十字軍之王3開發(fā)日志#53 | 3/23 北境群雄內(nèi)容簡述(第二部分)

牧游社 牧有漢化翻譯
Crusader Kings 3 Dev Diary #53 - Northern Lords Content Rundown (Part-2)
Wokeg, Juniorest Content Designer
篇幅所限,接上篇。

Religious Changes
宗教改動
1. Blots
1、血祭
Blots are an interesting conundrum, and one we took quite a few risks with this DLC.
血祭對我們來說是一個有趣的挑戰(zhàn),我們在這個DLC中進行了一些大膽的嘗試。
In CK2, they were heavily modelled after the account of Adam of Bremen, an 11th century German bishop and chronicler who specialised in, amongst other things, Scandinavian accounts. They're fun, but they also require a lot of micro to get the most out of them, and paint a very human sacrifice-happy view of Norse paganism that Adam of Bremen certainly agreed with, but which has somewhat more mixed archaeological evidence.
在CK2中,血祭主要模仿的是來自不萊梅的亞當對其的描述。他是一位公元11世紀專精于斯堪的納維亞史的德國主教及編年史家。他的記述非常有趣,但是需要很多小細節(jié)才能夠完全理解它,并描繪出一幅非常熱衷于人祀的諾斯異教圖景。盡管我們遵循了亞當?shù)挠洈ⅲ覀円不旌狭艘恍┛脊虐l(fā)現(xiàn)的證據(jù)。
For CK3, then, we wanted to reduce the inherent micro involved in prisoner selection & acquisition, and give the option to throw a grand blot without needing to ensure at least an optimal number of prisoners. Our version is, instead, based on Adam of Bremen, reports from the sagas, contemporary archaeology, and some input from relevant medievalists.
在CK3里,我們希望減少進行血祭時選擇和獲取囚犯的微觀機制,并提供不需要確保至少囚犯數(shù)量就能進行血祭的選項。跟這以前不同,現(xiàn)在版本的血祭是基于不來梅的亞當?shù)挠洈ⅰ⑺_伽傳說的故事、當代考古學以及相關中世紀學者的一些觀點。

盛大血祭
盡管每年都會舉辦許多次血祭活動,但每十年韋姆蘭的阿薩神族都會聚集到一起舉辦盛大的慶祝活動,其中最重要的當屬一次盛大的血祭。
盡管許多鮮血已經(jīng)獻給了眾神,但作為祭品的大肉往往會眷顧那些虔誠的信徒。這樣豐盛的宴席將會帶來一場無與倫比宴會。
當然,舉辦這樣一場宴會開銷巨大,所以不是所有阿薩神族都有必要被邀請。。。
- 或許只用邀請韋姆蘭的人民跟我的廷臣?
- 所有我領地內(nèi)的自由女性都應該來參加!
- 再想想吧,這真的是太貴了……
Thus, rather than raising money and eliminating prisoners, throwing a colossal feast costs money but brings the realm together by doling out popular and vassal opinion.
也就是說,現(xiàn)在進行血祭不再會通過消滅囚犯來幫你賺錢,而是通過花費金錢舉辦這樣一場盛大的聚會以提高民眾及封臣的好感度,團結(jié)你統(tǒng)治下的人民。
The player is also always assumed to have enough thralls and petty prisoners to hand to be able to put on a decent human sacrifice if they want to, but can still throw a helluva party even just using animals. Instead, we make a larger deal about selecting a particularly noteworthy sacrifice to take centre-stage, and keep this as optional throughout.
玩家也總是被假定擁有足夠多的奴隸和不重要的囚犯,如果他們想的話,他們可以進行像樣的人祭,不過他們也可以只用動物舉辦一場很棒的宴會。跟之前不同,我們現(xiàn)在更關注于擁有高身份地位的目標,將他們推向舞臺中央進行血祭。這將是我們可選的方向之一。

