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Stellaris开发日志#253 | 5/5 三合一日志:补丁附记以及更多!(第一部分)

2022-06-06 15:30 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #253 - Three in One 3.4 'Cepheus' Patch Notes and more! (Part-1)

Obidobi, Producer – Stellaris


Hello everyone!

大家吼啊!


I hope you are all excited to get your hands on our next expansion 'Overlord' next week! Expanding on the Subject/Ruler dynamic has been something that we know a lot of you (and us, internally) have been wanting for a very long time, so it's really amazing to finally see it come to fruition!

我希望你们对于能在下周玩到四海皆臣Overlord扩展包这件事已经兴奋起来了!我们知道,你们当中的很多人(还有我们内部的许多人)都等这个扩展附属国/宗主国机制等了非常久了,最终能看到这个改动开花结果我们也非常高兴!


So to hold you over until Overlord release, here is the usual Dev Diary containing the changelog for you to read!

为了让你们在四海皆臣发售之前把持住,这里是通常的开发日志,里边还有改动日志给你们看!


But first, we have a few Community events to talk about:

不过首先我们要说一说几个社区事件。


Today at 1700 CEST (UTC + 2), join us on the Official Stellaris Discord for our Overlord Dev Q&A! Have a question about something in today's patch notes? Stop by and ask!

今天在17:00 CEST(UTC+2,中欧夏季时间),在群星官方Discord服务器上加入我们来参加四海皆臣开发者QA吧!对今天的补丁附记有问题吗?过来问问吧!


As well, join us starting at 1400 CEST on May 7th and 8th, for our Content Creator Multiplayer Showcase. We'l be streaming Overlord all weekend on Twitch and YouTube, with some of our favorite community content creators!

还有,在5月7日和8日的14: 00 CEST加入我们,来看看我们的内容创作者多人游戏展示会吧。整个周末我们会在Twitch和YouTube上和我们最喜欢的社区内容创作者一起直播四海皆臣!



SPOILER: 3.4.0 ‘CEPHEUS’ PATCH NOTES

3.4.0 “仙王座” 补丁附记


#######################
#### VERSION 3.4.0 ####
#######################

###################
# Overlord Expansion Features
# 四海皆臣扩展包特性
###################

Three new advanced subject types called Specialist Empires have been introduced, which excel in certain areas while having deficiencies in others.
引入了三个称为专业化帝国的新的高级附庸国种类,他们十分擅长某个领域,在其他领域则有显著的缺陷。
- Bulwark - A bastion of defense that leaves basic resource acquisition to others.
- 戍邦 Bulwark——用于防御的坚固堡垒,而基础的资源获取则要依赖他人。
- Prospectorium - Excels at resource acquisition but has weaker research.
- 勘探邦Prospectorium——十分擅长资源获取,但是研究方面较弱。
- Scholarium - Specializes in research but relies on their allies for military support.
- 学邦Scholarium——研究专精,但是需要他们的盟友提供军事援助。
Similar to how Federations advance or degrade based on Cohesion, Specialist Empires improve based on loyalty, gaining additional perks and strengthening their bonuses and penalties as they level up through three tiers.
就像联邦根据团结度升级或降级一样,专业化帝国会根据忠诚度升级,在升满三级的过程中逐步获得额外的特性,强化他们的加成和惩罚。

New Constructions and Megastructures
新的建筑和巨构建筑
- Hyper Relays - Chained together, Hyper Relays permit high speed fleet travel and projection of effects to systems connected via the network.
- 超空间中继器Hyper Relays——连锁起来之后,超空间中继器既能让舰队在通过网络链接起来的星系中快速航行,也可以给这些星系提供加成。
- Orbital Rings - Built around your worlds, Orbital Rings act similarly to Starbases and allow further development or defense of these core planets.
- 星环基地Orbital Rings——环绕你的星球建设的轨道环和恒星基地类似,允许你进一步发展核心星球的防御。
- Quantum Catapult - The galaxy is within reach as the Quantum Catapult lets you fling ships across the galaxy, though with questionable accuracy. Yeet.
- 量子弹射装置Quantum Catapult——量子弹射装置能让你把舰船甩到银河另一边,让整个银河触手可及,不过精度可能有点问题。芜湖起飞!

New Enclaves
新的城邦
- Salvager Enclave - A generally friendly bunch of tinkerers, obsessed with engineering, battle debris, and restoring or scrapping antiquated ships.
- 拾荒者城邦——一群友好的修补匠,沉溺于工程项目,战斗残骸,还有翻新或者搜刮旧船。
- Shroudwalker Enclave - Disciples of the Shroud, the Shroudwalkers can call upon its powers to create shroud tunnels, or to attempt to divine the future - if you dare.
- 虚境行者城邦——作为虚境的学徒,虚境行者们能够使用自身的力量创造出虚境隧道,或是预测未来——只要你敢一探究竟。
- Mercenary Enclave - Empires can release a fleet to create a self-reinforcing Mercenary Enclave that brings dividends back to their patron. But remember, business is business, and concepts like loyalty don’t pay the bills.
- 雇佣兵城邦——帝国可以放出一支舰队来创造一个能自行补员的雇佣兵城邦,还能把股息带回给他们的赞助人。不过要记住,生意就是圣遗,忠诚这样的概念可不能当饭吃。

