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【ACE更新】2月12号的2月15号的狂暴更新翻译

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_(:з」∠)_好家伙吧友一说,我去看了一眼,才发现官方连续好几天狂暴更新。粗略扫了一眼似乎有成吨的新内容,翻译翻译搬过来。
对于生僻特殊名词,个人水平有限,可能翻译不准,见谅。


IP属地:江苏1楼2023-02-16 15:42回复
    首先是2月11号的更新:
    steam上的原文如下,这个大更新没在steam上贴的。
    Lots of changes!
    Check the complete notes at:
    htt啊ps://discou啊rse.stone啊hearth.n啊et/t/ace-pre-rel啊ease-0-9-6-the-mercantile-update/43079
    接着是discourse上的原文:
    Finally! It is finally here!
    When the last larger update was released (part two of the “massive update”) I’ve said “I hope this is not a standard!” when talking about how MASSIVE it was. Well, here we are, this is - in theory - still part of what we planned for the “massive update”! However it was so much (and it has been so long) that we decided to jump up a version number again…
    So, welcome to 0.9.6! The update that finally finalizes all the stuff we wanted to do before dwarves! Yay!
    We are calling it The Mercantile Update in reference to what is probably its biggest, boldest and buggiest feature, a complete overhaul of how merchants work in the game. The new system includes lots of things that the community has desired for a long time like visible merchants, nicer looking stalls and markets, a more dynamic economy, ways to influence what merchants you get and even special ways to obtain farming and herbalist seeds that do not require the random trader event!
    Of course, this is just a part of the update and, as usual, we have a lot of other nice things like a bunch of new quests and events, dynamic weather, shooting stars, a new legendary weapon and armor, crypt changes, more reliable dragonborn king questline, the wonderful art of pottage, changes to veggies and new crops… Whew. The list goes on, so… Read the patch notes!
    !Important !
    As always, we encourage you to start a new game for this update! And remember, most mods will need some time to update so go easy on the ones you choose!
    Once more, we apologize for taking so long to release this version. It was planned for December 2022, but… Things happened!
    Finally, as always, we would like to be really grateful to all of you for the continued support. ACE exists because of all of you, and because of the original developers that left such a wonderful legacy to all of us, so we can build upon and nurture this amazing community! Our most sincere and heartfelt THANK YOU!
    By the way, if you’re feeling grateful as well, we have finally started to accept donations to support ACE! Yes, after 4 years you can finally share a little bit of love with the people behind the project so no update better than the MERCANTILE UPDATE to do some advertisement, right?!
    And if you are one of the several people that has supported us already, thank you very much for believing in what we do!
    Ko-fiSupport Stonehearth ACE Team on Ko-fi! ❤️ 10
    Become a supporter of Stonehearth ACE Team today! ❤️ Ko-fi lets you support the creators you love with no fees on donations.
    Supporters get their name added to a new monument called the “Community Shrine”, there’s still time to get your name in on one of the probably upcoming patches and fixes!
    Let’s get practical now!


    IP属地:江苏2楼2023-02-16 15:49
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      嘶,这还只是前言,不是正经的更新内容的说明。太长了,可能翻译要花点时间。


