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A2025.3.9 Collector

Video bilibili

A2025.3.9 Collector

OK1 - The traits are displayed normally in the character selection interface.

OK2 - The character selection interface is enlarged to 1.2 times.

OK3 - The problem of several missing trait icons.

OK4 - The new collection mechanism.

OK5 - Fix the BUG that the castle buildings can be demolished without limitation.

OK6 - There is a problem when clicking to interact with a character without a superior lord (uncertain, to be tested).

OK7 - When the military power is counted in the interaction interface, an error occurs if the value is 0.

OK8 - Fix the red text problem caused by the wrong KEY value of an era reward.

OK9 - Adjust two skills related to the collection mechanism.

OK10 - For characters without a superior lord, they can be interacted with and the option "Join My Court" can be used, such as the temporary characters generated in the prison.
Collection Mechanism

Distribution
When starting a new game save, all the collections will be randomly distributed to the characters who own territories.
Collection Positioning
When you send spies out on missions, no matter what the mission is, there is a very low probability that you may get information about a certain collection during the process, and then the avatar of the relevant owner will be displayed in the collection interface.
Obtaining Collections
When the fief of the collection holder is seized, there is a very low probability of obtaining the collection.
When the last fief of the collection holder is seized, the collection will be taken by the occupier.
When the information of the collection holder is exposed, it can be obtained through interaction, but the cost is relatively high.
When spies carry out missions, there may be an event of stealing collections.
Collections can also be obtained through some other related mechanism events.
The Value of Collections
It affects the attack power of the camp.
It affects the defense of the camp.
It affects the morale of the camp.
It affects the piety of the character.
It affects the prestige of the character.
It affects the orthodoxy of the character.
It affects the influence of the character.
It affects the culture of the character.
It affects the administrative ability of the character.

A2025.3.7 Castle, battlefield, terrain, weather

A2025.3.7
bilibili video

OK1 - All traits have been fully implemented.

OK2 - All skills have been fully implemented.

OK3 - The era tasks of all existing functions have been implemented.

OK4 - When a plague breaks out, the number of hospital buildings in a fiefdom determines the probability of the fiefdom ending the plague in advance.

OK5 - The influence of changes in the terrain and weather of the battlefield on the war.

OK6 - Relevant interfaces have been added to the battlefield interface to display various modifications.

OK7 - Three types of buildings that can be constructed in the castle have been added for the purpose of defending against wars.

OK8 - Several issues of inaccessible fiefdom paths have been fixed.

A2025.3.5 About Doctor and Traits

A2025.3.5

OK1 - The salaries related to court official positions, and the salary structure will be based on a combination of a fixed salary and abilities.

OK2 - Diseases, including mild illnesses and severe illnesses.

OK3 - New skills related to doctors.

OK4 - Add a button to the character interface, which enables the character to diagnose and treat others.

OK5 - Expansion of functions related to personal physicians.

OK6 - Add some random events.

OK7 - When interacting with the bishop, fiefdoms cannot be granted.

OK8 - The issue of the interaction distance with the bishop.

OK9 - Ocean nodes cannot be looted.

OK10 - Approximately 70 of most traits are effective, and there are still about 20 traits of a small part missing.

A2025.3.4

A2025.3.4
OK1 - Fix the issue of the available conditions for invasion and looting.

OK2 - Fix the problem that the upper limit of the number of battlefields has not taken effect.

OK3 - Add 4 random events.

OK4 - Implement the basic functions related to the private doctor.

OK5 - After the Knight's Tournament and the Fighting Tournament, directly enter the next ten-day period, while daily training consumes action points.

OK6 - Adjust the probabilities of assassination and kidnapping.

OK7 - When the uric acid level is too high, the private chef can reduce the lord's uric acid value.
Making events takes too much time.
On average, it takes about an hour to make one event. Coupled with the fixing of other bugs, it's really rushed!

A2025.3.2

A2025.3.2
OK1 - Fix the problem of the red error message when the defeated commander is empty.

OK2 - Fix the cost of the looting war. Now it is 500.

OK3 - Fix the problem of the Holy Roman Emperor asking for help from himself.

OK4 - In the looting war, the money in the hands of the lords will be obtained according to the proportion of the number of the lords' fiefs. If the number of fiefs is less than 5, then divide by 5.

OK5 - When the looting is on cooldown, the button will still be displayed, and the cooldown period will also be shown at the same time, but it cannot be clicked.

OK6 - The battalion skills perks are implemented, and several new perks are added.

OK7 - Fix the error caused by the success of the event of threatening others to give up their claims.

OK8 - The promulgation of the AI policy.

OK9 - Adjust the influence of morale on the war. Now the battalion morale, movement, and the commander's military ability affect the initiative order of the battalions. At the same time, morale also affects the damage dealt.

OK10 - Fix the problem that the anti-infantry and anti-cavalry effects do not take effect.

OK11 - Fix the problem that the charge effect does not take effect. After the soldiers launch an attack, the first quarter of the soldiers will enjoy the charge bonus.

OK12 - Fix the problem that the reform of the empire's ban on civil war does not take effect.

OK13 - Fix the situation where the emperor of the empire appears on multiple battlefields due to events.

OK14 - Adjust the experience required for battalion upgrades. The higher the level, the more experience is needed.

OK15 - Add several relevant war traits.

OK16 - When engaging in combat, ranged units will always have the initiative first, and then the initiative order will be calculated. If both are ranged units, the initiative order will be calculated directly.

OK17 - The replenishment of the battalion's troops is associated with relevant traits.

OK18 - Fix some BUG issues related to the inheritance of the system mechanism.

OK19 - Add hover prompts for the reforms of the Holy Roman Empire.

OK20 - The looting war type will no longer require a claim. The looting cooldown time is changed to 2 years. Each time of looting has a 20% probability of increasing the notoriety by 1. The looting cooldown time for the Northmen is halved.