Объявлен патч ноут патча 1.5.0 на Total War: THREE KINGDOMS.
Выйдет одновременно с A World Betrayed
КУПИТЬ Total War: THREE KINGDOMS
The 1.5.0 update is the next major update for Total War: THREE KINGDOMS, arriving alongside the A World Betrayed DLC and White Tiger Yan FLC. The patch also fixes issues raised by the community as well as introducing new campaign mechanics, units, characters, and more.
Highlights of the 1.5.0 patch and FLC include:
- The introduction of White Tiger Yan, or Yan Baihu, as a playable character
- 17 new characters to recruit into your factions
- New bandit faction mechanics and a general overhaul
- An update to spies
- Changes to the 190 CE start date
- Various bug fixes and balance changes
Free-LC Content
White Tiger Yan
- New playable character, available in both 190 CE and 194 CE start dates
- Starts south of the Yangtze in Xindu province
- Comes equipped with his own unique swords, the Tiger’s Claws
- Unique Faction Mechanics: Shanyue Camps
- Yan Baihu gains an additional minor settlement building option, the Shanyue Encampment, which provides food, gives bonus research speed to certain Bandit technologies, and grants access to additional Yue tribal units
- Unique Faction Mechanics: White Tiger Confederation
- White Tiger Yan knows that the people of the South will need to stand together if they are to survive. His faction will gain strengthening benefits which correlate to the size of coalition it belongs to or alliance it is a member of
- Unique Faction Mechanics: Bandit
- White Tiger Yan is a bandit, and thus uses the bandit features that all bandit factions receive in the accompanying patch
- Notable Characters
- Yan Baihu starts the campaign with his brother, Yan Yu, at his side
- New Units
- Yue Remnant Warriors (bronze-armoured sword infantry, Metal, Tier 3)
- Yue Tribesmen (light spear infantry with guerilla deployment, Wood, Tier 3)
- White Tiger Raiders (hybrid spear/bow infantry with guerrilla deployment, stalk and snipe, Water, Tier 4)
- White Tiger Warriors (two-handed axe infantry, Metal, Tier 4)
The 1.5.0 Patch
New Legendary Characters
This DLC patch adds 16 new legendary characters. All of these characters will appear in all relevant campaigns, including the 190 CE and 182 CE start dates.
The Warriors of Wu – Cheng Pu and Zhou Tai
Cheng Pu was one of Wu’s most reliable and longest-serving warriors. To represent his steadying hand, Cheng Pu gets a unique battle ability, Exemplar, which improves the performance of all other allied characters on the field.
Zhou Tai is a former bandit who became a trusted warrior of several generations of Wu leaders. His most famous deed was saving Sun Quan from the bandits, receiving many deep scars in the process. To represent this, he gets a unique ability – if he is in battle with a character with whom he is Oathsworn, he will gain increased melee evasion and will heal over time.
The Qiao Sisters – Da Qiao and Xiao Qiao
The Qiao sisters were renowned for their beauty and elegance. and were married to Sun Ce and his best friend Zhou Yu. It is said that it was Cao Cao’s desire to claim the Qiao sisters as his own concubines that led him to engage in the disastrous battle of Red Cliffs.
When both Qiao sisters are in the same force, they will grant all units increased morale and resistance to fear.
Lü Bu’s Rebels – Chen Gong and Gao Shun
Chen Gong and Gao Shun both served Lü Bu during his brief time as an independent warlord. Though they did not always get along, they refused to betray their master even after he was defeated. Both were executed by Cao Cao as a result.
Chen Gong has seen the good and bad sides of both Cao Cao and Lü Bu, giving him a detailed understanding of the flaws of great men. This is represented by his battle ability, which debuffs enemy Warlords in an area around him. Place him well and he can turn an otherwise unfavourable duel in another character’s favour.
Gao Shun is a mighty warrior. Though his stern and disciplined demeanor often clashed with his erratic master Lü Bu, he remained loyal until the end. He leads the Camp Crushers, an elite unit who could be found in the thick of any fight. His battle ability increases the splash radius of his attacks, allowing him to scatter weaker foes with ease.
The Two Zhangs – Zhang Zhao and Zhang Hong
The Two Zhangs were close friends of the Sun family and two of Wu’s most important officials.
Zhang Zhao is an excellent administrator, known for his stern and uncompromising attitude. He frequently lectured the young Sun Quan on the importance of patience and the need to avoid rash risks.
Zhang Hong is an adept diplomat who can smooth over diplomatic relations as a minister or operate abroad as a spy.
When both are in the same force, they improve the missile damage of all units in the army.
New Characters
We’ve added a new type of character in Total War: THREE KINGDOMS. These characters are distinguishable from the New Legendary Characters as, while they also have unique art, they aren’t available in custom or multiplayer battles:
- Wang Lang
- Yan Yu
- Li Jue
- Liu Yao
- Ji Ling
- Lady Bian
- Lady Mi
Character Titles
We have made some adjustments to the character title system for Han and bandit factions:
- You can choose a character rank in order to promote that character and increase their satisfaction
- There is a list of titles that a faction has access to which can be assigned to characters
- Some of these titles are available from the start and others are unlocked when certain conditions are fulfilled
- Titles give effects like:
- Increased satisfaction or removal of desire for higher office
- Increased character salary
- There are also themed bonuses to each title, such as recruitment cost bonuses
- Some of these new titles include:
- General Who Gives Tranquility To The North
- Unlocked by conquering five regions north of the Yellow River
- +200 character salary
- +10 expertise
- +20 satisfaction
- +5% campaign movement range (when commanding)
- +5% speed (own retinue)
- Doctor Who Prevents Disaster
- Unlocked by having five characters healed after suffering wounds or win a duel with a character who has the Scarred trait
- +100 character salary
- +10 expertise
- +1 resilience
- +10 satisfaction
- +4k population growth (administered commandery)
- Due to the old ranks being removed, if you manage to persuade a character to join your faction be aware that you may need to move a title from another character to keep them happy
- General Who Gives Tranquility To The North
The Bandit Rework
In this patch, the bandits have received a revamp that gives them a unique tech tree and faction mechanics, offering a completely different kind of playstyle.
