编辑“1.5 版本

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{{Version column}}1.5 版本,又称“Fleur-de-Lis 鸢尾花 ”,发布于 2022-02-08<ref>Forum, [[forum:1509587|CK3 Dev Diary #89: 1.5.0 "Fleur-de-Lis" Patch Notes]], 2021-02-08.</ref>,校验码为'''7f29'''。 这个版本和[[帝王宫廷]]拓展包同步发行 <br/>
{{Version column}}1.5 版本,又称“Fleur-de-Lis”,发布于 2022-02-08<ref>Forum, [[forum:1509587|CK3 Dev Diary #89: 1.5.0 "Fleur-de-Lis" Patch Notes]], 2021-02-08.</ref>,校验码为''7f29。''
'''翻译请见:'''<br/>
[https://zhuanlan.zhihu.com/p/483197531 【牧游社】1.5版本号“鸢尾花Fleur-de-Lis”补丁附记(第一部分)]<br>[https://zhuanlan.zhihu.com/p/483205320 【牧游社】1.5版本号“鸢尾花Fleur-de-Lis”补丁附记(第二部分)]<br>[https://zhuanlan.zhihu.com/p/483226813 【牧游社】1.5版本号“鸢尾花Fleur-de-Lis”补丁附记(第二部分)]
==拓展特性==
==拓展特性==
*朝廷:国王和皇帝现在可以进入朝廷,这是一个完全实现3D的御座厅,可容纳统治者、廷臣、家庭成员和封臣。它以四种不同的图形样式呈现,每种样式都有几个变体,这基于其显赫度!
*朝廷:国王和皇帝现在可以进入朝廷,这是一个完全实现3D的御座厅,可容纳统治者、廷臣、家庭成员和封臣。它以四种不同的图形样式呈现,每种样式都有几个变体,这基于其显赫度!
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**宫廷类型:根据你文化的民族精神选择一种宫廷类型,并根据你选择的宫廷类型按照宫廷显赫等级获得收益。
**宫廷类型:根据你文化的民族精神选择一种宫廷类型,并根据你选择的宫廷类型按照宫廷显赫等级获得收益。
**宫廷语言:选择在宫廷中使用哪种语言。要么选择一个更显赫的宫廷所使用语言,从他们的显赫度中获取好处,要么传播你喜欢的语言,并从其他人采用它中获益。
**宫廷语言:选择在宫廷中使用哪种语言。要么选择一个更显赫的宫廷所使用语言,从他们的显赫度中获取好处,要么传播你喜欢的语言,并从其他人采用它中获益。
**举办朝会:邀请你的封臣和廷臣在王座前表达他们的不满。当你对各种问题和提议进行裁断时,可以增加你的宫廷显赫度,并获得许多不同的好处。
**. 举办朝会:邀请你的封臣和廷臣在王座前表达他们的不满。当你对各种问题和提议进行裁断时,可以增加你的宫廷显赫度,并获得许多不同的好处。
**宫廷宝物:收集华丽的宝物并用它们装饰你的御座厅,以增加你的宫廷显赫度并获得其他好处。随着你的宗族威望的增长,宗族旗宫廷宝物的效果会增加。
**宫廷宝物:收集华丽的宝物并用它们装饰你的御座厅,以增加你的宫廷显赫度并获得其他好处。随着你的宗族威望的增长,宗族旗宫廷宝物的效果会增加。
**宫廷事件:在御座厅内体验宫廷生活,伴随着以你周边的人为主的各种事件。
**宫廷事件:在御座厅内体验宫廷生活,伴随着以你周边的人为主的各种事件。
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*新宗族传承,风俗:一个注重和平共处和管理繁荣的多元文化的领地的传承。
*新宗族传承,风俗:一个注重和平共处和管理繁荣的多元文化的领地的传承。
*新肖像资源:为国王和皇帝提供的奢华头饰,如伦巴第铁王冠、查士丁尼的皇冠和萨珊王朝的王冠。
*新肖像资源:为国王和皇帝提供的奢华头饰,如伦巴第铁王冠、查士丁尼的皇冠和萨珊王朝的王冠。
==免费特性==
==免费特性==
*宫廷职位:雇佣角色在你的宫廷内担任各种职位,给他们一份薪水以获得效果。有很多种职位,从总管到施赈吏总长,从贴身侍卫到古物研究官。寻找能力高的角色,因为他们的称职度将决定他们在工作中的表现!
*宫廷职位:雇佣角色在你的宫廷内担任各种职位,给他们一份薪水以获得效果。有很多种职位,从总管到施赈吏总长,从贴身侍卫到古物研究官。寻找能力高的角色,因为他们的称职度将决定他们在工作中的表现!
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*增加了新的兵士-尼罗河弓箭手,由弓箭之地传统解锁,需要东非传承。
*增加了新的兵士-尼罗河弓箭手,由弓箭之地传统解锁,需要东非传承。
*增加了新的兵士-楞伽战士,由迦楼罗战士传统解锁(需要是达罗毗荼传承)。
*增加了新的兵士-楞伽战士,由迦楼罗战士传统解锁(需要是达罗毗荼传承)。
==平衡==
== 游戏 平衡==
*思想开明技能新增文化认可修正。
*思想开明技能新增文化认可修正。
*新增一项互动,如果你拥有领主手中一个更高等级头衔法理领地的51%以上,可以要求领主将该头衔封给你(弱宣称)。
*新增一项互动,如果你拥有领主手中一个更高等级头衔法理领地的51%以上,可以要求领主将该头衔封给你(弱宣称)。
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==AI==
==AI==
* 新增逻辑,允许将围城武器从某个次级单位转交主要次级单位。
*Added logic for transferring siege weapons from a subunit to the main subunit
* 在选择目标省份时为当前省份添加一个小加成,以免单位调换位置。
*Added small bonus to current location when selecting a target province to avoid units switching places
* 现在不论其封建阶级高低,所有封臣都可以宣战。
*All vassals are now able to declare war no matter how deep down in the vassal tree they are
* 当配偶的技能足够强时,允许AI在内阁将配偶分配到特定的领域辅佐,尤其是统治者本身在该方面不擅长时。
*Allowed the AI to assign the Spouse to a specific domain when their skill is strong enough, and even more if the Ruler is unskilled them self
* 如果有正在进行的谋杀或绑架企图,并且间谍总管足够熟练,允许AI指定他们的间谍总管支持他们的计划。
*Allowed the AI to assign their Spymaster to support their scheme if there are ongoing murder or abduct attempt, and if the Spymaster is skilled enough
* 若无继承人,某些AI现在会试图谋杀他们的不育配偶。
*Certain AI's will now try to murder infertile spouses if they have no heirs
* 宣战借口新增脚本编写的权重,增加在硬编码里面。
*CB:s can now have a scripted score that is added to the hard-coded one
* 把宣战借口的基本权重从头衔等级的二次方改为头衔等级的三次方。
*Changed CB base score to be title's Tier^3 instead of Tier^2
* 修复了AI在试图围攻时陷入循环卡死的情况。
*Fixed a case where the AI would get stuck in a loop trying to siege
* 修复了好感度导致很多宣战借口的基本权重被自动超过的问题。
*Fixed opinion of self overtaking the base score of many CB:s
* 修复了AI无法升级特殊建筑和公爵领首都建筑的问题。
*Fixed the AI being unable to upgrade special buildings and duchy capital buildings
* 把宣战借口权重乘数移到defines文件里。
*Moved CB score multipliers to defines
*AI军事统帅默认被指派去组织军队,如果处于战争或负收入(+10 )并被迫试图摆脱债务时,其效果将获得少量提升。
*Organize army is used by default and receive a small boost if at war or negative income (+10) AND is forced to try to get out of debt
* 堆叠次级单位会更不情愿于拆分攻城武器。
*Subunit stacks will be more hesitant to split off siege weapons
* 如果AI拥有相同级别的非名誉头衔,它现在将不再以名誉头衔为主头衔。若它持有宗教头衔则会更倾向以此为主头衔。
*The AI will now switch away from titular titles as its primary if it has a non-titular title of the same tier. It will also prefer its primary be a head of faith title if possible
*AI 现在将尝试优先动摇针对他们的派系中摇摆不定的角色。他们将继续对他们施压,直到他们离开派系。
*The AI will now try to prioritize swaying characters in a faction targeting them. They will continue swaying them until they leave the faction.
* 主要次级单位不会把最好的攻城武器拆分。
*The main subunit stack will never split off its best siege weapons
* 潜在宣战借口的权重不再对标目标实力。
*The score of potential CB:s are no longer scaled with the strength of the target
* 让AI了解,即使它由于损耗而无法抵达战争目标地块,在附近围攻些建筑来开辟一条道路也是个不错的主意。
*Told the AI that even if it can't get to the war goal due to attrition, sieging something near it to open a path is a pretty good idea
* 让AI了解,在选择新的围攻目标时,它不应假定任何比当前完成攻城的目标远的围攻目标是比快速前进更糟糕的选择。在其他条件相同的情况下,AI仍然更喜欢围攻离军队更近的目标,但当AI在完成当前目标后选择新的围攻目标时,这种倾向不再强化。
*Told the AI that when selecting a new siege target, it shouldn't pretend that any siege target more than a brisk walk away is a bad choice because it is further away than its current target: the province it just finished sieging. All else being equal the AI will still prefer to siege things closer to its army, but that's no longer further intensified when the AI is picking a new siege target after finishing its current one "
*AI 如果金钱足够就采取训练将领行动,这种行动的可能性与军事统帅的能力有关。
*Train commanders is used when the AI saved enough money, and the motivation depends on the Marshal's skill
* 调低了AI在评估宣战借口权重时法理头衔的乘数。
*Tweaked down de jure multipliers for scoring titles when evaluating CB:s
* 单位在帮助友军时应该忽视海峡惩罚及敌对损耗。
*Units should ignore strait penalties and hostile attrition if helping another unit
* 单位在加入正在进行的战斗时应该忽视海峡惩罚。
*Units should ignore strait penalties if going into an ongoing combat
* 带有攻城武器的单位现在会尝试帮助没有攻城武器的围城单位。
*Units with siege weapons will now try to relieve or help sieging units without siege weapons
* 宣战时只计算处于和平状态的盟友的力量。
*When declaring wars, only count an ally's strength if the ally is at peace
* 降低AI为其他角色索取宣称借口的意愿。
*Will be more hesitant pushing a claimant's CB over its own
*AI将更加关注那些目标头衔比当前主头衔更高等级的宣战理由
*Will focus more on CB:s that target a title of a higher tier than its current primary title
* 如果AI自己拥有宣称,将不再索取其他宣称者的宣称。
*Will no longer push a claimant's CB if it targets a title the AI has a claim on
* 若结果值得,AI就算要进入敌对损耗领土也会攻击临近敌方单位。
*Will now hunt nearby enemy units even in hostile attrition territory if it deems it worthy
* 战争对象陷入的战争越多,AI进攻强大目标的意愿越强。
*Willingness to attack a stronger target now scale the more wars the target is in
* 攻击者的胆量越大,AI攻击强大目标的意愿越强。
*Willingness to attack a stronger target now scale with attacker's boldness
*AI 将不再以过去的频率给玩家赠送诗歌。
*The AI will no longer send poems to the player as often
*AI 现在将更合理地转换省份信仰,更考虑诸如吉兹亚和目标信仰的敌对程度等因素。
*The AI will now convert provinces more logically, considering things such as Jizya tax, and hostility level of the target faith
*AI 现在有时会试图谋杀派系宣称者,这对理性的AI来说更有可能,尤其是如果他们选择了谋术生活重心时。
*The AI will now sometimes try to murder faction claimants, this is more likely for rational AI's, especially if they focus on Skulduggery
* 如果当地文化是他们文化的一个混合文化,AI现在非常倾向于转换到当地文化。
*The AI is now heavily inclined to convert to a local culture if it's a hybrid culture of their culture
*AI 现在不那么固执于要求正义或迷途信仰的封臣转换信仰。
*The AI is now less adamant about always asking faith conversion of righteous and astray vassals
* 多疑的角色现在会时而尝试对自己头衔的宣称者发起谋杀。
*Paranoid AI's will now sometimes try to murder claimants to their titles
* 修正了错误用于海域的战斗评估,导致许多登陆作战不可能完成。
*Fixed combat evaluation incorrectly used on sea zones, leading to many naval invasions being impossible.
 
==游戏界面==
==游戏界面==
* 在人物设计器中增加了隐藏头发和胡须的选项,即使选择隐藏,选定的头发和胡须在最后仍然会加到人物头像上,只是隐藏之后方便编辑面部结构。
*Add checkbox for hiding the hair and beard from the portrait in the Ruler Designer, if hidden they will still be applied when finalizing but this allows hiding them to edit the facial structure more easily.
* 添加了打开/ 关闭右键转动视角后,视角自动旋转至初始位置的选项。
*Add setting to enable/disable automatic camera rotation back to neutral after rotating it with the right mouse button.
