Stellaris开发日志#242 | 2/17 3.3版本号“天秤座”补丁附记

牧游社 牧有汉化翻译
Stellaris Dev Diary #242 - 3.3 'Libra' Patch Notes and Release Date Announcement
Obidobi, Producer – Stellaris
Hello everyone!
大家好!
First of all I'd like to thank all of you that participated in the Beta and provided feedback on the unity rework that we've been working on for quite some time now! Your feedback has been invaluable in making sure that we release this update to Stellaris in the best state it can be.
首先,我要感谢所有参与测试并为我们花了很长时间工作的凝聚力重做提供反馈的玩家!您的反馈对于确保我们可以以最好的状态发布这次更新有着无与伦比的价值。
Second of all, we are now ready to reveal the release date for the free 3.3 "Libra" patch. The Libra patch will be released on Wednesday, February 23rd at 10:00 am CET!
其次,我们现在准备公布3.3版本号“天秤座Libra”免费补丁的发布日期。“天秤座”补丁将会在2月23号星期三上午10:00(CET)发布。
And with that announcement out of the way, here are the full patch notes for the 3.3 update:
随着该公告的发布,以下是3.3版本号更新的完整补丁附记:
3.3.1 PATCH NOTES
3.3.1版本号补丁附记
#########################
##### VERSION 3.3.1 #####
##### 3.3.1 版本号 #####
#########################
###################
# Features
# 特性
###################
###################
# Unity Rework
# 凝聚力重做
###################
* Suppressing or Promoting factions no longer costs Influence.
* 镇压或鼓励派系不再需要凝聚力
** Known Issue: Unity costs for Faction Manipulation are not yet functioning.
** 已知问题:管理派系所需的凝聚力尚未正常运作
* All other technologies that increased unity production now instead increase Edict Fund by 20.
* 所有其他增加凝聚力产出的科技现在将改为增加20法令基金
* Autochthon Monument, Corporate Monument, and Simulation Site building lines now generate a small amount of Unity and increase Unity generation from jobs on their planet.
* 先驱者纪念碑、企业文化馆和模拟中心建筑线现在会产出少量凝聚力并提升行星上其他岗位的凝聚力产出。
* Autochthon Monuments and other similar buildings now produce Unity based on the number of Ascension Perks the Empire has taken.
* 先驱者纪念碑和其他勒色的建筑现在会基于帝国已解锁的飞升天赋数量产出凝聚力
* Cutthroat Politics now also reduces Edict Upkeep by 20%.
* 残酷政治(国民理念)现在会减少20%法令维护费
* Executive Vigor Ascension Perk now grants 100 Edict Fund instead of 2 Edict Capacity.
* “高效行政”飞升现在提供100法令基金以替换2法令上限
* Grand Council and Harmonious Directives Traditions now grant 50 Edict Fund instead of 1 Edict Capacity.
* 枢密院和和谐法令传统现在提供50法令基金以替换1法令上限
* Imperial Cult Civic now grants 100 Edict Fund instead of 2 Edict Capacity.
* 帝国信仰国民理念现在提供100法令基金以替换2法令上限
* Inwards Perfection now grants 50 Edict Fund instead of 1 Edict Capacity.
* 内圣之道国民理念现在提供50法令基金以替换1法令上限
* Planetary Unification now grants +5% Unity production and a one time Unity award instead of +2 Unity.
* 行星统一修正现在提供+5%凝聚力产出以及一次性的凝聚力奖励以替换+2凝聚力
* Brand Loyalty civic now grants 25 Edict Fund instead of 1 Encryption. Subsumed Will and OTA Updates now also grant 25 Edict Fund.
* 品牌忠诚国民理念现在提供25法令基金以替换1加密。意志整合和空中下载升级现在同样提供25法令基金
* Capital designations now provide production bonuses.
* 首都行星规划类型现在提供额外产出加成
* Feudal Society now also reduces leader hiring costs by 50%, waives Unity upkeep costs for employed leaders, causes employed Governors to instead generate Unity equal to their skill level, but removes the ability to dismiss leaders.
