The third major update plan: comprehensive improvement and enrichment
The first two major updates completed the development of the world map and the race system.
The third major update aims to improve and enrich the content. The planned content is relatively fragmented.
Individualized lord character image
Adding dragons and dragon riders
Dividing troops and equipment into physical and magical categories
Enriching the industry chain (enchanting weapons and equipment, potion brewing, subsequent synthesis of milk and sugar)
Floor system
Lighting system
UI reset and beginner's guide
Main storyline and events, as well as diplomatic gameplay
Achievement system
Further performance optimization
【2023-1】Release alpha test version. Received a lot of feedback and continuous updates and improvements.
【2023-8】First major update: Added world map and related gameplay, as well as significant performance optimization.
【2023-10】Second major update: Added races and related gameplay.
[color]==》【Current Plan】【2023-12】Third major update: Comprehensive improvement and enrichment of existing gameplay, enhancing the gaming experience[/color]
【2024-?】Fourth major update: Multiplayer gameplay and localization translation in multiple languages.
【2024-??】Official release.
Feedback on bugs and suggestions is welcome. This type of game has many details and complex mechanisms, and its development cannot be separated from player feedback and suggestions.
Thanks to everyone who has participated in testing and provided feedback during these six months.
We welcome feedback in any way, including negative reviews. Any feedback you provide will help improve the development of this game.
[color]QQ Group: 926471120[/color]
[color]Email: [email protected][/color]
Steam Community message: Community webpage entrance
1.1 Have breeding bonuses like nobles.
1.2 Can have multiple spouses.
1.3 If captured by enemies, they need to be ransomed.
1.4 If the lord dies, there will be inheritance or dynastic changes.
1.5 Customizable names for lords.
1.6 They have their own personalities and needs (personalities determine needs and passive attributes), providing richer diplomatic interactions.
1.7 Other lords also have their own portraits and can interact individually, including marriage, funerals, and weddings. Inheritance will be iterated.
1.8 After conquering other lords, the original lord can be executed, and the player can designate their own son as the new lord.
1.9 The name of the conquered territory can be modified.
1.10 Female rulers can exist (similar to Cleopatra).
1.11 The upper limit of a lord's lifespan is randomly set between 250 and 500 years.
1.12 Reasons for the death of other lords: natural death, indulgence (wine, women), **, assassins **, being conquered (execution, sacrifice for the nation).
1.13 Lords can be controlled in the same way as soldiers and can also participate in battles.
1.14 After the lord's death, appointing a new lord requires consuming 10 gold.
1.15 The lord has a growth process and gains buffs after reaching adulthood.
1.16 Soldiers near the lord will gain a morale bonus (when the lord is personally on the battlefield).
1.17 Workers near the lord will have increased efficiency (encouraged by inspection).
2.1 Logistics troops can ride horses.
2.2 New mounts: dragons (flying) that can eat **.
2.3 New troop type: dragon knight.
2.4 Small barracks (similar to bandit camps, occupying one grid, with slightly smaller soldier capacity, and the same function).
