維多利亞3開發(fā)日志#69 | 12/8 游戲特性的制作節(jié)(第一部分)

牧游社 牧有漢化翻譯
Victoria 3 - Dev Diary #69 - Feature Game Jam (part 1)
lachek, Victoria 3 Lead Designer
Hello again and happy Thursday!Today I'm going to tell you about a new dev team initiative we ran last week, after we had locked down the final 1.1 build - the Vicky 3 Feature Game Jam!
大家好啊,星期四快樂!今天我要告訴大家的是,在我們敲定了最終的1.1版本之后,我們上周開展了一項新的開發(fā)團隊活動——維多利亞3游戲特性的制作節(jié)Game Jam!
We know from experience that some of the best features and aspects of our games come from passionate developers acting on their own initiative to build what they want to see in the game.Sometimes this is a high-impact tweak to some UI element, other times new game content like new events or building types, or even some under-the-hood improvement to the game engine.For the Game Jam, we challenged devs to join up into cross-disciplinary teams and make the coolest feature they could think of in a week's time, with prizes for the team that could make the highest impact on the game.Here are some of the things they came up with!
根據(jù)過往的經(jīng)驗,我們游戲中一些最好的特性和領(lǐng)域來自于充滿激情的開發(fā)者,他們自己主動去創(chuàng)作他們想在游戲中看到的東西。有時是對一些UI元素的高強度的調(diào)整,或者是新的游戲內(nèi)容(如新的事件或建筑類型),甚至是對游戲引擎的一些內(nèi)在改進。在制作節(jié)Game Jam中,我們要挑戰(zhàn)開發(fā)者們,讓他們加入跨領(lǐng)域的團隊,在一周的時間內(nèi)做出他們能想到的最酷的特性,對游戲影響最大的團隊將獲得獎勵!下面是一些他們想出來的一些鬼點子!
Please note: only a few of these features will be included in 1.2, and there are no guarantees any of them will ever make it into the game or its future expansions.Some are cool prototypes that would take too much work to implement, while others may need a lot more supporting code or content to work as a standalone feature.Consider this a peek behind the curtain of what our team is experimenting with and what type of things might come in the future.
請注意:這些功能中只有少數(shù)會包含在1.2版本中,而且不保證會進入游戲或其未來的擴展包中。有些內(nèi)容是很酷的雛形,但仍然需要許多的工作來實裝,而其他的可能需要更多的支持代碼或內(nèi)容來支撐其作為一個獨立的特性。請明白這些東西是對我們團隊正在試驗的、以及未來可能出現(xiàn)的某類東西的管中一窺。
First up, we have team War Never Changes, with a set of experimental enhancements to the military system!
首先,我們有請“戰(zhàn)爭從未改變War Never Changes”(輻射梗)團隊,他們對軍事系統(tǒng)進行了一系列實驗性的改進!
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Hi, I'm Guilherme, one of the programmers!During this game jam, Nik - one of the designers - and I decided to team up to explore potential improvements for our military system.Because of that, we haven't implemented many new things, but we did dig up things that could be potentially improved.For example:
嗨,我是Guilherme,程序員之一!在這次制作節(jié)中,Nik——設(shè)計師之一——和我決定聯(lián)手探索我們的軍事系統(tǒng)所能做的潛在改進。正因為如此,我們沒有實裝很多新東西,但我們確實挖掘了一些有可能改進的東西,例如:
Combat units on a front each have a 20% chance of suffering 5% - 15% casualties from attrition each week, an average of 2% casualties per week from attrition alone.This sounds like too much.
一條戰(zhàn)線上的作戰(zhàn)部隊每周有20%的機會因減員而遭受5%-15%的傷亡,平均每周僅因減員而傷亡2%。這看起來太多了。
Generals are currently selected for battles mainly based on their total number of battalions.We should probably check their manpower and morale instead, and/or maybe their traits.