      IP属地:江苏3楼2023-02-16 15:49
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        [ACE] 预发布0.9.6 - 贸易更新!
        新版本终于来咯!
        在上一次大更新发布的时候(“超大杯更新”的第二部分),提到它有多大杯时我曾说:“我希望这还不是一个基准!”好了,我们又来了!按理来说,这依然只是超大杯更新计划中的一个部分而已,但它的内容实在太多了(时间也隔太久了),所以我们决定再增加一个版本号...
        于是,欢迎来到0.9.6!这次的更新,终于补足了所有我们想在矮人之前要做的东西。好耶!
        我们将其称为“贸易更新”,是指或许是量最大、最大胆、最bug、对游戏中贸易的运作方式改写得最彻底的更新。新系统包括了许许多多石炉论坛里期待已久的东西,例如可见的商人们;看起来更漂亮的摊位和市场;一个更具生气的经济;一些能影响到你接触的商家甚至是获取农业和草药种子的特殊途径,这些途径并不需要随机的交易事件!
        当然,这仅是更新的一个部分,和以往一样,我们还有超大量的好东西,比如一系列的新任务、新事件;动态天气;射击星辰(?);新的传奇武器与传奇护甲;地穴改动;更可靠的龙族国王任务线;精妙的盆栽(?)艺术;蔬菜和作物的改动...呼~
        改动说明还有呢,所以...读一读补丁说明吧!
        !警告,很重要的警告!
        一如既往,我们鼓励您在更新之后新开一局游戏!并且请牢记,大多数mod依然需要时间来一次次地更新,所以按你感觉舒服的节奏玩吧。
        还有啊,我们想为花了这么久才发布这个更新而感到抱歉。本来计划在22年12月公布的...但是,事与愿违。
        最后,一如既往,我们真心感谢大家持续的支持。ACE之所以能继续存在就是因为有你们,以及最初的那些开发者给我们所有人留下的如此美好的遗产,于是我们才能建立并发展一个如此惊人的论坛!对此致以最真诚、衷心的感谢!
        顺便一提,如果你也有感激之情,我们现在终于开始接受对ACE的捐款了!是的,四年了,你终于能把你对这个项目的爱分享给它背后的人们了。所以,没什么能比“贸易更新”更适合被推广一下的更新了。
        如果您已经是支持我们的一员了,非常非常感谢您对我们所做的事情的坚持。
        Ko-fi
        在Ko-fi上对石炉ACE团队进行支持!今天起成为支持ACE团队的一员吧!Ko-fi可以让你支持你热爱的创作者们,同时并不需要支付任何费用。
        支持一下可以让支持者们的名字被添加到一个名为“社区圣地”的新纪念碑上。让你的名字加入到可能即将发布的补丁和修复中依然为时不晚!
        让我们现在就来试试吧!


