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EU4开发日志 | 2/1 1.33版本号改动和开放测试

2022-02-15 22:01 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Europa Universalis IV - Development Diary 1st of February 2022

Pavía, Content Designer Paradox Tinto


Hello everyone, and welcome to another EUIV Dev Diary! Today we'll be talking about more changes we've been doing for the 1.33 'France' patch, one new concept that we've implemented called 'Script Debt', and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes!

大家好,欢迎来到新一篇EU4开发日志!今天我们要谈谈我们为1.33版本号“法兰西France”补丁带来的更多新改动,以及我们实装的一个叫做“脚本债”的新概念,还有漏洞修复背后的工作流程。所以现在先让我的同事@Ogele起个头来讲讲平衡性改动吧!


Greetings everyone!

大家好!


As you all are aware we have no precise, official "regional focus" for this patch unlike the other free patches such as 1.29 "Manchuria Update" or 1.27 "Poland Update". While it means we haven't created mission trees for a region, this at least allows us to concentrate on balancing existing content, adding Quality of Life changes and fine tuning some other areas of the world.

你们大家可能注意到了,我们这次的免费补丁和以前那些不一样,不同于诸如1.29版本号“满洲Manchuria”更新或者1.27版本号“波兰Poland”更新等,我们这次没有官方的、精确的“地区重点”。这意味着新版本并没有搞地区的任务树,但同时也至少可以让我们专注于平衡现有内容、基础游戏质量改进,以及对世界上的其它地区进行微调。


Starting with China, we received your feedback and implemented some changes which makes the unification of China a less tedious process for the non-horde Chinese tags. One of them is the addition of the following government reform for every Confucian Chinese which gets released by the Celestial Empire:

从中华地区开始说,我们收到了你们的反馈并且做出了一些改动,以此让非游牧中华国家可以更轻松地一统华夏。其中一个改动是新增了下图中的政府改革,用于每一个从天朝中炸出来的中华文化儒教国家:


中华群雄
天朝合久必分,群雄蜂起犯上。

政府机制:
固定政府等级为王国级
王朝固定
禁止切换政府类型
获得“统一中国”宣战理由

改革修正:
人力恢复速度+10%
行政容量+100
相同宗教好感度-100


One huge problem with the released countries in China was that they tend to create hugboxes around them which prevented them from actually unifying China. In order to prevent this all the Chinese Kingdoms have a -100 Opinion penalty for fellow Confucian countries. At the same time, they also gain access to the Unify China casus belli, which received a substantial buff:

关于炸出来的中华小国,有一个大问题是他们倾向于互相抱团,阻止了他们真正一统中华。为了防止这个问题,所有中华群雄对同侪的儒教国家有-100的好感度惩罚。与此同时,他们也获得了“统一中国”宣战理由,可以得到很强的加成:


统一中国
25%侵略扩张、150%威望、50%花费用于:征服延安、西安、汉中。
下列议和选项被禁用:强制成为朝贡国。


We were experimenting with giving every Chinese tag cores over the whole region, but this resulted in really awkward situations where a province had cores of like 8 different tags + these cores were too much of a freebie. By gaining the cores through occupation the process of conquering China feels more natural.

我们试验过给每个中华国家Tag以全中华地区的核心,但是这导致每个省份都有差不多8个不同国家tag的核心,以及核心太唾手可得的尴尬情况。通过占领来获得核心的方式来统一中华的过程感觉更自然一些。


Here are some of the nightly results:

下面是一些看海的结果:



A natural occurring Qing, which we wanted to see too, sadly did not hAppen yet. However, we are pleased to see that a unified China is now more likely to hAppen.

我们也想看到野生大清,很可惜并没有发生。不过,我们很高兴看到,现在统一的中国更常见了。


Even if it hAppens through means we did not expect…

就算是事情的发生不及我们所料……



Apparently, in this timeline there was a Bengali dynasty in China…

很明显,这个世界线里的中国出现了孟加拉王朝


Other changes we introduced is the inability for the Celestial Empire AI to make countries their tributaries, which have their capital in China, as it felt very immersion breaking to us when the Celestial Emperor blocked themselves in such a fashion.