目前選擇哪個將軍參加戰(zhàn)斗主要是根據(jù)他們的部隊有多少營。我們也許應(yīng)該檢查他們的人力和士氣,和/或也許他們的特性。
On the actual implementation side of things, we did a few things we thought would be fun to try out.Such as having simultaneous battles in a front:
在實際實裝方面,我們做了一些我們認為會很有趣的嘗試。比如在一個戰(zhàn)線上同時進行多場戰(zhàn)斗:

As a game jam hack, I just made it so when battle advancement progress reaches 100% we spawn up to 2 battles in different states, as long as you have at least 2 advancing generals.This is funny and a bit chaotic, but turns out this might introduce other issues as it affects the rhythm of war and also gives the advancing side some advantage: if they win one of those battles they capture a bunch of provinces; if the defending side wins one of those, welp, they just won’t lose a bunch of provinces.
作為一個制作節(jié)的版本,我設(shè)置了當戰(zhàn)斗推進進度達到100%時,只要你有至少2個參與進攻的將軍,就會在不同的地區(qū)最多產(chǎn)生2場戰(zhàn)斗。這很有趣,也有點混亂。但事實證明,這可能會帶來其他問題,因為它影響了戰(zhàn)爭的節(jié)奏,也給了進攻方一些優(yōu)勢:因為如果他們贏得了其中的一場戰(zhàn)斗,他們就會占領(lǐng)一堆省份;而如果防守方贏得了其中的一場戰(zhàn)斗,嗯,他們只是不會失去一堆省份。
We also added the ability of locking province captures to the same state as the battle province, which again, is fun as it looks more like a well planned military invasion, but currently has the effect of capturing whole states most of the time.
我們還增加了使交戰(zhàn)后獲取的省份和戰(zhàn)斗省份鎖定在同一地區(qū)的功能,這也很有趣,因為它看起來更像是一場精心策劃的軍事入侵,但目前的效果是這樣會讓進攻方在大多數(shù)情況下占領(lǐng)了整個地區(qū)。

All in all, I really appreciate how this game jam gave us the opportunity to explore all sorts of potential improvements for Vicky 3.We certainly can improve many things, but we need to be very careful as our systems are interconnected and small changes in one system can have a big impact in other parts.
總而言之,我真的很感謝這次活動給了我們?nèi)ヌ剿骶S多利亞3的各種潛在改進的機會。我們當然可以改進很多東西,但我們需要非常小心,因為各個系統(tǒng)是相互關(guān)聯(lián)的,一個系統(tǒng)的小變化會對其他部分產(chǎn)生很大影響。
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Hello, my name is Nik and I am the second half of this Game Jam experiment.As stated above I am a designer on the team.My goal going into this Game Jam was to see what quality of life could be added/explored for the game without needing to rework many systems.Primary goals I had going into this week were:
大家好,我是Nik,來負責這次制作節(jié)實驗的后半部分。就像之前提到的,我是團隊中的一名設(shè)計師。我進入這次活動的目標是看看在不需要重做許多系統(tǒng)的情況下,可以為游戲增加/探索哪些生活質(zhì)量。我這周的主要目標是:
Communicate information to the player more readily
更便捷地與玩家交流信息
Reduce some of the pain points that frustrate myself and other player
減少一些困擾我和其他玩家的痛點
- War Exhaustion ticking
- 厭戰(zhàn)度計時長度
- Attrition
- 損耗
- Equipment Modifiers
- 裝備的修正項
- Generals and Troops selected for Battles
- 戰(zhàn)斗中將領(lǐng)和部隊的選擇
As stated above by Guilherme, one of the primary goals of this was to experiment with the idea of multiple battles.I personally wanted to experiment with the idea that the length of the front would determine the amount of battles taking place across it and that battles should be spread out and only take place one per state to attempt to avoid player frustration of battles potentially canceling each other out.
就像之前Guilherme提到的,最主要的目標就是試驗一下多次戰(zhàn)斗這個點子。我個人想嘗試的是,戰(zhàn)線的長度將決定整個戰(zhàn)線上發(fā)生的戰(zhàn)斗數(shù)量,而且戰(zhàn)斗應(yīng)該分散進行,每個地區(qū)只發(fā)生一場,以試圖避免玩家因戰(zhàn)斗可能相互抵而感到沮喪。
Another goal was to attempt to increase the information that the player could easily see.First goal was to include the advancement bar of the opposing side to the Front tab so it can be seen there as well.