* 添加了在搜索结果中筛选直属封臣的筛选项。
*Added a way to filter direct vassals in the search results
* 添加了根据角色性取向筛选搜索结果的筛选项。
*Added a way to filter search results based on a character's sexuality
* 添加了劫掠提示框中丢失的数值分解条目。数值分解现在与最终数值相匹配。
*Added missing breakdown entry in loot tooltip. Breakdown now matches end value
* 为举办大血祭添加should_create_alert,如果该决议被选取,除非角色拥有最便宜一档的大血祭选项所需的金钱时,顶部提示才会弹出。
*Added should_create_alert for holding Grand Blot so if the decision is tracked, an alert isn't made unless the player has the minimum amount of money for the cheapest blot option
* 添加了盛大节日事件中某些丢失的提示框链接。
*Added some missing tooltip links in The Grand Festival event
* 所有前配偶现在都展示在角色窗口中,不只是那些死亡的角色了。
*All former spouses are now shown in the character window, not just those that are former due to death
* 点击宗族徽章现在回打开家族+ 宗族页面,而不是宗族传承页面。
*Clicking on a dynasty CoA now opens the house+dynasty view rather than the dynasty legacies view
* 修正了“涉水者”描述中的影响登陆惩罚的部分。
*Corrected the description of Forder claiming it affects the disembark penalty
* 决议现在支持双页设置。
*Decisions now support a two page setup
* 如果当前的内阁成员无法解任,则禁用更换内阁成员角色名单中的委任按钮。
*Disabling assign button in character list when changing councilor, if current councilor cannot be fired
* 确保了一场战斗结束时总是重选中(参加战斗的)军队。如果战斗结束之后开始围攻,则选中那场围攻。
*Ensured that after a combat ends, the army always gets reselected. If the end of combat starts a siege, the siege gets selected
* 确保了围攻获胜时总会发送通知。
*Ensured that winning a siege always sends you a notification
* 多人游戏中没有效果的事件超时现在写明“没有效果”而不是像之前一样空白着。
*Event timeouts in MP with no effect now clearly say "No effects" instead of the notification being empty
* 修正了一处本地化字符串,确保使用德语时杀人名单的提示框也能出现。
*Fixed a localization string to make sure the tooltip for the kill list also shows up in German
* 修正了所有战斗预期日期总是差一天的问题。
*Fixed all combat prediction dates being off by 1 day
* 修复了建筑成本数值分解的提示框在有修正项时还是时常不出现的问题。
*Fixed building costs sometimes lacking a breakdown tooltip despite being modified
* 修正了建筑因为直辖上限而被禁用、在宽限期内宣称下个月会重新启用而不告诉你他们真正被禁用原因的情况。
*Fixed buildings disabled by the domain limit grace period claiming they'll be re-enabled next month rather than telling you the real reason they're disabled
* 修正了像“教宗”一类的风味性名字最终不被使用,而显示成“国王主教”之类玩意的问题。
*Fixed flavor names like "Pope" sometimes not ending up used, showing things like "King-Bishop" instead
* 修正了多人游戏的铁人存档在某些情况下弄混主机的问题。
*Fixed having ironman saves in some cases messing up hosting MP from save
* 修正了持有瑞士头衔时你的每一个头衔都被称呼为联邦的问题。
*Fixed holding Switzerland causing every single one of your titles to be referred to as Confederation
* 修正了当你的领主试图监禁你时不显示监禁原因的bug。
*Fixed imprisonment reasons not being shown to you when your liege attempts to imprison you
* 修正了人所共知的罪犯的提示框中的语法错误。
*Fixed incorrect grammar in known criminal tooltips
* 修正了对领主战争中总是显示攻击方的纹章的问题,即使你的领主在攻击一方。现在显示你领主敌方的战争领袖。
*Fixed liege wars always showing the CoA of the war attacker, even if your liege is on the attacking side. Now shows the war leader of the side opposed to your liege
* 修正在你把镜头拉到最远再拉回最近时地图上的围攻单位模型消失的问题,同时修正他们有时不正常变大或变小的问题。
*Fixed on-map siege units disappearing if you zoom all the way out then all the way back in. Also fixed them sometimes being abnormally large or small
* 修正多人游戏暂停时事件重复通知的问题。
*Fixed repeated notifications about event timeouts in multiplayer
* 修正了保存搜索筛设时如果包含名字搜索就不能正常工作的问题。
*Fixed saving search filters that include a name search not working
* 修正了如果一个以上的技能/ 特质可以触发事件选项时,该事件选项中技能/ 特质图标错误的问题。
*Fixed skill/trait items on event options sometimes being wrong if more than one skill/trait can trigger the option
* 修正了使用俄语时捏人界面的滑动条有部分会到屏幕外的问题。
*Fixed sliders in the Ruler Designer being partially offscreen in Russian
* 修正了一些右上角有文本的提示框过于狭窄的问题。
*Fixed some tooltips that have text in the upper-right corner being rather cramped
* 修正了某些修正项的明细分解中不必要的首行缩进。
*Fixed some unnecessary indentation in some modifier breakdowns
* 修正了某些特定提示框中的文本没有明显原因却看起来很像可以选中的问题。
*Fixed text in certain tooltips and similar being selectable for no apparent reason
* 修正了牵制与秘密列表中,牵制数量那里数字和图标之间有一个小空隙没有提示框,而数字和图标有不同方向的提示框的问题。
*Fixed that there in the Hooks and Secrets list for the hook counts there's a small gap between the number and icon where there's no tooltip, and the number and icon have differently oriented tooltips
* 修正了界面中的暴政衰减没有计算减少暴政的修正的问题。之前的暴政衰减速率在机制上是计算正确的,但在UI上的显示不正确。
*Fixed that tyranny decay in the interface didn't account for modifiers to Tyranny Loss. The decay rate was properly affected, but this wasn't accounted for in the UI
* 修正了计谋中的邀请同谋按钮会认为你可以对所有人赠送礼物和使用牵制的问题,它导致有时你会对能拉多少人进同谋有过于乐观的估计。
*Fixed the Invite button in schemes thinking you're able to give gifts and use hooks on *everyone*, and thus being at times wildly optimistic about how many people you can get to join your scheme
* 修正了角色窗口中的角色提示框过于靠右,导致鼠标很难移入的问题。
*Fixed the character tooltip in the character window being offset so far to the right that it is very difficult to move into
* 修正了其他信仰列表中“只要X信仰”可选项倒转的问题。
*Fixed the checkbox for "Only X Faiths" in the Other Faiths list being inverted
* 修正了当前指派的任务的内阁任务提示框没有说明你的内阁成员已经被指派到该任务的问题。
*Fixed the council task tooltip for the currently assigned task not saying your councillor is assigned to that task
* 修正了游戏某些情况下没有把已集结的部队算作你所有军队规模的一部分。
*Fixed the game in some cases failing to count raised troops as part of your overall army size
* 修正了领主内阁中好感度的明细显示成他们对你的好感而不是对你领主的好感的问题。
*Fixed the opinion breakdowns in Liege's Council showing the breakdown of their opinion of you, rather than your liege
* 修正了死去角色的头衔居中而不是左对齐的问题。
*Fixed the title name of dead people being centered rather than left-aligned
* 给计谋窗口中的预计完成时间小组件提供了一个合适的提示栏。对“开始计谋”的提示栏进行了一些改进,使之与其相匹配。
*Gave the scheme predicted time to completion widget in the intrigue window a decent tooltip. Improved a bit on the one in Start Scheme to match
* 将鼠标悬停在某个伯爵领的任何地产上,现在会在概览列表的知晓地产中高亮出这个伯爵领。
*Hovering over any holding in a county will now highlight the county in Domain Holdings in the outliner
* 如果你没有保存过角色搜索筛选,下拉列表现在会显示相同的,而不是完全不给你列表。
*If you have no saved character search filters, the dropdown now tells you as much rather than giving you no list at all
* 现在通知中的信件事件在多人游戏中触发暂停时会显示他们出自谁手,而不是只有一个空白的事件名字。
*Letter events that time out in multiplayer now say who they were from in the notification instead of just having a blank event name
* 载入存档会将游戏速度设为退出时的速度,如果你以4速保存退出,载入时也是4速而不是默认的3速。
*Loading a save will now set the game speed to the speed you had when you made that save. So if you save at speed 4, you'll load at speed 4 rather than the default speed of 3
* 推动封臣的封臣的宣称,将会使其独立,而不再宣称他也将变为你的封臣。
*Pushing the claim of a vassal of a vassal that will go independent no longer claims they'll also become your vassal
* 如果你同时是互动的发起与接收人,则移除教育儿童中牵制选项。
*Removed the Hook option from Educate Child if you are the one both requesting and accepting the Interaction
* 重组了“要求臣服”互动中的选项,这样当前状况项目会在该出现的时候出现。
*Reorganized the Option in the Vassalization Interaction so that the Current Situation item shows up when it should
* 如果领主是其配偶的封臣(或更低级),则他们现在只会使用自己配偶的头衔来命名而不用低级的头衔。
*Rulers now only use the title of their spouse for naming if they're vassals (or below) of their spouse, rather than if they're lower tier
* 计谋的分段进度条现在与进度值匹配。
*Schemes segmented progress bar now matches the progress value
* 当一个事件超时后将发送有关的提示信息,其中包含所选选项的效果。
*Send a feed message when an event times out containing the effects of the picked options.
* 显示所选栏位可展示宝物的列表。
*Show List with displayable artifact for selected slot
* 小型静态头像现在每年都会更新(例如角色搜索器那里的头像),以避免出现年龄不匹配现象,比如一个25岁的少年还在顶着一个襁褓婴儿的头像。
*Small static portraits in places like the character finder now refresh on a yearly basis so that they don't get horrifically out of date, like showing a toddler in place of a 25 year old
* 建筑物建造时间提示栏中的“基础”天数现在是“x天”而不是仅有“x”。
*The "base" # of days in the building construction time tooltip now says "x days" rather than just "x"
* 推广文化内阁任务的地图模式不再将目标文化的颜色与你自己文化的颜色进行不必要的区分。
*The Promote Culture task map mode no longer does unnecessary striping of the culture colors with your own culture's color
* 死亡角色的年龄提示栏现在也显示该角色的死亡日期,而不仅仅是出生日期。
*The age tooltip for dead people now also shows their date of birth, not just their date of death
* 现在,并非你封臣的那些角色的人物提示栏将显示他们所拥有的内阁或宫廷职位。
*The character tooltip for people you're not the liege of now shows their council and court positions
* 多人游戏中的事件超时通知现在不再遗漏事件的一些效果(那些在你选择选项之前发生的效果)。
*The event timeout notification in multiplayer now no longer leaves out some of the effects of the event (those that happen before you even select an option)
* 信仰创建窗口现在能更清楚地显示出阻碍你创建信仰的因素。
*The faith creation window now shows what's blocking you from making the faith a bit more clearly
* 地图上光标高亮的强度现在可以由玩家设定了。
*The intensity of the cursor highlight on the map can now be set by the user
* 在大厅中显示额外地图模式的菜单在你鼠标停留在它上面时不再消失。
*The menu to show additional map modes in the lobby no longer disappears when you try to hover over it
* “将领”现在将关联解释为:“你的军事统帅、封臣和将领”。
*The relation string now shows "commander" if relevant: "Your Marshal, Vassal, and Commander"
* 装载界面左上角的旋转图标现在真的可以转起来了。
*The spinning icon in the top-left of loading screens now actually spins
* 人物窗口中的战争提示栏在显示交战双方信息时,每边最多显示6名角色,超出部分列为“及其他x名盟友”,以避免提示栏在大圣战或类似战争中大到令人发笑。
*The war tooltip in the character window now only shows at most 6 people on each side of the war, with the overflow listed as "x more allies", to avoid the tooltip becoming ludicrously large in Great Holy Wars and similar
* 改进后的宝物信息栏将显示宝物的当前状态:被储藏,展示中,被装备。
*Updated artifact tooltip depending on artifact status, Storage, Displayed, Displayed in selected slot
* 当创建一个信仰时,右边的“神权”部分现在只在你真正改变了你的圣职专权传统时才会显示出来。
*When creating a faith, the "Theocracy" section on the right now only shows up if you actually change your Clerical Tradition
* 没有当前形势条目时,现在会显示“没有可用的”。
*When there's no Current Situation items, it now says "none available"
* 如果你关闭后重新打开创建信仰窗口,你之前暂时选择的那些选项不会被重置。
*Your choice of icon in the Create Faith window will no longer get reset if you close and reopen the window
* 缩放到槽。
*Zoom to slot
* 修正了信仰信息栏的特色描述格式。
*fixed faith tooltip flavor description formatting.
