鋼鐵雄心4開發(fā)日志 | 8/24 游戲基礎(chǔ)質(zhì)量改進(jìn)

牧游社 牧有漢化翻譯
Heat of Iron 4 Developer Diary | Quality of Life Improvements
Arheo, Game Director - Hearts of Iron
Greetings all,
大家吼!
Due to a misplaced carrier pigeon, today's dev diary will not be on modding changes, but will instead focus on a variety of minor and QoL changes coming in the Avalanche patch accompanying By Blood Alone.
由于有只信鴿錯位,今天的開發(fā)日志不會著眼于mod改動,而是關(guān)注隨唯有浴血BBA一起更新的“雪崩Avalanche”版本號中的各種小改動與游戲基礎(chǔ)質(zhì)量改動(譯注:Operation Avalanche指盟軍入侵意大利戰(zhàn)役中的登陸薩萊諾作戰(zhàn),自1943年9月9日開始)。
This list is by no means exhaustive: we'll cover the more impactful changes here and still give you plenty of juicy items to discover in the patch notes.
這里列出的內(nèi)容當(dāng)然沒法做到毫無遺漏:在這里我們將僅介紹一些影響較大的改動,并在補丁附記里呈現(xiàn)更多干貨。
Armor Piercing
穿甲深度
Those of you who routinely peruse the forums may have noticed me discussing details on our change to the piercing formula, but it serves to draw attention to it here, in a more visible light.
經(jīng)常在論壇沖浪的朋友可能已經(jīng)注意到我在討論一些改變穿甲公式相關(guān)的細(xì)節(jié),但這都是為了能讓大家聚焦于此來更直觀地了解。
In the Avalanche update, we're reworking the binary nature of the piercing vs armor calculation to act in a somewhat more realistic way, as well as to make designing your divisions and equipment a little more nuanced.
在“雪崩Avalanche”更新中,我們重做了穿甲與裝甲計算之間的二元性,使其在某種程度上更加真實,同時也使對步兵師和裝備的設(shè)計更加微妙細(xì)致。

Prior to BBA, the damage of divisions making attacks against an armored target would be reduced by 50% if their piercing stat was less than the armor value of the target. In BBA, the thresholds described above will be in play.
在唯有浴血BBA之前,如果師部隊的穿甲值小于目標(biāo)的裝甲值,那么對裝甲目標(biāo)進(jìn)行攻擊的傷害將減少50%。在唯有浴血BBA中,上述閾值仍將發(fā)揮作用。
There have been some minor changes to piercing values on equipment, but we intend to avoid making any major changes here until we see the effect of this change on player habits. Any balance changes will of course be applied in our regular patching schedule.
裝備上的穿甲有些小改動,但我們打算在查明這一改動對玩家習(xí)慣的影響前,避免對其進(jìn)行任何重大改動。當(dāng)然,所有平衡方面的變化還是會應(yīng)用于常規(guī)補丁計劃中。
Piercing also plays an important role in naval combat, and we haven't forgotten about it here. In naval combat, the piercing vs armor mechanic affects the critical hit chance (simulating penetration hits) of individual naval guns against a target, and we've added the following thresholds:
穿甲在海戰(zhàn)中也起重要作用,在這里我們也沒忘記它。在海戰(zhàn)中,穿甲與裝甲的機(jī)制會影響單門艦炮對目標(biāo)的暴擊率(模擬擊穿),而我們已經(jīng)添加了以下閾值。

You'll notice we've added an extra threshold here. This goes some of the way towards simulating extreme overmatching, and brings a small extra potential bonus for super heavy guns (assuming you hit what you're aiming at).
大家可以看到,我們在這里增加了一層額外的閾值。這在某種程度上模擬了極端超殺,并為超重型艦炮增加了一項額外的小加成(當(dāng)然這是假設(shè)你打中了瞄準(zhǔn)的目標(biāo))。
These values can of course be modded, and support the addition of new thresholds for those in need of atypical or more gradual curves.
這些數(shù)值當(dāng)然可以由mod調(diào)整,并支持為那些需要非典型或更漸進(jìn)曲線的人增加新的閾值。
Design Comparison
設(shè)計比較
The ship, tank, and plane designers now have access to an additional tool when designing equipment
艦船、坦克和飛機(jī)設(shè)計器在設(shè)計裝備時可以使用一個額外的工具。

This comparison window allows you to select a variant to compare against the variant you are designing. The comparison variant does not need to have the same equipment type as the one you are designing, and assists in the creation of specialized variants with a frame of reference. The stats comparison markers are displayed in context to the design you are editing:
這個比較窗口允許你選擇一個變體來與正在設(shè)計的變體進(jìn)行比較。進(jìn)行比較的變體不需要與正在設(shè)計中的變體擁有相同的裝備類型,并且可以幫助你在創(chuàng)造特化的變體時擁有一個參考框架。統(tǒng)計數(shù)據(jù)的比較標(biāo)記會在你正在編輯的設(shè)計中顯示:

Here, we're comparing the German starting heavy tank to the Panzer II light tank.
在這里我們比較的是德國開局重型坦克與II號輕型坦克。
You can select a comparison variant from among any types you own or have licensed or captured, and for owners of La Resistance from among any countries which you have matched the highest corresponding intelligence tier for.
你可以從你擁有的、獲得許可的或繳獲的任何類型中選擇對比變體,而對于擁有抵抗運動LaR的玩家,你可以從你已擁有最高情報等級的任意國家中選擇變體。
In short, this gives you a tool with which to plan your designs in order to counter your opponents’ equipment.
簡而言之,這給你提供了一個規(guī)劃設(shè)計的工具,專門用以對抗對手的裝備。
War Support
戰(zhàn)爭支持度
In Avalanche, we’re making some significant changes to war support. Over the course of the game's lifespan, war support has gradually plummeted in terms of relevance both due to power creep in country content (something we're starting to take an active interest in addressing in general), and due to the ease of trading in political power thanks to war propaganda.
在“雪崩Avalanche”更新中,我們將對戰(zhàn)爭支持度做出一些重大調(diào)整。隨著游戲本身的周期發(fā)展,戰(zhàn)爭支持度的重要性也逐漸跌落,這既出自國家內(nèi)容強(qiáng)度膨脹的影響(這是我們開始積極關(guān)注與解決的整體問題),也有戰(zhàn)爭宣傳決議中用政治點數(shù)換取戰(zhàn)爭支持度相當(dāng)容易的問題。
War support is intended to serve as an abstraction of a population's willingness and capability to engage in the war effort, on a military and civilian level. As such, war support has one important new effect:
戰(zhàn)爭支持度的本意是,以抽象概念來體現(xiàn)民眾在軍事和民事層面上參與戰(zhàn)爭的意愿與能力。因此,戰(zhàn)爭支持度有一個新效果:

Note we have also improved the tooltip for war support and stability to include the base value plus any changes from events and focuses.
請注意我們還改進(jìn)了戰(zhàn)爭支持度和穩(wěn)定性的提示欄,包括基礎(chǔ)值和來自事件與國策的任何變化。
While at war, war support has a scaling negative effect on the stability of a country, simulating the dissatisfaction of the civilian population at the predicament they have been placed in. War support is now something you will need to care about during a war, and further changes have been made to accentuate this:
在戰(zhàn)爭時期,戰(zhàn)爭支持度對國家的穩(wěn)定度有按比例確定的負(fù)面影響,以模擬普羅大眾對于被拖入困境的不滿。如今支持度在戰(zhàn)爭期間也是需要注意的一個要素,為了強(qiáng)調(diào)這點我們也作出了以下改動:
All sources of ticking war support (weekly) have been removed or changed into flat bonuses.
所有提高戰(zhàn)爭支持度(每周增長)的途徑都已移除或改為單次獎勵。
Taking casualties during war will now contribute to a gradual ticking war support malus replacing the malus that was previously only used by abilities such as Force Attack.
戰(zhàn)時承受傷亡現(xiàn)在將會形成一個逐漸增長的戰(zhàn)爭支持度的負(fù)面修正,取代原先僅在使用強(qiáng)制攻擊等指揮官技能時觸發(fā)的負(fù)面修正。
The war support malus from strategic bombing has rebalanced to be in line with the above.
重新平衡遭受戰(zhàn)略轟炸產(chǎn)生的戰(zhàn)爭支持度負(fù)面修正,以此適配上述改動。
The war support malus from sunk convoys has been rebalanced to be in line with the above
重新平衡運輸船被擊沉而產(chǎn)生的戰(zhàn)爭支持度負(fù)面修正,以此適配上述改動。
The three components described above are now the main sources of reduced war support while at war, and give you a strategic reason to pace offensives and conduct campaigns in an intelligent manner.
上面提到的三大部分現(xiàn)在是戰(zhàn)時戰(zhàn)爭支持度降低的主要來源,同時也會給你一個規(guī)劃進(jìn)攻節(jié)奏及理智地發(fā)動戰(zhàn)役的戰(zhàn)略理由。
'Infinite' war propaganda decisions have now been removed. This was a trivial way to increase war support in the mid-late game, and combined with the availability of political power, resulted in very little meaningful way to reduce a target nation's war support.
“無限”的戰(zhàn)爭宣傳決議現(xiàn)已移除。這是在游戲中后期里輕松提高戰(zhàn)爭支持度的手段,再加上大量可用的政治點數(shù),導(dǎo)致降低目標(biāo)國戰(zhàn)爭支持度的方法幾乎沒有實效。
Instead of war propaganda against countries, war support decisions now target one of the three main maluses:
不再針對國家進(jìn)行戰(zhàn)爭宣傳后,戰(zhàn)爭支持度相關(guān)決議改為針對三大主要負(fù)面影響之一:

These decisions will offset the maximum negative trend of each of the three negative components, and gradually increase it to a maximum of zero. In short, war support can no longer be arbitrarily increased outside of focuses, events, and unique decisions - it must instead be managed.
這些決議將會抵消三大負(fù)面效果的最大影響上限,并使其慢慢增長到數(shù)值為0的最大值。簡而言之,戰(zhàn)爭支持度不再能由國策、事件和獨特決議以外的方式隨便增加,而是需要妥善管理。
As you will note, the base, generic war propaganda decision currently remains, but may only be used to increase war support if below 50%.
大家會發(fā)現(xiàn),通用的戰(zhàn)爭宣傳決議目前還在,但只能在戰(zhàn)爭支持度低于50%時使用。
This is a significant change we will continue to monitor, but we are happy with the results we've seen so far.
我們會持續(xù)關(guān)注這一項重大改動,不過目前為止我們都對效果相當(dāng)滿意。
Armored Trains and Logistics Strike
裝甲列車和后勤打擊
Since the release of NSB, we (and many of you) felt that the Logistics Strike air mission was too strong. This is, in part, due to an oversight which did not apply state-level AA disruption effects to it - this has been fixed.
自從絕不后退NSB上線之后,我們(以及大部分玩家)都認(rèn)為空軍的后勤打擊任務(wù)太強(qiáng)了。其中部的分原因,是地區(qū)級別的防空干擾的效果并未應(yīng)用于后勤打擊的疏忽——這點已經(jīng)進(jìn)行修正了。
Correspondingly, a further issue with armored trains has been fixed, meaning that they will once again be vulnerable to damage from Logistics Strike, albeit at a much reduced rate compared to other varieties of train.
對應(yīng)于此,涉及裝甲列車的另一個問題也已經(jīng)修復(fù)了,雖然它們將會受到后勤打擊的傷害,但比其他類型的列車所受傷害要少很多。
However, to further balance this out versus the current live version, armored trains have now learned to use their AA guns:
不過,為了進(jìn)一步平衡此項與當(dāng)前版本,裝甲列車現(xiàn)在學(xué)會了使用它們的防空炮:

We previously decided against this approach due to the relatively minor impact that armored train AA had on the grander aviation situation in the war, however thanks to the ministrations of one of our excellent coders, we have arrived at a solution whereby armored trains will only inflict damage to planes actively attacking them on a logistics strike mission. You will be able to track this explicitly in the air region details menu:
我們以前認(rèn)為,戰(zhàn)爭中的裝甲列車防空炮的影響對更為宏大的空戰(zhàn)局勢而言微不足道,從而否決了這個機(jī)制,不過得益于一位優(yōu)秀編碼員的努力,我們有了解決方法:裝甲列車只會對執(zhí)行后勤打擊任務(wù)時主動攻擊的飛機(jī)造成傷害。你可以在空域細(xì)節(jié)菜單中準(zhǔn)確地查看細(xì)節(jié):

AI Tank Strategy
AI 坦克策略
You should now notice a somewhat more sensible use of armored divisions by the AI. The AI can now be encouraged to use tank divisions on any particular frontline, and we have added some generic situation triggers to make this happen more regularly.
大家現(xiàn)在應(yīng)該能發(fā)現(xiàn),AI多少能更合理地運用裝甲師了。現(xiàn)在可以鼓勵A(yù)I把裝甲師用在某條特定的前線里,我們也加入了一些通用的情況觸發(fā)器以讓AI更常使用裝甲師。
Note this does not yet translate to using tanks in the same sort of pincer-encirclement that players tend to use. This is a notably non-trivial problem to solve, but is on our wishlist for future investigation.
請注意,這并不是說AI會用坦克打出玩家偏愛的那種鉗形包圍。這是一個值得關(guān)注的非瑣事類未解決問題,但也在我們未來探索的愿望單上。
Allied Logistics
同盟后勤
You will now be able to open the logistics menu for subjects and faction members through the diplomacy menu. This gives you a better real-time view of your allies' equipment situation, and helps plan a better lend-lease strategy:
現(xiàn)在你可以從外交界面里查看附庸以及陣營成員的后勤菜單了。這可以讓你看到盟友實時的裝備狀況,并幫助你更好地規(guī)劃租借策略。

It goes without saying that any actions usually available through this menu (destroy equipment et al) will be locked for observing countries. While we toyed with the idea of making this available based on intel, this proved to be far too powerful a tool in the wrong hands.
不用說也知道,在觀察他國時,任何在該界面通??捎玫男袆樱ù輾аb備等)都將被鎖定。雖然我們有過根據(jù)情報等級讓摧毀裝備行動可用的念頭,但事實證明,這項行動在錯誤的人手上會成為一件無比強(qiáng)大的工具。
翻譯:月蝕 視力不好的胡德
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