1. Master of Command
  2. News

Master of Command News

Patch v1.0.4 Artillery Orders and Widescreen Support Update

[p]Very small hotfix, primarily to address a persistent issue where artillery isn’t listening to orders. Larger patch coming out at the end of the week.

[/p][h3]BATTLE CHANGES:[/h3][p]- More fixes to artillery, specifically artillery getting stuck and becoming unresponsive to new commands

[/p][h3]VISUAL CHANGES:[/h3][p]- More widescreen support added, improved the sides of the screen with a floral pattern and silver UI vertical bars
- UI improvements to text in popup windows, sometimes text would spill out of the panel[/p][p]- UI improvements to elements moving based on screen resolution, such as the upgrade chevron moving outside of the window.

[/p][h3]LOCALIZATION CHANGES:[/h3][p]- More localization improvements, and localized the credits screen[/p][p]


[/p]

If you're tired of Total War, 18th-Century strategy game Master of Command feels like a breath of fresh air

I've loved the Total War games for many years, but the shine has somewhat fallen off in recent times. I'm hopeful that Creative Assembly will find that spark again for its upcoming announcements, but in the meantime, Master of Command is exactly the breath of fresh air I needed. With Europa Universalis 5 right around the corner, your plate might already be looking full when it comes to the best strategy games, but I'd implore you to make a little space for Armchair History Interactive's 18th-Century affair.


Read the rest of the story...


RELATED LINKS:

Mixing Stardew and Dreamlight Valley, this cozy MMO's new update tasks you with cooking 20 million dishes

New co-op dungeon crawler from a trio of Valheim devs sees you face the scariest enemy of them all: the taxman

Cubic Odyssey is what you'd get if you launched Minecraft into space, and it's cheaper than ever right now

Patch v1.0.3 New Marsh Map and Campaign Updates!

[h2]MAP CHANGES[/h2][p][/p][p]- Another new map added! Since the game is released and my workload is drastically reduced, I’m now able to start adding new content here and there. I know a common complaint was that the maps were repetitive, so I will be sprinkling in new maps between patches over time. After this week though, we won’t be patching almost daily like we have been. It will slow down to once per week, and then eventually to bi-weekly.[/p][p][/p][h2]CAMPAIGN CHANGES[/h2][p]- Prussian cantonist composition now starts with a dragoon. Any composition which starts with just 1 brigade should have a greater focus on quality. Furthermore, most new players are going to be trying out Prussia as their first playthrough, and it’s not particularly fun when your cavalry is useless and is routed by most enemy units, it leaves a bad first impression. By starting the player out with 2 professional units and 2 unprofessional units, they have a more solid foundation to build off of. Prussian starting manpower is now 350 instead of 100 so that the starting depot battle doesn’t set you back.
[/p][p]- Prussia’s national buff “Junker Aristocracy” now doubles the officer veterancy gain rate instead of increasing by +50%. This should help you level up your officers into legendary commanders faster and gain access to powerful buffs like “fire by rank” quickly.
- British expeditionary force now starts with a light dragoon for the aforementioned reasons. Makes Britain look a lot more professional and because they only have 3 starting units, we really want the player to feel like they have a super reliable and high-quality force. British starting manpower is now 350 instead of 100 in order to replace depot battle losses. Britain’s starting carbine item replaced with excellent-quality light saddles (because the light dragoon already starts with a carbine).- A few little encounter fixes made for “gambler’s den” and “food needed”, you could press some choices without meeting the proper conditions, like this one where you could gamble despite not having the money for it:[/p][p][/p][p]- Russian cadet corps doctrine now reduces officer death chance instead of increasing experience gain
- British “Subsidy Jaegers” now start with a Potzdam musket instead of a rustic one.
- Fixed multiple colors being mis-aligned in the French color palettes between the flags that would generate and the colors available to the player
- The rate of losing your army while starving has been drastically reduced, starvation rate reduced by 60%. This means your army won’t be dead in 2-3 days without food anymore, you now have a little more time to crawl to a settlement and grab provisions.
[/p][h2]BATTLE CHANGES[/h2][p]- Cover can feel really weak and sometimes you don’t even notice if it’s doing anything. So I bumped up its base effectiveness from reducing -25% of incoming damage (when a unit is at 100% cover) to reducing -35% of incoming damage at 100% cover.
- Deployables now take 15 seconds before they are placed down instead of 10 seconds. Deployables are visually removed after 2 seconds of the charge impact instead of 5 seconds (which caused them to look buggy when the units engaged in melee) - Cavalry reload speed reduced by -5, British cavalry reload speed reduced by -10
- Slightly reduced carbine reload speed[/p][p][/p][h2]ARTILLERY CHANGES[/h2][p]- No more major changes for now! I wanted to include this category just to say that I’m happier where artillery is at now and wanted to reassure players we wouldn’t be further nerfing them so frequently. We will keep an eye on the balance and make adjustments next week if needed, but for now I’m happy with them.
- Improved the formation drawing, the Dutch artillery can now be drawn out as a full line[/p][p][/p][p]- Problems we’re aware of: I do know there are some problems with how the AI uses artillery (namely pushing units ahead of their main line) so that’s something we’re looking into next. I also still see the occasional glitch where artillery is becoming unresponsive, so we will continue looking into that. Finally, we will address canister shot being used to fire through multiple enemy units in next week’s patch. Once these updates have had a chance to settle in, we may also adjust artillery pricing to be more in-line with their new effectiveness.
[/p][h2]VISUAL CHANGES[/h2][p]- If you visit a barracks that has no units to recruit left we now have a little message that displays that.[/p][p]- Improved the padding on the UI for the speed control settings at the bottom of the screen in battle
- The light white box that takes up a portion of the background on the victory screen has been fixed (you can see what it looks like in the screenshot) [/p][p][/p][h2]AI CHANGES[/h2][p]- AI is less willing to death charge your front line when you have no cavalry. There’s an ultra-aggression state that gets enabled when they don’t detect cavalry but we’ve added more nuance to this. The next thing to work on is getting the cavalry to flank more often in a future update.
- AI cavalry will no longer try and protect shattered units (like hanging back to protect a shattered artillery unit)[/p][p][/p][h2]LOCALIZATION[/h2][p]- Italian localization added to the game![/p][p]
[/p]