* 优化了军队将领选择窗口的响应速度,当你的宫廷人数众多时也能很快打开它。
*selection army commander window now should open faster for large realms
* 修正了建筑费用列表数值和实际成本之间的不匹配问题。
*Fixed mismatches between construction cost breakdowns and actual cost
* 修正了游戏规则窗口的" 重置为默认值" 按钮在规则无法改变时可见的问题。
*Fixed the game rules window's "reset to defaults" button being visible when the rules are not possible to change
* 使得文化领袖更容易预测。现在,如果其他条件完全相同(# 角色拥有的该文化伯爵领数量,头衔层级等),玩家将被首选为文化领袖。当没有玩家参与时,角色当前的头衔将被优先考虑。这应该可以确保文化领袖不会任意变更。
*Made culture head a bit more predictable. Now if all else is equal (# of culture counties, tier) the player will be preferred as culture head. When no player is involved, the current head will be preferred. This should ensure that the culture head does not arbitrarily change
* 现在,滚动条可拖曳部分的大小将基于列表的长度而定。
*The draggabble part of the scrollbar is now sized based on the length of the list
* 当创建一个新的信仰时,它现在会得到一个与你的旧信仰相似的颜色,而不是一个完全随机的颜色。
*When creating a new faith, it now gets a color similar to your old faith, rather than a completely random one
* 若一名角色只有一个头衔,则现在他被剥夺头衔时,会自动选择这个头衔(如果它可以被剥夺的话)。
*Using the revoke title interaction when a subject only has one title now automatically selects the title if it can be revoked.
* 在改变过滤条件并重新打开角色搜索器窗口时,排序选项不会被重置。
*the Character Finder no longer resets the sort option upon changing the filters and reopening the window.
* 当你的领主在战争中胜利/ 失败时,弹出消息现在会将两方角色都显示出来。
*When your liege wins/loses a war, the toast now displays both characters
* 增加了信件事件以通知君士坦丁堡的(前任)统治者,他们对君堡的统治权已经基于“收回君士坦丁堡”决议的效果被转移给了现任领主。
*Added letter event informing the (now former) holder when Constantinople is taken from them by the Reclaim Constantinople decision
* 游戏现在会在宗教热情提示栏中列出所有最近增加或减少宗教热情的原因。
*The game will now list the reason for all recent increases or decreases to Fervor in the Fervor tooltip.
* 宫廷医师现在已从“你的宫廷 界面中移除,你现在可以在“宫廷职位 界面找到他。
*The Court Physician has been removed from “Your Court view and can now be found within the “Court Positions view.
* 计谋类型现在有了提示栏。
*Scheme Types now have Cooltips.
* 修正了战争概况界面的关闭按钮会被遮挡在雕像后面无法点击的问题。
*Fix to close button disappearing behind statue in War Overview
* 战争概况界面中的监狱栏杆变小了,以便更紧密的围绕人物。
*Prison bars made smaller to fit tighter around character in War overview
* 修复了在某些分辨率下,家族界面被固定在窗口中心而不是顶部所导致的问题。
*Fix to House tab being anchored in the center of the window instead of top causing problems when playing on some resolutions
* 修复了游戏语言为俄语时,授予头衔、伯爵领和统治者设计器的文本将UI元素推到界面外的问题。
*Fixes to Grant Titles, County and Ruler Designer where texts in Russian was pushing UI elements out of bounds
* 修复了游戏语言为俄语、西班牙语和法语时,其他信仰窗口有部分内容超出界面外的问题。
*Fix to Other Faiths window having content being out of bounds when playing in Russian, Spanish and French
* 修复了角色视图中,前任配偶文本与盾徽图表重叠的问题。
*Fix to former spouse text overlapping Coat of Arms icon in Character View
* 修复了当扮演部落统治者时,部分按钮被推到军事界面之外的问题。
*Fix to buttons being pushed out of the Military window when playing as a Tribal Ruler.
* 修复了较长的主要头衔将UI元素推到界面外的问题。
*Fix to long Primary Titles pushing UI elements out of bounds
* 修复了信仰界面中罪孽和美德特质图标超出界面范围的问题。
*Fix to Sins and Virtues Trait icons in tooltips being out of bounds in Faith View
* 修复了多个角色出现于一个事件时,使用错误的摄像机的问题。
*Fix to wrong camera being used when there is multiple characters in an event
 
==美工==
==美工==
* 删除了斯堪的纳维亚半岛和西藏的一些不可见的湖泊。
*Removed some invisible lakes in Scandinavia and Tibet
* 修正了一些部队定位器,这些定位器会使军队最终出现在山脉中。
*Fixed several unit locators where fighting units would end up inside mountains
* 改进了军事统帅的动画效果。
*Improved the Marshal’s animation
* 修正了两个无法通行的省份(分别在安纳托利亚和西藏)有相同的ID的问题。
*Fixed two impassable terrain provinces (in Anatolia and Tibet) having the same ID.
* 解决了人物在衣服、头饰和发型之间存在大量图层剪切的问题。
*Solved numerous clipping issues for characters between clothes, headgear and hairstyles
* 对某些衣服、头饰和发型进行了轻微的纹理改进。
*Minor texture improvements to certain clothes, headgears and hairstyles
* 对基因属性进行了一波小调整。
*Small adjustments of a few gene attributes
* 增加了AO纹理,用于减少人物面部的AO效果,以消除眼睛和嘴巴周围不自然的暗影。
*Added AO textures for reducing the AO effect on character faces, to remove unnatural dark shadows around eyes and mouth
* 调整了亚洲人种的外观。
*Adjusted the look of the Asian ethnicity
* 对其他人种的外观进行了细微的调整。
*Minor tweaks to other ethnicities
* 增加了身体模型,历史人物的肩部、腰部、臀部、手臂和腿部之间的比例有了微妙的变化。
*Added body shapes which will give subtle variation of proportions between shoulders, waist, hips, arms and legs for characters
* 解决了一个问题,该问题会使人物睫毛在某些光照条件下看起来非常明亮。
*Reduced an issue which made eyelashes look really bright in some lighting situations
修正了与统治者设计器中“自定义外观 滑块相关的一些问题。
*Fixed a number of issues with the “Customize Appearance sliders in the Ruler Designer
* 修正了一个问题,该问题会使得部分穿衣或脱衣的角色四肢看起来非常瘦弱。
*Fixed an issue which gave partly clothed or undressed characters very skinny limbs
* 调整了人物界面的摄像机位置,这应该能更稳定一致的正确显示人物的相对身高。
*Adjusted Camera positions for the character view window, which should give more consistency in showing the correct relative height of characters
* 修正了各种动画与衣服、身体形变等结合时,引起的许多图层剪切问题。
*Fixed many issues of clipping caused by various animations when combined with clothes, body deformations etc.
* 修改了将领的动画,使其正确地握住剑柄,而不是握住剑身。
*Changed the marshal animation to hold the sword properly by the hilt and not by the blade
* 修正了一些武器的不正确比例和动画位置。
*Fixed incorrect scale and animation placement of a few weapons
* 修正了女性内衣上的一些奇怪的变形。
*Fixed some strange deformations on the female undergarment
* 调整了许多衣服的下摆,使其与坐姿动画配合得更好。
*Adjusted skirts for a lot of clothes to work better with sitting animations
* 修正了许多角色的右眼周边区域动画不正确的问题。
*Fixed an issue of incorrect animation of the area around the right eye on many characters
* 当在设置中启用任何抗锯齿时,人物肖像现在会应用 FXAA
*Character portraits now have FXAA applied when any anti-aliasing is enabled in settings
 
==本地化==
==本地化==
* 为宝物宣称、个人宝物宣称、家族宝物宣称添加了提示框。
*Added tooltips for Artifact Claims, Personal Artifact Claims, and House Artifact Claims
* 将出轨事件中的“婚姻”更正为“结合 ”,因为这个事情指的可能是配偶也可能是侧室。
*Corrected a usage of 'marriage' to 'union' in an infidelity event where it could refer to either a spouse or a concubine.
* 修正了俄文中“收复不列颠尼亚”修正项的百分比。
*Fixed Reclaimed Britannia modifier percentage in Russian
* 修正了战后俘虏通知中的代词歧义(my和your)。
*Fixed a pronoun disagreement (my & your) in the post-battle prisoner of war notifications
* 修复了大血祭决议事件中的地名错误。
*Fixed broken place-name in Grand Blot decision event
* 修复了寺庙建筑提示栏中的作用域问题。
*Fixed scope issue in temple building tooltip
* 修复了圣战改信建议中的类型。
*Fixed type on Holy War conversion suggestion
* 确保了所有自定义本地化条目都有对应本地化键值
*Made sure that all custom loc entries have written loc keys
* 使领地概览中的当前建设的文本更加简洁。
*Made the current construction text in the realm overview more concise
* 更新了自杀决议的描述性文本,以更好地反映该决议可用的原因。
*Updated Commit Suicide Decision descriptive text to better reflect why the decision is available
* 更新了邀请到宫廷的接受度的提示栏,使其总是使用第二人称
*Updated Invite to court acceptance tooltip to always use second person
* 更新了私生子秘密的文本,使其包括私生子。
*Updated the bastard secret text to include the bastard
* 更新了命名宗族孩子的事件中的标题,来以反映双胞胎的情况。
*Updated title in event to name dynasty child to reflect twins
* 巫师事件选项的提示栏,现在清楚地显示了你要把哪个可怜的家伙转化成黑暗面的人。
*Witch event option tooltip is now clear on what poor soul you're trying to convert to the dark side
* 当你埋葬你的孙子时,你将不再称他为你的祖母。
*You will no longer call your grandson your grandmother when you bury him
* 你的朋友不会再把他们的另一个更好的朋友混淆成他们的仇敌了。
*Your friend will no longer confuse their other, better, friend for their rival
* 将标题条目大写,并改变了标题效果的文本,以避免标题重复。
*capitalized title articles and changed title effect text to avoid title redundancies
* 将亚述文化改名为叙利亚文化,使之更加中性,并略微符合历史背景(尽管有点枯燥)。(中文并未更改)
*changed Assyrian culture to be named Syriac, to be more neutral and slightly more historically appropriate (if a bit drier)
* 修正了女巫事件中的一些错别字
*Fixed some typos in witch events
* 修正了英文中狩猎场建筑的错字。
*Fixed typo in the English in hunting ground building
 
==游戏内容==
==游戏内容==
* 增加了一个随机的童年事件,被监护人可以接受其监护人的语言。
*Added a random childhood event where a ward can pick up their guardian's language
* 增加了一个与语言相关的会见同辈事件。
*Added an event for Meet Peers decision about language
* 增加了儿童通过观察学习父母的语言的事件。
*Added an event for children to learn the language of their parent through observation.
* 增加了在决斗审判中挑选宫廷勇士职位的事件选项。
*Added event option to pick your court position champion in a trial by combat
* 增加了将东法兰克和西法兰克分别改名为德意志和法兰西的事件,如果它们从加洛林宗族手中夺去的话。
*Added events to rename East and West Francia to Germany and France, respectively, should they pass from the hands of the Karling dynasty.
* 增加了预定义的文化分离功能(如诺斯人分离成瑞典人/ 挪威人/ 丹麦人),使其更接近于反映动态的分离和混合文化。
*Added functionality to pre-defined culture splits (such as the Norse to Swedish/Norse/Danish one) so they more closely mirror dynamic divergent and hybrid cultures
* 改变了海外帝国的名字列表。
*Changed the Outremer name list
* 现在神罗重建后会动态选择选帝侯。
*Favored Electors are now dynamically selected once the HRE is reformed
* 狩猎活动现在可以为拥有皇家宫廷的角色生成宝物。
*Hunt activity can now generate artifacts for characters with a royal court
* 接受婚姻的信现在将更有风味了。
*Marriage acceptance letter will now be more flavorful
* 改动北境群雄的内容,使其与一套新的北欧文化传统联动起来。
*Converted Northern Lords content to be tied to a set of new Norse Cultural Traditions
* 勾引事件中种植兰花的选项现在也对拥有园丁特质的角色可用。
*The option to grow an orchid during a seduce event is now also available to those with the gardener trait
* 决斗审判现在与文化传统联系在一起,而不是硬性规定某些文化会有。
*Trials-by-Combat are now tied to a cultural tradition rather than hardscripted to certain cultures
* 增加了[[决议#统一以色列之子|统一以色列之子]]的决议。
*Added decision to form the Kingdom of Bene Israel
* 对一些旧事件进行了更新,以利用新的特性,如宫廷职位和宝物。
*A number of older events have been updated to make use of new features such as court positions and artifacts.
 
==模组==
==模组==
* 头衔风味化中的<code>titles</code>现在意味着它只适用于这些头衔,而不是在持有人至少有一个头衔的情况下才适用。
*"titles" in flavorization for titles now means it'll only apply to those titles, rather than being applied if the holder has at least one of those titles
* 增加<code>CloseGameView</code>数据函数,以便Mod可以关闭特定的游戏中视图。
*Add CloseGameView data function so mods can close specific in-game views.
* 增加<code>GetScriptValueBreakdown</code>,它返回一个数值的明细,以便在UI中使用,对一个特定脚本数值的描述条目进行明细分解。
*Add GetScriptValueBreakdown which returns a value breakdown for use in the UI to breakdown the desc entries of a named script value.
* 为角色增加<code>GetTraitFromGroup</code>和<code>GetTraitGroupLevel</code>数据函数。
*Add GetTraitFromGroup and GetTraitGroupLevel data functions on Character.
* 增加<code>GetTraitGroup('tag')</code>和<code>Trait.GetGroup</code>数据函数,以获得特质组。
*Add GetTraitGroup( 'tag' ) and Trait.GetGroup data functions to get trait groups.