2.5 Introducing physical and magical dimensions for troops. Weapons can be enchanted.
2.6 Red potions, blue potions, and pharmaceutical processing system.
2.7 Adding multi-segmented boss resembling a centipede.
2.8 Magic crabs can swim.
2.9 After recapturing a territory occupied by monsters, there should be significant benefits.
2.10 Fog function added to the outdoor map. Unlocking around the fog will provide gameplay and consumption.
2.11 Giving residents the ability to escape rather than fighting to the death.
2.12 Enemies can come by boat to launch attacks.
2.13 Enemies have functions similar to logistics troops.
2.14 NPCs with combat power can appear in caravans or as travelers.
2.15 Bandits will retreat after raiding instead of fighting to the death.
2.16 Soldiers will evenly distribute their attacks to avoid clustering and wasting attacks.
2.17 Melee units can stack together, allowing high-level archers to penetrate multiple layers to balance values.
2.18 Diplomatic treaties: promise not to use cannons for bombardment.
3.1 UI remake.
3.2 Beginner's guide.
3.3 Improvement of the main storyline and events (storyline editor).
3.4 Achievement system.
3.5 Further refinement of the refugee function.
3.6 Refugees waiting outside for the player's decision to accept or not, triggering events:
3.7 Refugees starved to death.
3.8 Refugees turned into bandits and attacked for food.
3.9 Bandits came, and the player incorporated them.
3.10 Refugees left their children and left after reaching adulthood.
3.11 Refugees bring treasures and seek shelter.
3.12 Map editing function (terrain editor).
3.13 Initial support for the workshop (experimental).
3.14 Richer diplomatic interaction gameplay.
3.15 Binding profession to beds will be unlocked through technology.
3.16 When the window is too small, avoid the menu being too high and exceeding the screen (should be able to scroll).
4.1 Improvement of the processing industry chain (packaging food, enchanting tools and weapons).
4.2 Milk, cake (increase a person's happiness on their birthday) (lord's birthday banquet involves diplomacy).
4.3 Milk coffee, caramel coffee (increase happiness or preference needs).
4.4 Candy (demand from children).
4.5 Biscuits (longer shelf life of 10 years).
4.6 Honey, coffee, chocolate, and tea all have expiration periods (10 years).
4.7 Floor system (built by drawing squares, provides benefits to synthesis and production). Beds on silver floors can accelerate recovery.
4.8 Lighting system (provides magical buffs within a circular range).
4.9 Inland river transportation (large cargo capacity per trip).
4.10 Divining the future, reversing the future (e.g., drought, solar eclipse, monster spawn, bandit spawn, etc.).
4.11 Slimes become aggressive slimes after eating chili, they will explode when defeated and drop **.
4.12 Slimes that eat gem fragments become gem slime, producing gems.
4.13 Making jam from sugar and fruit (cooking).
4.14 Windmill.
4.15 Increase the reasons for travelers' appearance, allowing players to intervene (festivals, events, etc.).
5.1 Change the behavior of green mages to basic attacks and healing nearby allies.
5.2 Enemy titans can use the same skills as players' titans.
5.3 Adjust the priority of logistics troops to capture prisoners.
5.4 New building: bunk beds, only for single individuals, can be linked to two work facilities.
5.5 The problem of trees, herbs, and mushrooms not regrowing after clearing them in the wilderness.
5.6 Different regions on the map have different climates. Travelling across will affect the player's map.
5.7 The doors of trading posts can open and close, and the middle area is walkable.
5.8 Publishing collection tasks in a rectangular order, avoiding random wandering and improving collection efficiency.
5.9 Excavation tasks follow a rectangular order to avoid getting stuck on islands.
5.10 Adjust the breeding speed of monsters when farming them.
5.11 Reset pathfinding or movement tasks related to expanding the map when cutting the map.
5.12 When construction tasks cannot be reached, provide a prompt on the building.
5.13 Barracks, ranches, and carriage stations can rotate during construction.
5.14 Set patrol dwell time.
5.15 Add statistics on the usage of tools, umbrellas, backpacks, consumption of mushroom essence, and militia weapons.
5.16 Statistics on the number of employees, soldiers, and nobles.
5.17 Ship repair function.
5.18 Logistics troops often fail to pick up items.
5.19 Increase the priority of moving treasures (automatically set to prioritize moving).
5.20 Taunting other lords increases enemy strength and provokes attacks.
5.21 ** fruits appearing on the border need to be dispersed.
