stellaris吧 关注:285,760贴子:6,901,728

Stellaris Dev Diary #73: The Čapek Update

只看楼主收藏回复

Hello everyone and welcome to another Stellaris development diary. Now that the 1.7.2 update is out, we can officially start talking about the next update, which has been named 1.8 'Čapek'. This update will include the reworked AI crisis and other changes to crises outlined in Dev Diary #72. More information will be forthcoming in future dev diaries on the exact nature and release date of 1.8, but for today we'll be going over some changes and improvements to Habitability and Terraforming coming in 1.8.
Habitability Changes
Ever since the changes to the habitable planet classes and habitability back in Heinlein we have continued to discuss habitability, and in particular, the frequency of habitable worlds in the galaxy. A general feeling among the designers has been that habitable planets are too common and do not feel special enough, but that reducing the base number of habitable worlds wasn't really feasible while most empires only had access to colonizing a third of them at the start. We also felt that the sheer abundance of habitable worlds that become available to you when you do achieve the ability to colonize/terraform other climate types also meant that there is little pressure to expand your borders - not when you can triple your planet count simply by utilizing the planets already inside your borders.
For this reason we've decided to make a number of fundamental changes to habitability. First of all, the habitability at which Pops can live on a planet was reduced from 40% to 20%, meaning that by default, most species will be able to colonize most habitable worlds in the galaxy from the very start. We have also changed the actual effects of habitability: Rather than acting as a cap on happiness, it now acts as a modifier on it (in addition to affecting growth, as before), with each 10 points of habitability below 100% reducing happiness by 2.5% (so at the base 20% habitability, a Pop would get -20% to their happiness). This means that while low-habitability planets are possible to colonize, it may not be a good idea to do so unless you have ways to compensate for the negative effects of low habitability.
With these changes, we have cut the base number of habitable worlds in the galaxy in half. For those that prefer to play with more (or even fewer!) habitable worlds, there is of course the habitable worlds slider in galaxy setup as before. Overall, the changes should result in habitable worlds and terraforming candidates feeling like more significant finds in the early game, and contribute to mid and late game friction as empires run out of worlds to colonize inside their borders.
Planetary Deposits
Along with the change to habitability, we have also changed the way resource deposits are generated on habitable worlds. Rather than all habitable worlds having the exact same change to generate the different kind of resource deposits, we have now broken it up a bit by climate as follows:
Wet Climate planets (Continental, Ocean, Tropical) are more likely to generate food and society research deposits.
Frozen Climate planets (Arctic, Tundra, Alpine) are more likely to generate mineral and engineering research deposits.
Dry Climate planets (Desert, Arid, Savanna) are more likely to generate energy and physics research deposits.
Gaia planets are more likely to generate mixed deposits and strategic resources.
Of course, this does not mean that you will *only* find those types of desposits on such planets - it simply means they are more likely to be found there.
Terraforming Interface Improvements
Also coming in 1.8 are a couple changes to improve Terraforming and Terraforming Candidates. First of all, we've introduced a concept called 'significant planetary modifiers'. This is a flag (accessible to modders) that can be set on any planetary modifier, and will result in that planet appearing in the Expansion Planner even if it not of a habitable planet class. For now, the only significant modifier is Terraforming Candidates (such as Mars), so you should no longer find a Terraforming Candidate only to forget which system it is located in, but we expect to make more use of this functionality in the future.
We also spent some time cleaning up the Terraforming interface in general, hiding the button for planets where it is never applicable (such as non-Terraforming Candidate barren worlds) and improving the sorting and style of the actual terraforming window.
That's all for now! Next week we'll be talking about some significant changes coming in the area of genetic modification.


IP属地:阿联酋1楼2017-06-15 20:48回复


    IP属地:福建来自Android客户端2楼2017-06-15 20:48
    回复





      IP属地:阿联酋4楼2017-06-15 20:51
      回复
        乱改啊,需要改的不改,跑去改宜居球。


        IP属地:安徽5楼2017-06-15 20:54
        收起回复
          既然每种星球提供的资源都不一样了,那单一种族怎么活?乘早飞升铁皮人或基因改造吧