New Origins
新的起源
- Imperial Fiefdom - Your first steps into space were brutally short. Immediately subjugated alongside several others by a powerful and decadent overlord, you begin the game as a Specialist Empire of your choice.
- 帝国藩属——你迈入太空的第一步极其短暂。和其他几个帝国一起立即被一个强大而堕落的宗主国征服后,你可以自行选择一种专业化帝国开始游戏。
- Teachers of the Shroud - Your civilization was identified as a civilization of interest long ago by the Shroudwalkers, who carefully nurtured your development as their visions instructed. Your species begins with the Latent Psionics trait and in contact with the Shroudwalker coven.
- 虚境天师——你的文明在许久之前就已经引起了虚境行者的兴趣,按照他们在幻象中得到的指示,他们小心翼翼地指引着你们。你的种族开始就有灵能潜力特质,并且和虚境行者城邦建立了联系。
- Slingshot to the Stars - The Slingshot to the Stars origin explores how a nearby Quantum Catapult could shape your civilization. The histories of your people are filled with tales of brilliant lights flashing across the sky before the long seasons of darkness.
- 射向群星——射向群星这一起源可以用于探索一个附近的量子弹射装置会如何塑造你的文明。在漫长的黑暗纪元之前,你的人民的历史充满了各种各样耀眼的光芒划过整个天空的传说。
- Subterranean - The underground homes of Subterranean empires grant defensive and mining benefits while allowing them to avoid hostile environments on the surface, at the cost of slower expansion.
- 地下帝国——地下帝国那在地表之下的家园在给他们带来防御和采矿方面的优势时,还能躲避地表的敌意环境,代价则是更加缓慢的扩张。
- Progenitor Hive - Hive-Mind only (also requires Utopia). The hive relies on the presence of the powerful offspring of the progenitor, guiding the hive’s will with incredible skill. Protect them well, for the drones are lost without their presence.
- 蜂群始祖——仅限于蜂群意识(也需要乌托邦扩展包)。蜂群仰赖始祖的强大子嗣的存在,他们强大的能力足以指引蜂群的意志。好好保护他们吧,因为失去了他们的工蜂就会陷入迷茫。

New ascension Perk - Profit from conflict with the Lord of War ascension Perk.
新的飞升天赋——用战争之王飞升天赋在冲突中谋利吧。

New Galactic Community Resolutions - Debate the place of Mercenaries and the rights and responsibilities of subjects and overlords with three new lines of Resolutions.
新的星海共同体议案——用三个新的议案系列来讨论雇佣兵的地位,以及附庸国和宗主国的权利和义务。

New music tracks - 4 new songs added to the game and Original Soundtrack
新的音轨——在游戏和原声带中加入了4首新歌。

New Achievements - Show the galaxy who leads them with 11 new Steam achievements.
新的成就——用11个新的Steam成就来向银河展示谁将带领他们向前。

###################
3.4 “Cepheus” Features and Changes
3.4版本号“仙王座”特性和改动
###################

Situations - Include a new system for tracking and interacting with ongoing stories in your empire
情势——包括了用于追踪你的帝国中正在发生的故事,并与之互动的新系统
- Deficit Situations will trigger if you have a negative monthly balance of a resource and it runs out.
- 赤字情势会在你的一项资源每月结余为负且已经耗尽的时候触发
- Revolt Situations may trigger on planets with low stability, overhauling previous rebellion mechanics.
- 反叛情势可能会在低稳定度的行星上触发,之前的反叛机制已经进行了重做。
- Machine Uprising Situation replaces old Machine Uprising event (requires synthetic dawn)
- AI叛乱情势代替了旧的AI叛乱事件(需要智械黎明扩展包)。
- Leviathan Situations celebrate your great triumphs when besting such mighty beasts.
- 星神兽情势可以在你战胜强大的怪物时庆祝你的伟大胜利。
- Other narrative Situations have been implemented to add even more flavor to your campaigns.
- 实装了其他的叙事情势,给你的游玩增加更多风味。

Negotiation of Subjugation Agreements - The terms of subjugation agreements can now be negotiated and changed. Some terms that can be altered include:
谈判附庸条约——附庸条约现在可以进行谈判和改动。一些能改动的条款包括:
- Integration Possibility
- 能否整合
- Diplomatic Freedom
- 外交自主性
- Ability to Expand
- 扩张能力
- Resource Subsidies and Tithes
- 资源补贴和贡赋
- Defensive and Offensive War Responsibilities
- 防御战争和进攻战争责任
- Overlord Holding Limit
- 宗主国地产数量限制
- Sensor Sharing
- 传感器分享
The default terms of some contracts have been updated to fit the new system, and some specific terms or settings require Overlord.
一些条约的默认条款已经进行了更新来适应新系统,一些特定的条约和设定需要四海皆臣。

Allegiance Wars - The Pledge Secret Fealty diplomatic action has been added, which allows subject empires to secretly plot with a new overlord. This permits a War of Allegiance - a new war goal that allows empires to fight other Overlords for control of subjects that have pledged secret fealty to them. All subjects that have pledged secret fealty will turn on their former overlord during the war.
效忠战争——增加了提供秘密效忠的外交行动,该行动允许附庸国和新的宗主国一起暗中谋划。这会酝酿一场效忠战争——一个允许帝国与其他宗主国为了向他们进行了秘密效忠的附属国控制权作战的新战争目标。所有进行了秘密效忠的附属国都会在战争中倒戈对抗之前的宗主国。

