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Stellaris开发日志#241 | 2/10 凝聚力开放测试和开发者大战

2022-03-26 20:05 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #241 - Unity Open Beta and the Dev Clash

Eladrin, Stellaris Game Director


Hi everyone!

大家好啊!


We're two weeks into the Stellaris Dev Clash, which is being played on the Stellaris 3.3 "Libra" Unity Open Beta branch.

Stellaris的开发者大战在3.3“天秤座”凝聚力开放测试版本中已进行了两周。


Since we initially put it up, there have been over 216,000 games played in the Open Beta, and we've gathered fantastic amounts of feedback from the community - some of which was taken into account during the first update to the Open Beta, and more adjustments will be coming before the actual 3.3 release.

自我们发布开放测试以来,玩家们进行了216000多场游戏,我们也从玩家社区中收集到了大量的反馈——其中有一些在开放测试的第一次更新中就已经考虑进去了,在真正的3.3版本号发布之前还会进行更多调整。


The first update included the following changes:

第一次更新包括了下列改动


3.3 UPDATED UNITY OPEN BetA CHANGELOG

3.3版本号更新后的凝聚力开放测试改动日志


###################
# Feature
# 特性
###################

- 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会像可调控的法令一样,直到取消前都会生效并消耗维护费而非固定花费。

- Planetary ascension now also reduces the effects of empire sprawl from that planet
- 行星升华现在也可以减少该行星产生的帝国规模效果。

###################
# Balance
# 平衡
###################

- Empire Sprawl has no effects (except for edict costs) under 100 rather than 50.
- 帝国规模现调整为处于100以下时无(除法令花费之外的)效果,而非先前的50。

- Removed Machine Intelligence increased size penalties, replaced with -15% size from pops and +50% size from colonies.
- 移除了机械智能的额外规模惩罚,并以-15%来自人口的帝国规模和+50%来自殖民地的帝国规模代替。

- Megastructures no longer have a unity upkeep.
- 巨构建筑不再附带凝聚力维护费。

- Increased Unity production of Bio-Trophies from 1 to 3.
- 活体陈设的凝聚力产出从1增加到3.

- Reduced the costs of higher tier edicts and campaigns.
- 减少高级法令和运动的花费。

- Leaders have a base cost of 100 unity and cost 50 additional unity for every owned Leader, this value starts increasing once you own more than 6 Leaders.
- 领袖有100点凝聚力的基础花费,超过6个领袖之后每个领袖需额外消耗50点凝聚力。

- Reverted Citizen Service, it now provides unity just like it used to.
- 公民兵役回调至以往版本,现与先前一样会提供凝聚力。

- Distinguished Admiralty now gain +2 starting level to their Admirals and Generals.
- 卓越海军现在会让舰队统帅和陆军将军初始等级+2.

- Zombies are now less likely to seek jobs that produce resources.
- 僵尸现在不太会寻求生产资源的工作。

- Servile pops should no longer retain the trait if they become zombies.
- 拥有奴性特性的人口如果成了僵尸,就不会再保留原先的特性。

- Spiritualists are no longer allowed to take Byzantine Bureaucracy since they don't have Bureaucrats.
- 因唯心主义帝国并没有官僚,因此不再可选用拜占庭式官僚。

- Trade value is now affected by AI difficulty bonus. This will make non hive mind empires more competitive on higher difficulty settings compared to hive mind AI empires.
- 贸易额现在也会受AI难度加成影响。这会让蜂巢意识以外的AI帝国在高难度设定下相对于蜂巢意识AI帝国更有竞争力。

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

- AI can now create more specialized planets by switching place of buildings on two different planets with each other
- AI现在会通过调换两个不同行星上的建筑来弄出更加专精化的行星。

- AI is now much more likely to pick cheaper research options when all else equals
- 在其他方面相同时,AI现在更偏向选择便宜的研究选项。

- AI will now favor the trade policy which generates consumer goods over the default wealth creation policy
- 相对于默认的财富生产贸易政策,AI现在会倾向于选择生产消费品的贸易政策。