          IP属地:安徽6楼2017-06-15 20:56
          收起回复
            满大街可居住星球确实是个问题,徒增操作量和cpu的负担


            IP属地:湖北7楼2017-06-15 20:58
            收起回复
              大家好,欢迎来到另一个Stellaris开发日记。现在,1.7.2更新出来了,我们可以正式开始谈论未来的更新,它已被命名为“1.8”Č阿派克。此更新将包括修改AI危机和其他的变化,在开发日记#概述72危机。更多的信息将是即将到来的未来开发日记的确切性质和1.8的发布日期,但今天我们就要过一些变化和改善居住和改造即将在1.8。
              可居住性的变化
              自从对宜居行星的类和居住在海因莱因我们继续讨论性的变化,特别是在银河系中的可居住星球的频率。设计师们的普遍感觉是,宜居的行星太普通了,感觉不太特别,但减少可居住的星球的基本数量并非真正可行,而大多数帝国只有在一开始就有权拓殖其中的第三座。我们还认为,大量的可居住星球,成为提供给你当你实现的能力殖民/把其他气候类型也意味着没有压力,扩大你的边界不是当你能重你的星球数单纯利用行星已经在你的边界。
              因为这个原因,我们决定让一些居住的根本性变化。首先,在POPs可以生活的星球上,从40%减少到20%的可居住性,这意味着在默认情况下,大多数物种将能够在最适宜人类居住的星球在银河系从一开始。我们也改变了居住的实际效果:而不是作为幸福的帽子,现在作为对它的改性剂(除了影响生长,如前),每10分可居住100%以下减少2.5%的幸福(所以在底座20%的可居住性,流行会- 20%他们的幸福)。这意味着低居住的行星可能在,可能不这样做是个好主意,除非你要补偿低适居性的负面影响的方法。
              有了这些变化,我们将星系中可居住世界的基数减少了一半。对于那些喜欢玩更多(甚至更少)的人来说。可居住的世界,当然还有像银河一样的可居住的世界滑块。总的来说,变化的结果应在可居住星球和地球化考生感觉像在早期游戏中更重要的发现,有助于中期和后期游戏摩擦耗尽世界殖民帝国在本国境内。
              行星的存款
              随着改性,我们也改变了资源的存款在适宜居住的世界的方式产生。而不是所有可居住的世界有完全相同的变化,以产生不同类型的资源存款,我们现在打破了它的一点气候如下:
              潮湿的气候行星(大陆、Ocean、热带)更有可能产生食物和社会研究沉积物。
              冰冻气候行星(北极、滕德拉、阿尔卑斯山脉)更有可能产生矿物和工程研究矿床。
              气候干燥的行星(沙漠、干旱、Savanna)更容易产生能量和物理研究沉积物。
              盖娅行星更可能产生混合矿床和战略资源。
              当然,这并不意味着你就只能这样的行星,这意味着他们更容易发现找到这些类型的desposits。
              地球化界面的改进
              1.8的到来也有些变化提高改造和改造者。首先,我们引入了一个叫做“行星修正剂”的概念。这是一个标志(访问控制),可以设置在任何行星的改性剂,并将导致行星出现在扩张计划即使它不是一个适合居住的行星级。现在,唯一重要的改性剂是改造者(如Mars),所以你不应该再找一个地球化的候选人只有忘记这系统它位于,但我们希望在未来更多的利用这一功能。
              我们也花了一些时间清理地球化界面一般,隐藏按钮的地方是不适用的行星(如非改造候选贫瘠的世界)和改进的排序和实际改造窗口风格。
              现在就这些!下周我们将讨论基因改造领域的一些重大变化。
              基因改造万岁!让女人少说话 多做事吧!


              8楼2017-06-15 20:59
              收起回复
                为1.8做准备


                IP属地:广东来自Android客户端9楼2017-06-15 21:00
                回复
                  就改了这么点东西吗!这补丁到底还改了啥……


                  IP属地:福建10楼2017-06-15 21:01
                  收起回复
                    钦点瑞典开局咯


                    IP属地:福建11楼2017-06-15 21:03
                    回复
                      - Fixed starvation having no effect on happiness and growth
                      - Fixed drain Sector resources function not working with <200 Influence
                      - Stopped AI from nonsensically terraforming its planets and wasting a ton of resources
                      - Fixed Xenophile Factions wrongly considering robots to be "alien slaves"
                      - Fixed pre-sentients wrongly counting as slaves for the Xenoist faction
                      - Fixed Governing Ethics Attraction having no effect
                      - Fixed Devouring Swarms being able to conduct diplomacy with Enclaves
                      - Fixed issue preventing you from attacking the Unbidden Portal despite destroying the Anchors first
                      - Fixed rare crash when a threat was added
                      - Fixed crash when starting terraforming
                      - Fixed crash in swarm AI fleet update
                      - Fixed crash in swarm AI when a planet was destroyed
                      - Fixed crash when starting the game with mods that disable a tech module
                      - Increased society research gained by consuming Pops as a Devouring Swarm
                      - Stopped an exploit against the Scourge with resettling Pops to occupied worlds
                      - Fixed sector AI automatically deleting Slave Processing Facilities if they had less than 5 slaves
                      - Fixed missing terraform option for cold barren planets
                      - Retaking a planet from the Scourge now properly stops purging of Pops
                      - Fixed terraforming of inhabited planets causing tile resources to be reshuffled, because Betharian is pretty rad, but shouldn't be able to teleport
                      - Fixed some missing localizations
                      - Fixed Android defense armies wrongly being able to embark and invade planets
                      - Subjects will now always accept being gifted planets by their overlord
                      - Fixed incorrect city images for primitive civilizations


                      IP属地:福建12楼2017-06-15 21:05
                      收起回复
                        有病……爆铺估计是没戏了,除非原意顶着20%的幸福debuff去爆铺20%宜居性的球
                        以及这是硬点一波基因了?毕竟terraform成本高还效率低,而且星球种类还分开了资源分布倾向,明显是硬点多适性发展的……要不就亲外签移民协定?