        IP属地:江苏4楼2023-02-16 16:57
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          接着是2月11号这次更新的内容列单原文:
          0.9.6 Known Issues
          Please do not report these:
          ·The inventory of the new Silk Road caravan quests and merchants is incomplete, with many of the asian-themed decorations and armors still missing. This will be fixed on one of the upcoming patches that will probably come in the next few days.
          ·Similarly, merchant stalls graphics are currently stuck to the “default” decorations. In the near future, each merchant type will have a sign of their own and you’ll be able to tell them from each other through the sign; for now, however, they will all use the default sign. Sorry for the inconvenience! (Partially fixed on 0.9.6.2)
          ·Because of the issue above, merchants selling pets will have their pets sitting on top of the table! Which looks absurdly funny and cute, mind you… So you might thank us for this issue, at least for now! Please enjoy it while it’s not fixed.
          ·Sometimes, when clicking the “Shop Icon” on the Mercantile Overview to see the wares of a merchant, the shop might not open. This is not really a bug, but might be reported as one. It happens because the shop bulletin is already open (but not read). It should be in your alerts panel if you click it.
          ·The quest storage may not work properly if items are carried straight from the ground (dropped by a crafter, etc.) to them because these items fail to be “registered” in the “Town Inventory” (which usually happens when they get properly stored in a container), thus preventing the quest from being completed. There are, however, steps for a workaround (Fixed on 0.9.6.2)
          ·The town limit for “Disposable Turrets and Traps” is not being properly tracked. (Fixed on 0.9.6.2)
          ——————————————
          View Patch Notes
          GOOD-BYE, TOMTEE!
          ·Frostfeast has been deactivated.
          ·All unlocked recipes (and obtained items) will, of course, remain!
          ·Tomtee and the Frostfather will be back… Maybe sooner than you think!
          GET MERCANTILE, WITH STYLE
          ·We’ve completely overhauled the way merchants (and market stalls) work! We’ll now explain the details and all you need to know to start using the system:
          ·All existing market stalls are now renamed “Old” and will only serve as decorations. Merchants can no longer be called from them.
          ·There are now 3 Tiers of market structures for each material (wood, stone and clay). They’re called: “Market Stand”, “Market Stall” and “Market Booth”. The material cost of the first two is also much more affordable than they used to be in the base game.
          ·Merchants will now physically appear in the world when they visit and they’ll seek to occupy a market structure to buy and sell their goods. You can only host one merchant per day if you have no market structures, and the merchants are limited by the tier of the structure and the town. For example, a Tier 3 Merchant will not visit a Tier 2 town.
          ·Tier 2 Merchants will need Tier 2 or 3 structures, Tier 3 merchants will need Tier 3 structures. Tier 1 merchants can use any structure.
          ·Merchants will always arrive in the morning (around the same time as the Daily Update) and leave at the end of the day. During the time a merchant stays in town, you can interact with them at will - which means you can’t “close” a merchant by accident anymore, they’ll spend the day in your town and you can access their wares at any time!
          ·The amount of merchants that will visit you depends on a variety of values like your town’s worth, gold amount and how much you’ve traded (sold and purchased from other merchants) before. The more you trade and the richer your town, the more daily merchants you’ll get! (As long as you have enough structures for them to occupy)
          ·When you get your first merchant, a message will show up and summarize the Mercantile system a bit for the player to understand.
          ·There’s also a whole new UI window for the player to understand these things called “Mercantile Overview”. (Default key is t).
          ·The overview has two tabs. The first tab will show all the active merchants currently in town. You can click them, their stall, their shop icon and such to quickly access these. You’ll also notice merchants now have Categories, represented by an icon.
          ·At the top of this tab, you’ll also see a small text informing you how many daily merchants you can get. On the bottom of the tab, you’ll see all your market stalls, per tier.
          ·On the second tab, called “Preferences”, you are able to see all their categories. Hoving over their names with the mouse will display the kinds of things they sell and the kinds of things they pay more for. You can also influence how more likely to get a certain category you are (or completely block a category from arriving) by “spending” your “encourages” and “disables”. The amount of each is determined by the town’s tier.