Master Of Command is a gunpowdery Total War alternative that narrows the focus to armies and real-time battles

My dearest Hedwig, I write to you from the churning battlefields of King Friedrich II's campaign to reinforce Silesia against the lurking Gallic aggressor. I regret to inform you that the French Hussars are kicking our Hussarses. We just engaged what our scouts from the 17th Pop-Up Tutorial Squadron promised was a "light" patrol of ill-trained musketmen and cavalry, just outside Hildesheim. French equestrians appear to be made of different stuff than our Prussian chargers. They cleave through our Landmiltz like wheat. Meanwhile, our horseguys can't take a single bayonet to the gaskin without turning for home.

Read more

Patch v1.0.2 New Map and Balance Updates!

MAPS
[p]- New map added to the game, this one has lots of hills![/p][p][/p][p]- Fixed a few maps where certain terrain wasn’t giving any cover[/p][p]- Rivers now reduce accuracy by -50% instead of by -35%.[/p][p]- Rivers now reduce movement by -80% instead of by -75%[/p][p]
[/p]
ARTILLERY CHANGES/FIXES
[p]- Artillery bug fixes with limber/unlimbering. Artillery bug fixed which made certain cannons unresponsive to orders.[/p][p]- Dialed back canister to where it used to be, the last patch had made it too effective. We are also aware of the bug that lets canister shot be used through enemy units, we’re going to fix this soon.[/p][p]- Canister range reduced marginally. Grapeshot untouched.[/p][p]- All artillery deals -10 less shot damage.[/p][p]- Bronze artillery no longer deals extra damage compared to its iron counterparts. It already gets higher range, faster reload, and more accuracy. No reason that the cannon ball itself should be dealing greater damage.[/p][p]- High-caliber artillery (like 12-pounders) now take longer to reload[/p][p]- All bronze-tier artillery now consume more supply (making them more expensive to maintain)[/p][p]- All high-caliber artillery now consumes more supply (making them more expensive to maintain)[/p][p]- Limber chests no longer reduce movement speed (which could result in some artillery moving at a speed of 0) but now reduce stamina instead. If artillery crews become tired they will become less accurate.[/p][p]- All artillery units’ stamina skill reduced by -5 making them get worn out faster if they’ve been firing all battle and this results in less accuracy.[/p][p]- Bronze range bonus compared to iron guns is now +35 instead of +50[/p][p]- Howitzer blast radius reduced slightly[/p][p]- Shuvalov cannon ball splash damage radius reduced to be more in-line with the other howitzers[/p][p]- Bronze cannons no longer get an effective range bonus over iron guns. This means they’ll lose the same amount of accuracy when firing at far ranges which makes them harder to rack up kills at maximum range[/p][p]- Bronze 3lb gun made more common[/p][p]
[/p]
BATTLE CHANGES
[p]- Light infantry accuracy bonus from being in open order reduced from +20% to +15%[/p][p]- Officer portraits on the UI is no longer skewed to the side, the alignment was fixed[/p][p]
[/p]
CAMPAIGN CHANGES/FIXES
[p]- Fixed a bug where in Act 3 some Austrian armies fielded an additional veteran fusilier in their artillery brigade, meaning they were bringing 5 units instead of 4 in that brigade[/p][p]- High-end bayonet prices brought down by about -20[/p][p]- Drilling consumes 8 ammunition per regiment per day now instead of 10. So if you had an army of 12 regiments, they’d previously consume 120 ammunition a day drilling. They now consume 96 a day drilling.[/p][p]- Carbine costs dropped by -10[/p][p]- Made barracks and noble estates weight extremely high so it’s no longer the case that you’ll find settlements without them.[/p][p][/p]
LOCALIZATION
[p]- Localization fixes across all languages, Spanish, German, French, Russian, Chinese, and Polish.
- improved some translations and fixed cases where some translations were appearing as ID names like “REGION/AUS” or “CHOICE1_ENCOUNTER”[/p][p]- English typo fixed with “The De Ligne Fusiliers”[/p][p]
[/p]