* 封建社会(国民理念)现在还减少50%的领袖雇佣成本,免除已雇佣的领袖的凝聚力维护费,并使已雇佣的总督产出与他们等级相等的凝聚力,但将不再能解雇领袖。
* Finishing tradition trees now unlocks the ability to select previously locked Federation types.
* 现在解锁传统树之后会允许选择之前不能选择的联邦类型。
* The Imperial Authority now gains increased Influence from Power Projection.
* 帝制政权现在可以从力量投射中获得更多的影响力
* Added Planetary Ascension Tiers to enhance Planet Designations through Unity
* 添加了可以强化行星规划类型的通过凝聚力提升的行星升华等级
* Reforming government now costs Unity. The cost is based on Empire Size.
* 改革政府现在需要凝聚力。消耗量基于帝国规模。
* Renamed Administrator jobs to Politicians. Assigned Bureaucrats, Priests and other related jobs to the new Administrator economic category.
* 将管理者岗位重新命名为政治家。把官员、牧师以及其他相关的岗位归到新的管理者经济类别里。
* Resettling pops that previously cost Influence now costs Unity. Abandoning colonies still costs Influence.
* 强制迁移人口之前消耗影响力,现在消耗凝聚力。遗弃殖民地仍然消耗影响力。
* Unity Ambitions and Campaigns now function like Toggled Edicts and last until canceled with upkeep rather than costs.
* 凝聚力野望和运动现在与可开启法令一样将持续到手动取消为止,需要维护费而不是(一次性)消耗
* From Beta: Increased Spiritualist discounts on edict cost and upkeep to -10%/-20% from -5%/-10%. Cutthroat Politics now grants -20% edict upkeep.
* 从测试版引入的:将唯心主义对于法令消耗和维护费的折扣从-5%/-10%提升至-10%/-20%, 残酷政治现在提供-20%法令维护费
* Hive empires can now build a variant of the Autochthon Monument line called Sensoriums.
* 蜂巢帝国现在可以建造被称为感受器的先驱者纪念碑的变种建筑线
* leaders have a base cost of 100 unity and cost 50 additional unity for every leader owned leader, not counting the ones you start with. The cost goes down whenever a leader dies or is fired.
* (雇佣)领袖的基础消耗为100凝聚力,每雇佣一个领袖会增加50凝聚力消耗,不包括你一开始就拥有的领袖。消耗会随领袖死亡或被解雇而降低。
* Memorialists and Death Cults can now choose whether to build their specialized Unity buildings or regular ones. Memorialist buildings now replace the Autochthon Monument line.
* 纪念主义者和死亡教团现在可以选择建造普通或他们特有的凝聚力建筑。纪念主义者建筑现在替代了先驱者纪念碑建筑线。
* Merchant Guilds no longer produce bonus unity.
* 商人工会现在不再产出额外凝聚力
* rulers now provide +5 Edict fund per level instead of their previous Edict Duration and Unity Boost.
* 统治者现在每级提供+5法令基金以替代之前的法令持续时间和凝聚力产出加成
* Technocracy no longer generates unity. Instead the Civic now doubles the chance that your scientists will discover a technology from within their expertise. The civic only requires you to be partially materialist.
* 技术治国不再产出凝聚力。用以替代的是,这一国民理念现在使你的科学家从专业知识中发现科技的几率增加了一倍。这个国民理念只需要你一定程度上偏向唯物主义。
###################
# Necroids Species Pack Features
# 死灵物种包特性
###################
* New Civic: Permanent Employment added.
* 添加新的国民理念:永久雇佣
###################
# New Content
# 新内容
###################
* Added 2 new bespoke star systems and 3 new anomalies to be discovered: “Temporal Prism”, “Lost Soul” and “Ancient Vending Machine”. Also added a colony event chain, “Insidious Ophidians”.
* 添加了2个新的定制恒星系统和3个待发现的新异常:“时间棱镜”,“失落的灵魂”和“古代自动售货机”。
* 2 new archeology sites were added to the base game: “The Mask of Transformation” and “Rage Sage”.