Subject Changes/Improvements:
附庸国改动/改进:
- Overlords can now build a holding on Subject Planets (holdings may require certain civics, origins, or DLC)
- 宗主国可以在每个附庸国行星上建设一个地产(地产可能需要特定国民理念,起源或DLC)
-- Overlord Garrison
-- 宗主要塞
-- Emporium
-- 商行
-- Aid Agency
-- 援助机构
-- Ranger Lodge - Environmentalist Civic
-- 巡林者小屋——环保主义者国民理念
-- Noble Chateaus - Aristocratic Elite Civic
-- 贵族城堡——贵族精英国民理念
-- Recruitment Center - Citizens Service Civic
-- 征兵中心——公民服役国民理念
-- Gaia Seeder Outpost - Idyllic Bloom Civic (requires Plantoids)
-- 盖亚播种站——田园绽放国民理念(需要植物类物种包)
-- Tree of Life Sapling - Tree of Life Origin (requires Utopia)
-- 生命之树树苗——生命之树起源(需要乌托邦扩展包)
-- Dread Outpost - Reanimators Civic (requires Necroids)
-- 恐怖前哨——复生者国民理念(需要死灵类物种包)
-- Sacrificial Shrine - Death Cult Civics (requires Necroids)
-- 牺牲神龛——死亡教团国民理念(需要死灵类物种包)
-- Reemployment Center - Permanent Employment Civic (requires Necroids and Megacorp)
-- 再就业中心——永身雇佣国民理念(需要死灵类物种包和寰宇企业扩展包)
-- Franchising HQ - Franchising Civic (requires Megacorp)
-- 特许经营总部——特许经营国民理念(需要寰宇企业扩展包)
-- Communal Housing Outreach - Shared Burdens Civic (requires Utopia)
-- 外展公共住房——同甘共苦国民理念(需要乌托邦扩展包)
-- Organic Haven - Rogue Servitor Civic (requires Synthetic Dawn)
-- 有机体庇护所——失控机仆国民理念(需要合成黎明)
-- Experimental Crater - Calamitous Birth Origin (requires Lithoids)
-- 实验陨石坑——降世灾星起源(需要石质生物物种包)
-- And twelve more holdings with Overlord.
-- 以及其他十二个四海皆臣中的新地产。
- Subjects now have a Loyalty value, rather than loyalty solely depending on their opinion of their overlord.
- 附庸国现在将会拥有忠诚值,而不是单纯取决于他们对宗主国的看法。
- Subjects’ ethical compatibility with their Overlords may result in a monthly loyalty bonus or penalty.
- 附庸国与宗主国之间的道德原则可能会导致月度忠诚奖励或惩罚。
- Having more than one subject adds a monthly loyalty penalty to all subjects, which can be worked around with various civics and or the Shared Destiny ascension perk.
- 拥有不止一个附庸国将会为其他所有附庸国添加一个月度忠诚惩罚,这个惩罚可以通过一些国策或者采用共同命运飞升来应对。
- Subjects and Overlords have a bonus to infiltration growth on each other.
- 附庸国和宗主国对双方都有渗透奖励。
- Operations on your subject or Overlord are reduced in difficulty.
- 对你的附庸国或者宗主国采取的间谍行动会降低难度。
- Additional trade deal options between subjects and Overlords have been added.
- 为附庸国和宗主国之间添加了全新的交易选项。
- Releasing a sector as subject now grants an initial 100 intel on that subject.
- 释放一个星区作为附庸国将会给与其100点初始情报点数。
- Integration is disabled by default.
- 整合附庸国在默认情况下将被禁用。
- Sectors released as subjects can now inherit the following origins from their parent empire, where appropriate - Progenitor Hive, Subterranean, Void Dweller, or Calamitous Birth.
- 被释放作为附庸国的星区现在将会从他们的宗主国那里继承以下的起源,主要是蜂群始祖、地下帝国、虚空居者以及降世灾星。
- Gateways (and Hyper Relays) can now be built in subject space.
- 现在可以将星门(和超空间中继器)建造在附庸国境内。
- AI Subjects of Player Empires now receive AI bonuses as if the difficulty level of the game were one level lower, rather than losing their bonuses entirely.
- 如果游戏的难度很低,那么玩家的AI附庸国将会收到AI奖励而不是完全失去它们。

MegaCorp Improvements as both Overlords and Subjects:
巨型企业帝国作为宗主国和附庸国的改进
- Empires that are the target of Impose Ideology wars or those created from Status Quo peace deals are no longer rival Megacorps, but instead Oligarchies with the Merchant Guilds civic.
- 作为输出意识形态战争目标或者通过维持现状创建的帝国将不再仇视除了寡头制并且拥有商人工会国策之外的其他巨型企业帝国。
- Corporate Overlords can establish branch offices in their non-corporate subjects without having to sign a Commercial Pact. Likewise, corporate subjects with a non-corporate overlord can open branch offices in their overlord and fellow subjects.
- 企业宗主国可以不用签署商业协议就在他们的非企业附庸国上开设分公司。同样的,企业附庸国也可以不签署商业协议就在他们的非企业宗主国以及其他附庸国上开设分公司。


