**** beta 15c 出了 一出還直接出到c2 XDDD ****
http://www.nexusmods.com/xcom/mods/88/?
BETA 15c
Fixes:
- CTD in research archives, seems more likely in late game
修正了後期某些研發完成時 遊戲崩潰的問題
- Cleaned up some possibly bad code supporting what perks can appear in
Training Roulette (XGStrategySoldier.IsRandomPerkValidToAdd)
修正了一些開隨機技能樹會有問題的程式碼
- Pistols should be equipped properly upon class assignment in Commander's
Choice games
當你更換菜逼八的轉職選擇時(有開指揮官選擇) 手槍會正確的裝備上去
- Attempted Fix: It appears that Aurora and Vortex Armors and Mind Shield
were having their will bonus counted twice in some circumstances (including
in the UI to-hit display). This may have impacted balance in favor of the
player and we'll want feedback on how effective psi powers are after this.
(This involves changing the parameters in a call to native code, so it's
hard to be sure exactly what's happening).
準備要修(不保證修得好):靈能護甲和心靈護盾的意志加成 在某些情況下會加倍計算
需要大家多跟我們回饋 這樣子會不會讓靈能太op(括號裡說講這很難修 不一定修得好)
- Fixed bad jump in Absorbdamage that may have been causing acid debuff to
cause extra damage (rather than just remove DR) when a soldier suffers
additional damage
現在中毒的單位只會被扣DR 而不會受到更多傷害
- More map fixes (Total patches: 26 + 5 "clean" versions of existing maps
that fit their repurposed mission type better)
因應任務種類的重新分配 將許多地圖修正
- Alloy SHIV available to build alert should process correctly now on tech
acquisition
現在合金Shiv會給你可以建造的提示(當科技爬完後)
- Corrected Laser Lance and Rail Gun strategy game descriptions
MEC的雷射武器和高斯武器的敘述修正
- Advanced Suppression Module now actually grants Danger Zone perk as intended
進階壓制模組現在會給Shiv危險地帶的技能了 (........)
- HEAT and Flak Ammo damage bonus to barrage should be working now. Reworked
logic in HEAT ammo and warheads application a bit.
高熱彈頭和Flak彈頭的傷害加成應該正常了 高熱彈頭和導彈重新調整一下
- Fortiores Una should provide DR bonus now
Fortiores Una(軍官技能)應該會提供DR加成了 (.......................)
- Blank items should no longer show up in what-got-broke debrief UI
空白道具(?)不會出現在壞裝提醒介面中
- Minimum repair time for items corrected to intended 3 days instead of 3
hours.
裝備最低修復時間修正為正確的三天 而不是三小時
- Interrogations should no longer remove two captives (if you have more than
one), only one.
當你抓超過一隻以上的老外才開始審訊的時候 只會用掉一個老外俘虜
- Resolved remaining issues with conditional aim modifiers that we've modded
in
到底修正了哪些命中相關的也沒講 最好是知道改了啥啦(翻桌)
- Mindfraying soldiers and aliens should return to cover now
士兵跟老外使用完心靈衝突會躲回去cover裡面了
- Incinerator module will no longer supply +1 ammo to primary weapon
燃燒模組不會再提供主武器彈藥+1
- Temple Ship Heavy Floaters will no longer get excessive aim bonus
神殿船上的重飛 超多命中增益被拔掉 (原本是 +500命中的樣子 就是必中的意思)
- Correct subclass icon will show in postmission debrief UI
任務結算畫面 士兵的職業圖示會正確顯示
- Attempted Fix: Free actions sometimes granted when soldiers returning to
cover after a shot
準備要修:某些士兵打完一槍還可以再來一發/移動的神秘bug
- Blaster Launcher range should scale properly with aim and perks now.
Possibly some other fixes to range of free-aim weapon.