5.22 Guests need to pay for treatment.
5.23 BUG: Titans walking with an arched back, with buggy attack detection.
5.24 Increase the prompt: deer population is critically low, only 10 left.
5.25 Food on the ship does not **.
5.26 Set food supply standards: unlimited, prioritize simple food, prioritize exquisite food.
5.27 Increase the priority of residents collecting items from monster facilities.
5.28 Animals will run out if there are no ranchers taking care of them and a notification will be displayed.
5.29 Garrison can supply mushroom essence.
5.30 When the members of a caravan are not yet assembled, the leader's head should display a prompt marker.
5.31 Incorrect preview images generated for farms, ranches, and shelves.
5.32 Sick soldiers actively consume healing potions.
5.33 New sound effects for new functions: **, monsters, etc.
5.34 Cavalry of the "All Hearts" faction should return when they have nothing to do and there are idle horses.
5.35 Even after closing the status icon in the lower right corner, it still appears when new things occur.
5.36 Show NPC's recent tasks, location, and time spent on a panel.
5.37 Buildings should display a list of assigned tasks, and residents should show a list of required tasks.
5.38 When the global inventory is below N, do not sell certain items.
5.39 Let little people use repaired paths as much as possible.
5.40 Provide a setting to prioritize gathering or picking up items.
5.41 Increase the construction cost of stone roads to prevent mindless construction of stone roads everywhere.
5.42 Building fences under mountains can cause construction workers to get stuck on top of the mountain.
5.43 Barracks unlocked by default.
5.44 Full stables can also accommodate captured horses.
5.45 Increase the priority of reclaiming carriage tasks (increase the priority of all important but infrequent tasks).
5.46 Manageable prompts: only prompt once a year or permanently disable them.
5.47 Love events for hired workers.
5.48 The line leading cows for ranchers.
5.49 Watering tasks for flower pots should be staggered, assigning multiple plants to be watered at once.
5.50 System feedback when players borrow money and don't repay (not violent collection), bandits or other lords mock.
5.51 When NPC happiness is low, they can seek advice from a spiritual guide to improve their happiness.
5.52 Apart from Shamanism, residents of other beliefs will have their own values and beliefs.
5.53 It is possible to set a retirement age for the characters, allowing them to retire and live out their old age at home. This will result in a good ending. (If characters continue working beyond a certain age, their happiness will decrease.)
6.1 Perform global calculations to identify hotspots of battles, and then further calculate whether to initiate attacks.
6.2 Further optimize performance.
The third major update aims to improve and enrich the content. The planned content is relatively fragmented.
Main Content:
Individualized lord character image
Adding dragons and dragon riders
Dividing troops and equipment into physical and magical categories
Enriching the industry chain (enchanting weapons and equipment, potion brewing, subsequent synthesis of milk and sugar)
Floor system
Lighting system
UI reset and beginner's guide
Main storyline and events, as well as diplomatic gameplay
Achievement system
Further performance optimization
Overall Game Development Progress:
【2023-1】Release alpha test version. Received a lot of feedback and continuous updates and improvements.
【2023-8】First major update: Added world map and related gameplay, as well as significant performance optimization.
【2023-10】Second major update: Added races and related gameplay.
[color]==》【Current Plan】【2023-12】Third major update: Comprehensive improvement and enrichment of existing gameplay, enhancing the gaming experience[/color]
【2024-?】Fourth major update: Multiplayer gameplay and localization translation in multiple languages.
【2024-??】Official release.
Feedback on bugs and suggestions is welcome. This type of game has many details and complex mechanisms, and its development cannot be separated from player feedback and suggestions.
Thanks to everyone who has participated in testing and provided feedback during these six months.
We welcome feedback in any way, including negative reviews. Any feedback you provide will help improve the development of this game.
[color]QQ Group: 926471120[/color]
[color]Email: [email protected][/color]
Steam Community message: Community webpage entrance
1. [Specificization of Lord Characters]
1.1 Have breeding bonuses like nobles.
1.2 Can have multiple spouses.
1.3 If captured by enemies, they need to be ransomed.
1.4 If the lord dies, there will be inheritance or dynastic changes.
1.5 Customizable names for lords.
1.6 They have their own personalities and needs (personalities determine needs and passive attributes), providing richer diplomatic interactions.
1.7 Other lords also have their own portraits and can interact individually, including marriage, funerals, and weddings. Inheritance will be iterated.
1.8 After conquering other lords, the original lord can be executed, and the player can designate their own son as the new lord.