Major improvements to Planetary Automation:
行星自动化的主要改进
- Planetary Automation scripts based on designation are now more focused regarding what they build.
- 基于规划类型的行星自动化脚本现在将会更加专注于他们的建造。
- Right clicking on the planetary automation button will now open a menu which allows you to customize your focus of planetary automation: for instance, as well as the designation based focus (“build more minerals buildings”), it lets you enable handling of amenities and housing, crime, as well as more specialized building options such as psi corps.
- 现在点击行星自动化按钮将会打开一个新的菜单,这将允许你自定义行星自动化的专精:例如,同时也是基于规划类型(“建造更多的矿物建筑”)。你可以选择启用它,来处理舒适度,住房,犯罪度问题,还可以建造更多专业建筑,例如灵能军团。
- Sector automation and planetary automation have been unified into the same system (sector automation will activate planetary automation for all planets in the sector, and assign relevant planetary designation types to the planets unless overridden.)
- 星区自动化以及行星自动化已经被整合到同一个系统中(除非被被手动覆盖,星区自动化将会为星区中的所有星球启动行星自动化,并且指定相关的规划类型给星球。)
- Additional planetary or sector automation options have been added:
- 添加了更多的行星和星区自动化选项:
-- Added a Unity sector automation setting
-- 添加了一个凝聚力星区自动化设定
-- Forge, Factory and Industrial designations are now available on Ring Worlds
-- 现在可以在环世界上使用铸造、工厂以及工业规划类型。
-- Fortress world designation is now available on Machine Worlds and Hive Worlds
-- 现在可以在机械星球以及蜂群星球上选择堡垒星球规划。

Automatic Resettlement Improvements
迁移自动化改进
- The Auto Resettlement formula for picking which planet pops will be resettled to has been improved: it is now easier to steer pops towards your capital and other special worlds (e.g. ring worlds).
- 改进了关于人口会选择哪个星球进行迁移的公式:现在将会更容易引导人口前往你的首都或者其他特殊星球(比如环世界)。
- Pops will now pick which planet to auto-migrate to based on which planet has the most free jobs, rather than the least. They also now take free housing into account better
- 现在人口的自动迁移将基于哪个星球拥有最多而非最少的空闲岗位。他们同时也会更好的考虑空闲住房。
- "Ideal" worlds such as ring worlds, gaia worlds, hive worlds and machine worlds now have a 50% higher score when pops are deciding where to automatically resettle to. So they are more likely to want to move to your newly-founded ring world, for instance. Capital world planet designations also have a +10% score, and freshly founded colonies have 25% from their designation.
- 当人口决定自动迁移时,“宜居”世界比如环世界,盖亚星球,蜂巢星球以及机械星球将会拥有一个50%更高的权重。例如,人口将会更加倾向于移动到你新建立的环世界。首都星球规划类型同样拥有+10%的权重,新建立的殖民地也会从他们的规划类型获得25%的权重。
- The resettlement tooltip (found by hovering over unemployment in the planet view) now provides far greater insights into how the system works, including showing the reasons pops cannot automatically resettle or the planet they are most likely to resettle to.
- 迁移文本(通过在星球界面将鼠标悬停于失业人口上)现在会详细解释这个系统如何运作,包括展示人口为什么不会自动安置的理由以及他们最倾向于移居的星球。
- The outliner has been updated so planets with unemployed pops that are auto-migrating are now shown a yellow suitcase. The red suitcase should only appear if the planet actually requires your attention to resolve the unemployment problem.
- 总览界面已经更新,因此现在拥有可以自动迁移的失业人口的星球会显示一个黄色的手提箱。红色手提箱现在只会在星球确实需要你亲自解决失业问题时才会显示。

Various AI improvements with a focus on military behavior - full details in section below
大量的关于AI军事行为的改进-详细信息见下一节内容

Added 73 new flag emblems, 63 new flag backgrounds and 47 new flag colors (including white!).
增加了73个新的旗帜徽章、63个新的旗帜背景以及47新的旗帜颜色(包括白色!)
- 12 new emblems each to match the Plantoid, Lithoid, Necroid, Aquatic, and Imperial shipsets
- 12个适配植物类,石质类,死灵类,水生类以及帝国类舰船的新徽章。
- 6 new emblems for the Corporate and Legion categories
- 6个全新的企业以及军团类徽章。
- 1 new emblem for Paradox Arctic in Umeå
- 一个全新的Paradox Arctic in Umeå徽章。

Added improved human portraits, with 5 phenotypes, 5 eye colors, 7 clothing styles and many, many hairstyles (including facial hair)!
增加了新的人类肖像,包括5个外型、5种眼睛颜色、7种衣服风格以及许多许多发型(包括面部毛发!)。

Added Japanese and Korean language support.
增加了日语以及韩语支持。

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

Subjugation casus belli is now automatically granted towards inferior empires.
要求臣服的宣战借口现在会自动授予附属帝国。

The Parliamentary System civic now allows factions to be generated much earlier in the game.
议会制度国民理念现在将会使派系在游戏更早期中产生。

