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#### Version 2.3.0 ####
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# Ancient Relics Story Pack Features
# 遠古遺物故事包特色內容
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# Relics
# 遺物
* Collect Relics to show off the achievements of your empire. Display your glory by showing off your very own Omnicodex, Miniature Galaxy, and more. All grant powerful passive and active effects to their owner.
* 收集遺物來展現你帝國的成就。通過陳列你自己的泛宇宙法典Omnicodex、微型銀河Miniature Galaxy等遺物來展現你的榮耀。所有這些遺物都賦予它們的擁有強大的被動和主動效果。
# Archaeology
# 考古
* A system that allows multi-stage investigations of strange alien sites, with rewards for unlocking each stage. Find them, excavate them, make their secrets yours. Also added some new archaeology-themed scientist traits tying in to these.
* 一個允許對陌生的外星場所進行多階段調查的系統,其每一階段解鎖都會給予獎勵。尋獲、挖掘,把他們的秘密變成你的。還加入了一些與這此有關的的考古學主題的科學家新特質。
# Two New Precursors
# 兩個新的先驅者文明
* Learn more about the ancient history of the Stellaris galaxy with two more Precursor races: the Baol, a peaceful plantoid hive mind, and the Zroni, a powerful psychic species that was the first to reach the mysterious alternate dimension known as The Shroud. Find their ancient homeworlds and hopefully learn from their demise.
* 通過兩個更古老的先驅者種族進一步了解關於Stellaris銀河的遠古歷史: 寶爾Baol文明,一個和平的植物蜂群意識;和茲若尼Zroni文明,一個強大的靈能種族,他們第一個到達了神秘的被稱為帷幕的另一維度。找到他們古老的家園,希望你能從他們的消亡中吸取教訓。
# Relic Worlds
# 遺蹟星球
* Discover a new world type, a mausoleum on a planetary scale. The the dead civilizations that once dwelt here left behind a treasure trove of arcane technology, which you can excavate at archaeological sites.
* 發現一種新的星球類型,一個行星規模的陵墓。曾經居住在這裡的文明早已消亡並留下了神秘的技術寶庫,你可以在考古場所發掘它。
# Minor Artifacts
# 小型文物
* Ancient Relics adds a new rare resource, Minor Artifacts, which can be uncovered via archaeology and exploration. They can be spent to give powerful empire ethics-specific boons. Celebrate the diversity of life in the galaxy by displaying these artifacts in a museum, or destroy them to proclaim the superiority of your own eternal empire.
* 遠古遺蹟新增了一種新的稀有資源,小型文物,可以通過考古和探索發現。它們可以給強大的帝國帶來種族特性方面的加成。通過在博物館裡展示這些藝術品來慶祝銀河系生命的多樣性,或者摧毀它們來宣揚你自己永恆帝國的優越性。
# Achievements
# 成就
* Unlock the mysteries of the galaxy to get 10 new Steam achievements
* 通過解開銀河系的謎團可獲得10個新的Steam成就。
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# 2.3.0 "Wolfe"Free Features
#「沃爾夫」免費特色內容
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# Prior Content RelicRework
# 之前內容的遺蹟重製
* Many things from previous game content have been reworked to use the new Relics system. Among several others, you can gain the Isolated Contingency Core or the Prethoryn Brood Queen as symbols of your triumph.
* 為了使用新的遺蹟系統,許多之前的遊戲內容都已重製。在其他數個內容包裡,你可以獲得孤立肅正核心Isolated Contingency Core或索林原蟲女王Prethoryn Brood Queen作為你勝利的象徵。
# Sector Redesign and Automation
# 星域的重新設計和自動化
* Sectors have been greatly improved in 2.3, allowing the player more control over how and where they are formed, as well as giving more robust automation tools to let them run themselves if you want to focus on the bigger picture.
* 在2.3版本號中星域得到了很大的改進,允許玩家更好地控制星域的創建方式和位置,如果你想專注於更龐大的視角,也提供了更強大的自動化工具讓它們自己運行。
# Planet Designation
# 行星指名系統
* You can now choose to manually set a planet designation (Agri-World, Forge World, etc), focusing production on different resource outputs. There is now a shared automated development stockpile that you can pay in to and allow planets to set their own build orders.
* 你現在可以選擇手動設置行星類型 (農業星球、熔爐星球等),將生產重點放在不同的資源輸出上。現在有一個行星共享的自動化庫存,你可以往裡投入資源,並允許行星設置自己的建造序列。
# Megastructure Improvements
# 巨構建築改進
* Habitats gain different effects based on the type of celestial body they inhabit. Ring Worlds gain specialized, highly efficient districts.
* 居住站Habitats會因所處的天體類型不同而獲得不同的效果。星環世界Ring Worlds將獲得專業而高效的區劃。
# Other Stuff
# 雜項
* 2.3 is now a 64 Bit application. Support for 32 Bits is deprecated, but you can roll back to 2.2 if you want to play on such hardware.
