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3.5稳定版说明文档,机翻润色

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Version: 3.50 (stable) changelog
** Saved characters from version 3.40->are compatible with this version. **
3.4版的存档兼容此版本。
** If you are new to version 3.50 scrolldown and read changelogs since the first beta version. **
如果你不熟悉3.5版本,从第一个测试版开始阅读。
- added: treat bleeding wounds of your petsand companions
治疗你的宠物或同伴正在流血的伤口
It is now possible to try to stop bleedingof the wounds of your pets and companions. The attempt is started by usingphysician skill, or opening [F7] wounds screen, when facing a bleeding pet orcompanion. If bleeding wounds are found you'll be asked whether you wish to tryto treat them.
现在可以试着停止你的宠物和同伴的伤口流血。这种尝试是通过使用医生的技能,或打开[F7]伤口的屏幕,当面对流血的宠物或同伴。如果发现流血的伤口,你会被问到你是否想要治疗他们。
The actual wound to treat is then autoselected based on its severity.
然后根据其严重程度自动选择要治疗的伤口。
The actual game mechanics of applyingphysician skills to your pets and companions are the same as treating your ownwounds. Herbs can be used in the process, the success or failure messages arethe familiar ones, and so on.
将医生技能应用于宠物和同伴的游戏机制与治疗自己的伤口是一样的。可以在流程中使用药草,成功或失败消息与此前是相似的,等等。
- added: crash security to overcomecreature and item losses when travelling with companions and watercrafts
-在与同伴或在水上旅行时,不会再有生物和物品丢失。
There's now extra data save added upon eachmap load to provide crash security and to minimize certain creature and itemloss potential. Previously it was quite often the case that the pets andcompanions you were travelling with would disappear upon a crash. The same sortof crash related disappearence might also happen to the items you weretransporting with a watercraft - including the watercraft. This sort of lossesshould be history now.
现在有额外的数据保存在每个地图负载上,以提供崩溃安全性和最小化某些生物和项目损失的潜力。以前经常会有这样的情况:你的宠物和同伴会在发生崩溃时消失。同样的崩溃也可能发生在你用船只运送的物品上——包括船只。这种损失应该成为历史。
Crashes may naturally lose some progress inthe game world, but all the creatures and items should stay intact and beavailable upon returning to post-crash UnReal World.
崩溃可能会导致失去一些进度,但是所有的生物和物品都应该在重启游戏后保持完好。
Finally, let us remind that force quittingseems to be the most usual type of unexpected UnReal World termination and thisaddition should not in the least to be taken as an encouragement for saferforce quitting.
最后,提醒一下,强制退出似乎是最常见的游戏意外终止原因,而我们也不鼓励你以此作为安全的退出方式。
- balanced & fixed: weight of someclothes
-平衡和调整了部分衣物的重量。
Some were found too heavy, and a few werefound too light.
有些衣物太重了,而另一些衣物又太轻了。
The corrections go as follows (with oldweight in parenthesis):
修正如下(括号内是旧版本的数据)
* Woollen tunic - now weighs 4.6 lbs (was5)
* Nettle cloak - now weighs 2.6 lbs (was 6)
* Woollen cloak - now weighs 5.3 lbs (was6.5)
* Fur cloak - now weighs 11.5 lbs (was 14)
* Woollen overcoat - now weighs 6.3 lbs(was 5.5)
* Fur overcoat - now weighs 13.5 lbs (was15)
* Leather leggings - now weighs 6.3 lbs(was 2.9)
* Fur leggings - now weighs 7.4 lbs (was3.5)
(*以上都是各种衣物的调整值*)
- fixed [rare condition]: all too frequentmap maintenance with some old characters
-修正[罕见的情况]:对部分老角色的地图经常出现的维护(读取?)。
- fixed [rare condition]: sages offeringthe old style teaching of new ritual for some migrated characters
-修正[罕见条件]:村里的sage为转档的角色(我猜是3.4版本的角色)提供新仪式的旧式教学。
- fixed: triggered traps sometimesappearing as readied and erect
修正:已触发的陷阱有时好像竖起或就绪(看不太明白?)
