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回复:伊本·白图泰更新

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翻译:现在在主市政界面,市政效果明晰可见了
原文:Civil effects are now easily visible from the main Civics screen


IP属地:广东来自iPhone客户端18楼2022-07-07 17:55
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    翻译:摆脱战争迷雾
    谈到视野,我们也改造了视线系统。旧系统在很多方面都有利于防守方,且存在一些让许多玩家感到既不自然也很烦人的问题。你们位于山顶的加农炮为什么会被这些树林和单位挡住?显然,Humankind的世界里全是巨人和红杉树……这让你们很难在不过度暴露单位的同时进行一次理想的射击。
    因此,我们削减了单位和树林的尺寸,让你们可以更容易地利用海拔(优势)来施展火力。与此同时,我们改进了视线判定使其更准确。现在你们的前线(单位)应该对射击影响更小了,但悬崖应该影响更大:或许只有刚好在(悬崖)边缘,你们才能向下射击敌人,同时你们在遭受还击时会更不安全。
    原文:Let Slip the Fog of War
    Speaking of vision, we’ve also overhauled the Line of Sight system. The old system favored the defender in many ways and had some quirks that were unintuitive and frustrating to many players. Why would these forests and units get in the way of your cannon on the crest of a hill? Clearly, the world of Humankind is inhabited by giants and Redwood trees... This could make it very difficult to line up a good shot without exposing your units too much.
    So, we’ve cut units and forest down to size to make it easier to exploit elevation to bring your full firepower to bear. At the same time, we’ve improved the Line of Sight check to be more accurate. Your frontline should interfere a bit less with your shooting now, while cliffs should have a bigger impact: You may need to get right up to the edge to shoot down at your enemies, and you will be much less safe from return fire.


    IP属地:广东来自iPhone客户端19楼2022-07-07 17:59
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      上次玻利瓦尔之后出了个密西西比,但资料片是拉美,这次的是摩洛哥人,非洲资料片是撒哈拉沙漠以南非洲,会不会出北非摩洛哥


      IP属地:广东来自Android客户端20楼2022-07-07 18:21
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        最重要的19楼被吞了?那我这里补充一下
        射击视线判定大改,友军阻挡不再产生完全的射击惩罚,高地低地对的射击影响大大增加。没细说这个改动对直射系(标枪、弩和枪炮)具体影响,希望可以让弩兵翻身……不然中世纪好用的远程只有高棉弩炮象和英国长弓了(或者用孔雀的标枪象勉强顶一下,埃及马卡巴塔那就纯靠数量刮了)


        IP属地:浙江来自Android客户端21楼2022-07-07 20:22
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          翻译:现在,清晰无阻的射击更加简单,同时障碍物的标记也更加清楚
          原文:Getting a clean shot is easier now, while obstacles are marked more clearly
          猜测:如图一:在当前版本中,所选火绳枪手是无法攻击到所选征召兵的,而在伊本·白图泰更新中,这种存在前方单位阻碍的射击似乎可执行;此外,如此进攻时的攻击预测中似乎也不再出现因视线受阻而减益的机制(通常是-4战斗力)。
          如图二:所选火绳枪手无法攻击到所选征召兵,此时有一格位显示手掌(意味阻碍)图标,或许意味着此格位上的单位即是视线阻碍因素。如果猜测属实,未来玩家将会更容易调整军队站位,实现有效无阻的进攻。



          IP属地:广东23楼2022-07-08 09:41
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            省流:下周将公布有关一些文化的改动,敬请期待。
            原文:That’s all for now, but we hope you will enjoy these visual improvements to the game. Come back next week for an early look at some of the changes we are making to cultures. We think they’ll offer some exciting new opportunities!