Defense Platforms now have increased range, fire rate, tracking, and hull points, and are faster to build.
防御平台现在增加了射程、开火速率、追踪以及船体值,同时建造速度也更快了。

Base market price for slaves doubled from 500 to 1000 energy credits to make selling pops more viable. Slave traits cost Modifiers for the Slave Market have been increased by roughly 10 times for positive ones and 4 times for negative traits.
奴隶的基础市场价格现在从500翻倍涨到1000能量币,以此来使得人口贩卖更加可行。奴隶特质在奴隶市场中的价格加成也有所变化,正面特质提升10倍而负面特质提升4倍。

Endgame Crises can now happen after 25 years rather than 50 of the End Times.
现在终末危机会出现在后期游戏25年后而不是50后。

The Plunder wargoal now increases the chance to steal relics (that aren't the Galatron) to 50%.
掠夺战争目标现在增加了50%的机会偷取遗珍(银河之星除外)。

The Numistic Administration trait no longer provides an increase to energy output, it now provides a +33% output to trade value from jobs.
拜金教管理模式特质将不再提供能量币产出,现在将会给岗位的贸易额提供+33%的产出。

Removed the requirement to have an upgraded capital building in order to build research labs or rare resource manufacturing buildings
取消了建造实验室或者其他稀有资源建筑所需要的首府建筑升级。

The Shared Destiny AP no longer affects subject integration cost or trust, instead removes the monthly loyalty penalty from having multiple subjects. Additionally, it can now be taken by Corporate empires.
共同命运飞升将不会影响附庸国的整合成本或者信任度,而是移除拥有多个附庸国时的月度忠诚度惩罚。另外,现在企业帝国也可以采用这个飞升。

The Grasp the Void AP now grants increased draw weight for FTL travel techs.
掌握太虚飞升现在增加了超光速旅行科技出现的权重。

The Unbidden can no longer spawn in pulsar systems (as the star will disable their Dimensional Portal's shields)
破界者不再会出生在脉冲星星系(这个星球会使得次元之门的护盾失效)。

Resistance is Frugal no longer grants your a unity production of 3, instead it gives you 0.5 unity for each defensive army you have.
防御廉价不再给予你的要塞3点凝聚力产出,而是根据你所拥有的每只卫戍部队给予0.5点凝聚力。

Strength of Legions and Warbots now start with rank 3 Admirals and Generals.
军团和战争机器现在会自带3等级的将领。

Espionage Operations now cost Influence to start rather than Energy Credits. Costs have been reduced by a factor of 10.
间谍行动现在会消耗影响力而不是能量币来启动,并且花费也降低了10倍。

Low Military Intel is now gained at 30 Intel instead of 40 and Medium Military Intel is now gained at 60 Intel instead of 70. The effects of Medium and High Military Intel have been swapped - medium now allows you to view ship loadout, high now grants visibility of location of military fleets.
低军事情报现在从40降到了30,而中军事情报从70降到了60。中级和高级军事情报的效果现在互换了:中级情报会允许你查看舰船配置,高级情报则可以查看舰队所在位置。

Added a nanites deposit to the Scavenger Bot system so you can use the reward you get for killing it.
为拾荒者机器人星系增加了一个纳米机器人矿藏,这样你就可以在杀死它们后使用奖励了。

The Subterranean empire from the Seismic Disturbances event chain now spawns with the new Subterranean origin.
从大地震怒事件链中产生的地下帝国将会带有全新的地下帝国起源。

Numistic Data Modeling technology now provides +5% Trade Value.
拜金教数据建模科技现在会提供+5%的贸易额。

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

With sufficient Intel, there will now be a notification that the AI is planning to declare war on the player.
如果情报充足的话,现在AI打算对玩家宣战时将会有提示。

Fixed a variety of AI military fleet behavior issues, including:
修正了各种AI军事舰队的行为问题,包括:
- AI will be better at merging fleets where that makes sense (e.g. during peacetime, or when they have the same mission)
- AI现在在合理的情况下合并舰队会做得更好(例如和平时期,或者这几支舰队的目标一致)。
- Fixed issues where your allies would follow your take point command even though they were not hostile to your targets, and several other issues with take point and follow fleet behavior
- 修正了你的盟友即使对你的目标没有敌意,也会跟随你的进攻命令的问题,和其他几个和进攻以及跟随舰队行为的问题。
- AI will now more actively engage hostile crises if they or their allies have been attacked by them
- AI现在被敌对的危机势力攻击时会更积极地接战。
- Fixed an issue where an AI fleet could get trapped in an enemy system by a disabled starbase. It will now approach the starbase to capture it.
- 修正了一个由于恒星基地被占领导致AI舰队被困在敌方星系内的问题。现在这种情况下舰队会接近恒星基地并尝试占领它。

AI will now enable buildings that have been disabled.
AI现在会启用被禁用的建筑。

AI will now scale the production of rare resources according to the size of their economy.
AI现在会根据他们的经济规模调整他们的稀有资源生产比率。

Moderately reduced the frequency of how often AI will sell slaves on the market.
稍微下调了AI在奴隶市场上卖出奴隶的频率。