- fixed [rare condition]: too fast meltingof ice in the spring
修正[罕见条件]:冰在春天融化得太快了。
- fixed: animals tied in place with a roperemaining tied even if the rope was destroyed (eg. by a fire)
修正:牲口即便在绳索毁掉了(例如:火烧过)的情况下依旧被栓在原地
- fixed [rare condition]: spiritworldrelated entries cluttering the data stack and causing misleading hoardingwarnings
修正[罕见条件]:与精神世界相关的条目会干扰数据堆栈,并造成误导的囤积警告。(不懂,我对仪式不太熟)
- fixed: animal pens in the villagesappearing too close to the western border
修正:在村庄里的畜栏显得过于靠近西部边界。
The problem was that your dog might end uplocated in the village animal pen when entering the village from the west.
这可能导致当你进入村庄的时候,你的狗可能会困在畜栏里
- fixed: BUTCHER_CONFIRMATION setup optionnot checking whether the carcass actually could be skinned
Now the confirmation, if enabled, is askedwhen applicable only if the carcass actually can be skinned.
-修正:BUTCHER_CONFIRMATION设置选项不检查尸体是否可以被剥皮。
现在确认,如果启用,只在尸体真的可以被剥皮时才会询问。
- fixed: wounded adventurer quest sometimesgenerating too lightly wounded adventurers
This made the intended quest giveradventurers not speak about their hardships at all even though the villagerswould hint about it.
修正:受伤的冒险者有时会产生轻微伤的冒险者。(是说背景故事里的受伤的人吧?)
这就使得那些想要追求探险的玩家不会在意他们的困境,尽管村民们会对此有所暗示。
- fixed: milk from rams and bulls
修正:从公羊和公牛身上挤奶
*********************************假装自己是分割线************************************************
以上就是3.5稳定版的版本说明。steam的更新日志里提示对3.5版不熟悉的玩家请从测试版的版本说明开始看。
测试版的版本说明正在翻译中。(3.5版大改了咒语,咒语系统我一直没仔细玩过,真难看明白呀)


IP属地:北京1楼2018-03-27 20:50回复
    3.5现在出稳定版了么?我以为还在BETA2呢,去瞅瞅


    IP属地:山东2楼2018-03-27 21:02
    收起回复
      - added: meeting the spirit of the forest
      Naturally this otherworldy creature hasexisted in the game world for a long time, but now it is possible for charactersto actually see and meet him - although it is still a rare occasion. The spiritof the forest is famous of being relatively talkative. As a ruler of the forestand its animals he likes to make remarks about your relationship with theforest. In case of being very pleased the spirit of the forest may offerhunting advice, or even reveal where certain animals roam.
      - added: a quest related to meeting thespirit of the forest
      - overhauled: ritual screen [F4] ->"Spells and magic means" screen
      It's now known as "Spells and magicmeans" screen and all the new spells are listed there as well. Newspells" refers to spells featured in version 3.40, which are learnedwithin quests and performed by following the instructions given in spell descriptionby using the common game mechanics and actions.
      Previously you could view new spelldescriptions only from the quest journal, but now it's all available within thespells screen. Whenever a new spell is learned it will also appear in this newlist of spells.
      Spells screen also lists some relevant"old spells" which we've had in use for ages and which are performedautomatically upon selection. However, most of the "old spells" havebeen removed completely to bring existence of magic means to our desired newlevel.
      Bringing the selector on any spell in thelist displays its information dialog. If necessary, a selection is then made bymouse click or enter. In addition, there are also hotkeys for quick spellselection.
      In most cases the spell selection merely showsthe spell information dialog as the new spells are performed manually byfollowing the descriped game mechanics and actions. The old spells, eg.blood-stanching incantation or general sacrifice, automatically put to actionupon selection. This kind of spells are also colored differently in the list.
      - changed: re-organization and removalswithin the old spell system and spirit world features
      * RITUAL skill removed
      It was truly redundant skill, serving onlyas an alternative way to bring up rituals screen.
      * feature of periodically learning ritualsis removed, but the related messages kept and improved
      Automatically becoming aware of new spellsover time is history and now new spells can be learned only from NPCs withinquests. The good old occasional messages regarding how you feel about yourrelationship with the spirits are still featured. (Eg. "You feelpleasant.")
      Moreover, there's now a lot wider range ofthese spiritworld relationship related messages and they may vary depending onif the pleased or angered spirits are forest or water folk.
      * most of the old rituals are removed
      We've saved only a few relevant ritualsfrom the old days, and we are happy with that. Some of the old rituals wereseriously outdated and unbalanced in many ways. In case of migrated characterssome old rituals are replaced with the new (3.40 ->) spells.
