欢迎光临散文网 会员登陆 & 注册

Stellaris开发日志#221 | 8/26 平衡性和游戏基础质量改进

2021-09-04 10:59 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #221 - Balance and Quality of Life Improvements

Alfray Stryke, Stellaris QA


Hey folks, I'm @Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians' work on the 3.1 "Lem" patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and we'd like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.

大家吼啊,我是@Alfray Stryke,Stellaris的QA团队成员。 正如开发日志#215中所提到的,作为3.1版本号“莱姆Lem”补丁中的守护者团队计划的一部分,QA团队已经对整个游戏中的各种特性进行了平衡和游戏基础质量改进,我们想强调其中某些更重磅的改动。这并不包含所有改动的完整列表,且可能会有一些非最终版的数值。提醒一下,对死灵族物种包的改动已包含在开发日志#216中,所有这些改动也将包含在莱姆Lem更新中。



Void Dwellers

虚空居者


We've been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we weren't happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this we've made some changes to how the traits work:

我们已经意识到,在游戏中实装具有两个独立特质(一个正面和一个负面)的虚空居者Void Dweller,会导致某些我们不满意的行为——特别是能够通过基因修改去除该特质的负面影响。为了解决这个问题,我们对特质的工作方式进行了一些改动:


There is now only a single Void Dweller trait, so it can't be exploited via genetic modification of your species.
现在只有一个虚空居者特质,因此不能通过对自己的物种进行基因改造来利用它。

The modifiers on the trait itself have changed, previously it gave: +15% Resources from Worker and Specialist jobs & -10% growth speed (for the positive version); -60% growth speed (for the negative version);
对特质本身的修正项已经改变,之前它会给出:+15%来自工人和专家岗位的资源和-10% 的增长速度(正面影响);-60%增长速度(负面影响);

The new version of the trait is now: +15% Pop Resource Output on Habitats; -15% Pop Resource Output on Non-Artificial Worlds; -10% Growth Speed; -30% Happiness on Non-Artificial Worlds;
现在新版本的特质是:+15%居住站的人口资源产出;-15%非人造世界的人口资源产出;-10%增长速度;-30%非人造世界的幸福度;


The new, improved, Void Dweller trait with its modifiers.
新的、改进的虚空居者特质及其修正项。


What this means is your Void Dwellers pops are most productive and happiest on habitats, have their bonuses removed on ringworlds and have production and happiness penalties if they settle on planets (best to leave those for immigrants or robots!)

这意味着玩家的虚空居者人口在居住站中时生产力最高且最幸福,如果他们定居在环世界,将移除加成,如果他们定居在行星上,会有生产和幸福度惩罚(最好把那些行星留给移民或机器人!)



Shattered Ring

破碎之环


So before you grab your plasma-pitchforks (yes, plasma-pitchforks are canon now), rebalancing the Shattered Ring origin is something the team has been discussing for a while. We've gone through various iterations on decreasing the initial power of the origin, while keeping the player fantasy that it provides in mind and eventually settled on having the progression of the Shattered Ring resemble that of the Remnants origin.

所以在玩家们拿起自己的等离子草叉之前(是的,等离子草叉现在是标准了),我们团队已经就破碎之环起源重新平衡的问题讨论了有一段时间了。我们在降低起源的初始力量方面进行了多次迭代,同时牢记它提供的玩家幻想,并最终决定让破碎之环的进程类似于复国孑遗起源那样。


The Voor Technocracy, showing off the Shattered Ringworld Segment as a homeworld.
沃尔科技独裁国,炫耀自己的母星为破碎环型世界区段。


The shattered ring itself supports the following district types:

破碎之环本身支持以下区划类型:


City, Hive & Nexus - housing depending on your empire type.
城市、蜂巢和中枢区划 - 住房取决于玩家的帝国类型。

Industrial - where valuable consumer goods and alloys can be manufactured.
工业区划——可以制造有价值的消费品和合金。

Trade - where clerks turn a tidy profit and artisans run their workshops.
贸易区划——职员赚取可观的利润,工匠经营他们的作坊。

Generator (not pictured) - where hive-minds and machine intelligence power their infrastructure. Note that Generator and Trade districts swap depending on the owner of the Shattered Ring, much like Commercial and Generator Segments on a ringworld.
能源区划(未图示)——蜂巢思维和机器智能为其基础设施提供动力。请注意,能源区划和贸易区划的切换取决于破碎之环的所有者,就像环形世界上的商业区段和发电区段一样。

Agricultural - where food is grown for those that eat it.
农业区划——为食用者种植食物。

Mining - more on that in a moment...
采矿区划 - 稍后会详细介绍...