* 给角色增加<code>HasTrait</code>和<code>HasTraitFromGroup</code>数据函数。
*Add HasTrait and HasTraitFromGroup data functions to Character.
* 为<code>try_create_important_action</code>增加文化对象的保存功能。
*Add culture object saving ability to try_create_important_action.
* 增加<code>days_since_joined_court</code>触发器。
*Add days_since_joined_court trigger.
* 增加事件链进度自定义UI,可以显示事件链已经进展到什么程度。
*Add event chain progress custom UI, allows displaying how far through an event chain one is.
* 增加<code>set_destroy_on_gain_same_tier</code>。当角色获得或创建相同等级的新头衔时,用于标记要删除的头衔。
*Add set_destroy_on_gain_same_tier. Uses for marking a title to be deleted when character gains or create a new title with the same tier
* 为Mod增加支持自定义加载的脚本编写的挂件,通过<code>gui/scripted_widgets</code>文件夹定义,文件夹路径和部件名称对应的话,将会在游戏中创建挂件。
*Add support for custom loading of scripted widgets from mods via the gui/scripted_widgets folder where pairs of folder path and widget names will cause widgets to be created in gameplay.
* 添加<code>scripted_animation</code>数据库,它处理触发器和脚本化动画的集合,以便在事件肖像中使用。
*Add the scripted_animation database, it handles collections of triggered and scripted animations for use within event portraits.
* 添加<code>combat_phase_events</code>数据库,它以一种有效的方式处理指挥官和骑士在战斗的主要阶段的运行效果。此外,<code>on_commander_combat_pulse</code>和<code>on_knight_combat_pulse</code>由于其性能问题而被删除。
*Add the combat_phase_events database, it handles running effects during the main phase of combat on the commander and knights in a performant manner. As such the on_commander_combat_pulse and on_knight_combat_pulse have been removed due to their performance issues.
* 增加了<code>common/coat_of_arms/dynamic_defintions</code>,它取代了根据不同的触发器覆盖纹章的事件系统,以便根据信仰或文化进行自定义显示。性能提高了很多。
*Add the common/coat_of_arms/dynamic_defintions which replaces the event system for overwriting coat of arms based on different triggers for custom displays based on faith or culture. Increases performance by a lot.
* 增加了<code>is_decision_on_cooldown</code>触发器。
*Add the is_decision_on_cooldown trigger.
* 增加了<code>play_sound_effect</code>效果来播放声音效果。
*Added "play_sound_effect" effect to play sound effects
*为维护和招募费用增加了兵士基础类型的修正项。
*Added MaA base type modifiers for maintenance and recruitment cost
* 增加了显示可视化地理区域的地图模式,用于调试目的。
*Added a map mode that shows visual geographical area for debugging purposes
* 增加了<code>add_same_sex_spouse</code>的历史效果。
*Added add_same_sex_spouse history effect
* 增加了替代字符串的信仰本地化文本,对非英语翻译有用。
*Added alternative strings faith localization, useful for non-English translations
* 添加了人物修正项<code>men_at_arms_recruitment_cost</code>。
*Added character modifier men_at_arms_recruitment_cost
* 添加了人物修正项<code>no_disembark_penalty</code>。
*Added character modifier no_disembark_penalty
* 增加了控制台命令 <code>bypass_requirements</code>(亦即<code>bypass</code>),可以让你在不符合前置要求的情况下进行决议、互动、计谋、法律和创建头衔。
*Added console command "bypass_requirements" (alias "bypass") that lets you do decisions, interactions, schemes, laws, and title creation despite the requirements not being met
* 添加了控制台命令<code>instasiege</code>(瞬间攻城)。
*Added console command "instasiege"
* 增加了控制台命令<code>save_every</code>和启动参数<code>-save_every=x</code>。这些将每隔x年进行一次保存,并确保它们不会被正常的自动保存所覆盖。
*Added console command "save_every" and startup parameter "-save_every=x". These will make a save every x years, and ensure they do not get overwritten by normal autosaves
* 添加了控制台命令<code>AI.try_send_decision</code>。
*Added console command AI.try_send_decision
* 添加了控制台命令<code>AI.try_send_interaction</code>。
*Added console command AI.try_send_interaction
* 添加了控制台命令<code>Ironman.ToggleIgnore</code>。当铁人模式被忽略时,存档会像非铁人档一样,包括当你点击保存时,会有非铁人档的存档。这可以在游戏过程中进行切换。
*Added console command Ironman.ToggleIgnore. When ignored, saves will act as if they're not ironman, including that when you hit save it'll result in a non-ironman save. This can be toggled during gameplay
* 新增控制台指令<code>ToggleShowAllKillers</code>。
*Added console command ToggleShowAllKillers
* 新增控制台指令<code>trait</code>,用来增加特质。
*Added console command alias "trait" to add traits
* 新增控制台指令<code>complete_schemes</code>,<code>guaranteed_scheme_success/failure</code>和<code>guaranteed_scheme_secrecy_success/failure</code>。<code>success/secrecy</code>仅会影响玩家。
*Added console command complete_schemes, guaranteed_scheme_success/failure, and guaranteed_scheme_secrecy_success/failure. The success/secrecy ones only affect the player
* 新增控制台指令<code>instaraid</code>。
*Added console command instaraid
* 新增控制台指令<code>set_date</code>。
*Added console command set_date
* 新增控制台指令<code>show_regions_in_tooltip</code>。
*Added console command show_regions_in_tooltip
* 新增控制台指令<code>toggle_keys_on_map</code>。
*Added console command toggle_keys_on_map
* 新增控制台指令<code>yesmen_instant</code>(也就是ymi)和<code>instant_responses</code>。控制台的yesmen按钮现在可以右击来运行<code>yesmen_instant</code>。
*Added console commands "yesmen_instant" (AKA "ymi") and "instant_responses". The yesmen button in the console can now be right-clicked to run "yesmen_instant"
* 新增控制台指令<code>show_region</code>。
*Added console-command show_region
*Faith 类型新增数据功能<code>HasParameterByKey</code>。
*Added data function "HasParameterByKey" to the "Faith" type
* 新增数据功能<code>GetTraitsWithFlag</code>和<code>GetTraitsWithoutFlag</code>。
*Added data functions GetTraitsWithFlag and GetTraitsWithoutFlag
* 新增数据系统功能<code>GetMaA</code>。
*Added data system function GetMaA
* 新增数据系统/ 本地化命令<code>[Faith.CustomLoc( 'key' )]</code>。对角色等会像<code>.Custom</code>一样起效。使用不同的代码是因为Custom已经被用于特定信仰的本地化。
*Added data system/loc command [Faith.CustomLoc( 'key' )]. Works as .Custom does for things like Character. The different name is due to Custom already being in use for faith-specific localization
* 新增debug交互“取得直辖领地/领地”。
*Added debug interactions Take Domain and Take Realm
* 新增定义<code>MINIMUM_DYNASTY_NAMES</code>,那么如果某文化的王朝名过少,你就能发现错误被生成。
*Added define MINIMUM_DYNASTY_NAMES so that you can have errors generated if cultures exist with too few dynasty names
* 为战争新增效果<code>clear_claimant</code>。
*Added effect clear_claimant for wars
* 新增效果<code>deactivate_holy_site</code>。
*Added effect deactivate_holy_site
* 新增效果<code>remove_dynasty_perk</code>。
*Added effect remove_dynasty_perk
* 新增效果<code>remove_innovation = innovation_key</code>。
*Added effect remove_innovation = innovation_key
* 新增效果<code>run_interaction</code>。
*Added effect run_interaction
* 新增效果<code>set_army_location</code>。
*Added effect set_army_location
* 新增效果<code>clear_traits 和copy_traits</code>。
*Added effects clear_traits and copy_traits
* 新增效果<code>learn_language</code>,<code>unlearn_language</code>,<code>learn_language_of_culture</code>和<code>unlearn_language_of_culture</code>。
*Added effects learn_language, unlearn_language, learn_language_of_culture, and unlearn_language_of_culture
*新增效果<code>set_age</code>和<code>change_age</code>。
*Added effects set_age and change_age
* 新增效果<code>remove_building</code>。
*Added effect remove_building
* 为战争借口新增极其基础的分析功能。<code>ai_cbs.csv</code>将会告诉你AI在每个战争借口上花费了多少时间。它没有任何分类。
*Added extremely basic profiling for CBs. ai_cbs.csv will tell you how much time the AI spent on each CB. It does not have any categorization
* 为决议新增字段<code>minimum_cost</code>。效果极其像<code>cost</code>,但有一个例外:它不会被真正应用。当你让玩家点决议后在出现的不同选项里做选择时,这些选项在有花费的情况下,该新代码就显得有用了。
*Added field 'minimum_cost' for decisions. Works exactly like 'cost' with one exception: it won't actually get applied. Useful for when you have the player choose between different options after taking the decision, and only charging the cost at that point
* 新增link代码<code>last_played_character</code>。
*Added link last_played_character
* 新增link代码<code>calc_culture_dominant_faith</code>和<code>calc_culture_dominant_religion</code>。
*Added links calc_culture_dominant_faith and calc_culture_dominant_religion
*新增列表生成功能<code>*_culture_county</code>来获取一个特定文化的所有国家。
*Added list builder *_culture_county to get to all counties of a specific culture
* 新增列表生成功能<code>played_character</code>。
*Added list builder played_character
* 新增列表生成功能<code>x_culture_global</code>。
*Added list builder x_culture_global
* 新增列表生成功能<code>opposite_sex_spouse_candidate</code>和<code>same_sex_spouse_candidate</code>。
*Added list builders opposite_sex_spouse_candidate and same_sex_spouse_candidate
* 新增修正项<code>coastal_advantage</code>。
*Added modifier coastal_advantage
* 新增修正项<code>prowess_no_portrait</code>,你可以增加某人的勇武值而不使他们看起来更有肌肉。
*Added modifier prowess_no_portrait so that you can add prowess to someone without making them visibly more muscular
* 新增on-action 代码<code>yearly_culture_pulse</code>和<code>three_yearly_culture_pulse</code>。
*Added on actions yearly_culture_pulse and three_yearly_culture_pulse
* 新增on-action代码<code>on_building_completed</code>。
*Added on-action on_building_completed
* 新增支持,通过兵士类型代码中的<code>era_bonus</code>参数为特定时代的兵士奖励。
*Added support for era-specific MaA bonuses via the "era_bonus" parameter in MaA types
* 新增基于地形的建筑花费修正项。
*Added terrain based construction cost modifiers
* 为角色新增基于地形的发展度修正项,因而一个特质或其他什么你有的东西,使某人在特定的地形中带来更好的发展度增长。
*Added terrain based development modifiers for characters, so a trait or what have you can make someone get better development growth in specific terrains
*为<code>supply_limit</code>,<code>supply_limit_mult</code>,<code>tax_mult</code>和<code>levy_size</code>新增地形修正。
*Added terrain modifiers for supply_limit, supply_limit_mult, tax_mult, and levy_size
* 新增以下控制台代码:<code>faith</code>,<code>renown</code>,<code>add_renown</code>,<code>legacies</code>,<code>dynasty_perks</code>,<code>give_all_legacies</code>,<code>perks</code>,<code>culture</code>,<code>faith</code>,<code>usurp</code>,<code>diplomacy</code>,<code>martial</code> ,<code>stewardship</code>,<code>intrigue</code>,<code>learning</code>,<code>prowess</code>。
*Added the following console command aliases: faith, renown, add_renown, legacies, dynasty_perks, give_all_legacies, perks, culture, faith, usurp, diplomacy, martial, stewardship, intrigue, learning, prowess
* 新增头衔数据功能<code>GetDefinitiveName</code>;此功能将在头衔没有明确格式时,在头衔开头插入一个“the”。
*Added title data function GetDefinitiveName; will insert a "the" at the start if the title isn't already of a definitive form
* 新增触发器<code><lifestyle>_unlockable_perks</code>。
*Added trigger <lifestyle>_unlockable_perks
* 为内阁任务新增触发器<code>can_fire_position</code>。
*Added trigger can_fire_position for council tasks
* 新增触发器<code>culture_overlaps_geographical_region</code>。
*Added trigger culture_overlaps_geographical_region
* 新增触发器<code>trigger has_innovation_flag</code>。
*Added trigger has_innovation_flag
* 新增触发器<code>has_prisoners</code>。
*Added trigger has_prisoners
* 新增触发器<code>knows_language</code>。
*Added trigger knows_language
* 新增触发器<code>num_of_known_languages</code>。
*Added trigger num_of_known_languages
* 新增触发器<code>perks_in_<lifestyle></code>来询问在一个给定的生活方式中点了多少个技能(而不是某一个特定角色点了多少)。
*Added trigger perks_in_<lifestyle>, to query how many perks exist in a given lifestyle (rather than how many a specific character has)
* 新增触发器<code>total_army_siege_value</code>,<code>damage</code>,<code>toughness</code>,<code>pursuit</code>和<code>screen</code>。
*Added triggers total_army_siege_value, damage, toughness, pursuit, and screen
* 战争借口现在支持icon参数,让它可以使用不同的图标icon键。
*CBs now support the "icon" parameter to have them use a different icon key
* 角色交互现在支持icon参数,让它可以使用不同的图标icon键。
*Character interactions now support the "icon" parameter to have them use a different icon key
* 角色和国家现在能拥有针对发展度增长的宗教特定的修正项。
*Characters and counties can now have region-specific modifiers for development growth
* 角色现在不再必须是统治者才能被邀请去一个活动。
*Characters no longer have to be rulers to be invited to an activity
* 角色现在不再必须是统治者才能生成一个活动;任何活着的角色现在能拥有活动了。
*Characters no longer have to be rulers to spawn an activity; any alive character can now own activities
* 新增全局数据功能<code>CloseGameView</code>。
*CloseGameView global data function added.