* 2.3版本號現在是64位的應用程式,不再支持32位,但是如果你想在這樣的硬體上運行,可以回滾到2.2版本。
* Precursors no longer spawn in a preselected pie slice of the galaxy
* 先驅者不再在銀河中按照預先設定的扇形分區固定分布。
* Added a menu option at game start to disable Caravaneer fleets ifyou don't want those sweet, sweet deals
* 在遊戲開始時添加了一個菜單選項,如果你不想要那些豐厚到讓人不能呼吸的交易,那就可以禁用行商艦隊。
* Added a randomize button when renaming planets
* 重新命名行星時添加隨機按鈕。
* Rogue Servitors can now build a variant of leisure districts on habitats to entertain their bio-trophies in space
* 失控機械侍從Rogue Servitors現在可以在居住地上建造多種特殊休閒區,來招待他們在宇宙中的生物紀念品。
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# Balance
# 平衡
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* Thrall Worlds can now build Energy Grids and Mineral Purification Plants
* 奴隸星球ThrallWorlds現在可以建造能源陣列和礦物處理中心了。
* Terraforming worlds no longer re-rolls districts, blockers, unique deposits
* 地貌改造後的星球不再重新生成區劃、地塊障礙、獨特的行星特徵
* The Voor Technocracyprescripted Empire is now Fanatic Materialist/Authoritarian
* 福爾Voor學究獨裁帝國現在是極端唯物主義者/威權主義者
* Technocracy civic now requires fanatic materialist ethics
* 科技專制Technocracy民政現在需要極端唯物主義思潮
* Rebalanced the Worm-In-Waiting to make it more of a real threat
* 重新平衡時之蟲事件,讓它成為更真實的威脅。
* Habitats can now build food processing buildings, research labs, commercial zones, and holo theaters
* 居住地現在可以建造食品加工廠、研究實驗室、商業區和全息劇院。
* Adjusted costs of clearing Arcology blockers
* 調整理想城的地塊障礙清除成本。
* Habitats built over rare deposits now gain the associated deposits
* 在稀有儲藏行星上建造的棲息地現在獲得了相關的稀有儲藏。
* Mastery of Nature ascension perk requirement reverted, can once again be picked in the first slot
* 自然支配Mastery of Nature超凡飛升的前置要求改回來了,又可以在第一個槽位選擇它了。
* Ecumenopolis districts now require rare resources build (50) and upkeep (2)
* 都市型星球Ecumenopolis的分區現在需要稀有資源來建設 (50) 和維護 (2)。
* Low habitability now also reduces pop growth and job output by 0.5% per missing habitability
* 低宜居度下,每降低1點宜居度現在同時降低了0.5%的人口增長速度和工作產出。
* Gaia World terraforming time reduced from 7200 to 3600 days, cost reduced from 10000 to 7500
* 蓋亞星球的改造時間從7200天減少到3600天,成本從10000減少到7500。
* Matter Decompressor Site alloy cost increased from 3000 to 5000, to be consistent with other sites
* 物質解壓器的合金成本由3000增加到5000,與其他建築保持一致。
* Architectural Renaissance unity ambition now also increases megastructure build capacity by +1
* 建築復興Architectural Renaissance野心現在還+1巨構建築的建造能力。
* Dyson Sphere energyoutput increased from 250/500/750/1000 to 1000/2000/3000/4000
* 戴森球的能量輸出從250/500/750/1000增加到1000/2000/3000/4000。
* Matter Decompressormineral output increased from 250/500/750/1000 to 500/1000/1500/2000
* 物質解壓器的礦物產量從250/500/750/1000增加到500/1000/1500/2000。
* Consolidated placement rules for most megastructures, so that they are no longer inconsistent
* 大多數巨構建築的現在使用統一的布局,這樣它們會更一致了。
* Interstellar Assembly now costs energy in upkeep instead of consumer goods, restoration alloy cost reduced from 20000 to 15000
* 星際集會的維護現在消耗能源而不是消費品,修復的合金成本從20000降低到15000。
* Mining Drone Home Base now also drops a strange device
* 採礦無人機基地現在還掉落一個奇怪的設備。
* Gestalt races now also benefit from increasing the flow of Dark Matter from the Dimensional Portal
* 格式塔意識的種族現在也受益於來自異次元傳送門的暗物質流帶來的提升。
* Rogue Servitors start with another Nexus District
* 失控機械僕從開局時獲得一個額外的樞紐區劃。
* Galactic Wonders ascension perk no longer immediately unlocks the ability to build Ring World, Matter Decompressor and Dyson Sphere, but instead adds them as research options
* 銀河奇蹟GalacticWonders超凡飛升不再直接解鎖建造星環世界、物質解壓器與戴森球,而是給與相關的研究選項。
* Picking life seeded will no longer grant neighboring Gaia worlds, but rather a randomized starting planet class