另一个我们带来的新改动是,天朝AI不得将首都在中华地区的国家收为朝贡国,因为如果天子用这种方式把自己给挡住的话,对我们来说太破坏沉浸感了。


We also made a small change to Korea too:

我们也给朝鲜带来了小改动:


1. The Gyeongbok Palace no longer gives tech cost reduction. Instead, it now has the following modifiers:

1. 景福宫不再给予科技花费降低,而是现在的下列修正:


景福宫(最高级别)
省份修正:本地发展度花费-15%
地区省份修正:本地发展度花费-10%
全局修正:顾问花费-20%、每月自治度变化-0.10、君主行政能力+2
下列一项必须符合:省份文化是汉化朝鲜文化/朝鲜文化
下列一项必须符合:省份文化是拥有者的可接纳文化/是主流文化


2 .Their national idea "The Hangeul AlphaBet" now gives -10% Tech Cost instead of -5%

2. 朝鲜国家理念“谚文”从-5%科技花费变为-10%科技花费。


3. The estate privilege "Inwards Perfection" gives now the following penalties / benefits:

3. 阶层特权“内圣之道”现在有下列惩罚/增益:


内圣之道
两班文人(朝鲜专有教士阶层名称)忠诚基准值+10%
两班文人影响力+20%
最大专制度-5
使用下列机制:不再被没收领地
该特权有如下增益:每月厌战度-0.05、正统信仰容忍+2
该特权有如下惩罚:宣战时稳定度惩罚+1
28%的领地拥有比例给予:发展度花费-9.3%、生产效率+9.3%、全国税收修正+9.3%、造核花费+28.3%、省份战争花费+56.6%、正统信仰省份人力+9.3%
DEBUG – AI权重1000


It also ensures that the Korean AI is a diplomat or an administrator unless another nation holds one of their cores. This way you have an AI Korea which actually plays tall instead of blobbing into Manchuria, which wasn't really liked by the community.

这保证了朝鲜AI会是外交家或行政家,除非其他国家控制了朝鲜的核心。这样一来,朝鲜AI确保会去种地而非跑到满洲大杀特杀——后者在社区真的很不受欢迎。


While we're at the estate privileges: all privileges, which have modifiers scaling with the Crownland owned by the estate, now exempt the estate from the "Seize Land" action. This change allows you to have a little more control over who you seize the Crownland + makes these estate privileges a little bit more useful. Also, the "Increased Levies" estate privilege has been slightly buffed, giving now 33% increased Manpower Modifier at 100% Crownland instead of 25%.

我们接着说阶层特权的事情:效果和该阶层拥有的王室领地比例挂钩的特权,现在都不再被“没收领地”互动所影响。这项改动允许你对于没收谁的领地多出一点掌控力,并且此类阶层特权更加好用。另外,“扩大征兵”阶层特权被稍微增强了,现在在控制100%王室领地的时候会提供33%人力修正,而不是25%。


One final balance change I want to address are the "Expand Infrastructure" and "Centralize State" features from Leviathan. Their goals were to enhance playing tall. While the idea was neat, we felt like these two buttons didn't have the punch needed to be worth the attention. The issue with "Expand Infrastructure" was the relation of governing cost and manufactory slots: manufactories are useful in low dev provinces as they give a flat bonus, but a governing cost increase means a province is more expensive to hold which is why you don't waste it for a benefit which could be accomplished by holding one additional 3 dev province with a manufactory. So the times where you would use this button would be if you want a province to have something like a rampart, which is a very niche situation at best. Because of that we have decided to give "Expand Infrastructure" some more power, which makes their cost worthwhile:

我最后想说的一个平衡性改动是关于利维坦Leviathan中的“扩建基础设施”和“集中化地区”的。这些特性本意是要强化种田能力。这个想法很不错,不过我们感觉这两个按钮没有足够的关注度。“扩建基础设施”的问题在于行政容量花费和工场槽位的关系:工场在低发展度省份会很好用,因为它们提供直截的加成,但是行政容量花费增加意味着省份维护成本增加,这也是为什么你们不愿意浪费行政容量来仅仅多拿一个有工场的3发展度省份。因此,当你想让一个省份拥有像壁垒这样的东西时,你才会使用这个按钮,这充其量是一种非常罕见的情况。正因为如此,我们打算强化一下“扩建基础设施”,让它的花费更值得:


扩建基础设施
扩建基础设施会为这个省份带来以下效果:
本地建造花费-5%、本地建造时间-5%、本地发展度花费-5%、本地贸易力量+5%、本地生产效率+5%、本地商品产出修正+5%、本地税收修正+10%、本地人力修正+5%、本地水手修正+5%、本地造船时间-15%、本地招募时间-15%、卫戍增长+25%、本地防御+20%、本地修船速度+5%、每月自治度变化-0.001、可用建筑数量+1、可用工场数量+1、省份行政花费+25%、本地行政花费提升+50、本地奇观升级花费-5%


I want to point out that this is NOT the final version. We will take the Beta feedback into consideration for adjusting this feature.