另一個目標是增加玩家可以輕松看到的信息。第一個目標是將對方的推進進度納入前線標簽,以便在那里也能看到它。

Additionally, I wanted the player to have more information on the battle screen.For this we added a demoralized count for units.We noticed it might be confusing for the player to see that they started a battle with 15k troops only to see that they have lost the battle, but only showed that 3k died and 6k were wounded, but at the end of the battle it shows that you have 0 troops remaining.
另外,我希望玩家能在戰(zhàn)斗界面看到更多的信息。為此我們增加了一個士氣耗盡人數(shù)的計數(shù)值。我們注意到,要是玩家這邊開戰(zhàn)時有15000人,打輸了之后只有3000人死亡和6000人受傷,但最后顯示你剩余部隊是0人,可能就會令人非常困惑。

I wanted to look at the ticking of war exhaustion as I felt like losing one province could sometimes have a massive impact on the effect of the war exhaustion.There is a lot I would like to do with this system in the future, but for now I focused mainly on lowering the values of these numbers while increasing the impact the loss of men has on a country's war exhaustion.
我還想處理一下厭戰(zhàn)度的積累問題,因為我覺得失去一個省份有時候會對厭戰(zhàn)度有巨大的影響。將來我還打算對這個系統(tǒng)進行一系列的改動,但是現(xiàn)在我主要會降低失去省份帶來的厭戰(zhàn)度影響,同時增加士兵傷亡帶來的厭戰(zhàn)度影響。
The equipment Adjustment Modifier can be irritating at times, and added to prevent people from just turning their army on and off again, without penalties.I have now made it so the penalty is worse for the primary PM, but all other PMs will now have a smaller one, that will affect you as a whole but should not inflict as much pain as before when switching.
裝備調(diào)整的修正項有時候非常煩人,加上這個主要是防止玩家能不受懲罰地把軍隊生產(chǎn)方式來回切換。我現(xiàn)在把這個懲罰改成了切換成首要生產(chǎn)方式的懲罰會更嚴重,但切換成其它生產(chǎn)方式的懲罰會更小,這樣這個系統(tǒng)依然會對你有所影響,但不會像之前切換的時候那么煩人了。
Another area I wanted to improve was which generals and troops were selected for certain battles.Often inferior allied troops and their generals would take the battle and tie the front down.There are now additional checks to increase the chances of a General being picked based on his traits, as well as the PMs of the troops under his command.
我想改進的另一個方面是戰(zhàn)斗中選擇出戰(zhàn)將領(lǐng)和部隊的方式。一個經(jīng)常出現(xiàn)的情況是較弱的盟友部隊和將領(lǐng)會去參加戰(zhàn)斗,導致戰(zhàn)線停滯不前?,F(xiàn)在會有額外的檢定,能根據(jù)將領(lǐng)的特質(zhì)和麾下部隊的生產(chǎn)方式?jīng)Q定他是否出戰(zhàn)。
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The changes this team made to various aspects of warfare will be made available in 1.2, but (likely) with multiple battles limited to single states turned off by default.If you'd like to experiment with multiple battles and/or state-limited battles you'll easily be able to change some defines in the script files to do so, or download a mod that does it for?http://you.In?the interim we will use this team's work to test and attempt to balance multiple battles per front to see if we can make it a viable feature for the future, without accidentally introducing game-destroying metas like "whoever has the most generals win".
該團隊對戰(zhàn)爭各方面進行的改動會在1.2版本中實裝,但是同一個地區(qū)內(nèi)能進行多場戰(zhàn)斗的選項(很可能)會默認關(guān)閉。如果你想試一試地區(qū)內(nèi)同時進行多場戰(zhàn)斗,或者鎖定在某些地區(qū)的戰(zhàn)斗,你可以對代碼中的定義進行一些簡單的更改,或者下一個mod來幫你改。在1.2版本之前的過渡期,我們會用團隊的成果來進行測試,看看能否平衡每個前線多場戰(zhàn)斗的改動,這樣就可以在不意外引入一些足以摧毀游戲的最優(yōu)解(比如誰的將領(lǐng)多誰就能贏)的前提下,把這個作為一個可用的特性加到游戲里。
Next up, team Cookie Clicker, consisting of our VFX artist, Sean.His addition adds visual effects when you interact with certain parts of the terrain:
下一個,“餅干阿嬤Cookie Clicker”團隊,由我們的一位特效美術(shù)師Sean組成。當你點擊地形上的特定位置時,就能看到他增加的額外的特效:

Improving the interactivity of our map is something we're interested in exploring further, and we will use this as a prototype for future exploration in this area!
