之王日志,十字军之王2开发日志#100

CK2 Dev Diary #100 – Come Fight Me

IsakMiller, Content Designer

Greetings!

大家吼!

Dev Diary #100, and we have a bunch of fun things to talk about!

这里是第100期开发日志,我们有一大堆东西要好好聊聊!

DUELS

决斗

As we have mentioned before, duels have been reworked during this development cycle, along with some other systems that tie into it. First off, Personal Combat Ratings now more commonly range between something like 1-100, and traits and other modifiers have been rebalanced to accommodate for this system overhaul. Naturally, being sick or bedridden can drop that number down far below zero, and if you have been Severely Injured, you should probably rest up before you accept a new fight. There are also degrees of injury when you fight, so you don’t always end up losing limbs left and right… Instead, you might be allowed to walk away with a temporary modifier, such as a Swollen Ankle, or a Black Eye.

正如我们之前所提到的,在这次开发周期中,决斗和一些其它与之有关的体系已经被重新设计了。首先,个人战役等级Personal Combat Ratings通常散布于1-100之间,并且我们重新平衡了特质和其它修改以适应这次体系大修改。当然,生病或卧床不起会使这个数字远远低于零,而如果你严重受伤,你大概须要在接收新的战役之前好好休养一下。在你战役时还有一个受伤等级,所以你不会总是丢掉左膀右臂...相反你可能会挂着彩带着临时修改走下战场,例如肿着的脚或是黑眼圈。

平原上的决斗我的对手似乎累了,他移动得比之前更慢了。我受到来自人群的欢呼鼓舞,用我的斧头捅进了他的胸膛!他呻吟着,过了很久我的心脏才结束怦怦直跳。然后他不再动弹了。- 你的逝世是唯一合乎逻辑的成果,老兄。一场决斗我的手上感受到一阵剧痛,我咬紧牙关以防自己发出惨叫 “还没停止呢!”我怒吼着,但我的对手已经在放下他的兵器了,夕阳的最后一抹辉煌覆盖着他,突然间他看上去就像一位来自天国的勇士!在尝试说些什么之前我就晕了过去。- 我感到不是很好...

Our hope is that dueling another character will be something you remember. Of course, the result of a duel is determined by your Personal Combat Rating, but other factors, such as your current mood (is your character Stressed or Depressed?), or your personal relationship to your target (is this your rival, or someone you’re attracted to?) are also part of the evaluation. Players who enjoy intrigue will also find that it is not only pure Martial characters who can be successful in one-on-one combat. Be aware, however, that such attacks can be safeguarded against, depending on the Intrigue of your target, or if they have a sympathetic Spymaster who is more competent a schemer than you.

我们的目的是与一个角色的决斗将是让你记忆深入的事情。当然,决斗成果是由你的个人战役等级所决议的,同时也受其他一些因素的影响,例如你当前的情感(你的人物是紧张不安还是沮丧低沉?),或者你与目的人物的关系(他是你的仇敌还是吸引你的人?),这些都是结算的一部分。爱好诡计阴谋的玩家也会发明,并不是只有武力高强的角色才干在一对一的战役中获胜。但请注意这种诡计攻击是可以被防备的,这将取决于你目的角色的密谋才能,或者他是否拥有一个比你更足智多谋且同情你的间谍总管。

When it comes to the text, we have, in addition to triggered descriptions, used a lot of dynamically generated sentences. This in order to, among other things, highlight the terrain you’re fighting in, or making sure that, as you strike your enemy down, your equipped weapon can be referred to by name (and that it uses the correct type of attack when you do - eg: blunt weapons do not generally “cut/slice/slash” at the enemy).

至于文本方面的内容,我们除了触发的描写之外,还应用了大批动态生成的句子。这是为了在各类描写中强调战役时的地形,或者确保当你击中敌人时你所设备的兵器可以通过名字来称呼(当你作战时,文本会应用准确的攻击类型,例如:钝器通常不会对敌人进行“切割/切割/削减”等行动)。

Once these new and fanciful duels began to make it into the game, we quickly realized that we wanted them to occur in battles too. Bringing me to our next point: battle events.

