Full notes
Full 宗门起源(Eastern Era) update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Events
- Fixes
Dear Sect Masters, hello to you all!
It’s time for this week's development progress report. We sincerely apologize for the delay last week, which was mainly because our R&D progress did not meet our initial expectations. We wanted to make sure we could deliver a more substantial batch of content to you all at once.
Currently, with the support and supervision of all our Sect Leaders, the development of version 1.1 is progressing smoothly. This week, we have filled out and optimized a large amount of content regarding Martial Art Skills, Sect Wars, as well as Disciple AI and operational experiences—which we know you all care deeply about. Below is a detailed report on our development achievements this week.
(There are quite a few GIFs, so they may take some time to load)
⚔️ I. Martial Art Skills: Complete Overhaul & Deep Cultivation
To give each sect a more distinct and vivid combat style, we have completely reconstructed the martial arts system in version 1.1:
1️⃣ Massive New Skills Implemented: We have created over 120 brand-new skills in one go! We can now confidently promise that every single one of the top ten sects will have its own mature combat strategies or powerful, exclusive special skills. The major sects will finally be able to showcase their true, deep heritage.
2️⃣ Major Skill Growth Revamp: Say goodbye to the cookie-cutter skill upgrades of the past! Now, Sect Leaders can individually "Refine" the affix effects of skills to forge your own ultimate divine techniques. Even more exciting, disciples now have a chance to achieve "Enlightenment" and learn brand-new skill visual effects while adventuring or practicing martial arts at the sect.
🚩 II. Sect War System: Deep Expansion
A true Jianghu is never just a simple clash of numerical stats. We have greatly refined the mechanics of Sect Wars, introducing a rich variety of random events to make every battle of conquest full of variables:
⚔️ Renowned Masters Unretiring: If you slay a core disciple of the enemy during an attack, it is highly likely to anger the sect's long-secluded Elders. They will emerge from their seclusion to forcefully block your advance.
🛡️ United Against a Common Foe & Diplomatic Maneuvering: Sect Wars are no longer a solitary affair. For example, when you launch an attack on Hangzhou City, it might trigger a "Shared Fate" event, causing all the sects in the city to unite against you. However, you can also use your wits to instigate defection among certain sects in the city beforehand, turning them into powerful allies to aid your assault at the critical moment.
👥 III. Disciple AI and Construction Updates
Addressing the most frequent feedback we received regarding disciple recruitment and action AI, we have completed the following underlying reconstructions this week:
- 🧬 True Random Disciple SystemWhether recruited by players or NPCs, disciples will no longer be drawn from the previously fixed "disciple pool." We have adopted a true random generation mechanism, so you will never see a world full of "clones" in a game session again. Of course, please rest assured that we have still configured a large number of "special disciples" with unique backgrounds and talents for you to discover and collect.
🚩 Area Control System: Command Flags. Sect Leaders can now divide and assign exclusive "work zones" for different disciples. They will strictly abide by the sect rules and only move and work within their assigned areas.
🖱️ Right-Click Precise Micro-control: The highly anticipated micro-control feature is finally here! You can now select a disciple and right-click on a target to order them to perform most commands directly. For example, if the frontline is in critical danger, right-click to command a disciple to prioritize rescuing a fallen ally; or if you are in dire need of wood, right-click to command them to prioritize chopping down a specific tree.
🗺️ Building Relocation: You can now move buildings from one place to another directly, without having to demolish them first and then rebuild them.
🏠 New Constructions: Added more water features, waterscapes, and bridges.
(Activity Area Control)
(Building Relocation)
(Waterscapes and Bridges)
📅 IV. Development Plan for Next Week
Development work is still in full swing, and next week we will focus on tackling the following contents:
Difficulty System Implementation: Formally implement the difficulty selection system into the game, allowing Sect Leaders to choose the starting difficulty that best suits their preferences and needs.
New Systems Progression: Focus on developing the disciples' "Adventure System" and "Diplomacy System" to make interactions within the Jianghu more frequent.
Sect War Expansion: Continue to enrich the random event pool for Sect Wars to provide everyone with a more immersive experience of martial arts grievances.
📬 A Final Note
Every line of code committed to version 1.1 is inseparable from your suggestions and feedback in the community. We will continue to maintain an honest and transparent attitude, working hard to polish this Jianghu.
Thank you all, Sect masters, for your patience and expectations!
Source
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