* 庶夫与侍妾现在都表述为侧室,来让同性侧室更好起效。
*Concubines and Consorts are now both referred to as Concubines to make same-sex concubinage work better
* 宫廷任务现在有了一个<code>monthly_on_action</code>字段。这是一个性能更好的途径来使它们一个月触发一次on-action活动。
*Council tasks now have a monthly_on_action field. This is a more performant way to have them trigger on-actions once a month
* 自定义本地化键值现在有了变体版本。该改变仅仅是用了一个父级自定义本地化键值的逻辑,并在生成的本地化键值上添加了后缀。
*Custom loc keys can now have variants. These simply use the logic of a parent custom loc key, and add a suffix to the resulting localization key
* 如果一个本地化键值丢失,自定义本地化现在将生成错误日志,<code>log_loc_errors = no</code>能被用在自定义本地化的代码上来停用这个功能。
*Custom loc will now log an error if a loc key is missing. log_loc_errors = no can be used on individual bits of custom loc to suppress this
* 清除了一堆无效的文化参数。例如,<code>tribal_name</code>或<code>dukes_called_kings</code>。
*Eliminated a bunch of culture parameters that had no effect, E.G., "tribal_name" or "dukes_called_kings"
* 清除了一些未使用的硬编码修正项。
*Eliminated some unused hardcoded modifiers
* 清除了<code>title_to_title_neighboring_barony</code>和<code>title_to_title_neighboring_and_across_water_barony</code>,但通过基于只允许伯爵及以上级别的优化,让其他变体版本显著变快。
*Eliminated title_to_title_neighboring_barony and title_to_title_neighboring_and_across_water_barony, but made the other variants significantly faster by optimizing based on only counties and above being allowed
* 当我们尝试着添加一个脚本来解决问题却发现它早就存在了时,确保一个错误会被记入日志。
*Ensured an error gets logged when trying to add a scripted relation that already exists
* 确保活动在一天内从死人上被移除。这通过<code>on_invalidate</code>起效。
*Ensured that activities are removed from dead people within a day. This causes on_invalidate to run
* 确保<code>on_game_start</code>事件实际在开局时发生,而不是开局后第二天。
*Ensured that on_game_start events actually happen on game start rather than the next day
*事件现在能使用cooldown字段来使事件冷却更容易用代码编写。在事件窗口中显示事件触发履行情况的调试功能将完全忽略冷却时间。
*Events can now take a "cooldown" field to make event cooldowns simpler to script. The debug functionality that shows the event trigger fulfillment in the event window will completely ignore the cooldown
* 修正<code><holding_type>_holding_build_piety_cost</code>,并且威望花费不在对新建地产起效。
*Fixed <holding_type>_holding_build_piety_cost and prestige cost not working for building a new holding
* 修正一堆没有在观察者模式中起效的控制台代码(甚至是选中了一个角色),例如“gold”。
*Fixed a number of console commands not working in observe mode (even when observing a character), such as "gold"
* 用<code>number_maa_of_base_type</code>和<code>number_maa_soldiers_of_base_type</code>修正了潜在的加载顺序问题。
*Fixed potential load order issues with number_maa_of_base_type and number_maa_soldiers_of_base_type
* 修正角色创建模板里的name字段没起效的问题;它只有在<code>create_character</code>效果中被使用时才能起效。
*Fixed the "name" field in character creation templates doing nothing; it'd only work to use it in the create_character effect itself
* 修正控制台代码<code>save_on</code>和<code>save_every</code>没有在观察者模式起效的问题。
*Fixed the save_on and save_every console commands not working in observe mode
* 修正了以奇怪的方式使用<code>current_date</code>和其他日期触发器导致溢出的问题。现在自0年以来的日子会给出 “#”。
*Fixed using "current_date" and other date triggers in weird ways causing overflow. Now gives the # of days since year 0
* 地理上的区域现在是<code>map_data/geographical_regions</code>中一个恰当的数据库。这意味着你可以把它分成多个文件,也意味着我们可以更容易地添加更多基于区域的功能。
*Geographical regions are now a proper database in map_data/geographical_regions. This means you can split it across multiple files, and means we can more easily add more region-based functionality
* 新增全局数据功能<code>GetDynastyByID global</code>。
*GetDynastyByID global data function added.
* 新增全局数据功能<code>GetDynastyByID global</code>。
*GetDynastyHouseById global data function added.
* 新增全局数据功能<code>GetFaithByKey</code>。
*GetFaithByKey global data function added.
*<code>GetImprisonmentReasons</code>,<code>GetBanishReasons</code>等代码现在使用一个角色参数作为context上下文,而不使用是基于玩家角色的对应参数。
*GetImprisonmentReasons, GetBanishReasons, etc. now take a character parameter as context, rather than basing itself on the player's character
* 新增全局数据功能<code>GetReligionByKey</code>。
*GetReligionByKey global data function added.
* 新增全局数据功能<code>GetScriptedCharacterByHistoryID</code>。
*GetScriptedCharacterByHistoryID global data function added.
* 新增全局数据功能<code>GetTitleByKey</code>。
*GetTitleByKey global data function added.
* 新增全局数据功能<code>GetTraitsWithFlag</code>。
*GetTraitsWithFlag global data function added.
* 增加<code>GetTraitsWithoutFlag</code>全局数据函数。
*GetTraitsWithoutFlag global data function added.
* 增加<code>GetScheme('scheme_type')</code>全局数据函数。
*GetScheme('scheme_type') global data function added.
使用<code>send_options_exclusive</code>交互和<code>can_be_changed</code>选项现在会报错,因为是互斥选项,无法正常运行。
*Having an interaction with send_options_exclusive and an option with can_be_changed now logs an error, since there's no sensible way for this to work for mutually exclusive options
* 隐藏了同性婚姻的宗族和可遗传特质信息。完成于GUI脚本,因此可修改。
*Hid dynasty and inherited trait info for same-sex marriage. Done in GUI script, so can be modded
*在debug模式下,现在事件窗口中有个重新加载按钮;该按钮能重新生成所有的文本,重新选择背景等。
*In debug mode there's now a button in the event window to reload it; this will cause all the text to be regenerated, the background reselected, etc.
*在debug模式下,现在事件窗口中有个按钮可以运行<code>Localization.ToggleSkipDataSystemInLocOutput</code>并重新加载窗口。还有一个按钮可以复制事件文本。
*In debug mode there's now a button in the event window to run Localization.ToggleSkipDataSystemInLocOutput and reload the window. There's also a button for copying the event text
*在debug模式下,事件窗口现在会显示一个小部件,显示触发条件是否得到满足。悬停在上面能得到一个触发条件明细。
*In debug mode, the event window now displays a widget showing if the trigger is fulfilled or not. Hovering over it will give you a trigger breakdown
* 部队现在有一个<code>can_recruit</code>触发条件。如果触发条件满足,或者通过革新解锁,就可以使用。你不能既通过革新解锁,又用条件触发。通过宗族传承解锁已移除,因为现在可以通过触发条件来解锁。
*MaA now have a can_recruit trigger. They will be available if the trigger is met, or if unlocked by innovation. You can't both unlock by innovation *and* have a trigger. Removed unlocking by dynasty legacy since you can now do that by trigger
* 令<code>on_title_destroyed</code>会在头衔因任何原因被销毁时运行。
*Make on_title_destroyed run when a title is destroyed for any reason.
* 令快捷键可模组修改
*Make shortcuts moddable
* 添加<code>OpenGameViewData</code>全局数据函数。
*OpenGameViewData global data function added.
* 添加<code>OpenGameViewglobal</code>全局数据函数。
*OpenGameViewglobal data function added.
* 集结点现在在代码和脚本中统一称为<code>rally_point</code>,而不是偶尔称其为“<code>banners</code>”。
*Rally points are now consistently called that everywhere in code and script, rather than occasionally being called "banners"
* 移除了<code>on_weight_changed</code>的行动,体重修正项现在已知代码,并直接基于新的<code>OBESE_WEIGHT_VALUE</code>和<code>MALNOURISHED_WEIGHT_VALUE</code>的定义进行应用。现在<code>change_current_weight</code>效果的使用也能正确地自动更新和应用修改。通过移除体重计算量,增加了每年运行速度。
*Remove the on_weight_changed on action, weight modifiers are now known to code and applied directly based on the new OBESE_WEIGHT_VALUE and MALNOURISHED_WEIGHT_VALUE defines. Usage of the change_current_weight effect will now correctly update and apply the modifiers automatically as well now. Increases yearly tick performance by removing weight calculation overhead.