AI will now only consider jobs producing at least 3 amenities when doing the planet amenity balancing logic.
AI在执行调整行星舒适度平衡的逻辑时现在仅会考虑至少生产3舒适度的工作。

AI will now declare "death spiral status" if they have 0 minerals and a negative mineral income. Jobs consuming minerals will be deprioritized until a sufficient mineral income has been reached and the empire can start rebuilding itself.
AI现在会在0矿物且矿物产出为负时宣布进入“死亡漩涡状态”。此时消耗矿物的工作会被下调优先级,直到矿物产出足够,该帝国可以进入重建。

The AI will now wait for a period of time before changing planet designations when taking over a player empire in multiplayer.
多人游戏中AI会在接管一个玩家帝国之后等一段时间再改变行星规划类型。

AI members of a federation will no longer propose a vote on a law change that has been proposed in the last 10 years by anyone in the Federation.
联邦的AI成员现在不会在10年内有成员提议过同样法律变更时再提出这个法律变更。

The player now gets a notification when the AI has recalled their embassy.
玩家会在AI召回他们的大使时得到通知。

AI will now only propose an embassy if they have a positive +50 relation and remove their embassy if they have lower than -50
AI现在只会在关系达到+50时提议建立使馆,达到-50时撤销使馆。

The AI is now better at dealing with non-standard colony ships (e.g. private colony ships, Lithoid colony asteroids).
AI现在可以更熟练地使用非标准(例如私有殖民船,似石族殖民陨石等)的殖民船了。

AI will now sell resources more aggressively to buy what they need in order to recover from death spiral type situations.
AI现在会更猛烈地卖出资源来购买自己需要的东西以从“死亡漩涡状态”恢复。

Fixed several issues with Galactic Community voting, AI will no longer propose resolutions against their alignment, AI can recall their proposals or vote against their own proposals in some situations where it makes sense. Tooltips will now show the reasons an AI empire is voting the way they are.
修正了星海共同体投票的几个问题,AI将不再提出违反他们理念的决议,AI现在会收回他们的提案,或在某些合理的情况下投票反对自己的提案。提示栏现在将显示AI帝国如此投票的原因。

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

Added new section in outliner for loaned out fleets (lease timer and its tooltip).
在右侧信息栏中增加了借出舰队的新部分(借出计时器及其提示栏)。

The alert for diminishing resource stockpiles now properly only lists resources which you will imminently run out of.
资源库存减少的警报现在只正确地列出你即将耗尽的资源。

Added tooltips for agreement presets and specialist types to the Agreements view.
为协议模板和特殊附庸类型在协议界面添加了提示栏。

The outliner will now tell you about blockers you can remove if you are approaching the planet's carrying capacity and therefore suffering growth penalties.
右侧信息栏现在会告诉你有的行星可以清除障碍如果该行星达到了人口上限并因此受到成长惩罚。

Improved the layout of the Host DLC icons and surrounding elements in the Multiplayer Lobby.
改进了多人游戏大厅中主机DLC图标和周围元素的布局。

Moved the “Copy Server ID” functionality to a separate button in the multiplayer lobby.
将多人游戏大厅中的“复制服务器ID”功能放在一个单独按钮上了。

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

Optimized calculations for whether you are in breach of any galcom resolutions, which should provide a boost if many sanctions have been passed.
优化了判断你是否违反了任何星海共同体决议的计算,这在通过好多制裁法案的时候应该能帮得上忙。

Improved the performance of using triggered economic category modifiers.
改进了使用触发型经济类别修正的性能。
Improved performance of bypass handling in pathfinding to account for the fact that there are now many more of them in the galaxy (via hyper relays).
改进了寻路时的近路处理来适应现在银河里这种近路到处都是(通过超级中继器)的情况。

Adjusted various ship textures for improved performance.
调整了多个舰船的材质来提升性能表现。

###################
# Other Improvements
# 其他改进
###################

Significantly improved pop job assignment weightings:
显著地改进了人口工作分配的权重:
- Automatic scripted handling of resource output, trade and amenity bonuses and penalties from traits, i.e. pops with the better traits for the job will more reliably take the job. This eliminated many errors where we had imperfectly attempted to achieve this result in a much less robust and more verbose way.
- 为特质带来的资源产出、贸易和舒适度加成减益实现了自动化脚本,这意味着拥有更适合某项工作的特质的人口将会更可能从事这项工作。这修正了许多我们之前那个更不稳定更冗长的办法带来的错误。
- Weighting now takes into account output penalties from low habitability
- 权重计算现在会计算低宜居度带来的影响。
- If you are in deficit, jobs producing that resource will now be weighted significantly higher, so your pops won't ignore mining jobs while your empire burns for lack of miners.
- 如果你某项资源处于赤字状态,产出该资源的工作的权重会显著增加,这样在你帝国因为缺乏矿工而水深火热的时候你的人口不会无视产出矿物的工作。

Added new Subjugation War Terms policy, which sets the default Agreement Terms used when subjugating other empires through war.
添加了新的征服战争条款政策,该政策将设置征服其他帝国时使用的默认条约条款。

You can now nominate other empires to Custodianship, provided they meet the requirements.
你现在可以在其满足条件时推举其他帝国做监管人。