* 選取生命搖籃民政將不再保證在周圍生成蓋亞世界,而是一個隨機的初始行星類型。
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* 職員與繁榮傳道者崗位權重不再考慮強壯、虛弱與俯首帖耳的特質。
* Miner job weights DO care about being proles
* 礦工崗位將考慮俯首帖耳特性。
* Synth Empires pay only alloys for Colony ships, like Machines
* 合成人帝國將與智械帝國一樣,只需支付合金以建造殖民船。
* Inward Perfection empires can no longer form research agreements or commercial pacts
* 擁有超凡入聖Inward Perfection的帝國將不再能夠達成科研協定或者貿易協定。
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# Performance
# 性能
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* Fixed a case where unneeded VFX were being rendered, causing a gradual game slowdown over time
* 修復了因為渲染了不必要的視覺特效VFX導致遊戲隨著時間而逐漸變卡的問題。
* Reduced the delay when there is a big transfer of systems after a country surrender
* 降低了當一個國家在戰爭中投降導致大量星系易手產生的延遲。
* Fixed the end of year lag when big empires with lots of pops being assimilated convert them into proper citizens
* 修正了在每一年結束時,一個大帝國正同化大量人口為合適的公民時產生的延遲。
* Improved faction threading, for performance and OOS safety
* 改進了派系計算的線程,改善了性能與失去同步的問題。
* Smoothed border calculations to reduce stutter
* 改進了邊界計算以減少卡頓。
* Reordered threaded economics calc to avoid race condition of ships depending on planet resources depots
* 重排了線程上的經濟條件計算,以規避由於星球特殊資源造成的艦船競態條件。
* Fixed a case where every pop would check for faction membership on every daily tick, creating a performance drain
* 修復了每個人口每天都會檢查自己所屬派系而造成的性能下降。
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# UI
# 用戶界面
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* Corrected misleading tooltip that falsely claimed it was notpossible to set a species to Transcendent Awakening when it has Assimilationcitizenship
* 修復了誤導性的提示文本,其會錯誤地聲明:當一個物種處於同化公民權時不能進行卓越覺醒。
* Queuing up multiple outpost constructions will now give theadjacency discount for influence costs where appropriate
* 在適當情況下,隊列建造多個哨站將會正確計算鄰接建造成本減成。
* Fixed an issue when having multiple fleets selected including acolossus, right click orders menu on planets would be empty
* 修復了當選擇包含巨像在內的複數艦隊時,右鍵點擊一個行星出現空菜單的情況。
* Rivalry influence production now displayed with modifiers indiplomatic view
* 宿敵帶來的影響力將在外交界面與修正一同顯示。
* Diplomatic actions now display correct influence upkeep cost withmodifiers
* 外交行為將正確顯示所需的影響力維護與其修正。
* Added entry to the fleet capacity tooltip explaining how manyTitans you can build
* 艦隊上限的提示文本將會告訴你能建造多少艘泰坦。
* Fixed terraform button tooltip wrongly suggesting you canterraform gaia worlds
* 修正了環境改造按鈕的提示文本錯誤地建議你可以改造蓋亞世界的情況。
* Fixed some technology description texts overlapping with the techspecialization icon
* 修復了一些科技描述文本會覆蓋科技專長圖標的問題。
* Fixed quite unplayable text spillout for guaranteed habitableworlds slider in multiplayer galaxy setup
* 修正了在多人遊戲設置中,確保可居住星球滑塊文本溢出的嚴重問題。
* Fixed info about "Mass Produced" and"Custom-Made" modifiers for robot assembly being missing in thetooltip
* 修復了機器人組裝中「量產Mass Produced」與「定製Custom-Made」修正描述的缺失。
* Fixed the reinforce fleets option in the Fleet Manager wronglyshowing missing minerals rather than alloys, if you don't have enough of thelatter
* 修復了當你缺乏合金時,艦隊管理中補充艦隊選項錯誤地顯示缺失礦物而非缺失合金的情況。
* Fixed text spillout of View Privacy Policy button in options (I'mlooking at you, 23 letter German compound word)
* 修正了選項中查看隱私協議選項的文本溢出(我正看著你,一個23字母的德語複合詞)。
* Fixed a heinous pixel error with Mass Driver I
* 修正了物質加速炮I型的一個令人髮指的像素錯誤。
* Fixed fractional costs of rare resources in ship designerdisplaying as 0, causing confusion
* 修正了艦船設計界面的稀有資源消耗的小數部分顯示為0,造成迷惑的情況。
* Added tooltip to terraform button when it is disabled, detailingwhy