          ·Finally, on the right side of the “Preferences” tab, you can see all your exclusive stalls and toggle their functionality. More on exclusive merchants soon.
          ·Once a shop is open, you’ll also notice something new in the “Sell” tab. Merchants now have desires, things that they will pay more than they normally would for. These are the “Wanted Items” and they’re different for each merchant, with the description of each category giving an overview of what to expect.
          ·It’s meant to be very intuitive, however. Think like this: a carpenter will want wood, or maybe a better saw, or crafter clothes. A blacksmith might want ores, coal, a strength tonic or beer. A forager might want a backpack, weapons, baskets, and so on. Learn the needs of different merchants (and how to spot good opportunities) to maximize your profits!
          ·You’ll also notice that the amount of money merchants bring is smaller than before. This is intentional, and the idea is to fight the early game inflation by having players need to work a bit more to amass larger fortunes. The higher the tier, the more money merchants will bring, which should ensure a more healthy and steady progression.
          ·Additionally, this should encourage players to obtain money through some of the new methods like selling Wanted Items and using the new shop displays to get money from travelers (more on that later).
          ·Because of that, all existing merchants have had their inventories overhauled. To compensate for missing or swapped goods, there’s also a bunch of new merchants!
          ·For example, a lot of things have been moved away to different shops, carpenters, masons and potters don’t sell their raw resources anymore (they want to buy it instead!), there are logging camps, quarries and clay pit merchants to sell you these now! Take the time to read the categories’ descriptions and learn the new dynamics of trade!
          ·Also, to adapt to the new system, the text bits of many of the merchants have been edited to feel more consistent with what happens in-game.
          ·There’s also a special kind of market structure, “Exclusive Stalls”. These are market structures that can host unique merchants that come with their own benefits. Exclusive stalls can be unlocked through different means, try to find all of them out!
          ·One final consideration: This is an incredibly massive change/new mechanic, and there will obviously be imbalance at first. Please make sure to share with us your experiences with it!
          TOWN BONUSES (Yes, we nerfed Cunning! )
          ·Town bonuses have been slightly modified to host some new exclusive stalls. All Tier 1 and Tier 2 choices (Banner and Hearth) have an exclusive stall attached to them.
          ·Banner of Vitality: This banner will now allow you to create a “Herbalist’s Guild Market Stand”, which attracts a merchant that specializes in Herb Seed Bags that unlock herbalist crops!
          ·Banner of Strength: This banner will unlock the “Miner’s Guild Market Stand”, a very reliable source of cheaper ore and fuels, all in one!
          ·Banner of Cunning: Finally, the third banner will unlock the “Gold Trader Market Stand”, which allows the Royal Mint to visit with a merchant that sells gold, silver and gold flakes at their real manufacturing price! They also buy trophies for a good value.
          ·Additionally, the other bonuses of the Banner of Cunning have been tweaked to be less of an obvious choice. The “extra inventory” brought by merchants has been reduced to 50% more. The “extra gold” brought by merchants was removed. The “extra value” of items sold has been reduced to +10% +1 gold (which should improve the value of very cheap things like resources); The bonus speed on roads has been reduced to x2; However, we added a new bonus, one that reduces the “cooldown timer” of merchants before they can visit again by 25%.
          ·Hearth of Cheer: With this Hearth you’ll unlock the “Farmer’s Guild Market Stall” which enables you to be visited by their merchant who sells Crop Seed Crates! Yes, that’s right, you can now reliably purchase farming seeds! Farewell, punishing RNG!
          ·Hearth of Makers: This town choice will unlock the “Sculptor’s Guild Market Stall”, a store that specializes in selling these special and somewhat rare statues that you could previously only find in Tier 3 merchants.
          ·Hearth of Glory: At last, the third hearth choice will unlock the “Engineer’s Guild Market Stall” and their very unique merchant who sells special turrets and traps that do not require an engineer to be placed! They will, however, break after a while…
          ·(For Modders) We’ve changed Town Bonuses to have values provided from settings’ JSONs that we’ve added to the “Town Bonuses” folder under data. Please note that if you change the values, you still need to update the related localizations, though!