* 基础游戏中添加了2个新的考古遗址:“变形的面具”和“愤怒的圣人”。
* Added Plantoid, Lithoid, Necroid, and Aquatic pre-sapient pops to discover for owners of the respective Species Packs.
* 为拥有对应物种包的玩家添加了可发现的植物族、似石族、死灵族和水生族未开化人口。
###################
# Balance
# 平衡
###################
* Activating an edict now requires one months upkeep cost worth of stockpiled resources.
* 启用一个法令现在需要消耗相当于储备资源一个月的维护成本
* The Hydrocentric Ascension Perk now allows empires to flood habitats, making them suitable for Aquatic species.
* 水之心飞升天赋现在允许帝国在居住地上制造洪水,以使他们适于水生生物生存
* Edicts can now have a cooldown before they can be disabled.
* 法令现在在允许被禁用之前有冷却期
* AI Megacorps should spawn half as often as before now.
* AI的巨型企业现在的生成频率应该是之前的一半
* Increased the likelihood of getting endgame crises that are not the Unbidden.
* 提升了除破界者以外的终局天灾出现的概率
* Beta: Empire Sprawl has no effects under 100 rather than 50.
* 测试版:帝国规模在100以下将不会造成惩罚,而不是50以下
* Beta: Increased Unity production of Bio-Trophies from 1 to 3.
* 测试版:将活体陈设产出的凝聚力由1提升至3
* Beta: Reduced the costs of higher tier edicts and campaigns.
* 测试版:减少了高级法令和运动的消耗
* Scientists currently researching a technology can now gain new traits as they level up
* 正在研究科技的科学家现在可以在提升等级的时候获得新的特性
* Distinguished Admiralty now gain +2 starting level to their Admirals and Generals.
* 卓越海军现在为舰队司令和陆军将领提供+2初始等级
* Fixed unmodifiable traits so that you can now correctly remove special habitability traits, along with various other traits that you were not meant to be able to add but it was fine to remove. Also allowed you to apply existing species templates containing such traits to the rest of the species. (This mainly covers flavour-based traits - there are still some such as Mechanical or Psionic or Necrophage which you will not be able to add or remove via species modification)
* 修复了不可修改的特质,现在你可以正确的移除特殊的宜居性特质,以及您不打算添加但可以移除的各种其他特质。同时也允许你将包含此类特质的现有物种模版应用到该物种的其余个体上。(这主要涵盖了偏好特质——仍有一些,例如机械或灵能或死灵特质你无法通过物种改造来添加或移除)
* From Beta: Empire Size effects on edicts, campaigns, and ambitions now directly affect the base costs of these, so bonuses like Spiritualist ethic's cost reductions now reduce costs and upkeep by the expected percentages.
* 由测试版引入:帝国规模对法令,运动和野望的影响现在直接作用在它们的基础消耗上,因而像唯心主义思潮之类的消耗降低奖励现在可以按预期减少消耗和维护费的百分比
* Increased political power of ruler and specialist strata under Decadent Lifestyle.
* 提升统治者和专家阶层在享乐生活时的政治权利
* Increased the consumer goods upkeep of Decadent Lifestyle.
* 提升享乐生活的消费品维护费。
* Integrated Preservation no longer increases admin cap, instead it gives your empire a flat 30% increase to Automatic Resettlement Chance.
* 被合并的附庸不再提升行政管理能力上限,而是替换为为你的帝国提升30%的重新安置机会。
* It now costs 25/50 influence to upgrade a habitat in addition to the alloy cost.
* 现在升级居住站时除了合金费用之外还需要25/50的影响力。
* leaders now only stay in the active pool for 1 year, hire them quickly before they leave!
* 领袖现在只在招募池里保留1年,在他们离开之前赶快雇佣他们!
* Beta: Megastructures no longer have a unity upkeep
* 测试版:巨构建筑现在不再有凝聚力维护费了。
* Pearl Divers now produce one more trade value (3 by default) and will not steal Angler jobs when food is short anymore.