Idyllic Bloom has been improved by allowing construction of the Gaia-Seeder buildings (and holding!) to be built on a wider range of planet types, in exchange for increased upkeep, depending on the empire’s terraforming technology. In addition, the civic can now be combined with the Life-Seeded and Shattered Ring origins. Finally, Idyllic Bloom empires start with a Phase 1 Gaia-Seeder on their capital where appropriate.
改进后的田园绽放现在允许以更高的维护费为代价在更多类型的行星上建造盖亚播种器建筑(和地产?),具体取决于帝国的地貌改造科技水平。此外,该理念现在可以和生命之籽、破碎之环起源共存。最后,田园绽放帝国在开始游戏时在首都的合适位置获得一个阶段1的盖亚播种器。

Shroud Entities that propose Covenants will now prefer empires that have ethics or civics that match their outlook. The End of the Cycle is more likely to offer a Covenant if another empire is a level 5 crisis.
虚境实体在提出协议时会更倾向于选择理念和思潮复合它们愿景的帝国。轮回之终末会更倾向于和5级天灾的帝国签订协议。

Several improvements to Baol/Zroni spawning: they will no longer spawn arc sites in your capital system, one of the Baol arc sites is now vastly less likely to spawn in someone else's territory, and they are a bit less likely to all spawn in a heap in neighboring systems.
为巴奥和泽洛尼的生成做了一些改进:它们将不再会在你的首都星系生成考古遗迹,其中一个巴奥考古遗迹现在在其他人地盘内的概率大大降低,且它们成堆地生成在邻近星系地概率也稍稍降低了。

Modifiers giving administrator output now correctly reflect the sort of administrators the empire uses.
给予管理者岗位输出的修正现在可以正确地反映出帝国所使用的管理者的种类。

Individual names for game objects can now be localized, allowing players to read names in their own language.
游戏对象的个别名称现在可以被本地化,让玩家可以看到自己语言的名称。

Renamed the Corporate and Gestalt versions of Catalytic Processing to Catalytic Recyclers and Organic Reprocessing respectively.
将巨企和格式塔版本的催化处理分别重命名为催化回收器和有机再处理。

Quget.
* 意义不明的驴言驴语*

###################
# Bug Fixes
# 捉虫
###################

Federation allies in Common Ground and Hegemony origins no longer start with 0 resources (sometimes therefore falling into deficit immediately)
共同命运和专制霸权的联邦盟友不再以0资源开始游戏(有时他们会因此直接陷入赤字)。

Multi-path jumps should now show proper arrows.
多路径跳转现在应该显示适当的箭头。

Bypass travel times are now correctly specified in days.
近路旅行现在会正确地显示所需天数。

War exhaustion icon now displays the correct values when resuming a saved game.
厌战度现在在读取储存的游戏时会显示正确的数字了。

Fixed the appearance of invalid em dash characters in a Crisis diplomacy message and a First Contact/Diplomacy tutorial event.
修复了在危机外交信息和首次接触/外交教程事件中出现的无效的em破折号字符。

Update to VIR's diplomatic tact subroutines: the tutorial no longer refers to enclaves as likely possessing an animal intelligence.
对VIR的外交策略子程序的更新:教程中不再提及飞地可能拥有动物类智能。

Added a scrollbar to planetary production resources in planetview so they don't overflow.
在行星界面为资源产出部分加了一个滚动条以防止显示溢出。

Fixed a variety of issues and oversights where the job weight scripts would not take into account all production bonuses given by traits.
修正了岗位权重脚本未考虑到所有特质提供的生产加成相关的一系列问题及疏忽。

Fixed certain megastructure construction positions.
修复了特定巨构建筑的建造位置。

Planet automation can now use resources from the shared stockpile even when not part of a sector.
行星自动管理现可使用共享库存中的资源,哪怕并未将其划给某个星域。

Fixed some cases where you would get popups that instantly disappeared while being in a federation.
修复了某些情况下在加入联邦时部分跳出提示会立刻消失所导致的崩溃。

Fixed DLC icons in the Multiplayer lobby sometimes escaping outside of their container.
修复了多人游戏大厅里的DLC图标有时贸然出格的问题。

Fixed Ancrel.4078 "Fire" event triggering for species that don't eat food.
修复了Ancrel.4078号事件“火灾”对不摄取食物的种族触发的问题。

Fixed order of repaired ringworld segments for ruined and partially ruined ringworlds.
修正了废弃环形世界及半毁环形世界的已修复区段顺序。

Added emissive_recolor_crunch on some ships and turrets that lacked it
将emissive_recolor_crunch加给了部分缺失它的舰船与炮塔

Deviant drones no longer provide trade value based off their living standards.
反常工蜂不再基于其生活标准提供贸易价值。

Gestalts can no longer get the Numistic Data Modeling tech.
格式塔不再能获得拜金教数据建模科技。

Fixed rare case where the empire flag would be randomized for empires created in MP.
修正了多人游戏中所建帝国的旗帜会随机化的罕见问题。

Fixed certain colony designation effects not having Planetary ascension multipliers applied to them,
修复了特定殖民地规划类型效果未应用行星升华倍数。

Fixed a bug where empires could sometimes (e.g. on revolts) end up registering as owning more starbases than they actually did for a time.
修正了帝国有时(比如在叛乱时)可能出现短时间内记录的所拥有恒星基地数量多于实际数量的问题。