盛大血祭
神殿里充滿了滿心歡喜的阿薩神族,當看到一群被嚇壞了的囚犯在牲畜的尾隨下緩緩向祭壇走來的時候,他們一致高呼起來。
第一個祭品的生命被戈達爾殘忍地終結(jié)了。她眼中殘存的光芒直到第一只牲畜被屠宰的時候才完全消失。最后人的尸體被高懸于樹梢,而動物的遺骸則被放在火中炙烤。所有從祭品體中流出的鮮血都被裝在碗里,戈達爾用它把神殿的墻壁里里外外都涂了一遍。
- 獻給奧?。~I給芙蕾雅!獻給尼奧爾德!
- 是時候著手處理這些污物了!
Per several accounts, even rulers not of the faith can hold great blots to please their blot-faith vassals and lands, though they must be careful not to upset their co-faithists. Particularly if they plan to indulge the blot’s most vicious customs.
根據(jù)一些記載,就算統(tǒng)治者的信仰不需要血祭,他也可以舉行盛大的血祭活動以取悅他們有血祭信仰的封臣和子民,不過統(tǒng)治者們必須要非常小心,不然會惹惱他們的教友,尤其是在他們打算縱容血祭最殘忍之習俗的情況下。

盛大慶典
來參加慶典的來賓們把神殿周圍都鋪滿了,他們在看見一列神圣的,即將被獻祭的動物朝祭壇緩緩走去的時候刺耳地大吼大叫。
人們將豬、牛、馬等牲畜一只只地帶上前去殺死并把殘留的血給放干。隨后這些肉被放在火中炙烤,然后又被端上餐桌。所有從祭品體中流出的鮮血都被裝在碗里,戈達爾用它把神殿的墻壁里里外外都涂了一遍。
我與他們的信仰不同,不過擁有一群高興的臣民也會讓一個小國王開心的。
- 我早早地就離開了;我受夠這些東西了
- 獻給奧?。∥业陌l(fā)音標準嗎?
- 這些阿薩神族的信仰可真是吸引人……
One small bit of flavour I quite like about blots is that they’re responsive to dietary needs: different syncretisms and religions will filter out sacred or unclean animals so that they're no longer served, and those who prefer their food more intelligent likewise have slightly different sacrifice loc.
我很喜歡血祭的一點小特色,是它會隨飲食需求而產(chǎn)生變化:不同的宗教和宗教融合會把他們所認為神圣或是不潔的動物剔除出去,而那些希望他們的食物更加有智慧的人會擁有輕微不同的獻祭代碼。
2. Select Personal God
2、選擇個人神靈
An extension of vanilla's Bhakti tenet, selecting a personal god lets characters choose a patron deity whose worship guides their life and attracts relevant specialists to their side.
這是一個對原版游戲“奉愛”核心教義的補充,選擇一名個人神靈能讓角色將其對神靈的崇拜作為自己生活的指引,并吸引相關專家角色加入他們的陣營。
I've got to say, of these, my all-time favourite has to be selecting Ullr. I know Odin is generally better and more versatile, and Thor has the catchier theme tune, but extra winter movement speed from leading an army that devoutly worships the god of skis tickles me so much.
我必須要說,我的全天候最喜愛選擇是烏勒爾。我知道奧丁總的來說適用性更廣,也更好,而索爾的主題曲更吸引人,但是領導一支虔誠崇拜滑雪之神的軍隊所帶來的額外雪地移動速度加成真是太有意思了。

烏勒爾的信徒
該角色偏愛的神是烏勒爾——戰(zhàn)爭和榮耀之神。
軍事:+3
在受寒冬影響的省份:移動速度+50%
在受寒冬影響的省份:優(yōu)勢+2
Retrospective
回顧
Originally, this was going to be a much more diverse selection of gods, divided according to local cults from around Scandinavia. Unfortunately, during the research phase of production, we turned up a paucity of sources on the specifics of Norse pagan worship. Since the choice was to go with almost entirely what’s presented in the Eddas or to scale back the feature a bit, we chose to try to cleave to reliable history, and scale back the feature.
最初我們計劃的是一個更加多樣的、基于斯堪的納維亞當?shù)刈诮绦叛龅纳耢`選擇系統(tǒng)。不過非常不幸,在制作的研究階段我們發(fā)現(xiàn)自己用來研究諾斯異教崇拜的資料不夠。我們可以選擇完全呈現(xiàn)《埃達》的記述,或者說裁掉一部分內(nèi)容;最后我們還是選擇依賴可信歷史,選擇了后者。
A little part of this original functionality still survives in the form of Tyr and Ullr being mutually exclusive for Danes and non-Danes respectively, a division which is moderately supported by current studies in place name archaeology.
起初功能的一小部分,還是能從提爾跟烏勒爾分別對丹麥人跟非丹麥人是互斥這點的看出來,這個區(qū)別也是被現(xiàn)在的地名考古學所支持的。
3. Holy Sites
3、圣地
One of our largest changes in 1.3 is shifting the Norse pagan holy sites around, removing the two from Denmark and Holland and shifting them instead to York and Kiev.
我們在1.3版本號中最大的一個改動是將諾斯原始宗教的圣地換位置,把在丹麥和荷蘭的圣地移除并安置在約克和基輔。

