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Monarch : Medieval Remastered News

4X Game Festival

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4X Game Festival
[p][/p][p]Hello dear lords! Thank you so much for your support of the game over this long period.
[/p][p]My indie game will be participating in the 4X Game Festival hosted by Steam from August 11th to August 18th.[/p][p][/p][p]There will be relevant game discounts during this period. If you’ve been keeping an eye on my game recently, I suggest you wait a few more days.[/p][p][/p][p]This also gives me the final few days to conduct last-minute stability tests.[/p][p][/p][p]The game entered closed beta in February this year, and in July, we released a public update that replaced the old version—they can now be said to be completely different games.[/p][p][/p][p]The old classic version has been moved to Steam’s DEV branch. If you want to play the classic version, you can switch to it yourself.[/p][p][/p][p]However, the classic version does not have an English translation, while the remastered version has already added English support.
[/p][p]I’m extremely grateful to all the players who have been helping with testing during this time.[/p][p][/p][p]This is my first time participating in a Steam game festival, and I’m filled with excitement.
[/p][p]I hope you’ll enjoy my game! Please share your feedback, suggestions, or any dissatisfaction with the game in the Steam community—I will respond to each one and make corresponding adjustments to the game.
[/p][p]Thank you for your support!![/p][p][/p][p]Since English is not my native language, all in-game translations have been done via AI. I hope this won't cause any inconvenience to players in English-speaking regions.[/p][p][/p][p][/p][h2]Here are some recent feature logs, and I hope there’s something that interests you[/h2][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p]

B2025.8.7

[h3]Current Version
B2025.8.7
[/h3]
  • OK1-拥有猎物资源,可以组建一支由农奴补充的弓箭手营队,猎人不需要各个封地达到农奴人口数量即可补充,猎人根据人数,每季度提供额外的食物
  • OK2-修复东罗马皇帝交互让领主臣服自己时,导致的头衔错误问题
  • OK3-修复东罗马中央旅团出现5支营队的问题
  • OK4-修复东罗马中央旅团军职更换任命时候的问题
  • OK5-修复东罗马创建军区时候的报错问题
  • OK1 - With access to prey resources, you can form an archer battalion supplemented by serfs. Hunters can be supplemented without requiring each fief to meet the serf population requirement. Based on their numbers, hunters provide additional food every quarter.
  • OK2 - Fixed the title error issue that occurs when the Eastern Roman Emperor interacts to make lords submit to himself.
  • OK3 - Fixed the issue where the Eastern Roman central brigade has 5 battalions.
  • OK4 - Fixed the problem when changing and appointing military positions in the Eastern Roman central brigade.
  • OK5 - Fixed the error issue when creating military districts in the Eastern Roman Empire.

B2025.8.6

[p][/p][p][/p][p]bilibili[/p][previewyoutube][/previewyoutube][p][/p][p][/p][h3]Current Version[/h3][h3]Dev test To Default and New[/h3][h3]B2025.8.6 [/h3]
  • [p]OK1- Add some new skills adapted to the battlefield[/p]
  • [p]OK2- Fix the occasional display disorder of the battlefield on the main interface[/p]
  • [p]OK3- Fix the issue where all effects of the Terrain Expert skill are 叠加生效 (cumulatively taking effect)[/p]
  • [p]OK4- Adjust some copywriting descriptions[/p]
  • [p]OK5- Fix the error caused by clicking the vassal interface again without refreshing after allowing a vassal to become independent[/p]
  • [p]OK6- Fix the problem where lords below the king rank in the tavern can sign vassal contracts[/p]
  • [p]OK7- Adjust the damage algorithm for ranged units[/p]
  • [p]OK8- Combat commands[/p]
  • [p]OK9- Highlight keywords in some tutorial descriptions[/p]
  • [p]OK10- Add an additional 50 workers as a reward after completing the private estate tutorial[/p]
  • [p]OK11- Correct keyword errors in the Chinese and English descriptions of the tutorial[/p]
  • [p]OK12- For mercenary units: Morale -40% (minimum 1), Attack Efficiency -10%[/p]
  • [p]OK13- Add a tutorial switch for the first-time opening of the settings interface, which is enabled by default[/p]
  • [p]OK14- Optimize the tactics interface: the tactical responsibility setting interface for players will be displayed at the top during attacks and at the bottom during defense[/p]
  • [p]OK15- Fix some war events not triggering due to relationship logic errors[/p]
  • [p]OK16- Add kill descriptions for defensive buildings[/p]
  • [p]OK17- Military attribute: +1 morale for every 5 points (changed from every 3 points)[/p]
  • [p]OK18- When a unit is attacked, morale decreases by 1 for every 20% loss of current personnel[/p]
  • [p]OK19- Replace the loop sound effect of the battle background[/p]
  • [p]OK20- Defensive fortifications[/p]
  • [p]OK21- Adjust all modified data related to morale[/p]
  • [p]OK22- Unit morale +1 for every 2 levels of the unit[/p]
  • [p]OK23- Fix the issue where defensive arrow towers were not taking effect[/p]
  • [p]OK24- Unit tactical arrangements and display of related enemy tactics[/p]
  • [p]OK25- Fix the problem where the health of a custom lord is based on the replaced lord[/p]
  • [p]OK26- Remove functions related to naval warfare[/p]
  • [p]OK27- Fix the frequent rebellions in the Eastern Roman Empire[/p]
  • [p]OK28- Fix the issue where underage player characters or those with the eunuch trait could make female prisoners pregnant in prison[/p]
  • [p]OK29- Fix a data issue with serfs, where initializing data was incorrectly used, leading to problems with food production[/p]
  • [p]OK30- Fix the UI incompatibility issue when viewing other lords' units with the latest UI[/p]
  • [p]OK31- Fix the possibility of triggering the blessing event again after a blessing is completed[/p]
  • [p]OK32- Fix the disordered display of traits in the study[/p]
  • [p]OK33- Characters imprisoned in jail cannot participate in competitions[/p]
  • [p]OK34- The higher the unit level, the more difficult it is to reinforce: -10% personnel reinforcement rate per level. At level 10, only 10% of the reinforcement rate remains[/p]
  • [p]OK35- Fix the subsequent issues caused by the Holy Roman Empire allowing simultaneous selection of "joining the empire" and other contracts[/p]
  • [p]OK36- Fix the non-effective issues of "+5 standing army capacity limit after 1200 AD" and "+5 growth for citizens"[/p]
  • [p]OK37- Allow the king title of the Holy Roman Empire to be added as well[/p]
  • [p]OK38- Fix the incorrect display of the "Request Collectibles" button[/p]

