We made the heavy decision to tear everything down and start again. This will be a long process, expected to take 1-2 years, and will be updated directly on the game after the work is completed. It would be a massive reset: all modes and most of the content of the original game would be dropped. We will be making a larger map to accommodate more battles, and changing the original world battles to local battles so that players can focus more on the current historical theme of the battle. Also simplifying the game's economy, zone building system, and completely resetting the original's chaotic platoon mode. Be replaced by the new corporation system to achieve a larger battle, etc. (specific to view https://www.bilibili.com/read/cv23352704) Believe this game will get better.
The game will take a break for about six months
We will put more energy into the new game, especially after the new game signed up for the new festival, so this game will be temporarily suspended for about half a year
0.9.9
Removed tutorial temporarily, will be redone after major changes First conquest added: L 'Enfant Republic Remove the original text country name display, with a vertical version of the national flag instead
0.9.8
Modify attack mode City added health bar, stability bar, level mark Reduced the frequency of relationship maintenance events in Commander Mode Major changes in commander-in-chief mode: Abolish the state policy system Route cancellation mechanism Cancel the oddity mechanism Modified city stability mechanism: Stability is only useful in Commander mode Increased City Stability cards, restoring 20 city stability at a time If the city control level is less than 30, no economy is provided, and if it is less than 60, the resources provided are halved Cancel the rebellion mechanism of insufficient urban stability When the city attribution changes, if the city stability is 0, the city level will be reduced by 1; otherwise, the stability will be reduced to 60% and the city facility level will be randomly reduced by 1 Unit recruitment will reduce the stability of the city Unable to recruit when stability is below 30 Adjusted the stability of all conquered cities The culture level of a city reduces the cost of city stability when recruiting units Fixed a bug where neutral ai was overpowering its class
temp fix
temp fix
0.9.7
Adjusted raid damage Modified the effects of base wonders Fixed a bug where damage prediction was displayed incorrectly Fixed a bug with incorrect text in scientific rounds
0.9.6
Added custom data schema Added Conquer initial selection Settings effect Adding units can set up automatic training Added the general uninstall function When the conquest is almost over, it asks if the game session is unlimited Zone provides half the health recovery effect
Fixed bug where enemy units could be deleted Fixed a bug where the map wonder marker was still displayed when time conditions were not met Fixed an issue where game session Settings could be incorrect
Damage modification: When the target is an aircraft, the attack morale > attack morale is required. Otherwise, when both health and morale are greater than the target, it triggers minimum damage. The empty city must trigger minimum damage Minimum damage is 1/10 of its health limit for aircraft and 1/7 of its health limit for others
0.95
Adjust Mouse Speed Adding label ICONS Optimize the snow mountain model Optimize the display of border edges Adjust the success rate of diplomacy The value of Diplomatic relations ranges from 0 to 200 The information bar on the left of the mouse position is updated in real time Added a reminder when no action unit is available Added version compatibility, compatible to load different versions of the game save and data Increased the ability to wash when general units are combined Command mode resource cap increased Fixed a bug that could cause a flash retreat
Temporary optimization
Improved unit price. Unit price no longer increases with tech level Fixed a bug where the custom conquest victory condition was incorrectly determined Custom Conquest You can choose whether to continue conquering the world after completing the winning condition Level by level adversarial function optimization
Summary of the project and subsequent development plan
From the overall view of the project should be a failure, self-summary reasons are
1. Not using mods well to build a fan base (because I never really liked the circle thing)
2. The English version is not properly handled (although it has been corrected by someone)
3. The game was released too early and the early content was low
4. Lack of fun, lack of art, repeated modification of various gameplay mechanisms, unable to compete with other competing products in PC branches (mainly lack of money for art and publicity)
5. Subject matter is sensitive and cannot be propagated at all (post a post in the post bar and then the account is closed forever)
6. The first time to make a game, there is no team, no testing, it is all done by one person, which leads to slow progress, too big content, too small market
7. Give up the network server, resulting in the mobile phone charging model can not be determined
Follow-up Programme Development
This game has a lot of investment in manpower cost, but the income is not enough to live on, so it will slow down the update (monthly update) and focus more on new projects that can make its own survival
The plan update for the battle will remain the same: it will be updated until all the content you want is done
The mobile version will be completely free of charge and is expected to be released in September/October after preparations are completed