当这些全新独特的决斗机制参加游戏后,我们很快意识到盼望它们也能产生在战役中。我们来讲下个部分:战役事件。

菲利普波利斯之战我的军队表示优良,在我们向前挺进时我的胸膛中盈满了自豪。正当我回头回应邻近士兵的召唤时,我突然觉得手部一阵剧痛。我咬紧牙关,听到一个敌人大叫着:“趴下吧!你个猪头三!”- 我不这么想——我要和敌军指挥官弗拉迪米尔国王决斗!- 如果能维护拜占庭帝国的话,我情愿蒙受任何伤痛!- 你不须要再喊一遍,我会乖乖卧倒。普洛克之战我起誓我听到了敌人的指挥官Zygmunt在怒吼着发号施令,而在我搜索平原后他将无处可逃。一个同行的士兵禀报说,他看到Zygmunt躲在一块宏大的岩石后面畏缩不前。- 啊,他真是太可爱了!我要和指挥官决斗!- 我要让所有人都知道Zygmunt的脆弱!

BATTLE EVENTS

战役事件

All the original vanilla events that fire from being in a battle (from the on_combat_pulse) have been replaced. Leading troops should be fun. And it should be varied, and not always end up with a hit on the head, leaving you Incapable for 40 years while your clueless regent runs amok at court. That does not mean we have removed risk from the equation, but one major change is that you should now have some choice in how you tackle events on the battlefield. If you want, you can accept certain injury, but quite often, if you’re feeling bold, you will be able to charge after the enemy commander, for a battlefield duel. Which events you end up getting is also going to vary, depending on how much soldier material you’re made of. Not all enemies are going to be climbing up the nearest tree when they see you, and if you don’t own any artifacts, you can’t throw them away to distract your greedy enemy… And only a cat owner can find their kitten curled up, hiding in their saddlebags.

所有原版的在战役中爆发的普通事件(由on_combat_pulse发生)都已经调换掉了。带兵战役应当是件趣事。同样战役也该有多种多样的事件,不应总是以你的角色脑袋挨了一击而告终,导致角色活在40年的无能中,而你那笨拙的摄政者在朝廷上胡作非为。这并不意味着我们从平衡中打消了风险,但是一个重要的变更是,玩家现在能够就如何处置战场上的情形有了一些选择。如果玩家愿意的话可以让角色蒙受必定的损害,但通常情形下若你很勇的话,也可以追击敌方指挥官并进行一场战地决斗。最后事件的成果也是不同的,这取决于你有多少士兵。并不是所有的敌人都会在看到你时爬上最近的树(躲起来);如果你没有宝物的话就不能把它们扔开以疏散贪婪的敌人的注意力...而只有一个铲屎官角色会(在战场上)发明他们的猫主子蜷缩起来,偷偷躲进了马鞍包中。

捷斯卡之战在战役中,我发明了一个女孩穿着和我色彩雷同的衣服。当她被击倒后,我才有时光注意到她脸上的剧烈表情。我觉得无比愧疚,方才意识到她和我的女儿Lima有多像。- 我们必需要照顾好伤员。- 没有时光“休息”了!为了斯卡尔维,冲啊啊啊啊啊啊!菲利普波利斯之战我的猫咪对于那些受伤的士兵来说是一个善意的慰藉,它已经是这片山峦中最可贵的角色了。当然一开端发明它躺在我的马鞍包里睡大觉并跟着我加入战役时,我那会还是挺赌气的,但现在我真的...“啪!”(弓箭射入的声音)- 一支箭!我的猫!不!!!!!!!- 敌人的指挥官在哪?老娘要亲手宰了他!

As a liege, you will as usual be alerted to certain events on the battlefield, except you will now get a little bit more insight into how the character met their end:

作为一个领主,你将经常只会在战场上得到一些特定事件的提示新闻,不过现在你会对各个角色的结局有更深刻的懂得:

击杀敌军指挥官在苏多维亚之战的一片凌乱中,我的部下围住了Evalda。依据报告说,尽管她勇敢奋战,最后还是被自己的长矛绊倒了。- 干得好!失去指挥官在在阿夫隆之战中,敌人围住了我的指挥官 - 布林迪西的Pantoleon伯爵,彼时他正苦楚地挥动着他的战斧。他们还告知我这个可怜的人逝世的时候居然还失禁了。- 又一个败者食尘了。

SCARS AND TATTOOS

伤疤与纹身

All of these events will be accompanied by several new portrait-related upgrades.

