forrevenge 发表于 2025-2-9 11:55:00

远行星号0.98更新日志 - 翻译

本帖最后由 forrevenge 于 2025-4-3 22:28 编辑

好吧会长有点看不下去我之前那不专业的翻译下场了(


英文论坛链接
(h表**ttps://fractalsoftworks.com/forum/index.php?topic=31536.0)
**截至自 2025 年 4 月 2 日的不完全变动列

0.98a-RC7
Bug 修复:
-修复了先前补丁导致的帧率异常问题
-修复了渊幕棱镜/渊幕雷击/饥渴裂隙(Shrouded Lens/Thunderhead/Hungering Rift)的生命值回复异常


0.98a-RC6

杂项:
- 增强帧率稳定性
- 主菜单的 数据百科 现在能显示舰船插件的S插效果

舰船/武器/舰船插件:
- 异铁四联装线圈炮Neoferric Quadcoil:单发伤害 150 -> 200
- 攻势 MK1 Onslaught Mk.1:装甲 1500 -> 1200 臂铠(外置装甲)的船体结构值 20000 -> 15000
- 重型裁决者Heavy Adjudicator:
      单发伤害 1000 -> 800
      备弹量恢复 1秒/1发 -> 2秒1发
- 轻型质量投射器Light Mass Driver:装配点 9 -> 10
- 重型质量投射器Heavy Mass Driver:装配点 13 -> 15
- 虚空冲击波Voidblaster:装配点 14 -> 16
- 保卫者 PD:
      幅能/伤害:0.25 -> 0.35
      降低了爆炸时的亮度
- 渊幕棱镜Shrouded Lens:装配点成本(5/10/15/25) -> (3/6/9/15)
- 编制者单元Fabricator Unit:现在会在彻底脱战后回复战备值至上限


Modding:(需要的都看得懂,不翻译)
- Added SettingsAPI.isShowingCodex()
- Fixed issue with person being added to Asher on new game creation without checking if Asher exists
- CampaignUI.showInteractionDialogFromCargo() now properly passes the created dialog to reportShowInteractionDialog
- Added to SpriteAPI:
    float getTexX();
    float getTexY();
    float getTexWidth();
    float getTexHeight();


Bug 修复:
- 在战斗过程中访问 数据百科 会显示未解锁的舰船
- 酒馆买的陆战队变回最高练度了
- 修复了 Galatia 学院奖学金实际上并不会扣除玩家的星币(白嫖)
- 不能再从酒馆军火商那订购 余晖 舰船了
- 既定政体 市场条件现在拥有正确的图标
- 修复了对 位于属性界面内的表格 进行输入时可能产生的某些问题
- (应该)修复了AI 在对面被击毁后仍旧瞄着残骸几秒钟
- 修复了数据百科 条目不显示舰船来源的mod
- 修复了在新手教程过程中地图标记不可见的问题
- 修复了能量之鞭与各类闪现战术系统在 数据百科 里初始即解锁状态
- 修复在 Volturn 为 卢德教会 叛乱提供重武器捐赠的数量有所变动的问题(现在始终为10单位)
- 修复了与 Elek 互动时的错误
- 修复了与威胁 (非建议译名,仅占位符)对话时的错误
- 修复多处错别字
- 修复了 战役模式 改装界面的 模拟战 会出现不该出现的舰船与派系
- 修复了 战役模式 改装界面显示 数据百科 还未解锁的舰船插件
- 修复了 战机传讯 出现在 数据百科 的错误位置
- (也许)修复了Mac OS X用户的音频问题
- 修复了星球筛选器会筛查未勘探星球上的条件
- 修复了舰队会在不必要的情况下使用紧急加速
- 修复了删除当前存档栏后进行 "另存为”导致的闪退
- 修复了尝试贿赂 战术之星 雇佣兵(速子危机来你这打砸抢的出生)导致的闪图
- 修复了 Tia-Tax'et 的小行星带位置
- 修复了能够使用 继续游戏 来加载之前版本的存档
- 修复了某些CUP的卡顿问题
- 修复了能在未探明的地图信号上打上地图标记
- 修复了舰船受到了一点伤后就憋着盾被打过载
- 修复了虚空冲击波Voidblaster与暴风命中特效不兼容
- Fixed issue with hullmod not applying the right amount of hitpoint recovery
- 修复了当你的舰队太大时“前往 Volturn”任务的酒馆交互的问题
- 修复了特定的 辛达强权 与星系防御舰队会反复无缘无故追击玩家且不允许玩家脱离
- 修复了改装界面内拥有改装甲板的舰船在属性界面不会显示航母集群的速度增益
- 修复了从 阿努比斯 上移除改装机库不会退还额外消耗的战机装配点
- 修复了新模拟战界面的部分按钮重叠
- 修复了行星勘探时的雷达动画滑动异常
- 修复了特定情况下在 Epiphany 寻找 Cotton 修士时的错误
- 修复了在特定情况下寻找 Cotton 修士时不正确的对话路径覆盖
- 修复了有时 Gargoyle(学院的黑客)会和其他npc一样的打招呼方式
- 修复了面见 Sedge 时出现的分支对话选项(设置了不正常的权重以隐藏)
- 修复了 Orcus Rao 的联络人类型(如果他是联络人的话就能给你发任务了)
- 修复了超体赏金凋落物不一致的问题
- 修复了在星云内拆解通讯中继器之类的玩意会在错误的位置出现稳定点
- S-mod effects of Fragment Coordinator and Secondary Fabricator now provide the correct bonus
- 修复了超空间深渊的不连续性
- 修复了某些 数据百科 的条目没有图像
- 修复了在找到[某些玩意]前就能与Glamor Rotanev讨论的问题
- Fixed targeting range issue for certain REDACTED weapon
- 修复了$MarketName token在 居住区 & 基础设施 的属性显示
- 修复了进出酒馆会使”恼怒的 VIP 乘客“改变身份
- 修复了极端情况下在寻找 Coureuse任务中切换外交谈话与探索方式的错误
- 修复钻探激光炮同时使用两种材质进行渲染
- Fixed tooltip issue for Defabrication Swarm
- 修复“又一个”舰船在撤退时可能对错误的方向使用 烈焰驱动器的问题
- Fragment and shrouded hullmods can no longer be installed on the same ship
- Fixed issue that caused Voltaic Cannon (and other strike/use-less-vs-shields weapons) to fire on fighters
- Fixed issue with Shrouded Mantle hullmod retreat direction picking
- Fixed issue with Taskforce Safeguard ship recovery when initially bypassing the fight using the Hegemony commission
- 修复了通灵塔在解锁前就能在 数据百科 查看全部属性
- Fixed issue with Hive Unit sprite
- 修复了”另存为“时不会记住“保存为当前”选项框的变动

**截至自 2025 年 3 月 27 日的不完全变动列表**


生涯内容:

-"帮助窗口" 选项将默认为上一次开启新游戏的状态。也就是说,如果你上一次取消了它,那么之后的新游戏它也是默认取消的
-新增了带有 保卫者 PD 的 辉煌 装配文件
-让 英仙座联盟 的黑市更可能刷新出 苍鹭 航母

舰船:

- 秃鹰:最高航速 40 -> 50,并且相应地提高了一点向前加速度

技能:

- 战机传讯:
- 现在还会提高 10% 的战机全武器伤害,与其他因素类似地受加成甲板数量/副官 影响
- 航母集群:
- 现在还会为带有甲板的舰船提高 10% 最高航速(改装甲板也算甲板)。与其他加成类似地受 甲板数量/副官 影响


Modding:

- Added do_not_show_in_build_dialog tag for industries
- Added to CombatEngineAPI:
- CombatEntityAPI spawnAsteroid(String spriteName, float x, float y, float dx, float dy, boolean fromRing)
- Added to LabelAPI: Color getColor();
- Added to SkillSpecAPI: List<SkillEffectSpecAPI> getEffectsAPI()
- And added SkillEffectSpecAPI with various methods to examine to skill effects
- Added to OrbitalStation:
- public CampaignFleetAPI getStationFleet()
- public SectorEntityToken getStationEntity()
- Added MessageClickAction.CARGO_TAB
- Added to ShipEngineControllerAPI: boolean isIdle()
- Added CoreAutoresolveListener with a modifyDataForFleet(FleetAutoresolveData data) method
- Refactored CoreLifecyclePluginImpl.createInitialPeople() to make inner part of loop a static method
- Added to TooltipMakerAPI: void setActionListenerDelegate(ActionListenerDelegate delegate);
- Added CustomPanelAPI.getPlugin()
- Added MemFlags.MARKET_CAN_ALWAYS_INCENTIVIZE_GROWTH / $marketCanAlwaysIncentivizeGrowth

