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十字军之王3开发日志#70 | 8/24 关于宝物的事实

2021-08-30 14:48 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Dev Diary #70 - The Facts about Artifacts

Baron von Shoes Content Designer


Hello everyone! Shoes here, back to talk about what is genuinely my favorite feature of The Royal Court — Artifact generation! One of the goals we had for Artifacts in CK3 was to ensure that the artifacts your rulers acquire will feel truly distinct from another. No longer will you have a royal treasury filled with identical swords — now you will have a royal treasury filled with an assorted variety of different swords!

大家吼哇!今天我们来讲讲皇家宫廷Royal Court里我最最喜欢的新特性——宝物生成!我们对CK3中宝物系统的目标之一是,确保你统治者拥有的每一件宝物都是彼此截然不同的。你的王家宝库里再也不会堆满一堆完全一样的剑了——如今你的王家宝库里会堆满各式各样的不同的剑。



Artifact Features

宝物特性


All Artifacts in the game can have a set of Features that determine both how they were created as well as what they were made from. For example, 'Oak', 'Ash', and 'Pine' are all features of the 'Wood' type, which is used to make wooden furniture, spear shafts, book covers, etc., while 'Engraved', 'Filigreed', and 'Painted' are 'Decoration'-type features which skilled craftspeople can use to decorate artifacts to make them more suitable for royalty.

游戏中的所有宝物都会有一套特性,决定它们是如何创作出来的,以及它们是用什么材料创做出来的。例如,“橡木”、“灰烬”、“松木”都是“木材”类型的特性,木材是用来做木制家具、矛杆、书的封面之类的。而“雕刻”、“金银丝”、“涂漆”则是“装饰”类的特性,熟练的工匠将其用于装饰宝物,使它们更符合皇家气度。


The main use of Features is to create immersive descriptions for the artifact. Whenever a new artifact is created (such as from an Inspiration), it will gain a set of appropriate Features based on various factors including culture, geography, craftsmanship quality, wealth of the capital city, and event decisions made during the creation process. These Features are then used by the artifact's description to emphasize any distinctive characteristics that it has! Note that that these Features will not be represented in the 2D and 3D art of the Artifact, as we have far more varieties of Feature than we could reasonably produce art for.

特性的主要目的是为宝物创造有沉浸感的描述文字。当一个新的宝物被创作出来的时候(例如来自灵感)它会根据几个因素得到一系列相应的特性,这些因素包括文化、地理、工艺质量、首都城市的财富、创作过程中的事件决定等等。宝物的描述中会引用这些特性,强调其独特的特性。请注意,这些特性将不会在宝物的2D和3D图中体现出来,因为特性的数量远远超过美工的产出。


大师级矛 豪撒矛
勇武:+5
受控领土防御优势:+3

剑 简单的剑
勇武:+4
受控领土防御优势:+1

矛 意大利矛
勇武:+3
压力获得:-20%

著名的剑 僧伽罗剑
勇武:+8
军队金钱维护费:-9%
骑士战斗力:+15%

著名的匕首 国王斯文的匕首
勇武:+4
每个压力等级密谋:+1
个人计谋强度:+10.0

大师级狼牙棒 意大利狼牙棒
勇武:+4
军队金钱维护费:-9%

A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.
截图中是6件宝物范例。请注意:仍在开发中。数值和内容可能会改变。


The thing I love about this system is not just that it will generate and display differences between two different axes your ruler commissions from a blacksmith — it is that those differences will be even more pronounced between Artifacts created in the different regions of the world. This means Artifacts that you loot from your defeated foes while on crusade or during overseas raids will be far more distinct from other Artifacts in your treasury, serving as a memento of the great distances you or your ancestors traveled on their journeys.

我之所以喜欢这个系统,就是因为如果你的领主下令让铁匠打了两把不同的斧子,它就可以生成并展现出这两把斧子之间的不同之处——如果宝物是在世界上的不同区域创作出来的话,差异就更加显著了。这也就是说,在十字军或者海外劫掠中从敌人手里抢来的宝物会和你宝库中现有的宝物有很大的不同,作为你或你的祖先曾走过的漫漫长路的纪念。


Of course, we have many types of Artifacts apart from weapons, and some of the material and craftsmanship differences become truly pronounced when you start looking at the type of Artifacts that are created explicitly for rulers to show off with! For example, a crown crafted in Afghanistan might feature pieces of its legendary lapis lazuli, while one made in the Baltic region could instead feature an impressive chunk of amber as a centerpiece. Different varieties of gemstones, cloth, lumber, shells, and animal horns… the range of possible combinations is truly vast!