*重写了<code>complex blocker trigger should have custom localization</code>的警告,使其更容易理解。
*Rewrote the "complex blocker trigger should have custom localization" warning to be easier to understand
*现在支持同性婚姻;基于性别的限制现在完全由脚本处理。
*Same-sex marriage is now supported; gender-based restrictions are now entirely handled in script
*可以使用<code>verify_title_history</code>和<code>verify_title_history_all</code>控制台命令来核实头衔/全部头衔历史是否有差异。
*A title/titles history can be verified for gaps using the verify_title_history and verify_title_history_all console commands
*密谋现在支持自定义图标,使用标准“图标”语法。注意密谋交互的图标仍然会单独处理。
*Schemes now support custom icons, using the standard "icon" syntax. Note that the icons for the scheme interactions are still handled separately
*在一个特质上设置一个特质组却没有等级,在启动时不会导致游戏崩溃了;现在只记录一个错误。
*Setting a trait group on a trait, but no level, will no longer crash the game on startup; it'll now just log an error
*对<code>event_log.txt</code>文件进行了大幅改进。现在,它以电子表格的形式写入<code>event_log.csv</code>,并且包括每个事件被检查的次数和每个选项被选中的次数。如果启用,它还会在关机时自动写入。
*Significantly improved upon the event_log.txt file. Now written as a spreadsheet itself to event_log.csv, and it now includes the # of times each event has been checked, and the # of times each option has gotten picked. It'll also automatically write on shutdown if enabled
*技能/特质词条现在产生于在每个事件的显示中,而不是仅在第一个事件中。这意味着如果你使用<code>trigger_if</code>或类似的方法,就能确保只有相关的项目真正显示出来。
*Skill/trait items are now generated on every event display rather than the first one. That means if you make use of trigger_if or similar, you can ensure only the relevant one actually shows up
*取得头衔的debug互动现在可以让你选择获取任意头衔。
*The "take title" debug interactions now let you pick what title to take
*当不显示任何选项时,AI现在能够使用具有互斥选项的交互,就像玩家一样。不显示互斥选项时,不再像选择第一个选项那样执行效果(所有发送选项范围现在都返回假,而不是第一个选项为真)。
*The AI is now able to use interactions with mutually exclusive options when none of the options show, just like the player. No mutually exclusive options showing up no longer executes the effects as if the first option was selected (all the send option scopes return false now, instead of the first being true)
*AI分析现在也可以对AI的决策进行分析,这些决策放在<code>ai_interactions.csv</code>中。
*The AI profiling now also profiles AI decisions, putting those in ai_interactions.csv
*<code>custom_tooltip</code>触发器现在可以正确地本地化。<code>custom_tooltip</code>效果现在允许内部有其他效果(从而隐藏)。两者现在都允许覆盖主题。
*The custom_tooltip trigger now localizes properly. The custom_tooltip effect now allows other effects to be inside it (and thus hidden). Both now allow you to override the subject
*当一个修正项被用在无法使用的地方时,游戏现在会在启动时记录错误。例如,在伯爵领修正项中使用“外交能力=2”。
*The game will now log an error on startup when a modifier is used in a place where it won't work. E.G., using "diplomacy = 2" in a county modifier
*现在,如果有任何事件主题或背景被调用而实际上并不存在,游戏将在启动时记录。
*The game will now log on startup if there's any event themes or background referenced that do not actually exist
*对象探索器现在包括行动、密谋、战争、故事、派系和议会任务。
*The object explorer now includes activities, schemes, wars, stories, factions, and council tasks
*对象探索器现在包括全局变量。
*The object explorer now includes global variables
*当你忘记chance字段时,现在会随机给出一个有用的错误信息。
*The random effect now gives an actually useful error message when you forget the 'chance' field
*<code>set_sexuality</code>控制台命令的参数现在可以用<code>tab-completion</code>完成。
*The set_sexuality console command now has tab-completion for its parameter
*触发器<code>number_of_election_votes</code>现在使用<code>target</code>而非<code>title</code>来保持一致。
*The trigger number_of_election_votes now uses "target" rather than "title" for consistency
*触发器<code>join_faction_chance</code>和<code>title_join_faction_chance</code>现在使用<code>target</code>而不是<code>faction</code>来保持一致。
*The triggers join_faction_chance and title_join_faction_chance now use "target" rather than "faction" for consistency
*CB的各种<code>allowed_for</code>触发器不再提供防御者。这使得一些重要的优化得以实现。如果你需要防御者,请使用<code>allowed_against</code>。
*The various allowed_for triggers for CBs no longer provide the defender. This allows for some significant optimizations. Use allowed_against if you need the defender
*在debug模式下,头衔及其附庸头衔按钮现在显示在省份提示框、头衔提示框和领地提示框中。
*Title keys for the title and its dejure lieges are now shown in the province tooltip, title tooltip, and realm tooltip in debug mode
*如果有任何省份拥有不在可见地理范围内的土地,我们现在会记录错误。
*We now log errors if there's any province that can have a holding that isn't in a visual geographical area
*你现在可以在CB上写上<code>ai = no</code>以使AI忽略它们。
*You can now put "ai = no" on CBs to make the AI ignore them
*如果目标已经死亡,<code>consumere_imprisonment_reasons</code>和类似内容现在会出错。
*consume_imprisonment_reasons and similar will now error if the target is dead
*如果引用的效果/触发器位置实际上不存在,<code>custom_description</code>现在会在启动时记录一个错误。
*custom_description will now log an error on startup if the referenced effect/trigger loc doesn't actually exist
*<code>debug_log_scopes = yes</code>现在也会记录临时范围。
*debug_log_scopes = yes now also logs temporary scopes
*<code>mercenary_count_mult</code>不再需要是一个整数。我们现在计算company的总数(四舍五入),然后将它们分配到可用的大小之间(如果无法平均分配,则首选较小的company),而不是要求每个大小都有相同的company数量。因此,一个得到(1,1,1)个company的文化,在+50%的修正项下,将得到(2,2,1)个company。
*mercenary_count_mult no longer needs to be an integer number. We now calculate the total # of companies (rounded) then distribute them between the sizes available (smaller preferred if equal distribution is impossible), rather than requiring the same # of companies at each size. So a culture getting (1, 1, 1) companies will with a +50% modifier get (2, 2, 1) companies
*<code>modifiers.log</code>(由控制台命令script_docs生成)现在告诉你每一个修正项可以用于哪些对象。例如,“character”或“character, province, and county”
*modifiers.log (generated by the console-command script_docs) now tells you what objects every single modifier can be used for. E.G, "character", or "character, province, and county"
*<code>open_interaction_window</code>现在可以接受一个target_title字段,以便预先填入目标头衔。请注意,并不会检验头衔;如果它不能被选择,就不会被选中。
*open_interaction_window can now take a target_title field so as to pre-fill the target title. Note that this does not validate the title at all; if it isn't selectable it'll just not be selected
*<code>player_heir_position</code>现在使用<code>value</code>而不是<code>position</code>,以减少代码的重复。
*player_heir_position now uses "value" instead of "position" to reduce code duplication
*<code>send_interface_message</code>现在也支持其描述中的临时作用范围。
*send_interface_message now also supports temporary scopes in its descriptions
*<code>set_title_name</code>,<code>set_title_prefix</code>,<code>set_house_name</code>和<code>set_dynasty name</code>现在都会在其loc键不存在时记录错误。
*set_title_name, set_title_prefix, set_house_name, and set_dynasty name now all log an error if their loc key does not exist
*<code>spawn_army</code>现在只在有脚本的情况下才会产生部队。
*spawn_army will now only spawn levies if scripted to do so
*<code>independent_primary_defender_advantage_add</code>。当指挥官是战争中的主要防御者时,会在战斗中获得优势。
*independent_primary_defender_advantage_add. Gives advantage in combat when the commander is the primary defender in the war.
*添加<code>same_heritage_county_advantage</code>。当指挥官拥有与作战省份相同的文化传承时,会在作战中提供优势。
*same_heritage_county_advantage_add. Gives advantage in combat when the commander has the same cultural heritage as the province of the battle.
*添加了对随机列表中<code>unique</code>和<code>pick</code>的支持。这允许列表选择多个选项X次,并且可以强制它们是<code>unique</code>。<code>Pick</code>默认为<code>1</code>,<code>unique</code>默认为<code>false</code>。
*Added support for “unique” and “pick” within random_list. This allows for the list to pick multiple options X times, and can force them to be unique. “Pick” defaults to 1 and “unique” defaults to false.
* 添加了对非均匀骨骼缩放的支持。
*Added support for non-uniform bone scaling
 
==数据库==
==数据库==
*在游戏中添加了郡荼文化,它存在于中部/东部印度。
*在游戏中添加了郡荼文化,它存在于中部/东部印度。
第481行: 第472行:
*添加了卡兰塔尼亚文化。
*添加了卡兰塔尼亚文化。
*在契吒和娑底也补罗之间添加了海峡。
*在契吒和娑底也补罗之间添加了海峡。
*修复了一些关于吐蕃宗喀巴家 的错误,并将其变成了悉补野宗族的一个家族。
*修复了一些关于吐蕃宗喀巴家 的错误,并将其变成了悉补野宗族的一个家族。
*在867年和1066年 古尔宗族 统治古尔公国
*在867年和1066年 将古尔公爵领授予 古尔宗族。
* 改进了神罗的历史设置。
*Improved historical setup of the HRE
* 改进了格尔松伯爵领的历史设置。
*Improved setup of the county of Grisons
*克拉伊纳现在是波美拉尼亚文化,而不是波兰文化。
*克拉伊纳现在是波美拉尼亚文化,而不是波兰文化。
*苏莱曼·塞尔柱 现在 拥有萨莫萨塔 伯爵领
*苏莱曼·塞尔柱拥有萨莫萨塔。
*现在奥多 ·德·康特维尔 成为了1066年巴约伯爵领正确的伯爵,而不是罗伯特·德·康特维尔。
*现在奥多成为了1066年巴约伯爵领正确的伯爵,而不是罗伯特·德·康特维尔。
* 普瓦捷的拉姆努尔夫现在正确地统治普瓦捷伯爵领,而不是巴塞罗那公爵伯尔纳德。
*Ramnulf II is now correctly Count of Poitou in 867, rather than Bernard II of Barcelona
* 将塔格里卜更名为陶菲德,以与{{ruby|塔格里卜部族|Banu Taghlib}}区分。
*Renamed Taghlib dynasty to Tawfid, to avoid overlap with Banu Taghlib
*将过时 的彼得罗巴甫尔 重命名为克孜勒扎尔。
*将过时 的Petropavolsk 重命名为克孜勒扎尔。
*保加利亚的西梅翁现在 变得敏锐 ,而不是口齿不清。
*保加利亚的西梅翁现在 说话很快 ,而不是口齿不清。
*一些中部/东部印度的地产现在是部落制。
*一些中部/东部印度的地产现在是部落制。
* 将[[信仰#十二伊玛目派|十二伊玛目派]]伊玛目从[[信仰#伊斯玛仪派|伊斯玛仪派]]哈里发历史中分离出来,并作为其信仰领袖头衔。
*Split Twelver Shiite Caliphs out of Shia Caliphate history and into their own Imamist title
* 索伦伯爵领现在由索伦(后来的霍亨索伦)家族的弗里德里希统治。
*The County of Zollern is now held by Friedrich I of the Hohenzollern dynasty in 1066.
* 调整了一些宗族的开始设置以反映他们与之前宗族的关系(如作为分支)。
*Tweaked starting setup of some dynasties to reflect their relation to other pre-existing dynasties (as cadet branches)
* 一些宗族现在是郡荼文化。
*Updated some dynasties to use the new Gond culture
* 耶波尼耶派现在拥有神贫誓愿的核心教义。
*Yapaniya Jainism now has the vows of poverty tenet
* 耶波尼耶派现在不在有自然原始主义核心教义,但拥有裸体神职的特殊教义。
*Yapaniya Jainism now no longer has the Natural Primitivism tenet, their monks will however still be naked
*1066 年的奥地利日耳曼化加剧。
*Increased Germanization of Austria in 1066
* 许多男爵领已经搬到印度的不同伯爵领。一些伯爵领与男爵领也被重新命名,以更好适用游戏所处的历史时期。
*A number of baronies have been moved to different counties in India. Some counties and baronies have also been renamed to better fit the historical period the game is set in.
* 挪威的法理首都不再四处变换而贴近历史上的事实首都,而偏向于固定在尼扎罗斯。
*Norway's de jure capital will no longer jump around to match its historic de facto capital, preferring Nidaros throughout instead
*867 年伊德里斯苏丹国的首都从马拉喀什变为非斯。
*Capital of Idrisids in 867 is now Fes instead of Marrakesh
* 将印度穆斯林的帝国头衔与女皇称呼分别从大氏族与女帕迪沙阿改为帝国与沙阿巴努。
*Grand Clan empire tier name and Padishah empress title for Muslim Indians changed to Empire and Shahbanu respectively
* 卡尔马特派现在是单配偶制且男女平等(实际的性别角色更复杂,但“平等”是一个合适的抽象概念)。
*Qarmatians are now Monogomous and have Equal Gender (actual gender roles were more complex, but Equal is a suitable abstraction)
* 移除了头盔内的重复触发器。
*Removed duplicate trigger within Headgear
 
==Bug修复==
==Bug修复==
* 显著提高了多人游戏的稳定性。
*Significantly improved Multiplayer stability
* 为网速较慢的用户添加了一个设置,以限制存档传输速度(提高多人游戏的稳定性)。
*Added a setting for users with slower internet speeds to throttle savegame transfer speeds (improves multiplayer stability)
* 通过大量线程化数据库加载、减少分配和减少锁竞争,全面提高游戏启动加载时间。
*Improve startup load times across the board by heavily threading database loading, reducing allocations, and reducing lock contention
* 删除冗余文件IO运行以缩短加载时间。
*Remove redundant file IO operations to improve loading times
* 重新编写脚本变量存储,以提高每日数跳性能并降低未缓存率率。
*Rework script variable storage to improve daily tick performance and lower cache misses
* 添加了关于征服公国战争后公国头衔将发生什么的说明提示框。
*Added clarity tooltips on what will happen to duchy titles after Duchy Conquest wars
* 添加了当可以创建一个信仰的精神领袖头衔时的通知。
*Added notification when a Spiritual Head of Faith titles can be created
* 所有的宣战理由现在都将导致被征服的土地失去控制力,而不仅仅是一些。
*All CBs now cause conquered land to lose control, rather than only some
* 俘虏一个叛乱封臣将不再使他们脱离派系(和战争)。
*Capturing a revolting vassal will no longer remove them from the faction (and war) "
* 角色现在会脱下他们随风飘扬的外袍,穿上盔甲进行决斗——除非他们都是部落成员。
*Characters now don armor to fight duels * unless they are both tribal * and remove their billowing cloaks
* 宣称领主头衔互动通知现在可以在可用头衔上正确打开。
*Claim Liege Title interaction from notification now properly opens on an available title
* 如果进攻方和防守方都是国王,氏族制入侵将不再夺走防守方的所有王国头衔。
*Clan Invasion will no longer take all kingdom titles from the defender if the attacker and defender are kings
* 民粹派系下的伯爵领现在必须始终拥有与该派系相同的信仰。
*Counties in Populist factions must now always have the same faith as the faction
* 法理公国宣战理由的威望成本现在只计算敌人所拥有的头衔。
*De Jure Duchy casus belli prestige costs will now only count titles held by the enemy
* 确保解散一支军队总是会解散相关的集结部队。
*Ensured destroying a regiment always destroys associated raised armies
* 确保作为头衔持有者以外领主的强力封臣不会获得额外的选票权重。
*Ensured that electors that are powerful vassals of someone other than the title holder don't get extra voting power
* 修正了“允许婚姻”并不总是生效的问题。