Once all the rubble has been cleared out, there's space for 25 of these districts.

清理完所有废墟后,其中就有空间给25 个区划了。


So you might be wondering, "Are those mining districts on my ringworld? What am I mining?"

所以玩家可能会困惑,“那些采矿区划是在我的环形世界上吗?我到底在挖什么?”


Well dear reader, the answer is the ring itself!

亲爱的读者,答案就是环它本身!


Mining districts, aka tunnels filled with valuable minerals and alloys.
采矿区划,也就是充满贵重矿物和合金的隧道。


As a civilization that has only known life on the ring prior to achieving spaceflight, the only resources available to you were those that made up the ringworld itself. Luckily ruined ringworlds are massive and can spare some missing broken materials without falling into their local sun.

作为一个在实现太空飞行之前只知道环上所存在生命的文明,玩家唯一可用的资源是那些构成环型世界本身的资源。幸运的是,被毁坏的环形世界很大,可以在不坠入它们当地太阳的情况下余留出一些丢失的破碎材料。


As such your mining district on the shattered ring replaces the regular miner jobs with scrap miner jobs with a base job output of 2 minerals and 1 alloy per month.

因此,玩家在破碎之环上的采矿区划会以碎料矿工岗位替换常规矿工岗位,每月基本岗位产出为2矿物和1合金。


Of course, as was alluded to above, we wanted the progression for the shattered ring to resemble that of the relic world from the Remnants origin. So once you’ve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.

当然,正如上面所提到的,我们希望破碎之环的进程类似于来自复国孑遗起源的遗迹世界。 因此,一旦玩家清除了破碎之环上的所有废墟并研究了适当的技术,就可以将其修复成一个功能齐全的环型世界区段。


Of course, sometimes a bit of home repair work needs to be done.
当然,有时需要做一些家居维修工作。


Upon completion of this monumental task, the districts on the shattered ring are upgraded into their respective ringworld districts at a 5:1 ratio - so 5 agricultural districts become 1 agricultural segment. Since fixing up the ring means you’ll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.

完成这项艰巨的任务后,破碎之环上的区划将按5:1的比例升级为各自的环型世界区划——因此5个农业区划会变成1个农业区段。 由于修复环形世界意味着玩家将不再能清理出矿物,因此采矿区划会被移除,而增加了建设研究区段的能力。



Ecumenopolis QoL Changes

都市星球基础游戏质量改动


Something we've received a lot of feedback on is that when a world is transformed into an Ecumenopolis is the assignment of industrial districts.

我们收到了很多关于某个问题的反馈,即当一个世界转变为都市星球时工业区划的分配问题。


Prior to 3.1, all of the industrial districts were assumed to be devoted to alloy production and thus converted into foundry arcologies. No more, in 3.1 industrial districts will convert based off of the planetary designation:

在3.1版本号之前,假设所有工业区划都用于合金生产,也会因此转换为铸造理想城。现在不会了,在 3.1版本号中工业区划将根据行星规划类型进行转换:


With the "Foundry World" designation, industrial districts will convert into foundry arcologies, at a 2:1 ratio
有“铸造世界”规划的星球,工业区划将以 2:1 的比例转变为铸造理想城。

With the "Factory World" designation, industrial districts will convert into factory arcologies, at a 2:1 ratio.
有“工厂世界”规划的星球,工业区划将以 2:1 的比例转变为工业理想城。

With any other designation, including the "Industrial World" designation, industrial districts will convert into both foundry and factory arcologies, at a 4:1:1 ratio.
若有任何其他规划类型,包括“工业世界”规划,工业区划将以 4:1:1 的比例转换为铸造理想城和工业理想城。