      Here's a list of removed old rituals withthe replacements spells where applicable:
      Completely removed old rituals:
      - permission to fell a tree
      - blood-stanching prayer
      - the oath of iron
      - banishing the evil water guardian
      - greet the supernatural guardian
      - the origin of fire
      Removed old rituals with migrationreplacement spells:
      - permission to sleep -> replacementspell: "greeting the earth upon going to sleep"
      - hunter's request to catch a fox ->replacement spell: "making foxes to come at the bait"
      - fisher's request for a catch ->replacement spell: "gaining fisherman's luck"
      - fisher's sacrifice for a catch ->replacement spell: "rod fisherman's sacrifice"
      - favourableness of the trap ->replacement spell: "fox trap favorableness"
      * these are the old rituals that were keptas is, or improved as descriped below:
      - blood-stanching incantation
      Works the same as previously.
      - general sacrifice
      上面几段都是说咒语的,我不太懂这一部分
      The act of sacrificing is now always knownby every character from the start, and has a wider usage than before. It stillworks as an act of its own, but now also gets associated with other spells as amultipurpose way to please certain spirits for a certain reason. If there's aspell that requires sacrificing which is not described by other means then thegeneral sacrifice does the trick.
      For example, if there was a spell describedas:
      "Reindeer hunting luck is achieved bysacrificing berries on reindeer tracks in the morning." Then, to performthe spell you would probably need to find reindeer tracks, be standing on themin the morning and then use "general sacrifice" spell choosingberries as an item to sacrifice.
      - updated: SPELLS encyclopedia entry [F1]
      - added: VALUABLES encyclopedia entry [F1]
      - added: SACRIFICES encyclopedia entry [F1]
      - added: silver valuables as a sacrifice
      Previously sacrifices were limited to fooditems, but now sacrificing silver items is also possible and necessary in rarecases. You will notice the general sacrifice item selection now allowing topick an item from both food and valuables categories.
      However, silver sacrifices are alwaysrelated to certain new spells and are not completed unless the conditions areright. Upon using silver items as a sacrifice some shards of the item are cutand carved away, and eventually the item gets used completely. This makessilver items both higly appreciated and costly offerings.
      - added: more spells
      About a dozen of new spells have beenadded. Like explained above the spells can be learned from NPCs within quests,but there are also some new spells which every character knows from the start.
      Here's vague summary about the newly addedspells:
      * bear skull rite
      This spell is known by all the charactersfrom the very beginning. It's crucial common knowledge about what to do withthe skull of a downed bear. Killing a bear should now always call for executingthis spell at least.
      * bear teeth related spells
      Bear teeth are powerful charms especiallyfor hunters, and now there are spells associated with them.
      * bird and hare trapping
      There are new spells to better succeed withbird and hare trapping.
      * ant nest related spells
      Ant nests aren't merely a terrain featurebut also a place for executing certain spells, once you learn them.
      * spirit of the forest related spells
      There are new spells for both encouteringand gifting the spirit of the forest.
      * bear hunting related spells
      There are new spells to better succeed withbear hunting.
      - added: new spells for new characters
      Upon character creation some of the newspells are now randomly assigned for a new character. Depending on thecharacter's culture the given spells are emphasized on either hunting orfishing, or both. New characters usually start with four spells, and the spellsscreen is shown during character creation just like before.
      Of the old rituals general sacrifice is nowknown by every character from the start.
      以上都是咒语仪式的修改,我不熟悉这个系统啊,比较难理解。
      - added: valuables to be found in thevillages
      添加:在村子里可以找到值钱的东西。
      Valuables such brooches, pendants,bracelets and so on can be now rarely found in the villages. Type of thesestocked valuables depends on the culture. Even though it is not in the leastcommon for every village to stock valuables the possibility for having acquiredsome them exists for every culture.
      例如胸针、吊坠、手镯等贵重物品现在偶尔能在村子里找到。这些贵重物品的类型取决于文化种类。即便如此,这也不是在每一个村子都能找到的,也不是每个文化都对它们有兴趣。
      - changed: game-course completion reward"Learn three new rituals" changed to "Learn two new spells"
      挑战“学三个新仪式”变成“学两个新法术”


      IP属地:北京3楼2018-03-27 21:59
      回复
        Version: 3.50 beta changelog
        - added: wounded or starving dogs mayrefuse to attack on command
        受伤或饥饿的狗可能不执行攻击命令
        If your dog is seriously wounded orstarving it may refuse to attack on command. Even the suffering dogs stilldefend their masters and themselves from charging predators and enemies, butare just reluctant to act as war dogs who always run after a given targetcompletely despite of their own condition. This addition may encourage you tokeep your dogs more safe and better fed from now on.