- Fixed a bug where the AI would sometimes try to replace one lost science ship with an excessively high number thereof.
- 修复了一个AI有时会因为损失了一艘科研船而新建一大堆科研船的bug。

- Fixed an issue where repeatable tech were getting an extra chance to be researched as if they were rare techs
- 修复了一个可重复科技会像稀有科技一样有额外概率被选中进行研究的问题。

- 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AI在有可用的恒星基地模块槽位时,因为无法按照AI的恒星基地模板建设或升级模块而卡住的一些问题。

- Improved AI construction ship behaviour, 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工程船行为,工程船现在会优先完成离它们比较近的任务,且会避免进入一个已经有了一个工程船的星系。大大增加了在有可居住行星的星系内建设恒星基地的优先级。

- Reduces AI willingness to take a lot of planets with very low habitability
- 降低了AI愿意吃下一大堆低宜居度行星的意愿。

###################
# UI
###################

- Added a textbox for Cost in Edicts UI. Also rearranged neighboring elements to align Better.
- 在法令界面中给花费加了一个文本框。同时也调整了相邻的要素来调整对齐。

- Added column for upkeep (entry as well as sort button) in Leader recruitment UI.
- 在领袖招募界面中增加了一个维护费栏位(包括条目以及排序键)。

- Hid Empire Sprawl impact from top of Edicts UI. Put Edict Fund in its place to keep neat alignment.
- 在法令界面顶部隐藏了帝国规模的影响。把法令资金放了上去来保证对齐整洁。

- Improved legibility of approximate job output indicators on districts and buildings, and made those on buildings also show country modifiers
- 改进了区划和建筑物上的大致岗位产出指示的可读性,并且让建筑上的它们也显示帝国修正。

- Optimized elements for Leader upkeep and age to fit localization Better and avoid UI overlaps.
- 优化了领袖维护花费和年龄的要素,以便更好地适应本地化并避免界面重叠。

- Technologies which let you clear blockers now give a tooltip which says how many such blockers are on your colonies
- 允许清除障碍的科技现在会有一个提示条,说明殖民地上这种障碍的数量。

###################
# Bugfix
# 捉虫
###################

- Ascension Tiers on planets are set to 0 whenever a planet changes owner
- 只要行星换了拥有者,行星升华等级就会被重置为0。

- Bio-Trophies now cost Unity to resettle instead of Influence.
- 活体陈设现在需要花费凝聚力而非影响力来强制迁移。

- Fixed modifiers for Police State civic
- 修复了警察国家国民理念的修正。

- "Synths Scuttle Starbase" now refers to the starbase orbiting a star, rather than a planet.
- “合成人破坏恒星基地”事件现在正确指代围绕恒星的恒星基地,而非行星。

- Fixes to grammar and punctuation.
- 修复了语法和断句上的错误。

- Added a missing line break in the Take Point button's tooltip
- 在冲锋陷阵舰队指令按键的提示条中增加了缺失的换行符

- Added missing description for "Precognitive Interface" and "Psi Jump Drive" components in the Technology menu
- 在科技目录中增加了“预知接口”和“灵能跃迁引擎”部件缺失的描述。

- Added missing description for "The Sentinels" planetary feature.
- 增加了行星特征“哨兵”缺失的描述。

- Added missing galaxy settings tooltips to the galaxy creation screen, both in Multiplayer and in single player.
- 在多人游戏和单人游戏的创建银河系界面增加了缺失的银河系设定提示条。

- Added missing header in the description of "Omega Theory" technology
- 增加了“奥米茄理论”科技描述中缺失的标头。

- Added missing header in tooltip description of "Defense Platform" and "Habitat".
- 增加了“防御平台”和“居住站”提示条描述中缺失的标头。

- Added missing information about required DLC for the corporate authority
- 增加了企业政府所需DLC的缺失信息。

- Rogue Servitors now have access to the correct Unity producing buildings.
- 失控机仆现在可以使用正确的凝聚力生产建筑。

- Clarified the tooltip for automatic development for when you had it turned on or not
- 让自动开发的提示条更清晰地体现是否启用了它。