Bug 修复:

- 修复了可以重复突袭一个卢德左径野外基地并以此反复获取大量资源的问题
- 修复了贸易舰队残骸里手动打捞出来的的资源没有被战后自动打捞正常扣除数量的问题(简单来说你捞起货船后货船是带着货物状态加入你的舰队,但是你搜刮的时候那些货物又出现在战利品界面了,无中生有了第二份)
- 修复了重新训练副官之后有可能导致其精英技能上限永久降低的问题






forrevenge 发表于 2025-2-9 11:59:52

本帖最后由 9wish 于 2025-3-29 09:59 编辑


**截至自 2025 年 2 月 08 日的不完全变动列表**

**Changes as of February 08, 2025**

生涯内容:

- Added a "quest" involving Jethro Bornanew which follows the "Knight Errant" mission
- 新增了 `骑士迷途` 事件链的后续,这个后续与人物 Jethro Bornanew 有关
- Added an exploration mission involving Academician Cornelius Elek
- 新增了一个和 Cornelius Elek 院士 有关的探索任务
- Mazalot now has the Luddic Majority condition
- Mazalot 现在拥有 卢德教众 的殖民地特质
- Added some mini-encounters to abandoned fringe stations
- 新增了一些边缘星域遗弃空间站的轻量级遭遇事件
- Added Angry VIP Transport bar mission
- 新增了 恼怒的 VIP 乘客 酒吧任务
- Pressing "Take all" a second time will now take any over-capacity fuel when looting/salvaging
- 在已经按下 `拿取所有` 按钮之后再次将其按下会无视燃油上限拿取所有燃油
- Providing the Luddic insurgency on Volturn with heavy weapons will lower market stability
- 在 Volturn 的某个与 卢德教会 和 叛乱 相关的事件上,选择提供重武器现在还将降低市场稳定性
- Player can set up a Galatia Academy scholarship with Sebestyen (effectively trading credits to skip some to most of the early Galatia Academy missions)
- 玩家可以和 Sebestyen 院士讨论赞助 Galatia 学院奖学金,可以获取名望并跳过许多前期任务
- During "At The Gates", if certain fleets interfering with Gate scans lose a battle to a third party, they stop interfering with scans
- 在 `星门之外` 事件链中,如果干扰玩家扫描星门的舰队与其他舰队战斗并战败,那么即使未被摧毁它们也将停止干扰
- Added more dialog with various characters concerning various subjects (Imoinu Kato, Caliban Tseen Ke, Orcus Rao, Rayan Arroyo, etc.)
- 新增了大量与特定角色对于特定话题的对话,这些角色包括但不限于 Imoinu Kato, Caliban Tseen Ke, Orcus Rao, Rayan Arroyo。
- Added unique illustration for Diktat bars
- 新增了 辛达强权 势力专有的酒吧贴图
- Added Threat
- 新增了 威胁 (非建议译名,仅占位符)
- Added a new Tri-Tachyon character who will pay for certain items
- 新增了一个从属于 速子科技 的角色,会收购某些与 [极密内容] 相关的道具
- Save/loading UI and functionality:
- 存档/读档 UI 与功能改动:
- Updated the look of the overall save/load UI
- 更新了 存档/读档 UI 的整体外观
- Replaced "Save Copy" with "Save As"
- 将 "保存副本" 的文字修改为 "另存为"
    - Can save over an existing slot, or to a new slot
    - 可以覆盖现有存档位,或开启新的存档位
    - Can choose to have the new save become "current" (for quicksave etc) or not
    - 可以将新保存的存档视作 "当前存档" (类似于 快速保存) 或真的只是存一个分支档
- Savefiles can have a brief custom description; shows current location (e.g. "Galatia Star System") if left blank
- 存档文件现在能填写备注。如果不填写备注,那么会显示玩家所在的位置 (例如:位于 Galatia 星系内)
- Fixed screen rapidly switching between current/previous frame when saving/loading sometimes
- 修复了 存档/读档 时屏幕画面偶尔会在当前帧与上一帧之间反复闪烁的问题
- Attempts to load backup files automatically if there's some kind of error or file corruption
- 如果存档损坏,那么会自动读取存档备份,无需手动修改 .bak 后缀
- Added limited autosave functionality
- 新增了一定程度上的 自动保存 功能
    - Goal is to limit lost progress if player forgot to save, not to replace regular save functionality
    - 目标是降低玩家忘记保存时导致的进度损失,而非替代通常的存档功能
    - Can be turned off or have the desired save interval configured in the settings menu
    - 可以在设置界面里将其关闭,或修改自动保存的时间间隔
    - Default interval is 30 minutes, but it's approximate based on what's going on in-game
    - 默认自动保存时间是 30 分钟,但实际上会基于游戏运行情况略有调整
    - Rotates through 3 save slots, will never overwrite a manually-created save slot
    - 在 3 个自动保存专属的存档位之中轮换保存,因此不会覆盖手动保存的存档
    - Disabled when playing in iron mode (since that does not allow multiple save slots)
    - 在铁人模式下不可使用,因为本就不允许在铁人模式下保存其他存档
- Player distress calls: the fleets that show up to help should always have a reasonable amount of fuel
- 玩家发起的急救呼号:前来帮忙的舰队总会带有足够适量的燃料
- If sector gen did not produce 4 level 7 officers in sleeper pods:
- 如果地图生成时没有产生 4 个 7 级的冷冻副官老冰棍:
- They may be found in sleeper pods when answering distress calls, up to a total of 4
- 可能在会发出急救呼号的冷冻休眠舱中找到这种老冰棍,但不会超出上述的 4 个名额上限
- The number spawned does not increment until the officer is actually rescued
- 除非你真的把他们招募进舰队,否则不会占用上述名额,而是会不断地随机触发
    - So you can't permanently miss out by not investigating a particular distress call
    - 这样你就不至于因为错过哪个冷冻休眠舱而缺老冰棍了
- 情报通讯界面
- Contact intel no longer flagged "important" by default
- 联络人的通讯不再默认被标为 `重要`
- Changed the visuals for the "always pinned" tags (New, Important, Story, etc) to make it clear which tags those are
- 修改了 位置始终固定 的各类标签的视觉效果,这包括但不限于 `新消息` `重要` `故事` 等,让它们更为清晰
    - And put them on their own line (rest of tags are sorted alphabetically)
    - 并且它们会按特定顺序排列。而其余标签不受影响
- Pinned tags are always shown even if they have no intel under them
- 位置固定 的标签将始终显示,无论标签内是否有通讯情报内容
- Clicking on a star takes you to the map (can press S to go back to intel)
- 点击恒星能打开地图,进入地图后可按 S 返回到通讯界面
- Added shortcut ("4") to the "Major events" tag
- 新增了 `重大事件` 的快捷键:4
- Added ability to toggle "Starscape" mode off on the intel map (shortcut: "Q")
- 新增了开启与关闭 星景 的快捷键:Q
- Right-clicking on an intel icon lays in course for the actual target location rather than the star system
- 右键点击一个通讯情报内容的图标将让你导航至具体的目标地点,而非只导航至星系
- Added intel map markers
- 新增通讯地图标记
    - Created using the left-click menu on the map, "Create intel map marker"
    - 在地图上可点击左键放置一个地图标记
    - Requires an entity to click on, but can click on player fleet to create entry at current location
    - 必须点在物体上才可放置标记,但也可在玩家舰队上点击以在当前空位上放置标记
      - Pick an icon, a name, and a short bullet point
      - 可以为标记选择图标、名称和缩略符号
    - Marker goes under "Fleet log" tag
    - 地图标记将在 `舰队日志` 这一标签中出现
    - Can edit and delete markers
    - 可以编辑或删除地图标记
- Reconsidered meaning of the "Fleet log" and "Exploration" tags, reclassified intel items
- 重新考虑了 `舰队日志` 和 `探索` 这两个标签的含义,并重新组织了相关分类标准
    - Fleet log: things you've found / known things / misc info /catch-all
    - `舰队日志`:你已经 找到/知晓 的事物,以及各种杂七杂八但总之有所了解的东西
    - Exploration: things that likely lead you to explore places you probably haven't been yet
    - `探索`:一些可能引领你探索某些还没去过的地方的事物
- Added new "Salvor's Tally" intel that shows the number and type of discovered salvageable entities in a star system
- 新增了 `打捞员统计` 相关情报,显示星系中各类可打捞物体的种类与数量
    - Shows up under Exploration and a new "Salvage" tag
    - 将在 `探索` 和 `打捞` 标签中出现
- Added intel for:
- 新增了下列情报:
    - Remnant Nexus
    - 余辉中枢
    - Cryosleepers
    - 低温休眠舰
    - Hypershunt
    - 星冕分流器
    - Wormhole Termini, arrows show connections
    - 虫洞节点,且用箭头表示节点之间的关联
- Survey Data intel:
- 调查数据情报:
    - No more "interesting condition" or "preliminary systemwide survey", just full survey data for a planet
    - 不再显示 有趣的特征 或 初步星系调查,而是显示特定星球的完整调查数据
    - The planets selected are generally higher quality
    - 选中的星球往往具有更高的质量
    - New intel item with improved visuals/functionality
    - 新的情报界面具有更好的视觉效果
    - Fixed bug with showing wrong planet location
    - 修复了可能显示错误星球位置的问题
- Lots of new icons for intel items that previously shared the Fleet log one
- 为之前与 `舰队日志` 共用同一图标的各种标签加入了许多新的图标
- Can press Ctrl-S to save current set of selected tags, and press Q to restore it
- 可以按 Ctrl+S 保存当前选定的标签集,然后按 Q 恢复它
    - Shift or Ctrl - Q will add the saved tags to the currently selected
    - Shift+Q/Ctrl+Q 将把保存的标签加入到当前选定的标签中
    - Works on intel screen only, not general to all tag displays
    - 此操作仅适用于情报界面,不适用于其他界面
- Blueprint/special item missions (bar, historian) no longer target already-discovered derelicts and ruins
- 提供蓝图或特殊物品的酒吧任务 (比如 历史学家 提供的任务) 不会指向已经发掘过的遗弃舰或遗迹了
- Radar widget now slides in along with the rest of the UI when showing/hiding the core UI
- 右下角的雷达现在会在 显示/隐藏 UI 时和其他组件一样正常 滑入/滑出 了
- Reworked planet intel list and filter
- 重新设计了星球情报列表和星球筛选器
- Planet list:
- 星球情报列表:
    - Fits a few more rows on the screen
    - 调整每行高度,让同屏可显示的行数增加
    - Removed some mostly-useless columns; added number of stable locations in system
    - 移除了某些基本毫无作用的列,新增了显示星系内稳定点数量的列
    - Faster transitions when moving to map
    - 切换到地图界面的速度更快
