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Stellaris开发日志#216 | 6/17 莱姆更新中的死灵族内容改动

2021-06-23 19:44 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #216 - Changes to Necroids Content in the Lem Update

Caligula Caesar Stellaris Technical Scripter


Hi everyone!

大家好!


As @grekulf has mentioned, one of our key aims in the upcoming Lem update is to improve the value of our existing DLCs by adding new content to them. As part of this effort, several of our species packs have seen some love. This week, I will start us off by talking about some of the upcoming changes to the Necroids species pack.

正如@grekulf所提到的,在即将到来的莱姆Lem更新中,我们的一个主要目标便是为现有的dlc添加新内容,以提升它们的价值。作为我们努力的一部分,一些物种包已经受到了我们的关注。本周,我将会谈论一些死灵族物种包即将迎来的改变,作为我们的开始。


While we were overall very happy with the content that went into Necroids (indeed, it has set a high bar for our other species packs to match!), a few of us - both within the team and in the community as a whole - regretted a few of the missed opportunities. The Lem update has provided us with the opportunity to rectify this.

虽然我们对死灵族物种包的内容感到很满意(确实,它为我们其他的物种包设立了一个更高的标准!),但我们之中的一些人——无论是在团队中还是在整个社区里——都很遗憾有一些点子没有被做出来。莱姆Lem更新则为我们提供了弥补这个遗憾的机会。



Necrophage Hive Minds

死灵族蜂巢思维


There have been quite a few calls for allowing Hive Minds to be Necrophages, and with Lem, this will now be possible!

已有许多玩家呼吁允许蜂巢思维能与死灵族物种兼容,有了莱姆Lem更新后,这将成为可能!



The will work similarly to normal Necrophages, but with a few differences:

它们会与常规的死灵族物种基本一致,但也有些许不同之处:


Flavour texts that assume individual intelligences have been rewritten to fit the hive theme better
为了更好地适应蜂巢思维主题,我们将有关个体智慧的个性化文本进行了重写。

Hive Minds generally cannot support non-Hive individuals within their empire except as Livestock, and Necrophage Hive Minds are no different there. However, unlike other Hive Minds, Necro-Hives will allow their Livestock to procreate. The Livestock can then be subsumed into the Hive via Centers of Elevation.
蜂巢思维一般不会支持非蜂巢思维的个体存在于它们的帝国内,除非是作为牲畜存在,这对死灵族蜂巢也是一样的。然而,不同于其他蜂巢思维,死灵族蜂巢将会允许它们的牲畜繁殖。而这些牲畜将可以通过擢升中心被吸纳入蜂巢思维。

Unlike normal Necrophages, Necro-Hive Necrophytes don’t use Consumer Goods. Instead, their upkeep of Food (or Minerals, if they are Lithoid) has been doubled.
与正常的死灵族物种不同,死灵族蜂巢的死灵噬体不会消耗消费品。与之相对的,它们用于维持的食物(或者矿物,如果它们是似石族)的数量增加了一倍。


死灵噬体
阶级:专家
舒适度:+5
生产:2.4凝聚力
维护费用:3.0食物
经过多年的努力,那些不幸出生于我们集体意识之外的个体可以接受团结仪式并加入我们,成为一个拥有I x'dari集体意识的个体。


Like normal Necrophages, Necro-Hives can also use the Necrophage Purge to speed things up a bit. For this purpose (but in a change applying generally to all Hive Minds), Hive Minds are now allowed to purge Gestalt pops that are not of their main species again.
与一般的死灵族相同,死灵族蜂巢也可以使用死灵净化的方式加速某些事情。为了达成这个目的(但通常也会适用于所有蜂巢思维帝国),蜂巢思维现在再次被允许净化不是它们主体种族的格式塔意识人口。