当然,除了武器以外,我们还有很多其他种类的宝物。像那些统治者为了显摆而特意创作的宝物,其材料和工艺的差别就特别的显著!例如,制作于阿富汗的王冠可能会有当地特产的珍奇青金石,而波罗的海地区的可能就会把一大块琥珀放在中央位置。不同种类的宝石、布料、木材、贝壳和动物角……可能的组合范围非常广泛!


书 摩诃罗阇阇耶僧诃谈外交
威望:+0.1/每月
每月外交生活方式经验:+10%

大师级头饰 伽色尼王冠
威望:+0.4/每月
每有一个骑士威望:+0.1/每月
廷臣和宾客好感:+15

著名的盛装 羯罗拿吒盛装
威望:+0.5/每月
每月宗族威望:+15%
短暂统治时长:-30%
吸引力好感:+15

著名的头饰 酋长米耶卢斯的王冠
威望:+0.6/每月
每有一个骑士威望:+0.1/每月
独立统治者好感+8

基座 简单的高脚杯
威望:+0.3/每月
敌对阴谋抵抗:+4.0
宫廷显赫度基础值:+1.00

大型墙饰 国王斯文的挂毯
威望:+0.4/每月
宫廷显赫度基础值:+3.00

A screenshot containing 6 example Artifacts. NOTE:Under active development. Values and content subject to change.
截图中是6件宝物范例。请注意:仍在开发中。数值和内容可能会改变。




Artifact Modifiers

宝物修正


As you probably noticed in the above screenshots, every Artifact has a set of character modifiers which are applied to their owner while they have them equipped. Unlike in CK2, there are no 'slotless' Artifacts, so in order to gain any benefit from owning an Artifact at all you must have it equipped in one of your personal slots (Weapon, Armor, Regalia, Crown, Trinket) or court slots (Lectern, Throne, Wall Hanging, etc.). By ensuring you can only have a set number of artifacts benefiting a character at once, it becomes much easier for us to balance Artifacts and avoid the massive bonuses characters could gain in CK2 by accumulating vast libraries of forgotten lore, new inventions, and piles of statues.

正如你可能已经在上面的截图中注意到的那样,每一个宝物都有一系列的人物修正,在被装备时会作用于所有者。和CK2不同的是,现在没有“无槽”的宝物了,所以为了从拥有的宝物上获得任何加成,玩家必须将它装备在个人槽位(武器、盔甲、华服、王冠、饰品)或者宫廷槽位(读经台、宝座、壁挂等)。通过确保玩家一次只能从一定数量的宝物上获益,我们可以更轻松地平衡宝物,避免出现CK2中人物通过积累大量的遗落知识、新发明和成堆的雕像来获得巨大的加成。


One guiding principle we used while designing these Artifact Modifiers is the "no overtly supernatural effects" rule that guided us during the base game's development. For example, a masterfully-forged weapon granting Prowess is straightforward and sensible, as characters fight better with a good weapon in hand. That same weapon boosting Advantage or Army Gold Maintenance is maybe less obvious, but can still be explained by serving as a symbol of hope and inspiration for the soldiers in an army and boosting their morale. Something like No Penalty For Crossing Rivers is nonsensical for an Artifact weapon though — we are not giving rulers access to the equivalent of a fully-functional Staff of Moses! Modders, of course, can add whatever modifiers they wish to an Artifact.

我们设计这些宝物修正的指导原则就是“没有过分的超自然效果”,这也是我们在开发游戏本体时的原则。举例来说,一把大师锻造的武器赋予勇武值是十分直观易懂的,因为人物拥有好武器的时候可以更好地战斗,同样这把武器可以提升战斗优势或是降低军队金币维护的原因可能不那么直观,但仍可以被解释为武器作为希望和灵感的象征,激励了军队中的士兵且提高了他们的士气。但是对这样一件宝物来说,无跨河惩罚就是荒谬的了——我们不会让统治者获得和全功能摩西之杖一样的东西!当然,Mod制作者们可以随意添加他们想要的任何宝物修正。




Historical Artifacts and Trinkets

史实宝物和饰品


Of course, not all Artifacts will be artisanal masterpieces! The important thing for Artifacts is that they are meaningful to their owner in some way — this meaning doesn't need to be purely economic or functional!