          IP属地:江苏5楼2023-02-16 17:07
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            QUALITY OF LIFE & PERFORMANCE
            ·With this update (as we get closer to ACE 1.0!) we’ve decided to give special attention to some QoL and even a few potential “performance improving” features!
            ·You can now hold the SHIFT key when clicking “Build” while on building mode to - like when crafting - make sure that all the objects necessary for that building will be queued on the top of the lists of their respective crafters. A tooltip reminding the user of that has been added to the “Build” button.
            ·Also on building mode, you’re now able to hover over missing objects from the “building materials” list to see what are you missing: a certain crafter, what level or if it’s a recipe that you do not have unlocked.
            ·We’ve added and changed some hotkeys around to be a bit more consistent and also to cover some important features that had no default hotkeys. Opening a character’s sheet (with the character selected) is Tab. “Gather & Replant” command can now be used with Shift+H. “Cancel Task” can be used with Shift+X and the “Destroy” tool with Ctrl+X. “Forage” and “Hunt” (Northern Alliance) now have hotkeys as well: Ctrl+H and Ctrl+Shift+H, respectively. For the place menu, “Dig Water Well” is now Ctrl+W and “Build Fence” is Alt+W, “Move Items” is Alt+M and “Undeploy Items” is Alt+U. For zones, “Bush Farm” is now Ctrl+F and “Decorative Flowers” has been set to Ctrl+D. “Underfarm” is not usable yet but has been set to Ctrl+U. Finally, “Trapping Zone” has been changed to Shift+T and the T key was given to the new “Mercantile Overview” tab.
            ·The name tag space in the unit frame has been increased, which means that many objects or names that were too long (and displayed a “…” at the end) should now be possible to show completely! Some names might still get cut, but the increase should help for a lot of things.
            ·You can now “Collapse” (or expand) item categories in the “town inventory”, “place objects” and “shop” screens by clicking their name. A little arrow marker will point out if a category is expanded or collapsed.
            ·Additionally, these categories have been reordered and will follow a more coherent logic. Your wealth, workshops, tools, consumables will be near the top; Resources and production around the middle; and most placeables, furniture, building parts and mechanisms at the bottom.
            ·Finally, there’s also a new “Search Bar” on many of these screens like the “town inventory” or “place objects” menu! Rejoice!
            ·We’ve tweaked the “Loading Screen” messages and added several dozens of new tips! Make sure to always read them, you might find something you didn’t know!
            ·While browsing a merchant’s wares, hovering over any equipment piece will now let you see the level, equipment type and jobs that can use it.
            ·While viewing a crafter’s workshop you are now able to toggle, per category, which crafters are allowed to execute recipes from that category. Crafters are displayed in order from lowest to highest level. This should allow users to divide the work of certain professions, like having a Cook that will exclusively craft ingredients while the other cooks meals; or having a blacksmith that will only smelt ores while the other forges weapons and armor.
            ·Are all your cheese vats, wine casks (and any other transformable entity) empty, with orders, but you don’t remember which one is producing what? Not sure how many of them are making vinegar or which cheeses are you going for? Worry not! You can now see what “choice” is currently selected by opening the “Component Info” window! (The little information i symbol on the unit frame, next to the object’s name)
            ·Whenever you accept a new quest that involves delivering items, you’ll now receive a special quest storage crate that serves to collect (and protect) the items needed for the quest! It will always appear near your town banner, so make sure to have enough room. You can enable or disable it at will, and you can also dump the contents in case you urgently need them back - otherwise they’ll remain in there, protected from being used and allowing you to more easily complete your quests without having to worry about eating or crafting things by accident!
            ·The Quest Storage system can be further tweaked to your preferences in the game settings through new ACE gameplay settings that allow you to disable it completely or have it spawn but be disabled to receive items. Default setting has everything completely enabled.
            ·Most items that have model_variants - that is, different appearances randomly selected - will now show their actual appearance on “ghost form” (when you place them); That should help decorators a bit! This applies to merchant stalls, many of the Frostfeast decorations and such.
            ·Pets will now reembark with their owners! Never again will you leave your beloved animals behind! (And yes, this includes dragons!)
            ·Additionally, you may now transfer the ownership of pets! This doesn’t include pets that have a special bond with their owners (Animal Companion trait) but applies to all other pets like the ones domesticated by a Trapper, bought from a merchant or hatched from an egg.
            ·There’s now a new gameplay setting for always keeping the game paused when loading up a saved game, even if the save had it running when it was made. This should greatly improve the experience of loading a game when you have a developed, busy town - possibly avoiding crashes and loading faster! Because of this, the setting is on by default. It can be turned off but we don’t recommend it.
            ·There’s also an experimental gameplay setting for limiting network data that could potentially help with multiplayer performance in busy games or games with very large storage (like when using a mod such as “Ethereal Storage”). We’re unsure of the actual benefits of this change yet, so please let us know if you test it out!
            ·There’s also another new gameplay setting for choosing a “Backup” localization language. We recommend always using “English” for this one. The backup localization is used as a second option reference for when the game is unable to find a string for your main language. It is very common for language mods to be outdated (or to not support all your other mods) and whenever that happens, users would see the weird string address instead of an untranslated string. This option should address this issue, showing the untranslated string instead.
            ·Fixed a game-interrupting issue that caused crafting to get stuck when certain ingredients are impossible to be reached. Crafters should now give up and move on to the next recipe.
            ·Fixed the “Can’t find crafting ingredient” alert (from ACE settings) that has been apparently malfunctional for a couple of years! Woah!