* 增加了環境改造不可用時的提示文本並解釋了原因。
* Removed redundant repetitive redundant diplo offer duplicationfor peace offers
* 移除了提出和平時的冗餘重複的外交選項。
* Fixed an issue where the overall progress of a fleet upgradeorder would visually reset to 0% after any single ship in the fleet completedupgrades
* 修復了在艦隊中有單體艦船升級完成時,會將整體升級進度顯示重置為0的問題。
* Fixed observer outliner to be less broken, along with the hotjoininterface
* 修復了觀察者模式與熱加入界面的概覽。
* Fixed missing species portrait in the declining pop window, sonow you can feel extra sad
* 修復了人口下降提示窗口的物種頭像,可以讓你感覺更難過。
* Fixed a display issue where replacing a built district wouldtemporarily add to the number of built districts, sometimes causing overflows
* 修復了改建區劃時會暫時顯示區劃數量加一,有時會導致溢出的問題
* Replacing a planetary building now triggers a re-sort of buildingicons to keep similar types grouped together
* 改建一個行星建築現在會觸發建築圖標的重排以保持同類建築放在一起
* Removed the "has no FTL drive" part of the tooltip forstations when they are selected and you hover over a different system
* 移除了當選擇一個空間站的同時將滑鼠移動到另一個星系上時,出現的「沒有超光速引擎」的提示文本。
* Fixed an issue where losing a building due to resettlement wouldshow the pop requirements for all slots displaying as 5 lower than reality
* 修復了當因為重新定居而導致失去建築時,所有建築格顯示的人口需求都比實際數目小5的問題。
* Even though devouring swarms can now purge inorganics for alloys,the tooltip wrongly stated they could not be processed...fixed
* 儘管吞噬蜂群現在能吃掉機器人口獲得合金,但提示欄錯誤地提示「無法處理」...問題已修復。
* Fixed so that unemployment by strata icons are properly displayedand has a working tooltip
* 使因為階層而失業的圖標正確顯示並有了可用的提示文本。
* Now it is possible to add federation ships to a fleet design
* 現在可以將聯邦艦船設計加入艦隊設計。
* Fixed commercial pact diplo agreement wrongly inverting what theproposing and receiving empire will get from the deal
* 修復了商業協定錯誤地顛倒了發起方與接收方的顯示的問題。
* Fixed visual issue wrongly showing zero tech progress until afterfirst monthly tick
* 修復了第一個月結束之前科研進度始終顯示為0的顯示問題。
* Cornucopicturesque and Mineralistic event option tooltips nolonger refer to adding tile deposits
* 豐饒景色與礦產豐富事件提示文本不再顯示增加地塊資源。
* Fixed placeholder icons for Ascendancy Shipwrights modifier andMenial Drone Output (extra % produced by Coordinators)
* 修復了「優越造船」修正與「低級子人口產出」的佔位符圖標(由協調者產生的額外%號)。
* Fixed missing reference to influence gain reduction in thetooltip describing the result of losing a humiliation war
* 修復了在一場羞辱戰爭中失敗而產生影響力減成的描述錯誤。
* Fixed unplayable overlap of the investigate button on unknownalien fleets
* 修復了未知外星艦船上的調查按鈕覆蓋的問題。
* Fixed bad text wrapping in federation fleet power display whenthe number was over 10000
* 修復了當數值超過10000時,聯邦艦隊力量的嚴重顯示錯誤。
* Machine empire Mineral Purification/Energy grid etc buildings nolonger show the tooltip for raising district cap on inapplicable planet types
* 修復了智械帝國的礦物處理站/電力處理站等建築不能正確顯示不適當的行星類型上增加對應區塊上限的描述。
* Fixed tooltip that falsely claimed that setting a species topurge (except neuter) was a requirement for the Decent Living Standard
* 修復了提示文本錯誤地聲稱必須設定一個種族為淨化(不是絕育)才可以設定為溫飽生活標準。
* Habitability map icon now considers all possible species insteadof just owned ones
* 宜居度地圖圖標現在會考慮所有可能的物種而非僅僅你擁有的物種。
* Added descriptive text to the jobs screen to explain howfavouriting jobs works
* 增加了描述性文本解釋職業偏好機制如何工作。
* Updated Corporate Dominion civic tooltip to refer to its newpost-MegaCorp effect
* 更新了企業統權民政的提示文本,現在正確的顯示其在巨型企業版本之後的效果。
* increased tooltip decimal precision on the complex drone outputbonus Rogue Servitors gain from Biotrophies
* 增加了失控機械僕從的高級子人口從有機紀念品人口處獲得的產出加成的小數顯示精確度。
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# AI