    - Clicking on the location display in the row goes directly to map instead of opening star system details
    - 点击行中显示位置的部分将直接转到地图界面,而非打开星系信息界面
    - Shows "Orbital Solar Array" (and potentially other relevant conditions) that it didn't before
    - 显示 轨道光照阵列 与其他性质类似的天体。曾经不会显示
- Planet filter allows filtering the planet list by:
- 星球筛选器现在可以按下述调节进行筛选:
    - Type (star/gas giant/planet)
    - 类型,例如 恒星/气态巨星/其他行星
    - Populated/claimed/unclaimed
    - 有人居住/有人宣称/未宣称
    - Surveyed/not surveyed
    - 已勘探/未勘探
    - Maximum hazard level
    - 最大危险等级
    - Minimum number of stable locations in the system (including those already in use)
    - 星系中稳定点数量的最小值,这将包括已有建筑物的稳定点
    - Required minimum level of resources (ore/transplutonic ore/volatiles/organics/farmland/ruins)
    - 特定资源的最小等级,例如 矿石/稀有元素/挥发物/有机物/农田/遗迹
    - Required absence of resources
    - 不含有的资源种类
    - Ability to use specific colony items on planet
    - 能否在星球上安装特定殖民地物品
      - Requires player to be aware of colony item; this persists across saves
      - 需要玩家获取过殖民地物品才可筛选,但在其他存档获取过也会可显示出筛选
    - Presence of Orbital Solar Array
    - 是否具有 轨道光照阵列
    - Being in range of a Coronal Hypershunt or Cryosleeper
    - 是否在 星冕分流器/低温休眠舰 的影响范围内
- Centered at higher resolutions instead of being left-aligned
- 在高分辨率显示下,将居中显示而非向左对齐
- Takes advantage of a bit of extra space at higher resolutions
- 在高分辨率显示下可利用额外的显示空间
- Minor sprucing up of the intel Factions tab:
- 对 `势力` 情报通讯界面进行微调:
- Centered at higher resolutions
- 在高分辨率显示下,将居中显示
- Fixed some UI element alignment issues
- 修复了一些 UI 元素的对齐问题
- Added dark background/border around faction description text
- 新增了环绕势力文本的深色边框
- Remembers previously selected faction when re-opening screen
- 重新进入此界面时,将自动打开上一次打开的势力界面
- When opening the map via Tab, it will always center around the player's location
- 通过 Tab 按键打开地图时,以玩家舰队的当前位置为地图显示中心
- Historian blueprint intel starts out marked "important"
- 历史学家的蓝图位置通讯将默认被标为 `重要`
- Luddic Majority status is updated as soon as a conflicting industry is queued, if it's first in queue
- 殖民地特质 卢德教众 的状态将在其反对的产业设施进入建造队列的首位时就即刻更新,而非建成后才更新
- Remote Survey ability: reworked to indicate highest-rated planet in the system and give preliminary survey data and an estimate of its class
- 能力 `远程调查`:重做,现在将扫描本星系评级最高的星球,然后提供其初步调查数据和对其等级的大致估计
- Reworked the Codex entirely
- 完全重做 数据百科 (曾译名 游戏数据) 系统
- Brand-new UI
- 全新的 UI
- Categories: Ships, Stations, Fighters, Weapons, Hullmods, Ship systems, Special items, Industries, Commodities, Stars & planets, Planetary conditions, Skills, Abilities, Gallery
- 重新分类:舰船/空间站/战机/武器/舰船插件/战术系统/特殊物品/产业设施/货品/恒星与星球/星球特质/技能/能力/图片鉴赏
- Expanded info for ship systems - some numbers etc
- 更详细的战术系统信息,包括但不限于 显示效果的具体数值
- Shows factions that use certain equipment/sell it more commonly (weapons, fighters, ships, hullmods)
- 对于各类 武器/战机/舰船/舰船插件,还将显示 更常使用它们/更常出售它们 的势力
- Codex navigation:
- 数据导航:
    - Supports going back/forward through the previously viewed entries (e.g. history)
    - 如同 历史记录 一样,可以在当前查看的条目和曾经查看的条目之间来回切换
    - Can search for a specific string; searches entry names only
    - 可以搜索文字,可以搜索条目的名称
    - Button to open a random entry
    - 神秘小按钮,随机打开一个条目
    - Entries have "related entries" that can be browsed easily
    - 可以通过 相关条目 浏览有关联的其他条目
    - For example, a hull's related entries include all of its hullmods and weapons
    - 例如,某船体的相关条目包括其舰船插件和武器
    - And the related entries for a hullmod include all the hulls that use it
    - 而某舰船插件的相关条目则包括所有使用它的船体
    - Related entries for skills include the hullmods and abilities those unlock
    - 技能的相关条目包括所有由它解锁的舰船插件和能力
    - And so on; being able to easily see and navigate to related entries is one of the main benefits of the Codex
    - 以此类推。这样 数据百科 就能让你轻松愉快地浏览各种条目了
    - Most Codex categories have tags to make browsing them easier
    - 绝大多数 数据百科 类别都内含各种标签,让浏览更为简单
- Codex integration:
- 数据集成:
    - Can press F2 almost anywhere in the game to instantly bring up the Codex
    - 可以在游戏中的几乎任何地方按 F2 打开 数据百科
      - Mid-combat, while another dialog is up, etc
      - 例如在战斗中、在其他对话界面内
    - Many screens are context-aware and pressing F2 will open the relevant Codex entry
    - 大多数界面具有内容感知功能,按 F2 会直接打开与之相关的条目
      - For example, F2 in the refit screen will open the Codex entry for that ship
      - 例如,在装配界面按 F2 会直接打开界面里正在装配的那艘船
      - F2 on the character screen will open the entry for the moused-over skill
      - 在角色界面按 F2 会直接打开鼠标所指向的那个技能
      - And targeting a ship in combat then pressing F2 will open its entry
      - 在战斗中锁定一艘舰船然后按 F2 会打开目标舰船
    - Special support for ship variants - normally the Codex shows ship hulls, but F2'ing a variant will show a special entry that's related to all of the installed hullmods, weapons, etc
    - 对于舰船装配有特别的支持:正常而言 数据百科 将打开船体对应的页面,但对装配按 F2 会打开展示装配所含有的所有武器、舰船插件等的条目
    - When viewing tooltips for things that have Codex entries, can press F2 to open the entry
    - 查看可在 数据百科 中查询的事物的标注提示时,可以按 F2 直接打开这个事物的条目
    - "F2 open Codex" hint below tooltips that support this
    - 此时会在标注提示的下方备注 `按 F2 打开 数据百科`
- Codex entry unlocking:
- 数据解锁:
    - Most entries start unlocked, but things that are more spoiler-y start out locked
    - 绝大多数条目是可直接查阅的,但有些可能与剧透相关的神秘要素则是锁定的
      - For example ships, colony items, and so on
      - 包括但不限于:余辉舰船、殖民地物品
    - Locked entries are visible in the category they're in, and in any "related entry" lists, but with no other information
    - 锁定的条目会出现在它们对应的类别内,也会出现在可能的 相关条目 内,但不会显示任何详细信息
    - Entries are unlocked by having the item/ship/etc in your possession, viewing the tooltip for that item, and similar
    - 当你拥有这件 物品/舰船/其他道具 时,条目将被解锁,让你能正常浏览它
    - Unlocked entries persist across saves
    - 条目解锁是永久且跨存档的
- Modding support (不翻译):
    - Fully custom Codex entries, categories, and tags, nested categories
    - Modular ships
    - Codex can be fully unlocked by editing settings.json
    - For entries coming from a mod (i.e. a modded ship or a weapon), unobtrusively shows the mod name
- Campaign menu now only shows ships that are unlocked in the Codex
- 生涯菜单现在只会显示在 数据百科 中被解锁的条目
- Added new interaction to certain types of Abyssal Lights
- 为某些特定类型的 深渊光点 新增了一些交互
- Colony crises:
- 殖民地危机:
- Added "Escalate crisis" option that costs 1 story point and sets colony crisis progress to 550 points
- 新增了 激化危机 选项,消耗 1 故事点即可将殖民地危机进展提高到 550 点
- Persean League crisis now requires either a size 5 colony (unchanged) or at least 3 colonies with one being a size 4 (was: at least 2 colonies)
- 英仙座联盟 的相关危机现在需要有 1 个 5 级殖民地或至少 3 个 4 级殖民地才会触发。而曾经有 2 个 4 级殖民地就会触发了
- Sindrian Diktat colony crisis now uses Lion's Guard ships instead of regular Diktat military
- 辛达强权 的相关危机远征军现在使用 狮心卫队 的舰船,而非辛达强权的常规舰船
- Defeating the Luddic Path crisis permanently halves the amount of interest your colonies generate, allowing the use of more items and AI cores without creating active Pather cells
- 击败 卢德左径 的殖民地危机将永久 减半 左径分子对你殖民地的兴趣,让你能使用更多的殖民地物品和 AI 核心才可能被 活跃的左径分子 骚扰
- Persean League crisis reward:
- 英仙座联盟 危机奖励:
    - Added +10% accessibility to all colonies ("established polity")
    - 为所有殖民地提供 10% 流通性 (殖民地特质:既定政体)
    - Also applies when a member of the League on any terms
    - 当你加入 英仙座联盟 时也会获得此奖励
    - Removed reputation bonus with Hegemony/independents
    - 原先对 霸主/非势力团体 的声望影响被删除
- Pirate crisis reward: changed to reduce shipping disruptions from pirates (was: increased accessibility)
- 海盗 危机奖励:改为减少海盗对于船运因素的影响,而不再是原先的提高流通性
- Added a powerful "system defense fleet" to Aztlan, Thule, Hybrasil, and Eos Exodus star systems
- 为 Aztlan/Thule/Hybrasil/Eos Exodus 星系新增了强大的星系防御舰队
- Hyperspace Topography: swapped "slipstream detection" and "reverse polarity"; the latter can now be unlocked at 250 points
- 超空间测绘:交换了 滑流探测 和 极性反转 的解锁顺序,后者现在需要 250 点进展才能解锁
- Added note about doctrine-based personality to the "assign an officer" tooltip in the fleet screen
- 在舰队界面的 指派军官 的备注中新增了对性格的解释