1.9 The name of the conquered territory can be modified.
1.10 Female rulers can exist (similar to Cleopatra).
1.11 The upper limit of a lord's lifespan is randomly set between 250 and 500 years.
1.12 Reasons for the death of other lords: natural death, indulgence (wine, women), **, assassins **, being conquered (execution, sacrifice for the nation).
1.13 Lords can be controlled in the same way as soldiers and can also participate in battles.
1.14 After the lord's death, appointing a new lord requires consuming 10 gold.
1.15 The lord has a growth process and gains buffs after reaching adulthood.
1.16 Soldiers near the lord will gain a morale bonus (when the lord is personally on the battlefield).
1.17 Workers near the lord will have increased efficiency (encouraged by inspection).
2. [Battle Related]
2.1 Logistics troops can ride horses.
2.2 New mounts: dragons (flying) that can eat **.
2.3 New troop type: dragon knight.
2.4 Small barracks (similar to bandit camps, occupying one grid, with slightly smaller soldier capacity, and the same function).
2.5 Introducing physical and magical dimensions for troops. Weapons can be enchanted.
2.6 Red potions, blue potions, and pharmaceutical processing system.
2.7 Adding multi-segmented boss resembling a centipede.
2.8 Magic crabs can swim.
2.9 After recapturing a territory occupied by monsters, there should be significant benefits.
2.10 Fog function added to the outdoor map. Unlocking around the fog will provide gameplay and consumption.
2.11 Giving residents the ability to escape rather than fighting to the death.
2.12 Enemies can come by boat to launch attacks.
2.13 Enemies have functions similar to logistics troops.
2.14 NPCs with combat power can appear in caravans or as travelers.
2.15 Bandits will retreat after raiding instead of fighting to the death.
2.16 Soldiers will evenly distribute their attacks to avoid clustering and wasting attacks.
2.17 Melee units can stack together, allowing high-level archers to penetrate multiple layers to balance values.
2.18 Diplomatic treaties: promise not to use cannons for bombardment.
3. [Interaction Guide]
3.1 UI remake.
3.2 Beginner's guide.
3.3 Improvement of the main storyline and events (storyline editor).
3.4 Achievement system.
3.5 Further refinement of the refugee function.
3.6 Refugees waiting outside for the player's decision to accept or not, triggering events:
3.7 Refugees starved to death.
3.8 Refugees turned into bandits and attacked for food.
3.9 Bandits came, and the player incorporated them.
3.10 Refugees left their children and left after reaching adulthood.
3.11 Refugees bring treasures and seek shelter.
3.12 Map editing function (terrain editor).
3.13 Initial support for the workshop (experimental).
3.14 Richer diplomatic interaction gameplay.
3.15 Binding profession to beds will be unlocked through technology.
3.16 When the window is too small, avoid the menu being too high and exceeding the screen (should be able to scroll).
4. [Management Related]
4.1 Improvement of the processing industry chain (packaging food, enchanting tools and weapons).
4.2 Milk, cake (increase a person's happiness on their birthday) (lord's birthday banquet involves diplomacy).
4.3 Milk coffee, caramel coffee (increase happiness or preference needs).
4.4 Candy (demand from children).
4.5 Biscuits (longer shelf life of 10 years).
4.6 Honey, coffee, chocolate, and tea all have expiration periods (10 years).
4.7 Floor system (built by drawing squares, provides benefits to synthesis and production). Beds on silver floors can accelerate recovery.
