Stellaris开发日志#257 | 6/9 夏日将至……

牧游社 牧有汉化翻译
Stellaris Dev Diary #257 - Summer is Coming...
Eladrin, Stellaris Game Director
Hello!
大家吼啊!
The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week's DD. Today we'll be discussing some less concrete things.
当我写下这篇日志的同时,我们的团队正在开发3.4.4版本号补丁。我们应该写一个补丁附记清单来作为下周的日志。今天就让我们来讨论一些不那么确定的事情吧。
We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they don't work out, or need a lot of iteration before turning into something usable, but that's okay - these are intentionally framed as experiments with lower pressure.
我们发现在夏天经常有一些空闲时间来实验我们灵机一动想出来的新系统。之前的这种实验使我们做出了“石质特性”(这永远的改变了我们制作物种包的方式)以及“工业区划的初次改动尝试”。尽管这些改动并不总是马上就能奏效,或者在变得可用之前需要大量的迭代更新,但是这没关系——它们是被有意设计成这样用来进行低压实验的。
Rather than doing a review of what did and didn't work after the summer, I want to give a preview of some of the systems we're looking to experiment with, but with the caveat that these experiments may or may not pan out.
与其在夏天过完之后再做一个关于可行与不可行的回顾,我更想现在就给大家一个关于我们想要尝试的新系统的预览。但是请注意,我所说的这些新尝试并不一定都会成功。
None of this is guaranteed, and I’m not giving timelines for release even if they do work out!
我所说的一切都不能完全保证,即使这些新的尝试可行,我也不会给出它们推出的具体时间!
Relic Balance
遗珍平衡性改动
Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words…
Iggy要我们多关注一下遗珍,并且写了一份关于遗珍平衡性改动的建议。按他的话来说……
Relics are meant to be fun and game-changing. They are supposed to be powerful and unique items that can change the course of your empire. The issue, however, is that they are not all equal. So with a future update, I hope to at least narrow the gap between the relics a bit. I have mainly split the relics into three sets.
遗珍应该是有趣并且对游戏有颠覆性效果的。它们应该是强力且独特的物品,并且可以改变你的帝国的命运。可是问题在于,这些遗珍并不都是平等的。所以在未来的更新计划中,我希望尽量缩小各个遗珍之前的差距。我把遗珍分为三种类型。
- Event-based ones that are fine to have a niche and semi-powerful effects, think Omnicodex and Blade of the Huntress.
- 通过事件获得的遗珍一般具有特定的、不怎么强力的效果,比如有机全典以及女猎手之刃。
Precursor Relics should be strong and useful for every single empire. I am not promising that the Javorian Pox will be top tier for pacifists or that the Psionic Archive will be the best machine relic. But they will at least have neat effects.
- 先驱者遗珍应该对每一个帝国都是强力且有效的。我不能说贾沃疹样本是和平主义者的终极武器或者灵能档案库是智械最好的遗珍。但至少它们会产生一些简单的效果。
- Crisis Relics which are awarded for defeating the crisis should be a bit of a victory lap. You have won! It should not give you 30 society research.
- 通过击败天灾得到遗珍应该是一个小小的胜利节点。你赢了!它不应该只给你30点社会学研究点数。
With these in mind, I will be looking at every relic and attempting to bring them in line if needed. There will be a lot of buffs and a few nerfs, but hopefully, they will feel more rewarding!
考虑到这些,如有需要我会关注每一个遗珍并且试图将它们重新带回正轨。这将会给遗珍带来许多增强或是削弱,但是希望它们会觉得一切都是值得的!
I expect that we'll post a list of the changes when we start the dev diaries up again after the summer for feedback.
在夏天结束后,当我们再次编写开发日志时,我们会列出一份改动清单以此来获得玩家的反馈。
Accessibility Improvements
辅助功能改动
@MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things we're looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out.
@MonzUn一直在推动改进Stellaris中的辅助功能选项。我们目前正在着手的内容包括增加更多的鼠标按钮、文字转语音的功能以及缩放功能的热键。
At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them.
在他的建议下,我们中的一些员工也开始使用各种颜色滤镜来模拟不同的颜色视觉缺陷,以此来找到最糟糕的问题并解决它们。
If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.
如果你在游玩Stellaris时遇到了辅助功能问题或是对我们有任何建议,请随时告知我们。
Traditions
传统
With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.
我们在3.1版本号“莱姆Lem”中引入了帝国可以更加灵活地选择传统的机制。@Alfray Stryke正在计划一些引入新的传统树。
These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.
这些需要多种触发条件才能使用的传统树可能会对整个游戏产生影响。目前有一些对引入的传统树的建议,即在采取某些飞升天赋或者起源之前这些传统树是不可选的。我们对这些改动可能会带来的结果很感兴趣。
Deep In the Code Mines
深入代码池
@Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game.
@Caligula Caesar一直在寻找哪些地方我们可以扩展使用多线程运算,并尝试修改运算修正项的方式,特别是在游戏的后期。
Fleet Combat Balance
舰船战斗平衡性改动
Meanwhile, my planned experiments primarily have to do with fleet combat.
同时,我计划的实验改动主要与舰船战斗有关。
Things I'm looking forward to looking at include:
我所关注的主要包括以下几点:
Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
为驱逐舰和巡洋舰提供晚期游戏中的角色,同时为混合舰队提供增益。
Increasing the length of fleet combats, reducing the dominance of alpha strikes.
增加舰船战斗的时长,减少首轮打击造成的优势。
Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
试验现有的拦截,追踪,闪避以及精度机制。
- This may also end up providing a role for smaller weapons.
- 这可能会给小型武器提供登场的机会。
Improving ship behavior based on the roles assigned them by combat computers.
改进了根据作战电脑所分配的舰船行为
- Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
- 没错说的就是你航空母舰,我知道你有一个点防御激光而且你对它非常有信心。但是这并不意味着你需要冲击船堆里面使用它。
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.
这些可能是目前性质上最空洞的实验改动了,而且在短时间内不大可能出现结果。
More Achievements
更多成就
Our artists had so much fun with the Overlord achievements that they cornered us and demanded that we add some to the species packs.
我们的美工在做四海皆臣的成就时玩得很开心,所以他们逼迫我们并要求再给物种包里面加一些新成就。
These aren’t really experiments, but will go live once we figure out what they’ll do and implement them. Here are a few as previews.
这些并不是真正的实验改动,但是一旦我们弄清楚它们能起到什么作用时,我们会第一时间完成并上线这些成就。下面是一点预览内容。

And then there's this one, which we've called The Darkest Timeline.
然后是接下来这一个,我们称它为“至暗时间线”。

What's Next?
接下来呢?
These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements).
上面所列举的例子并不是全部,我们仍然有许多其他没有列出的东西处在开发中。(比如之前提到过的间谍活动的改动)
As mentioned earlier, next week will be the 3.4.4 patch notes, after which we'll be going on a dev diary hiatus for the summer.
正如之前提到的,下周会推出3.4.4版本号补丁附记,之后一整个夏天我们将暂停开发日志的更新。
See you next week!
那咱们下周见!
翻译:疯狂的新兵
校对: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。