* 珍珠潜水员现在提供额外的1点贸易价值(默认为3点)而且不再会在食物短缺是偷取渔夫的岗位。
* Reduced campaign costs and ambitions costs significantly, re-added Edict Cost Reduction to spiritualists for Unity Ambitions and Sacrifices.
* 大幅降低运动成本和野望成本,重新为唯心主义者增加凝聚力野望和牺牲的法令成本降低。
* Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations..
* 再生舰体组织,纳米修复系统和纳米机器云的数值减半,但它们现在是按百分比回复而不是固定数值,使得在大多数情况下这个算是加强。
* Beta: Removed the penalty to trade value from low habitability due to it not working properly with pops that were of a species other than the empire founding species
* 测试版:删除了由于不能正常地与非帝国创始物种的人口一起工作导致的低宜居性对贸易价值的惩罚。
* Servile pops should no longer retain the trait if they become zombies.
* 奴隶人口在变成僵尸时将移除“被奴役”特质。
* Spiritualist empires can now acquire the technologies associated with the Autochthon Memorial and similar buildings, as well as their faith based line.
* 唯心帝国现在可以和他们的信仰路线一样获得和先驱者纪念碑及类似建筑相关的科技。
* Spiritualists are no longer allowed to take ‘Byzantine Bureaucracy’ since they don't have Bureaucrats.
* 唯心帝国现在不再可以使用“拜占庭式官僚”理念,因为他们没有官僚。
* Telepaths now give +5% planetary output and get bonuses from planet administrator modifiers
* 灵能使现在提供+5%行星产出,并且从行星主管的修正中获得加成。
* The "Sell to Private Collector" minor artifact decision now grants a flat 500 energy and has a 6 month cooldown.
* 将稀有文物出售给私人收藏家的选项现在提供500固定能量,并且有6个月的冷却时间。
* The Here Be Dragons endgame trigger now lets Machine Intelligences with the Synthetic Age Ascension perk reach it after 4 Ascension perks rather than 6.
* 智械文明在拥有合成时代4个飞升天赋时将触发与龙共舞终局事件,而不是之前的6个。
* The Living Metal technology can now be discovered as long as you have some within your borders.
* 活体金属的相关科技在你的境内存在活体金属的时候就可能被发现。
* The Void Dweller finisher from the Expansion tradition tree now also discounts upgrading habitats.
* 虚空住民起源现在也将从“扩张”传统树中获得居住站升级折扣。
* Trade value is now affected by difficulty bonus. This will make non hive mind empires more competitive on higher difficulty settings compared to hive mind AI empires.
* 贸易价值现在会被难度系数影响。这将使非蜂巢帝国与蜂巢帝国相比,在更高的难度设置下更具竞争力。
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# AI
###################
* AI can now create more specialized planets by switching place of buildings on two different planets with each other.
* AI现在可以通过将两个不同星球上的建筑位置相互交换来更专业地规划星球。
* AI will no longer instantly buy ever single slave pop on the slave market
* AI现在不会在奴隶市场上看到人就买。
* AI will now prioritize its alloy expenditure in a more sensible way, focusing on ships then starbases modules/upgrades and only building defense platforms as a last resort.
* 现在AI会更加合理地规划合金消费,首先着手于舰船然后是空间站模组或升级,且只会把修建防御平台当作最后手段。
* AI bonus willingness to choose rare tech has been reduced from 400% to 50%, AI would often spend a very long time researching expensive rare tech in the early game if they had the chance.
* AI选择稀有科技的意愿加成从400%下降至50%,AI之前总是在前期一有机会就会花费大量时间研究昂贵的稀有科技。
* AI is now much more likely to pick cheaper research options when all else equals.
* AI现在在其他条件等同时会大幅度倾向于选择更便宜的研究方向。
* AI will now take into account free jobs and items in the construction queue when setting its economic targets.
* AI在设置经济目标时会考虑到空闲岗位以及建筑队列。
* AI empires are now more likely to pick the mind over matter Ascension perk when available.
* AI帝国现在会更倾向于选择心胜于物飞升天赋。
* AI empires are now much more likely to finish their Ascension path.