This was partly for balance (Norse paganism has some of the strongest holy sites in the game clustered in an easily defensible area), partly to make it a bit more challenging to reform Norse paganism, and partly because these holy sites have been the same since 2013 and not really revisited since the Old Gods launched.
這種做法一部分是為了平衡(諾斯原始宗教有一些在游戲中散布在易守難攻的地區(qū)的最強圣地),一部分是為了讓改革諾斯原始宗教更有一點挑戰(zhàn),還有一部分是因為這些圣地從2013年開始一直沒變,從“逝往神靈Old Gods”DLC發(fā)售時便沒有被真正重新審視過。
Holland's claim in particular was extremely dubious compared to York, which, as the focal point for a lot of events around the death of Ragnar Lothbrok (who, whether he was historical or not, forms the background legend for much of Scandinavia's major nobility) and centre of Scandinavian colonialism in the British Isles, really needed a priority bump.
與約克的宣稱相比,荷蘭的圣地特別有爭議。約克是與拉格納·羅斯布洛克之死有關的諸多事件的聚焦點(不論他是否是歷史人物,拉格納構(gòu)建了大量有關斯堪的納維亞主體貴族的背景神話),也是斯堪的納維亞在不列顛群島的殖民的中心,所以的確需要一個優(yōu)先地點。
For the Danish holy site being moved to Russia, we more or less had a straight choice between Novgorod and Kiev. Since part of the rationale was to make it a bit harder to reform the faith, though Novgorod was arguably a more important site, we went with Kiev. Denmark's claim to having a holy site to begin with is arguable (certainly significantly more than Holland), but not the strongest, especially not compared to Uppsala or, to a lesser extent, Trondheim.
至于丹麥的圣地被移到俄羅斯的原因,我們在諾夫哥羅德與基輔之間有或多或少的直接選擇。盡管諾夫哥羅德可以說是更重要的地點,但出于讓改革信仰變得有點困難的部分邏輯,我們選擇了基輔。丹麥開局就擁有一塊圣地的宣稱是可以論證的(很明顯比荷蘭更重要多了),但是并非是最有力的,尤其沒法和烏普薩拉或者弱一些的特隆赫姆去比較。
4. Virtues
4、美德
… has anyone else noticed that, since we added One-Eyed as a virtue to Norse paganism, suddenly everyone's ruler designed characters are all missing an eye? I think we may well have inadvertently drastically reduced the number of eyes in CK3 overall. It's hilarious.
有沒有人注意到一點,因為我們在諾斯原始宗教的美德中加入了獨眼,所有統(tǒng)治者設計器搞出來的角色一下子都少了一只眼?我想我們可能無意中大量減少了CK3中眼睛的總數(shù)。這太逗了。
Including Poet and One Eyed as virtues for Norse paganism is technically part of the free patch, but I think it's one of my favourite little aspects of flavour in 1.3, and especially the randomised poetry system was scripted very partially so that Norse paganism could regain its signature unique virtue.
技術上來講,把詩人和獨眼作為諾斯原始宗教的美德是免費更新的一部分,但是我認為這個是我在1.3版本號中最喜歡的一個小特性,尤其是隨機作詩系統(tǒng)可以寫的很半生不熟,所以諾斯原始宗教可以重新獲得其獨特的著名美德。

Dynasty Legacies
宗族傳承
As part of the Northern Lords, we've added two new dynasty legacies: Adventure, for those who like to wander the world, and Pillage, for those who wish to see it burn.
作為北境群雄Northern Lords的一部分,我們加入了兩條新的王朝傳承:為喜歡周游世界的人準備的冒險傳承,和為想燒殺搶掠的人準備的劫掠傳承。