增加我們地圖的互動性一直是我們想進一步探索的方面,我們也會用這個實驗成果作為未來在這方面探索的原型!
Next up was some prototype work on more advanced resource potentials:
接下來是一些為潛在資源增加更多復(fù)雜性的原型工作。
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Hello everyone, Paul here to talk about the project I was working on for the Vicky 3 Feature Game Jam.This project was titled "Breaking Ground" because it's both related to resources and is an exploratory prototype of what could be done in the future.I took the discoverable/depletable resource system that we utilize for resources like Oil/Rubber/Gold and attempted to apply them to Logging/Mining/Fishing and other normally "capped resources" in game.
大家好啊,我是Paul,今天我來說一下我正在弄的維多利亞3游戲特性制作節(jié)的項目。這個項目之前的名字是“破土動工Breaking Ground”,因為這既和資源有關(guān)系,也是一個將來的探索性原型。我想把目前游戲里給油/橡膠/金礦用的可發(fā)現(xiàn)/可枯竭資源系統(tǒng),試著用到伐木/采礦/捕魚以及其他一些游戲里“有上限的”資源上。
Forestry is by far the most fleshed out of the prototypes I built this week, so we will talk about that one.The intention is that forests of the world are all accessible at game start (there is no hidden undiscovered resource) but can suffer from depletion, in this case deforestation.
伐木是目前我做的最完整的一個原型,所以我們就來說說這個好了。我的想法是在游戲開始的時候,世界上的所有森林都是可用的(沒有未被發(fā)現(xiàn)的隱藏資源),但是可能會受到資源枯竭的影響,也就是森林破壞。
Deforestation is dependent upon a few things, the higher techs you utilize for base production increase the chance of the resource to be depleted.If it is depleted the logging camp is replaced with a "clear cut" building which can still produce lumber but at a heavily reduced rate.There is also the intent of adding where this mechanic can be utilized to better represent natural and man-made disasters which have affected resource procurement.
森林破壞取決于一些事情,你用的基礎(chǔ)生產(chǎn)科技越高,資源就越容易耗盡。如果資源耗盡,伐木營地就會變成一個“樹砍光了”建筑,這個建筑依然能生產(chǎn)木材,但是速率會大幅降低。我們也想在別的地方增加這種機制,用來代表會影響資源獲取的自然災(zāi)害和人為的災(zāi)害。
Deforestation is shown by clearcut camps which produce resources at a greatly reduced rate
森林破壞由生產(chǎn)資源速率大幅下降的“樹砍光了”營地來反映。

Now why a separate building instead of a modifier?Well it's a prototype and the system lends itself well to that, since it's what we do with gold fields to gold mines.A different building is also a clearer indication to the player of these events (as opposed to a modifier on the building itself), it also makes it where production methods are available, and the profit calculations are different so that you more easily see the employment changes.Lumber Camps will also have new production methods to manage their extraction, decreasing depletion chances at the cost of throughput, while depleted camps have the ability to enable conservation efforts to try and mitigate the loss of resources that have already occurred.
那么為什么搞一個另外的建筑,而不是搞一個修正項呢?這畢竟只是個原型,系統(tǒng)本身就適合這么處理,之前我們就是這么處理金礦場和金礦的。一個不同的建筑可以清晰地向玩家指出事件發(fā)生在哪里(建筑上的修正項就不這么明顯了),也可以改變可用的生產(chǎn)方式和建筑的利潤計算,你就能更容易看到雇傭上的變化。伐木營地會有新的生產(chǎn)方式來管理開采速率,以降低吞吐量為代價減少資源耗盡的概率,而已經(jīng)耗盡的營地可以進行森林保護,從而緩解已經(jīng)產(chǎn)生的資源損失。
An example of resource management a player can enact to prevent deforestation, or embrace it for much needed throughput bonuses
一個例子,玩家可以進行資源管理來防止森林破壞,或者干脆放棄管理來獲得急需的吞吐量增益。

On a personal level, I think it adds to the mindset of the time. What do I care about 2 levels of deforestation and their inability to produce? I have 40+ levels of lumber left, this is the price of progress! Seeing the rate of balance between the two buildings shows the cost of advancement or progress of industrialization as you wish to see it. Also it allows us to easily measure deforestation and tie that into events and Interest Group reactions.