- Deluging primitives now removes the observation outpost
- 原住民暴动事件现在会摧毁观测站。

- Fixed "Tebri" and "Tebiron" (prescripted empire planet and system names) being untranslated in Chinese
- 修复了中文版中"Tebri" 和 "Tebiron"(预设帝国的行星和星系名)没有翻译的问题。

- Fixed Criminal Heritage Galactic Emperors
- 修复了罪犯世家银河皇帝的问题。

- Fixed Curators retelling the wrong info when asking again about the Scavenger's origins
- 修复了策展人第二次被问到清道夫来历的时候提供错误信息的问题。

- Fixed Memorialists seeing that some techs unlocked buildings they could not build
- 修复了纪念主义者会看到一些科技解锁无法使用建筑的问题。

- Fixed Planetary Unification tech description overflowing the box
- 修复了行星统一科技描述溢出文本框的问题。

- Fixed Sociocultural History tech showing it unlocked the Bounty Sacrifice twice
- 修复了社会文化史科技显示它会再次解锁牺牲奖赏的问题。

- Fixed a Galcom resolution tooltip saying that the empire was already supporting the resolution when in fact it was meant to say it was already opposing it
- 修复了一个银河共同体决议提示条显示一个帝国已经支持该提案,但实际要表述的是该帝国已经反对该提案的问题。

- Fixed a bug where you could end up with multiple Zroni homeworld systems
- 修复了一个会产生多个泽洛族母星系的bug.

- Fixed a bunch of issues in various federation law acceptance tooltips (several had missing or hard to interpret and ugly information)
- 修复了一系列联邦法律通过提示条内的一堆问题(有些丢失了信息,有些难以理解,有些就是写的不行)。

- Fixed a missing species name in event The Dragon has Landed
- 修复了龙已着陆事件中缺失种族名的问题。

- Fixed an issue where scientists would only get expertise traits based on the fields they were not actively working on
- 修复了科学家只能根据非从事领域获得专长的问题。

- Fixed an unlocalised tooltip in non-English versions of the game when hovering over a megastructure's effects
- 修复了在非英语版本的游戏中,将鼠标悬停在巨构建筑效果上的提示条没有本地化的问题。

- Fixed incorrect description of traits "Inspired Researcher" and "Inspired Surveyor"
- 修复了特性“受启发的研究员”和“受启发的调查员”的不正确描述。

- Fixed Leader sorting by cost in the Leader view sorting by energy instead of unity
- 修复了领袖界面按花费排序时,按照能量币而非凝聚力排列的问题。

- Fixed some spacing issues in the localisation of the fire event effect in foreign languages
- 修复了其他语言中使事件发生效果本地化中的空格问题。

- Fixed species modification planetary trait list sometimes overflowing
- 修复了物种修饰的行星特性列表有时会溢出的问题。

- Fixed the tooltip of Integrated Preservation tradition
- 修正了合并保护传统的提示条。

- Fixed the tooltip of Open Border policies sometimes helpfully telling you that your country was default (in a way that isn't translated to other languages)
- 修复了开放边境政策的提示条会亲切地表述你的国家是默认的问题(不过其他语言并没翻译出这个语病)。

- Fixed various living standards incorrectly providing unity instead of a happiness penalty for unemployed pops.
- 修复了一系列生活标准错误地让失业人口产生凝聚力而非幸福度惩罚的问题。

- Fixed wrong color of font used in the Alien Box event in Brazilian Portuguese
- 修复了巴西葡萄牙语游戏中外星盒子事件内字体颜色错误的问题。

- Fixing missing line break for the alert about Necrophyte Shortages in Chinese
- 修复了中文游戏中缺少死灵噬体警告缺少换行符的问题。

- Life-Seeded Permanent Employment Megacorps will no longer all be zombies.
- 以生命之籽未起源并带永久雇佣国民理念的寰宇企业不再全是僵尸。

- Posthumous Employment Centers can now be seen even if you can't build them yet.
- 来生就业中心现在在还未能建造时也已可见。