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* Implemented improved AI building selection weights (thanks to Glavius for awesome insight here)
* 實裝改進了的AI建築選擇權重(感謝 Glavius 的卓越工作)。
* AI will now properly bombard and invade primitive planets rather than suffering last minute pangs of conscience about using orbital lasers on people armed with bronze daggers
* AI將會正確地轟炸與入侵原始文明行星,而不是對拿著青銅武器的敵人用雷射轟炸折磨到最後一刻。
* AI now checks for how many outposts are being upgraded to starbase status already when deciding if it can build more
* AI在決定是否建造更多哨站時會檢查自己目前有多少哨站正在升級為太空基地,以決定自己是否可以建造更多。
* Fixed the AI considering federation ships as part of its own fleet capacity, causing them to drastically neglect their own fleet building
* 修復了AI會錯誤地將聯邦艦隊視為自己艦隊的一部分而導致他們忽略了組建真正屬於他們自己的艦隊。
* Fixed a bug preventing sector automation ever upgrading research labs to level 3
* 修復了一個使得星域無法將研究實驗室自動升級至三級的錯誤。
* AI will not build nanite transfusers without nanite income, nor build more than 2 per planet
* AI將不再會在沒有納米機器人收入時建造納米變形器,也不會在一個星球上建造兩個以上。
* Fixed AI fleets getting stuck with redundant attack/defend orders if their target went MIA
* 修復了AI艦隊當他們的目標失蹤時反覆在進攻/防禦命令中卡住的問題。
* The sector AI of Machine Intelligences and Synthetically Ascended Empires will no longer build food-producing districts or buildings unless they actually need food
* 智械文明和機械飛升帝國的星域AI將不再建造食物生產區劃或建築,除非它們確實需要食物。
* AI will now consider repairing ruined branch office buildings
* AI現在將會考慮修復毀壞的子公司的建築。
* Fixed so that transports don't emergency FTL as soon as they take any damage whatsoever, because D-Day didn't stop when the first landing craft hit a mine
* 修正了問題,現在運輸船不會在受到任何傷害時就緊急超光速飛行,因為D-Day也不會在第一艘登陸艇觸碰到地雷時就停止。
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
* 修正了一些邊緣案例中,AI試圖通過建造人口並無法在上面工作的區劃和建築來擺脫失業的問題。
* AI prefers City districts over Housing buildings a bit more
* 相比住房建築,AI現在略微更喜歡建造城市區劃。
* Machine empires will no longer build nonsentient, less efficient robot pops and unemploy their own citizens
* 智械帝國將不再建造無感情的、效率較低的機器人人口,並因此讓自己的公民失業。
* AI will now take more opportunities to repair damaged fleets when it has the chance
* AI現在有機會的時候會有更多機率去修復受損的艦隊。
* Fixed AI bug caused by fleets unassigned to any group not being able to be added to one due to damage, instead just sitting idle
* 修正了由於沒有被分配到任何一個組的艦隊因為損壞,而不能將其添加到一個組的AI錯誤,取而代之的是將其閒置。
* Fixed AI not bothering to send its war-weary fleets home following a peace agreement
* 修正了AI在達成和平協議後不願將其厭戰的艦隊調遣回家的問題。
###################
# Modding
# 模組
###################
* The Archaeology system from Ancient Relics is open for modding use, to create your own multi-stageevent chains
* 遺址遠古考古系統可模組化,允許打造自己的多階段的事件鏈。
* Fixed a map distance cache bug that affected mods with non-random maps, causing each outpost to cause the maximum amount of influence
* 修復了一個地圖距離緩存錯誤,該錯誤影響具有非隨機地圖的mod,導致每個哨站產生最大影響力的消耗。
* Added GetAge, GetFirstName and GetSecondName to the leader scope in localization, to allow you to do events calling just first or second names, etc
* 在本地化文件中將GetAge、GetFirstName和GetSecondName添加到leader作用域,允許你在編寫事件中只調用姓或名等等。
* on_fleet_destroyed_xxx events will now happen only once. For example: the shattered loop
* on_fleet_destroyed_xxx事件現在只發生一次。例如:破碎的環事件。
* Added num_owned_relics trigger
* 添加了num_owned_relic觸發器。
* kill_pop_chance now uses weights with Pop scope
* kill_pop_chance現在使用人口作用域的權重。
* Added locked_random_list with predetermined effect for random colony automation
* 為locked_random_list增加了預先確定的效果,用於自動隨機殖民。
* added building/district specific building speed modifier"planet_<building/district>_build_speed_mult"
* 添加建築物/區塊專有的建造速度修正項"planet_<building/district>_build_speed_mult"