Bandit Network
- Unlike conventional factions, bandits do not develop via scholarly research. Instead, they spread their influence across China via a network of contacts and alliances with various marginalised groups and their sympathisers
- Technologies have a research rate and number of turns to be completed, unlike the tech every Spring cycle for Han factions, and the technologies are themed to the Bandits
- The network is a map of China, with tech nodes covering the map
- Owning the province/region a node is located in awards a bonus to researching that technology, giving a choice between researching what you want and what your conquests are giving you a bonus to
- Every bandit faction’s starting techs reflect where they are on the campaign map
- Many technologies either unlock units or increase the number of a unit type that can be recruited by bandits
Bandit Buildings
We’ve made changes to the way that bandits build settlements so that they are more inkeeping with the role of a bandit. The emphasis will be on building enough armies for raids in small settlements rather than building a major city with a school, for example.
- Bandits have a new source of income and food, Banditry, which mainly comes from their buildings
- Bandits now have different, reduced building options in major settlements:
- Grain Storage
- Land Development
- Labour
- Private Workshops
- Tribute Hall
- Corrupted Judiciary
- Forges
- Bandit Chain (was Zheng Jiang specific, now available to all bandits)
- Inn
- Market/Market Wharf
- Harbour
- In minor settlements, bandits get variants of existing building chains with different effects
- Additionally, bandits get second building slots in all minor settlements within which they can build one of the following chains:
- Black Market
- Gives additional Banditry income
- Mustering Grounds
- Gives additional replenishment and reduces redeployment costs. Reduces public order
- Preparatory Camp
- Increases Research rate, increases cover gain for spies
- Food Tents
- Increases public order and loot
- Shanyue Camp (unique to Yan Baihu)
- Increases food production and Yue Tribesmen recruitment cap
- Black Market
Looting and Share the Spoils
- Loot is the bandit replacement for Supplies
- It is gained when armies are in enemy territory, and slowly lost in friendly territory
- Bandits are immune to effects such as faction support and terrain penalties towards supplies
- Bandits gain Raiding Stance and Share the Spoils stance to help manage Loot
- Raiding stance generates Loot for the army, depletes reserves, and decreases public order when in enemy territory
- Share the Spoils Stance rapidly depletes Loot for the army but increases local province income from Banditry, food gained from Banditry, settlement reserves, and boosts unit replenishment
- Bandit forces will receive different effects depending on the amount of Loot they are currently carrying
- A force with nearly full Loot will grow sluggish and undermotivated, losing movement range
- A force with no Loot will suffer attrition as warriors look for a more lucrative master – but those who remain will be particularly desperate and dangerous, gaining increased campaign movement range and combat stats
Bandit Court and Progression
- Bandits have new progression ranks:
- Outlaw
- Bandit
- Raiders
- Bandit Leader
- Bandit King/Queen
- Emperor
- Heir ministerial position is replaced by Next in Line, and no longer requires character to be a family member
- Prime Minister replaced with Right Hand
- Chancellor replaced with Incense Master
- -10% recruitment cost for all units
- Grand Commandant replaced with Master of Arms
- +50% looting income
- -20% redeployment cost
- Grand Excellency replaced with Chief Smuggler
- +10 Loot in enemy territory
- +5% food production
- Grand Tutor replaced with Unbending Negotiator
- +10 relations with Han factions
- -10% character salary
- Grand Director replaced with Relentless Enforcer
- Reduces desire for higher office for all characters
- +5 morale to all units
- Administrators are now Underlings
- +10% income in commandery
- Reduces corruption in commandery and increases it in neighbouring enemy commanderies
Bandit Characters
- There are new templates for characters that will only spawn for bandit factions
- These are variations of the existing classes with new skill trees that give more relevant bonuses to bandits, a new active battle skill (one for each class), and have new career traits
- These characters will only generate for the bandit factions but can freely move to Han factions once they’ve spawned
Bandit Units
- New units have been added for the Bandits:
- Bandit Marauders
- Bandit Raiders
- Bandit Warriors
- Bandit Hunters
- Bandit Spear Gang
- Additionally, through the Bandit Network the bandit factions can gain access to units previously unique to some factions like Yi Archers, as well as some Yellow Turban units
- This means bandits now employ a different unit roster to the main Han factions, and the units they recruit are tied to their research as well
Bandit Taxes
- Tax levels for bandits provide you with a choice of focusing on either armies or characters
- Heavy army focus gives bonuses to unit morale at the cost of retinue upkeep while decreasing character satisfaction
- Heavy character focus improves satisfaction at cost of salary but makes units weaker
Bandit Public Order
- Bandits now have their own unique set of effects from public order
- Positive public order gives bonuses to population growth but reduces replenishment and increases recruitment costs
- Negative public order reduces population growth but reduces recruitment costs and increases replenishment
Mercenary Treaties
- Mercenary treaties are a new type of treaty available for Lü Bu and bandit factions only, that allow you to become mercenaries for other factions (excluding vassals).
- As a mercenary, you can be hired by any faction you’re not at war with (excluding non-vassals.)