- Revolts in systems with enclave stations will no longer be granted ownership of the enclave station (it will remain in the hands of the enclave)
- 在有飞地空间站的星系的叛军不再会获得飞地空间站的控制权(它会保留在飞地所有者手里)。

- Sacrifices now have a unity cost.
- 牺牲现在有凝聚力花费。

- The Caravaneers will no longer turn Gestalt Rulers psionic.
- 商队现在不会导致格式塔统治者变成灵能体。

- The Materialist faction is now happy that you discovered the secrets of the precursors even if those precursors are the Baol or the Zroni.
- 唯物主义派系现在在你发现了先驱者的秘密后一定会满意,哪怕先驱者是巴奥或泽珞族。

- The project for reanimating Hrozgar now uses the correct art.
- Hrozgar复生项目现在会使用正确的图片了。

- Void Dwellers no longer start with a broken Posthumous Employment Center.
- 虚空住民现在不再在开始游戏时获得一个损坏的来生就业中心。

- Zombies can no longer colonize planets.
- 僵尸不再可以殖民星球。

###################
# Modding
# 模组相关
###################

- Added error logging for when a window uses a scroll bar but does not have a background
- 为某窗口需使用滚动条但是没有背景这种情况添加了错误日志。

- Enabled the use of the "distance" trigger in script maths (e.g. export_trigger_value_to_variable)
- 在编码计算里启用了“距离”触发器,例如export_trigger_value_to_variable

- Fixed a tooltip crash from firing a nonexistent event
- 修复了一个当触发不存在事件时出现的提示崩溃。

- Renamed election cost modifier country_election_influence_cost_mult to country_election_cost_mult to not reference influence, as it now costs unity.
-把选举花费修正的变量名country_election_influence_cost_mult改为country_election_cost_mult,移除影响力influence指代以便体现消耗的为凝聚力unity。

- You can now use script values in ships' empire_limit
- 你现在可以在舰船的empire_limit对象/变量处使用脚本值。

##### Changelog End #####


Some additional changes and fixes that we've made based on the Open Beta and will be in the release to live include:

我们在开放测试版的基础上做了一些额外的改动和修复,并将在发布的版本中上线,这些改动和修复包括:


3.3.1 EVEN MORE UPDATED UNITY OPEN BetA CHANGELOG

3.3.1更多凝聚力重做开放测试改动日志


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

- Edicts can now have a cooldown before they can be manually disabled, but are now cancelled if an empire can not sustain the upkeep.
- 法令在可以手动禁用前有一个冷却时间,但若帝国不能维持其启用状态则会被自动取消。

- AI Megacorps should spawn half as often as before now.
- AI寰宇企业现在的出现概率应为原来的一半。

- 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!

- 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,并且从行星管理员的修正中获得加成。

- 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 full percentages.
- 帝国规模现在直接影响法令、运动和野望基础花费,所以现在入唯心主义的国民理念花费降低等加成现在按完整比例降低它们的花费与维持费用。

- Increased Spiritualist discounts on edict cost and upkeep to -10%/-20% from -5%/-10%. Cutthroat Politics now grants -20% edict upkeep.
- 将唯心主义的法令花费和维持费用降低比率从-5%/-10%增加至-10%/-20%。面具帝国国家理念现在提供-20%法令维持费。

- 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。

- 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
- 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。

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

- 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 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 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。

- Added AI budgeting for habitats
- 增加了AI为建居住站分配的预算。

- Fixed Lithoid Tree of Life food building and destruction loop
- 修复了似石族生命之树食物建筑不断建造和摧毁的循环。

- Fixed an issue where the AI would not budget to use ship boost edicts
- 修复了AI不会考虑分配预算选用增强舰船的法令这一问题。

- Life Seeded AIs now always want the World Shaper ascension perk
- 生命之籽AI现在总是会选择世界塑形师飞升天赋。

- Updated AI tradition tree selection to align Better with the current state of the game
- 更新了AI的传统树选择机制来使之更适合现在版本的状态。

- The Ship Auto Designer will no longer add a nanite repair system module when the empire does not have access to nanites
- 舰船自动设计现在在帝国无法获取纳米科技时不再会自动添加一个纳米修复系统。