我想提一下,这并不是最终版本。我们会参考开放测试的反馈来调整这一特性。


Next point is the "Centralize State" button, which has one big issue: it competes with much more useful and global "Expand Administration" button from the government tab. To make "Centralize State" more viable, we have decided to change its identity a little bit by changing the governing cost from a flat reduction to a percentage reduction. We also added some other bonuses to the centralized state:

下一个部分是“集中化地区”按钮,这个特性有一个大问题:它与政府选项中用处更大更广的“扩展行政管理”按钮相互竞争。为了让“集中化地区”的用处更大,我们决定稍微改变其定位,将原先降低固定数额的行政花费改为按百分比降低。我们还为集中化地区增加了一些其他增益:


集中化地区
地区行政花费:-10%
地区维护费:-10%
当地繁荣度增长:+0.10


Here are a few other balance changes we have done for 1.33:

以下是一些1.33版本号中已经做出的平衡修正:


- Winter Palace's modifiers have been reworked as they didn't feel right for Russia and the seat of Peter the Great. Now it gives at level 3 the following modifiers:

- 我们重做了冬宫的修正值,因为原先的版本不太和俄罗斯与彼得大帝匹配。现在三级的冬宫给与以下修正:


冬宫
省份修正:
思潮增长+1.00
拥有省份的地区:
思潮传播速度+25%
全局修正:
外交官+1
年度专制度增长+0.50
附庸接受度+30.00


- Tibetan (just like Vietnamese and Korean) can now sinicize their culture and adopt a culture of the Chinese culture group. It should be noted here: we are using the Manchu way of doing this as the engine is way too outdated for dynamic culture groups unfortunately.

- 西藏地区(正如越南和朝鲜地区一样)现在可以将他们的文化中国化,并采用中华文化组的文化。值得注意的是:我们是按照设计满族的方式来做这个新调整,因为不幸的是,过时的游戏引擎无法支持动态文化群体。


- Syncretic religions now give the bonuses of the monuments of the secondary faith. Example: Oirat which has Sunni as Syncretic religion will be able to benefit from the Hagia Sophia.

- 融合宗教现在获得了次要信仰的奇观增益。例如:以逊尼派为融合宗教的卫拉特将能得到圣索菲亚大教堂带来的增益。


- Feudal Theocracies have access to the Divine Ideas Group instead of the Aristocracy ideas.

- 封建神权政体可以开启神权理念组,而非原先的贵族理念组。


- Muslim subjects will no longer enact "Guaranteed Dhimmi Autonomy" if their Muslim overlord has religious ideas.

- 如果其穆斯林宗主国有宗教理念,穆斯林的附属国将不再使用“保证齐米自治”。


- Roman Empire's ideas have been buffed to bring them on par with the ideas of the HRE.

- 罗马帝国的理念组得到了增益,使其能与神罗的理念相比。


- Selling Crownland now requires you to actually have the 10% to sell.

- 出售王室领地时现在需要实际拥有10%才能出售。


- Manpower, Sailors and Forcelimit granted by colonies are reduced by 25%.

- 殖民地带来的人力、水手和部队上限现在减少25%。


That was all from my side! I wish you a nice week, and we will see you in the next DD!

我要说的内容就这么多了!祝大家一周快乐,我们下篇开发日志再见!


Alright, now @Pavía again in charge, into the workflow for this patch. When tackling 1.33 fixes, we obviously gave priority to bugs being reported after the 1.32.2 patch was released, and those that didn't make the cut owing to not being implemented in time. In the Content Design Team we also addressed and discussed some balance changes we wanted to make for this patch, specifically for the Eastern Asia regions, as @Ogele has just pointed out. But we found that as the bugfixing process was going well, as the 'Songhai' patch had been much less troubling than the previous 'Majapahit' one, we had some development time at our disposal to go back, and try to fix even older script-related issues.