Early in the design process, we were initially only going to have one new dynasty legacy, but the perks it ended up with were pretty wildly variable (imagine Wanderlust and Gift-Givers on the same track as Making a Killing and No Quarter).
在設計的早期階段,我們一開始只打算設計一條新的宗族傳承,但是它閉門的升級相當不尋常地多樣(想象一下游歷四方和樂善好施與殺戮成性和毫不留情在一條傳承線上的感覺)。

We pretty quickly decided that, since we were trying to expand on non-raiding areas of play, we should break the dynasty perks into two separate tracks, so that players could choose one without strictly needing to have both, and so build the Norse legacy that most fits their roleplay.
因為我們試過擴展非劫掠領域的游戲內(nèi)容,我們很快決定了我們應該把宗族傳承的升級分為兩個獨立路線,因此玩家可以在不強求“我全都要”的情況下選擇一條路線,還可以打造最適合角色扮演的諾斯傳統(tǒng)。

Regional Innovations & Cultural Mechanics
區(qū)域革新與文化機制
1. Varangian Adventurers
1、瓦良吉冒險者
These are, perhaps, my favourite part of the flavour pack! Varangian Adventures allow independent Norse rulers to pick up sticks and, along with a small army of followers, move their entire realm to another part of the world, abandoning their old holdings for pastures new.
也許這些是我在本風味包中最喜歡的部分了!瓦良吉冒險允許獨立的諾斯領主抄起家伙、帶著一小隊仆從,把全部領地搬到世界的另一頭去,為了新的地盤而丟下舊土。

宣戰(zhàn)借口:對阿布哈茲的瓦良吉冒險
你將得到受爭奪的頭銜。
- 你將奪取全部處于阿布哈茲公國境內(nèi)的迪米特二世親王的領土。
- 斯瑪蘭伯國被銷毀
- 東部沙漠伯國被銷毀
- 入侵家族將獲得剩下空閑的伯爵領
- 所有舊有的頭銜將被銷毀或者獲得獨立
- 所有舊有的入侵家族頭銜將被銷毀或者…
This has been something that I, personally, have wanted to do in Crusader Kings for years, but previous methods have always required you to manually lose your old holdings and it's honestly just a bit of a chore. Being able to do it automatically whilst gaining an event army, and so build my own version of Haesteinn or Rurik, is so much fun.
這些就是我個人這些年來想在十字軍之王里做的一些東西,但是舊有的方法一直要求你手動放棄舊土,這實在是有些麻煩?,F(xiàn)在則可以自動完成這些,并同時獲得一支事件提供的軍隊,從而打造出我心目中的哈爾斯坦因或者留里克,這非常有意思。
It's also been an absolute delight to see pictures of other people’s adventurer empires, with Norsemen ending up anywhere from Ceylon to the Sahara, and we love seeing players get into the spirit of wandering the world.
看到別人建立的諾斯冒險家帝國從錫蘭到撒哈拉定居下來也是絕對高興的事情。我們樂意看到玩家領悟到游蕩世界的精神。
2. All-Things
2、全民庭會
Since the Norse tend to swim in prestige but can struggle feudalising, All-Things are intended to allow you to equalise these two somewhat. By losing much of your excess prestige, you can transition up and down the realm authority rungs much easier, making for a smoother process if you want to change laws in a hurry.
由于諾斯人常??沼泻芏嗤麉s在封建化進程上苦苦掙扎,我們加入了全民庭會/阿爾庭來在某種程度上平衡這兩點。通過付出大量多余的威望,玩家可以輕松地在領地權威等級間反復橫跳。這將使快速更改法律的流程更加順暢。
A couple of our yearlies are also tied to the possession of this innovation, either yourself, or by your counties.
你或你所控制的伯爵領如擁有這項發(fā)明,也會觸發(fā)其他的一些年度活動。
Retrospective
回顧
I quite like the dynamic with All-Things, effectively loosening some of feudalisation’s harsh requirements, but feel they could perhaps have done with a few more events to make such a notable feature of the innovation.
我挺喜歡全民庭會帶來的動態(tài)功能,可以有效地放寬一些嚴苛的封建化要求。但我覺得他們也許應該多加入一些事件,讓這項發(fā)明的事件特色更加顯著。
3. Revamping the Raising of Runestones
3、改造立起符文石事件
Now, I've seen a lot of confusion about runestones out there, so let me clear something up: runestones were (and, in a marginally-improved form, still are) accessible in the base title, fulfilling a very similar role to their CK2 incarnation.
我最近看到了很多關于符文石的困惑,所以我要在這里澄清一下:符文石在基礎游戲中是存在的(現(xiàn)在稍微改進了那么一點點),它們起著CK2中的符文石十分相似的作用。
What we've done for the Northern Lords, since we happened to be in the neighbourhood of runestones and wanted to give them a little more attention whilst we could, was expand and improve on that original design. For this flavour pack, we made them more responsive to specific scenarios and events that happen in your character's life, both in terms of triggering and by providing custom flavour for individual runestones related to their contents.
因為我們剛好就在符文石邊上,又想在能力范圍之內(nèi)給他們多一點關照,所以北境群雄Northern Lords中我們對符文石原本的設計進行了改造和擴展。在本次風味包中,符文石對角色所經(jīng)歷的特殊場景和事件有了更強的響應能力,這體現(xiàn)在符文石事件的觸發(fā)機制和每個符文石特殊的可定制內(nèi)容上。