- When playing as Lü Bu or another member of the bandit faction, the AI will ask you to help them in one of their wars in exchange for payment. You also have the option of offering your services to the AI
- The mercenary treaty lasts 20 turns, and if the mercenary requests regular payments these regular payments lasts for 20 turns instead of the usual 10 turns
- The mercenary will be granted shared vision with their employer, military access to their territory, and the ability to replenish on their lands for the duration of the agreement
- Once the treaty has been accepted, the mercenary receives a mission to attack the targeted faction and a progress bar appears at the top of the screen. The progress bar shows the mercenary’s Fame and Fortune, and tracks how much fame and fortune the mercenary has earned
- Fame and fortune is earned by fighting against the target or gifting their settlements to the mercenary employer
- Earning a lot of fame and fortune makes it more likely that a dilemma that rewards the mercenary for their actions will be triggered. It also improves the reward options and gives a morale bonus to the mercenary’s army
- Fame and fortune decays each turn as long as a contracted target is present, and should it ever reach 0 the agreement with the employer is automatically broken. An additional diplomatic penalty is also applied to the mercenary
- If the mercenary lord makes peace with the mercenary target, the mercenary gets the option of respecting the peace or to keep fighting the war
- A mercenary and their target may sign a peace treaty – this will break the contract and incur a diplomatic and respect penalty for the mercenary faction
- While a contract is active, the mercenary can be asked by their target (or can offer themselves) to turn on their current employer. This will sign peace with the present target and then create a new mercenary contract between them and the mercenary against the former employer
- Elimination of the target faction will stop the resource decay but any pre-agreed payment will continue to be paid out
- To reiterate: only when playing as Lü Bu or a member of the bandit faction will you have access to the mercenary treaty mechanic. When playing as another faction, you cannot ask the AI to sign a mercenary treaty
Spies Update
We’ve taken a second look at the spies system, and have added some much-requested functionality that will greatly improve the depth and interactivity of the system.
- General spy improvements
- We’ve added ways to extract a spy and help maintain their loyalty
- Foreign territory assignments
- Characters may now be sent on one of three assignments to known foreign settlements
- As a Scout, which provides line of sight
- To Build an Undercover Network, which allows a faction to increase the rate that undercover network points are gained
- To Incite Unrest, which lowers public order
- Characters on foreign assignments may be captured by the enemy. This is determined by their ability to evade capture versus the local enemies’ ability to capture them
- Pre-battle spy extraction
- Characters may now be sent on one of three assignments to known foreign settlements
-
- Added ability for spies to be extracted from an enemy army before engaging them in battle
- They either go back to the faction pool or to the campaign map as a reinforcing army if there is capacity for the new army
- Turncoats
- Added ability to recruit spies from within a target faction itself
- These turncoat characters are either dissatisfied with their lord or have traits relating to questionable loyalty or reliability
New Unit Type
These elite infantry units carry the much feared zhanmajian, a double-sided sword so large it is said to be able to remove a horse’s head with a single sweep.
- Units that wield the zhanmajian are able to negate damage from cavalry charges as well as dismount enemy heroes
- They are excellent assault troops, dealing high charge damage and strong splash attacks that can sweep away both lightly armoured and heavily armoured troops alike
- They also cause fear, scaring any nearby enemy troops
190 CE Map Changes
We’re adding several new factions to the south of the map in the 190 CE campaign.
- New:
- Zhu Fu
- Shi Huang
- Shi Wu
- Shi Yi
- Sheng Xian
- Lu Kang
- White Tiger Yan
- Southern Yellow Turbans
- Adjusted:
- Zhang Chao (start positions swapped with Ze Rong)
- Wang Lang (moved from Pengcheng to Kuaiji)
- Liu Yao (given extra region)
Population Changes
To better represent the realities of the population in Han China, all the provinces have had their starting populations reworked.
The North and central plains of China will now have a larger portion of population compared with the South, with the population in the South of the map being increased for A World Betrayed’s start, while the population in Louyang and the plains North of the Yangtze River being larger for Mandate of Heaven.
Below is a list of the historical provinces and the in-game commanderies that would have been placed within them. Due to gameplay restrictions, all population numbers have been halved from the actual historical population sizes.