* Parallel Megastructure build/upgrade capacity can now be altered by modifiers
* 並行的巨構建築建造/升級的容量現在可以被修正項所修改。
* Added effect "add_timed_trait" that lets scripts add a timed trait to a leader character. Usage: Scope Leader, `add_timed_trait = { trait = <trait name>days/months/years=<duration>"
* 添加了「add_timed_trait」效果,用來在腳本給領導人添加有一定時限的特性。用法:scope leader,`add_timed_trait=trait=<traitname>days/months/years=<duration>
* Fixed the "num_buildings" trigger to actually take the paramater"any" into consideration
* 修正了「num_buildings」觸發器,使其可以考慮參數「any」。
* Added "show_prereqs" to megastructures to determinie if they appear or notin the tech that unlocks them
* 在巨構建築中添加了「show_prereq」,以確定它們是否出現在解鎖它們的科技中。
* Added "prereq_name" to change what name a megastructure shows when unlockedby a tech
* 添加了「prereq_name」,以更改通過科技解鎖的巨構建築顯示的名稱。
* Added trigger last_activated_relic
* 添加last_activated_relic觸發器。
* Added has_deposit_category for checking a category of a deposit
* 添加了has_deposit_category來檢查資源儲存的類別。
* Added has_relic trigger
* 添加了has_relic觸發器。
* Added remove_relic effect
* 添加了remove_relic效果。
* Added add_relic effect
* 添加了add_relic效果。
###################
# Bugfixes
# 捉蟲子
###################
* Fixed a case where Prethoryn Infestors would not infest habitable worlds
* 修復了在某種情況下索林原蟲入侵者不會侵略宜居世界的問題。
* Fixed a case where the L-gate chain could get stuck, with pointless repeating techs to gain insights, if another empire finished the chain first
* 修正了在某種情況下,如果另一個帝國先完成了L-星門事件鏈,L-星門事件鏈可能會被卡住,出現無意義的重複科技獲得L-星門洞察力的問題。
* Fixed nonfunctional "upgrade all" button for defense stations
* 修復了太空防禦站「全部升級」按鈕不工作的問題。
* Migration controls will now actually control migration, like it says on the tin
* 移民控制現在將實際控制移民,就像在說明中所說的那樣。
* Fixed a case where choosing to fight the Worm could spawn another one, that could also be farmed for rewards
* 修復了在某種情況下,選擇與時之蟲戰鬥會產生另一個時之蟲,並且另一個時之蟲還可以被養殖以獲得回報的問題。
* Fixed broken starbase designs for Awakened Fallen Empires that prevented them from expanding
* 修復了覺醒帝國破碎的太空基地設計,這些設計阻止了他們的擴張。
* Fixed a host of display and stability issues relating to constructing robots from a template rather than the base type
* 修復了一系列顯示和穩定性問題,這些問題與從模板而不是基礎類型來建造機器人有關。
* The Caravaneers will no longer offer the Bunk Beds and Food Containers deals to empire types that cannot use them (Gestalts, etc)
* 商隊將不再提供雙層床鋪和食品容器給不能使用它們的帝國類型(格式塔等)。
* Put in safeguards to prevent game events dependent on contact with another normal empire (The Prince, Legible, etc) from firing before you've made first contact with any
* 設置了一些安全措施來防止與其他普通帝國相關的事件(《王子》事件,解讀外星文本事件等等)觸發,在你與他們進行第一次接觸之前。
* Cybernetic pops should now be able to survive (poorly) on Machine Worlds, which now have a base habitability of 0 (offset somewhat by their +20% tolerance)
* 賽博化人口現在能夠在機器星球生存(以很糟糕的水平),機器星球的基本宜居度為0(被賽博化人口+20%的適應性抵消了一些)。
* Fixed organics being assimilated not being put in a proper job/stratum leading to no assimilation progress at all
* 修復了被同化的有機體沒有被置入適當的工作/階層,導致同化進程完全沒有進行的問題。
* Fixed a bug when pop growth penalty due to low habitability was not applied
* 修復了一個低適居性帶來的人口增長懲罰沒有正確應用的錯誤。
* Fixed certain binary and trinary star systems with planets visually inside a star
* 修復了某些雙星和三星恆星系統的行星在恆星內部可以看到的問題。
* Fixed the bug when state of truce was not force-opening borders
* 修復了停戰時沒有強制開放邊界的錯誤。
* Fixed unintended case where borders force-opened by a peace deal could have trade routes sent through them, creating weirdness like piracy in gestalt empires, etc
* 修正了因和平協議而強迫開放邊境可能會有貿易路線通過的意外情況,造成在格式塔帝國中產生海盜之類的奇怪現象。
