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Battle Formations and Tactical Responsibilities

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Bilibili Video[/p][p]My lords and generals, today we will have a battle demonstration.[/p][p]We'll use the standing battalions, plus two feudal battalions, to teach those little French brats a lesson.[/p][p]Of course, this is what we obtained through the mysterious code, and all the special skill battalions will be used for testing.[/p][p]We’ll just take some serfs and knights along to make a show of it.[/p][p]After all, the serf elders still have to farm for us and provide food.[/p][p]Next, let us begin the invasion of France from Normandy. We have already forged the claim beforehand.[/p][p]At the initial stage of the battlefield's creation, we have no battalions participating, but the defending side has garrison troops present.[/p][p]First, hire the two mercenary regiments that are closer. After all, the French knights charge extremely fiercely.[/p][p]The Flemish Legion and the Swiss Legion might be good choices.[/p][p]Then we will summon our vassals and join the battlefield ourselves.[/p][p]Since we have not yet arrived at the battlefield at this time, clicking on the tactics will not display any of our own battalions.[/p][p]However, the local garrison has already formed their battle lines, and they also have reinforcements.[/p][p]After some time, most of our lords arrived at the battlefield with their armies.[/p][p]Before the battle phase, we can freely adjust our directly-administered battalions.[/p][p]Battalions can be assigned different tactical responsibilities.[/p][p]Since it is still the early stage, the King of France has almost no standing battalions.[/p][p]Tactical responsibilities can be arranged based on the enemy's responsibilities, and this will be linked to intelligence in the future.[/p][p]Click on the report to view the detailed information of the battalions. Here, we will quickly assign responsibilities to the battalions.[/p][p]In the game, responsibilities are divided into default, frontline holding, raiding ranged units, ranged skirmishes, and cavalry charges.[/p][p]Different tactical responsibilities can influence the tendency of battalions to select targets.[/p][p]But this is not 100% absolute. Each battalion will first attempt to target relevant enemy battalions based on the judgment; if that fails, they will select targets randomly.
[/p][p][/p][h3]Current Version
B2025.8.3 Dev,You need to manually switch to the DEV test version.
[/h3]
  • [p]OK1 - Battalion tactical arrangements and display of related enemy tactics[/p]
  • [p]OK2 - Fixed the issue where the health of custom lords would be based on the replaced lord[/p]
  • [p]OK3 - Removed features related to naval battles[/p]
  • [p]OK4 - Fixed the frequent rebellions in the Eastern Roman Empire[/p]
  • [p]OK5 - Fixed the issue where underage player characters or those with the eunuch trait could impregnate female prisoners in prison[/p]
  • [p]OK6 - Fixed a data issue with serfs, where initializing data was incorrectly used, causing problems with food production[/p]
  • [p]OK7 - Fixed the issue where viewing other lords' battalions did not adapt to the latest UI[/p]
  • [p]OK8 - Fixed the issue where a blessing event might trigger again after the blessing was completed[/p]
  • [p]OK9 - Fixed the disordered display of study traits[/p]
  • [p]OK10 - Characters imprisoned cannot participate in competitions[/p]
  • [p]OK11 - The higher the battalion level, the more difficult it is to reinforce: each level reduces the reinforcement rate by 10%. At level 10, only 10% of the reinforcement rate remains[/p]
  • [p]OK12 - Fixed the issue where the Holy Roman Empire could simultaneously select "join the empire" and other contracts, leading to subsequent problems[/p]
  • [p]OK13 - Fixed the issue where the "+5 standing army cap" and "+5 citizen growth" bonuses after 1200 AD were not taking effect[/p]
  • [p]OK14 - Added the option to claim the title of King of the Holy Roman Empire[/p]
  • [p]OK15 - Fixed the incorrect display of the "Request Collectibles" button[/p]
[p][/p]

B2025.8.2

[h3]Current Version
B2025.8.2
[/h3]
  • OK1-修复因增加宗教辅助兵种导致的弩手宗教需求错误的问题
  • OK2-修复酒馆剑斗遭遇刺客失败后没有触发相关结果
  • OK3-添加一个外交技能,可以增加庄园的投降概率,并在伯爵时即可触发投降判定
  • OK4-家族亲卫依旧可以扩编
  • OK5-常备营队补充人员会掉经验,每名士兵经验-1,不会降级
  • OK6-营队特殊技能没生效时,半透明显示
  • OK7-教团骑士教廷补充按钮,需要消耗虔诚
  • OK8-补充一些悬停提示的细节描述
  • OK9-调整动态规则中,AI作弊和战争倾向的功能,AI作弊达到4或者5级时,才可以直接获取宣称,战争倾向和作弊不再直接增加骑士,而是根据级别提高骑士增加的概率
  • OK10-营队数据全部显示