B2025.8.5 Dev

[h3]Current Version[/h3][h3]B2025.8.5 Dev 手动切换至DEV测试版本[/h3]
  • [p]OK1-教程一些描述增加关键词高亮[/p]
  • [p]OK2-私人地产教程完成后,奖励额外增加50工人[/p]
  • [p]OK3-修正教程中英文描述的关键词错误问题[/p]
  • [p]OK4-雇佣兵性质的营队士气-40%,最低1,攻击效率-10[/p]
  • [p]OK5-设置中增加首次打开界面的教程开关 默认开启[/p]
  • [p]OK6-战术界面优化,玩家进攻和防御时,战术责任设置界面分别显示在上方和下方[/p]
  • [p]OK7-修复一些战争事件因为关系逻辑错误导致不触发[/p]
  • [p]OK8-增加防御建筑的击杀描述[/p]
  • [p]OK9-军事属性从每3点改为每5点+1士气[/p]
  • [p]OK10-营队受到攻击时,当前人数的每20%损失,士气-1[/p]
  • [p]OK11-更换战斗的背景循环音效[/p]
  • [p]OK12-防御工事[/p]
  • [p]OK12-增加士气的修正数据全部调整[/p]
  • [p]OK13-营队级别每两级+1士气[/p]
  • [p]OK14-修复防御箭塔没生效的问题[/p]
[h3]Current Version[/h3][h3]B2025.8.5 Dev Manually switch to the DEV test version[/h3]
  • [p]OK1 - Added keyword highlighting to some descriptions in the tutorial[/p]
  • [p]OK2 - After completing the private estate tutorial, an additional 50 workers are added to the rewards[/p]
  • [p]OK3 - Fixed keyword errors in the Chinese-English descriptions of the tutorial[/p]
  • [p]OK4 - Mercenary-type squads have their morale reduced by 40% (minimum 1) and attack efficiency reduced by 10[/p]
  • [p]OK5 - Added a tutorial switch for the first-time interface opening in settings, enabled by default[/p]
  • [p]OK6 - Optimized the tactics interface: the tactical responsibility setting interface is displayed at the top and bottom respectively when the player is attacking and defending[/p]
  • [p]OK7 - Fixed some war events not triggering due to relationship logic errors[/p]
  • [p]OK8 - Added kill descriptions for defensive buildings[/p]
  • [p]OK9 - Military attributes now grant +1 morale for every 5 points instead of every 3 points[/p]
  • [p]OK10 - When a squad is attacked, for every 20% loss of its current number of soldiers, morale is reduced by 1[/p]
  • [p]OK11 - Replaced the loop sound effect for the battle background[/p]
  • [p]OK12 - Defensive fortifications[/p]
  • [p]OK12 - All modified data related to morale bonuses have been adjusted[/p]
  • [p]OK13 - Squads gain +1 morale for every 2 levels[/p]
  • [p]OK14 - Fixed the issue where defensive arrow towers were not taking effect[/p]

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]