- Sili
- Real population size: 3M | In-game population size: 3M
- Commanderies included: Louyang, Hedong and Henei
- Yong
- Real population size: Unknown | In-game population size: Merged with Sili Province
- Commanderies included: Chang’an and Anding
- You
- Real population size: 2.5M | In-game population size: 1.25M
- Commanderies included: Dai, Youzhou, Youbeiping and Liaoxi
- Ji
- Real population size: 2.56M | In-game population size: 1.25M
- Commanderies included: Ye, Anping, Pingyuan, Zhongsan and Bohai
- Qing
- Real population size: 2.99M | In-game population size: 1.5M
- Commanderies included: Beihai and Donglai
- Yan
- Real population size: 4.04M | In-game population size: 1.35M
- Commanderies included: Dong and Taishan
- Yang
- Real population size: 4.33M | In-game population size: 2.15M
- Commanderies included: Yangzhou, Lujiang, Jianye, Kuaji, Xindu, Poyang, Jian’an (deserted) and Yozhang (deserted)
- Jing
- Real population size: 6.33M | In-game population size: 3.15M
- Commanderies included: Nanyang, Jiangxia, Xiangyang, Shangyong, Changsha, Lingling and Wuling
- Yu
- Real population size: 5.16M | In-game population size: 1.75M
- Commanderies included: Yingxhuan, Runan and Chen
- Xu
- Real population size: 2.79M | In-game population size: 1.4M
- Commanderies included: Pencheng, Donghai, Langye and Guangling
- Jiao
- Real population size: 1.07M | In-game population size: 505K
- Commanderies included: Nanhai, Changwu, Gaoliang, Yulin, Hepu and Jiaozhi
- Yi
- Real population size: 5.68M | In-game population size: 2.85M
- Commanderies included: Yizhou (deserted), Zangke (deserted), Yunnan (deserted), Fuling, Badong, Ba, Baxi, Jiangyang, Chengdu, Wudu and Hanzhong
- Liang
- Real population size: 469K | In-game population size: 250K
- Commanderies included: Jincheng and Wuwei
- Bing
- Real population size: 664K | In-game population size: 332K
- Commanderies included: Shoufang, Xhie, Taiyuan, Shangdang and Yanmen
New Population Effects
- Population has had the following effects reworked/added:
- Population now increases all income, not just peasantry
- Population now increases food production
- Population now grants additional constructions per turn once over 1 million
- Assignments and buildings that increase conscription now also decrease population
- Assignments and buildings that increase population by a large amount now decrease adjacent commanderies population due to migration (with the exception of wood buildings)
Fertility Changes
The following commanderies have had their fertility level changed to better reflect their historical food production capabilities:
- Anping – from normal to high
- Ba – from normal to high
- Cangwu – from high to normal
- Chengdu – from low to high
- Dong’ou – from normal to low
- Fuling – from high to normal
- Guangling – from normal to high
- Jian’an – from high to normal
- Jiangyang – from normal to high
- Nanhai – from high to normal
- Tong’an – from normal to low
- Wuling – from normal to low
- Yangzhou – from normal to high
- Hougusn – from normal to low
- Yizhou – from normal to low
- Zhongshan – from normal to high
Overall Balance Changes
Character Skill Points
- Characters now gain 2 skill points on reaching rank 10 instead of 1
Warlord Ability Changes
- Added a cap of five to Hail of Arrows
- Capped the melee evasion reduction for Lü Bu’s Smouldering Fury ability to -15%
- Fixed an issue with Warlord vs. Warlord matched kill animations where Warlords were reflecting large amounts of damage onto themselves
- Reduced the healing ability of the Yellow Turban skill Knowledge of the Body by 10x
Cavalry Rebalance
A major issue that came up in the feedback sent in response to the balance development blog released in February was the strength of fire (shock) cavalry, which was causing earth (melee) cavalry to become second choice for players. To fix this, cavalry speed across the board has been increased, as well as missile units now doing 50% more damage against fire cavalry. This should see fire cavalry taking far more casualties under fire.
- All missile units now have a +45 bonus versus cavalry
- All earth (melee) cavalry now have 50% missile resistance
- Alongside this, various building and faction effects that reduced upkeep for cavalry/Qiang units have been decreased so you can no longer get free cavalry
- Horse pastures now have a maximum upkeep reduction of 10% for cavalry
The upkeep reduction to Qiang units from several Warlords has been reduced also:
- Wang Guo now has -8% upkeep, down from -10%
- Ma Chao now has -10% upkeep, down from -15%
- Ma Teng now has -10% upkeep, down from -15%
- Li Wenhou now has -8% upkeep, down from -10%
- Beigong Boyu (the Liang Rebellion) now has -10% upkeep, down from -15%
The morale effect from being attacked by cavalry has been reduced.
- Reduced the morale effect from being attacked by cavalry from -6 to -4
Further Missile Unit Rebalancing
Due to missile units now being more potent against cavalry, their power against other units has now been reduced slightly:
- Morale from being under missile fire reduced from -3 to -2
- Halved the poison damage done by Yaoguai Hunters
- Increased the friendly fire protection, so that archers now fire in a high arc over friendly units, which should reduce the amount of friendly fire incidents that occur
- Reduced crossbow range to 200 for regular crossbows and 220 for elite crossbows
- All crossbows are capped at a 55-degree maximum elevation angle, meaning they can no longer fire high arcing shots, this means they must do most of their damage before battle lines meet, or find a flanking opportunity
- Reduced the explosion size of flaming shot on trebuchets, which should reduce their effectiveness slightly
- Reduced trebuchet accuracy by around 15%
- Missile cavalry have also been given 8 more ammunition and a 20% fire rate increase across the board as they are now far more vulnerable to missile fire
To reduce their effectiveness against infantry, all shielded troops have seen a slight boost to missile block chance.
- Imperial Tower Shield remains at 80%
- Default Hero Block is now 35%, up from 25%
- Elite Hero Block is now 50%, up from 40%
- Non-shielded Dragon Units now have 20%, up from 10%
- Gourd Shield (Cavalry) is now 60%, up from 40%
- Rattan Shield (Cavalry) remains at 65%
- Round Shield (Cavalry) is now 45%, up from 35%
- Jade Shield (Cavalry) remains at 60%
- Gourd Shield (Infantry) is now 55%, up from 45%
- Large Shield is now 55%, up from 45%
- Oval Shield is now 55%, up from 45%
- Elite Oval Shield is now 65%, up from 60%
- Rattan Shield (Infantry) is now 60%, up from 50%
- Tower Shield is now 60%, up from 50%
- The block chance on dodging Yellow Turbans remains at 40%
- Cataphract Cavalry now have 25%, up from 15%
Axe Band Rework
With many of you are enjoying the new axe unit balancing, the Axe Band unit has been made more accessible – while also slightly less versatile.