  • OK1 - Fixed the issue where crossbowmen had incorrect religious requirements due to the addition of religious auxiliary units.
  • OK2 - Fixed the problem where no relevant results were triggered after failing to encounter an assassin in tavern sword fights.
  • OK3 - Added a diplomatic skill that increases the surrender probability of manors and allows surrender judgment to be triggered when holding the count title.
  • OK4 - Family bodyguards can still be expanded.
  • OK5 - When replenishing personnel in standing battalions, experience will decrease: each soldier loses 1 point of experience, but no demotion will occur.
  • OK6 - Special skills of battalions will be displayed semi - transparently when they are not effective.
  • OK7 - The button for replenishing Templar Knights via the Holy See requires the consumption of piety.
  • OK8 - Added detailed descriptions for some hover tooltips.
  • OK9 - Adjusted the AI cheating and war inclination functions in dynamic rules: AI can directly obtain claims only when AI cheating reaches level 4 or 5; war inclination and cheating will no longer directly increase the number of knights. Instead, they will improve the probability of knight recruitment based on their levels.
  • OK10 - All battalion data will be displayed.

Special Skills Battalion & B2025.8.1

[p][/p][previewyoutube][/previewyoutube][p]Bilbili Video[/p][p][/p][p]Hello, my lords! Today’s topic is related to the special skills of the military units.[/p][p]I have added some regionalized battalions, which can only be recruited if you own a specific fief.[/p][p]Their recruitment quantity is extremely limited, and they cannot upgrade their equipment. Additionally, they possess a unique special skill.[/p][p]When the battalion level is upgraded to Level 5, this skill will be automatically unlocked.[/p][p]Next, let's take a look at the special skills of each battalion.[/p][p]More regionalized units and special skills will be added in the future.[/p][p]For those who need to look carefully, you can pause the video to check by yourself.[/p][h3]New battalion skills will only exist in the relevant battalions that are newly recruited.[/h3][p][/p][h3]Current Version[/h3][h3]2025.8.1[/h3]
  • [p]OK1 - When the battlefield lasts more than 72 rounds (equivalent to two years) and the attacking side is outnumbered, the attack is directly judged as a failure to prevent excessively prolonged wars.[/p]
  • [p]OK2 - The issue where each battalion’s number of kills per round is one more than the actual number of enemies.[/p]
  • [p]OK3 - Standing battalions display the number of enemies killed in the previous war.[/p]
  • [p]OK4 - After an AI is declared war on, the probability of it swapping territories with others to create a battlefield is reduced.[/p]
  • [p]OK5 - The calculation method of the king’s authority has been adjusted; titles, royalists, friends, knights, standing battalions, fiefs, and contract clauses will all affect authority.[/p]
  • [p]OK6 - The health prayer fails to take effect.[/p]
  • [p]OK7 - Fixed the red text error that may occur during imperial missionary activities in the Imperial Council.[/p]
  • [p]OK8 - Mercenaries cannot recruit other mercenaries; optimized and adjusted the mercenary AI.[/p]
  • [p]OK11 - When viewing an AI’s standing battalions, those in a combat state will also be displayed.[/p]
  • [p]OK12 - Fixed the issue where the emperor could be voted for themselves during the imperial council’s heir election.[/p]
  • [p]OK13 - If the home territory of a feudal battalion is occupied by others while it is on an expedition, the battalion will immediately retreat from the battlefield.[/p]
  • [p]OK14 - Special skills of battalions.[/p]
  • [p]OK15 - Increased the cost of exchanging piety for claims; it now requires 35 points.[/p]
  • [p]OK16 - The upper limit of some data is set to 100.[/p]
  • [p]OK17 - The upper limit of Templar knights is changed to 2 teams; their numbers are reduced, special skills are added, and they cannot be expanded.[/p]
  • [p]OK18 - The number of knight guards is reduced, special skills are added, and they cannot be expanded.[/p]
  • [p]OK19 - Added shield defense data to the display of soldier recruitment templates.[/p]
  • [p]OK20 - Fixed the issue where the Imperial Levy Reform of the Holy Roman Empire was not taking effect.[/p]
  • [p]OK21 - Fixed the problem where monasteries repeatedly become chosen ones.[/p]
[p][/p]

