1. Monarch : Medieval Remastered
  2. News

Monarch : Medieval Remastered News

Landless Role - Mercenary Legion

Landless Role - Mercenary Legion -Video
If you have money to spare, mercenaries will come to your place.
My liege lords, today let's talk about the mercenaries in the game.
It is planned to add a mercenary legion for each culture.
And the UI of the camp interface has been adjusted to be compatible with landless characters.

As the leader of the mercenaries, you can decide whether to set the camp to provide military services independently.

When the camp is available for hire, it will be selected by other lords in need.

This interface will show who has hired the camp and which legion the camp belongs to.
You can get a rough idea of the data of each camp. Clicking on the details will take you to the detailed interface of the camp.

When your camp is hired or returns, there will be relevant prompts to inform you.

Not only can a single camp be hired, but your entire legion may also be temporarily hired.

When a war breaks out, AI characters will also decide whether to temporarily hire troops to participate in the war according to their own economy and military strength.
Whether to ask for money or something else, the player can decide for themselves.
At the same time, as the leader of the mercenaries, you can also check where the current battles are taking place to seize opportunities.

Clicking on it will jump to the corresponding location on the map.

Here you can take the initiative to offer to participate in the battle, and the specific cost will be shown and informed.
If the lord doesn't have enough money, then you might be able to ask for something else.

Or, join the opposite side of him. After all, the one with money is the boss.
After joining the battle, the result will also be informed to you.

When the military strength of the two sides differs greatly, the hiring cost will also vary.
The side with a significant military advantage will hire you with less money, but the disadvantaged side will offer twice the price.
The one-time hiring fee will be settled after you reach the battlefield. If you don't make it in time, you won't be paid.
Moreover, the maintenance fee during the battle will be paid by the employer.

The leader of the mercenaries without a fiefdom, in addition to renting out camps and making money from wars, can also build private properties.
Some special mercenary-related buildings have been added to the private properties.

These buildings can increase the replenishment rate of the mercenaries.
Disbanding a camp will first replenish the reserve force, and then the remaining population will flow into the fief where you are currently located.
If you are lucky enough to inherit the fief of a certain lord, then how will you make your decision?

The game mechanism will be changed here, and it's up to you to decide how to proceed.
The above are the current relevant mechanisms for the landless mercenary characters, and it is not completely finished yet.
There are also some related contract commission mechanisms, which will be introduced in the next log.
If you are interested, add it to your wishlist. That will be the greatest support for me!

BattalionData and Battle Process

相关日志的视频

Oh~~~~ My lord! We meet again!
Today, let's popularize the types of armies in the game, as well as the battle process and relevant data.
First, let's introduce the types of armies and each type of army.
The feudal army is the two armies bound to each fief. Whoever owns the fief owns the army.
The feudal army does not require maintenance fees during peacetime. After a war breaks out, it also has a maintenance-free period.
The maintenance-free period can be adjusted through military decrees.
The feudal knight troops, as the most important part of the fief army, determine the number of conscripts.
The conscript army determines the number of soldiers according to the number of knights and military decrees.
The current service ratio is 1 to 5, that is, one knight requires five conscripts to serve.
Increasing the service ratio will increase the number of soldiers in the conscript army.
As for the standing army, soldiers are directly replenished through the directly-governed fiefs owned by the lord.
If the directly-governed fief has the population of that type, you can replenish the army.
The general army represents an army that can be fully customized. You can change their equipment.
The type of troops is fixed, but you can decide whether the army is lightly or heavily armed.
The cultural army and the special army are armies with fixed equipment, such as Genoese crossbowmen and longbowmen.
Mercenaries are another mechanism. They can only be replenished by the relevant mercenary leaders.
This involves another game mechanism, the role of landless characters.
After the battlefield is created, we need to assemble the troops of each lord. The time cycle varies depending on the nature of different battles.
After that is the battlefield preparation stage. During this stage, you can directly launch an attack or continue to wait and arrange tactics.
The battle of the army will conduct an attack judgment on each soldier.
Here, two cases of the offense and defense of two armies are illustrated, and I hope it can provide answers for you. As shown in the following picture.
Finally, what is currently under development is the gameplay mechanism of landless characters.
The first to appear should be the mercenary leader.
If you are still interested after reading this... My wishlist is calling for your hand to click on it!
Thank you for your support!




A2025.3.26

A2025.3.26

OK1 - The issue of the repeated appearance of private property rights during interaction.

OK2 - When the "Competition Tournament" is clicked, it leads to the "Combat Tournament".