火箭發射器的範圍修正 其他free-aim武器也可能有動到
(?? 手榴彈 火焰噴射器之類的嗎? 不確定)
- UFO Scanners should work properly for raiders and some other UFO classes now
UFO掃描器應該真的可以正常作用了
- Council Corpse requests should scale better with DW games
Dynatic War模式裡面 議會成員要求的屍體數量修正
- Level 7 Outsiders will properly get Damage Control instead of Intimidate
Lv7的光行者技能改成傷害控制 原本是木桶的吼吼(吼一吼玻璃心就會崩潰的那種)
- Fixed Triggers to give a couple of aliens special names
老外特殊名號賦予機制修正
- Regular soldiers should be able to equip flak ammo now
現在Flak彈頭可以給一般士兵用了
- Quenchguns will now benefit from weapons credit; coilguns will not
淬火槍現在會吃到武器學(審訊紅色有角三倍速的)的研發加速 高斯線圈砲不吃
- Aerospace tech credit will no longer give bonus to all foundry projects,
just aerospace ones
航太學的研發加速不再支援所有製造工坊項目 只有航太相關的
Balancing and other changes
- Neural Feedback no longer requires Floater Interrogation to unlock; it is
available at Xenopsionics with MindFray
神經反饋不再需要審訊飛飛才能解鎖 現在爬完外星靈能學就解鎖
- Crashed destroyer missions will now take place on Overseer maps (with
overseer mission-related stuff stripped). Destroyers now carry 4 UFO Power
Sources that can be salvaged. They will have a few more aliens than in the
past.
Destroyer的墜毀任務可能會出現Overseer map. Destroyer現有四個能量源可回收
上面的怪會變多
- Added PierA map to terror roster
恐怖行動多一張地圖可以骰: PierA Map
http://ufopaedia.org/index.php?title=File:PierA_1_%28EU2012%29.png
- More AI work
更多的AI修正 (.....是要逼死誰?)
- Reduced req engineers for Adv Suppression Module and Ammo Conservation.
Reduced cost of Ammo Cons slightly; increased cost of Tactical Rigging.
降低進階壓制模組和Ammo Conservation的工程師需求
稍微降低Ammo Conservation的花費 (原本600真的太貴惹)
增加Tactical Rigging(全部士兵多帶一個物品)的花費 (還好哥已經研發下去了)
- Deadeye now provides +15 aim and no crit bonus against fliers
死魚眼現在只給打空中單位+15命中 沒有致命加成了
- Put a hard cap on alien aggro in DW campaigns so they still run some
non-anti-XCOM missions. This is an attempt to address the 5x terror missions
per month apparently happening in DW games.
DW模式下把老外的仇恨加個硬上限 不會再有一個月來五次恐怖攻擊的情況
- Battle Rifle / Heavy Rifle series of weapons reworked. Compared to the
assault rifle of the same tech, they offer +1 damage, -1 mobility and a -10
aim penalty after taking any non-turn-ending costly actions. Crit, base aim,
and ammo are equivalent to assault rifle of the same class. They can be
equipped by infantry, scouts, assaults, medics and engineers. (These values
are subject to change). Some rifle costs lowered to be roughly on par with
assault rifles of same tech level.
戰場/重步槍系列重製 比同等級的突擊步槍多一點傷害 少一點移動力 只有同回合打
第二發才有-10命中(第一發不扣你命中) 彈藥數和致命機率和突擊步槍一樣
改成步兵/斥候/突擊/醫護兵/工程師可以拿 部分的造價下降
- Terror mission offscreen deaths are now calibrated against activated
aliens, not seen ones.
現在恐怖任務螢幕外殺人是依照你觸發的老外數量 而不是你看得到的數量
(果然被砍了 不然開場灑整場的BS就不太會死人了)
- Added Drum Mags small item. They are infinite and available from campaign
start. They grant +2 ammo to assault rifle, carbine, and battle rifle series
weapons and may not be equipped by snipers, gunners or rocketeers. They cost
2 mobility and 4 aim to equip. They cannot be stacked with Hi Cap Mags item.