Making Hive Worlds make sense for Necrophages is a bit complicated, as there was previously a hard block on non-Hive pops living there - the planet would eat them, effectively. The solution we are currently working on is to allow Necro-Hive specifically to bring their Necrophytes there.
让蜂巢行星对死灵物种宜居有些复杂,因为在这之前有一个硬性条件阻止了非蜂巢思维人口居住在上面——星球实际上会将它们给吃掉。我们目前研究中的解决方案是允许死灵族蜂巢专门将它们的死灵噬体带到蜂巢行星上。

Just as you can combine Fanatic Purifier with Necrophage, so you can also be a Devouring Swarm (or Terravore) Necrophage
就像你可以将狂热净化者与死灵族结合一样,你也可以创造出一个死灵族弑杀蜂群(或者说,行星吞噬者)。



General Necrophage Changes

死灵族的总体改动


It has not escaped notice that Necrophages are quite strong. A lot of the things that make them cool and fun to play also make them very powerful, so it’s a fine line to tread on. However, we have managed to come up with a set of changes that bring them a bit more in line with other starts while maintaining the spirit of the Origin:

我们注意到死灵族在当前版本有些过于强力了。很多让它们变得很酷很有趣的东西同时也让它们变得非常强力,所以这有一个非常微妙的界线去把握。然而,我们已经设法想出了一系列改动,使它们更符合我们设计的出发点,并且保留了它们起源的精神:


Non-purging Necrophages no longer start with two extra pops than other non-standard origins (purging ones keep the extra pops because they are likely to lose a few pops through purging).
非灭绝政体的死灵族开局不会再额外获得2个人口(灭绝政体则会保留额外的人口,因为通过种族清洗,它们可能会失去一些人口)。

The guaranteed primitive worlds may no longer contain primitives that have advanced beyond the Iron Age (previous limit was Steam Age), and will have more defensive armies than very early primitives usually have. This is to make their start not quite as outright better than other starts.
保证出现的原始文明星球现在不会超过铁器时代(之前的限制是蒸汽时代),并且将会比通常的原始文明星球拥有更多的防御军队。这是为了让他们的开局不会再比其它文明好那么多。

Centers of Elevation no longer provide stability bonuses, and the job’s unity output has been cut by a quarter.
擢升中心现在不再提供稳定度作为奖励,并且岗位总产出削减了四分之一。

The chance of pops escaping during Necrophage purging has been increased from 10% to 25%. This is now also communicated to players in tooltips.
在死灵化过程中人口的逃跑几率从10%提升至25%,这也会在提示栏内告知玩家。


死灵化
受影响的人口将逐渐被归化成Pashartian种族的一部分,不管他们愿意与否。
会以平均每月0.2单位人口的基本速度净化星球。
每个人口有25%的几率逃脱并成为难民。
人口修正:
幸福度:-50%
——————————————————
只有最强大的种族才能在这个充满敌意的银河系里生存下去。以这种方式,他们的旅程将以Pashartians的身份继续下去。



Death Cults

死亡教团


In contrast to Necrophages, with the advent of 3.0 and its accompanying pop growth changes, it has been felt that Death Cults - though interesting mechanically and flavour-wise - have somewhat fallen behind the curve in terms of bonuses. In other words, more reward is needed for sacrificing your pops.

与死灵化相比,随着3.0版本号更新以及人口增长的变化,死亡教团虽然在游戏机制和风格上都很有趣,但是在奖励方面却稍显落后。换句话说,牺牲你的人口得到的奖励必须更多些。


One of the issues we had at the time when we implemented it was the limited possibilities for using proper mathematical formulas in Stellaris scripts. However, as hinted in my previous dev diary, that particular bottleneck has now been alleviated (in fact, we have gone considerably further than hinted there - Lem will have a lot of positive surprises for modders!).

在我们实装它的时候,我们遇到的一个问题是,在Stellaris的脚本里使用恰当的数学公式的可能性很有限。然而,正如我在前面的开发日志暗示的那样,这个特殊的瓶颈现在被缓解了许多(事实上,我们已经做的内容比那里所暗示的内容还要更多——莱姆Lem更新将会给mod制作者们很大惊喜!)。


Previously, when you chose to sacrifice your populace, you would gain a portion of the bonus as a fixed modifier, and another portion scaled by the raw number of pops you sacrificed. This remains similar, but with one key difference: the scaled modifier is now scaled by the % of your total number of pops you have sacrificed.

