WRelicK的绫芽月见BOSS指南

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由知名创作者Ayameduki制作的日式首领模组英文指南 简介 本指南是配合我所制作的英文翻译包对Ayameduki的首领模组(requeen、enforcer)进行的说明。这是我为该系列制作的第二份英文文档指南。因此,如果你没有阅读过第一份指南,可能会无法理解本文内容。 本指南将详细解释这两款首领模组的预期内容。最后,我还将讨论idearn的最终模型。这些内容包含大量剧透(尤其是idearn部分),请谨慎阅读。 我会尽量通过XML注释详细记录我的翻译决策。如果你对此感兴趣,建议你查看该资源包的文件以深入了解。你也可以在相关社区的指定频道讨论该系列内容。

The Requeen

The requeen are enormous biomechanical creatures of the Creator’s making. They function as all-inclusive manufacturing plants with a basic, mechanical psyche. Overflowing with life energy, their main purpose is to churn out specialized lifeforms. The requeen were once used to populate distant worlds with ishmuti. For this reason, most ishmuti revere the requeen as the mothers of their clade. During the Creator’s fall, he ordered the requeen to produce troops to defend against foreign invaders. These would prove to be the last orders the requeen were ever given. In time, their true enemies vanished and their allies became unrecognizable. By the year 5500, the uncontrollable requeen are nothing but a menace to civilizations everywhere. With the mod active, requeen will sometimes crash near your colonies. They are usually accompanied by dozens of powerful biomechanical offspring. The mod includes two main variants of this event alongside several related incidents. I’ll first go over the requeen crashes themselves. The first type of crash involves a requeen that will kill plants around herself and continually produce new offspring. The mechanics of this event are as follows: Can only occur after 5 in-game years (300 days) have passed. Can occur multiple times per game, but only after 2 years (120 days) have passed since the previous occurrence. Plant kill radius starts at 30 tiles. It seems that it’s supposed to expand over time, but doesn’t due a configuration error. This requeen will fall from the sky alongside a variety of base game/modded mechanoids. Upon crashing, it spawns a swarm of humanoid biomechanical creatures. There are eight variants of these creatures, which I term “castes” in my translations (a localization of “種” meaning “race” or “species”). Note that requeen themselves are sometimes called Queen-castes. A brief description of each caste is as follows: Spearheader-castes: General-purpose melee units. DPS comparable to that of a wolf. Sniper-castes: Relatively fragile long-range firing support units. Can fire strong bullets in bursts of two at a range slightly exceeding that of a sniper rifle. Supressor-castes: Mid-range, high projectile count units. Can unleash a flurry of 25 weak bullets at a time, requiring a lengthy cooldown period after. Contaminator-castes: Fragile melee units whose attacks inflict a capacity-reducing hediff. Consciousness, manipulation, hearing, movement and sight are all affected. Bomber-castes: Mid-range explosive specialist units. Launches high-powered grenades and explodes on death. Cutter-castes: Melee units with incredibly powerful yet slow strikes. One successful strike can deal up to 40 damage with 65% penetration, but requires a cooldown of 4 seconds. Assaulter-caste: Generic mid-range gunner units. Sprays small bursts of weak bullets, but with a mere half second in between volleys. Scouter-caste: Incredibly quick melee units with similarly fast (yet weak) strikes. Their textures are partially transparent, making them easy for players to miss.For the initial swarm, my tests show that you can expect to see 10-16 individuals per caste, for a total of around 100 across the whole swarm. This is just as overwhelming as it sounds. This type of requeen will spawn a smaller swarm of additional offspring every 2 days from an egg-like structure. Internally, requeen act like structures. They can be damaged but not deconstructed. Upon destruction, this variant of requeen drops 1000 steel, 200 plasteel and 10 standard components. Admittedly poor gains. Requeen start off with 20,000 HP and constantly heal at a rate of 1,000 HP per day. Requeen take no damage from standard bomb or flame damage. They receive half damage from bullets and 10-20% less damage from most other sources. On top of this, requeen can only receive a maximum of 200 damage at one time from any source other than antigrain explosions. The previous two points apply to requeen offspring as well, but with a much more restrictive damage limit of 20. They also ignore movement path costs and resist weapons with stopping power. The second type of crash involves a “fortified requeen” that will continuously spawn powerful turrets around herself. This event functions exactly as the previous variant does, but with the following changes: Can only occur after 6 in-game years (360 days) have passed. In practice, it will only ever occur once per game, though Ayameduki does leave an ambiguous note that this may change depending on your modlist. As a piece of trivia, it would take more than 150 billion in-game years for this event to be able to happen again naturally. Neat!The fortified requeen will not kill plants around herself. The fortified requeen will not spawn new offspring over time, though it will still land with a swarm of typical size. Every 4 hours, the fortified requeen will spawn a Judgment. These machine gun turrets sport 18-shot bursts, high armor penetration, a mere 2 second cooldown, and enough range to out-compete a sniper rifle. A requeen will not spawn new Judgments if there are already more than 20 nearby. Every 6 hours, the fortified requeen will spawn a Testament. These fire 3-burst missiles every 4 seconds at the same range as a Judgment. Each missile generates a large explosion with high armor penetration. Though they’re intended to be inaccurate, the size of the explosion tends to negate the significance of near-misses. As with Judgments, a requeen will not spawn new Testaments if there are already more than 20 nearby. In addition to the usual requeen drops, a fortified requeen will drop a special art piece upon death: the “Queen’s Repose.” It shares a texture with the requeen themselves and has a beauty value of 20,000. Requeen-related Events As mentioned, there are several requeen-related events besides the crashes themselves. Though simple, they provide some interesting gameplay opportunities and worldbuilding flair. QUEEN-CASTE REMNANT