好的,下面内容再交给@Pavía,谈谈本次补丁的工作流程。在处理1.33版本号的修复时,我们明显优先处理了1.32.2版本号补丁发布后报告的bug,以及未及时进行修复的bug。正如@Ogele上文所述的那样,在内容设计团队中,我们还解决并讨论了我们希望做出的平衡性改动,尤其是是针对东亚地区。但我们发现,因为bug修复过程进展相当顺利,我们有时间可以回头修复之前的和脚本相关的问题——这是因为“桑海”补丁比之前的“满者伯夷”补丁简单得多。


That is what we called 'Script Debt', following the 'Tech Debt' concept that was also addressed in older versions of EUIV (for 1.30 patch there were a lot of issues addressed this way, if you recall). So we focused for a few weeks on cleaning up all these older issues that for one or other reason hadn't been solved yet, and trying to have as few remaining legacy problems from older versions as possible. We also cleaned and simplified some scripts that were a bit convoluted, something that we'll continue doing in future versions when possible (because for the next patch we'll be more focused on creating new content, as previously said).

这就是我们所说的“脚本债”,以及我们在之前版本的EUIV中提出的“技术债”的概念(如果你还记得的话,在1.30版本号补丁中,有很多问题是通过这种方式解决的)。因此,我们花了几周的时间专注于处理因为种种原因尚未解决的旧问题,并尝试尽可能不让旧版本的问题遗留下来。我们还处理并简化了一些复杂的脚本,我们将在未来的版本中继续进行这样的改进(因为如前所述,对于下一个版本,我们将专注于创新内容)。


What are the actual results of this work? So we've solved around 40 older script issues for this patch. And regarding all the bug fixes done, I'll show you some pictures and metrics, as they may speak Better of it than I:

这项工作的实际成果是什么?、我们已经在这个补丁中解决了大约40个旧的脚本问题。 关于所有已完成的错误修复,我将向你展示一些图片和参数,因为它们比我的语言更加直白:



Here you can see that we've solved over 400 reported bugs, reducing the total count by at least 100 bugs and issues for this patch alone, which puts the EUIV bug-count lower than any GSG game has been in the last decade, according to our metrics (yay!).

在这里你可以看到,我们已经解决了400多个报告的bug,仅这个补丁就减少了至少100个bug。根据我们的指标,EUIV的错误数量已经低于过去十年中任何GSG游戏(耶!)。


So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we'll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.

那么,在接下来的几个月中,我们团队又能满足玩家的哪些期待呢?除了开发新内容,我们将继续解决技术债、脚本债,并改进基础游戏质量。你在报告错误的子论坛中发布的报告对我们团队很有用,我们会定期跟踪这些报告。如果你有任何bug之外改善游戏状态的建议,我们也将在建议子论坛跟踪这些内容。在现在的开发阶段,倾听玩家的声音对于Paradox Tinto团队来说非常重要,因为我们正在尽力完善游戏。


To finish, when can you expect the 1.33 patch to be released? Well, the good news is that we're pushing it as an open Beta this evening! We'll keep it open for a couple weeks, and then we will release the full patch later in Q1, after the testing is done, and we’re sure that we've solved all the issues Appearing in the open Beta.

最后, 1.33版本号补丁什么时候发布呢?好吧,好消息是我们今晚将其作为开放测试推出!我们将让新补丁保持开放测试几周,然后我们将在第一季度晚些时候发布完整补丁,在测试完成后,我们确信我们已经解决了开放测试中出现的所有问题。


By the way, we noticed that we have an issue regarding the Linux version of the game that we're already trying to fix, so those users should NOT opt-in into this open Beta.

顺便说一句,我们注意到Linux版本的问题,我们已经在尝试修复,因此这些用户不应选择加入开放测试。


You'll be able to take a look on the changelog along with the release of the open Beta. See you, and we will be answering issues raised in this thread during the week!

开放测试发布后,你应该能够查看改动日志。再见!我们本周也将在这篇日志帖子中回答问题!



翻译:Strategemata 莱恩希德公爵

校对:113322qwe1 三等文官猹中堂


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