Fixed the ship reinforce button sometimes telling you repeatedly that there are no available shipyards.
修复了舰船增员按钮有时会反复提示没有可用船坞的问题。

Enrolled engineers in the Curator's seminar on "Ringworld Repairs and You!" (Repaired ringworlds from the shattered ring origin and alpha refuge no longer have display issues).
策展人的“环世界修复与你!”论坛中安排注册了工程师。(指破碎之环起源的环世界修复,以及阿尔法庇护所不再会有显示问题。)

The shard will no longer inform the player twice about its demise.
裂爪龙不再会把自己逝世的消息给玩家讲两次。

Fixed an issue where the list of supporters for an upcoming resolution in the Galactic Community didn't refresh correctly when clicking between two Resolutions with the same number of supporters.
修复了在来回点选支持者数量相同的两个星海共同体议案时,支持者列表未正常刷新的问题。

Fixed armies being mistaken for buildings in some build queue tooltips
修复了陆军被某些建筑排序提示误认成是建筑的问题。

Here Be Dragons empires are now less amazed to see an Ether Drake (it's still a remarkable occurrence, but not something the likes of which they've never seen before)
“龙族出没”起源的帝国现在见到以太龙的时候不会显得那么新奇(当然这还是值得惊叹的事件,但也不是他们没见识过的东西)。

Fixed an issue where only one pop would switch jobs when shift-clicking to change job priority
修复了在按Shift点击更换岗位优先级时只有一个人口调换岗位的问题。

Sectors released as subjects by empires with the Pompous Purist civic will have the civic removed.
由带有唯吾独尊国民理念的帝国放出的星域附庸国会移除该国民理念。

Fixed some issues with AI Uprising Empires, where the created empire would have unreasonably large fleets, but could also immediately go bankrupt in several resources.
修复了AI起义帝国创建时会有超乎常理的大舰队,但各个资源方面又会立刻破产的问题。

Fixed issue with scrollbars ending up outside of the technology window in the "researched” tab of the technology view.
修复了科技界面里“已研究”列表的滚动条跑到窗口外面的问题。

Fixed Starbase triggered station modifiers not always applying properly (which means that now e.g. Offworld Trading Companies have an effect again)
修复了恒星基地触发的空间站修正未固定应用的问题(也就是说外星贸易公司等又能有效果了)。

Fixed some cases where countries would have policies set that they were not meant to be allowed to choose.
修复了某些情况下部分国家会有本不应能获取的政策组问题。

Fixed players being unable to replace e.g. a Mining District with an Industrial District if they were already replacing two Generator Districts with Industrial Districts.
修复了玩家在已进行用工业区划替换两个区划时,无法再以工业区划替换如采矿区划的问题。

Fixed scrollbar for DLC feature descriptions not being reset.
修复了DLC功能描述的滚动栏不被重设的问题。

Fixed unlocalized DLC names in Multiplayer lobby.
修复了多人游戏大厅内的未本地化DLC名称。

Fixed tooltips for Mortal Initiates.
修复了凡体先烈的提示。

Fixed truncated data percentage in fleet view (in simple chinese).
修复了舰队界面的阶段数据百分比(简体中文)。

Fixed fleet orders and activity text localisation overlaps.
修复了舰队指令及舰队活动的本地化文本重叠的问题。

Non-Disclosure Agreements in the Subterfuge traditions now correctly states that it increases Infiltration Required for hostile operations, rather than saying it increased the cost.
诡计传统的保密协议现会正确表述其增加敌对行动所需渗透等级,而非增加其成本。

Added alternate text and event rewards for when Gestalt empires with the Doomsday origin colonize their first planet.
为起源为末日将临的格式塔帝国殖民第一个星球时添加了独特文本及事件奖励。

Transit Hubs no longer have incorrect and outdated text referring to previous versions of the automatic resettlement system.
交通枢纽不再配有以往版本自动迁移系统不对应且过期的文本。

Improved tooltips for Plunder wargoal.
改进了掠夺战争目标的提示。

Fixed federation background not rendering correctly
修复了联邦背景未正确渲染的问题。

Fallen Empires spawned from the Scion origin have the correct graphical culture.
生成时带有先辈子弟起源的失落帝国现在会有正确对应的文化图像。

Fixed some issues where Artificers had the Artisan icon in certain texts
修复了某些文本里巧匠仍用工匠的问题。

Fixed missing modifier icon for Ancient Trading Route
修复了古老商路修正缺失的图标。

Fixed a rendering issue with drop pods.
修复了一个关于空降仓的渲染问题。

Fixed a rendering issue with the mammalian orbital habitat.
修复了哺乳动物轨道居住站的一个渲染问题。

Fixed some megastructures not animating properly.
修复了某些巨构建筑动画不正确的问题。

Fixed hyperlane shader.
修复了超空间航路的光影。

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

(略)

##### Patchnotes End #####



(篇幅所限,后续部分请移步下篇。)



翻译:AntiAccess 疯狂的新兵 Frost zzztotoso 摸鱼怪 李勋回来了

校对:一水战阿部熊 三等文官猹中堂


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Stellaris开发日志#253 | 5/5 三合一日志:补丁附记以及更多!(第一部分)的评论 (共 条)

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