在本次事件中,一只女王(requeen)的残骸坠落在殖民地附近,周围还有处于休眠状态的机械族。这一事件暗示了女王的弱点,同时也提供了一个利用该弱点的机会。摧毁残骸后将获得20块塑钢、100块钢材、1个零部件和1枚反物质弹头。 此事件仅在游戏开始一年后才会发生。前一次事件发生后,需间隔一年才会再次发生。 【孤儿女王种姓】

此事件涉及一种或多种中立的再后嗣,称为【原型种姓】。它们会像雷兽一样漫游到地图上,逗留几天然后离开。它们可以被驯服或杀死,不过杀死后只能在加工台获得5钢和3塑钢。 被驯服的原型种姓是高效的搬运动物。它们的野性相对较低,移动速度快,对疾病有抵抗力,且食物消耗率为0。然而,原型种姓无法通过任何方式繁殖。 此事件只能在游戏开始一年后发生。前一次事件发生后,需间隔两年才能再次发生。 【后嗣组件掉落】

一个简单的事件:一个“再后”的几个分离部件在殖民地附近坠毁。每个部件可被摧毁,获得5钢、1塑钢和1零部件……还行吧? 其中一种坠毁部件结构在坠毁时会生成特殊实体。这些“受损再后生成体”具有敌意,但容易被消灭。它们可被拆解为4钢和2塑钢。真刺激。 总督坠毁

一个事件中,一个大型储物箱会与一些敌对机械人和重生后代一同坠落。摧毁储物箱将获得一个非常特殊的可缩小结构——总督种姓。这些生物是重生者的幼年形态。显然,在造物主毁灭之前,它们被分配了不同的角色,它们并不具有敌意,实际上对殖民地相当有用。 安装后,它能为周围环境提供800点美观度,并会随时间免费生产两种非常特殊的物品。每年会生产一个科技专家人格核心。每季度会生产一种独特材料,称为量子泡沫提取核心。这些核心可用于在加工台制造范诺梅tric动力单元。制造一个动力单元需要3个核心、20个零部件、500块塑钢和1000块钢材。此事件只能在游戏开始三年后触发。与强化型换后崩溃事件类似,它实际上无法再次发生。BEAST OF MOURNING

该事件由Silkiera种族模组添加,而非Requeen Boss模组。此事件中,一只名为“哀悼之兽”的巨大生物会携带着一具被摧毁的Requeen靠近殖民地。这些“哀悼之兽”是Ajin Company制造的可怕生物武器,其唯一目的就是猎杀Requeen。 如果放任不管,“哀悼之兽”会在几天内平静地离开地图。此时玩家可以拆解Requeen的残骸,获得50块塑钢、200块钢材和5个高级零部件。若接近“哀悼之兽”或Requeen的残骸因任何原因受损,它就会开始在殖民地内横冲直撞。请注意,“哀悼之兽”几乎刀枪不入,移动速度为30格/秒,近战DPS高达200。哀悼之兽实际上是被生物工程和控制论扭曲成怪物的希尔基拉。甚至有暗示表明它们保留了情感能力。这又是对阿人公司(Ajin Company)潜在堕落本质的另一种暗示。执行者