所有这些事件都将伴有一系列新的头像相干的升级。

First of all, the Scarred trait and its visuals have been completely overhauled: the original Scarred trait is now only the first in a three-tiered system. Whenever a character is injured during a duel or battle, a hidden scar-variable will increase, which, past a certain threshold will allow them to proceed from Scarred, to Grievously Scarred and, finally, to Horrifically Scarred, with each trait granting different perks and different visuals.

首先,伤疤特质以及其视觉后果进行了完整重做:本来的伤疤特质现在仅是一个三阶系统中的第一阶而已了。当一个角色在决斗或是战役中受伤时,一个暗藏的伤疤水平数值会就此增添,而这个值在超过一个阈值后会让伤疤变成惨烈的伤疤,直到最后变成骇人的伤疤,每一级别都会供给不同的影响以及视觉后果。

Additionally, rather than having the portrait effect result in one scar, picked from a pool of three, we made it so that when a character receives their first scar, it is tied to one out of ten different scar types, determined by a random hidden trait, and it is along this hidden path that the scarring progresses. Each kind has its own evolution when moving to the next stage of scarring, making sure to significantly reduce the chance of two scarred characters sporting the same visual effect on their portrait.

另外,为了避免在人物头像上仅有一个三选一的后果,我们将其改成当角色在得到第一个伤疤时,将会基于某个随机的暗藏特征从十类不同的疤痕类型中选出一个,而且伤疤的发展也会沿着这个暗藏的路径。每一类在进入伤疤水平下一阶段的时候都有不同的变更,以确保不会呈现两个同样都有伤疤特质的角色呈现头像“撞疤”的情形。

Aside from this new system, in order to make portraits even more varied and dynamic, several new temporary (and permanent) visual effects have been added, including visuals for minor injuries, like a Black Eye or Concussion, but also Harelip (the trait), and freckles (from a hidden inheritable trait available to certain graphical cultures only). Some characters might even come with blood splatter on them, signalling a recent duel or battlefield event.

除了这个新机制外,我们为了让全部头像机制更多样且动态化,还添加了一些临时(以及永久)的视觉后果,比如相似黑眼圈或脑震动之类的轻伤,不过也有像是兔唇(特质)以及雀斑(某种暗藏且仅限于特定文化的可继承特质)。有些角色甚至可能身上有血迹来展现最近产生的决斗或是战场事件。

Finally, some Warrior Lodge Powers and religions now grant access to warpaint and tattoo effects. The main difference between the two in gameplay terms is that warpaint is temporary, while tattoos are permanent. While they come in different shapes and color, they are mainly tied to the religion (or Warrior Lodge) of the character.

最后,有些战士集会的才能与宗教现在会解锁战纹与纹身后果。两者之间在游戏体验上的差异在于战纹是临时性的,而纹身是永久的。虽然它们的样式与配色都不尽雷同,不过还是重要受角色的宗教(或是所属战士集会)影响。

To be clear: most of the new battle events are in in the free patch (along with battlefield duels), as old events have been removed. There is a batch of new ones that tie into the new Warrior Lodge society type and are thus Holy Fury exclusive, but the Personal Combat Rating rebalance (along with updates to old events that make use of any type of duel) is going to be available without the DLC. The decision to Duel a character when you right-click them will remain accessible via the Way of Life DLC, or through being a Warrior Lodge member, using Holy Fury.