- Axe Band has been removed from the Reform Tree, and now only require a metal character to be recruited
- Axe Band no longer have the ability to use formations beyond loose formation
Unit Tier Rework
Following on from the changes made for Mandate of Heaven, unit upkeep and recruitment costs have been overhauled. This should help solidify the militia units as less value for money than higher tiers when used in campaign.
In general, you will see a massive reduction in recruitment costs, especially for high-tier or faction-specific units, while upkeep has increased slightly across the board.
Unit Experience Bonuses
As part of the unit tier rework, the experience bonuses have been reduced. This should help to encourage the player to swap militia or low tier units to higher tier units once they become available.
Tier 10 units should now have far less morale, melee defense and melee attack speed.
- Melee attack interval multiplier per rank is now 1.7, down from 5.5
- Melee evasion multiplier per rank is now 1, down from 2
- Morale multiplier per rank is now is now 0.82, down from 2
- reloading multiplier per rank is now is now 5.2, slightly down from 5.5
Unit Costing Rebalance
Mandate of Heaven Units
Earth (Melee) Cavalry
- Chen Peacekeepers now have a recruitment cost of 1650 and an upkeep cost of 440
- Imperial Household Cavalry now have a recruitment cost of 1950 and an upkeep cost of 520
- Jiazi Raiders now have a recruitment cost of 900 and an upkeep cost of 240
- Messengers of Heaven now have a recruitment cost of 1050 and an upkeep cost of 280
- Mounted Sabre Defectors now have a recruitment cost of 825 and an upkeep cost of 220
Fire (Shock) Cavalry
- Destroyers of Treachery now have a recruitment cost of 1350 and an upkeep cost of 360
- Imperial Lancer Cavalry now have a recruitment cost of 1950 and an upkeep cost of 520
- Mounted Lancer Defectors now have a recruitment cost of 900 and an upkeep cost of 240
- Righteous Vanguards now have a recruitment cost of 1350 and an upkeep cost of 360
- Tyrant Slayers now have a recruitment cost of 1200 and an upkeep cost of 320
Metal Infantry
- Bringers of Peace now have a recruitment cost of 400 and an upkeep cost of 105
- Chosen of the Eight Immortals now have a recruitment cost of 450 and an upkeep cost of 120
- Exemplars of the Tao now have a recruitment cost of 850 and an upkeep cost of 225
- Huanglao’s Paragons now have a recruitment cost of 300 and an upkeep cost of 80
- Imperial Guard Captain now have a recruitment cost of 1580 and an upkeep cost of 380
- Imperial Sword Guard now have a recruitment cost of 1200 and an upkeep cost of 320
- Peasant Volunteers now have a recruitment cost of 320 and an upkeep cost of 85
- Qiang Warriors now have a recruitment cost of 600 and an upkeep cost of 160
- Redeemed Outlaws now have a recruitment cost of 550 and an upkeep cost of 145
- Sabre Defectors now have a recruitment cost of 500 and an upkeep cost of 135
Water
- Archer Defectors now have a recruitment cost of 360 and an upkeep cost of 95
- Archer Gang now have a recruitment cost of 390 and an upkeep cost of 105
- Chen Royal Guard now have a recruitment cost of 1200 and an upkeep cost of 320
- Imperial Palace Cavalry now have a recruitment cost of 1440 and an upkeep cost of 285
- Imperial Palace Crossbowmen now have a recruitment cost of 1440 and an upkeep cost of 385
- Multiple Bolt Crossbow now have a recruitment cost of 1200 and an upkeep cost of 320
- Multiple Bolt Crossbow now have a recruitment cost of 35 and an upkeep cost of 10
- Poachers now have a recruitment cost of 390 and an upkeep cost of 105
- Qiang Archers now have a recruitment cost of 540 and an upkeep cost of 145
- Territorial Archers now have a recruitment cost of 390 and an upkeep cost of 105
- The Land’s Chosen now have a recruitment cost of 660 and an upkeep cost of 175
- Yaoguai Hunters now have a recruitment cost of 1200 and an upkeep cost of 320
Wood Infantry
- Ascetics of the Way now have a recruitment cost of 460 and an upkeep cost of 125
- Defenders of the Empire now have a recruitment cost of 900 and an upkeep cost of 240
- Fervent Defenders now have a recruitment cost of 500 and an upkeep cost of 135
- Gallants of the People now have a recruitment cost of 800 and an upkeep cost of 125
- Imperial Gate Guards now have a recruitment cost of 1200 and an upkeep cost of 320
- Ji Defectors now have a recruitment cost of 450 and an upkeep cost of 120
- Qiang Polearms now have a recruitment cost of 450 and an upkeep cost of 120
- Spearmen Gang now have a recruitment cost of 550 and an upkeep cost of 145
- Stalwart Shields now have a recruitment cost of 800 and an upkeep cost of 215
- Territorial Spearmen now have a recruitment cost of 500 and an upkeep cost of 135
- Zealots of the Way now have a recruitment cost of 800 and an upkeep cost of 125
Main Game Units
Earth (Melee) Cavalry
- Jian Cavalry Captain now have a recruitment cost of 1350 and an upkeep cost of 350
- Jian Sword Guard Cavalry now have a recruitment cost of 1200 and an upkeep cost of 320
- Mounted Sabre Militia now have a recruitment cost of 750 and an upkeep cost of 200
