EU4開發(fā)日志 | 2/1 1.33版本號改動和開放測試

牧游社 牧有漢化翻譯
Europa Universalis IV - Development Diary 1st of February 2022
Pavía, Content Designer Paradox Tinto
Hello everyone, and welcome to another EUIV Dev Diary! Today we'll be talking about more changes we've been doing for the 1.33 'France' patch, one new concept that we've implemented called 'Script Debt', and the workflow behind bugfixing. So let's get started with my colleague @Ogele talking about the balance changes!
大家好,歡迎來到新一篇EU4開發(fā)日志!今天我們要談?wù)勎覀優(yōu)?.33版本號“法蘭西France”補丁帶來的更多新改動,以及我們實裝的一個叫做“腳本債”的新概念,還有漏洞修復(fù)背后的工作流程。所以現(xiàn)在先讓我的同事@Ogele起個頭來講講平衡性改動吧!
Greetings everyone!
大家好!
As you all are aware we have no precise, official "regional focus" for this patch unlike the other free patches such as 1.29 "Manchuria Update" or 1.27 "Poland Update". While it means we haven't created mission trees for a region, this at least allows us to concentrate on balancing existing content, adding Quality of Life changes and fine tuning some other areas of the world.
你們大家可能注意到了,我們這次的免費補丁和以前那些不一樣,不同于諸如1.29版本號“滿洲Manchuria”更新或者1.27版本號“波蘭Poland”更新等,我們這次沒有官方的、精確的“地區(qū)重點”。這意味著新版本并沒有搞地區(qū)的任務(wù)樹,但同時也至少可以讓我們專注于平衡現(xiàn)有內(nèi)容、基礎(chǔ)游戲質(zhì)量改進,以及對世界上的其它地區(qū)進行微調(diào)。
Starting with China, we received your feedback and implemented some changes which makes the unification of China a less tedious process for the non-horde Chinese tags. One of them is the addition of the following government reform for every Confucian Chinese which gets released by the Celestial Empire:
從中華地區(qū)開始說,我們收到了你們的反饋并且做出了一些改動,以此讓非游牧中華國家可以更輕松地一統(tǒng)華夏。其中一個改動是新增了下圖中的政府改革,用于每一個從天朝中炸出來的中華文化儒教國家:

中華群雄
天朝合久必分,群雄蜂起犯上。
政府機制:
固定政府等級為王國級
王朝固定
禁止切換政府類型
獲得“統(tǒng)一中國”宣戰(zhàn)理由
改革修正:
人力恢復(fù)速度+10%
行政容量+100
相同宗教好感度-100
One huge problem with the released countries in China was that they tend to create hugboxes around them which prevented them from actually unifying China. In order to prevent this all the Chinese Kingdoms have a -100 Opinion penalty for fellow Confucian countries. At the same time, they also gain access to the Unify China casus belli, which received a substantial buff:
關(guān)于炸出來的中華小國,有一個大問題是他們傾向于互相抱團,阻止了他們真正一統(tǒng)中華。為了防止這個問題,所有中華群雄對同儕的儒教國家有-100的好感度懲罰。與此同時,他們也獲得了“統(tǒng)一中國”宣戰(zhàn)理由,可以得到很強的加成:

統(tǒng)一中國
25%侵略擴張、150%威望、50%花費用于:征服延安、西安、漢中。
下列議和選項被禁用:強制成為朝貢國。
We were experimenting with giving every Chinese tag cores over the whole region, but this resulted in really awkward situations where a province had cores of like 8 different tags + these cores were too much of a freebie. By gaining the cores through occupation the process of conquering China feels more natural.
我們試驗過給每個中華國家Tag以全中華地區(qū)的核心,但是這導(dǎo)致每個省份都有差不多8個不同國家tag的核心,以及核心太唾手可得的尷尬情況。通過占領(lǐng)來獲得核心的方式來統(tǒng)一中華的過程感覺更自然一些。
Here are some of the nightly results:
下面是一些看海的結(jié)果:


A natural occurring Qing, which we wanted to see too, sadly did not hAppen yet. However, we are pleased to see that a unified China is now more likely to hAppen.
我們也想看到野生大清,很可惜并沒有發(fā)生。不過,我們很高興看到,現(xiàn)在統(tǒng)一的中國更常見了。
Even if it hAppens through means we did not expect…
就算是事情的發(fā)生不及我們所料……

Apparently, in this timeline there was a Bengali dynasty in China…
很明顯,這個世界線里的中國出現(xiàn)了孟加拉王朝
Other changes we introduced is the inability for the Celestial Empire AI to make countries their tributaries, which have their capital in China, as it felt very immersion breaking to us when the Celestial Emperor blocked themselves in such a fashion.
另一個我們帶來的新改動是,天朝AI不得將首都在中華地區(qū)的國家收為朝貢國,因為如果天子用這種方式把自己給擋住的話,對我們來說太破壞沉浸感了。
We also made a small change to Korea too:
我們也給朝鮮帶來了小改動:
1. The Gyeongbok Palace no longer gives tech cost reduction. Instead, it now has the following modifiers:
1. 景福宮不再給予科技花費降低,而是現(xiàn)在的下列修正:

景福宮(最高級別)
省份修正:本地發(fā)展度花費-15%
地區(qū)省份修正:本地發(fā)展度花費-10%
全局修正:顧問花費-20%、每月自治度變化-0.10、君主行政能力+2
下列一項必須符合:省份文化是漢化朝鮮文化/朝鮮文化
下列一項必須符合:省份文化是擁有者的可接納文化/是主流文化
2 .Their national idea "The Hangeul AlphaBet" now gives -10% Tech Cost instead of -5%
2. 朝鮮國家理念“諺文”從-5%科技花費變?yōu)?10%科技花費。
3. The estate privilege "Inwards Perfection" gives now the following penalties / benefits:
3. 階層特權(quán)“內(nèi)圣之道”現(xiàn)在有下列懲罰/增益:

內(nèi)圣之道
兩班文人(朝鮮專有教士階層名稱)忠誠基準(zhǔn)值+10%
兩班文人影響力+20%
最大專制度-5
使用下列機制:不再被沒收領(lǐng)地
該特權(quán)有如下增益:每月厭戰(zhàn)度-0.05、正統(tǒng)信仰容忍+2
該特權(quán)有如下懲罰:宣戰(zhàn)時穩(wěn)定度懲罰+1
28%的領(lǐng)地?fù)碛斜壤o予:發(fā)展度花費-9.3%、生產(chǎn)效率+9.3%、全國稅收修正+9.3%、造核花費+28.3%、省份戰(zhàn)爭花費+56.6%、正統(tǒng)信仰省份人力+9.3%
DEBUG – AI權(quán)重1000
It also ensures that the Korean AI is a diplomat or an administrator unless another nation holds one of their cores. This way you have an AI Korea which actually plays tall instead of blobbing into Manchuria, which wasn't really liked by the community.
這保證了朝鮮AI會是外交家或行政家,除非其他國家控制了朝鮮的核心。這樣一來,朝鮮AI確保會去種地而非跑到滿洲大殺特殺——后者在社區(qū)真的很不受歡迎。
While we're at the estate privileges: all privileges, which have modifiers scaling with the Crownland owned by the estate, now exempt the estate from the "Seize Land" action. This change allows you to have a little more control over who you seize the Crownland + makes these estate privileges a little bit more useful. Also, the "Increased Levies" estate privilege has been slightly buffed, giving now 33% increased Manpower Modifier at 100% Crownland instead of 25%.
我們接著說階層特權(quán)的事情:效果和該階層擁有的王室領(lǐng)地比例掛鉤的特權(quán),現(xiàn)在都不再被“沒收領(lǐng)地”互動所影響。這項改動允許你對于沒收誰的領(lǐng)地多出一點掌控力,并且此類階層特權(quán)更加好用。另外,“擴大征兵”階層特權(quán)被稍微增強了,現(xiàn)在在控制100%王室領(lǐng)地的時候會提供33%人力修正,而不是25%。
One final balance change I want to address are the "Expand Infrastructure" and "Centralize State" features from Leviathan. Their goals were to enhance playing tall. While the idea was neat, we felt like these two buttons didn't have the punch needed to be worth the attention. The issue with "Expand Infrastructure" was the relation of governing cost and manufactory slots: manufactories are useful in low dev provinces as they give a flat bonus, but a governing cost increase means a province is more expensive to hold which is why you don't waste it for a benefit which could be accomplished by holding one additional 3 dev province with a manufactory. So the times where you would use this button would be if you want a province to have something like a rampart, which is a very niche situation at best. Because of that we have decided to give "Expand Infrastructure" some more power, which makes their cost worthwhile:
我最后想說的一個平衡性改動是關(guān)于利維坦Leviathan中的“擴建基礎(chǔ)設(shè)施”和“集中化地區(qū)”的。這些特性本意是要強化種田能力。這個想法很不錯,不過我們感覺這兩個按鈕沒有足夠的關(guān)注度。“擴建基礎(chǔ)設(shè)施”的問題在于行政容量花費和工場槽位的關(guān)系:工場在低發(fā)展度省份會很好用,因為它們提供直截的加成,但是行政容量花費增加意味著省份維護成本增加,這也是為什么你們不愿意浪費行政容量來僅僅多拿一個有工場的3發(fā)展度省份。因此,當(dāng)你想讓一個省份擁有像壁壘這樣的東西時,你才會使用這個按鈕,這充其量是一種非常罕見的情況。正因為如此,我們打算強化一下“擴建基礎(chǔ)設(shè)施”,讓它的花費更值得:

擴建基礎(chǔ)設(shè)施
擴建基礎(chǔ)設(shè)施會為這個省份帶來以下效果:
本地建造花費-5%、本地建造時間-5%、本地發(fā)展度花費-5%、本地貿(mào)易力量+5%、本地生產(chǎn)效率+5%、本地商品產(chǎn)出修正+5%、本地稅收修正+10%、本地人力修正+5%、本地水手修正+5%、本地造船時間-15%、本地招募時間-15%、衛(wèi)戍增長+25%、本地防御+20%、本地修船速度+5%、每月自治度變化-0.001、可用建筑數(shù)量+1、可用工場數(shù)量+1、省份行政花費+25%、本地行政花費提升+50、本地奇觀升級花費-5%
I want to point out that this is NOT the final version. We will take the Beta feedback into consideration for adjusting this feature.
我想提一下,這并不是最終版本。我們會參考開放測試的反饋來調(diào)整這一特性。
Next point is the "Centralize State" button, which has one big issue: it competes with much more useful and global "Expand Administration" button from the government tab. To make "Centralize State" more viable, we have decided to change its identity a little bit by changing the governing cost from a flat reduction to a percentage reduction. We also added some other bonuses to the centralized state:
下一個部分是“集中化地區(qū)”按鈕,這個特性有一個大問題:它與政府選項中用處更大更廣的“擴展行政管理”按鈕相互競爭。為了讓“集中化地區(qū)”的用處更大,我們決定稍微改變其定位,將原先降低固定數(shù)額的行政花費改為按百分比降低。我們還為集中化地區(qū)增加了一些其他增益:

集中化地區(qū)
地區(qū)行政花費:-10%
地區(qū)維護費:-10%
當(dāng)?shù)胤睒s度增長:+0.10
Here are a few other balance changes we have done for 1.33:
以下是一些1.33版本號中已經(jīng)做出的平衡修正:
- Winter Palace's modifiers have been reworked as they didn't feel right for Russia and the seat of Peter the Great. Now it gives at level 3 the following modifiers:
- 我們重做了冬宮的修正值,因為原先的版本不太和俄羅斯與彼得大帝匹配。現(xiàn)在三級的冬宮給與以下修正:

冬宮
省份修正:
思潮增長+1.00
擁有省份的地區(qū):
思潮傳播速度+25%
全局修正:
外交官+1
年度專制度增長+0.50
附庸接受度+30.00
- Tibetan (just like Vietnamese and Korean) can now sinicize their culture and adopt a culture of the Chinese culture group. It should be noted here: we are using the Manchu way of doing this as the engine is way too outdated for dynamic culture groups unfortunately.
- 西藏地區(qū)(正如越南和朝鮮地區(qū)一樣)現(xiàn)在可以將他們的文化中國化,并采用中華文化組的文化。值得注意的是:我們是按照設(shè)計滿族的方式來做這個新調(diào)整,因為不幸的是,過時的游戲引擎無法支持動態(tài)文化群體。
- Syncretic religions now give the bonuses of the monuments of the secondary faith. Example: Oirat which has Sunni as Syncretic religion will be able to benefit from the Hagia Sophia.
- 融合宗教現(xiàn)在獲得了次要信仰的奇觀增益。例如:以遜尼派為融合宗教的衛(wèi)拉特將能得到圣索菲亞大教堂帶來的增益。
- Feudal Theocracies have access to the Divine Ideas Group instead of the Aristocracy ideas.
- 封建神權(quán)政體可以開啟神權(quán)理念組,而非原先的貴族理念組。
- Muslim subjects will no longer enact "Guaranteed Dhimmi Autonomy" if their Muslim overlord has religious ideas.
- 如果其穆斯林宗主國有宗教理念,穆斯林的附屬國將不再使用“保證齊米自治”。
- Roman Empire's ideas have been buffed to bring them on par with the ideas of the HRE.
- 羅馬帝國的理念組得到了增益,使其能與神羅的理念相比。
- Selling Crownland now requires you to actually have the 10% to sell.
- 出售王室領(lǐng)地時現(xiàn)在需要實際擁有10%才能出售。
- Manpower, Sailors and Forcelimit granted by colonies are reduced by 25%.
- 殖民地帶來的人力、水手和部隊上限現(xiàn)在減少25%。
That was all from my side! I wish you a nice week, and we will see you in the next DD!
我要說的內(nèi)容就這么多了!祝大家一周快樂,我們下篇開發(fā)日志再見!
Alright, now @Pavía again in charge, into the workflow for this patch. When tackling 1.33 fixes, we obviously gave priority to bugs being reported after the 1.32.2 patch was released, and those that didn't make the cut owing to not being implemented in time. In the Content Design Team we also addressed and discussed some balance changes we wanted to make for this patch, specifically for the Eastern Asia regions, as @Ogele has just pointed out. But we found that as the bugfixing process was going well, as the 'Songhai' patch had been much less troubling than the previous 'Majapahit' one, we had some development time at our disposal to go back, and try to fix even older script-related issues.
好的,下面內(nèi)容再交給@Pavía,談?wù)劚敬窝a丁的工作流程。在處理1.33版本號的修復(fù)時,我們明顯優(yōu)先處理了1.32.2版本號補丁發(fā)布后報告的bug,以及未及時進行修復(fù)的bug。正如@Ogele上文所述的那樣,在內(nèi)容設(shè)計團隊中,我們還解決并討論了我們希望做出的平衡性改動,尤其是是針對東亞地區(qū)。但我們發(fā)現(xiàn),因為bug修復(fù)過程進展相當(dāng)順利,我們有時間可以回頭修復(fù)之前的和腳本相關(guān)的問題——這是因為“桑?!毖a丁比之前的“滿者伯夷”補丁簡單得多。
That is what we called 'Script Debt', following the 'Tech Debt' concept that was also addressed in older versions of EUIV (for 1.30 patch there were a lot of issues addressed this way, if you recall). So we focused for a few weeks on cleaning up all these older issues that for one or other reason hadn't been solved yet, and trying to have as few remaining legacy problems from older versions as possible. We also cleaned and simplified some scripts that were a bit convoluted, something that we'll continue doing in future versions when possible (because for the next patch we'll be more focused on creating new content, as previously said).
這就是我們所說的“腳本債”,以及我們在之前版本的EUIV中提出的“技術(shù)債”的概念(如果你還記得的話,在1.30版本號補丁中,有很多問題是通過這種方式解決的)。因此,我們花了幾周的時間專注于處理因為種種原因尚未解決的舊問題,并嘗試盡可能不讓舊版本的問題遺留下來。我們還處理并簡化了一些復(fù)雜的腳本,我們將在未來的版本中繼續(xù)進行這樣的改進(因為如前所述,對于下一個版本,我們將專注于創(chuàng)新內(nèi)容)。
What are the actual results of this work? So we've solved around 40 older script issues for this patch. And regarding all the bug fixes done, I'll show you some pictures and metrics, as they may speak Better of it than I:
這項工作的實際成果是什么?、我們已經(jīng)在這個補丁中解決了大約40個舊的腳本問題。 關(guān)于所有已完成的錯誤修復(fù),我將向你展示一些圖片和參數(shù),因為它們比我的語言更加直白:


Here you can see that we've solved over 400 reported bugs, reducing the total count by at least 100 bugs and issues for this patch alone, which puts the EUIV bug-count lower than any GSG game has been in the last decade, according to our metrics (yay!).
在這里你可以看到,我們已經(jīng)解決了400多個報告的bug,僅這個補丁就減少了至少100個bug。根據(jù)我們的指標(biāo),EUIV的錯誤數(shù)量已經(jīng)低于過去十年中任何GSG游戲(耶?。?/p>
So, what can you expect from the team in the next months regarding this topic? Apart from developing new content, we'll continue addressing Tech Debt, Script Debt, and QoL improvements; you can help us by posting this kind of problems in the Bug Reports subforum, as we keep a regular track of it. And if you have any suggestions for improving the state of the game that are not bugs, we will continue tracking the Suggestions subforum in that regard. Listening to the voices of players is important for the Tinto Team at this point of the development of EUIV, as we’re trying to polish the game as much as possible.
那么,在接下來的幾個月中,我們團隊又能滿足玩家的哪些期待呢?除了開發(fā)新內(nèi)容,我們將繼續(xù)解決技術(shù)債、腳本債,并改進基礎(chǔ)游戲質(zhì)量。你在報告錯誤的子論壇中發(fā)布的報告對我們團隊很有用,我們會定期跟蹤這些報告。如果你有任何bug之外改善游戲狀態(tài)的建議,我們也將在建議子論壇跟蹤這些內(nèi)容。在現(xiàn)在的開發(fā)階段,傾聽玩家的聲音對于Paradox Tinto團隊來說非常重要,因為我們正在盡力完善游戲。
To finish, when can you expect the 1.33 patch to be released? Well, the good news is that we're pushing it as an open Beta this evening! We'll keep it open for a couple weeks, and then we will release the full patch later in Q1, after the testing is done, and we’re sure that we've solved all the issues Appearing in the open Beta.
最后, 1.33版本號補丁什么時候發(fā)布呢?好吧,好消息是我們今晚將其作為開放測試推出!我們將讓新補丁保持開放測試幾周,然后我們將在第一季度晚些時候發(fā)布完整補丁,在測試完成后,我們確信我們已經(jīng)解決了開放測試中出現(xiàn)的所有問題。
By the way, we noticed that we have an issue regarding the Linux version of the game that we're already trying to fix, so those users should NOT opt-in into this open Beta.
順便說一句,我們注意到Linux版本的問題,我們已經(jīng)在嘗試修復(fù),因此這些用戶不應(yīng)選擇加入開放測試。
You'll be able to take a look on the changelog along with the release of the open Beta. See you, and we will be answering issues raised in this thread during the week!
開放測試發(fā)布后,你應(yīng)該能夠查看改動日志。再見!我們本周也將在這篇日志帖子中回答問題!
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