        如果你的狗重伤或饥饿,它可能拒绝攻击命令。即使是那些受苦的狗也会对抗捕食者和敌人,保护主人和他们自己,但是他们只是不愿意充当战犬——完全无视它们自己的条件,死咬住一个目标。这个补充可能会鼓励你让你的狗更安全,以及从现在开始更好的喂养。
        - added: redrawn 8 directional tiles forwatercrafts
        重新绘制了8个方向的船只图片
        Both punt and raft now appear bigger andprettier in completely redrawn fashion. The watercraft tile direction doeschange based on the last actually rowed direction. Credits for these tiles goesto Paulo Spinola.
        小船(村里买的那种比较轻的船)和木筏现在看起来更大更漂亮,船只图片方向会根据最后的实际划桨方向而改变。这些图片归功于Paulo Spinola
        - added: specific animal purchases
        购买特定的动物
        Upon purchasing animals you may now get tochoose small or big animals from the list. NPCs still decide which animals theywish to sell so the size you would prefer may not always be on the list, butthe animal description now always matches what you'll get. For example, if yougo for purchasing a sheep with no size mentioned you are guaranteed to get thataverage size sheep - not a big or small one.
        在购买动物的时候,你可以从列表中选择小动物或大动物。NPC仍然决定将出售哪些动物,所以你想要的尺寸可能并不总是在名单上,但是动物描述现在总是与你得到的相符。举个例子,如果你去买一只没有提到尺寸的绵羊,你肯定会得到平均大小的绵羊——不是大的或小的。
        - added: young animals
        幼兽
        Cubs and calves have been added forrelevant wild animal species eg. elks, bears, reindeer and hares.
        In case of large species ie. elks andbears, the young ones usually remain with their mothers in the wild for a yearor two before becoming independent. So now you may occasionally encounter anelk mother wandering together with her calf, or a bear mother followed by hercub. Mother animals may act more unexpectedly or aggressively than usual whenthey're still taking care of their young ones -- and that's especially true incase of bears.
        幼崽已经被添加到相关的野生动物物种中。如麋鹿,熊,驯鹿和野兔。
        大型动物,例如麋鹿和熊,幼崽在独立之前,通常会和它们的母亲在野外呆上一两年。所以现在你可能偶尔会遇到一只麋鹿妈妈带着她的小鹿,或者熊妈妈跟在她的小熊后面。当母动物还在照顾它们年幼的孩子时,它们的行为可能会比平时更出乎意料或更有攻击性——尤其是熊哟。
        - added: different gender dogs
        不同性别的狗。
        In addition to plain dogs, which are male,there are now also female dogs.
        MIGRATION NOTICE: for dogs generated in theprevious version their gender is randomized upon first load.
        除了普通的狗(它们是雄性的),现在也有雌性的狗。
        转档通知:对于在上一版本中生成的狗,它们的性别在第一次加载时是随机的。
        - added: different gender bears
        不同性别的熊
        Male and female bears are now distinguished,females being descriped as "female bear". Male bears are larger andstronger than the females, and may also appear slightly more aggressive ifnecessary.
        公熊和母熊现在都有了区别,雌性的熊被描述为“母熊”。公熊比母熊更大,也更强壮,如果有必要,也会显得更有攻击性。
        - changed: some animal descriptions
        改变:一些动物的描述。
        There are some animal terminology anddescription changes as follows:
        有一些动物术语和描述变化如下:
        * male elk description changed from"stag" to "bull elk"
        公麋鹿的描述由"stag" 变成 "bull elk"
        * bears are now descriped as plain"bear" if they're male, or "female bear" if they're female
        如果是公的熊现在被描述为普通的“bear”,母的熊现在叫做“female bear”。
        * domestic pigs now have gender-baseddescription
        *猪现在有基于性别的描述。
        Previously they were all called pigs, butare now descriped either a "sow" (female) or a "boar"(male)
        以前它们都被称为猪,但现在被描述为“sow”(雌性)或“boar”(雄性)
        * reindeers now have gender-baseddescription
        驯鹿现在有基于性别的描述。
        Previously they were all called reindeers,but are now descriped either "reindeer doe" (female) or"reindeer stag" (male). This goes for both dometic and wildreindeers.