加入新道具:鼓狀彈夾 提供突擊步槍/重步槍/卡賓系列+2子彈 降2點移動力跟4點命中
不能跟原本的高容量彈夾疊加 狙擊手 機槍兵 火箭兵不給拿
To add them to an existing campaign, you should use the console command
GiveItem END_SHIP_WEAPONS 99 for a nearly infinite amount. Counterfire Pods
removed from game.
舊紀錄請按照以下步驟自己加入新道具(開新的就自動會有) 反擊模組(Shiv用的)拔除
- Modified version of Nuked City map set up as terror map. The UFO is removed
and replaced with some debris. Thanks to Liquid911 for making this possible.
修改Nuked City map(把UFO移掉) 修改版的加入恐怖任務的地圖庫中
- Floaters on Normal lose 1 mobility and 5 defense, floaters on classic lose
5 defense.
飛飛在普通難度降一點移動和五點防禦 經典難度只降五點防禦
- Heavy Floaters on normal lose 5 defense.
重飛在普通難度降五點防禦
- Heavy Floaters on impossible gain 1 mobility
重飛在不可能難度中增加一點移動力 (..............)
- Increased alloy income from UFOs on Normal by 10%, Classic by 5%
UFO任務的合金收入 普通+10% 經典+5%
- Increased frags on classic slightly
經典難度下的武器碎片稍微多給你一點
- Reduced elerium from power sources by 5 on classic, brutal and impossible
經典/殘暴/不可能難度下 從外星動力源拿到的超鈾數量-5
- Reduced meld costs of MEC primary weapons by roughly 33% to 50%
MEC主武器的Meld需求降低33%-50%
- Reduced meld costs of MEC secondaries by 15% to 25%. Increased elerium
costs on several secondaries.
MEC副武器的Meld需求降低15%-25% 部分副武器的超鈾需求增加
- Reduced meld costs of advanced MEC techs
降低進階MEC科技所需的Meld數量
- Dropped a wee bit of meld cost from a few genemods, now worried I'm
overcompensating, but we'll see
降低基因模組所需Meld 有點擔心降太多 先看看怎樣再說
- Fishing village will no longer spawn chryssys from map objects during
terror missions on that map
在漁村地圖進行恐怖任務時 不會再從魚裡面蹦出寄生獸
- Made UFO crashes instead of complete destruction for scouts, fighters,
raiders and destroyers marginally more likely
中小型幽浮比較不會直接被打爆
- For the first 75 days, alien satellite hunts will be conducted by fighters
and raiders only.
After that, it will be fighters, destroyers and battleships per normal alien
supply tests.
開場的前75天(兩個半月) 只會出Fighters和Raiders來打你衛星 之後就照常
- Increased "free" minimum alien supply from 7 * Months passed to 9 * Months
passed
把老外的免費資源補給量調高惹 (,.....................)
- Hover SHIVs lose 4 defense, 2 flight fuel, 1 mobility, 2 hit points
浮空Shiv降低四點防禦 兩點血量 一點移動力 兩個飛行燃料
- MEC-6 Vanguard gains +1 mobility
血最少的Tier3 MEC甲 多給一點移動力
- Dormant alien pods will now activate if you fire at them and miss
現在只要對老外開火就會觸發那群 就算你沒打到也一樣 (應該是原地不動 非巡邏群?)
- Dormant alien pods will now activate if you use a flashbang on one of its
members
- Dormant alien pods will now activate if you use a chem grenade on one of its
members
- Dormant alien pods will now activate if you drop a prox mine in range of them
簡單一句話 現在不能先丟Chem/閃光/地雷再去開靜止群的老外 丟過去直接觸發
- Reduced engineer requirements for Enhanced Lasers and Enhanced Beam Optics
降低強化雷射光束透鏡的工程師需求(原本的太高了)
- Exalt cell panic enhancers will now cause the lesser of 10 or the base
panic from the panic event, instead of 15 regardless.
