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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.

A2025.3.1 The Holy Roman Empire and the Objectives of War

Hello, all the lord! In this issue of the log, we mainly focus on the mechanisms of the Holy Roman Empire.

bilibili

[h2]The Holy Roman Empire[/h2]
First of all, some problems in the imperial mechanism have been fixed,
and the Imperial Prestige has been implemented.

The mechanism for changing the Imperial Prestige has been added.

The Emperor can reform the empire through the Imperial Prestige and issue some imperial decrees. These amendments only take effect for the member lords within the empire.
Imperial Prestige
The Imperial Prestige increases by 1 every quarter.
During the period of the Great Interregnum, the Imperial Prestige decreases by 1 every quarter.
For every 20 points of Imperial Prestige, the Emperor's personal prestige and influence increase by 1 every quarter.
============================
Other ways to obtain Imperial Prestige
Increase:
Each fief acquired by an imperial member adds 2 points.
When a lord who is not an imperial member becomes a vassal of the Emperor, it adds 2 points.
Each additional imperial member adds 4 points.
Successfully helping a member resist foreign invasion adds 3 points.
============================
Decrease:
Removing an imperial member deducts 5 points.
For each imperial member that disappears, 5 points are deducted.
As the Emperor, invading an imperial member deducts 2 points.
Refusing to help a member resist an invasion deducts 2 points.
For each lost territory of the empire, 2 points are deducted.
An imperial reform deducts 40 points.
Issuing an imperial decree deducts 20 points.
If you are the Emperor of the empire, then when an imperial member is invaded by a non-member state, the members will send a letter of rescue to the Emperor. As for whether to rescue or not, it depends on the Emperor's decision.

If you are an imperial member and are invaded by a non-member state, you can also request the Emperor to send troops to support you. As for what conditions to exchange for it, it depends on you.

In addition, after the imperial covenant is reformed, the Emperor can invite imperial members to join in external wars. Conversely, if the Emperor invades an imperial member, it will cost Imperial Prestige, and other members cannot be invited to join the war.
The empire now holds an imperial conference every five years to discuss future development plans.

During the conference, AI lords or players can make some accusations.

Then the conference will vote to count the accusations.
During this period, you can interact with each member to gain their support at the conference. As for what conditions to exchange for it, it's up to you to decide.
In the final stage of the conference, an election for the empire's heir will be held. Through a voting method, it will be decided who will be the new Emperor in the next five years if the Emperor dies, until the next imperial conference is held.
If there is no heir during this period and the Emperor dies, then there will be a Great Interregnum!

[h2]Culture[/h2]
The accumulation of culture points will affect all lords of the same culture.

And it may also trigger some events.

[h2]War Objectives[/h2]

Now wars are divided into four war modes: plundering, invasion and conquest, diplomatic covenant, and vassalage.

Plundering: As the war mode with the shortest cycle, it can quickly seize the population and gold coins, and the loss of soldiers will also be relatively small.
Forcing the signing of a diplomatic covenant: Forcing an independent lord to sign a diplomatic covenant with me, which requires providing me with military service and taxes.
Forcing to become a vassal: Forcing an independent lord to become my vassal.
Invasion: Acquiring the opponent's territory, and it is also the war mode with the highest mortality rate.
During the war, it is also possible to end the war early through interaction. When the opponent's military power is weakened, conducting interaction and negotiation may also be a better choice to end the war early.
Finally, if any of the lord masters reading this log are interested, please add it to your wishlist. This is the greatest support for me!
You don't need to buy it now. If you have already purchased it, please wait for the update in May.
Thank you for your support!

A2025.3.1
OK1 - The issue of the Imperial Diet of the Holy Roman Empire not being held when the player is acting as a member or the Emperor.

OK2 - The problem that the amendments to the development plan of the Imperial Diet do not take effect.

OK3 - When interacting, if the number of a lord's knights is equal to 0, it may cause an error reporting problem.

OK4 - When a war breaks out with a lord, then demanding submission or signing a diplomatic covenant through interaction will be regarded as a victory in the war.

OK5 - When interacting, the overall consideration of military strength will include feudal knights and all standing battalions. Feudal serfs will not be taken into account.

OK6 - Add defensive wars for members within the territory of the Holy Roman Empire. When a member lord is invaded, he can ask the Emperor for help, as well as the related events.

OK7 - Add a pop-up box prompt on the war interface.

OK8 - Changes and additions to the relevant mechanisms for the increase and decrease of Imperial Prestige.

OK9 - A fief where a war is currently breaking out cannot be transferred through interaction.

OK10 - When the Emperor of the Empire invades the fief of an imperial member, give a punishment prompt for a certain period.

OK11 - The influence is between 0 and 100.

OK12 - The influence of the amount of Imperial Prestige on the influence and the Emperor's prestige.

OK13 - For every 1,000 accumulated culture points, the influence of lords of the same culture increases by 1 per quarter.

OK14 - Fix the problem that experience may not be obtained during competitions.

OK15 - The problem that the mother-in-law exceeds the diplomatic distance after marrying a local village girl.

OK16 - Lords of the same culture may propose to unlock the culture.

OK17 - Increase the probability of a daughter being born. Now the weight of having a daughter is 30%.