* AI帝国现在会明显地更倾向于完成它们的飞升天赋树。
* AI empires that require food will no longer build bioreactors.
* 需要食物的AI帝国将不再会建造生物反应堆。
* AI empires who are not using food will now delete agricultural districts if they happen to have one, for example when they conquer.
* 不需要食物的AI帝国将会清除他们的农业区,比如在征服的时候获得了农业区之类情况的话。
* AI ethics such as militarist, spiritualist and materialist will now have an effect on the AI overall economical strategy where they will have additional focus on alloys, unity or science respectively.
* AI的军国主义、唯心主义、唯物主义等理念现在会影响AI的总体经济策略,使得AI分别专注于合金、凝聚力和科技。
* AI fleets who are following a player fleet with "take point" will now merge with each other when they reach the player fleet.
* 跟随玩家舰队的AI攻击舰队将会在追上玩家舰队时和彼此合并。
* AI fleets will now follow the player more closely with a follow command when they are in the same system.
* AI舰队和玩家舰队在同一星系时会使用跟随命令来更紧地跟住玩家舰队。
* AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion.
* AI现在会更倾向于侦察已知有宜居星球的星系来加速扩张。
* AI rogue servitor empires will now build an organic sanctuary on each planet that has upgraded their capital building, and build additional ones on planets with high science or industrial output.
* 失控机仆AI现在会在每个有已升级首府的星球建造有机庇护所,并且会在有高科研和工业输出的星球建造额外的有机庇护所。
* Overhauled AI weightings for picking techs so that it favors technologies that increase research speed instead of almost always researching weapons (faster research means Better weapons in the long run). Also fixed various bugs with this, for example extremely low weightings on researching robotics.
* 重做的AI科技选择权重会使得AI倾向于选择增加研究速度的科技,而不是总是选择武器科技(更快的研究意味着长远而言更好的武器)。同时修复了许多相关的bug,比如机器人学的极低选择权重。
* AI can now balance how many pops it needs that produce amenities Better (mostly relevant for Hiveminds, so they don’t put ALL their pops on amenity creating jobs).
* AI现在会更好地平衡需要产出足够舒适度的人口(主要影响蜂巢意识,这样一来它们就不会把全部人口都放在产出舒适度的岗位上了)。
* AI will no longer destroy superfluous buildings and districts during a temporary occupation of a planet.
* AI现在不再会在临时占领行星时清除冗余的建筑和区域。
* AI will now demolish superfluous districts, commonly obtained during conquest and purging the previous owners.
* AI现在会在征服的过程中拆毁冗余的区域,并净化前任拥有者。
* AI will now favor the trade policy which generates consumer goods over the default wealth creation policy.
* AI现在会更喜欢产出消费品的贸易政策,而不是默认的产生财富的贸易政策。
* AI will now favor researching techs unlocking the weapon type they favor (according to their personality).
* AI现在会倾向于选择复合它们“人设”(思潮之类)的武器类型科技。
* AI will now make sure planets contain at least one free building slot if it has unemployed pops and it is unable to find any possible construction which contributes to the AI's economic plan.
* AI现在会保证每个星球至少有一个空的建筑槽位,以免出现失业人口时没有办法找到满足当前AI经济计划的建筑。
* AI will now only build defense platforms if they have maxed out their fleet cap.
* AI现在只有在舰队容量达到上限之后才会开始建造防御平台。
* AI will now only upgrade fleets if there would a substantial benefit (+30% fleet power determined by define SHIP_FLEET_POWER_UPGRADE_THRESHOLD )
* AI现在只在有可观收益(意味着+30%舰队战斗力,具体数字由SHIP_FLEET_POWER_UPGRADE_THRESHOLD值定义)的前提下才会升级舰队。
* AI will now remember if they have fought against a crisis together with the player and continue following their fleets as long as the threat of the crisis remains.
* AI现在会记得曾经和玩家一起面对过危机,并且会在危机持续的情况下持续跟随玩家的舰队。
* AI will now spend more of its alloys on upgrading starbases when they have reached their fleet cap.