- Qiang Raiders now have a recruitment cost of 1500 and an upkeep cost of 400
- Sabre Cavalry now have a recruitment cost of 1125 and an upkeep cost of 300
- Yellow Dragons now have a recruitment cost of 1100 and an upkeep cost of 295
Fire (Shock) Cavalry
- Heavy Tiger & Leopard Cavalry now have a recruitment cost of 1650 and an upkeep cost of 440
- Heavy Xiliang Cavalry now have a recruitment cost of 1650 and an upkeep cost of 440
- Jade Dragons now have a recruitment cost of 1800 and an upkeep cost of 480
- Lance Cavalry now have a recruitment cost of 1050 and an upkeep cost of 280
- Lance Cavalry Captain now have a recruitment cost of 1150 and an upkeep cost of 300
- Mercenary Cavalry now have a recruitment cost of 1125 and an upkeep cost of 300
- Mercenary Cavalry Captain now have a recruitment cost of 1300 and an upkeep cost of 330
- Mounted Lancer Militia now have a recruitment cost of 825 and an upkeep cost of 220
- Peasant Raiders now have a recruitment cost of 600 and an upkeep cost of 160
- Qiang Marauders now have a recruitment cost of 1275 and an upkeep cost of 340
- Raider Cavalry now have a recruitment cost of 750 and an upkeep cost of 200
- Tiger & Leopard Cavalry now have a recruitment cost of 1425 and an upkeep cost of 380
- Xiliang Cavalry now have a recruitment cost of 1125 and an upkeep cost of 300
Metal Infantry
- Axe Band now have a recruitment cost of 450 and an upkeep cost of 120
- Black Mountain Marauders now have a recruitment cost of 700 and an upkeep cost of 185
- Fists of the Bandit Queen now have a recruitment cost of 1000 and an upkeep cost of 265
- Hidden Axes now have a recruitment cost of 850 and an upkeep cost of 225
- Jian Infantry Captain now have a recruitment cost of 970 and an upkeep cost of 200
- Jian Sword Guards now have a recruitment cost of 700 and an upkeep cost of 185
- Mercenary Infantry now have a recruitment cost of 650 and an upkeep cost of 175
- Mercenary Infantry Captain now have a recruitment cost of 1460 and an upkeep cost of 280
- Pearl Dragons now have a recruitment cost of 900 and an upkeep cost of 240
- Rapid Tiger Infantry now have a recruitment cost of 750 and an upkeep cost of 200
- Sabre Infantry now have a recruitment cost of 600 and an upkeep cost of 160
- Sabre Militia now have a recruitment cost of 450 and an upkeep cost of 120
- Warriors of the Left now have a recruitment cost of 1000 and an upkeep cost of 265
Water
- Archer Captain now have a recruitment cost of 850 and an upkeep cost of 225
- Archer Militia now have a recruitment cost of 270 and an upkeep cost of 70
- Archers now have a recruitment cost of 390 and an upkeep cost of 105
- Black Mountain Hunters now have a recruitment cost of 960 and an upkeep cost of 255
- Crossbowmen now have a recruitment cost of 420 and an upkeep cost of 110
- Defenders of Earth now have a recruitment cost of 1200 and an upkeep cost of 320
- Fury of Beihai now have a recruitment cost of 840 and an upkeep cost of 225
- Heavy Crossbowmen now have a recruitment cost of 540 and an upkeep cost of 145
- Heavy Repeating Crossbowmen now have a recruitment cost of 600 and an upkeep cost of 160
- Mercenary Archers now have a recruitment cost of 540 and an upkeep cost of 145
- Mercenary Archers Captain now have a recruitment cost of 1200 and an upkeep cost of 155
- Mounted Archers now have a recruitment cost of 660 and an upkeep cost of 175
- Onyx Dragons now have a recruitment cost of 1080 and an upkeep cost of 290
- Qiang Hunters now have a recruitment cost of 900 and an upkeep cost of 240
- Repeating Crossbowmen now have a recruitment cost of 420 and an upkeep cost of 110
- Thunder of Jian’an now have a recruitment cost of 1080 and an upkeep cost of 290
- Trebuchet now have a recruitment cost of 1200 and an upkeep cost of 320
- Trebuchet now have a recruitment cost of 35 and an upkeep cost of 10
- White Horse Fellows now have a recruitment cost of 1320 and an upkeep cost of 150
- White Horse Raiders now have a recruitment cost of 1020 and an upkeep cost of 270
- Yi Archers now have a recruitment cost of 540 and an upkeep cost of 145
- Yi Marksmen now have a recruitment cost of 960 and an upkeep cost of 255
Wood Infantry
- Azure Dragons now have a recruitment cost of 1000 and an upkeep cost of 265
- Black Mountain Outlaws now have a recruitment cost of 750 and an upkeep cost of 200
- Defenders of Hebei now have a recruitment cost of 1000 and an upkeep cost of 265
- Heavy Ji Infantry now have a recruitment cost of 800 and an upkeep cost of 215
- Heavy Spear Guards now have a recruitment cost of 850 and an upkeep cost of 225
- Imperial Defenders now have a recruitment cost of 1000 and an upkeep cost of 265
- Infantry of Jing now have a recruitment cost of 750 and an upkeep cost of 200
- Ji Infantry now have a recruitment cost of 600 and an upkeep cost of 160
- Ji Infantry Captain now have a recruitment cost of 905 and an upkeep cost of 168
- Ji Militia now have a recruitment cost of 450 and an upkeep cost of 120
- Peasant Band now have a recruitment cost of 380 and an upkeep cost of 100