Colt_SCW 发表于 2025-2-9 12:44:11

英仙座联盟这个意思是不加盟也有buff了啊

“已建立的政体”,意思是玩家的派系在打破英仙座联盟封锁舰队以后被公认是一个已经站稳脚跟的政权咯{:5_124:}

forrevenge 发表于 2025-2-9 13:00:36

本帖最后由 9wish 于 2025-3-29 09:59 编辑


Skills:

技能:

- Electronic Warfare: reduced objective capture range bonus to 500 (was: 1000)
- 电子对抗:占领点位的距离加成 1000 -> 500

Combat:

战斗:

- Improved UI rendering performance for ships with a lot of weapons
- 改进了 装配了大量武器的舰船 的 UI 渲染性能
- Entropy Amplifier and Quantum Disruptor can no longer target fighters
- 熵放大器 和 量子干扰 不再能指向战机
- No more asteroids in hyperspace battles
- 超空间战斗不再会出现小行星
- Lidar Array: passive weapon range bonus is now 35% (was: 25%)
- 激光雷达阵列:未开启时的武器射程增益 25% -> 35%
- "Avoid" order can now be put on waypoints and objectives, not just enemy ships
- `回避` 指令现在也可以对路径点和目标点位使用,而非只能对敌方舰船使用
- Added "Ignore" order
- 新增 `无视` 指令
- Ship won't be pursued or have its movements reacted to
- 被指令的目标将不会被追击,其移动也不会引起我方舰船的反应
- Will still be shielded against and autofiring weapons may fire at it
- 我方舰船仍然会对其展开护盾,开启了 自动开火 的武器可能会对其开火
- Like with "Avoid", ships assigned to the task will engage it instead
- 和 `回避` 类似地,被分配去执行这一指令的舰船,反而会积极攻击被指令的目标

Ships:

舰船:

- Eagle (LG): added built-in Energy Bolt Coherer, reduced OP by 11
- 雄鹰 (LG):新增内置插件 能量弹体同调器,可用装配点降低 11
- Falcon (LG): added built-in Energy Bolt Coherer, reduced OP by 8
- 猎鹰 (LG):新增内置插件 能量弹体同调器,可用装配点降低 8
- Sunder (LG): added built-in Energy Bolt Coherer, reduced OP by 9
- 破阵 (LG):新增内置插件 能量弹体同调器,可用装配点降低 9
- Gryphon: removed built-in Extended Missile Racks, since with the way the system works now (based on base missile ammo rather than after all the bonuses) it's no longer a no-brainer to install on the ship
- 狮鹫:移除内置插件 扩展导弹发射架,因其战术系统现在恢复的是武器的基础备弹量而非最终备弹量(译者注:无法理解此理由)
- Tempest: reduced Terminator Drone replacement time to 10 seconds (was: 20)
- 暴雨:终结者无人机 整备所需时间 20秒 -> 10秒
- Added Anubis-class Experimental Cruiser (found in Tri-Tachyon fleets)
- 新增了 阿努比斯-级 实验性巡洋舰,出现在 速子科技 舰队中
- Fulgent:
- 光辉:
- Reduced deployment cost to 10 (was: 11)
- 部署点 11 -> 10
- Increased OP to 105 (was: 100)
- 装配点 100 -> 105
- Increased flux dissipation to 400 (was: 300)
- 幅能耗散 300 -> 400
- Afflictor: increased deployment cost to 12 (was: 10)
- 折磨:部署点 10 -> 12
- Afflictor (P): increased deployment cost to 9 (was: 6)
- 折磨r (P):部署点 6 -> 9
- Astral:
- 星体:
- Removed built-in Advanced Optics
- 移除内置插件 先进光学器件
- Added built-in Advanced Targeting Core and Expanded Missile Racks
- 新增内置插件 先进目标定位核心 和 扩展导弹发射架
- Increased shield flux/damage to 0.7 (was: 0.6)
- 护盾效率0.6 -> 0.7
- Drover:
- 赶牛人:
- Reduced deployment cost to 12 (was: 14)
- 部署点 14 -> 12
- Reduced base purchase price by a bit over 20%
- 降低大约 20% 基础购买价格

forrevenge 发表于 2025-2-9 13:01:38

Colt_SCW 发表于 2025-2-9 12:44
英仙座联盟这个意思是不加盟也有buff了啊

“已建立的政体”,意思是玩家的派系在打破英仙座联盟封锁舰队以 ...

意思是你打爆了他给的奖励啊,后面是说你没干过做狗了给的骨头

forrevenge 发表于 2025-2-9 13:28:39

本帖最后由 9wish 于 2025-3-29 09:59 编辑


Weapons:

武器:

- Heavy Burst Laser:
- 重型瞬发激光炮:
- Increased burst time slightly (increasing effective damage)
- 略微提高光束的照射时长,这也提高了单次开火的总伤害
- Increased charge regeneration rate by 50%
- 提高备弹量恢复速率 50%
- Increased turn rate substantially
- 大幅提高武器转向速度
- Dragonfire: reduced OP cost for medium to 10 (was: 12) and for large to 25 (was: 28)
- 龙炎 DEM 鱼雷:中槽 装配点 12 -> 10;大槽 装配点 28 -> 25
- Gorgon SRM Pod: increased ammo to 16 (was: 12)
- 戈尔贡 SRM 发射舱:备弹量 12 -> 16
- Mining Laser, Mining Blaster: added skin for when used on high tech ships
- 钻探激光炮/钻探冲击波:新增了仅在高科舰船上使用时生效的皮肤
- Reality Disruptor: reduced duration of "slowed repairs" effect to 5 seconds (was: 10)
- 现实干扰器:维修减速的负面效果的持续时长 10秒 -> 5 秒
- Disintegrator:
- 裂解炮:
- Increased range to 900 (was: 700)
- 射程 700 -> 900
- Increased anti-armor DoT to 1000 over 10 seconds (was: 500 over 20 seconds)
- 对装甲持续伤害 20秒造成500伤害 -> 10秒造成1000伤害
- Cryoflamer:
- 低温喷射器:
- Increased damage to 100 (was: 75)
- 伤害 75 -> 100
- Reduced max charges to 90 (was: 120)
- 备弹量 120 -> 90
- Reduced reload amount to 30 (was: 60); charges/second value remains the same
- 单次备弹量恢复 60->30,但整体恢复速率不降低(回弹速率加倍了应该是)
- Rift Beam:
- 裂隙光束:
- Reduced flux/second to 75 (was: 150)
- 每秒产生幅能 150 -> 75
- Reduced OP cost to 10 (was: 15)
- 装配成本 15 -> 10
- Paladin PD System: reduced flux/second to 250 (was: 750)
- 保卫者 PD 系统:每秒产生幅能 750 -> 250
- PD Laser: reduced OP cost to 3 (was: 4), increased range to 500 (was: 400)
- PD 激光:装配成本 4 -> 3,射程 400 -> 500
- Heavy Machine Gun: now prefers firing at non-missile targets, but will act as PD if no other targets are available
- 重机枪:现在优先对舰船与战机目标开火,但在射程内没有上述目标时依然会对导弹开火
- Gigacannon: increased damage to 2500 (was: 2000)
- 千兆加农炮:伤害 2000 -> 2500

Fighters:

战机:

- Piranha: increased bomb rate of fire by 50%
- 食人鱼:炸弹投放速度提高 50%
- Wasp: reduced replacement time to 3 seconds (was: 5)
- 黄蜂:整备所需时间 5秒 -> 3 秒
- Thunder: improved maneuverability, should be able to hit targets more reliably
- 雷霆:提高机动性,应该能更准确地让武器命中目标
- Trident: reduced OP cost to 20 (was: 25)
- 三叉戟:装配成本 25 -> 20
- Perdition: reduced OP cost to 18 (was: 20)
- 堕落:装配成本 20 -> 18
- Spark: now uses normal Burst PD Laser (instead of the high-delay version)
- 火花:武器改为舰载版本的 瞬发 PD 激光炮,而非高冷却时长的特别版



Hullmods:

舰船插件:

- Neural Link: can now be s-modded into the hull; effect is to make transfers from the ship instant regardless of DP totals
- 神经链接:现在能被 S插,让玩家能无视部署点导致的冷却时间限制,在不同舰船之间瞬间转移


Tiswod此木 发表于 2025-2-9 13:31:46

本帖最后由 Tiswod此木 于 2025-2-9 13:34 编辑

省流:
新剧情、新酒馆事件
自!动!保!存!
吞并舰长日志mod部分功能
重新设计了主菜单游戏数据的内容
可以用故事点加快殖民地危机进度条
平衡调整
其他零零碎碎的玩意

forrevenge 发表于 2025-2-9 13:52:46

本帖最后由 9wish 于 2025-3-29 09:59 编辑


Ship AI:

舰船 AI:

- Fixed issue with burn drive and phase teleporter sometimes being used in the wrong direction when retreating
- 修复了舰船在撤退时可能对错误的方向使用 烈焰驱动器 和 相位传送器 的问题
- Fixed issue with ships being sometimes too eager to gain the zero flux bonus to turn towards a flanking enemy, exposing themselves to unnecessary damage
- 修复了舰船有时候会强行保持零幅能增益以提高转向速度应对侧面敌人,但反而导致自身暴露于不必要伤害的问题
- Fixed bug that could cause ships to use their ship system unnecessarily when ordered to escort a ship that then targeted them
- 修复了下令舰船互相护送时可能不必要地启动战术系统的问题
- Fixed bug that could cause certain loadouts to think they were broadside ships
- 修复了导致某些装配会认为自己是舷侧舰船的问题
- Fixed issue with hardpoint aim (via ship facing) and target leading, especially during approach to target
- 修复了与挂载点瞄准(基于舰船朝向)和提前量计算有关的问题,特别是在接近目标时
- Fixed bug that could cause the AI to think the ship had no non-missile/non-PD weapons under certain circumstances, making the ship try to stay at range
- 修复了 AI 在某些情况下可能认为自己没有 非导弹/非点防御 武器的问题,这个问题会让舰船尽可能远离目标
- Recall Device AI:
- 召回装置 AI:
- Now considers flamed out and overloaded fighters as needing recall
- 现在将 熄火/过载 的战机计入 需要召回 的范畴
- More willing to use system when a few bombers still haven't fired, after giving them a few seconds to do so
- 如果大多数轰炸机已经投弹,而极少数轰炸机在几秒钟的宽限后依然没有投弹,那么舰船会倾向于直接启动召回装置
- Improved carrier target selection (more willing to switch targets to safer ones for the fighters)
- 改进了航母选择目标的能力,现在会更倾向于选择对战机而言更安全的目标
- Ships ordered to eliminate a target more willing to move in at somewhat higher hard flux levels, especially if steady
- 指派了 歼灭 指令的舰船即使是在硬幅能水平稍高的情况下也会主动向前进攻,这一改动对 沉着 性格的军官更明显
- Fixed issue with phase AI that caused it to disregard certain types of incoming damage
- 修复了相位 AI 偶尔会忽略某些来袭伤害的问题
- Improved reliability of ships actually engaging an "Eliminate" target
- 改进了指派 歼灭 指令的舰船的行为,使其更倾向于与目标积极交锋
- Improved ability of Invictus to stay on target while Lidar Array is on
- 改进了 不败 在开启了 激光雷达阵列 之后持续黏着目标的能力
- Fixed issue with phased ships unphasing into allies sometimes
- 修复了相位舰偶尔会在友军船体内解除相位的问题
- Fixed issue that could cause non-aggressive "missile and PD only" ships to close into PD range sometimes
- 修复了 只有导弹武器和点防御武器 的舰船偶尔会以点防御武器射程接近敌人的问题
- Fixed issue with carriers using only missiles with longer range than their fighters not closing in to fighter engagement range
- 修复了当航母的 导弹武器射程 比 战机交战距离更远 时,航母只考虑导弹武器射程而让战机闲置的问题
- Fixed issue that caused ships to feel threatened by missile weapons that are out of ammo
- 修复了舰船会认为备弹量耗尽的导弹武器极具威胁的问题
- Fixed issue related to ships escorting other ships sometimes getting too close and crowding the ship being escorted
- 修复了指派了 护航 指令的舰船偶尔会离被护航舰船太近 甚至相撞 的问题
- May still occur in certain situations, but should be much less likely
- 也许在某些情况下这个问题还是会发生,但大概不那么常见了
- Fixed issue with evaluation of the threat of particularly maneuverable missiles
- 修复了无法正确评估高机动导弹的威胁度的问题