* AI现在会在舰队容量达到上限后花费更多的合金升级空间站。
* AI will now more reliably build habitats again.
* AI现在会更倾向于建造居住站。
* Ai budget for alloys will now heavily favor building colony ships if we have claimed planets we want to colonize.
* 如果有了宣称的可殖民星球,AI会倾向于优先用合金建造殖民船。
* AI now understands how to evaluate energy grids and other buildings that apply modifiers to the planet (so now it can create specialized planets Better).
* AI现在懂得评估诸如能源网络之类的可以提供行星修正的建筑(现在ai可以更好地创建专门的行星)。
* Allied AI will now help its allies defend against the mid and late game crisis.
* 同盟AI现在会帮助盟友抵抗游戏中期和后期的危机。
* AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion.
* 如果AI发现了有可殖民的星球的星系,它现在倾向于优先调查该星系,从而加快扩张速度。
* AI will now look at the individual unemployed pop when considering what job to create for it, solving various issues where jobs were created for pops who could not work them.
* AI现在会依据失业人口来创造新岗位,从而为无法工作的人口创造就业机会,解决各种问题。
* Fixed AI often aborting jump drive orders during windup.
* 修正了AI在结束时经常发出停止跃迁引擎命令的问题。
* Fixed Lithoid Tree of Life food building and destruction loop
* 修复了似石族生命之树起源中的食物建造和破坏循环的问题
* Fixed a bug where the AI would sometimes try to replace one lost science ship with an excessively high number thereof.
* 修复了AI有时会尝试用一堆科学船来替换丢失的科学船的错误。
* Fixed an issue where AI can not build any buildings when negative on food and consumer goods at the same time.
* 修复了当食物和消费品同时出现赤字时,AI无法建造任何建筑物的问题。
* Fixed an issue where AI would continuously upgrade buildings and create an excessive amount of jobs.
* 修复了AI会不断升级建筑并创造过多工作岗位的问题。
* Fixed an issue where AI would incorrectly multiply the trade value generated by a building by the number of jobs provided by the building twice.
* 修复了AI错误地将建筑物产生的贸易价值乘以建筑物提供的工作数量两次的问题。
* Fixed an issue where AI would only consider solving amenities issues with buildings if there was no unemployment.
* 修复了AI仅在没有失业的情况下才考虑解决建筑物设施的舒适度的问题。
* Fixed an issue where AI would put too many pops working amenities jobs.
* 修复了AI会让过多的人口在舒适度设施工作的问题。
* Fixed an issue where hive minds were unable to build the spawning pool.
* 修复了蜂巢思维无法建造公共产卵池的问题。
* Fixed an issue where repeatable tech were getting an extra chance to be research as if they were rare techs.
* 修复了可重复技术会和稀有技术一样获得额外研究机会的问题。
* Fixed an issue where the AI did not colonize low habitability planets when there are no other options causing doomsday origin empires in particular to often experience a very swift end to their species.
* 修复了在末日将至起源下,当没有其他选项时,AI 不会殖民低宜居性行星的问题。之前这点经常导致末日将至起源的帝国经常经历迅速的种族灭绝。
* Fixed an issue where the AI would not budget to use ship boost edicts.
* 修复了AI不会用预算去使用船舶加速法令的问题。
* Fixed an issue with AI budgeting preventing it from using terraforming gasses when it wanted to.
* 修复了AI的预算阻止在需要时使用环境改造气体的问题。
* Fixed several issues where AI would get stuck and not build any modules or upgrade any starbases when there were open module slots which were unable to be filled according to the AI's starbase template.
* 修复了当存在可用模块但由于AI的恒星基地模板的原因而无法建造时,AI会卡住并不会建造模块和升级恒星基地的问题。
* Improved "Take Point" Follow behavior for fleets.
* 改进了舰队的“跟随舰队”指令的跟随行为。
* Improved AI construction ship behavior, construction ships will now prioritize tasks that are close to them and avoid going to another system that already has a construction ship in it. Heavily increased priority of building starbases in systems with planets.