            IP属地:广东24楼2022-07-08 13:54
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              为什么HUMANKIND最近的新闻都没有简中翻译了,我记得拉美DLC的时候还有呢


              IP属地:北京25楼2022-07-09 08:44
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                省流:
                ①伊本·白图泰Beta已在Steam上可用(仅限Windows),玩家可提前试玩,体验部分改动内容(但并非最终版本);
                ②此次个人翻译仅针对更新内容公告,不包括开发者分享(有效信息较少);
                ③个人能力有限,部分翻译不一定准确,一切改动以游戏内实装效果为准。


                IP属地:广东26楼2022-07-13 12:20
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                  Beta安装方法如下:



                  IP属地:广东27楼2022-07-13 12:28
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                    这次更新会出配套的新国家dlc吗?


                    IP属地:四川来自Android客户端28楼2022-07-13 12:55
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                      翻译:
                      影响力平衡:
                      你们大概知道,有很多玩家都提到过游戏中快速增加的影响力花费。说实话,有些花费在中后期游戏确实增加得有点失控了。因此我们正对以下因素进行调整:
                      ①市政:减少已颁布市政对(后续颁布市政)花费的影响
                      ②附属前哨站:减少已附属领地对(后续附属花费)的影响(-40%)
                      ③兼并城市:减少基础设施买断花费(对附属城市花费)的影响(-50%)
                      (若难以理解上述复杂的描述,也可简单理解为此三项行动的影响力花费都将减少)
                      附庸:
                      如果名望高于对手,战后强迫附庸将会更加便宜(指战争分数)。大约每200名望可提供10战争分数花费的减免。
                      军国主义者本性:
                      尽管在一位经验丰富的玩家的操作下,军国主义者本性能力强的离谱,我们还是发现大多数更休闲的玩家觉得它弱的离谱而且几乎从来不使用它。因此,我们正对它进行微调,以使休闲玩家更好地使用它,同时修复一些bug和计划之外的用途。
                      ①工业时代和现代的(每个)民兵单位需要2城市人口生成(不影响攻城战中的民兵)
                      ②民兵单位现可升级为抗骑兵职业单位(从长枪兵到现代的步兵)
                      ③民兵单位不再可以任意治疗(此句翻译不一定准确,因本人几乎不用军国主义者,不了解非围城战的民兵单位机制)
                      ④修复了升级和解散单位时会增加人口的问题
                      ⑤调整军国主义者本性能力的冷却时间,以匹配游戏速度和军队规模
                      原文:
                      Influence Balancing:
                      You probably know how many players bring up the rapidly growing influence costs for various actions in the game. To be honest, some of those costs did spiral a bit out of control in the mid to late game. So we are adjusting some factors to the following:
                      ①Civics: Reduced the cost impact of Number of Enacted Civics
                      ②Attaching Outposts: Reduced the impact of already attached territories by 40%
                      ③Merging Cities: Reduced the impact of Infrastructure Buyout Cost by over 50%
                      Vassalization:
                      Forcefully Vassalizing an opponent after a war will now be cheaper if you have more Fame than them. Roughly every 200 Fame should provide a 10 point reduction in War Score Cost.
                      Militarist Affinity:
                      While the Iron Reserves ability is incredibly powerful when exploited by an experienced player, we found that most more casual players find it extremely weak and almost never use it. So, we are making some tweaks to it to make it feel better to use for casual players, while fixing some bugs and unintended uses:
                      ①Militia units in Eras 5 and 6 now cost 2 pop each to raise (sieges unaffected)
                      ②Militia units can be upgraded into professional units in the Anti Cavalry branch (starting from Spearmen up to Rifles in the 6th era)
                      ③Militia units are no longer free to heal
                      ④Fixed an exploit that created population when upgrading and disbanding units
                      ⑤Adjusted Ability Cooldown to scale with gamespeed and army size


