Stellaris開發(fā)日志#257 | 6/9 夏日將至……

牧游社 牧有漢化翻譯
Stellaris Dev Diary #257 - Summer is Coming...
Eladrin, Stellaris Game Director
Hello!
大家吼?。?/p>
The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week's DD. Today we'll be discussing some less concrete things.
當(dāng)我寫下這篇日志的同時,我們的團隊正在開發(fā)3.4.4版本號補丁。我們應(yīng)該寫一個補丁附記清單來作為下周的日志。今天就讓我們來討論一些不那么確定的事情吧。
We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they don't work out, or need a lot of iteration before turning into something usable, but that's okay - these are intentionally framed as experiments with lower pressure.
我們發(fā)現(xiàn)在夏天經(jīng)常有一些空閑時間來實驗我們靈機一動想出來的新系統(tǒng)。之前的這種實驗使我們做出了“石質(zhì)特性”(這永遠的改變了我們制作物種包的方式)以及“工業(yè)區(qū)劃的初次改動嘗試”。盡管這些改動并不總是馬上就能奏效,或者在變得可用之前需要大量的迭代更新,但是這沒關(guān)系——它們是被有意設(shè)計成這樣用來進行低壓實驗的。
Rather than doing a review of what did and didn't work after the summer, I want to give a preview of some of the systems we're looking to experiment with, but with the caveat that these experiments may or may not pan out.
與其在夏天過完之后再做一個關(guān)于可行與不可行的回顧,我更想現(xiàn)在就給大家一個關(guān)于我們想要嘗試的新系統(tǒng)的預(yù)覽。但是請注意,我所說的這些新嘗試并不一定都會成功。
None of this is guaranteed, and I’m not giving timelines for release even if they do work out!
我所說的一切都不能完全保證,即使這些新的嘗試可行,我也不會給出它們推出的具體時間!
Relic Balance
遺珍平衡性改動
Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words…
Iggy要我們多關(guān)注一下遺珍,并且寫了一份關(guān)于遺珍平衡性改動的建議。按他的話來說……
Relics are meant to be fun and game-changing. They are supposed to be powerful and unique items that can change the course of your empire. The issue, however, is that they are not all equal. So with a future update, I hope to at least narrow the gap between the relics a bit. I have mainly split the relics into three sets.
遺珍應(yīng)該是有趣并且對游戲有顛覆性效果的。它們應(yīng)該是強力且獨特的物品,并且可以改變你的帝國的命運??墒菃栴}在于,這些遺珍并不都是平等的。所以在未來的更新計劃中,我希望盡量縮小各個遺珍之前的差距。我把遺珍分為三種類型。
- Event-based ones that are fine to have a niche and semi-powerful effects, think Omnicodex and Blade of the Huntress.
- 通過事件獲得的遺珍一般具有特定的、不怎么強力的效果,比如有機全典以及女獵手之刃。
Precursor Relics should be strong and useful for every single empire. I am not promising that the Javorian Pox will be top tier for pacifists or that the Psionic Archive will be the best machine relic. But they will at least have neat effects.
- 先驅(qū)者遺珍應(yīng)該對每一個帝國都是強力且有效的。我不能說賈沃疹樣本是和平主義者的終極武器或者靈能檔案庫是智械最好的遺珍。但至少它們會產(chǎn)生一些簡單的效果。
- Crisis Relics which are awarded for defeating the crisis should be a bit of a victory lap. You have won! It should not give you 30 society research.
- 通過擊敗天災(zāi)得到遺珍應(yīng)該是一個小小的勝利節(jié)點。你贏了!它不應(yīng)該只給你30點社會學(xué)研究點數(shù)。
With these in mind, I will be looking at every relic and attempting to bring them in line if needed. There will be a lot of buffs and a few nerfs, but hopefully, they will feel more rewarding!
考慮到這些,如有需要我會關(guān)注每一個遺珍并且試圖將它們重新帶回正軌。這將會給遺珍帶來許多增強或是削弱,但是希望它們會覺得一切都是值得的!
I expect that we'll post a list of the changes when we start the dev diaries up again after the summer for feedback.