* Fixed ironman cloud saves being overwritten if you play the same empire in separate games
* 修復了如果你在不同的遊戲局中遊玩相同的帝國,之前遊戲局的鐵人云存檔會被覆蓋的問題。
* Fixed the "Old With Defects" event tooltip stating it would grant progress in one technology, instead applying it at random to one the player already had available to research
* 修正了「老舊不堪」事件的提示欄,說明它將獲得一項科技進度加成,而不是將其隨機應用到玩家已經可以研究的科技上。
* Fixed a crash on Mac when attempting to load a game with there settlement screen open
* 修復了Mac系統在打開重置屏幕時加載遊戲出現的崩潰問題。
* Fixed literally unplayable typos
* 修復了「字面上無法遊玩」的拼寫錯誤(literally unplayable雙關梗)。
* Null void beams no longer wrongly appear outside of the Portal event
* 無效的虛空光束不再錯誤地出現在傳送門事件之外。
* Fixed synthetic empires not getting the project to stop the Ghost Signal
* 修復了合成人帝國沒有獲得停止幽靈信號項目的錯誤。
* Replaced placeholder icons for certain ship/station types in fleet combat results, etc
* 在艦隊戰鬥結果中替換了某些艦船/太空站類型的佔位符圖標等等。
* Fixed Volatile Mote production jobs for machine empires so they are now properly complex jobs with higher priority for pop assignment
* 修正了機械帝國的揮發性塵埃的生產職業。它們現在是具有適當複雜度的職業,分配人口工作的優先級更高。
* Added a research cost to the "Cracking it Open" event, also changed it to be an engineering project
* 給事件「把它打開」項目增加了一個研究花費,同時將他變成了一個工程學的項目。
* Added a research cost to "Breathe In, Breathe Out"
* 給「吸氣,呼氣」新增了一個研究花費。
* Fixed a case where you couldn't build an outpost in a system with hostile primitives because it counted as enemy territory, nor could you invade and subjugate them to rectify this situation because they weren't inside your borders, creating a weird catch 22
* 修正了某種情況下,你不能在一個帶有敵對原始種族的星系中建立哨站,因為它被視為敵方領土,你也不能入侵和徵服他們來糾正這種情況,因為他們不在你的邊界內,這創造了一個奇怪的「第二十二條軍規」似的悖論困境。
* Fixed a confusing visual issue when using manual ship design where going to the ship designer would automatically show newly researched components, even if your ship doesn't actually use them
* 修正了一個令人困惑的視覺問題,當使用手動艦船設計時,艦船設計器將自動顯示新研究出的組件,即使你的艦船實際上沒有使用他們。
* Fixed the penalty for going over your starbase cap only being applied once you were 2 starbases over the limit
* 修正了超出太空基地上限的懲罰只在你超過上限兩個基地時才應用的問題。
* mature_galaxy and advanced_galaxy console commands are functional again
* 控制臺命令mature_galaxy和advanced_galaxy重新可以運作使用了。
* Fixed a crash on game save
* 修正了一個遊戲保存時的崩潰問題。
* Fixed a free alloys exploit with downgrading defense platforms
* 修正了一個在降級防禦平臺時的一個給予免費合金的漏洞。
* Fixed planetary features with blockers that are cleared by an event not granting districts properly until after a game reload
* 修正了由於事件清除行星地塊障礙而給予的區劃不會正常空出來,除非遊戲重新加載的問題。
* You can now choose to station military ships at things like wormholes the same way you can with civilian ships
* 你現在可以讓軍用船隻停駐在蟲洞這樣的物體上。之前只有民用艦船可以這樣做。
* Fixing a mysterious Linux crash when colonizing a planet and the species somehow gets invalidated before finished
* 修正了一個Linux系統的神秘崩潰,即在你殖民一個星球時在完成前你的人口莫名其妙地消失並導致崩潰的問題。
* Crashfix when invalid leaders are left in a country's leader pool
* 修正了在國家的領袖池中有無效的領袖時會出現崩潰的BUG。
* Fixed a low stability warning on game start that disappeared after the first daily tick, because the apparatus of control and repression cannot be relaxed for even an instant
* 修正了在遊戲開局時你會收到一個低穩定度警告,而在第一天結束之後警告消失的bug。因為國家機器的控制與鎮壓一刻也不會停止!
* Fixed some cases where special projects could get stuck
* 修正了在某些情況下特殊項目可能會卡住。
* Fixed an uncanny crash with clicking on the ethics icons of the UNE when editing the default empire template because your utopian, egalitarian ideals aren't as universal and immutable as you think, hippies
* 修正了一個在修改地球聯合國的默認模板時點擊種群思潮圖標時的神奇崩潰。可能是因為你們這些嬉皮士的烏託邦和眾生平等的理想並不像你們想的那樣是個普遍真理!