            IP属地:江苏7楼2023-02-16 17:16
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              好好好 插个眼


              IP属地:山东来自Android客户端9楼2023-02-16 17:31
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                0.9.6
                已知的问题
                请不要报告这些:
                ·许多亚洲主题的装饰与盔甲仍未完成,因此新的丝绸之路商队系列的任务和贸易并不完整。未来几天可能发布的补丁中会修复这个问题。
                ·类似的,商家摊位的图标目前都还在“默认”类别。不久之后,每种类型的商家都会有自己的标志,于是你可以通过这些标志来区分它们。目前对他们仍使用默认标志给你带来的不便表示抱歉。(很可能会在0.9.6.2的版本中修复)
                ·由于以上的问题,宠物商家可能会让他们的宠物坐在桌子上!这也许看起来还挺有趣又可爱的,至少目前是这样的!在这个问题被修复之前好好享受一下它吧。
                ·有时,点击“商店图标”查看商家的货物时,商店页面可能无法打开。这并不是一个真正的bug,但也可能会被报告上来。发生的原因是因为商店的公告页面已经开启了(但还没阅读)。在你点击之后,它应该在你的警告栏中。
                ·当地面上的物品(比如工匠丢下的等)直接被拿到他们手中时,任务储存也许没法正常地工作,这是因为这些物品还未在“城镇库存”中被“登记”,导致任务无法完成。但是有一些步骤可以解决。(将在0.9.6.2中修复)
                ·“一次性炮塔和陷阱”的城镇限制未能被正确跟随。(将在0.9.6.2中修复)


                IP属地:江苏10楼2023-02-16 18:11
                回复
                  我去,这游戏复活了?


                  IP属地:北京来自Android客户端11楼2023-02-16 18:16
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                    补丁内容预览
                    再见了,Tomtee!
                    ·冰霜节已经结束了。
                    ·所有已解锁的配方(包括获得的物品),当然了,还会留下来的!
                    ·Tomtee和Frostfather会回来的...也许比你想象的还快!
                    开展贸易,与时尚
                    ·我们彻底改写了贸易(和摊位)工作的方式!在你开始体验这个系统之前,让我们详细说明一下你需要知道的细节:
                    ·现在,每种材料(木材、石头和黏土)的市场建筑都有三层市场等级。他们被称为“市场摊位”(Market Stand)、“市场摊档”(Market Stall)和“市场展位”(Market Booth)(*看到时候汉化组怎么翻译这三个档位吧*)。前两个所需的材料要远比游戏本体中的少得多。
                    ·在商人来访时,他们的实体将会出现在这个世界中,并且将会寻找并占据一个市场建筑(应该就是指摊位)。如果你没有市场建筑,那么每天就只能接待一个商人,并且还会受到市场建筑和城镇等级的限制。比如,一个三级的商人将不会到访一个二级的城镇。
                    ·二级商人需要二级或三级建筑,三级商人需要三级建筑。一级商人可使用任何等级的建筑。
                    ·商人将在每个早晨到达(大概和每日更新的时间相同),并会在这一天结束的时候离开。在这段时间里,商人将会留在城镇中,你可以随意和他们互动——这意味着你不会再意外“关闭”一个商人,他们将在你的城镇中度过一天,你随时能访问他们。
                    ·商人将要来访的数量取决于许多数值,例如你的城镇价值、金币数量以及你的历史交易额。你贸易得越多,你的城镇就会越富有,越多的商人就会造访你这里!(只要市场建筑够)
                    ·当你遇到第一名商人时,会出现一条概述贸易系统的消息供你了解。
                    ·还有一个称为“贸易概述”的全新UI窗口,供玩家了解这些信息。(默认按键为T)
                    ·在“贸易概述”页面中有两个选项卡,第一个选项卡将显示所有当前小镇上的活跃商人。你可以通过点击他们、他们的摊位、他们的商店图标来快速进行访问。你还会注意到商人现在有各种类别,通过一个图标进行表示。
                    ·这个选项卡的顶端,可以看到一个小文本框,告诉你每天将有多少商人来访。选项卡的底部,可以看到每一级各类商人的数量如何。
                    ·在称为“倾向”(?)的第二个选项卡中,你能看到所有商人的类别。用鼠标选中他们的名字,将会显示其货物的种类、以及哪些类别会以更高价收购。你还可以通过“花费”你的“增进”和“推缓”,来影响你获得某种商品的倾向(或者彻底禁止某一类别的来访)。每个类别的数量将由城镇等级来决定。
                    ·最后,在“倾向”页的右侧,你可以看到所有摊位并切换它们的功能。更多有关独家商人的信息将会在之后公布。
                    ·当一家商店开张后,你将会注意到在“出售”选项卡中出现了一些新的东西:商人现在有了愿望,他们会为一些物品支付更多。这些即“期盼的物品”,并且每个商家都各不相同,每个类别都有对于其期望商品的描述。
                    ·不过影响也显而易见。这么想:一个木匠想要木头,或者一把更棒的锯子,或者工匠的衣服。铁匠或许想要矿石、煤炭、精力药或者啤酒。巡林人或许会想要一个背包、武器、篮子等。通过了解不同商人的需求(以及如何发现新的机遇)来最大化你的收益吧!
                    ·你还会发现商人兜里的钱更少了。这是有意为之的,目的是让玩家在游戏早期通过工作来积累更多财富。等级越高,商人兜里的钱就越多,这应该能确保发展更加健康、稳定。
                    ·另外,这应该会鼓励玩家通过多种新方式来赚钱,比如出售期望物品、以及通过陈列商品从旅客那里赚到钱(之后将详细说明)。
                    ·正因为如此,对所有商人销售的货物都进行了彻底的改变。为了补偿这些改动,还添加了一批新的商人!
                    ·比如,许多东西被挪进了不同的商店里。木匠、石匠和陶匠不再出售对应的原料(反而他们想收购这些),现在来自伐木场、采石场和陶土坑的商人将向你出售这些!用一点时间来读一读有关这些类别的描述,了解贸易系统的新动向!
                    ·另外,为了适应新的系统,许多商人的文本都被编辑过了,使其与游戏中的情景更融洽。
                    ·还有一种独特的市场建筑,“独家摊位”。这种建筑可以容纳独特的商人,并带来其独特收益。独家摊位可以通过多种方式解锁,试着把他们全都找出来吧!
                    ·最后的想法:这是一个难以置信的巨大改动/新机制,最开始肯定会不平衡的。请务必和我们分享你的体验!


