0.7.965版本於2024.5.21更新


3樓貓 發佈時間:2024-05-22 23:01:36 作者:全糧改造吃人造物 Language

以下是機翻內容


大家好,

你現在可以訪問莊園領主的一個新的實驗分支(0.7.965)。

為了避免任何潛在問題,建議在切換到測試版之前備份您的保存文件。

在Steam上為莊園領主找到你的節省。

按Win+E

將%USERPROFILE%\AppData\Local\ManorLords\Saved\SaveGames粘貼到搜索欄中。

如果您想嘗試一下,請按照以下步驟操作:

打開蒸汽

右鍵點擊圖書館中的莊園領主

選擇屬性

轉到BETAS選項卡

輸入密碼:veryNiceBasket

從“Beta參與”下拉列表中選擇“預許可”

等待遊戲更新文件(如果沒有發生任何事情,請重新啟動Steam客戶端)

啟動遊戲

新的字符串還沒有本地化,穩定性還沒有經過徹底測試。一些平衡變化仍處於試驗階段。

要討論,請加入官方Discord服務器https://discord.gg/manorlords.您將找到一個專門討論正在進行的預許可分支的渠道。

裡面是什麼

這一次,我主要關注平衡和錯誤修復。最值得注意的是:

-即使你已經僱傭了隨從和僱傭兵,你也可以僱傭6個民兵小隊。計劃是在未來建造中使上限相對於領主的等級。

-綿羊繁殖發展分支被封頂,不再以指數級繁殖綿羊。

-圍繞田地、收成和肥力做了很多工作——覆蓋和作物預測現在應該更加準確,牛和工人的行為應該更加優化。

-物物交換和交易得到了很多解決,現在徒步交易者每次旅行可以攜帶5件物品

-緩和了960年引入的國王稅和指數級貿易路線成本。

-修正了“Loserville”僱傭兵的錯誤

-改善了市場分佈

我添加了一個實驗功能——“允許設置市場攤位”切換,以防止某些建築的工人/居民設置市場攤位。

完整的更改日誌:

0.7.960 -> 0.7.965

遊戲玩法和平衡:

-最多每10天繁殖一隻新羔羊

-【實驗】村民現在只能從離他們家最近的水井取水,除非發生火災。

-[實驗]產量現在永遠不會超過100%的增長,因為玩家無法想象產量仍然可以超過100%(這最初是為冬季作物設計的)

-[實驗]即使生育率達到0%,現在也應該有一點點可能的產量

-[實驗]將單株最大產量從2提高到4(狩獵場政策仍將其減少一半)

-【實驗】植物產量減半。這是一種持續嘗試“強制早收”的應急模式。

-無論玩家是否已經有隨從、僱傭兵,民兵小隊的限制現在是6人。將來它將連接到一個等級系統。

-【實驗】休耕地和施肥使肥力再生率效應翻倍

-【實驗】使所有植物的生長速度減慢約30%。田間作物生長緩慢的原因是為了讓冬季作物更有意義。蔬菜作物生長緩慢的原因是與農業相比,它的力量太大了。

-【實驗】使樹木生長速度減慢約30%。玩家們要求它使森林管理更有影響力。

-[實驗]使射手的射程增加1.5倍,傷害從12增加到15

-[實驗]開闢新貿易路線的成本恢復到線性比例

-【實驗】徒步交易崗工人承載能力由1人提高到5人

-[實驗]皇家稅現在計算如下:前5年無稅,5年後每個公民1個金庫,10年後每個居民2個金庫,15年後每個市民3個金庫。

-[實驗]糧倉和倉庫工人名額調整-統一為1級3個家庭和2級6個家庭

細微變化:

-刪除了僅每n株植物影響肥力值的優化,因為這會導致在顯示肥力值時出現太多錯誤

-通過現場建築面板中顯示的百分比,使生育覆蓋顏色和色盲符號更加準確

-使作物產量預測更加準確

-為次要/主要交易添加了缺失的工具提示

-您現在可以為高級交易設置“交易規則”,即使沒有既定的交易路線(因為您可以使用交易站在自己的地區之間進行交易)。為了表明您在沒有貿易路線的情況下無法進行貿易,最低進口價格可能顯示為NA(“不可用”)

-對施工儲備系統進行了返工,以允許保留其他好的類型,例如在細木工車間保留木板。現在也應該正確保存。

-優化庫存陣列功能

-增加了禁止某些家庭或工作場所在市場上擺攤的功能

-調整了UI的“當前區域”計算方式,使其更容易在2個玩家擁有的區域之間建立邊緣

-鐵礦床和粘土礦床現在將避免在陡峭的地方產生

-當安裝mod時,“MODDED”現在可能會顯示在版本號之後(以使錯誤報告更容易破譯)

Crashfixes:

-修正了刪除建築時如果有正在驗證的尋路障礙物(例如加載遊戲後不久)時發生的崩潰問題

錯誤修復:

-修正了僱傭的交易員前往交易點的問題,即使交易商品的交易路線尚未開通

-修正了農場工人在仍有大量作物可收割的情況下提前轉移到運輸任務的問題

-修正了現場建築面板中未正確顯示的預測產量

-固定人員拆卸後未復位旋轉

-固定耕牛不遵守作業區域限制

-修正了在隨從編輯器中出現模糊的鍍金長尾獵犬頭盔

-修復了未繪製森林遮罩的問題

-修正了由於“lastBanditCampSpawnedDay”未正確保存而導致土匪營地在加載時重新部署的問題

-固定村民不在未分配的情況下設立市場攤位出售蔬菜等家庭產品

-修正了錯誤的蘋果籃搬運動畫

-進行易貨交易時轉移的固定財富

-固定物物交換貿易商總是返回1件物品,無論物物交換價值和承載能力如何

-固定易貨價值超過1倍時,易貨貿易商在其原產地包裝過多物品

-固定交易後出口一旦貿易商到達目的地就不進行交易

-修復了多個市場有時會將同一好類型的多個實例分配到一塊地塊上的問題,例如,一塊地塊會“吃掉”2塊皮革,導致郊區的房屋永遠供應不足

-將作物輪作固定為休耕,導致農民收割項目ID_0,這在UI中是不可見的,並阻止了供應堆的清理,因為它們從未被認為是完全空的

-修正瞭如果該地區任何地方出現土匪營地,村民們將永遠被困在家中的問題,因為他們認為該地區受到了攻擊,應該呆在家裡

-固定僱傭兵連到達區域保存不正確,導致保存的僱傭兵連被破壞

-固定的糧倉工人從酒館偷啤酒

-固定牲畜出口因羊群行為而中斷

-固定牲畜貿易商在從其他地區購買牲畜時不觸發進口任務的工作

-修復了缺失的“飢餓”彈出式藝術作品

-修復了學分列表中的拼寫錯誤

化妝品:

-經過調整的田地泥土紫外線擺動,使那些巨大的菜園裡的玩家們減少了波浪

-提高了將地形網格(如礦井或鋸木坑)捕捉到地面的精度

-使葉叢變小,並禁用視差貼圖,因為它會導致扭曲,而且無論如何都不太可見

-[WIP]如果你選擇綠色女士肖像,訪問模式的角色現在應該是女性,儘管它仍在進行中,看起來會有點時髦。

-戰鬥動畫清理

謝謝你的演奏!

Greg Styceń,

Slavic Magic首席開發者


附帶原文


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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