- Protectors of Heaven now have a recruitment cost of 1150 and an upkeep cost of 305
- Spear Guards now have a recruitment cost of 600 and an upkeep cost of 160
- Spear Warriors now have a recruitment cost of 550 and an upkeep cost of 145
- Warriors of Ye now have a recruitment cost of 800 and an upkeep cost of 215
Yellow Turban Units
Earth (Melee) Cavalry
- Virtuous Noblemen now have a recruitment cost of 1200 and an upkeep cost of 320
- White Wave Horsemen now have a recruitment cost of 1125 and an upkeep cost of 300
- Yellow Turban Horsemen now have a recruitment cost of 825 and an upkeep cost of 220
Metal Infantry
- Arm of the Supreme Peace now have a recruitment cost of 800 and an upkeep cost of 215
- Chanters now have a recruitment cost of 400 and an upkeep cost of 105
- Peasant Warriors now have a recruitment cost of 280 and an upkeep cost of 75
- People’s Warband now have a recruitment cost of 600 and an upkeep cost of 160
- Scholar-warriors now have a recruitment cost of 1200 and an upkeep cost of 320
- Venerable Wu now have a recruitment cost of 900 and an upkeep cost of 240
- White Wave Veterans now have a recruitment cost of 650 and an upkeep cost of 175
- Yellow Sky Heralds now have a recruitment cost of 450 and an upkeep cost of 120
- Yellow Turban Warriors now have a recruitment cost of 400 and an upkeep cost of 105
- Yellow Turban Warriors Captain now have a recruitment cost of 985 and an upkeep cost of 135
- Youxia now have a recruitment cost of 750 and an upkeep cost of 200
Water
- Archery Masters now have a recruitment cost of 1200 and an upkeep cost of 320
- Horseback Huntsmen now have a recruitment cost of 420 and an upkeep cost of 110
- Men of the Forest now have a recruitment cost of 660 and an upkeep cost of 175
- Peasant Archers now have a recruitment cost of 220 and an upkeep cost of 60
- Watchmen of the Peace now have a recruitment cost of 960 and an upkeep cost of 260
- Yellow Turban Archers now have a recruitment cost of 360 and an upkeep cost of 95
- Yellow Turban Archers Captain now have a recruitment cost of 740 and an upkeep cost of 120
Wood Infantry
- Bringers of Righteousness now have a recruitment cost of 840 and an upkeep cost of 225
- Guardians of the Land now have a recruitment cost of 700 and an upkeep cost of 185
- Militia of Virtue now have a recruitment cost of 550 and an upkeep cost of 145
- Peasant Spearmen now have a recruitment cost of 300 and an upkeep cost of 80
- Reclaimers now have a recruitment cost of 700 and an upkeep cost of 185
- Yellow Turban Spearmen now have a recruitment cost of 450 and an upkeep cost of 120
- Yellow Turban Spearmen Captain now have a recruitment cost of 1000 and an upkeep cost of 165
Eight Princes Units
Earth (Melee) Cavalry
- Dao Swordguard Cavalry now have a recruitment cost of 1165 and an upkeep cost of 310
Fire (Shock) Cavalry
- Cataphracts now have a recruitment cost of 1350 and an upkeep cost of 360
- Heavy Cataphracts now have a recruitment cost of 1875 and an upkeep cost of 500
- Xianbei Riders now have a recruitment cost of 1200 and an upkeep cost of 320
- Xiongnu Cataphracts now have a recruitment cost of 1800 and an upkeep cost of 480
- Xiongnu Cavalry now have a recruitment cost of 1125 and an upkeep cost of 300
Metal Infantry
- Chu Infantry now have a recruitment cost of 900 and an upkeep cost of 240
- Dao Infantry Captain now have a recruitment cost of 950 and an upkeep cost of 215
- Dao Swordguards now have a recruitment cost of 700 and an upkeep cost of 185
- Imperial Guards now have a recruitment cost of 1150 and an upkeep cost of 305
- Warriors of Xu now have a recruitment cost of 850 and an upkeep cost of 225
- Xu Raiders now have a recruitment cost of 680 and an upkeep cost of 180
Water
- Archers of Jing now have a recruitment cost of 720 and an upkeep cost of 190
- Heavy Mounted Archers now have a recruitment cost of 840 and an upkeep cost of 225
- Mounted Crossbows now have a recruitment cost of 805 and an upkeep cost of 215
- Qi Crossbowmen now have a recruitment cost of 720 and an upkeep cost of 190
- Xianbei Horse Archers now have a recruitment cost of 720 and an upkeep cost of 190
Wood Infantry
- Chu Spearmen now have a recruitment cost of 750 and an upkeep cost of 200
- Qi Guardsmen now have a recruitment cost of 850 and an upkeep cost of 225
Alongside these, various visual changes to unit acceleration and turning speed have been made to visually differentiate between the separate unit weights, with cavalry turning speed also having been reduced to more realistic levels.
Overall acceleration and turn rate are lower, significantly so for heavier units, while run speed has been increased.
Morale Modifier Reduction
As morale is now more important to the balance of battles, the bonuses from Authority, skills, armour, traits, and trophies have been reduced. Units have also been made more likely to shatter after each time that they rout, reducing the number of times units should be routing and returning to the battlefield. These changes should help to make strategies that target morale more consistent, as well as making routing a unit more permanent.