Miscellaneous

杂项

- Updated to Java 17 (big thank you to Himemiko for the help!)
- 更新至 Java 17,感谢 Himemiko 的帮助!
- Improved performance (~+30%, possibly more depending on system)
- 显著改善性能,提高幅度在 30% 附近,而某些系统的提高甚至可能更大
- Improved stability when using large number of mods
- 改善了使用大量 MOD 时的稳定性
- Updated combat simulator
- 更新 模拟战斗
- Options for officers/AI cores/aggression/behavior/ship quality/randomized loadouts
- 可自行设置 军官/AI 核心/性格/行为/舰船质量/随机装配
- Unlockable ships and factions (carries over between saves)
- 逐步解锁更多可选的舰船与势力 (跨存档继承进度)
- Customizable set of opponents
- 可自行组合不同的目标
- Made scrollbars easier to click on for dragging
- 让滚动条更易于点击并拖动
- Weapon tooltip/stats panel now shows missile hitpoints, including for MIRV-type submunitions/multi-stage missiles
- 武器属性界面现在会显示 导弹弹体血量,且 MIRV 导弹 与 多阶段导弹 也有特殊适配

forrevenge 发表于 2025-2-9 13:54:27

本帖最后由 9wish 于 2025-3-29 10:00 编辑

不翻译

Modding:

- Added to SettingsAPI:
- List<FactionSpecAPI> getAllFactionSpecs();
- void writeJSONToCommon(String filename, JSONObject json, boolean onlyIfChanged);
- JSONObject readJSONFromCommon(String filename, boolean putInWriteCache);
- List<String> getSimOpponents();
- List<String> getSimOpponentsDev();
- List<WeaponSpecAPI> getActuallyAllWeaponSpecs();
- Added to CombatEngineAPI:
- boolean isInMissionSim()
- Added to FleetMemberAPI:
- String getPersonalityOverride();
- void setPersonalityOverride(String personalityOverride);
- Added to SectorAPI:
- MarketAPI getCurrentlyOpenMarket();
- void setCurrentlyOpenMarket(MarketAPI currentlyOpenMarket);
- boolean isInSectorGen();
- void setInSectorGen(boolean isInSectorGen);
- Added to CampaignUIAPI:
- void autosave();
- Added "enableMemoryLeakChecking" to settings.json
- Added VM parameter to specify launcher background, example:
- -Dcom.fs.starfarer.launcher_bg=graphics/illustrations/ai_uninstall.jpg
- Added tags to ship systems:
- offensive, defensive, movement
- Currently only used for certain new simulator options ("Stationary, defenses only")
- Added enableCampaignMapGridLines to settings.json, defaults to true
- Added ColonyCrisesSetupListener to help add colony crisis factors/causes; expected use pattern:
- If HostileActivityEventIntel exists: just add the factor/cause
- If not: the ColonyCrisesSetupListener.finishedAddingCrisisFactors() will be called when the event is initialized, add the factors there
- Added DetectedEntityListener, for different VisibilityLevel of detection
- Added "requireTypingDeleteToDeleteSave" to settings.json (can not be changed by mods, only by player)
- Added to MarketConditionSpecAPI:
- Set<String> getTags();
- void addTag(String tag);
- boolean hasTag(String tag);
- Planet intel/filter:
- Configured mostly in PlanetSearchData class
- ColonyOtherFactorsListener can implement PlanetFilter to show up
- Can add "planet_search" tag to market condition to show up in the filter
- Can add "show_in_planet_list" tag to market condition to force it to show up in the filter (conditions that can be generated during default planet condition generation always show up)
- Planet filter uses a scroller if height exceeds available space
- Colony items are "unlocked" by having them in the inventory OR by seeing their tooltip
- Stored using SharedUnlockData class, which stores the data in common/core_shared_unlocks.json
- Items must have a "planet_search" tag to show up in filter
- See PlanetSearchData for how planet search data is configured
- Added to SettingsAPI:
- showCodex(String entryId)
- void showCodex(CodexEntryPlugin tempEntry);
- void showCodex(FleetMemberAPI member);
    - Can be called from anywhere, including from inside dialogs or while other dialogs are up
    - Will do nothing if codex is already being shown
- Added to TooltipMakerAPI:
- void setCodexEntryId(String codexEntryId);
- String getCodexEntryId();
- void setCodexEntryFleetMember(FleetMemberAPI member);
- void setCodexTempEntry(CodexEntryPlugin tempCodexEntry);
- Allows setting the Codex entry to be opened with F2 when this tooltip is showing
- See: CodexDataV2.getXXXXEntryId() methods for how to get entry ids
- Due to the skill tooltip being shown in the Codex in a larger font, what "fits" lengthwise is slightly less
- Added Codex-related tags to almost every type of thing that shows up in the Codex
- hide_in_codex: do not add to the codex
- HIDE_IN_CODEX hint continues to work where applicable
- invisible_in_codex: add, but it's invisible, can be shown directly by entry id
- codex_require_related: only visible/unlocked if a related item is
- codex_unlockable: invisible by default, requires being unlocked via SharedUnlockData
- show_in_codex: force the entry to be included in the codex where it might normally not be
    - This one is not universally supported
- Commodities with a "demand class" no longer automatically get all of the base demand class tags
- Added tags to planets (in planets.json); added related methods to PlanetSpecAPI
- Added Global.CODEX_TOOLTIP_MODE boolean, set to true while creating Codex entry details
- Certain tooltips are expected to respect this and not run campaign-specific code during tooltip creation, for example:
    - Hullmods, abilities, special items, market conditions, etc
    - Ability tooltips in particular seem most prone to crashing if this is not done
    - Tooltips should not add a title in this mode
- Use $Market token when starting a sentence in market condition descriptions for proper capitalization
- Codex entries replace $Market with "The planet" and $market with "the planet"
- Added CodexCustomEntryExample class
- Added TagDisplayAPI
- Added MODULE ship type hint, results in ship tooltip not showing irrelevant logistics values
- Added "logistics n/a reason" column to ship_data.csv, can be used to hide logistics data in ship stats tooltip
- Ship systems: now using the text5 column in descriptions for additional Codex info
- In that specific text only, can use {{string}} or {{color:<color>|string}} for highlights
- Color can be h|good|bad|player|gray or a color in settings.json
- Also added TooltipMakerAPI addParaWithMarkup() methods that handle this markup
- May expand the use of this later
- Planet survey screen now actually uses illustration provided by the SurveyPlugin instead of always using the "survey" one
- Codex unlocking: "allCodexEntriesUnlocked" and "showLockedCodexEntries" in settings.json
- Can create completely custom Codex categories and entries
- See: CodexDataV2 for how the Codex data is created and interlinked
- See: CodexEntryPlugin and CodexEntryV2 (base implementing class)
- Ctrl-R to reload the Codex data while already in-game, in devMode
- Added "automated" tag that can be used on variants and hulls to mark a ship as automated
- The "Automated" hullmod will also do this, but is no longer strictly required for it
- Added to ShipAPI:
- boolean isSpawnDebris();
- void setSpawnDebris(boolean spawnDebris);
    - Controls whether debris is spawned when the ship takes damage
- float getdHullOverlayAngleOffset();
- void setdHullOverlayAngleOffset(float dHullOverlayAngleOffset);
- Added to CombatEngineAPI:
- String getBackgroundSpriteName()
- Hullmods can now require items to install
- Implement HullModEffect.getRequiredItem()
- Quantity is always one
- Returned when the hullmod is removed, the ship is scuttled, or the ship is lost
- Negative recoil offset values are now supported for ballistic weapons (for barrel movement on firing)
- Added Stats.MAX_MARKET_SIZE to allow individual market max size manipulation
- Added overloadColor to hull_styles.json
- Made EMP arcs more configurable, EmpArcParams can be passed in to various methods that spawn these
- Also support for these parameters in the .system file
- Arcs can be made significantly less performance-intensive
- Added "fadePreviousFireSound" setting to .wpn files - the previously playing sound (if any) is faded out when the weapon fires again
- Added MutableShipStatsAPI.getBeamSpeedMod()
- Added to IntelDataAPI:
- IntelInfoPlugin getSelectedIntel();
- void setSelectedIntel(IntelInfoPlugin selectedIntel);
- Added $combatMusicSetId, can be set on fleets to set the combat music when fighting them
- If not found, falls back to music -> music_combat_set in the faction file
- If that's not found either, plays music_combat from sounds.json
- Added to UIPanelAPI:
- void sendToBottom(UIComponentAPI c);
- Added no_ai_core tag, can use to prevent skills from being shown in AI core skill picker dialog
- Added .webp support (does not work for phase ship glow layers and weapon animations or anywhere the game expects a specific filename ending with .png)
- Added support for weapon skins for different hull styles, see: weaponSkinsPlayerAndNPC in settings.json
- Does not support animated weapons
- Does not support different glow layers for different skins
- Fixed issue with tracking version number of mods enabled for a particular save
- Added optional sModdedBuiltIns field to .variant files