        以前它们都被称为驯鹿,但现在被描述为“reindeer doe”(雌性)或“reindeer stag”(男性)。这既适用于驯化的驯鹿,也适用于野生驯鹿。
        MIGRATION NOTICE: animals generated in theprevious version may still appear with their old names.
        版本迁移通知:在上一个版本中生成的动物可能仍然以它们的旧名称出现。
        - changed: resources of animal origin namedin gender-neutral fashion
        改变:以中性方式命名的动物源资源。
        For example, you'll now get elk cuts evenif the animal gender based description would have been "bull elk".Or, you'll now get pig cuts regardless of the pig having been descriped as sowor boar. (However, a few exceptions to this rule may still occur here andthere.)
        就是你切下来的肉什么的还是原来的名字
        - added: ant nests
        添加了蚂蚁窝
        Ant nests can be now found in the forest.They are needed in performing certain spells but currently have no other use orfunction.
        蚁巢现在可以在森林里找到。在执行某些法术时需要它们,但目前没有其他用途或功能。


        IP属地:北京4楼2018-03-27 22:01
        回复
          - added: antlers & bones
          -添加:鹿角和骨头。
          Antlers and bones can be now harvested fromcarcasses.
          鹿角和骨头现在可以从尸体上收获。
          * antlers
          *鹿角
          Male elk and both sexes of reindeers haveantlers. For now, antlers simply appear on the ground when the carcass has beencompletely butchered for meat.
          雄性麋鹿和雄性驯鹿都有鹿角。目前,鹿角只是在尸体被完全屠宰后出现在地上。
          * bones
          骨头
          Bones can be harvested from almost anycarcass except for the birds and very small creatures. Harvested bones appearon the ground when the carcass has been completely butchered for meat.Currently the bones you get are imagined to be the long bones (eg. leg bones)containing the marrow. Each carcass yields four of such bones. The bone sizenaturally varies depending on the carcass.
          除了鸟类和非常小的生物,几乎所有的尸体都可以收获骨头。当尸体被完全屠宰后,收获的骨头会出现在地上。目前你所得到的骨头被想象成是长骨(例如腿骨)。每一具尸体都有四根这样的骨头。骨的大小自然会随尸体的不同而变化。
          Antlers and bones appear in your inventoryas tools but have only little usage on their own. Dogs do like bones and asthey are marrow-containing ones it's also nutritiously wortwhile to feed themto your dogs.
          Otherwise antlers and bones serve the bestas trophies and new raw materials to be utilized via modding if you like.
          鹿角和骨头作为工具出现在你的库存中,但它们的用处很少。狗狗确实喜欢骨头,因为它们是含有肉的,也有营养,可以用来喂狗。
          如果你喜欢的话,鹿角和骨头可以作为战利品和新的原材料来使用。
          - added: skulls & teeth
          Skulls can be now harvested from a fewspecies of dead animals whose skulls, or teeth, have meaningful ritual ormagical usage. Currently these animals are bears and seals. Animal skullappears on the ground when the carcass has been completely butchered for meat.It is also possible to remove and pick teeth from a skull by [a]pplying it.
          -补充:颅骨和牙齿。
          现在可以从一些头骨,或牙齿,有意义的仪式或魔法用途的死动物身上获取头骨。目前这些动物是熊和海豹。动物的头盖骨出现在地上,当尸体被完全屠宰后。也有可能从颅骨上取下和剔牙。


          IP属地:北京5楼2018-03-27 22:02
          回复
            - added: skinned/cut/burnt carcass coloring
            添加:剥皮/切割/烧焦的尸体着色。
            Skinned carcasses now appear in fleshy redcolor.
            Cut or eaten carcasses appear dark reddish,and burnt carcasses blackish depending on the cut/burn degree.
            扒过皮的尸体现在出现在肉红色。
            切过或吃过的尸体呈暗红色,而烧焦的尸体则取决于切割/烧伤程度。
            - added: BUTCHER_CONFIRMATION configurationoption (defaults to NO)
            -添加:butcher_confirm配置选项(默认为NO)
            If the option is enabled a confirmationprompt appears if you try to butcher a carcass before skinning it.
            This is to avoid accidentally cutting upthe whole carcass and losing the skin.