- Divided all morale bonuses from Warlord armour and skills by 2
- Reduced the morale bonuses from authority, with the maximum increase of morale now being capped at 12
- Alongside this, units are far more likely to shatter after routing more than once
- A unit will shatter after first rout if their casualties are higher than 35%, up from 15%
- A unit will shatter after their second rout if their casualties are higher than 50%, up from 20%
- Maximum times a unit can rout before it becomes shattered is now 3, down from 4
Bug Fixes
Diplomacy
- Fixed issue where Abdication had disappeared as a diplomatic option
- War Co-ordination now correctly unlocked for Liu Hong by Warlord Influence
- Fixed issue where it was impossible to make peace within alliance wars after leaving an empire, and other issues around alliances/coalitions and being unable to make peace (please note that, while this fix won’t apply to existing saves, it will stop the situation happening in the first place)
- This is likely to impact existing campaigns which involve active alliance wars
- Fixed issue where it was possible to invite other emperors into your empire
- Fixed issue where the deal value number was missing on the Propose Deal/Make Deal Work button
- Fixed missing follow-up negotiations for empires – declaring war on empire members will now result in them being able to ask for assistance
- Fixed missing voiceover line for Liu Hong’s annexation of subjects
Characters
- When other characters are given Liu Chong’s crossbow they now fire it correctly, and Liu Chong no longer fires bows like a crossbow when he is given one
- Fixed issue where certain character insults and responses weren’t being played
- Fixed issue where the conversation system was sometimes breaking with female characters
- Zhou Yun’s Blue Blade now correctly applies its armour reduction
- Fixed issue where the option for default mount would disappear from some characters after they’ve been given a new mount
- Fixed Dong Zhuo’s fly-by look in Mandate campaign
- Fix for Sima Yi and Zhuge Liang spawning twice in some campaigns
- Gan Ning now has correct equipment in Mandate campaign
- Fixed issue where Dong Zhuo was appearing as small Dong instead of large Dong in custom/multiplayer battles
- Added Resilience to the following characters:
- Lu Meng
- Da Qiao
- Jiang Wei
- Zhou Tai
- Lu Xun
- Xiao Qiao
- Wei Yan
- Zhang He
- Ma Dai
- Luo Jun
- Xun Yu
- Xu You
- Cheng Pu
- Diaochan
- Xun You
- Huangfu Song
- Cao Pi
- Lady Bian
- Cai Yan
- Pang De
Campaign
- Fixed issue when being attacked by looters that only the Offer Surrender option is available
- Updated the emperor token weighting to be much more consistent and less erratic
- Fixed issue where Sima Ai couldn’t recruit his unique Archers of Jing and other units unique to the Eight Princes campaign
- Fixed issues with population growth using the wrong scope in many places, meaning the UI showed growth but population was not actually growing as expected
- Fixed issue where Tao Qian’s assignment wasn’t correctly affecting the population
- Fixed issue where hotkey for Imperial Court was not working
- Fixed issue where settlements couldn’t be annexed correctly
- Fixed issue where Fervour was not being removed from UI after the end of the Mandate war
- Fix for two Mandate achievements not triggering correctly
- Fixed issue where Yuan Shao and other factions in the Mandate campaign could re-emerge multiple times
- Fixed issue where Ma Teng’s Foraging stance incorrectly states that armies can move in that stance
- Fixed issue where Qiang units were not properly being unlocked by buildings for Ma Teng
- Fixed issue where the Eunuch attribute was not always preventing them from having children
- Fix for Dong Zhuo death cutscene playing in Mandate even if he hadn’t seized the emperor
- Fixed issue where Liu Chong was using wrong progression levels in 190 CE campaign, and made sure him and Lu Zhi use the right faction names when ranking up as well
- Fixed issue where Zhang Yan’s unique building could only be constructed in his starting capital. The building is still faction unique, but can be constructed in other settlements now if the capital is lost
- No one else can get Sima Yong’s AI personality anymore, and Diaochan will no longer get Cao Cao’s
- Yuan Shu emperor event no longer triggers in Mandate if he is a vassal
- Lowered Yellow Turban faction potential in Mandate campaign when playing on easy difficulty
- Zhang Liang is less aggressive when you are Liu Bei on easy, normal, and hard difficulties in Mandate campaign
- Mandate factions no longer have access to Cao Cao’s units
- Fixed issue where when transitioning to an empire where the person in the Prime Minister slot would remain a Prime Minister but not show on court screen – they now become the Imperial Chancellor
- Reduced negative replenishment for Imperial Army
- Fixed the phantom slot in Nanhai capital in Mandate campaign that exists once the settlement is colonised
- Fix for Merchant Warehouse requiring two technologies to unlock as the Yellow Turbans in the Mandate campaign
- Adjusted scope of post-battle capture chance bonus for Patience skill to make sure it is applying
- Fixed an end turn crash after becoming Emperor
- Reduced replenishment penalty from the Deny Military Supplies spy action from -50% to -10% to better balance it as previous value meant armies hit by the action could essentially not replenish for 5 turns
- Fixed edge-case where garrisons could disappear whilst under-siege if the garrison was due to be upgraded to Imperial Garrison
- Typo in Retinue deployment text – corrected from “payed” to “paid”
- Fixed typo in Fiery vs. Enigmatic dilemma – “bit” corrected to “bid”
- Fixed typo in Peach Garden event
Battles
- Stop hitting yourself – fixed bug in duels where there was a random chance the defender would apply the attacker’s damage to the attacker instead of their own
- Qiang Raiders melee attack rate changed from 50 to 15
- Defenders of Earth now have access to caltrops
- Fixed Guo Jia’s Foresight ability so it is correctly labelled as a passive
Multiplayer
- Fixed issue in multiplayer campaigns where AI armies were not taking settlements when the player chose to delegate battles
- Fixed issue where multiple of the same character could be used in ranked battles
Modding
In the 1.4.0 update, we implemented a change that baked CEO data into save files with the aim of making modding around patch updates a bit easier. However, this change has had a knock-on effect, and is causing save file crashes. As a result, we have chosen to revert it, disabling CEO data baking by default with the option to enable it through the preferences script (this might have an impact on mods moving forward). If you’re having any issues with mod content, make sure to read mod descriptions and ask the mod author for their recommendations.