* 改进了AI的工程船行为,工程船现在会优先处理附近的任务,并避免进入另一个已经有工程船的星系。这大大提高了在有行星的星系中建造恒星基地的优先级。
* Increased allowed budget for alloys on planet construction which prevented AI from building energy grids.
* 增加了恒星建设中的合金预算,之前这会阻止AI建造能量电网。
* Life Seeded AIs now always want the World Shaper Ascension perk.
* 生命之籽起源的AI现在总会选择世界塑形师飞升。
* Lithoid empires are now more liberal in spending minerals on their colony ships.
* 石质生物帝国现在在殖民船上花费矿物更加自由。
* Reduces AI willingness to take a lot of planets with very low habitability.
* 降低了AI占领很多低宜居性行星的意愿。
* Removed weighted random from AI construction as it now more correctly prioritizes which buildings to build.
* 从AI建造中移除随机加权的设置,这样可以让AI更正确地优先考虑建造哪些建筑物。
* The AI will now use minor artifact decisions with extra focus put on Arcane Deciphering.
* AI现在将使用研究文物决策,并特别关注奥术解密。
* Total overhaul for scripted AI tech selection. The important techs are now: extra research speed, extra resource production, resource producing buildings, ship types and starbase types.
* 对AI的技术选择脚本进行全面检查。现在重要的技术是:额外的研究速度、额外的资源生产、资源生产建筑、舰船类型和恒星基地类型。
* Updated AI construction ship logic so that they will keep working around the system they have been sent to instead of going back and forth Between the empire borders (which was a very inefficient way of building stations)
* 更新了AI 工程船的逻辑,以便他们持续围绕他们被指派的星系工作,而不是在帝国境内来回走动(这是一种非常低效的建车站的方法)
* Updated AI tradition selection to align Better with the current state of the game.
* 更新了AI传统选择,使其更好与当前游戏状态保持一致。
* Adjusted AI tradition tree and Ascension perk selection.
* 调整了AI传统树和飞升的选择。
* Nanite repair system will no longer be used by the auto designer when the empire does not have access to nanite income.
* 当帝国无法获得纳米机器人时,自动规划将不再使用纳米人维修系统。
* Fixed an issue where AI necroid empires didn't build chamber of elevation on their planets.
* 修复了 AI 死灵帝国没有在他们的星球上建造升格之室的问题。
* Fixed an issue where clone army origin species would not always build ancient clone vats on their new colonies when possible.
* 修复了克隆大军起源的物种不总是在他们的新殖民地上建造远古克隆舱的问题。
* Fixed an issue where the AI were not allowed to build Gaia Seeders.
* 修复了不允许AI建造盖亚播种者的问题。
* Fixed an issue where the AI would incorrectly evaluate the potential resources gained by constructing a building.
* 修复了AI会错误评估建筑物的潜在资源收益的问题。
* Fixed an issue where the AI would sometimes revert to obsolete fallback behavior when deciding what to build.
* 修复了AI在进行建筑决策时会错误的恢复为过时行为的问题。
###################
# UI
# 界面
###################
* Added a textbox for Cost in Edicts UI. Also rearranged neighboring elements to align Better.
* 在法令UI中添加了法令花费文本框。还重新排列了相邻的元素,让文本更好对齐。
* Added column for upkeep in Edicts interface (entry as well as sort button)
* 在法令界面中添加维护的栏目(条目以及排序按钮)。
* Hid Empire Sprawl impact from top of Edicts UI. Put Edict Fund in its place to keep neat alignment.
* 从法令UI顶部隐藏帝国规模的影响。将法令花费放在它的位置以保持整齐排列。
* Added upkeep into the leaders entry in leaders View.
* 在领导人视图中的领导人条目里添加了维护费。
* You can now see Unbidden anchor systems on the galactic map.
* 现在可以在银河地图上看到破界者的次元锚 。
* Clicking the fleet size icon in the top bar now opens the fleet manager.
* 单击顶部栏中的舰队规模图标现在可以打开舰队管理器。
* Improved legibility of approximate job output indicators on districts and buildings, and made those on buildings also show country modifiers (those on districts already did).