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

- Clicking the fleet size icon in the top bar now opens the fleet manager
- 点击顶部的舰队规模图标现在会自动打开舰队管理器。

###################
# Stability
# 稳定性
###################

- Fixed a crash that would occur if a timed modifier element in the expansion planner was hovered after the modifier expired
- 修复了一个在扩展规划器中的某项定时修正过期之后鼠标悬停在其上导致的崩溃。

###################
# Bugfix
# 捉虫
###################

- Fixed Shared Burdens not providing unity for unemployed pops
- 修复了同甘共苦不为失业人口提供凝聚力的问题。

- Reduced Unity gained from the Trade League trade policy.
- 降低了贸易联盟带来贸易政策提供的凝聚力。

- Scientists assigned to research can now gain new traits.
- 分配至科技研究的科学家现在可以获得新的特质。

- Colony designations that increase unity from Administrator jobs now have weighting for spiritualist, hive and machine empires.
- 唯心、机械和蜂巢文明选择增加管理员职位所提供凝聚力的殖民地类型权重更高。

- Tidied up the tooltips for various civics
- 为若干国民理念修正了工具栏提示。

- Rogue Servitors can now upgrade their Simulation Centers
- 失控机仆文明现在可以升级模拟站点建筑。

- Blocked ascension tier upgrade on unowned planets
- 阻止对无主星球进行星球飞升。

- Chronicle Drones now care about photosynthesis
- 书录子个体现在会考虑光合作用的影响。

- Citizen Service Soldiers now produce their unity.
- 执行公民兵役的士兵现在会提供凝聚力。

- Do not resume a save if the required dlcs are not available
- 不要在缺少所需dlc时载入需要那些dlc 的存档。

- Edicts are now cancelled if an empire can not sustain the upkeep. Activating an edict now requires one months upkeep cost worth of stockpiled resources.
- 法令在帝国无力维持的时候会取消。激活法令现在需要相当于一个月维持费的费用。

- Enhanced the memory of Memorialist Hive Minds (they can now correctly build the special Memorialist buildings)
- 补强了蜂巢意识中纪念主义者的记忆(就是说他们现在可以正常建造纪念主义的特殊建筑了)。

- Fixed Defense Grid Supercomputer not immediately applying its effect upon construction
- 修正了防御网超级电脑建造好后不会立即生效的问题。

- Fixed a bug where system wide auras sometimes persisted after leaving a system
- 修正了部分星系级别光环(译注:即广泛修正)在离开星系后依旧生效的问题。

- Fixed an issue where a ghost Unbidden Portal would continue spawning ships
- 修正了可能会有“幽灵”非邀自来传送门持续生成舰船的问题。

- Fixed clicking top bar influence icon opening the edicts view
- 修正了点击顶部栏的影响力图标会打开法令界面的问题。

- Fixed expired timed modifiers being visible in the expansion planner
- 修正了在扩展规划器中能看到已失效的限时修正的问题。

- Fixed it being possible to get unlocalised "Greetings!" in other languages when you opened diplomatic interactions with other empires for the first time
- 修正了在你第一次与其他帝国开展外交互动时可能会收到未本地化的其他语言的“你好!”信息的问题。

- Fixed it being possible to upgrade the ascension tier of planets not owned by the player
- 修正了一个玩家可以升级并不拥有的星球的飞升等级的问题。

- Fixed looping checkbox clicked audio in the apply Species Template view
- 修复了在应用物种模板视图中循环播放点击选框音效的问题

- Fixed missing localization for PLANET_ASCENSION_TIER_EFFECT_DESC in the tooltip for planetary designation
- 修复了在设置星球类型提示中PLANET_ASCENSION_TIER_EFFECT_DESC缺少本地化的问题。

- Fixed order of Galaxy Size options in galaxy setup not being ordered based on the number of stars
- 修复了在银河生成时星系规模选项不是按照行星数量排序的问题。

- Fixed reinforcements not arriving to the target fleet and instead showing up at the station when an evasive path was needed in order to get to the target fleet
- 修复了舰队在增援时因缺乏前往舰队的规避路径,从而无法增援并出现在空间站的问题。

