Merge mechanic adjustment: the player's combined units can no longer adjust their battle lines after a complete action In commander in Chief mode, partial diplomatic trusteeship no longer deals with detente with hostile nations
* Mechanic adjustments for weaknesses: The back of the attack arrow is the weak point, except for the ground unit that the fort thinks will display the attack arrow after the attack. There is a high probability that a unit will not be able to counter a weakness attack. When on land, it will have a different effect if the unit is a combination and its weak point is not battlefront and is attacked by melee: Determine if 2 times the current health of an attacking force is greater than the current health of the target: Repel the target. If the target readiness turn is 0, is unrepelled or is pushed back into the mountains, takes an additional 10% of the current hit points. If you destroy the target, you have a chance to move to the target position and fear surrounding enemies. Otherwise: Target units take 10% additional damage up to their health limit. If the target is destroyed, then morale is high.
Fixed incorrect display of some soldier models Fixed a bug where target arrows did not disappear Fixed bug where buildable cards could not be updated due to population Increased mechanism: if the main or core territory is occupied, a certain degree of national stability is lost Optimized the declaration of war text Adjusted the commander's monthly cohesion bonus Reset attack mechanism after removing unit merge Open up culture cards in full mode construction and optimize culture text description
War support mechanism adjustment: war support range from 0 to 100; [Fixed] When a player loses a city, the battle support of the corresponding city level is reduced. [Fixed] When you capture a city, you gain 1 war support. [Fixed] When a player's unit dies, the war support of the rank value is reduced. Unit price = Unit price *(150- War support)/100;
Squadron weapon rank bonus nerfed
0.8.0 g
In custom conquest, you can't select the country, remove its capital flag display A star was used to indicate the difficulty of selecting a country, with three stars as difficult and one star as easy Optimized to the next close, unit click operation Optimized font labels for switching formations on the troop interface Units that set the Imperial Japan level will not be overwritten
0.8.0 f
Fixed a bug where the presence of a pawn in an urban rebellion would cause a pawn to become stuck. Now if an urban rebellion occurs, all legions in the area will follow the rebellion Fixed bug Mc-117634 - The goodwill calculation may be wrong when the legion diverges Territorial negotiation incidents, increase the use of force to claim territory, territorial claims by force incidents Increased the effect of the initial recruit level class's legion characteristics on the command level where the recruit German color change in Empire mode and Freecraft mode
0.8.0 f
The difficulty mark for selecting a country is marked by a star Added a suitability test for port construction Complete the development of 1855 script content Probability of provocation adjustment Complete the Empire mode level
Fixed game update time issue
Due to the adoption of new technology to generate, the game running environment directly into 32 bits, if there is an error, it is suggested to check whether it is firewall or other reasons, if there is still an error, you can go to steam forum feedback
0.8.0 e
Fixed a bug where the editor could not switch countries freely
Fixed an issue with the top right corner button of the editor in Legion mode
* Fixed a bug where the price of the quick Build bar was different from the troop Build bar
Questions and explanations about the first version of the game
I feel like I owe you guys an apology. The reason WHY I want to release on May 6th is that the game has been approved several times by Steam, and the earliest date it can be released is May 6th, which happens to be my birthday, and I think this is probably a god-ordained opportunity. I sent it out regardless. There was no good system testing before the game was released. Fortunately, I didn't do a lot of publicity, so it didn't go viral and give me a chance to fix it. As a sensitive historical subject, I should have tried my best to do a good job of it, instead of making it bad. In the initial production, I put a lot of effort into the Commander in Chief mode. Now it seems that this model is a bit complicated and the simulation is not very successful, and even requires more efforts to modify part of the underlying logic and architecture, at least as a historical simulation model is a failure. Because in modern times, it is an era of self-improvement and development of all countries, rather than an era of drawing maps, which is probably the reason why THE Victoria series of P Society occupies a unique place in the history of simulation. Of course, the root cause of the failure is the lack of strength. It is not difficult to go from 1 to 2, but just going from 1 to 3 makes me feel inadequate. I don't want the game to be a fantasy game in the guise of history, but for now, due to the game's issues, we will be prioritizing the development of historical and legendary modes, because I think my game will do a better job of showing local battles. And I'm really sorry that I may have ignored or even failed to live up to the enthusiasm of foreign players when the game launched. You may have to wait a little longer, but I'm not giving up on you. This is probably the only chance I'll ever have to make my own game. I can't be perfect, but I will do my best
0.8.0 d update
Home screen resolution adds a custom resolution function
Fixed a bug in Empire mode where engl/Russian loading failed
Adjusted the initial state of Imperial Japan
General random draw event increased condition: goodwill 60 +
Optimized the lag problem at the beginning of empire settlement
Fixed text prompt for managed operations
Game notes
You can toggle mode and difficulty when selecting a country in a script.
Legion mode: The most simplified mode. A diplomatic
Craft mode: Retain only the combat system, the main mode of the campaign
General mode: Conquer playwright-specific mode, more complex
Choose casual mode, the difficulty is set to 1, and the player has double attack/defense and revenue.
The game with the shortcut key space can jump quickly.
It is recommended that the ai hosting end function be turned on in the game Settings.
Commander in chief mode, through the initial completed mission to determine the course.
The Mod function is not fully tested. After switching to Test, you need to enter the game and turn around. In the Mod folder of the installation directory, all modifiable configuration files will be displayed.
Script editor, after entering the need to select the vacant sea blocks, and then click the flag in the upper left corner, switch to [enemy country]. You can then select and edit the data.
Game Settings can adjust the speed of the mouse to move the map
When using the full-screen mode, adjust the resolution first
0.8.0 c
把首次默认语言改成中文 步兵,机动步兵价格调整 统帅外交托管后,忽略资源赠予的报告 修改初始地图风格设置 主界面的UI文字显示优化 ------------------------- Change the first default language to Chinese Infantry, mobile infantry price adjustment Commander in chief after diplomatic trusteeship, ignored resource grant reports Modify the initial map style Settings UI text display optimization on the main interface