*Fixed "Allow Marriage" not always taking effect
* 修正了欧洲内解锁“铤而走险”成就的问题。
*Fixed A Dangerous Business achievement unlocking within Europe
* 修正了奉爱神灵在创造新的印度教信仰后会变化的问题。
*Fixed Bhakti gods changing after creating a new Hindu faith
* 修正了创建头衔通知的可负担检查问题。
*Fixed Create Title notification affordability checks
* 修正了男爵特色文化名只会在一个领地建成后显示的问题。
*Fixed Cultural Barony names only showing after a Holding is built
* 修正了通过禁用已囚禁角色的“谈判放人”改信选项而绕过该选项的“要求改信”互动问题。
*Fixed Demand Conversion interaction bypassing the Negotiate Release conversion option by disabling it for characters you have imprisoned
* 修正了氏族政府无法建立巴克特里亚霸权的问题。
*Fixed Establish Bactrian Supremacy being unavailable for clan governments
* 修正了有时即使是使用牵制也无法替换监护人的问题。
*Fixed Guardians sometimes being impossible to replace, even with a hook
* 修正了朝觐结束时不经常发生剃发事件的问题。
*Fixed Halq event at the end of a Hajj not firing as often as it should
* 修正了契丹不共享其他东胡文化配色方案的问题。
*Fixed Khitan not sharing color scheme of other Mongolic cultures
* 修正了当丹麦法区持有者实施北海帝国决议会导致丹麦触发flag错误的问题。
*Fixed North Sea Empire decision resulting in a Danish inspired flag when formed by the holder of the Daneland
* 修正了针对近亲实施勾引计谋时,尽管有“优雅收手,另觅猎物”技能或“无限制婚姻”的教义,但计谋会重大失败的问题。
*Fixed Seduce schemes against close family critically failing despite having the Graceful Recovery perk or Unrestricted Marriage doctrine
* 修正了斯拉夫名字“索别斯拉夫”(Sobieslav)拼写错误成“索别萨尔夫”(Sobiesalv)的问题。
*Fixed Sobiesalv typo of Sobieslav Slavic name
* 修正了一个由私生子的真正父亲导致定位错误的bug。
*Fixed a bug in which the real father of a bastard child resulted in a localization error
* 修正了一个新的信仰领袖可能最终变为封建的案例。
*Fixed a case where a new head of faith could end up Feudal
* 修正了一个当鼠标悬停在一个不再相关的当前形势项上时可能会发生的罕见崩溃问题。
*Fixed a rare crash that could happen when hovering over a Current Situation item that ceases to be relevant
* 修正了一个失去同步问题,即其中战争协调员的更新目标对于热加入玩家可能会有所不同。
*Fixed an OOS where the War Coordinator's update_targets_tick could differ for hotjoining players
* 修正了在某些情况下尽管玩家现在的政府仍然有效,但成为信仰领袖会导致玩家的政府改变的问题。
*Fixed becoming head of faith in some cases leading to your government changing despite your current government still being valid
* 修正了基于宗教信仰牧师的性别而将宗教头衔授予给错误性别的问题。
*Fixed being able to grant religious titles to wrong gender based on faith clerical gender
* 修正了派系不断解散和改革的情况。
*Fixed cases where factions were disbanding and reforming constantly
* 修正了改变文化不会立即移除你现有文化领袖身份的问题。
*Fixed changing culture not instantly removing you as the culture head of your own culture
* 修正了城市无法成为骑士团有效总部的问题。
*Fixed cities not being valid holy order HQs
* 修正了的宣称战争在宣称者死亡后第二天变成退位战争失效的问题。现在退位战争会继续进行。
*Fixed claimant wars where the claimant dies getting invalidated the day after becoming a Depose war. Now the Depose war should continue properly
* 修正了上下西里西亚公爵纹章的问题。
*Fixed coat of arms of the duchies of Upper and Lower Silesia
* 修正了一些情况下事件时限结束后,选择了无效选项的问题。
*Fixed events timing out in some cases causing an invalid option to be picked
* 修正了一些情况下生育力和健康在得到修正后错误的问题。
*Fixed fertility and health sometimes being wrong for a while after gaining a modifier to them
* 修正了神圣罗马帝国封建契约开局时无法变更的问题。
*Fixed feudal contracts in the HRE being unmodifiable at start
* 修正了维罗纳公国的持有者开局时可以选择年长者继承制的问题。
*Fixed holders of the Duchy of Verona having access to Seniority succession from start
* 修正了导致玩家和对方战争领导者卡在战争中无法结束的界面问题。
*Fixed interface bug where players could get stuck within a war with reversed war leaders, unable to end it "
* 修正了同谋者可以多次加入一个计谋的问题。
*Fixed it being possible for an agent to join the same scheme more than once
* 修正了玩家作为领主时任命内阁的本地化信息错误。
*Fixed loc error in player council appointment message as liege
* 修正了托罗斯山和天山间山脉分割的问题。
*Fixed mountain split between Taurus and Tianshan
* 修正了无法给非主导性别的神职人员授予神权头衔的问题。
*Fixed not being able to grant theocratic titles to clerical gender of your faith if dominant gender was different
* 修正了朝圣地选择事件的选项谜之重复的问题。
*Fixed pilgrimage location selection event options repeating in mysterious ways
* 修正了一些信仰的祭祀穿着其他宗教服装的问题。
*Fixed priests of some faiths wearing clothes of other religions
* 修正了统治者设计器编辑的3岁前儿童可以叠加破坏平衡数量特质的问题。
*Fixed ruler designed children under the age of 3 being able to accumulate more personality traits than is fair
* 修正了的鬼鬼祟祟角色在诡谋之途事件中奇怪的穿搭。
*Fixed sneaky person's odd fashion style in Intriguing Prospect event
* 修正了一些非洲和东方宗教没有使用正确祭祀服装的问题。
*Fixed some African and Eastern religions not using the correct priest clothes
* 修正了创建信仰领袖的建议在可行时没有正确出现的问题。
*Fixed suggestion to create head of faith title not appearing when possible
* 修正了你在统治者设计器里,两次随机法兰克角色家族名会导致游戏崩溃的问题。
*Fixed the game crashing if you randomize the dynasty name of a Frankish character twice in the Ruler Designer
* 修正了虽然据称军事力量差距对囚禁几率的影响最大为20,但其实并不是的问题。
*Fixed the imprisonment chance from difference in miliary strength not actually being capped at 20, despite it claiming it is
* 修正了家主和父母没有正确获取巫师集会家族内孩童的巫师秘密的问题。
*Fixed the witch secrets of children in houses with covens not being properly given out to parents or house heads
* 修正了同一宗族内有相同宗教领袖的配偶出现两次请求离婚互动的问题。
*Fixed two Request Divorce interactions appearing for same dynasty spouses who share a religion head
* 修正了在没有符文石时授予头衔会弹出摧毁符文石警告的问题。
*Fixed warning about Runestone destruction when granting titles appearing even when there was no stone present
* 修正了已死亡统治者继续持有冒险宣战理由获得的土地的问题。
*Fixing a bug when dead ruler continues to hold the original land after adventuring Casus Belli
* 成立奥地利大公国后,其和奥地利公国处于同一法理内(即神圣罗马帝国,除非发生了法理转移)。
*Forming the Archduchy of Austria now makes it dejure part of the same empire as the Duchy of Austria (the HRE unless dejure drift has occurred)
* 给无地指挥官头衔不会自动移除其指挥官职务。
*Giving a landless army commander a title will no longer automatically remove them from command "
* 给无地内阁成员头衔不会自动移除其内阁职务。
*Giving a landless councillor a title will no longer automatically remove their council position
* 将封臣转封给你的领主现在仅获得停战期(是因为变成了你可以宣战的对象)。
*Granting a vassal now only gives a truce when it's granted to your liege (and thus becomes someone you can declare war on)
* 大圣战在双方信仰相同时失效。
*Great Holy Wars should now invalidate if both sides follow the same faith
* 在百科中隐藏{{ruby|情人的疱疹(不遗传)|early great pox}}词条。
*Hiding Early Great Pox from showing in the encyclopedia
* 整合头衔不再需要掌玺大臣的外交才能。
*Integrate Title doesn't require a diplomatic genius for Chancellor anymore
* 领主的领地不再显示为你进攻性战争的潜在盟友,即使你们结盟了。
*Liege's realm no longer shows as potential ally in offensive war, even if they are allied to you
* 索默费尔德的纹章不再是个骆驼。
*Lubsko CoA no longer features a camel
* 提高你有了巨大帝国时的表现帧率。
*Made performance improvements to the frame rate when you have a large empire
* 宾客同样会产生与同龄人会面的事件。
*Meet peer events will be generated for guests as well
* 若未使用,迁徙至潘诺尼亚的宣战理由现在可被继承。
*Migrate to Pannonia casus belli is now inherited by heir if not undertaken
* 诺斯角色现在不会仅仅因为在斯堪的纳维亚有土地被强制要求变为瑞典文化。
*Norse characters will no longer be forced to adopt Swedish culture merely by virtue of owning land in Scandinavia
* 北民之军不再会在每年的同一天来敲门。
*Northmen Armies won't come knocking every year on exactly the same date anymore
* 当有多个理由阻止宣战时的换行问题解决了。
*Now linebreaks properly when multiple reasons block declaring war
* 弑亲由接纳到宗族内犯罪的信仰花费现在正确了。
*Piety cost for kinslaying from accepted to dynastic criminal has been corrected
* 玩家现在可以和区域内的单身市长安排婚姻。
*Players can now arrange marriages with single mayors in their area
* 用“- ”键降低速度现在有了正确的音效。
*Reducing speed using the [-] key now produces a consistent sound
* 移除了由于宗教无法使用的建筑的“被禁用的建筑”提示。
*Removed Disabled Building notifications in cases where buildings cannot be enabled due to religion
* 若孩子真正的父亲出现后显示其不应当继承赛义德,会移除该特质。
*Sayyid is now removed if a real father reveal shows it should not have been inherited
* 若孩子暴露出有争议的血统,将移除赛义德特质。
*Sayyid trait is now removed if a child is revealed to have a disputed heritage
* 海峡和渡口的提示框现在可以在所有情况下正确指代连接的男爵领地。
*Strait and ford tooltips now correctly refer to the connecting baronies in all circumstances "
* 神权建造的神殿现在在完工后立即交给神职人员。
*Temple holdings constructed by Theocratic faiths are now immediately leased to the clergy upon completion "
*AI 会取缔其境内其他信仰的骑士团。
*The AI will now disband Holy Orders of other faiths in their realm
* 阿兰文化在1066年开局时不再有中世纪早期革新,尽管他们仍然在部落时代。
*The Alans won't start anymore in 1066 with Early Medieval innovations despite being still Tribal
* 当前形势中显示的可创建头衔信息现在与实际花费相符。
*Titles which can be created info in Current Situation should now match actual title costs
* 有部落制领主的部落制穆斯林可以在封建化后变为氏族制。
*Tribal Muslims with a tribal liege will now become Clan if they feudalise
* 一些有效能力触发时,去芜存菁的选项不再溢出。
*Trimming the Dynasty option won't overflow anymore in case of several skills valid as trigger
* 未改革教义现在告诉玩家他们可以去劫掠。之后也可更灵活地将劫掠作为教义。
*Unreformed Doctrine now tells the player that it allows them to raid. Also converted raiding into a doctrine parameter for more flexibility.
* 在战争结束前被囚禁的反叛封臣,执行要求时没有暴政的惩罚了。
*Vassals revolting that get imprisoned before the end of war can now be punished without incurring tyranny when demand is enforced
* 在被其他角色囚禁时拒绝你撤销头衔的封臣,若在之后的战争中失败,会被迫放弃头衔。
*Vassals who refuse your title revocation while imprisoned by another character and lose the following war are now forced to concede a title
* 非常强壮的战马现在比强壮的战马更好。
*Very Strong Warhorses are now even better than Strong Warhorses
* 使用性别平等游戏规则时,你的封臣不会再经过几天后才慢慢停止抱怨你不是个男人。
*When using the Gender Equality game rule, your vassals no longer complain you're not a man for a couple of days before getting over it
* 你不能封建化建设中的伯爵领。
*You can no longer feudalize a county with an ongoing construction
* 创建了一个脚本效果,在撤销骑士团租约时,同质化其后果。
*created a scripted effect to homogenize the consequences when revoking the lease of a Holy Order
* 当你与你的一个情人结婚时,不能再假装合法化另一个情人的孩子了。
*no more pretending to legitimize the children of another lover when you marry one of your lovers
* 现在你会清楚地知道为什么你不能重建罗马帝国了。
*now you will know clearly why you can't restore the Roman Empire
* 当一场绝罚战争因撤销绝罚而无效时,以前被绝罚的人不再被废黜。
*when an excommunication war invalidates due to excommunication being lifted, the formerly excommunicated is no longer deposed
* 当两个被监护的亲属中只有一个被移除时,“你亲属的监护人”好感度修正不再被移除。
*"Guardian of your Relative" opinion modifier is no longer removed when only one of two ward relatives is removed
* 廷臣不再会用兽头棒自咒自受了。
*A courtier will no longer curse themselves with a nithing pole
*AI 孩童统治者现在可以给自己挑选监护人。
*AI Child Rulers can now assign Guardians to themselves
* 添加了成人判定,用于防止孩童侮辱或勾引外国统治者。
*Added an adult check to prevent kids from insulting or seducing foreign rulers
* 为某事件添加了更严格的判定。现会剔除囚犯、身患绝症、重病不起等角色。
*Added stricter checks for an event. Now disallowing prisoners, deadly sick, incapable, etc
* 添加了建立新文化传统冷却的相关文本。
*Added text to cooldown for establishing new cultural traditions
* 进攻方的盟友现在应会加入其主导的大圣战。
*Attacker's allies should now join a directed GHW
* 与身位某个岛国法理领主的领国接壤不再会触发“偏远国度”的好感惩罚。
*Being an adjacent realm that is the de jure liege of an island nation will no longer trigger the "distant realm" opinion malus
* 仅拥有弱宣称的选举继承候选人不再会获得强弱双宣称的加成。
*Candidates for Elective succession who only have a weak claim no longer get bonuses for having both a weak and a strong claim
* “某地”的庆典计谋事件现在会使用目标的正确位置。
*Celebration in XXX scheme event now use the target's correct location
* 角色现在会因要求人情的行为而厌恶你,现在不仅限于“谈判放人”,还包括“赎回”他们的行动。
*Characters will now dislike you for demanding a favor even if you "ransom" them and not only if you "negotiate their release"
* 近亲繁衍的孩童现在也会作为有效候选出现在选举窗口中。
*Children as a result of incest now appear as valid candidates in the election window
*[[北境群雄]]带来的宗族传承系统现在可解锁[[成就#永世传承|永世传承]]成就。
*Dynasty legacies introduced in Northern Lords can now unlock the A Legacy To Last the Ages achievement
* 启用了先前被搁置的年度情人事件。
*Enabled a lover yearly event that was orphaned
* 修正了AI能对某人封臣直接宣战的问题。
*Fixed AI being able to declare war directly on someone else's vassal
* 修正了继续游戏按钮上的纹章在更改图像设置后未正确显示的问题。
*Fixed CoA emblem not showing correctly on continue game button after changing graphics settings
* 修正了因教义而终身就任的宫廷司祭仍尝试使用牵制来保持不被踢出内阁的问题。
*Fixed Court Chaplains who are appointed for life by doctrine from using their Hooks to ensure they are not fired from the Council
* 修正了西哥特分裂实践中,加利西亚与巴斯克文化未作为以地理为准可保留选项出现的问题。
*Fixed Galician and Basque cultures being missing as retainable options based on geography in the Visigothic split event
* 修正了影响波斯尼亚教会圣地维索基未激活的bug,并更新了本地化文本让表述更加清晰。
*Fixed a bug with the Krstjani holy site of Visoki which prevented it from ever being active. Also updated the localization to be more clear.