                      IP属地:广东29楼2022-07-13 13:01
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                        翻译:
                        [远古时代]
                        腓尼基人:
                        传承加成:不再提供科技研究花费的减免;改为为航海单位提供+1攻击力和+1移动力
                        象征性单位:改为海洋运输单位。13攻击力,2移动力(新的传承加成下,实际为14攻击力和3移动力)
                        象征性区域:+1农民工作格位(因为金钱在远古时代并不重要)
                        赫梯人:
                        传承加成:不再提供研究花费减免(存疑,现版本赫梯人传承加成似乎并无相关内容);每占领一座城市,则为自有城市提供+20食物/工业/金钱/科技(此效果随战争结束而消失)
                        象征性区域:+3金钱,并对领土内友方单位提供+20生命恢复
                        原文:
                        [ERA 1]
                        Phoenicians:
                        Phoenician LT loses early naval tech cost reductions, gains +1 CS and +1 Movement Speed on naval units
                        EU becomes Naval Transport, unlocked with Fishing. 13CS, 2 Movement Speed (14CS and 3 Move Speed with LT)
                        Phoenicians gain access to Pentekonter
                        EQ gains a +1 Food worker slot (as money is not that powerful in the Ancient Era)
                        Hittites:
                        LT: tech cost reduction to wheel replaced with "+20 to FIMS per Occupied City on each of their Own Cities" (Note: This effect ends with the war.)
                        Emblematic Quarter provides +3 Money and +20 Health Regen to friendly units in territory


                        IP属地:广东32楼2022-07-13 13:42
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                          IP属地:广东33楼2022-07-13 13:48
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                            翻译:
                            [古典时代]
                            罗马人:
                            传承加成:不再提供军队维护费用减免和研究花费减免;改为提供50%单位经验获得加成(因为军队维护费用几乎不需要玩家操心)
                            象征性单位:减少1战斗力(现为29战斗力)
                            象征性区域:每相邻一个区域,提供+5影响力和+5安定度;计为议事区;建造完成时若城市处于“胜利”状态,则+50名望
                            哥特人:
                            传承加成:不再提供劫掠战斗力加成;改为每有一个军队单位,劫掠时提供25%收益加成,以科技值形式获得(现存在bug,实际提供50%收益加成)(此句翻译不一定准确)
                            象征性区域:不再减少安定度;提供5%总体劫掠赏金加成;计为议事区

                            游牧文化(匈人&蒙古人):
                            不再通过战斗获取食物;改为能够收集平原和草原上生成的特殊“牧场”奇珍

                            匈人:
                            传承加成:敌对领土中的每个单位提供+5科技
                            加拉曼特人:
                            象征性区域:为所在领土的开发利用格位提供+1食物;每相邻一个贫瘠土地格位,提供+2食物;必须建造在贫瘠土地、石地和岩地旁
                            原文:
                            [ERA 2]
                            Romans:
                            EQ now permanently gives +5 Influence, +5 Stability for each adjacent district
                            EQ now counts as Commons Quarter
                            EQ gives +50 Fame if completed while city is Victorious
                            LT –30% upkeep reduction replaced with +50% experience gain on unit (as army upkeep seems to rarely be a concern for players)
                            LT lost -30% Research Cost for Imperial Power
                            Praetorian Guard lose 1CS (now 29)
                            Goths:
                            LT: Removed Ransack Combat Strength Bonus (difficult to understand for players)
                            LT: Added "+25% of Ransack Gains earned as Science per Army Unit" Currently bugged: Provides 50% bonus instead
                            EQ Base Yields unchanged, but no Stability penalty
                            EQ also increases overall ransack bounty by +5%
                            EQ now counts as Commons Quarter
                            Era 2+ nomads (Huns, Mongols):
                            Lose food as combat spoils
                            Now can collect special “Pasture” curiosities that spawn on plains and grasslands which give food
                            Huns:
                            LT: Added +5 science per Unit on hostile territory
                            Garamantes:
                            EQ now provides +1 food on exploitation on local territory
                            EQ provides +2 food per adjacent sterile tile
                            EQ now must be build next to Sterile, Stony Field, or Rocky Field


                            IP属地:广东34楼2022-07-13 14:23
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                              唉 明明叫人类 连人与自然与生物与病毒对抗都没有 全在打架了


                              IP属地:山东来自Android客户端35楼2022-07-13 16:50
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