Earth, a bygone relic of a time long past, ready to be restored anew.
地球,一个无比久远的时代留下的古老遗产,已准备好恢复她旧日的荣光。


Earth, restored anew! Note that the local governing algorithm did not assume all industrial capabilities should be focused on supporting the Custodianship Navy.
地球,旧日荣光重现!注意本地管理算法并不认为所有工业能力都应用于支持守护者的海军。


Another change we've implemented is the Arcology Project ascension perk and decision to restore relic worlds into ecumenopolises is now accessible to Rogue Servitors. In addition, the leisure arcologies that would normally be present have been repurposed for housing bio-trophies in luxurious towering arcologies.

我们做出的另一个改动是让失控机仆可以使用理想城计划飞升天赋,以及将遗落星球重建为都市星球的决议。另外,休闲理想城会正常出现,其已经过改造,从而在高耸的奢华理想城中为活体陈设提供居所。


Pampering will be provided at Floor 314, Room 15 at 9:26 am.

精心照料服务将会于上午9:26在314层15室提供(译注:数字是圆周率前八位)




Assorted QoL Changes

杂项基础质量改动


As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because we’ve added an Industrial World designation.

正如上面提到的,生产消费品的行星规划类型已更名为工厂世界Factory World,因为我们新增了一个工业世界Industrial World的行星规划类型。


Multiple planetary designations for your various needs
多样化的行星规划类型,以满足您多样的需求。


The new Industrial World designation is ideal for planets where you don’t want to focus the Industrial districts on a single job type, instead providing a minor upkeep discount to both Artisan and Metallurgist jobs.

新的工业世界规划类型适用于你不想让工业区划集中在某一个岗位类型上的行星,取而代之的是提供一个维护费降低的小增益,对于工匠和冶金师岗位都适用。


Industrial World Designation
工业世界规划类型


Both Hive Worlds and Machine Worlds have gained an additional bonus to bring them more in line with Gaia Worlds. Hive Worlds now have +1 innate Spawning Drone job and Machine Worlds now have +1 innate Replicator job. The Machine World given by the Resource Consolidation origin starts with a blocker which will need to be cleared to unlock the Replicator job.

蜂巢星球和机械星球都得到了一个额外的增益,从而让它们和盖亚星球水平相当。蜂巢星球现在有自带的1个繁殖工蜂岗位,机械星球则有自带的1个复制者岗位。由资源统合这一起源提供的机械星球开始时会有一个障碍,必须清除之后才能解锁这个复制者岗位。



Subversive Cults (MegaCorps with both Gospel of the Masses and Criminal Syndicate) no longer have access to the Temple of Prosperity. Instead, they can now establish a Subversive Shrine in their branch offices - increasing both Spiritualist ethics attraction and crime on the planet.

邪教集团(选了百姓福音和罪犯世家的巨型企业)不再能够建造繁荣神殿。取而代之的是,他们可以在分公司建造邪恶神龛Subversive Shrine,从而增加唯心主义思潮吸引力的和行星的犯罪度。


Subvert expectations with deals so good they're criminal!
用好到其实是犯罪的交易来超出人们的预料!


With that I'll pass things over to @Gruntsatwork to discuss some of the changes we've made to civics!

现在我要让@Gruntsatwork出来说两句了,让他讲一讲我们对于民政的调整!


----


Hello everyone. I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized.

大家吼啊。我是正在Stellaris和守护者团队中工作的游戏设计师中的一员。虽然我们忙着在这里那里搞一些大的改动,弄出新的民政和起源,但是我们也想给一些已有的民政做一些更加平淡无奇、但同样重要的平衡性改动,特别是那种不太正常的和我们感觉用得太少或太多的。


The following lists all the civics we felt needed a substantial lift up

以下列出了我们觉得需要大大加强的民政:


Regular Empires
常规帝国

Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
自由灯塔:提供凝聚力+15%效果→现在也提供来自人口的帝国规模-15%

Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
帝国信仰:提供+1法令上限效果→现在提供+2法令上限

Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
理想本心:提供+5%幸福度效果→现在提供+10%幸福度效果

Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
环保主义者:提供消费品维护费-10%效果→现在提供消费品维护费-20%效果

Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
议会制度:提供派系影响力收入+25%效果→现在提供派系影响力收入+40%效果

Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
高效吏制:提供行政管理能力+10%效果→现在提供行政管理能力+20%效果

Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
国民主义热忱:提供厌战度获得-10%和宣称影响力花费-10%效果→现在提供厌战度获得-20%和宣称影响力花费-15%效果

Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
实用建筑:提供建筑与区划花费-10%,建筑与区划维护费-10%,建筑槽位+1效果→现在提供建筑与区划花费-15%,建筑槽位+2效果,移除建筑与区划维护费降低效果

Hive-Minds
蜂群思维

Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
亚空间突触:提供海军容量+15%效果→现在提供舰船亚光速航速+20%,且海军容量+15%效果

Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
一心多用:提供行政管理能力+10%效果→现在提供行政管理能力+20%效果

Machine Intelligences
机械智能

Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
施工机器人:提供建筑与区划花费-10%,建筑与区划维护费-10%,建筑槽位+1效果→现在提供建筑与区划花费-15%,建筑槽位+2效果,移除建筑与区划维护费降低效果


We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, "oh, shiny new numbers" is one hell of a drug.

我们希望这些改动,虽然只是数值上的调节,也能让这些民政从下水道里出来透透气,让它们对更多玩家有更大的吸引力,因为“好耶,是新数值”可是一剂猛药。


Now sadly, only strengthening the civics we felt undervalued or under-used doesn't solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being “must have” civics.

不幸的是,加强我们觉得数值偏低或没人用的民政没法解决所有问题,所以我们也给2(3)个祸害大家已久的“必选”民政弄了些小的削弱:


Slaver Guilds : Reduced enslaved population from 40% to 35%
奴贩工会:奴隶人口比例从40%降至35%

Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
契约资产:奴隶人口比例从40%降至35%(巨型企业国民理念)

Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy
技术治国:对由于技术治国而生产凝聚力的科学家岗位,增加1消费品维护费。


As you can tell, for the slaver guild civics, this change is relatively minor, compared to the Technocracy nerf. The goal here is to make those 3 civics slightly less good. We have no intention of nerfing them into the ground. Our goal here is to move them from "the best pick, every time" to "could be best pick, depending on circumstances".

相信大家都看出来了,和技术治国的削弱相比,奴贩工会民政的改动相对很小。这里的目标是让这三个民政稍微不那么好用。我们并不打算把他们削成下水道。我们这方面的目标是把他们从“每次都是最好的选择”变成“可能是最好的选择,看情况吧”。


We will be following your feedback here and over all other platforms very closely as well as our own telemetry and we will keep adjusting and tweaking the civics as we go on.

我们会在这里以及其他平台上紧密跟进你们的反馈以及我们的遥测数据,并且随着我们继续工作,我们也会持续调整和微调民政。


As an extra note, we know that there are several other civics that definitely need a pick me up, we will be looking into them as well, but not for the Lem update.

有个额外的提示,我们知道还有几个其它的民政需要加强一下,我们会研究怎么处理它们的,但这不会在莱姆Lem更新中进行。


That's everything from us this week! Thanks for reading and we’ll be back next week diving into more changes in the Lem Update.

我们这周的东西都在这里了!感谢阅读,下周我们会继续说说莱姆Lem更新中的改动。



翻译:黑夜龙人 AntiAccess

校对:一水战阿部熊


欢迎关注UP主和主播小牧Phenix

欢迎关注牧游社微信公众号和知乎专栏!微信公众号改版为信息流,欢迎【置顶订阅】不迷路,即时获得推送消息!

B站在关注分组中设置为【特别关注】,将会在私信内及时收到视频和专栏投稿的推送!

欢迎加入牧有汉化,致力于为玩家社群提供优质内容!组员急切募集中!测试群组822400145!    

Stellaris开发日志#221 | 8/26 平衡性和游戏基础质量改进的评论 (共 条)

分享到微博请遵守国家法律