在個人層面上,我認為這引入了當時那個時代的觀念。我為啥要在乎2級的已經(jīng)耗盡的營地以及它們失去了生產(chǎn)能力?我還剩著40+級數(shù)量的木材,這就是進步的代價!這兩座建筑之間的速度平衡,展示了工業(yè)化進程的成本,正如你所希望看到的那樣。此外,它還可以讓我們輕松地評估森林耗盡的水平,并將其與事件、利益集團的反應(yīng)聯(lián)系起來。
There's plenty of places we can go with this, the Conservation Movement of the 18th and 19th centuries, tying industrialization with actual ecological effects that will upset IGs and affect pops. This is not meant to be a complete feature unto itself but a means of making a more realistic narrative to the game. Early industrializers might run afoul of deforestation and poor resource management, and will seek other markets to alleviate this effect, much like we have done historically. Can you keep the balance of man vs nature in effect, or is that even truly your concern when you are facing extreme radicalization and you need to meet the needs of your pops at any cost?
通過這一機制我們可以做很多嘗試,18世紀和19世紀的自然保護運動,試圖將工業(yè)化與實際的生態(tài)效應(yīng)聯(lián)系起來,而這將擾亂利益集團并影響人群。這并不意味著它本身就是一個完整的特性,而是意味著一種讓游戲更加真實的敘事方式。早期的工業(yè)化者可能會與森林砍伐和糟糕的資源管理產(chǎn)生沖突,并尋求其他市場來減緩這一沖突,就像我們歷史上所做的那樣。你能有效地維持人與自然的平衡嗎?或者說,當你面臨極端激進主義,你需要不惜一切代價來滿足人群的需求時,你真的還關(guān)心這種平衡嗎?
An example of the resource management a player can enact on clearings, Do you let nature take its course, get involved, or just keep exploiting what you can?
一個玩家可以對林中空地進行資源管理的例子,你是會順其自然,還是參與其中,亦或是盡你所能地開發(fā)?

What about Whaling/Fishing and Mineral Resources? Here I look to follow the Forestry model where resources are available but can be depleted due to overutilization - as the fisheries of the world were very much subject to the tragedy of the commons.
捕鯨/漁業(yè)和礦產(chǎn)資源又如何呢?在這里,我希望能夠遵循林業(yè)的模式,即資源是可用的,但可能會因過度使用而耗盡——因為世界上的漁業(yè)在很大程度上受制于公地悲劇。
The difference is as tech scales, the effect of fishing scales not only in depletion but in range. I am experimenting with having the actions of a neighboring nation affect the resource potential of its neighbors. Overfishing in Great Britain can cause knock-on effects to the eventual depletion of the Fisheries of Iceland and Canada/US. The scale of these effects are still very much in a prototype stage. This applies to both fish and whaling industries.
不同之處在于技術(shù)層面,漁業(yè)規(guī)模的影響不僅在損耗方面,而且在地域方面。我正在嘗試讓一個國家的行為影響其鄰國的資源潛力。例如,英國的過度捕撈會對冰島和加拿大/美國的漁業(yè)資源的最終枯竭造成連鎖反應(yīng)。這些影響的規(guī)模目前在很大程度上仍處于原型階段。這適用于捕魚業(yè)和捕鯨業(yè)。
Where Fishing Industries differ is the potential to maybe do aquaculture back at home. My research is showing that it's slightly out of our historical timescale but it's technically a possibility. The world started ramping up aquaculture in the 1950's to 1960's but that was in response to the decrease in fish population, who's to say if an ahistorical Victorian era that goes hard on world fish supplies might need to invest in these technologies a few decades early?
漁業(yè)的不同之處在于,它可以在國內(nèi)進行水產(chǎn)養(yǎng)殖。我的研究表明,這略微超出了我們的歷史時間范圍,但從技術(shù)上講,這確實是一種可能性。歷史上,世界在1950到1960年間開始大力發(fā)展水產(chǎn)養(yǎng)殖,以應(yīng)對魚類數(shù)量的減少,那么誰又能說,在一個非歷史的維多利亞時代,如果世界魚類供應(yīng)受到了嚴重的影響,世界不會提前幾十年去投資研發(fā)這些技術(shù)呢?