forrevenge 发表于 2025-2-9 14:17:55

本帖最后由 9wish 于 2025-3-29 10:00 编辑


Bugfixing:

Bug 修复:

- (Possibly) fixed issue with "search & destroy" order sometimes being impossible to give for a few seconds
- (大概) 修复了 `搜索 & 摧毁` 命令 有时会连续好几秒都无法下达的问题
- Fixed being able to leave crew at Sentinel when low on crew
- 修复了船员人数不足时仍可将船员留在 Sentinel 的问题
- Fixed Sentinel medevac dialog
- 修复了 Sentinel 救助伤员情节 的对话
- Fixed lost miners outpost dialog error when placed on plentiful organics/volatiles planet
- 修复了 失落矿工前哨 事件发生在具有 大量有机物/大量挥发物 的星球上时的对话
- Fixed old man reappearing as force ghost at end of Passage to Volturn if handed over to Diktat
- 修复了即使选择将老人交给 辛达强权,他也依然会在 前往 Volturn 事件的末尾(以绝地英灵)出现的问题
- Fixed having PK in possession no longer overrides shrine conversation with Gideon Oak
- 修复了拥有 行星杀手 后未正确覆盖与 Gideon Oak 的圣地对话的问题
- Fixed ability to sidestep credits check when paying certain Pathers a very large tithe
- 修复了在向特定 左径舰队 支付大笔什一税时能避开星币数额检查的问题
- Fixed buttons not fitting inside ability picker dialog during tutorial
- 修复了教程期间某些按钮未正确出现在能力选择框内的问题
- Fixed a pair of missile turrets on the Onslaught being a few pixels off in alignment
- 修复了 攻势 的一对导弹炮塔偏了几个像素的未对其问题
- Fixed issue with raiding Kanta's Den during the "At the Gates" mission
- 修复了在 星门之外 事件链期间突袭 Kanta之巢 会发生的某些问题
- Fixed issue that could cause "exceptional" level 7 cryopod officers to be rolled as level 5 instead
- 修复了可能导致 特定 7 级低温休眠舱军官被转为 5 级的问题
- Fixed issue with some officers found in sleeper pods having 0 XP instead of the right amount for their level
- 修复了在低温休眠舱中发现某些军官之后只提供 0 经验而非其等级对应的经验的问题
- Fixed issue with finding data about ruins on planets (while salvaging other things) not actually working at all, ever
- 修复了 打捞其他东西时可获取星球遗迹位置指引 这一机制从未生效过的问题
- Fixed issue with AI cores not dropping from ships that it was possible to recover post-combat
- 修复了 AI 核心未从可在战后恢复的舰船上掉落的问题
- Fixed possible pirate base commander related crash
- 修复了可能与海盗基地指挥官相关的崩溃问题
- Fixed issue with intel screen tags overlapping the bottom row of buttons slightly at a low vertical resolution when there are too many tags
- 修复了当标签太多时,情报界面标签在低垂直分辨率下与底部按钮行略微重叠的问题
- Fixed issue with AI fleets being unable to reach locations inside a star's corona sometimes
- 修复了 AI 舰队有时无法到达恒星日冕内的各种位置的问题
- Fixed issue with slipstream navigation when screen scaling is set to anything other than 100%
- 修复了当屏幕缩放设置为 100% 以外的任何值时,滑流导航会发生错误的问题
- Fixed issue with Persean League Blockade (and similar) fleet quality being affected by changes in the source colony's fleet quality after the fleets have already departed
- 修复了 英仙座联盟 封锁舰队(和类似舰队)的质量在舰队启程后依然会受到源殖民地的 舰队质量 影响的问题
- Fixed issue with Hegemony Investigator fleets continuing to show up when the Hegemony has no military colonies
- 修复了 霸主审查团舰队 在霸主没有军事殖民地时依然会继续出现的问题
- Fixed issue with winning disengage battle with a station (in which the station is not involved) would register as having destroyed the station for colony crisis progress reduction
- 修复了从一场战斗中顺利逃脱(战斗涉及了敌方的空间站,然而空间站不会实际参与逃脱战)时将视为成功摧毁空间站,进而减少殖民地危机进展的问题
- Fixed issue with module placement on station/modular ship icons
- 修复了 空间站/模块船 图标上的模块放置问题
- Fixed visual-only issue with ship explosion size being partially based on player's ship instead of the ship that's exploding
- 修复了 舰船爆炸视觉特效 的大小受玩家舰船影响的问题
- DEM missiles no longer show fighter icons on the combat map while firing
- DEM 导弹不再在战斗中的 Tab 地图上显示出战机图标
- Fixed issue with variants with Converted Hangar and Dedicated Targeting Array not getting the latter added during autofit
- 修复了具有 改装机库 和 专注型目标锁定核心 的装配在执行 自动装配 时总是会卸除后者的问题
- Fixed issue with autofit where s-mods from the target variant would not be added to the ship being autofitted
- 修复了执行 自动装配 时若目标装配具有 S插件 则可能不安装对应 S插件 的问题
- (Hopefully) fixed issue with player portrait selection affecting sector generation from a given seed
- (也许) 修复了玩家头像将在 指定存档种子 时影响世界生成的问题

