Update 1.3.3117 makes multi-ideoligion colonies more viable Colonies with multiple ideoligions have specific benefits Hey everyone! RimWorld update 1.3.3117 is now out. This one comes with a long list of new stuff and improvements. Full changelist is below. 1.3.3117版本让多文化的殖民地更加可行,多文化的殖民地现在会有特殊的优势。 大家好,1.3.3117现已向所有玩家推送,包括许多新东西以及改进,完整列表如下: Multi-ideo viability: One key thing I wanted to do with this update was make it more rewarding to have a colony with diverse beliefs. While it should certainly be possible to run your colony as an ideological monoculture, I always wanted it to be possible to claim the benefits of multiple belief systems at the cost of needing to take a wider diversity of needs into account. This would also make recruiting easier, since it wouldn't be necessary to convert everyone during the recruiting process. 多文化的可能性:在这次更新中我最主要想做的是提高多文化殖民地的奖励。虽然你的殖民地可能只有单一文化,但我一直希望多文化殖民地也有好处,因为玩家需要考虑多方面的需求。这也将使招募更加方便,因为不再需要转化每一个人。 We made several changes to achieve this goal. 为了实现这个目标我们做了许多改动。 Now, colonists can participate in rituals of other ideoligions, strengthen those rituals by their presence, and gain mood and other benefits from them. Bigoted colonists will get a negative thought from participating in other beliefs, but the benefit from the ritual can outweigh their inner conflict. Since rituals can have quite specific effects, it can be very useful to have a wide toolbox of rituals available. 现在,殖民者可以参与其他文化的仪式,他们的出席将提高仪式的质量,也能从中获得心情和其他收益。顽固的殖民者会因为参与其他文化的仪式而产生消极的想法,但仪式带来的好处可以超过他们内心的挣扎。由于仪式可以具有非常具体的效果,更多选择空间的仪式可能是非常有用的。 Previously, colonists would be very unhappy if their beliefs were violated by others, and would hate everyone who acted against their beliefs. Now they don't mind as much if something they disagree with is happening elsewhere in the colony, and don't so intensely hate anyone who does something they wouldn't. They will still care as before about their own actions. 之前,如果殖民者的文化被他人侵犯,他们会非常不高兴,并且会憎恨任何违背他们信仰的人。现在,如果他们不同意的事情发生在殖民地的其他地方,他们就不那么在意了,也不会那么强烈地憎恨任何做了他们不会做的事情的人。他们仍然会像以前一样关心自己的行为。 Previously, in order to celebrate a ritual,it needed to be obligated by having three believers in the colony. This is no longer the case - just one believer is now enough to initiate a ritual, while obligations to do the ritual still start at three believers. 以前,为了庆祝一个仪式,必须有三个信徒在殖民地。现在已经不是这样了——现在只要一个信徒就足以开始一个仪式,而进行仪式的义务仍然从三个信徒开始。 I'll continue to monitor how this plays out and make adjustments as needed to maximize the number of viable play paths you can choose from. 我将继续监控这一过程,并根据需要做出调整,以最大化你可以选择的可行游戏路径的数量。 Compatibility: This update should be compatible with all save games and mods. 兼容性:这个更新应该与所有存档和mod兼容。 As always, don't hesitate to review Ideology on its Steam page! 和往常一样,不要犹豫,去Steam上看看《意识形态》吧!
Multi-ideo colony viability 多文化殖民地的可能性 - Pawns of any ideo can now spectate anyritual, even if it's not of their own ideo. 殖民者现在可以观看所有仪式,即使它们与自己的文化不同。 - Rebalanced social ideo thought opinionoffsets to make multi-ideo colonies much more viable. 重新平衡与文化相关的社交想法,让多文化殖民地更加可行。 - Allow celebrating rituals for an ideoeven if there's not enough members to create an obligation. 即使信徒数量没达到仪式的义务(3个),也能进行仪式。 - Members of ideoligions that dislikediversity get a negative thought from participating in rituals from otherideoligions. 若殖民者的文化不认同多样性,他们参加别的文化的仪式会产生负面想法。 - Ritual setup dialog now says whatideoligion the ritual comes from. 举行仪式的窗口现在会说明仪式是来自哪个文化。
New stuff - Gaining, changing, or removing a role now requires a simple ritual. 给予、更改、移除角色(如领袖)需要一个简单的仪式。 - Some things, like rock chunks, are now considered beautiful when outdoors but ugly when indoors. This solves a problem where a person standing in a nice forest will think their surroundings are ugly. 像岩石块堆,一些东西现在在户外被认为是美丽的,但在室内被认为是丑陋的。 这解决了一个人站在美丽的森林中会认为周围环境丑陋的问题。 - While starting a game with fluid ideoligions, you can now customize and load NPC faction ideoligions. 使用流动文化开局,也能自定义或加载NPC派系的文化。 - Skullspikes now display whose skull is contained inside on their inspect pane. 头骨现在会显示是谁的。 - Added a precept related to Darkness meme that gives believers a positive thought during an eclipse. 增加了一个与黑暗模因相关的戒律,当日食的时候信仰者可以获得积极的想法。 - You can now randomize fluid ideos before applying changes. 在流动文化改动前你可以随机文化。 - You can now randomize normal memes during fluid ideo reforming. 在流动文化重构中你可以随机模因。 - Added a "build door" gizmo that displays when a wall or wall blueprint is selected. 当选中墙体或墙体的蓝图,增加了一个小部件快速建造门。
