lie within 1-6 hyperlane jumps from their system of origin.
* 采矿无人机扩张舰队和攻击无人机舰队重做了,现在只要采矿无人机还有存留则每10年会生成3支舰队并会自动寻找合适的星系进行扩张。舰队会偏好距离他们的原始星系1-6跳之内的星系。

* Fixed an issue where the government would not reform properly when the Imperium is formed if the government had civics that were incompatible with the "Imperial" authority.
* 修正了当星海帝国建立时,如果政府拥有和“帝制”不兼容的国民理念,则会导致政体变化不正确的问题。

* Recruitable leaders may no longer possess the Psionic or Chosen trait directly alongside either the Synthetic or Cyborg trait.
* 可招募的领袖不会再同时带有灵媒或天选之人的特质和合成人或义体人的特质(即灵飞和机飞特质不会同时出现)。

* Fixed (Become the) Crisis Level 5 sharing one trigger condition with Crisis Level 4.
* 修正了天灾等级5级和天灾等级4级共用一个触发条件的情况。

* Script controlling the expansion of Ancient Mining Drone fleets has been reworked so as to no longer create excessive event scope backlogs.
* 控制远古采矿无人机舰队扩张的脚本重做了,现在不会再产生过多的事件作用域导致积压。(译注:和上面一条重了。)

* Portraits in the empire designer should now animate properly.
* 帝国设计器中的人物立绘现在应该会适当动起来了。

* Fixed spawned Star-Eaters having too many shield components instead of armor components, and made sure the owner receives the relevant armor technologies.
* 修正了自动生成的焚天神兵护盾太多装甲太少的情况,并且确认拥有者解锁了对应的装甲科技。

* Fixed Mass Extinction Through the Ages breaking sometimes in MP.
* 修正了大灭绝事件链在多人游戏中有时会坏掉的情况。

* Fixed duplicate colons in espionage operation tooltips.
* 修正了间谍活动提示框里重复的冒号。

* A conditional event description for "Final Disavowal", part of the "Disavowed Operative Resurfaces" chain, now displays correctly more often for those who have an active Spy Network, and for those who do not.
* 一个条件性的事件“最终除名”的描述,作为事件链“特工再次露面”的一部分,现在能如设计一般,更多显示给给拥有活跃间谍网络的玩家,对间谍网络没那么活跃的玩家也是如此。

* Subjects are no longer able to become presidents of federations through rotation or random succession.
* 附庸国不能再通过轮值和随机继承的方式就任联邦主席。

* Fixed Diplomatic Map Mode leaking information you do not have intel on.
* 修正了外交模式地图会泄露一些你缺少情报的信息的问题。

* Fixed various error log messages relating to Crisis Objectives, along with several edge cases where the rewards were not granted when they should have been.
* 修正了关于威慑力目标的各种错误日志信息,连同在某些极端情况下一些应该给予的奖励没有发放的情况。

* Fixed an issue where the acceptance breakdown for diplomatic actions was available even if you didn't have sufficient intel.
* 修正了即使你缺少足够的情报,外交选项中“接受”的原因仍然可以显示的问题。

##### Patchnotes End ####



翻译:Frost 枸杞泡阔落 疯狂的新兵 摸鱼怪

校对:一水战阿部熊 三等文官猹中堂


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