天照御神 发表于 2025-2-9 14:22:34

::D 看来098 快出了。 汉化又要等2年了 ::$

yutu- 发表于 2025-2-9 14:57:47

汉化才刚完成,098日志就出来了,心疼汉化组。{:tieba_34:}

qaz 发表于 2025-2-9 15:02:01

好欸,是新的饼{:tieba_43:}

forrevenge 发表于 2025-2-9 15:02:51

yutu- 发表于 2025-2-9 14:57
汉化才刚完成,098日志就出来了,心疼汉化组。

没事,先让我被大饼里的CO2噎死才会有更新(

我TM吃吃吃 发表于 2025-2-9 15:05:57

好好好

Hans 发表于 2025-2-9 15:53:10

蹲一手0.99(

gdifenix 发表于 2025-2-9 16:38:01

天照御神 发表于 2025-2-9 14:22
看来098 快出了。 汉化又要等2年了

但是0.97/96也没汉化两年啊,实际一年就已经能玩了

社爆传说 发表于 2025-2-9 16:52:01

草,这波平衡稳定发挥{:tieba_12:}

KMBRS 发表于 2025-2-9 17:01:37

我都是uu加速战雷然后设置f8翻译看到懵逼的剧情就f8翻译一下

BAKA24 发表于 2025-2-9 17:23:53

KMBRS 发表于 2025-2-9 17:01
我都是uu加速战雷然后设置f8翻译看到懵逼的剧情就f8翻译一下

UU:兄弟你怎么扁了

蝗虫小丑 发表于 2025-2-9 23:53:17

强化后的千兆大炮会不会变得好用一点呢(妄想)

forrevenge 发表于 2025-2-9 23:57:26

蝗虫小丑 发表于 2025-2-9 23:53
强化后的千兆大炮会不会变得好用一点呢(妄想)

+1/4还不能用那没救了

A.z.s 发表于 2025-2-10 03:51:02

终于可以让ai无视掉对面监视者这类会飞的障碍物了

006379 发表于 2025-2-10 13:07:02

人之领回来了是什么鬼?还是威胁,殖民地威胁?
难道是大远征打过来了?

CaptainChris 发表于 2025-2-10 17:13:43

哇,欧米茄武器还加强啊

forrevenge 发表于 2025-2-10 17:19:50

006379 发表于 2025-2-10 13:07
人之领回来了是什么鬼?还是威胁,殖民地威胁?
难道是大远征打过来了? ...

Alex只说add threat ,鬼知道是什么,我只能猜人之领如闪电般回来了

Tick_Tock_Man 发表于 2025-2-10 20:03:58

有关于threat
不负责任联想可能和这条早期开发推特有关:

006379 发表于 2025-2-11 08:32:06

forrevenge 发表于 2025-2-10 17:19
Alex只说add threat ,鬼知道是什么,我只能猜人之领如闪电般回来了

那我得想个办法吹奏ceddin dedden了,控制台之力,三段!
不然就要被人之领按在地上吊打:你人之领爷爷又回来啦!

006379 发表于 2025-2-11 08:46:25

哎,龙炎已经彻底跌落神坛。
区区削减装配点数,完全无法拯救,也就只有转业导弹舰天马座能完美适配了。。。

时间的流动 发表于 2025-2-13 10:12:58

蹲一手0.100

Elise 发表于 2025-2-14 12:44:50

裂解炮终于走完了他的登神长阶,轻巡及以下的船被蹭一下就会被10秒总量1000的破甲瞬间烧黑一片装甲,Alex,你好残忍

反爆破药膏 发表于 2025-2-14 13:30:57

蝗虫小丑 发表于 2025-2-9 23:53
强化后的千兆大炮会不会变得好用一点呢(妄想)

能用,和你会不会去用是两码事{:tieba_12:}。实战除非实在是武备匮乏不然你还是不会用它的,不信你可以自己去改改数值拉到098的水平去试试,依旧不好用

反爆破药膏 发表于 2025-2-14 13:37:09

006379 发表于 2025-2-10 13:07
人之领回来了是什么鬼?还是威胁,殖民地威胁?
难道是大远征打过来了? ...

是人之领送回来的信使,落地之后发现一片狼藉,科技倒退民不聊生藩王割据,还有一堆不知道哪个位面跃迁过来的MOD势力,于是开始大清洗{:tieba_12:}。然后我们无敌的主角开始和各路诸侯对抗清洗,但是最后信使还是在被消灭之前想办法把“家被偷了!”的消息发送给了人之领。之后的故事过两年再填{:5_129:}

006379 发表于 2025-2-14 13:42:50

反爆破药膏 发表于 2025-2-14 13:37
是人之领送回来的信使,落地之后发现一片狼藉,科技倒退民不聊生藩王割据,还有一堆不知道哪个位面跃迁过 ...

按照你这个剧本,来的是UED是吧{:tieba_35:}

極光 发表于 2025-2-14 13:54:31

{:tieba_12:}{:tieba_12:}{:tieba_12:}好家伙,人之领派来军队?????那不就成了星际争霸的UED地球联邦吗,那战斗力碾压整个科普鲁星区

極光 发表于 2025-2-14 13:55:22

Elise 发表于 2025-2-14 12:44
裂解炮终于走完了他的登神长阶,轻巡及以下的船被蹭一下就会被10秒总量1000的破甲瞬间烧黑一片装甲,Alex, ...

蹭1下??1000破甲??好家伙,以后要成标配了,一炮就能裂甲

極光 发表于 2025-2-14 14:00:25

forrevenge 发表于 2025-2-9 11:59
情报:(先吃饭在改)

[*]联络人情报不再默认标记为“重要”


太棒了。。。终于改进了E键的情报节目,可以点开地图了。。。。。哎~~A圣恩情还不完啊~~!!{:tieba_39:}{:tieba_29:}

议长必死于锉刀 发表于 2025-2-14 20:57:18

懂了,就是说没更新

Spica 发表于 2025-2-15 17:43:08

極光 发表于 2025-2-14 13:54
好家伙,人之领派来军队?????那不就成了星际争霸的UED地球联邦吗,那战斗力碾压整个科普鲁星区 ...

玩家:我必须重新集……

踏雪无痕 发表于 2025-2-16 21:42:29

感觉0.98没有什么干货啊,就一个阿努比斯巡洋舰?大部分都是平衡调整系统优化

forrevenge 发表于 2025-2-16 22:47:53

踏雪无痕 发表于 2025-2-16 21:42
感觉0.98没有什么干货啊,就一个阿努比斯巡洋舰?大部分都是平衡调整系统优化 ...

优化还不好,你希望塞7,8个任务等汉化等两年吗(

流明明 发表于 2025-2-17 02:10:32

本帖最后由 流明明 于 2025-2-17 02:24 编辑

太可怕了,龙炎系导弹已经很强了,为何要减少装配点?是不是龙炎之前削弱过一波我不知道?

隐为者 发表于 2025-2-18 14:07:34

極光 发表于 2025-2-14 14:00
太棒了。。。终于改进了E键的情报节目,可以点开地图了。。。。。哎~~A圣恩情还不完啊~~!! ...

忠!橙!

暴雨yyds 发表于 2025-2-18 14:32:12

如果星区生成没有在休眠舱中产生 4 名 7 级军官:
因此,你不会因为没有调查某个特定的求救信号而永远错过
天哪,097有这个机制吗?我从来都不管求救信号{:tieba_39:}

蕉女郎bana 发表于 2025-2-18 17:47:04

暴雨yyds 发表于 2025-2-18 14:32
如果星区生成没有在休眠舱中产生 4 名 7 级军官:
因此,你不会因为没有调查某个特定的求救信号而永远错过
...

没事,日常你在超空间看到的那些飘着的战斗残骸都有可能捞到7级副官,只是一轮游戏各种途径总共好像能最多捞4个

踏雪无痕 发表于 2025-2-18 19:52:49

forrevenge 发表于 2025-2-16 22:47
优化还不好,你希望塞7,8个任务等汉化等两年吗(

啊,这是重构屎山代码吗?那我举双手双脚赞成

forrevenge 发表于 2025-2-18 22:32:27

踏雪无痕 发表于 2025-2-18 19:52
啊,这是重构屎山代码吗?那我举双手双脚赞成

额游戏本体换java了(作者还感谢了网游废妹妹miko)

璀璨的放射 发表于 2025-2-19 22:49:59

星体又被削了
虽然除了刚玩的时候就没用过几次

A.z.s 发表于 2025-2-19 23:16:37

璀璨的放射 发表于 2025-2-19 22:49
星体又被削了
虽然除了刚玩的时候就没用过几次

加强了,先进定位完爆先进光学,内置扩展发射架省下来的30装配点足够点一个强化护盾还有余,把这削的0.1盾效补回来

BAKA24 发表于 2025-2-20 15:59:01

“既然大家都装 干脆内置好了{:tieba_43:}”
页: [1] 2
查看完整版本: 远行星号0.98更新日志 - 翻译