4.8 Lighting system (provides magical buffs within a circular range).
4.9 Inland river transportation (large cargo capacity per trip).
4.10 Divining the future, reversing the future (e.g., drought, solar eclipse, monster spawn, bandit spawn, etc.).
4.11 Slimes become aggressive slimes after eating chili, they will explode when defeated and drop **.
4.12 Slimes that eat gem fragments become gem slime, producing gems.
4.13 Making jam from sugar and fruit (cooking).
4.14 Windmill.
4.15 Increase the reasons for travelers' appearance, allowing players to intervene (festivals, events, etc.).
5. [Function Optimization]
5.1 Change the behavior of green mages to basic attacks and healing nearby allies.
5.2 Enemy titans can use the same skills as players' titans.
5.3 Adjust the priority of logistics troops to capture prisoners.
5.4 New building: bunk beds, only for single individuals, can be linked to two work facilities.
5.5 The problem of trees, herbs, and mushrooms not regrowing after clearing them in the wilderness.
5.6 Different regions on the map have different climates. Travelling across will affect the player's map.
5.7 The doors of trading posts can open and close, and the middle area is walkable.
5.8 Publishing collection tasks in a rectangular order, avoiding random wandering and improving collection efficiency.
5.9 Excavation tasks follow a rectangular order to avoid getting stuck on islands.
5.10 Adjust the breeding speed of monsters when farming them.
5.11 Reset pathfinding or movement tasks related to expanding the map when cutting the map.
5.12 When construction tasks cannot be reached, provide a prompt on the building.
5.13 Barracks, ranches, and carriage stations can rotate during construction.
5.14 Set patrol dwell time.
5.15 Add statistics on the usage of tools, umbrellas, backpacks, consumption of mushroom essence, and militia weapons.
5.16 Statistics on the number of employees, soldiers, and nobles.
5.17 Ship repair function.
5.18 Logistics troops often fail to pick up items.
5.19 Increase the priority of moving treasures (automatically set to prioritize moving).
5.20 Taunting other lords increases enemy strength and provokes attacks.
5.21 ** fruits appearing on the border need to be dispersed.
5.22 Guests need to pay for treatment.
5.23 BUG: Titans walking with an arched back, with buggy attack detection.
5.24 Increase the prompt: deer population is critically low, only 10 left.
5.25 Food on the ship does not **.
5.26 Set food supply standards: unlimited, prioritize simple food, prioritize exquisite food.
5.27 Increase the priority of residents collecting items from monster facilities.
5.28 Animals will run out if there are no ranchers taking care of them and a notification will be displayed.
5.29 Garrison can supply mushroom essence.
5.30 When the members of a caravan are not yet assembled, the leader's head should display a prompt marker.
5.31 Incorrect preview images generated for farms, ranches, and shelves.
5.32 Sick soldiers actively consume healing potions.
5.33 New sound effects for new functions: **, monsters, etc.
5.34 Cavalry of the "All Hearts" faction should return when they have nothing to do and there are idle horses.
5.35 Even after closing the status icon in the lower right corner, it still appears when new things occur.
5.36 Show NPC's recent tasks, location, and time spent on a panel.
5.37 Buildings should display a list of assigned tasks, and residents should show a list of required tasks.
5.38 When the global inventory is below N, do not sell certain items.
5.39 Let little people use repaired paths as much as possible.
5.40 Provide a setting to prioritize gathering or picking up items.
5.41 Increase the construction cost of stone roads to prevent mindless construction of stone roads everywhere.
5.42 Building fences under mountains can cause construction workers to get stuck on top of the mountain.
5.43 Barracks unlocked by default.
5.44 Full stables can also accommodate captured horses.
5.45 Increase the priority of reclaiming carriage tasks (increase the priority of all important but infrequent tasks).
5.46 Manageable prompts: only prompt once a year or permanently disable them.
5.47 Love events for hired workers.
5.48 The line leading cows for ranchers.
5.49 Watering tasks for flower pots should be staggered, assigning multiple plants to be watered at once.
5.50 System feedback when players borrow money and don't repay (not violent collection), bandits or other lords mock.
5.51 When NPC happiness is low, they can seek advice from a spiritual guide to improve their happiness.
5.52 Apart from Shamanism, residents of other beliefs will have their own values and beliefs.
5.53 It is possible to set a retirement age for the characters, allowing them to retire and live out their old age at home. This will result in a good ending. (If characters continue working beyond a certain age, their happiness will decrease.)
6 [Performance Improvement]
6.1 Perform global calculations to identify hotspots of battles, and then further calculate whether to initiate attacks.
6.2 Further optimize performance.