征服符文石
為紀念女伯爵薩迦“真言者”在與Burghred Beornredson公爵的戰(zhàn)爭中獲得勝利所立。這次戰(zhàn)役比其他任何一場都要艱苦。雕刻人:Eadflaed。
控制度增長:每月+0.2
This lets you make runestones work for your more specific needs, shoring up weak counties and boosting strong ones with selectable, flavourful bonuses.
這樣,符文石就可以滿足玩家更具體的需求;援助貧困的伯爵領,并給富足的地區(qū)帶來可選擇的美妙加成。
We uhhh, we may have gone a bit overboard with some of the flavour loc variants though, honestly. I'm not totally convinced that anyone is ever likely to raise a runestone commemorating a Norse Chakravarti or a Norse Greatest of Khans, but hey, if you do, you can bet it'll be commemorated on their runestone.
我們,咳,老實說我們的某些地區(qū)變量可能有些過分了,我并不十分相信任何人曾經(jīng)豎起過紀念諾斯輪轉(zhuǎn)圣王或是諾斯天可汗的符文石。但是,只要你相信,你可以打賭說他們在符文石上被紀念著呢。

先祖符文石
為紀念至高女王tórunn“薩奧希揚特”(aka祆教救世主),由她的女兒所立。她讓圣光重見天日,我們都十分感謝她。雕刻者:Parīya。
民眾好感度:+10
Unless you do both, I suppose. Only so much space in the modifier description on the rock.
除非你兩個都做。但石頭上只給修正描述留下了那么大的空間。
4. Trials-by-Combat
4、比武審判
TbCs! These took the absolute longest time to set up. Not because of the actual interaction, but because we first had to script and localise the single combat system to get a decent implementation. If I recall correctly, localisation for duelling alone wound up at somewhere around 28k words, including dozens of variant ways to die or be injured.
比武審判!這部分絕對花了我們最長的時間。難點不在于實際的交互,而在于我們需要先編寫腳本和本地化一個單獨的比武系統(tǒng),來實現(xiàn)理想中的效果。如果我沒記錯的話,光是決斗一項的本地化就有大概2.8萬字,包括了各種死亡和受傷的新姿勢。
Our intent with Trials-by-Combat was to present something that worked orthogonally to the usual prison system without replacing it. Serious matters should, predominantly, continue to work via the use of imprisonment or factions, but where these two avenues are unavailable, aggrieved parties can agree on a settlement then settle their dispute in a fair fight.
我們設計比武審判的目的是提供一種和尋常的監(jiān)獄系統(tǒng)相互獨立,但又不至于取代后者的東西。絕大部分的重要事件仍會通過對逮捕和派系的利用來實現(xiàn),但在沒有這兩條途徑時,感到不公平的一方可以達成和解協(xié)議,然后通過公平的決斗來平息糾紛。
This makes them a little tricky to grok at first, but slots them neatly into an unused gameplay groove once you do. I've seen more than a few high-prowess players financing entire civil works programs via TbC cash settlements and, really, who doesn't like beating someone in a fight so hard they start compulsively telling the truth?
剛開始時,這一內(nèi)容可能會不大好上手,但是一旦熟悉之后,它們就是一項好用的備選手段。我見過好幾個高手通過比武審判的金錢和解協(xié)議籌集到了用于內(nèi)戰(zhàn)的全部軍費。再說了,真的,誰不喜歡在戰(zhàn)斗中毆打?qū)κ?,強迫他們開始講真話?