明白阐明:本次新战场事件(与战场决斗一道)大多数是免费升级的一部分,原因是相干旧事件都移除了。有一些新事件是关系到新的战士集会社团类型的,因而独属神圣之怒Holy Fury的一部分,不过个人战役等级的平衡修改(同时随同着为让旧事件能应用每种决斗类型的升级)在没有拓展包的情形下也可用。通过右键点击一个角色的头像来选择决斗仍然可以通过生涯之道Way of Life来进行,或是借神圣之怒成为战士集会成员以挑起决斗。

All in all, we hope you will send your ruler into battle more often and that you will have more memorable encounters with your enemies when you do so. Here are some of our favorites:

总而言之,我们盼望各位玩家能更频繁地让自己的统治者参与战役,以此阅历更记忆深入的交锋。以下是我们最爱好的一些例子:

瓦斯之战这乌云密布的气象让我烦得要命。我仰望天空深吸了一口吻。Dieter三世狂妄的部下正在“问候”我,可我的腿每踏出一步都感到更加繁重。- 我可不这么想——我会亲自和指挥官Toivo决斗!- 如果能维护佩奇的话,我情愿蒙受任何伤痛!- 我沉思还是在这块大石头后面摸一会儿吧。狭路相逢敌方指挥官Tovio越发精准地挥动着他的斧子,而我开端感到这片平地将是我的葬身之地了。- 等、等等!你还是抓我当俘虏吧!- 你去抓萨满Kuber吧!我给你带路! - 这就是我一生的成果吗...

菲利普波利斯之战我试着深呼吸,但是在如此温热的气象里要调剂呼吸很艰苦。“瞧瞧!那不是巴塞丽莎本人吗!”有人喊道。我回头一看,却发明自己被一群弗拉迪米尔国王的部下包抄了。- 我可不这么想——我会亲自和弗拉迪米尔国王决斗!- 等等!要不你拿走这顶皇冠然后放了我吧!(该选项可用是因你设备了皇冠;你将皇冠抛在地上并跑掉了;将皇冠从拜占庭帝国的巴塞丽莎Anastasia的宝库转给保加利亚国王Vladimir)- 该逝世!菲利普波利斯之战我问道:“你还有什么遗嘱吗?”我即将斩杀敌方指挥官 - 巴塞丽莎Anastasia。那个女人呻吟着并把什么东西扔到了我们之间的泥地上。我迟疑了一秒,而对手应用了这个机遇开端逃跑,只留下我茫然地盯着地上的那件东西。- 我...来人把它捡起来!(皇冠已经添加到你的宝库里了)

图库姆斯之战我每挥动一次连枷都更深刻敌阵之中,在我反映过来之前就被包抄了。借着一股劲,我大声吼叫着,使得几个敌军士兵犹豫了,还有个倒霉蛋吓得后退还绊倒在一块石头上。我注意到他甚至连兵器都丢了。- 我要用这把剑把你送回乌戈!(将一把短剑添入“残暴者”大酋长Liudas的宝库中)- 我可不是为了敌人丢的垃圾才来的卢科姆尔之战Kantibutas是战场上一个好战的指挥官,他的力量堪比一只巨型蜗牛。没人有空给他计数,不过我倒是很好奇他单手干掉了多少个敌人了……“给我留点好吗?”我朝平原的另一头喊着。- 他简直可以一人成军!- 呵,就是夸耀罢了。这可没那么难!

波德拉谢之战在前往波德拉谢部落平原的路上,一块大圆石挡住了我们的去路。行军数日的疲劳让我的肌肉震声召唤着真正的挑衅。“新来的!”我朝一个抱着远比他双手还要大的兵器的男孩吼道,“把那柄锤子给我!”- 咱们解决一下这块石头吧- 嘿,Birute,给我过来!桑比亚之战我的剑砍倒了一个又一个敌人,而袭来的箭雨则蹭着我的身材飞过。当我朝着人群密集的处所冲锋时,我撞见了一个年青得让人意外的士兵,他正试着藏在大石头后面的。各种情感涌上我的心头,我发明那个男孩正在发抖。“你是谁!?”他嘟囔着,眼里满是惊骇。- 你可以称我为巨熊!- 我是你最恐怖的噩梦。- 这种情形下,我算是你的刽子手。- 我不过是捍卫我的国民的一面坚盾罢了。

Thank you for reading.

感激浏览。

翻译:帝国苍穹保 zzztotoso

校订:万豪顿 三等文官猹中堂

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