执行者是形态各异的无机生物,体型庞大且重量惊人。它们通常在特殊陨石的坠落地附近出现,其真实起源尚不明朗。这些生物会在所处环境中横冲直撞,身上滴落着爆炸性液体,并散发出有害的精神气场。 大型执行者主要有5种变体,每种都拥有不同的名称、外形和特殊能力。 所有大型执行者的每次攻击都能造成超过100点的伤害,护甲穿透率最高可达169%。它们还具备短程攻击能力和极高的生命值。此外,大型执行者会定期掉落【闪光甘油】,这是一种受到损伤时就会爆炸的物品。最后,只要它们存活,就会对地图上的所有敌方 pawn 施加降低容量的 hediffs(异况)。不过,执法者行动迟缓,容易受到远程火力攻击。它们在地面环境下也不稳定,生成后24小时会直接消失。因此,如果殖民地缺乏摧毁它们的手段,是有可能熬到执法者消失的。 成功度过执法者事件后,玩家将获得【执法者陨石】。这是一种坚固且易燃的材料,最适合用于制作 armor 和建筑。但要注意,执法者陨石的工作倍率高达800%。 执法者坠落事件最早会在至少一年后发生。之后,至少要再等一年才会再次发生。 有趣的是,执法者的背景故事从未提及绫芽月辉系列其他作品的设定。 以下是每种执法者的简要说明。请注意,这些名字只是我尽最大努力进行的音译。一旦我有机会与Ayameduki本人交谈,它们可能会有所变化。WINONAKURA

维诺娜库拉计划的状态异常【笼中鸟】。此异常会将所有 pawn(伙伴)的视觉和听觉能力上限降至40%。 GRANERNE

格兰纳项目的状态异常【鬼抓人】。这会将所有棋子的移动和操控能力限制在40%。KOOLIRAKE

Koolirake项目的状态异常【一花一文字】。这会使所有 pawn( pawn)的精神崩溃阈值降低35%。AENREET

Aenreet项目的状态异常【神之飞机】。可以说是所有执行者异常中最糟糕的一种,它会将所有 pawn(同伴)的意识上限降至50%。 ORGEWRAITH

奥格怨灵会施加【捉迷藏】状态异常。此状态会将所有 pawn(伙伴)的移动和视野能力上限降至 40%。

莫里特是执行者中较弱小的种类。尽管在近距离下它们仍然体型庞大且危险,但相对容易被消灭。每颗陨石中都包含一个大型执行者以及一群莫里特。 最终的伊迪恩模型 现在是你离开这里的最后机会,否则我会剧透整个系列剧情的关键内容。

