0.7.965版本于2024.5.21更新


3楼猫 发布时间:2024-05-22 23:01:36 作者:全粮改造吃人造物 Language

以下是机翻内容


大家好,

你现在可以访问庄园领主的一个新的实验分支(0.7.965)。

为了避免任何潜在问题,建议在切换到测试版之前备份您的保存文件。

在Steam上为庄园领主找到你的节省。

按Win+E

将%USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames粘贴到搜索栏中。

如果您想尝试一下,请按照以下步骤操作:

打开蒸汽

右键点击图书馆中的庄园领主

选择属性

转到BETAS选项卡

输入密码:veryNiceBasket

从“Beta参与”下拉列表中选择“预许可”

等待游戏更新文件(如果没有发生任何事情,请重新启动Steam客户端)

启动游戏

新的字符串还没有本地化,稳定性还没有经过彻底测试。一些平衡变化仍处于试验阶段。

要讨论,请加入官方Discord服务器https://discord.gg/manorlords.您将找到一个专门讨论正在进行的预许可分支的渠道。

里面是什么

这一次,我主要关注平衡和错误修复。最值得注意的是:

-即使你已经雇佣了随从和雇佣兵,你也可以雇佣6个民兵小队。计划是在未来建造中使上限相对于领主的等级。

-绵羊繁殖发展分支被封顶,不再以指数级繁殖绵羊。

-围绕田地、收成和肥力做了很多工作——覆盖和作物预测现在应该更加准确,牛和工人的行为应该更加优化。

-物物交换和交易得到了很多解决,现在徒步交易者每次旅行可以携带5件物品

-缓和了960年引入的国王税和指数级贸易路线成本。

-修正了“Loserville”雇佣兵的错误

-改善了市场分布

我添加了一个实验功能——“允许设置市场摊位”切换,以防止某些建筑的工人/居民设置市场摊位。

完整的更改日志:

0.7.960 -> 0.7.965

游戏玩法和平衡:

-最多每10天繁殖一只新羔羊

-【实验】村民现在只能从离他们家最近的水井取水,除非发生火灾。

-[实验]产量现在永远不会超过100%的增长,因为玩家无法想象产量仍然可以超过100%(这最初是为冬季作物设计的)

-[实验]即使生育率达到0%,现在也应该有一点点可能的产量

-[实验]将单株最大产量从2提高到4(狩猎场政策仍将其减少一半)

-【实验】植物产量减半。这是一种持续尝试“强制早收”的应急模式。

-无论玩家是否已经有随从、雇佣兵,民兵小队的限制现在是6人。将来它将连接到一个等级系统。

-【实验】休耕地和施肥使肥力再生率效应翻倍

-【实验】使所有植物的生长速度减慢约30%。田间作物生长缓慢的原因是为了让冬季作物更有意义。蔬菜作物生长缓慢的原因是与农业相比,它的力量太大了。

-【实验】使树木生长速度减慢约30%。玩家们要求它使森林管理更有影响力。

-[实验]使射手的射程增加1.5倍,伤害从12增加到15

-[实验]开辟新贸易路线的成本恢复到线性比例

-【实验】徒步交易岗工人承载能力由1人提高到5人

-[实验]皇家税现在计算如下:前5年无税,5年后每个公民1个金库,10年后每个居民2个金库,15年后每个市民3个金库。

-[实验]粮仓和仓库工人名额调整-统一为1级3个家庭和2级6个家庭

细微变化:

-删除了仅每n株植物影响肥力值的优化,因为这会导致在显示肥力值时出现太多错误

-通过现场建筑面板中显示的百分比,使生育覆盖颜色和色盲符号更加准确

-使作物产量预测更加准确

-为次要/主要交易添加了缺失的工具提示

-您现在可以为高级交易设置“交易规则”,即使没有既定的交易路线(因为您可以使用交易站在自己的地区之间进行交易)。为了表明您在没有贸易路线的情况下无法进行贸易,最低进口价格可能显示为NA(“不可用”)

-对施工储备系统进行了返工,以允许保留其他好的类型,例如在细木工车间保留木板。现在也应该正确保存。

-优化库存阵列功能

-增加了禁止某些家庭或工作场所在市场上摆摊的功能

-调整了UI的“当前区域”计算方式,使其更容易在2个玩家拥有的区域之间建立边缘

-铁矿床和粘土矿床现在将避免在陡峭的地方产生

-当安装mod时,“MODDED”现在可能会显示在版本号之后(以使错误报告更容易破译)

Crashfixes:

-修正了删除建筑时如果有正在验证的寻路障碍物(例如加载游戏后不久)时发生的崩溃问题

错误修复:

-修正了雇佣的交易员前往交易点的问题,即使交易商品的交易路线尚未开通

-修正了农场工人在仍有大量作物可收割的情况下提前转移到运输任务的问题

-修正了现场建筑面板中未正确显示的预测产量

-固定人员拆卸后未复位旋转

-固定耕牛不遵守作业区域限制

-修正了在随从编辑器中出现模糊的镀金长尾猎犬头盔

-修复了未绘制森林遮罩的问题

-修正了由于“lastBanditCampSpawnedDay”未正确保存而导致土匪营地在加载时重新部署的问题

-固定村民不在未分配的情况下设立市场摊位出售蔬菜等家庭产品

-修正了错误的苹果篮搬运动画

-进行易货交易时转移的固定财富

-固定物物交换贸易商总是返回1件物品,无论物物交换价值和承载能力如何

-固定易货价值超过1倍时,易货贸易商在其原产地包装过多物品

-固定交易后出口一旦贸易商到达目的地就不进行交易

-修复了多个市场有时会将同一好类型的多个实例分配到一块地块上的问题,例如,一块地块会“吃掉”2块皮革,导致郊区的房屋永远供应不足

-将作物轮作固定为休耕,导致农民收割项目ID_0,这在UI中是不可见的,并阻止了供应堆的清理,因为它们从未被认为是完全空的

-修正了如果该地区任何地方出现土匪营地,村民们将永远被困在家中的问题,因为他们认为该地区受到了攻击,应该呆在家里

-固定雇佣兵连到达区域保存不正确,导致保存的雇佣兵连被破坏

-固定的粮仓工人从酒馆偷啤酒

-固定牲畜出口因羊群行为而中断

-固定牲畜贸易商在从其他地区购买牲畜时不触发进口任务的工作

-修复了缺失的“饥饿”弹出式艺术作品

-修复了学分列表中的拼写错误

化妆品:

-经过调整的田地泥土紫外线摆动,使那些巨大的菜园里的玩家们减少了波浪

-提高了将地形网格(如矿井或锯木坑)捕捉到地面的精度

-使叶丛变小,并禁用视差贴图,因为它会导致扭曲,而且无论如何都不太可见

-[WIP]如果你选择绿色女士肖像,访问模式的角色现在应该是女性,尽管它仍在进行中,看起来会有点时髦。

-战斗动画清理

谢谢你的演奏!

Greg Styceń,

Slavic Magic首席开发者


附带原文


Hi all,


You can now access a new experimental branch of Manor Lords (0.7.965).


To avoid any potential issues, it’s recommended to make a backup of your save files before switching to a beta version.


To find your saves on Steam for Manor Lords.

Press Win + E

Paste %USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames into the search bar.


If you'd like to try it, please follow these steps:

Open Steam

Right-click on Manor Lords in your library

Select Properties

Go to BETAS tab

Enter the password: veryNiceBasket

Choose "pre_release" from the "Beta participation" drop-down list

Wait for the game to update the files (if nothing happens, restart the Steam client)

Launch the game


The new strings are not localized yet and stability hasn't yet been thoroughly tested. Some balancing changes are still experimental.


To discuss please join the official Discord server https://discord.gg/manorlords. You'll find a channel specifically for discussing the ongoing pre_release branch.


What's inside


This time I focused mostly on balancing and bugfixes. Most notably:

-You can hire 6 militia squads even if you already have retinue and mercenaries employed. The plan is to make the cap relative to the Lord's rank in the future builds.

-Sheepbreeding development branch was capped and no longer spawns sheep exponentially.

-A lot of work was done around fields, harvests and fertility - overlays and crop prediction should now be far more accurate and ox and worker behavior should be more optimized.

-Barter and trading got a lot of fixes, with on foot traders now being able to carry 5 items per trip

-Toned down the King's tax and exponential trade route costs introduced in 960.

-Fixed the "Loserville" mercenary bug

-Improved the marketplace distribution


I added one experimental feature - "Allow market stall setup" toggle to prevent the workers/inhabitants of certain buildings from setting up market stalls.


Full changelog:

0.7.960 -> 0.7.965

Gameplay & balance:

-Capped sheepbreeding to 1 new lamb every 10 days max

-[Experimental] Villagers are now only allowed to fetch water from the well that is nearest to their home, except in case of a fire.

-[Experimental] Yield will now never increase past 100% growth, because it was unintuitive to players that yield can still increase over 100% (which was initially designed for winter crops)

-[Experimental] Even when fertility reaches 0%, there should still be a tiny little bit of yield possible now

-[Experimental] Amped up max yield per plant from 2 to 4 (Hunting Grounds policy still reduces it by half)

-[Experimental] Plant yield rate reduced by half. This is a continued attempt to "force early harvest" only an emergency mode.