在夏天結(jié)束后,當(dāng)我們再次編寫開發(fā)日志時,我們會列出一份改動清單以此來獲得玩家的反饋。
Accessibility Improvements
輔助功能改動
@MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things we're looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out.
@MonzUn一直在推動改進Stellaris中的輔助功能選項。我們目前正在著手的內(nèi)容包括增加更多的鼠標(biāo)按鈕、文字轉(zhuǎn)語音的功能以及縮放功能的熱鍵。
At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them.
在他的建議下,我們中的一些員工也開始使用各種顏色濾鏡來模擬不同的顏色視覺缺陷,以此來找到最糟糕的問題并解決它們。
If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.
如果你在游玩Stellaris時遇到了輔助功能問題或是對我們有任何建議,請隨時告知我們。
Traditions
傳統(tǒng)
With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.
我們在3.1版本號“萊姆Lem”中引入了帝國可以更加靈活地選擇傳統(tǒng)的機制。@Alfray Stryke正在計劃一些引入新的傳統(tǒng)樹。
These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.
這些需要多種觸發(fā)條件才能使用的傳統(tǒng)樹可能會對整個游戲產(chǎn)生影響。目前有一些對引入的傳統(tǒng)樹的建議,即在采取某些飛升天賦或者起源之前這些傳統(tǒng)樹是不可選的。我們對這些改動可能會帶來的結(jié)果很感興趣。
Deep In the Code Mines
深入代碼池
@Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game.
@Caligula Caesar一直在尋找哪些地方我們可以擴展使用多線程運算,并嘗試修改運算修正項的方式,特別是在游戲的后期。
Fleet Combat Balance
艦船戰(zhàn)斗平衡性改動
Meanwhile, my planned experiments primarily have to do with fleet combat.
同時,我計劃的實驗改動主要與艦船戰(zhàn)斗有關(guān)。
Things I'm looking forward to looking at include:
我所關(guān)注的主要包括以下幾點:
Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
為驅(qū)逐艦和巡洋艦提供晚期游戲中的角色,同時為混合艦隊提供增益。
Increasing the length of fleet combats, reducing the dominance of alpha strikes.
增加艦船戰(zhàn)斗的時長,減少首輪打擊造成的優(yōu)勢。
Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
試驗現(xiàn)有的攔截,追蹤,閃避以及精度機制。
- This may also end up providing a role for smaller weapons.
- 這可能會給小型武器提供登場的機會。
Improving ship behavior based on the roles assigned them by combat computers.
改進了根據(jù)作戰(zhàn)電腦所分配的艦船行為
- Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
- 沒錯說的就是你航空母艦,我知道你有一個點防御激光而且你對它非常有信心。但是這并不意味著你需要沖擊船堆里面使用它。
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.
這些可能是目前性質(zhì)上最空洞的實驗改動了,而且在短時間內(nèi)不大可能出現(xiàn)結(jié)果。
More Achievements
更多成就
Our artists had so much fun with the Overlord achievements that they cornered us and demanded that we add some to the species packs.
我們的美工在做四海皆臣的成就時玩得很開心,所以他們逼迫我們并要求再給物種包里面加一些新成就。
These aren’t really experiments, but will go live once we figure out what they’ll do and implement them. Here are a few as previews.
這些并不是真正的實驗改動,但是一旦我們弄清楚它們能起到什么作用時,我們會第一時間完成并上線這些成就。下面是一點預(yù)覽內(nèi)容。

And then there's this one, which we've called The Darkest Timeline.
然后是接下來這一個,我們稱它為“至暗時間線”。

What's Next?
接下來呢?
These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements).
上面所列舉的例子并不是全部,我們?nèi)匀挥性S多其他沒有列出的東西處在開發(fā)中。(比如之前提到過的間諜活動的改動)
As mentioned earlier, next week will be the 3.4.4 patch notes, after which we'll be going on a dev diary hiatus for the summer.
正如之前提到的,下周會推出3.4.4版本號補丁附記,之后一整個夏天我們將暫停開發(fā)日志的更新。
See you next week!
那咱們下周見!
翻譯:瘋狂的新兵
校對:三等文官猹中堂
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