* 改进了区划和建筑的预期产出的易读性,并使建筑物上也显示国家修正(那些在地区上已经使用了)。
* Optimized elements for leader upkeep and age to fit localization Better and avoid UI overlaps.
* 优化领导者维护和年龄的显示以更好地适应本地化并避免UI重叠。
* Technologies which let you clear blockers now give a tooltip which says how many such blockers are on your colonies.
* 让你清除障碍的技术现在会提供一个提示框,显示你的殖民地上有多少这样的障碍。
* Tooltips should no longer show any percentage values with decimals.
* 提示框不应再显示任何带小数的百分比值。
###################
# Stability
# 稳定性
###################
* Fixed a bug where the closest_system effect could cause an OOS (it would OOS when hovering over the tooltip of certain events).
* 修复了最临近的星系效果可能导致失去同步的错误(将鼠标悬停在某些事件的提示框上时会失去同步)。
* Fixed a crash if script tried to change the species rights of a country (e.g. pirates) without species rights.
* 修正了如果脚本试图改变一个没有物种权利的国家(例如海盗)的物种权利产生的崩溃。
* Fixed a crash that would occur if a timed modifier element in the expansion planner was hovered after the modifier expired.
* 修复了扩张计划器中的计时的修正在修正过期后悬停时会发生的崩溃。
* Fixed an OOS if you ever use every_system_in_cluster in a tooltip (luckily, we never did that)
* 如果您曾经在提示框中使用every_system_in_cluster,我们修复了这个失去同步BUG(幸运的是,我们从未这样做过)
* Fixed crash when using pass_targeted_resolution in events
* 修复了在事件中使用pass_targeted_resolution时产生的崩溃。
###################
# Performance
# 性能
###################
* Reduced frame rate impact of opening planet view.
* 减少了打开行星视图时对游戏帧率的影响
* Optimized (slowed down) recalculations of species view and colonization menu so that they don’t tank framerate.
* 优化(放慢)了重新计算后的种族视图和殖民菜单,使其不会影响帧率。
* Refactored bonus resources that civics grant to jobs.
* 重构了国民理念对于工作岗位的奖励。
* Refactored unemployment benefits from living standards.
* 根据生活标准重设了失业人口的补助金。
* Refactored Living Standards to use pop modifiers on the living standards script, instead of being checked for each pop category.
* 重构了生活标准,现在可以通过人口修正来设定生活标准脚本,而不是检查每个人口的类别。
* Updated ship shader to support empire color in emissive, decreasing the amount of draw calls for Aquatic ships.
* 更新了舰船的着色器使其支持帝国的主体颜色,并减少了水生类物种舰船的绘制次数。
* Greatly improved performance of upgrading fleets. This mainly affects the tooltip of the UI (which was very expensive when hovered over), but also saves some time each time the AI attempts to upgrade its fleets.
* 显著提高了升级舰队的性能表现。这主要体现在优化了UI的悬浮窗上(鼠标悬停在这上面的时候,它特别吃性能),而且AI每次尝试升级它的舰队时也会节省一些时间。
###################
# Bugfix
# 捉虫
###################
###################
# Modding
# 模组
###################
##### Patchnotes End #####
(篇幅所限,完整版请参看:https://zhuanlan.zhihu.com/p/490499004)
Some of the entries are marked as "Beta:", to show what has been changed compared to the updated Beta version that some of you may have been playing on. And also as a way to show the impact that community feedback has had on the game.
一些条目被标记为“测试版”,以显示相比起你们中的一些人可能一直在玩的开放测试版本相比,有了什么改动。同时也是为了显示社区反馈对游戏的影响。
Be sure to catch our 3.3 "Libra" Release Stream, on Wednesday, February 23rd, at 9:30 AM CET on Twitch!
请务必在2月23日星期三上午9:30(欧洲中部时间)在Twitch上观看我们的3.3 版本号“天秤座Libra”发布直播。
翻译:qqqqyyy frost 莱恩希德公爵 Aquaaaaaaaaa 疯狂的新兵
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。