現在Exalt恐慌任務只會增加該國恐慌10點(半格)
- Soldiers may equip only one battlescanner item each (although it still
gains bonus charges from various perks, and BS perk is unchanged)
戰場掃描器現在每人限帶一個 天賦技能給的照舊 (限量是殘酷的)
- Scout tree reworked
斥候天賦再度砍掉重練
- XCOM base on normal gets +2 "free" power
普通難度 開場基地多送你兩點電力 (開場可以蓋Uplink+挖電梯去拿蒸氣)
- Reduced power requirement for hangar by 1
(essentially +1 free power on all difficulties)
降低停機庫的電力需求1點(現在所有難度都可以開場蓋Uplink+往下挖一個電梯)
- Meld cans will last a little longer before closing
Meld餌的持續時間稍微加長一點
- On Dynamic War games < 1, timeouts from fatigue and wounds reduced to balance
out mission rates from exalt and council missions (which aren't subject to DW
rates).
在DW模式下 休息跟受傷的時間降低
- On Dynamic War games < 1, slowed Exalt activity in accordance with DW setting
This does mean it takes longer for them to build cells as well as run
operations, so it will probably take you longer in campaign time to wipe
Exalt out, but they should make up a reduced proportion of your missions in
any given month.
DW模式下 Exalt的活動頻率降低 相對地你需要更多時間才能清掉Exalt總部
- Removed mobility penalty for taking Shock-Absorbent Armor perk.
現在MEC拿衝擊護甲(四格內傷害-33%)的技能不再扣移動力
- All UFOs shot down in first month with generate crash missions and not blow
up. I'm selling out because there's zero narrative justification for this
being possible.
第一個月的UFO不會直接被打爆了 打下來一定是墜毀任務
- Thin Men pods will be slightly more common
辛麵群會比較常出現 (Typhon:想我嗎 啾咪 *^.<* )
- Floaters lose 1 base mobility, get it back on day 90
飛飛起始移動力-1 90天後會加回去
- Heavy Floaters lose 1 hp during level ups (day 360), gain 2 mobility (360 and
500)
重飛現在血量不會那麼多(360天後降一點血量) 但是在360天和500天會增加一點行動力
- Shifted the extra damage curve on impossible. Earlier aliens don't get bonus
damage, later aliens get more.
不可能難度的傷害增幅調整 現在初期老外沒有+1傷害 後期的會加超過2點
- Titan Armor now costs 8 meld.
泰坦甲現在要 8 meld (原本不用....)
- Quenchguns anti-DR bouns now 2x base gauss DR, not 3x (so .67 default instead
of 1). Reduced price of QG foundry project.
淬火槍只提供高斯武器兩倍降DR 不再是三倍 (所以沒有穩定穿甲了) 降低改善成本
- Gave aliens a slight bonus in their saving throws against mimic beacons
這我看不懂? 意思是老外比較不會對擬聲信標丟手榴彈/噴酸的意思嘛?
- Various minor price adjustments
一堆物品造價調整
- Adjustments to Guardian (starts with Opportunist; Sentinel goes to old
Opportunist slot), Archer, Goliath trees
Medic/火箭兵/機槍手 切GG的天賦樹調整
- SHIV Defenses foundry tech renamed "Mechanized Unit Defenses" and moved to
Carapace. It now unlocks Core Armoring and Alloy-Carbide Plating.
Core Armoring now available to MECs.
Damage Control Pods unlocked by Heavy Floater Autopsy.
Shiv防禦計畫改名為機械單位防禦計畫 研發完進階身體護甲解鎖
解鎖 碳化合金板 和 核心護甲 現在核心護甲(免疫爆擊)可以給Mec穿了
傷害控制面板改為解剖重飛以後解鎖
- It will be harder to get Terror Ships on research missions.
現在老外比較不會開恐怖船跑研究任務了