-The militia squad limit is now 6 regardless of whether the player already has a retinue, mercenaries or not. In the future it will be connected to a rank system.

-[Experimental] Doubled the fertility regeneration rate effect on fallow fields and from fertilization

-[Experimental] Slowed all plant growth down by around 30%. The reason for slower field crops is to make winter crop make sense. The reason for slower veggie crops is cause it was too powerful compared to farming.

-[Experimental] Slowed down the tree growth rate by around 30%. The players requested it to make the forest management even more impactful.

-[Experimental] Increased the archer range by 1.5x and increased their damage from 12 to 15

-[Experimental] Cost of opening new trade routes was brought back to linear scaling

-[Experimental] Bumped up the carrying capacity of on-foot trading post workers from 1 to 5

-[Experimental] Royal tax is now calculated as follows: No tax for the first 5 years, 1 Treasury per citizen after 5 years, 2 Treasury per citizen after 10 years, 3 Treasury / citizen after 15 years.

-[Experimental] Granary and Storehouse worker slots adjusted - unified it to be 3 families for lv1 and 6 families for lv2

Minor changes:

-Removed the optimization where only every nth plant affected the fertility values, because it lead to too many errors in displaying fertility values

-Made fertility overlay colors & colorblind symbols more accurate with the percentages displayed in the field's building panel

-Made crop yield prediction more accurate

-Added missing tooltips to minor/major trades

-You can now set "trade rule" for advanced trades even without an established trade route (since you can use trading post to trade between your own regions). To indicate that you won't be able to trade something without a trade route, lowest import price might show as NA ("not available")

-Reworked the construction reserve system to also allow for other good types to be reserved, for instance reserving planks at the joiner's workshop. This should also now save properly.

-Optimized inventory array functions

-Added the ability to disallow setting up stalls on the marketplace for certain families or workplaces

-Tuned how "current region" is calculated for the UI to make it more comfortable to build on edge between 2 player owned regions

-Iron deposits and clay deposits will now avoid generating on steep locations

-"MODDED" may now display after the version number when a mod is installed (to make bug reports easier to decipher)

Crashfixes:

-Fixed a crash when deleting a building if there are pathfinding obstacles being verified (for instance soon after loading a game)


Bugfixes:

-Fixed the employed traders going to tradepoints even though trade route for the traded good is not opened yet

-Fixed the farm workers moving to transport tasks early even though there is still plenty of crops to harvest

-Fixed predicted yield not showing correctly in the field building panel

-Fixed people not resetting rotation after dismounting

-Fixed farming oxen not respecting work area limits

-Fixed the gilded aventail houndskull helmet appearing blurry in the retinue editor

-Fixed the forest mask not drawing

-Fixed bandit camps respawning on loading because "lastBanditCampSpawnedDay" didn't save properly

-Fixed villagers not setting up market stalls to sell their home produce like vegetables if they are unassigned

-Fixed the wrong apple basket carry animation

-Fixed wealth getting transfered when doing barter

-Fixed bartering traders always returning 1 item regardless of the barter value and carrying capacity

-Fixed bartering traders packing too much stuff in their origin region when barter value is more than 1x

-Fixed trading post exports not proceeding with transactions once the trader reaches the destination

-Fixed multiple markets sometimes distributing multiple instances of the same good type to a plot, for instance a single plot would "eat" 2 leather, leaving houses on the outskirts forever undersupplied

-Fixed crop rotation to fallow causing farmers to harvest itemID_0, which was invisible in the UI and stopped supply dumps from being cleared because they were never considered as fully empty

-Fixed villagers getting stuck at homes forever if a bandit camp is spawned anywhere in the region, cause they thought the region is under attack and they should stay at home

-Fixed mercenary company arrival region not saving properly, leading to broken saved mercenary companies for hire

-Fixed granary workers stealing ale from the tavern

-Fixed livestock exports getting interrupted by sheep herd behavior

-Fixed livestock trader job not triggering an import task when buying livestock from another region

-Fixed the missing "hunger" popup artwork

-Fixed a typo in the credits list


Cosmetics:

-Tuned field dirt UV wiggle to make those huge vegetable gardens players were making less wavy

-Improved the precision for snapping terraforming meshes (like mines or sawpits) to ground

-Made leaf clumps smaller and disabled the parallax mapping since it caused distortions and wasn't very visible anyway

-[WIP] If you pick the green lady portrait, the visit mode character should now be female, though it's still work in progress and will look a bit funky.

-Combat animation cleanup


Thank you for playing!


Greg Styczeń,


Lead developer, Slavic Magic


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