专栏/Stellaris开发日志#225 | 9/23 莱姆补丁更新

Stellaris开发日志#225 | 9/23 莱姆补丁更新

2021年10月01日 10:24--浏览 · --点赞 · --评论
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牧游社 牧有汉化翻译


Stellaris Dev Diary #225 - 3.1.2 "Lem" Patch Update

MrFreake_PDX, Major Community Ambassador


Hello Stellaris Community!

Stellaris社群的各位吼啊!


This week's Dev Diary comes to you with a little bit less of the future development and more of what we've been doing with the Custodian team's work. That means that we'll be sharing a little bit of information on the upcoming fixes for the 3.1.2 patch. Next week we should be back to the regular schedule of dev diaries that we know you're looking forward to; however, this week we want to continue the conversation from last week and provide details on the patch.

这周的开发日志要给你们讲的主要是守护者团队最近在做的事,未来的开发内容会比较少。这意味着我们要分享一点3.1.2版本号补丁中将有的修复。下周我们应该会回到正常的开发日志计划上,我们知道你们都在翘首以盼呢。然而,这周我们想继续一下上周的内容,说一说补丁的细节。


First off, we want to thank all of you for submitting your bug reports! Bug reports are extremely useful to us, and we want to thank our Community for dedicating their time to reporting issues in Lem. I just want to share a little context with you all for a moment:

首先,我们想感谢你们提交的错误报告!错误报告对我们来说非常有用,我们想感谢我们的玩家社群为报告莱姆Lem更新中的问题投入的时间。现在,我想和你们分享一点背景资料。


On launch day we peaked at ~18k concurrent players on Steam, supposing each of those players plays one hour, that's 18 000 hours. Assuming a 40 hour work week, that's 450 workweeks. This isn't meant to make excuses, but just to put into context that our community does more playing in the hour after release than we could hope to accomplish in the time between the release of Nemesis and now. :D

新版本上线时,Steam上最多同时有约18000玩家,假设这些玩家每人玩了一个小时,这就是18000小时。假设一周工作40小时,这就是450周了。这不是要找借口,只是想说明一下背景,我们的玩家社群玩一个小时,就能远比我们在涅墨西斯Nemesis发布和现在之间能完成的要多(笑)。


With that being said, we have put together a patch for the 3.1.1 "Lem" Update! The Custodian team has spent the last week fixing issues raised by the community, and we hope to get this patch out to the larger community around the middle of next week (as long as there are no further issues).

话虽如此,我们已经弄好了3.1.1版本号莱姆莱姆Lem的补丁了!守护者团队上周一直在修复社群反映的问题,我们也希望能在下周三周四前后将补丁发布给更大的玩家社群(只要没有更多的问题)。



##########################

##### VERSION 3.1.2 ######

##########################


######################

# Performance and Stability

# 稳定性和性能

######################


* Fixed a crash where releasing a vassal as a Clone Army could cause an invalid species.

* 修复了一个扮演克隆军团时释放附庸会产生无效物种的崩溃


######################

# Bugfixes

# 捉虫子

######################


* Fixed the Clone Army origin tooltip not having a matching ship upkeep reduction with their admirals. Also changed the bonus to scale in a cleaner way, the upkeep is now 5/10/20% based on the Army's decisions.

* 修复了克隆军团起源的提示条中舰队司令的舰船维护费减少效果与游戏中效果并不匹配的问题。我们也把加成的累进方式改的更清晰了,现在维护费会根据军团的决议减少5/10/20%。


* The Genetic Crossroads special project will now abort if a species completes Synthetic Evolution before finishing it.

* 如果一个物种在完成了起源争论中的特殊项目前完成了合成进化,那么特殊项目将会中止。(译注:起源争论是新的克隆军团起源中探索自身起源的一系列事件)


* Fixed habitability of planets that clone armies have abandoned through lack of clone vats being locked at 0% for them.

* 修复了由于缺少克隆仓导致克隆军团放弃一个星球时,星球宜居性对他们锁定为0%的问题。


* Ancient Clone Vats can now only assemble Clone Soldier pops.

* 远古克隆仓现在只能组装克隆士兵人口。


* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit

* 进入食物短缺状态时,使用催化处理民政会给予合金生产-50%的生产惩罚。这和不用催化处理的帝国矿物短缺时的惩罚是一致的。


* Fixed players being able to move their Science Ship to blow up systems using the “Elder One” event.

* 修复了玩家可以利用“那位大人”事件来通过移动他们的科研船炸掉星系的问题。


* Fixed exploit where AI acceptance from Eminent Diplomats tradition also applied to trade deals.

* 修复了杰出外交官传统带来的AI接受度加成也适用于贸易协定的问题


######################

# Known Issues

# 已知问题

######################


* The penalty to alloy production from a food deficit in catalytic empires is not shown in the deficit tooltip.

* 食物短缺时合金生产的惩罚未能显示在短缺提示条中。


* Mastercraft Inc. Civic does not change Artisans into Artificers on an Ecumenopolis.

* 巧手公司民政未能将理想城中的工匠转变为熟练技工。


* Some inconsistencies in the number of jobs exchanged by Foundry Station designation for empires with the Catalytic processing civic.

* 拥有催化处理民政的帝国,铸造站的转化岗位数目有时会前后不一致。


* It’s possible for the Nivlac species to be created without the Radiotrophic trait in certain instances.

* 在特定情况下,有可能创造出没有辐射营养特制的尼瓦拉克族。


* Party Aftermath event can create crossbreed species between caravaneers and an infertile clone pop.

* 派对后果事件可能在行商和不育的克隆人口之间创造混血物种。


* Shattered Ring World can turn into a planet due to takeover or devastation.

* 破碎之环星球可能会因为占领或毁灭而变成一个行星。


* Mechanical pops with a Decadent Lifestyle have no pop upkeep.

* 有着颓废的生活方式生活标准的机械人口没有人口维护费。


* Awakened Empires don't use traditions properly.

* 觉醒帝国无法正常使用传统。


* Machine empires can spawn with the necrophage origin.

* 机械帝国可能会有食尸文化起源。


##### END #####



For those of you still waiting for your mods to update, we also have been maintaining a list of updated mods for 3.1.*, you can check it out here.

如果你还在等着你的mod更新的话,我们弄了一个已经为3.1版本号更新的mod列表,你可以在这里查看(译注:P社提前把新版本给了一些mod制作人,方便他们更新mod。)

forum.paradoxplaza.com/


Thanks for reading, we'll see you next week where grekulf will shine some light on the operations of the Custodian team.

感谢阅读,我们下周再见时会让grekulf来讲一讲守护者团队的运作。


The Stellaris Team

Stellaris开发团队敬上。



翻译:AntiAccess

校对:一水战阿部熊 三等文官猹中堂


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