            To enable the option add the following lineto urw_ini.txt setup file in your installation folder:
            [BUTCHER_CONFIRMATION:YES]
            如果选项被激活,如果您试图在剥皮之前切割一个尸体,就会出现确认提示。
            这是为了避免意外割伤整个尸体和失去皮。
            要启用该选项,可以向安装文件夹中的urw_ini. txt文件添加:
            [BUTCHER_CONFIRMATION:YES]
            - added: SPEND_DELAY_ADD configurationoption
            This option can be used to slow down thetime consuming actions if you find the game turns running too fast for yourtaste during the time spending dialog. The given value is in milliseconds,adding that much more delay for each game turn. Good value to try slowingthings down a bit would be 10 and nobody really wants to go higher than 100.
            To use eg. 10 millisecond turn delay addthe following line to urw_ini.txt setup file in your installation folder:
            [SPEND_DELAY_ADD:10]
            (这一项是改变游戏进行速度的,有点看不太明白,期待有缘人)


            IP属地:北京6楼2018-03-27 22:02
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              - added: EAT_MUSHROOM_CONFIRMATIONconfiguration option (defaults to YES)
              Yes/No confirmation is now asked if you tryto eat a mushroom that is not completely known to you, or a known poisonousmushroom. Notice that this applies only to raw mushrooms. When it comes tocooking we assume characters being on track about what they want to do. Theoption is on by default, as it's most convenient for newcomers.
              To disable the option (as it used to be)add the following line to urw_ini.txt setup file in your installation
              folder:
              [EAT_MUSHROOM_CONFIRMATION:NO]
              -添加:eat_mushroom_confirm配置选项(默认为YES)
              如果你要吃一个不完全了解的或明知有毒的蘑菇,会弹出确认消息框。
              注意,这只适用于生蘑菇。当烹饪时,我们假设角色知道他们想要做什么。
              默认情况下此项开启,因为对新手来说是最方便的。
              要禁用该选项(就像以前一样),将以下行添加到urw_ini.txt文件:
              [EAT_MUSHROOM_CONFIRMATION:NO]
              - added: confirmation dialog for emptyingcontainers (with other than liquid contents)
              As the contents are discarded for good uponemptying containers the confirmation is justified, especially for newcomers. Ifthe container has liquid content the confirmation is not asked as losing theliquid upon emptying should be quite obvious.
              现在选清空容器的时候会问你是否确认要清空了,因为清空容器里的物品会消失。
              - adjusted: skiing fatigue rate decreased,walking in deep snow more penalized
              调整滑雪的疲劳积累
              Skiing fatigue accumulation rate isdecreased which makes skiing more profitable than previously. In addition,walking in deep snow is now slightly more fatiguing than previously. As aresult difference between walking in deep snow versus skiing should be moresignficant now.
              滑雪比以前的版本省力气了,但是在深雪中行走却更累人。
              - adjusted: fishing equipment (eg. fishingrod) availability increased among certain cultures
              调整了部分文化背景中渔具的易用性
              Somewhat increased among kaumolaiset andkiesseläiset, and slightly increased among koivulaiset and islanders.
              加强了kaumolaiset 和kiesseläiset文化,略微增强koivulaiset和islanders。(意思大概应该是用以上四种文化背景开局的角色更容易捉鱼了)
              - added: fire burns away the ground cover
              -补充:火燃烧掉了地盖。
              Lichen, moss etc. ground cover now getsdestroyed from under a burning fire. Only very small fires may leave the groundcover intact.
              地衣、苔藓等地面覆盖物现在会被大火烧毁。只有非常小的火才可能不破坏地面覆盖物。
              - added: winter skin/fur descriptor
              -添加:冬季皮肤/毛皮描述符。
              As we know winter furs are more valuable,and it's been like that for a long time. Now there's finally also an indicationof wintertime furs and skins within the item description.
              For example:
              "Fine winter fox fur" or"Poor winter bear-skin"
              正如我们所知道的,冬天的皮毛更有价值,而且这种情况已经持续了很长一段时间。现在终于有了在项目描述中冬季皮草和兽皮的指示。
              例如:
              “良好的冬天的狐皮”或“垃圾的冬天的熊皮”


              IP属地:北京7楼2018-03-27 22:03
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                全部发完啦~~~~3.5改动还是挺大的。
                法术仪式方面没翻译,我对此不熟悉,期待有缘人啦~~~~


                IP属地:北京9楼2018-03-27 22:04
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