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Announcement for All "City-Builders" of MandateOrder

[h3]Announcement for All "City-Builders" of MandateOrder[/h3][p][/p][p]Greetings,[/p][p]Today marks the Start of Winter—The temperature dropped sharply overnight. The ginkgo leaves outside the window haven’t fully turned golden, yet the lights in our office stay on longer and longer.[/p][p][/p][p][/p][p]Since the Demo was revealed to you, our team has been working at full throttle. Recently, the meeting room has been abuzz with intense discussions. We’ve argued over questions like "How to revamp the logistics system" and "How to polish the guidance mechanics," but after each debate, we’d pat each other on the back and head to the cafeteria together. The whiteboard is covered with wild ideas—about how the "BaiJia System" can truly influence the battlefield, and about how exciting the "building upgrades and planting system" can be. [/p][p][/p][p]Starting today, we’ll use these "work progress updates" (yes, we’re still hard at it!) to regularly share the latest developments of our "city-building" journey. Below is this issue’s update—we hope you’ll take a look:[/p][p][/p][p][/p][p]During this period, we’ve carefully collected and organized all your questions and suggestions, categorizing them in detail. Covering nine major areas—from logistics systems and operational experience to combat gameplay and performance optimization—we’ve documented every piece of feedback and are steadily advancing the optimization work. Due to the complexity and time requirements of the revisions, as of November 7th, some issues have been resolved and updated:[/p][p][/p][h3]✓ Key Fixed & Optimized Content[/h3][p]Operational Experience Improvements[/p]
  • [p]Camera & Placement: Implemented Q/E camera rotation and optimized the smoothness of building placement.[/p]
    • [p][/p]
    • [p]Efficiency Tools: Added batch construction to eliminate repetitive operations.[/p][p][/p]
  • [p]Combat & Population Management[/p]
    • [p]Rally Logic: Optimized the conscription and rally process.[/p][p][/p]
  • [p]Production & Resource Management[/p]
    • [p]Collection Optimization: Removed the suction point design—resource collection now activates as long as the collection building’s range covers the resource node. The cap on collection buildings has also been lifted.[/p][p][/p]
    • [p]Range Control: Added a feature for ForestrySite to specify tree-planting areas.[/p][p][/p]
    • [p]Warehouse Management: Implemented categorized filtering for warehouses to simplify material management.[/p][p][/p]
  • [p]System & Interface[/p]
    • [p]Save & Time: Added auto-save functionality and included year-month-day information in the time display.[/p][p][/p]
[p][/p][p]We’re well aware that there’s still much to refine, but please trust that every piece of feedback is driving us to improve.[/p][p]In the future, we’ll continue to roll out updates including a revamped Refugee System, enhanced logistics explanations, and expanded combat gameplay—stay tuned![/p][p]We’ll keep sharing project details and development progress with you. We also welcome you to continue communicating with us in the comment section or community groups.[/p][p][/p][h3][/h3][p]Contact Us:[/p][p][/p][p]Add to Wishlist[/p][p][/p][p]MandateOrder Team[/p]