在此之前,当你选择牺牲你的人口时,你所获得的奖励一部分是固定值修正,另一部分则根据你所牺牲的人口数而进行调整。现在这个机制依旧类似,但有一个关键性区别:按照所牺牲人口计算的加成,现在是根据你所牺牲人口所占总人口的百分比来进行计算的。


We are still working on the exact numbers, but the gist of this is that you will now tend to get a lot better bonuses per pop you sacrifice, especially in the early game.

我们还在研究确切的数字,但要点在于,在牺牲每个人口时你将会倾向于获得更好的奖励,尤其是在游戏早期的时候。



Reanimated Armies

复生之军


Changes have also been made to Reanimated Armies. While the fantasy of being able to reanimate corpses to fight for you was pretty cool, in practice the impact of unlocking a new army type - which you had to research a separate technology to unlock - was quite underwhelming. For that reason, a number of changes have been made:

复生之军也得到了改动。虽然复活尸体并为你而战的想法很酷,但实际上只是解锁了一个新的军队种类——你还必须研究一项单独的科技来解锁——这显得平平无奇。针对此情况,我们也做出了一些改变:


You can now build Dread Encampments from day 1. Countries starting with the civic will have one on their starting planet
你现在从游戏第一天起就可以建造惊惧营地,而拥有复生之军民政开始游戏的国家将会在母星上自带一个该建筑。

Dread Encampments are generally more useful to have now: they now provide two Necromancer jobs (up from 1), and Necromancers now produce 6 each of society and physics (up from 4), though their number of defensive armies they spawn has been cut from 4 to 3.
惊惧营地变得更加实用了:现在它将提供2个死灵巫师岗位(之前是1个),并且死灵巫师现在生产6点社会学和物理学研究点数(之前是4点),不过它们提供的防御军团数量从4个被削减到了3个

Building a Dread Encampment replaces your Defense Armies with Undead Defense Armies, which are somewhat stronger
建造一个惊惧营地,会用不死防御军团来替代通常的防御军团,它们更加强大。


Taralo军队1
不死防御军团(Pasharti)
等级:训练有素
从Pasharti人口中产生
军队强度:51
伤害:3.60-7.20
附带士气伤害:6.30-12.60
生命值:350/350
不受士气影响
——————
军队修正:陆军初始经验:+100;陆军造成的伤害:+60%;陆军士气:+10%;


When you defeat any organic enemy army in battle, you now have a one in three chance of resurrecting them to join your own forced - in effect immediately spawning an Undead (offensive) Army
当你在战斗中击败任何敌人,你现在有三分之一的机会将其复活并强迫其加入你的军队——实际上立即产生一个不死(进攻)军团

Finally, if an empire with Undead Armies defeats the Voidspawn or Tiyanki Matriarch, they can now resurrect them to fight in their own fleets!
最后,如果一个拥有不死军团的帝国击败了虚空恶魔或者缇杨奇女族长,他们可以将其复活,让它们在自己的舰队中战斗!


女族长之死
我们凯旋的舰队在濒死的缇杨奇女族长附近盘旋,她泛着光的肉体上有着无数爆炸的痕迹。她剧烈挥舞着触手,仍在试图抓住附近的船只,先是慢了下来,然后突然陷入了沉寂
她终于死了:古老的女族长走到了生命的尽头,就像在我们之前想成为狩猎她的猎人们一样。
- 将她送给死灵法师们。
Pasharti吸收者:
(缇杨奇女族长的尸体):
发起特殊项目:复活缇杨奇女族长



That's all for today. Stay tuned to hear more about our plans for the Lem update!

以上就是今天的内容。请继续关注我们有关莱姆Lem更新的计划!



翻译:Aquaaaaaaaaa

校对:一水战阿部熊 三等文官猹中堂


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