                    IP属地:江苏13楼2023-02-17 02:30
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                      点个赞,创意工坊挺乱的说实话找到这些更新东西真的不容易


                      IP属地:上海14楼2023-02-17 02:43
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                        卧槽,石炉恢复更新了


                        IP属地:安徽来自Android客户端15楼2023-02-17 11:07
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                          奇怪,之前听说制作组跑路了,现在又回来了?


                          IP属地:广东来自Android客户端17楼2023-02-17 12:45
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                            城镇加成(是的,我们削弱了迅捷!)
                            ·城镇加成进行了轻微调整,以便加入一些新的专属摊位。所有一级与二级城镇奖励选择(旗帜与火炉)都有了一个专属的摊位。
                            ·活力旗帜:这个旗帜现在将允许你制作一个“药师公会市场摊位”,它可以吸引一名携带着草药种子包的商人,用以解锁新品种的草药。
                            ·力量旗帜:这个旗帜将解锁“矿工公会市场摊位”,一个可靠又廉价的矿石燃料的来源,多合一!
                            ·速度旗帜:最后,第三个旗帜可以解锁“黄金商会市场摊位”,可以让皇家铸币局的商人前来以成本价(?)销售黄金、白银和金箔!他们还会以高价购买战利品。
                            ·此外,速度旗帜的其他加成也被调整成了不那么受人瞩目的选择。对商人“额外库存”的加成已经被减少到了50%以上,而对商人“额外黄金”的加成也被移除掉了,出售物品所获得“额外价值”的奖励也降成了+10%+1黄金(这可以提高廉价物品的价值,例如原料);然而,我们也增加了一项新的加成,商人再次访问的“冷却时间”减少了25%。
                            ·欢愉之炉:有了欢愉之炉后,可以解锁“农民公会市场摊位”,可以让他们那里出售农作物种子箱的商人来访!是的,对的,你现在稳定地购买农作物种子了!再见了,无穷的随机监狱!
                            ·创造之炉:这个城镇升级可以开启“雕刻师公会市场摊位”,这个商店专门销售那些以往只能在三级时才能买到的独特又挺稀有的雕像。
                            ·荣耀之炉:最后,第三种石炉选择将会解锁“工程师公会市场摊位”以及他们那的独特商人,出售不需要工程师来放置的特殊自律炮塔和陷阱!只不过,他们在一段时间后就会坏掉...
                            ·(对于Mod创作者)我们已经修改成由JSON配置文件为城镇奖励提供数值了,已将其添加到了“Town Bonuse”文件夹中。需要注意的是,如果你修改了这些数值,你仍然需要进行本地化更新!
                            (*旗帜和炉子的升级,具体名字我忘了(,按着印象翻的,反正懂的都懂。*)