* Added missing piracy suppression values to Caravaneer-granted ships
* 增加了丟失的行商給與船隻對海盜行為的壓制數值。
* Fixed weird cases where genetically modified subspecies could unintentionally be enslaved with certain ethic/civic combinations
* 修正了在某些神奇的情形下,一些基因修改過的亞種群會無意間遭到某些特定種群思潮/民政組合的文明的奴役。
* Fixed unusually slow purge speed when the Prethoryn conquer a primitive world
* 修正了一個不常出現的當索林原蟲徵服一個原始世界時淨化速度緩慢的問題。
* Failing to Preemptively strike the Underground civilization as a homicidal race will cause them to invade you rather than just do nothing
* 如果不能像一個滅絕種族那樣先發制人地攻擊地下文明,他們將會入侵你而不是什麼都不做。
* Fixed a crash when giving away systems
* 修正了一個給予星系時的崩潰問題。
* Fixed the trade window sometimes becoming crazy until reload/restart
* 修正了一個交易窗口有時候會胡亂顯示,除非你讀檔或者重開遊戲的問題。
* Speed Demon event will add the red/green traits even if your species is very strong/adaptive
* 軌道高速飛行物事件將會增加一個紅色或綠色的特性,即使你的種族非常強壯或者適應力很強。
* Fixed OOS for diplomatic upkeep upon hotjoining
* 修正了一個熱加入時由於維持外交界面而出現的失去同步問題。
* Fixed a hilarious one where marauders could demand the outrageous tribute sum of zero resources
* 修正了掠奪者竟然會要求總和為零的貢品資源的搞笑問題。
* Fixed the Odd Factory event creating incorrect worker strata jobs instead of drone jobs for gestalt empires
* 修正了奇怪工廠事件為格式塔意識帝國錯誤創建了工人階級職位而不是無人機職位的問題。
* Ships will no longer use unexplored wormholes when trying to pathfind
* 艦船在尋路的時候不再會選擇尚未探索的蟲洞。
* Fixed a bug where ruined buildings could be downgraded, repairing them, even though it's true that sometimes you have to destroy in order to create
* 修正了被毀的建築也可以被降級和修理的問題,儘管有的時候不破不立這話確實不假。
* Fixed Life Seeded not granting proper Gaia world preference
* 修正了生命搖籃的民政選項並沒有正確地賦予蓋亞世界行星偏好的問題。
* Changed "The Planet that Was Not There" event wrongly targeting guaranteed habitable worlds, nor on gaia planets or those with special deposits
* 修正了「不在那裡的行星」事件會錯誤的生成在開局確保的宜居星球上,但不會生成在蓋亞星球或者擁有特殊行星資源點的星球上。
* Fixed at least one instance of the country resource OOS
* 修正了至少一個帝國資源不同步的實例。
* Ecumenopolis preference no longer called AI world preference
* 都市型星球(理想城)偏好不再被叫做AI世界偏好。
* Crime event no longer fires for non-sapient robots, and also waits until the planet has >3 pops
* 非智慧機器人不再觸發犯罪事件,而且行星上沒有大於3人口的話也不會觸發。
* Fixed a Mac crash when trying to remove a build queue item from a starbase
* 修正了一個Mac系統在當你試圖移除一個太空基地建築列表項時的崩潰問題。
* Fixed slightly misleading description text if the first gateway related site you discover is the L-Gate
* 修正了如果你發現的第一個星門站點是L-星門,描述文字會有輕微誤導的問題。
* Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic
* 當隨機帝國作為生命搖籃或後啟示錄開局時,會正確地得到他們的初始行星、思潮和民政。
* Fixed breaking commercial pacts not incurring a negative diplomatic modifier
* 修正了打破貿易條約不會招致負面外交修正的問題。
* Fixed the mining restoration project failure result giving a scientist trait to an admiral. England expects every man to do his duty.
* 修正了恢復採礦項目的失敗會導致將一個科學家特質賦予將軍的問題。英格蘭期盼人人都恪盡其責!
* Fixed Machine and Hive world terraforming removing rare deposit types
* 修正了機械和蜂巢世界的環境改造會移除稀有的行星資源點類型的問題。
* Fixed a wild one where multiple research point consuming special projects could put your research output in to negative, and block all station or building construction for some reason because of "missingresources"
* 修正了一個誇張的問題。當你的某個消耗大量研究點數的特殊項目會將你的研究點數產出變成負數,然後由於某種原因以「缺少資源」為由阻止所有空間站和建築的建造。
* Fixed missing event image for the Nanosand anomaly when spawned on a desert world
* 修正了在荒漠星球上生成的納米沙特異點會丟失事件圖片的問題。
* Fixed a crash when a country gets a trade route that used to belong to someone else
* 修正了當一個帝國獲得了曾經屬於別人的貿易路線時崩潰的問題。
* Fixed planets under colonization wrongly generating unrest warnings
* 修正了殖民中的固定行星錯誤地發出動亂警告的問題。
* Impose Ideology war now properly creates an independent allied empire, instead of a vassal
* 強加思想藉口的戰爭現在會正常地創造一個獨立的盟友帝國,而不是一個附庸。
* Fixed terraforming candidates not being terraformable into Gaia worlds
* 修正了環境改造候選星球不可以環境改造為蓋亞世界的問題。
* Lots of general crash, OOS, stability fixes
* 還有許許多多普通的崩潰、失去同步問題和穩定性的修復。
#### Patchnote End ####