Improvements 改进 - Blind pawns' stats are now unaffected bylight and darkness. 盲眼小人的数据属性不会受光亮和黑暗影响。 - Biosculpter bioregeneration cycle nowrequires 2 glitterworld medicine. Biosculpter(不知道中文里是啥,就是躺进去治疗的机器)的生体递归现在需要两个闪耀世界药物。 - Adjust the role tooltip area on thepawn's social tab. 调整了小人社交窗口中文化角色的提示文本。 - Integrated artwork for bioregenerationcycle gizmo. 给生体递归增加了一个艺术描述? - Empire will now properly respond toplayer giving the bestower serious heatstroke or hypothermia or allowing it tohappen. 当布施者受到严重的中暑或低温症,或者玩家让这种情况出现,帝国现在会做出恰当的反应。 - Some situational ideo thoughts now applyto quest lodgers. Previously, they were totally disabled. 一些情况下的文化想法现在也会对任务的寄宿者起作用,以前它们是被禁用的。 - Mutilation ritual expectation alert nowonly shows the pawns who actually want to be scarified or blinded. 自残仪式期望的警告现在会显示具体是哪个小人希望被致盲和割痕。 - Increased chance for ancient securitycrates to spawn in ancient complexes. 提高了古代安全箱子在古代遗迹中的生成率。 - Removed min points limit on securitycrate spawning in ancient complexes. 移除了古代遗迹生成古代安全箱的最低点数限制。 - Psytrainer description now shows thedescription of associated psycasts. 心灵训练器的描述现在会显示对应的灵能描述。 - We now warn player if important plantslike anima trees are marked for cutting or in grow zone. 当重要的植物如灵树被标记为割除或在种植区内,玩家会得到警告。 - Improved UI feedback in trade window whenpawn refuses to sell another pawn into slavery due to the ideo. 改进了交易窗口的UI,当小人因为信仰拒绝出售奴隶时玩家会得到反馈。 - Having a missing tongue now gives anegative mood thought because it's frustrating when you can't speak becauseyour tongue was cut out. 失去舌头现在会产生消极情绪,因为当你因为舌头被切掉而无法说话时会令人沮丧。 - We now warn the player if they are tryingto put a pawn in a regeneration or medic cycle that would not heal any conditions. 当生体递归或治疗循环无法治疗小人的任何地方,会有一个小警告。 - Conditions that will be or can be healedby a biosculpter cycle are listed in a confirmation dialog on ordering a pawnto enter or load another into the biosculpter. 把小人装进治疗仓时,会显示一个对话框说明哪些地方会被治愈。 - Extreme blood loss reduces consciousnessby 40% and sets the capacity's max to 10%. 极度失血会降低40%意识,移动能力最高只有10%。 - Improve feedback when we cannot assign apawn to ritual role by clicking their portrait in the ritual setup dialog. 在仪式设置窗口中,点击小人头像会说明为什么这个小人不能担任仪式的某个角色。 - Change to randomized memes for fluid ideobased on feedback. 根据反馈,改动了流动文化的随机模因。 - Korean language worker updates. 韩语相关工作类更新。
Technical 技术上的改动 - Updated to Unity 2019.4.30f1. This should prevent a rare issue where the game would freeze during startup. 更新到unity2019,以修复在开始游戏时卡死的罕见情况。 - Graphic_RandomRotated now supports random inner graphic correctly. Graphic_RandomRotated现在可以正确的支持随机内部图像。 - Add a temporary workaround for stuck old bestowing ceremony lord. Apply workaround for stuck old bestowing ceremony lord to AnyLordJobPreventsNewRituals too. 为卡住的布施仪式增加了一个临时的解决方案 - Improve ideo null checks for role changebuttons. 改进了改变角色时文化的null check - We now cache def short hashes in database. This solves potential performance issue with deep drills. 现在会缓存def的短哈希,这解决了一个深钻井的性能问题(这是我之前在贴吧看到然后反馈的~) - Small improvements to SetIdeoRole debugtool. 改进了debug方法SetIdeoRole - Improved pawn portrait error reporting code. 改进了小人头像框的报错代码 - Changes to fluid ideo meme randomization. 关于流动文化随机模因的改动
Fixes 修复 - Fix: Cancelling a caravan, then sellingthose animals, causes them to stay roped to the caravan gathering spot untilthey sleep. 修复了取消远行队然后出售动物会让它们一直被困在集合点 - Fix: Gauranlen tree miscalculates dryadcount on creating seed pod. 修复了Gauranlen树产生种子时错误计算树精的数量 - Fix: Text of funeral ritual states bonusawards are available after randomizing name. 修复了随机名称后葬礼仪式的错误描述? - Fix: Totemic sculpture is pixelated. 修复图腾雕像的像素化 - Fix: Selling prisoners doesn't triggernegative thoughts on selling to slavers. 修复了将囚犯卖给奴隶商人不会产生负面想法 - Fix: Research command ability icon ispixelated on non-uniform ui scales. 修复研究命令的图标在非标准缩放下的像素化 - Fix: When caravan entering the map andalready roped animals are force roped by another pawn, the first pawnpotentially gets stuck waiting indefinitely. 修复了当远行队进入地图时,被捆住的动物会被另一个小人牵走,第一个小人一直在原地等待的bug - Fix: Sunlamp does not trigger blindinglight for Darkness pawns. 修复了太阳灯不会使黑暗小人产生负面想法的bug - Fix: Wild people can be enslaved whilearrested. 修复野人可以被逮捕并奴隶化 - Fix: Several issues with ancient junk. 修复了远古废墟的若干问题 - Fix: Wrong capitalization. 修复了错误的大小写 - Fix: Typo soldiarity -> solidarity 拼写错误 - Fix: Missing word in backstory. 修复背景故事中缺字的问题