                            IP属地:江苏18楼2023-02-17 13:10
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                              由大锅与炖菜开始游戏
                              ·增加了“篝火锅子”,一种工作台。这种工具可以由初始来制作,但是需要早期选择特定的选项。 它可以用于制作炖菜。
                              ·炖菜是一种新的“家常”菜肴类别,可由任意一名炉民进行制造与维护(?)。制作炖菜前你需要准备好“肉汤”。
                              ·一旦开始制作,炉民就会向肉汤中加入某些材料,来让它变得更棒——我们称之为“等级”。你可以通过查看炖菜的描述来了解需要什么东西。
                              ·如果太多炉民在加入新材料之前就吃了炖菜,那么它不会被吃完,而是会下降一个等级。如果炖菜在第一个等级仍就被不断地吃掉,那么它才会被吃完,这就需要重新开始制作。
                              ·如果炖菜达到最高等级,它也会被直接吃干。但是这个等级的饭量相当于之前所有等级之和。
                              ·改进了肉汤类食物(及其配方)的文本介绍,增加了其对于制作炖菜的重要性的描述。
                              ·肉汤可现在可以从一级商人那里购买。
                              ·为了让炖菜(以及其他可放置的食物和饮料)的作用更棒,现在它们支持多人游戏时一同享受了。这也许会导致炉民必须中途更改他们的工作计划(因为他们本要找的已经被耗完了)...但这就是生活~对吧?!先到先得!
                              通过声望变得知名吧!
                              ·声望,游戏的新机制。声望与ACE中的“称号”机制紧密相关。实际上,这个系统为每一个称号都提供了一个数值——“价值”,并且有每个炉民获得的所有称号的总价值。这将成为一种很有意思的“衡量”炉民的贡献以及经历的方法!
                              (*我觉得称号应该是指击杀一百个哥布林、制作一百件物品之类的这种事情获得的那个称号吧。以往只有装饰作用,现在可以带来一些增益了,挺好的*)
                              ·与知名的炉民进行社交将会提供快乐度。声望越高,心情越好!如果一些懒人不去干活,那么他们最少能从聊天中获得一些愉悦。(*获得一些偷税x*)
                              ·当两位知名炉民交谈时,他们将互相根据知名度给予增益!
                              ·另外,现在你可以通过切换一个设置,来让游戏根据声望来自动给他们设置称号。于是即便他们获得了别的新的称号,他们也会始终显示标志着自己那些惊人成就的名望称号!
                              ·你可以通过一个“成员信息”的窗口中,看到你的炉民的声望、以及他们过去获得的称号!只需要点击他们名字旁边的i图标就能看到这些信息。
                              ·吹嘘、谦卑,炉民的新特性。吹嘘是一种总爱炫耀、并会在获得称号时比以往提供更多的名望值,相对应的谦卑则会提供更少的名望值。他们都会获得一些别的小加成,比如谦卑炉民的同情和勤奋、以及吹嘘炉民的勇气、恐吓以及灵感。


                              IP属地:江苏19楼2023-02-17 14:39
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