当然,不是所有的宝物都是艺术珍品!宝物的重要之处在于它们对主人而言在某些方面是有意义的——这种意义不必得是经济或功能方面的!


Instead, some Artifacts may have great historical value despite a plain appearance, such as Charlemage's Throne. Other Artifacts might only hold sentimental value, such as a good-luck charm or a locket given to you by a lover which reduces Stress. Finally, some Artifacts may instead be relics of a rather… dubious provenance, yet still useful for those who believe in their power (or at least claim to).

相反,许多宝物尽管外表平平无奇,却拥有很重要的历史价值,例如查理曼的宝座。另一些宝物则带有情感价值,例如幸运符或是你的情人送的可以缓解压力的吊坠。最后,一些宝物可能是出处可疑的圣物,但对那些相信(或至少声称相信)它们作用的人来说仍是十分有用的。


饰品:圣人的指骨
虔诚 +0.1/月
现任所有者:英格兰国王哈罗德

一个披着斗篷的小贩向我发出嘎嘎声,她的斗篷上缝满了小玩意和小装饰。
“你让我觉得你是一个老道的收藏家。”她拿出并打开了一个破烂的箱子,里面装满了所有你能想象到的肢体的骨头。
“我有一些最稀少的,甚至裹着金箔的圣指骨。它们是单件出售的,但我会给全套十件一个特殊优惠价。”
- 所以这就是为什么现在很多农民只有九根手指了。




Growing Pains

成长的烦恼


Work on the Royal Court expansion is progressing, and it's looking better each day that passes. Now, we want to be upfront and say that it's going to take longer than many of us expect for the expansion to be released. There are many reasons for this; the expansion is very technically challenging and we're doing things we've never done before from the ground up. We want a Royal Court that looks as grand as the mechanics that support it.

皇家宫廷Royal Court扩展包的工作正在进行中,它每一天都在变得更好。现在,我们想坦率地说,扩展包发布所需的时间比我们很多人预期的要长。这是由很多原因导致的;这个扩展包在技术上很有挑战性,我们在从头开始做我们从未做的事情。我们想要一个和支持它的机制一样宏伟的皇家宫廷。


We've also had the recent organizational changes that affect how we work, as many of you know we've split into three studios - and with change comes a period of adaptation. The team has grown significantly in recent times. A lot of time has been spent onboarding new members to the team, and we've onboarded more people than we ever have before. While it may have a negative short-term impact, it's definitely going to be a solid investment for the future of CK3, not only for the release of Royal Court, but also our future expansions, and beyond. Of course the extended period of working from home makes things take longer than expected. This is something we have touched on before due to how the working conditions have been recently.

最近的组织变化也影响了我们的工作方式。正如你们许多人知道的那样,我们被分成了三个工作室——伴随着变化而来的是一段适应期。最近我们的团队有显著的增长。我们花费了很多时间来帮助新成员上手工作,且我们招募的人比过去任何时候都多。虽然这可能会带来短期的负面影响,但对未来的CK3来说这一定是一项可靠的投资,不仅仅对于皇家宫廷Royal Court的发布来说是这样,对我们未来的扩展包以及其它内容来说也是这样。当然,更长的在家工作时间也让事情所需的时间比预期的要长。这是我们之前提到过的,近期工作条件变化的影响。


Rest assured that we're still working as hard as we can and things are progressing nicely, and are aiming for a release later this year. We will of course have more exciting details to share in upcoming dev diaries.

请放心,我们仍在尽最大努力工作,事情也进展顺利,且我们预计会在今年晚些时候发布这个扩展包。当然,我们会在接下来的开发日志中分享更多激动人心的细节。


For now we'll leave you with this little extra teaser:

现在我们要留给大家一个小小的额外预告:




翻译:一个幽灵 Parapinakes

校对:三等文官猹中堂


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