OK3 - The problem of the red text regarding the support from vassals on the inheritance interface.

OK4 - The problem of the red text caused by the assassination of the opposing lord by a spy on the battlefield.

OK5 - After the unification reform of the Holy Roman Empire, the issue that the title did not change to Emperor.

OK6 - The personal money limit for characters without land is 20,000.

OK7 - Reduce the damage of all ranged troops and decrease the number of ranged troops.

OK8 - Change the effect that the armor-piercing damage ignores half of the opponent's armor efficiency to ignoring one-third of the armor efficiency.

OK9 - When facing armor-piercing damage, the armor efficiency of the cotton armor skill is increased to 85%.

OK10 - Fix the problem that the AI battalion does not upgrade its skills.

A2025.3.25

A2025.3.25
OK1 - The problem of memory overflow after the imperial reform of the unified Holy Roman Empire.
OK2 - The problem of the red text regarding the appointment of the fencing instructor.
OK3 - In the court, the appointment of different officials requires a certain noble title.


A2025.3.24
OK1 - The problem that the cooldown time of the Holy Roman Empire contract remains unchanged.
OK2 - The problem of the red text error report caused by the inability to find the lord in the battlefield battalion.
OK3 - The problem of an error report when clicking on the distance sorting during the selection of the battlefield beneficiary.
OK4 - The removal of court positions.
OK5 - The problem that the 2000 gold coin fee when agreeing to give the property right to others has not taken effect.
OK6 - The problem that the close combat damage has not been halved after the ranged troops fire.
OK7 - The problem that the money has not been received for the property tax when the fiefdom is changed.

A2025.3.22 Estate

Bilibili

[h3]Private Estate[/h3]
A portion of each major fiefdom (represented by a castle icon on the map) will be designated as private property.
These private properties can be sold to any character, as long as the other party signs an agreement on the right to use the private property with the holder of the fiefdom.
Each piece of private property will consume the development points of the fiefdom and also have an impact on the fiefdom. Most importantly, of course, it will bring profits to the owner of the private property.
The basic number of private properties will be determined by the character's administrative ability. Together with other modifiers, such as culture, skills, era modifiers, etc., it will ultimately determine the maximum number of private property buildings that can be constructed.
In each fiefdom, there will be a limit on the quantity of each type of private property building. It is impossible to construct an unlimited number of the same type of private property.
Private properties are also divided into those that can only be constructed in one's own fiefdom, those that can be constructed in others' fiefdoms, and those that can be constructed in both.
In someone else's fiefdom, the player can transfer the market they have built to the owner of the fiefdom at a price that is one-third of the construction cost. At this time, other characters may offer to buy your private property.
When a fiefdom is captured by someone else, your private property may be confiscated. Or the new owner of the fiefdom may negotiate terms with you, such as asking you to pay taxes and so on.

A2025.3.22 Estate

OK1 - When the attempt to establish a kingdom fails, the piety should still be deducted, and relevant failure prompts should be added.

OK2 - Just like the AI, when the player tries to establish a kingdom, a roll value determination should be made based on the relationship with the religious leader to decide whether to approve it.

OK3 - Fix the issue of the red error message that appears when the cabinet is promulgating a policy and the character happens to die at the same time.

OK4 - Add death prompts when cabinet and court officials die, and reset the policy progress to zero.

OK5 - Add the option to request the other lord to give up my claim.

OK6 - Fix the issue that it is ineffective when the player gives up their own claim.

OK7 - Cancel the setting of the de jure claim to avoid checking it every turn. Now, as a king, one can directly launch a de jure war on de jure territories.

OK8 - Add beneficiaries for invasions and de jure wars, and the beneficiaries can be changed.

OK9 - Once an offspring becomes a bishop, they can no longer inherit property and titles.

OK10 - Fix the issue that the vassal's support for a certain offspring is still shown even after the vassal's death.

OK11 - In the battlefield, for each lord invited to participate in the war, there is a 10% probability of losing 1 point of prestige.

OK12 - Fix some unreasonable triggering conditions of events.

OK13 - Address the issue that the AI's behavior of reducing the deed tax affects the player's vassals.

OK14 - After an estate is captured, an event of paying taxes for the estate will be triggered, which applies to both the player and AI characters.

OK15 - Fix the issue that the impact of the fiefdom's health on the outbreak of the plague is not taking effect.

OK16 - Newly conquered territories will have a loyalty penalty for half a year, which decreases monthly.

OK17 - The birthday gift event.

OK18 - The private property mechanism.