The Idearn Critias represent Idea's successors - a humanoid recreation of the Critias superweapon that destroyed the Creator in an age past. In so few words, Critias are powerful beyond reason. Creating one marks a soft game end, similar to VE Genetic’s archocentipede. This process involves a series of nigh-impossible research and crafting steps. Researching the recipe alone will require a grand total of 5,010,000 research points. The manufacturing process is even more intensive, as I outlined in a post on the idearn mod page: “If my calculations are correct, you'll require the following totals of basic materials to manufacture the final model: 97,000 Nomos cells 400,000 plasteel 1,000,000 steel 9,000 components 1,000 advanced components 43,000,000 ticks of work (almost 200 real-time hours at 1x speed with 100% pawn crafting speed) These numbers assume you craft all relevant idearn components yourself from Nomos cells. For reference, the actual crafting recipe requires 2,000 Nomos cells, 1,000 Technerelics, 50 Ideasensors and 10 Genesis reactors. Ideasensors are by far the biggest bottleneck in the whole manufacturing process. Crafting 50 Ideasensors requires more Nomos cells, plasteel, steel, components, and work than the 1000 Technerelics and 10 Genesis reactors combined. All of the idearn components should be obtainable as quest rewards, which would likely be the most efficient means of accumulating Ideasensors and Genesis reactors. But even if you get lucky with quest rewards, you should still expect an unparalleled grind. There are no alternatives for obtaining Nomos cells other than shredding mechanoids and destroying related structures. Obtaining 2,000 Nomos cells alone would require one to shred 1,000 scythers or lancers.” Now for a classical description of the Idearn Critias’ gameplay mechanics: Idearn Critias share all common idearn attributes. They require Arche cartridges, gain the Reborn Race hediff, and share similar general strengths. Idearn Critias possess six special abilities: (Active) Other Side: Increases movement speed and temporarily reduces 100% of incoming damage. 1 day cooldown. (Active) Telos Basilea: Generates a mechanite blast with a radius of 20 tiles. Those caught in the blast will experience a permanent state of psychotic wandering. 1 day cooldown. (Active) Trela Basilea: Generates a mechanite blast with a radius of 20 tiles. Those caught in the blast will experience a permanent state of berserk rage. 1 day cooldown. (Active) Gehenna Basilea: Generates an enormous explosion with a radius of 40 tiles. Essentially a nuke. Requires 1 season to recharge. (Passive) Stasis Basilea: A time pause ability of a sort. Causes any enemies within a 10-tile radius of a Critias to experience the following: 30% cap on moving, sight and hearing. 10% cap on manipulation Effectively zero movement speed. Ranged aiming and cooldown times are multiplied by a factor of 10 Melee dodge chance drops to its minimum Immunity gain speed drops to its minimum(Passive) Clino Basilea: A general weakening aura. Causes any enemies within a 50 tile radius of a Critias to experience the following: Bleeding at 3 times the normal rate 80% reduced manipulation 80% reduced sight 1.5x multiplier to all received damage Constant random infliction of carcinomas, hypothermia and Crtias-specific “voided remains” damageA Critias’ unarmed melee attacks have 100 power with a cooldown of 0.1 second. The game displays this melee DPS as 900. The actual value is actually several times higher, as each attack also deals: 50 flame damage 50 frostbite damage 50 toxic damage 25 crushing damage 20 stun damage (not certain how this translates into stun time)Compared to humans, Idearn Critias: Have all the usual shared advantages of idearn models, such as total temperature tolerance, toxic immunity and forced traits Have an absurd market value of 600,000 Move at 18 c/s Receive only 20% of all incoming damage in addition to any other damage modifiers Have natural 200% sharp, blunt and heat damage protection (heat technically set at 300%) Have 0% damage modifiers to the following damage types, nullifying them outright: All special damage types from other idearn models’ abilities All special damage types from requeen weapons All special damage types from qualeelan weapons The special damage type dealt by nearmarian Shefet railguns Stun damage Flame damage Bomb damage Antimatter damage (antigrain warheads, solark abilities)Have 10% damage modifiers to the following damage types: Bullet Blunt Scratch Crush Cut Stab damage is supposed to be included, but has an effective modifier of 100% due to a configuration errorHave the highest possible pain shock threshold (a multiplier of 3, capping the value at 99% pain to down) Have a base mental break threshold of 10% Experience halved ranged aiming and cooldown periods Are 300% more accurate with ranged weapons +5 to both melee hit and dodge chance Naturally penetrate through 200% of armor Heal from injuries at 500% of the normal rate Have 4000% more base health The Idearn Critias represent Idea's resurrection as a race of ishmuti. However, they are not the same entities as the superweapon from which Idearn Critias take their name:

大老板 重铸克律萨俄耳

The de facto final boss of the Ayameduki series, often simply called the Hatchling. It's an entity of mass destruction, born from a requeen corrupted by an Idearn Critias' heart. It hops from world to world, gathering the souls of any who attempt to stop it. True to its title, the Hatchling is still immature. Its infantile mind can only defend itself with instinctive telekinetic counterattacks. Yet it’s already nigh indestructible and endlessly powerful. The Hatchling represents more of a narrative opportunity than a practical one. It appears very late into the game, and its defeat provides few rewards. But within the scope of the Ayameduki canon, its defeat is of paramount importance. As it continues to travel and pluck out souls, it will grow into a calamity. The gameplay mechanics of the Requeen Critias are as follows: Spawns during a crash event alongside some mechanoids akin to other requeen incidents. This can only occur after 15 years have passed since game start. It cannot practically reoccur. Leaves the planet on its own after one year. It has 400,000 HP, and any means of damaging it will also damage your colonists. Destroying it is an ultimate battle of attrition with a hard time limit. Is only damaged by melee damage. This includes damage types with the isRanged parameter set to false. Though most ranged weapons respect this parameter’s exclusivity, it’s simply a flag. There’s nothing actually preventing a ranged weapon from using a non-ranged damage type. For example, the qualeelan Tsemakkidon’s projectiles don’t actually deal ranged damage. Only a threat when under active assault. Melee attacks and ranged attacks both provoke different reactions: Each melee attack dealt to Requeen Critias contributes to two counters. The first is a decrementing counter I’ll call the “Melee Countdown.” The second is an incrementing counter I’ll call the “Super Counter.” The Melee Countdown begins at 0. When melee attacked while the Melee Countdown is at 0, Requeen Critias generates an AOE “Hatchling’s chirping” shockwave centered on itself. This deals a small amount of initial damage and inflicts a unique hediff. The Hatchling’s chirping hediff increases bleeding by 10%. It also continuously inflicts cut wounds every few seconds during its multi-hour effect period. It effectively limits the amount of time your pawns can spend attacking Requeen Critias at once. Each trigger of the Hatchling’s chirping shockwave sets the melee countdown back to 10. Each melee attack made decrements the Melee Countdown by 1. Thus, every ten melee attacks produce a shockwave. The Super Countdown begins at 0, incrementing by 1 with each melee attack dealt. When melee attacked while the Super Countdown is at 60, Requeen Critias generates a large “Hatchling’s flapping” shockwave centered on itself. This deals heavy damage and inflicts a unique hediff. The Hatchling’s flapping hediff sets a pawn’s moving to 0% for half a day, downing them. After a short time, they’ll take instant and invariably lethal damage. It acts as a punishment to avoid at all costs, which brings us to the importance of ranged support. Any ranged attack on Requeen Critias resets the Super Counter to 0, suppressing the Hatchling’s flapping. Ranged attacks also contribute to a second counter, which I’ll call the “Ranged Countdown.” The Ranged Countdown begins at 0. When Requeen Critias receives ranged OR melee attacks while the Ranged Countdown is at 0, a smaller Hatchling’s chirping shockwave will generate. The smaller shockwave will always be centered on the attacker who triggered it. The Ranged Countdown decrements once with each ranged projectile received. Each trigger of the smaller shockwave sets the Ranged Countdown’s value back to 20. This mechanic means that even your ranged units will take damage. Since the ​shockwave is still an AOE effect, it encourages you to spread out your fire support. Upon reaching 50% HP, Requeen Critias gains a new attack. It triggers every 40 received hits, ranged or melee. When triggered, fires off 8 slow-moving eye-shaped projectiles in random directions. It’s possible to avoid them altogether. Pawns struck by the projectiles receive the “Hatchling’s gazing” hediff. This decreases sight and hearing by 10% each and dispels in a few hours. Upon reaching 25% HP, Requeen Critias gains yet another attack. This one triggers every 60 received hits, ranged or melee. When triggered, fires off 8 tear-shaped projectiles in random directions. They explode into an AOE effect that inflicts the “Hatchling’s bloody tears” hediff. Hatchling’s bloody tears cause a +100% increase to all damage received for several hours. Those near Requeen Critias experience a hediff with the following effects: -50% injury healing factor -150% blunt and sharp armor +50% increase to all incoming damage -50% ranged aiming delay and ranged cooldown factor This makes ranged weapons fire faster. It appears to be an incentive for player to place their ranged units within Requeen Critias’ attack range. Upon defeat, Requeen Critias drops two items: An installable trophy with an exceptionally high beauty value. An item which can be activated for a unique win condition. It simply provides a one-time visual effect and a unique ending string. Final Words To quote my first guide, "keep in mind that all of this is simply my understanding of the Ayameduki race lore. The information presented here is bound to include some mistakes. Of course, many thanks to Ayameduki for the fantastic source material." If you've read this far, thank you for your time! I hope you find this a useful resource as your colonies struggle against the ancient forces of a dead god. I encourage you to make corrections, ask questions and point out mistakes in the comments below!