Mineral Resources are primarily focused around discovery over the potential of being depleted. At the start of the game a fair chunk of resources will be available for exploitation, but most will be hidden and require discovery and exploitation to be started. Mines will have the chance to discover new resources as they start excavation down below. These efforts can be expedited by resource exploration PMs, increasing the educated labor force requirement and likely a more modernized set of inputs. In this way, mineral deposits are still greatly important but there is an investment potential in them, the longer you hold and develop a resource - the more you may get to access. For example, you cannot gain all levels of coal in Wales with just hands and picks, some of that is going to require modernization.
礦產(chǎn)資源主要聚焦在勘探而不是枯竭上。在游戲之初,有相當一部分資源可供開發(fā),但大多數(shù)資源都是隱藏的,需要被發(fā)現(xiàn)和開發(fā)。礦場將有機會在開始向下挖掘時發(fā)現(xiàn)新的資源。這些努力可以通過資源開發(fā)項目、增加受教育的勞動力需求和可能的更現(xiàn)代化的投入來加快。以這種方式,礦藏仍然非常重要,但礦藏中也有投資潛力,你持有和開發(fā)一種資源的時間越長,你可能獲得的這種資源就越多。例如,在威爾士,光靠手和鎬是無法獲得所有級別的煤炭的,其中一些需要現(xiàn)代化的生產(chǎn)方式。
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Finally, Mike surprised us all by not doing anything at all with trains this time. We're not exactly sure what he's up to, but whatever it is I think it emphasizes the point in the beginning that there are absolutely no guarantees any of this will make it into the game as-is, now or in the future! If any of you have theories of what this might be all about, please give the rest of us a clue in the comments below.
最后,Mike讓我們所有人都感到驚訝:他這次居然沒有談及任何關(guān)于火車的事情。我們不太確定他到底想做什么,但無論如何,我認為一開始就已經(jīng)強調(diào)了關(guān)鍵點,那就是我們所談及的這些內(nèi)容絕對不能保證會按原樣出現(xiàn)在游戲中,無論是現(xiàn)在還是將來!如果你們中有人有關(guān)于這些設(shè)想應(yīng)當如何的看法和見解,請在下面的評論區(qū)中給我們一些線索。



Next week we will look at the remainder of the Game Jam entries, and that will be the last dev diary of 2022 as most of the team heads out for winter holidays, returning mid-January. Until then!
下周我們將看看游戲特性制作節(jié)Game Jam的剩余內(nèi)容,這將是2022年的最后一篇開發(fā)日志,因為大多數(shù)團隊都放假了,1月中旬才回來。那時候見!
Omake: 1.1.1 Patch
附錄:1.1.1版本號補丁
AI
- Fixed a bug where AI breaks off pacts to save Influence even when they're not the ones paying
- 修復(fù)AI會斷絕同盟以節(jié)省影響力的問題,即使它們不是支付影響力的那一方。
Localization
本地化
- Fixed a few unlocalized Russian custom loc strings (RU_CL...)
- 修復(fù)了一些俄文中未本地化的修飾性本地化條目(RU_CL……)。
Major Bugfixes
主要問題修復(fù)
- Fixed a bug where the Capitalists, Shopkeepers and Bureaucrats had no default Interest Group attraction value, causing them to be Politically Inactive unless they worked in a Trade Center
- 修復(fù)了資本家、店主和官僚沒有默認的利益集團吸引度數(shù)值的問題,這會導致他們政治冷漠,除非在貿(mào)易中心工作。
- Fixed a bug that caused regressive political movements to be much more common than progressive ones
- 修復(fù)了一個問題,這會導致反動的政治運動比進步的政治運動更常見。
- Fixed a bug that caused Morale Loss to scale negatively with the number of troops in battle
- 修復(fù)了一個錯誤,會導致士氣損失與戰(zhàn)斗中的部隊成反比的問題。
- Fixed random crash on startup when reading in game data
- 修復(fù)了開始時讀取游戲數(shù)據(jù)導致的隨機崩潰問題。
翻譯:鏗爾舍瑟 AntiAccess 熵的平衡
校對:三等文官猹中堂
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