比武審判:勝利!
輕松地回到烏爾法海峽,戰(zhàn)斧躺在我的膝上,而我沉浸在勝利的喜悅之中。
斧頭的溝槽中還留存著女首領Auer結(jié)塊的鮮血,和斧柄上的缺口一起提醒著我那個女人臨死的樣子。
昨天,我們的爭端被擺到了諸神面前,而神靈也做出了正確的選擇。
- 正義得到了伸張。
5. Men-at-Arms
5、兵士
The Northern Lords introduced four new MaA types: Bondi, Vigmen, Varangian Veterans, and Jomsviking Pirates. We wanted each of these to be situationally useful, generally a bit more specialist than the standard MaA types, and almost universally better winter fighters.
北境群雄Northern Lords中新加入了4種兵士類型:邦迪、維格曼、瓦蘭吉老兵和約姆斯維京海盜。我們希望這4種兵士都能在某些情況下發(fā)揮自己的作用,且總的來說比普通兵士類型更加專業(yè),同時也都是更好的冬日戰(zhàn)士。
Bondi are the freeholding smallfolk of the land, the people who make up most of the attendees at the Thing-meets, and are represented as a cheaper (but also somewhat worse) alternative to pikemen.
邦迪隸屬于自由小地主階層中,他們也是庭會集會的主要參與人員。他們是一種更便宜(也更差)的矛兵替代品。

Vigmen are professional warriors by trade, but not the most experienced or best equipped. Relying on massed short-range archery and firm shield walls, they're at their best when fighting massed light infantry.
維格曼是經(jīng)過訓練的職業(yè)戰(zhàn)士,但不是最有經(jīng)驗或裝備最好的那一批。他們的招牌絕活就是短程的密集箭雨和堅實的盾墻,因此他們在與大量輕步兵交戰(zhàn)時表現(xiàn)最佳。

Varangian Veterans represent the adventurers, wanderers, and, in later centuries, alumni of the Varangian Guard that permeate Scandinavia. They’re individualistic, they're deadly, and they charge a frankly exorbitant sum for their services.
瓦蘭吉老兵是由冒險家、流浪者,以及在之后的幾個世紀中遍布斯堪的納維亞的瓦蘭吉衛(wèi)隊成員組成的。他們是信奉個人主義的嗜血戰(zhàn)士,同時他們也收取著十分高昂的服役費用。

Finally, Jomsviking Pirates are a special MaA type, only given out through events and decisions (usually those involving the Jomsvikings). As skirmishers, they're fairly easily countered, and they lack a terrain speciality like most other MaA types, but they make up for this by having good all-round states including both pursuit and screening. A force of anarchy on the battlefield, the Jomsvikings come into their own when substituting for a lack of light horse, either harrying the enemy as they flee or covering their comrades as they escape.
最后是一個特殊的兵士種類:約姆斯維京海盜。他們只能通過事件和決議獲得(通常是有約姆斯維京人參與的那些)。作為散兵,他們很容易受到打擊,也缺少很多兵士種類所擁有的地形特長。但是他們良好的全面數(shù)據(jù)(包括追擊和掩護)彌補了這一點。作為戰(zhàn)場上的一支無組織力量,他們會在缺乏輕型戰(zhàn)馬的情況下自由加入,干擾敵軍逃跑或掩護隊友撤退。
With these MaA types, we wanted to cover some (though not all) of the Viking deficiencies in the earlier centuries of the title, whilst still leaving them open to being out-teched by better MaA in the mid to late game.
通過這些兵士種類,我們希望彌補維京人在游戲前幾個世紀的一些不足之處,同時又為游戲中后期他們被其他更好的兵士種類超越留下了可能。
That's All Folks!
兄弟們,以上就是全部內(nèi)容了!
We hope this has been an interesting dev diary for you, even after release, and don't forget to drop a screenshot of your Varangian Adventure kingdom in the thread!
雖然現(xiàn)在風味包已經(jīng)發(fā)布了,但我們希望這仍是一篇有趣的開發(fā)日志。不要忘了把你們的瓦蘭吉冒險王國截圖發(fā)到論壇上哦!
翻譯:一個幽靈 Yakuky 一只走地雞 Strategemata Parapinakes
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