* 修正了一系列修正错误应用作用域的问题。
*Fixed a number of cases where modifiers were being used on the wrong scope.
* 修正了孩童在游玩时淹死的几率超高的问题。
*Fixed excessive chance for children to drown during playdates
* 修正了[[决议#统一斯拉夫人|统一斯拉夫人]]决议的事件代码错误问题。
*Fixed faulty event id for the slav uniter decision
* 修正了权力平衡事件中的非家族氏族封臣好感提示。
*Fixed non-familial clan vassal opinion tooltip in Balance of Power event
* 修正了配偶事件中在试图称赞配偶时会错误地以配偶为目标的问题。
*Fixed spouse event that would incorrectly target the spouse when trying to put in a good word for their spouse
* 修正了AI无法对特定类别的统治者要求臣服的问题。
*Fixed the AI being unable to offer vassalization to certain types of rulers
* 修正了重建神圣罗马帝国决议因法兰西存在而无法选用的问题。
*Fixed the Decision to restore the Holy Roman Empire being blocked by the existence of France
* 修正了外交特使加成可累积的最大数量(5层)。
*Fixed the max number of Embassies bonuses that can stack (5)
* 修正了核心教义自然原始主义,使其正确地增加50% 教义花费。
*Fixed the tenet Natural Primitivism to properly increase the law cost by 50% as intended.
* 修正了冒险灵感的收尾事件提示。
*Fixed tooltips for the adventurer inspiration's finish event
* 修正了帝王宫廷实装带来的截图上有alpha的问题。
*Fixing alpha issue on the screenshots from Royal Court
* 修正了罗斯人在角色搜索时受大小写影响的问题。
*Fixing issue with Russian being upper lower case dependent in character search
*[[生活方式#从善于友|从善于友]]技能现在会从获取该技能前已有的好友关系。
*Friendly Counsel now counts the friendships from before the perk is gained
* 硬朗、健壮、海格力斯/ 阿玛宗现在在出生时隐藏,并在5岁时揭示。
*Hale, Robust, and Herculian/Amazonian are now hidden at birth, and revealed at age 5
* 若间谍首脑发现的阴谋是针对自己的,则不再会以第三人称进行表述。
*If your spymaster discovers a scheme targeting them they will no longer discuss the situation in third-person
* 现在无法同时勒索多个角色。
*It is no longer possible to Blackmail multiple characters at the same time
* 犹太教徒和穆斯林不再会去猎野猪了。
*Jews and Muslims will no longer hunt boars
* 毒蛇之击现在会让对手更有可能伤到他自己,疲敌会让玩家更难伤到自己,另两个动作仅应用一次,而非延续整个对决。
*Like a Viper & Tire Opponent moves now actually make your opponent more likely to injure themselves & you less likely to injure yourself (respectively), plus both moves apply only once rather than for the rest of the bout
* 确保交友计划的无效提示会正确表述已与目标角色是朋友。
*Made sure the invalidation message for you befriend scheme properly tells you that you're already friends with the target
* 确保你必定可以勒索一个你在宴会期间撞见祂杀人的角色。
*Made sure you can always extort a murderer if you walk in on them killing someone during a feast
* 确保你已死的封臣不会死而复生膜拜你新建的神殿。
*Made sure your dead vassal can't return from the dead to praise your cool new temple
* 确保伯爵领中内阁任务进度速度在开始执行或加载存档时保持一致。
*Make sure council task progress speed in counties is the same when you start it or load from save game
* 无法再对已有牵制的角色制造牵制。
*No longer possible to fabricate hooks on characters you already got a hook on.
* 民粹叛军战争在任意伯爵领成员被境外势力吞并后会立刻无效。
*Populist Revolt wars no longer invalidate as soon as any county member is annexed by a foreign power
* 司祭现在在作为骑士或将领参与军队时会披甲。
*Priest now wear armor when actively serving in an army as a knight or commander
* 移除了一些谋杀成果事件中出错的提示。
*Removed broken tooltips from a couple of murder outcome events
* 游戏开局时已结婚的由统治者设计器编辑的角色不会触发婚礼事件。
*Ruler Designed characters who are married at game start don't get the wedding event
* 血祭的贡品不再会触发他们不出席庆典的事件。
*Sacrifices for Grand Blots no longer spawns the event of them skipping out on festivities
* 猫狗故事循环事件不再会在玩家角色被囚禁时触发。
*The Dog/Cat story cycle events no longer trigger when you're imprisoned
* 异端头目特质现在会在皈依其他宗教时移除。
*The Heresiarch trait is now removed upon conversion to another faith
* 皈依其他宗教的信仰现在会移除朝圣者特质。
*The Pilgrim trait is now removed upon conversion to a faith of another religion
* 苏格兰人崛起的文化事件现在不会在867一开局便触发,更有可能在11世纪出现。
*The Rise of the Scots culture event will no longer fire immediately in the 867 start, but become more likely as the 11th century approaches
* 统一斯拉夫人的决议现在正确地将弗拉基米尔而不是彼尔姆加入斯拉夫帝国的法理内。
*The Unite the Slavs decision will now correctly add the kingdom of Vladimir dejure to the empire of Slavia instead of Permia
* 若玩家是蒙古文化领袖,且领土大于100,不再出现蒙古铁木真崛起的事件。
*The rise of the Mongol Temujin will no longer occur if a player is Mongol cultural head with a realm size over 100
* 尽管宗教不同,祝圣了的家族角色的后裔现在会正确地获得特质。
*The traits given to descendants of the character consecrating family is now properly given despite having a different religion
* 收紧了可召集加入圣战盟友类型的限制。
*Tightened restrictions on what allies can be called into a holy war
* 更新了潜在战斗提示框中的指挥官特质提示框。
*Updated commander trait tooltip in potential battle tooltip
* 更新了提示框,更清楚地表示接受婚姻提议的判断条件会受可获得威望的影响。
*Updated tooltip text to better communicate that the accept criteria for marriage proposals are affected by gained prestige.
* 继承了新的主要头衔的封臣不再自动独立。
*Vassals no longer become independent if they inherit new primary
* 从独立统治者处继承了新的主要头衔的封臣不再自动独立。
*Vassals no longer become independent if they inherit new primary title from an independent ruler
* 会因为暴政行为好感叛乱的封臣同样会显示在会加入叛乱的成员名单中。
*Vassals who will rebel due to the tyrannical actions opinion are now also displayed in the list of who will join the revolt
* 警告给出头衔的后果,从而使摧毁符文石正常生效。
*Warnings about giving away titles and thereby destroying runestones now work properly
* 女性/ 男性会出现在仅限男性/ 女性头衔的继承名单里。
*Women/Men present in line of succession for male/female only title
* 对你的巫师同行制造肮脏的秘密不再受限。
*You are no longer blocked from fabricating dirty secrets about your fellow witches
* 你不能再提议教育与你处于战争角色的孩子了。
*You can no longer offer to educate the children of someone you're at war with
* 你不能再谋杀没有在打猎中出现的角色了。
*You can no longer try to murder characters that doesn't exists during hunts
* 你不能再被鼓励寻找一个已经在密谋针对的农民了。
*You will no longer be encouraged to search for a peasant that you're already scheming against
* 你不会再被你的封臣掠夺抓奴隶了。
*You will no longer be raided by your vassals for slaves
* 你不会再被告知你不能和你的新朋友成为朋友因为你们现在是朋友了。
*You will no longer be told that you can't befriend your new friend just because they're now your friend
* 你不会再神奇的知道你的囚犯杀了家族成员,但如果他们很蠢,也有可能坦白。
*You will no longer magically know that a prisoner killed a family member, but they might accidentally confess if they're stupid
* 你不再被禁止向已有两个被监护人的人提议成为监护人。
*You're no longer blocked from offering guardians if recipient has two wards
* 因为体面显然不太够,所以现在会清楚地告诉你为什么你不能绑架自己的孩子。
*You're now clearly told why you cannot abduct your own child since decency evidently isn't enough
* 你的天主教妻子不会再试图为你安排一个酒店女侍了。
*Your Catholic wife will no longer try to set you up with a barmaid
* 你的孩子不会再仅因为外出学习而拒绝你的改信了。
*Your child will no longer avoid your religious conversions just because they're out learning stuff
* 你的孩子不会再因为他们是你的仇敌而自残来报复你了。
*Your child will no longer beat themselves up to spite you because they're your rival
* 你的谋略导师不会再折磨自己了。
*Your intrigue mentor will no longer torture themselves
* 即使你的宗教对通奸无所谓,你的间谍首脑也会发现私生子秘密。
*Your spymaster can now find secret bastards even if your religion is cool with adultery
* 你的封臣现在不会放弃他们的全部伯爵领来重新谈判封臣义务。
*Your vassal will no longer give up all their counties to renegotiate their contract
* 修正了在战斗中挑战其他角色的语法问题。
*corrected a grammatical issue when challenging other characters to single combat
* 在你不是宗族首领(例如通过事件)的情况下剥夺某人继承权,现在会对你的宗族首领产生默认的好感惩罚。
*disinheriting someone if you are not the dynasty head (e.g., via event) now has a default opinion penalty with your dynasty head
* 修正了大圣战目标脚本,增加了献祭宗教领袖后复仇十字军针对你的几率。
*fixed GHW targeting script, upped chance for retribution crusade targeting you after HumSac'ing a HoF
* 修正了寻求诸灵的援助的冷却时间。
*fixed Seek Aid of the Spirits decision cooldown
* 修正了男爵级军事统帅组织征召兵任务丢失的可能后果提示框。
*fixed missing possible effects tooltip for baron-tier marshals in the organize levies task
* 为一些触发器中增加了丢失的可用成年人检查。
*Added available adult checks to some triggers that were missing them
* 现在撤销骑士团租借总是有相同的代价和后果。
*now revoking the lease of a Holy Order always have the same cost and consequences
* 重构了推广文化和改变伯爵领信仰任务修正,避免负进度。
*restructured Promote Culture and Convert Faith tasks modifier to avoid having negative progresses.
* 严冬现在会正确地增加省份伤亡,提示框也正确反映了这一点。
*Harsh winter now correctly increases provincial casualties and tooltip correctly reflect this.
* 改变信仰的虔诚花费现在正确地适用。
*Piety cost for faith conversion is now applied properly.
* 战斗结果的窗口现在正确显示和盟友一同作战下获得的资源,之前会显示名声或奉献,但其实得到了威望或虔诚。
*Post-battle window now shows correct resource gain properly when fighting as an ally, would show Fame or Devotion when it actually gave Prestige or Piety.
* 增加了宣称领主头衔窗口中丢失的提示框。
*Missing tooltip inside Claim Liege Title window has been found.
* 修正了一个个例,加载存档后,试图选中一支开始围城第一天的军队时,无法选中的问题。
*Fixed edge case where upon loading a save and attempting to select an army which on that same day started a siege would make the army unselectable.
* 相同位置内的移动单位动画将优于其他单位动画。
*Moving unit graphics are now prioritized over other unit graphics when they occupy the same position.
* 修正了大的不相交省份组缺失部分边界的问题。
*Fixed a bug when big disjoint groups of provinces were missing parts of their borders
 
==参考资料==
==参考资料==
<references />
<references />
[[en:Patch_1.5]]
[[en:Patch_1.5]]
[[分类:补丁]]
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