- Fixed reinforcements not using evasive path
- 修复了增援未使用规避路线的问题。

- Fixed some building requirements
- 修正了一些建筑的建造条件。

- Fixed some faction demands
- 修正了一些派系的要求。

- Fixed trade UI showing negative values for Collection Range and Protection Range under some circumstances
- 修正了在有些情况下贸易界面的收集范围和保护范围会出现负值的情况。

- Fixed unlocalised text "UNKOWN_ORDERS" in a certain tooltip in the fleet interface
- 修正了在舰队界面里某个工具栏提示会出现未本地化的UNKOWN_ORDERS文本的问题。

- From Beta: Chronicle Drone and Death Chronicles now have the same production.
- Beta测试新加:书录子个体和死灵书录现在产出相同。

- From Beta: Chronicle Drones are now Administrators
- Beta测试新加:书录子个体现在归为管理者。

-Great Khan will no longer turn hostile towards their own satrapies
-大可汗现在不会和他自己的辖地敌对。

-Masters Writing of War and Politics now also cost unity.
-大师的教诲法令现在也需要花费凝聚力。

-Nanite repair system will no longer be picked by the ship auto design if you do not have nanite income
-如果没有纳米资源收入,舰船自动设计器不会自动选择纳米修复系统。

-Removed references to edicts and factions from influence tooltip
-从影响力提示栏中移除了一些涉及影响力的法令条目。

-Station modifier applying on building/module construction
-空间站的修正现在也会影响建筑/模组的建造。

-Taking "The Flesh is Weak" no longer makes your species lose its gender presets
-血肉苦弱飞升现在不会让你的物种失去预设性别。

-The description for the Imperial Navigation System no longer speaks of the Community of old
-帝国导航系统的描述中不再会有旧的星海共同体的内容。

-The tooltips giving estimated job upkeep and production are now Better at dealing with stuff like rogue servitors (where it would previously estimate based on an organic pop which could not work the job, sometimes giving the tooltip a food upkeep instead of a minerals one)
-预计岗位维持和产出的提示现在能更好地处理如失控机仆等情况(以前它会根据有机人口进行估计,而这些有机人口在出现失控机仆时无法工作,有时会让提示给出食物维持费用而不是矿物维持费用)。

-Updated tutorial screens and tooltips according to the Unity system rework.
-为凝聚力重做更新了教程界面和提示。

-Updated various job weights
-更新了各类岗位的权重。

-You cannot drag and drop ships in someone else's fleet anymore
-玩家不再可以拖拽其他人舰队中的舰船了。

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

- Added resource_revenue_compare and resource_expenses_compare triggers
- 新增触发器resource_revenue_compare和resource_expenses_compare。

- Fixed station_modifier and triggered station modifiers on starbase modules or buildings, not immediately applying their effects upon construction
- 修正了恒星基地模块或建筑上触发的station_modifier以及站点修正项,在建造时没有立即应用其效果的问题。

- You can now again specify that a Leader made with clone_Leader is an event Leader (or immortal)
- 你现在可以再次指定用clone_Leader制造的领袖是一个事件领袖(或不朽的)。

##### Changelog End #####


Thank you for all of the suggestions, opinions, bug reports, constructive criticism, and observations. While the feedback threads have closed, you can still play on the Open Beta branch. To opt-in to the Steam open Beta branch, right-click Stellaris, click Properties, Beta tab, and choose “Stellaris_test” from the drop-down.

感谢所有的建议、意见、错误报告、建设性批评和感受。虽然反馈帖子已经关闭,但你仍然可以在开放测试版本上玩。要加入Steam开放测试版本,请右击Stellaris,点击属性 -> 测试标签页,并从下拉菜单中选择 Stellaris_test。


(译注:开发者大战内容略去,有兴趣可回顾原贴。

forum.paradoxplaza.com/



翻译:AntiAccess frost

校对:一水战阿部熊 三等文官猹中堂


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Stellaris开发日志#241 | 2/10 凝聚力开放测试和开发者大战的评论 (共 条)

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