B2025.7.31 v2

[h3]Current Version
B2025.7.31 v2
[/h3]
  • OK1-增加部分地形对营队的冲锋惩罚,并修复小于0时导致的负面反应
  • OK2-一些绿色数值的文字色调调整,更亮辨识度更高
  • OK3-修复军事属性可以超出上限的问题
  • OK4-修道院增加正常的祈祷功能,增加1-3虔诚
  • OK5-修道院将赐福描述详细
  • OK6-铁矿可以增加铁匠的描述
  • OK7-汉文化铁矿专营+5铁匠变为+4
  • OK8-增加一个公共的文化修正,拥有铁矿+2铁匠
  • OK9-修复骑士竞技大赛因结婚,生日造成的玩家重复参加比赛的问题
  • OK10-修复可能角色死亡后,内阁ID重复导致的查询错误
  • OK11-当AI作为进攻方15回合后还没有进攻,会进行兵力判定,如果少于防御方1.2倍,可能会选择招募佣兵,前提是他有钱,并且有相应的兵团,如果他无法招募佣兵,概率性会选择撤退,在这种情况下,防御方可能主动触发战斗,如果防御方是玩家,可以点击反攻按钮进入战斗状态
  • OK12-修复战争重复领主的问题,找到了确切原因


[h3]B2025.7.31 v2[/h3]
  • OK1 - Add charge penalties for battalions on certain terrains, and fix the negative reactions caused when the value is less than 0.
  • OK2 - Adjust the tone of some green numerical texts to make them brighter and more recognizable.
  • OK3 - Fix the issue where military attributes can exceed the upper limit.
  • OK4 - Add the normal prayer function to the monastery, which increases piety by 1-3.
  • OK5 - Detail the blessing description in the monastery.
  • OK6 - Add descriptions about how iron ore can boost blacksmiths.
  • OK7 - Change the bonus of "Iron Ore Monopoly" in Han culture from +5 to +4 for blacksmiths.
  • OK8 - Add a common cultural modifier: owning iron ore gives +2 to blacksmiths.
  • OK9 - Fix the problem where players repeatedly participate in knightly tournaments due to marriages or birthdays.
  • OK10 - Fix the query error caused by duplicate cabinet IDs after a character's possible death.
  • OK11 - When the AI, as the attacking side, has not launched an attack after 15 rounds, a troop strength assessment will be conducted. If its strength is less than 1.2 times that of the defending side, it may choose to recruit mercenaries, provided that it has money and corresponding legions. If it cannot recruit mercenaries, it may choose to retreat probabilistically. In this case, the defending side may take the initiative to trigger a battle. If the defending side is the player, they can click the counterattack button to enter the battle state.
  • OK12 - Fix the issue of duplicate lords in wars, with the exact cause identified.

B2025.7.31

[h3]Current Version
B2025.7.31
[/h3]
  • OK1-修复太监怀孕
  • OK2-神圣罗马帝国皇帝派遣临时雇佣兵未移除的问题,做旧存档兼容,否则旧存档无法移除这些营队
  • OK3-修复叔叔的称谓KEY错误,导致的红字
  • OK4-修复读档后地形图标显示错误的问题
  • OK5-东罗马帝国不能与已有军职或者中央官职的角色使用授予封地按钮
  • OK6-东罗马帝国不能使用晋升头衔按钮
  • OK7-东罗马帝国只有廷臣可以被任命为税务官
  • OK8-东罗马帝国只可以玩皇帝
  • OK9-交互里签订外交契约或者封臣契约需要关系满足后才可使用
  • OK10-送礼办事的500金币改为1000金币
  • OK11-旧存档兼容新的时代任务进度
  • OK12-修复不能伪造相邻封地宣称导致不能入侵的问题

[h3]B2025.7.31[/h3]
  • OK1 - Fix the issue where eunuchs can get pregnant.
  • OK2 - Fix the problem where the temporary mercenaries dispatched by the Holy Roman Emperor are not removed; ensure compatibility with old save files, otherwise these battalions cannot be removed from old saves.
  • OK3 - Fix the red text error caused by the wrong key for the title "uncle".
  • OK4 - Fix the issue where terrain icons are displayed incorrectly after loading a save.
  • OK5 - The Eastern Roman Empire cannot use the "Grant Fief" button for characters who already hold military positions or central official positions.
  • OK6 - The Eastern Roman Empire cannot use the "Promote Title" button.
  • OK7 - Only courtiers of the Eastern Roman Empire can be appointed as tax collectors.
  • OK8 - Only the emperor can be played in the Eastern Roman Empire.
  • OK9 - In interactions, signing diplomatic contracts or vassal contracts can only be used when the relationship meets the required conditions.
  • OK10 - Change the 500 gold coins for gift-giving to get things done to 1000 gold coins.
  • OK11 - Ensure old save files are compatible with the progress of new era tasks.
  • OK12 - Fix the issue where adjacent fief claims cannot be forged, leading to the inability to invade.