                        IP属地:甘肃来自Android客户端13楼2017-06-15 21:18
                        收起回复
                          爆铺党众怒?反正那个宜居的选项还会在那里 只是改了默认100%宜居的数值而已
                          精铺党25%宜居习惯了表示挺好的


                          IP属地:上海14楼2017-06-15 21:21
                          收起回复
                            精铺党内心毫无波动,甚至还想笑


                            IP属地:湖北来自iPhone客户端15楼2017-06-15 22:11
                            回复
                              大家好,欢迎来到群星开发日志。随着1.7.2补丁的放出,我们现在可以来谈谈下一次的更新内容了,也就是所谓的1.8 “Capek”更新包。这一升级将包括重做智械危机和对上一篇开发日志#72中提到的危机的改动。更多的信息,确切的升级特性和1.8更新的具体发布日期在下一篇开发日志中公布。今天,我们将谈谈1.8更新中对宜居度和地貌改造方面的新变化。
                              宜居度改动
                              自从上一次在海因莱因(Heinlein)更新中对宜居星球分类和宜居度作出改动后,我们的设计师一直在持续关注和讨论宜居度的设定,尤其是在整个星系中宜居星球的出现频率。设计师们普遍认为,当下的可宜居行星设定太过于普通难以体现出各个星球的特殊之处,但是降低可宜居星球的数量并不是可行方案,因为大部分帝国在开局时往往只能有效殖民三分之一的可宜居星球。同时我们认为,当你研究完成相关科技并有能力殖民/改造其他气候类型的星球时,你会得到大量的宜居星球,这意味着你将在开疆扩土上毫无压力——而不是通过有效利用你境内的星球来大量增加你所控制的星球数量。
                              基于这一原因我们决定对宜居度这一设定作出一系列的根本性改动。首先,一个星球对非该气候适应种族的最低殖民所需宜居度将从40%降低到20%,这意味着大多数的种族将在开局就可以殖民星系中的大部分星球。同时,我们也改变了宜居度的的一些效果,宜居度现在不仅仅是作为该星球人口的幸福度上限,它将会对的人口产生实际性的影响(例如像往常一样影响人口生长速度)——从100%起算每减少10%的宜居度,该星球人口幸福度将减少2.5%(所以如果只有基础的20%宜居度,该星球上的人口将受到-20%幸福度的惩罚)。这一改动表明,低宜居度的星球将变得可以殖民,但这对玩家来说也许不是一个好的扩张选择,除非你有足够的手段来抵消低宜居度带来的负面影响。
                              在作出这一系列改动的同时,我们将减少星系中一半的可宜居星球数量。当然,对于那些希望有更多宜居星球的玩家,我们也在开局的设置中和往常一样准备了相关的设置方式。总的来说,这一改动是为了让可宜居星球和地貌改造的特性在早期的游戏中更为突出,并且对在玩家在中期和后期的游戏中难以殖民的窘境作出改善。
                              星球地块资源
                              和宜居度的改动类似,我们对宜居星球地块资源设置也做出了一些改变。我们做出了一些调整,并非所有宜居星球都有近似的资源产出,现在地块资源将会随着星球气候类型的变化而变化:
                              潮湿气候的行星(大陆行星,海洋行星,热带行星)将更容易产出食物和社会研究点数;
                              冰冻气候的行星(极地行星,苔原行星,高山行星)将更容易产出矿物和工程研究点数;
                              干旱气候的行星(沙漠行星,荒芜行星,草原行星)将更容易产出能源和物理研究点数;
                              盖亚行星将更容易有复合类型的资源地块和战略资源地块。
                              当然,这一改动并不意味着你只能在对应的星球上找到对应的资源——它们只是更容易在对应气候的星球上被发现而已。
                              行星地貌改造改善
                              在即将到来的1.8更新包中,星球地貌改造将得到两点提升。首先,我们将会引入一个叫“特别行星修正”的概念。这是一个可以被放置在任意行星修正中的标识(可修改)。如果某一行星拥有该标识且非可宜居星球,则该星球会被标示在扩张计划器中。拥有该标识意味着该星球可以被改造(类似于现版本的火星),我们希望这一功能在未来为玩家提供一定的便利,所以你无须再为忘记忘记拥有改造潜力的星球在哪个星系而烦恼。
                              同时我们也花了些时间修整星球改造的界面,隐藏了那些无法被改造的星球(例如无法改造的坟墓星球)并且优化了星球改造界面的分类和风格。
                              以上就是全部,下周让我们继续探讨一些关于基因修饰的相关改动。我们下周见!


                              IP属地:浙江16楼2017-06-15 22:22
                              收起回复