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Full Huaxia: Warring States update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone, fellow Warring States scholars, this is Lao Ai from the Huaxia dev team.
What changed
- Gameplay
- Maps
- Balance
- UI and audio
- Events
Huaxia: Warring States changes
Today, there's no clickbait title; I'll just be openly and clearly outlining the content of our early access version launching on April 22nd.
The entire Yu Province will be open, encompassing 7 prefectures, including 7 cities and 41 counties/townships, along with 50 conquerable strongholds such as Gaoluo Village and the Mohist Academy.
Cavalry horses have been added, making cavalry a true unit type. Furthermore, unique high-level units for each nation have been added.
The Clan Homestead content has been updated, raising the clan level to 5 and allowing recruitment. The number of facilities that can be built in the Homestead has been significantly increased.
Special scenes such as the Gaoluo Clan and the Mo Academy have been added, along with exclusive quests, characters, and items.
Four new voyages have been added, featuring historical figures such as Tian Jiu, Han Fei, Xiang Liang, and Song Yu, along with story missions.
Nearly 80 new historical heroes from the late Warring States period have been added, who can be recruited, challenged, or battled on the battlefield. Characters will exhibit different behaviors and dialogues based on their beliefs and status.
Unit cards have been consolidated; each unit no longer has its own card, but rather is categorized by unit type. Unit types are now distinguished as male and female, eliminating the mixing of men and women within the same unit type.
Bulk unit upgrades and bulk prisoner recruitment are now available; recruiting prisoners no longer requires completing a verbal sparring minigame.
More than 60 new unit types have been added, and 6 tiers of units have been opened, bringing the total number of unit types to approximately 132.
Nearly 30 new outfits have been added, bringing the total to 62 outfits and armor sets.
Tutorials and guides have been significantly improved and redesigned; an in-game encyclopedia has been added.
After acquiring citizenship, individuals can leave their citizenship or resign from official positions; clans can move with their territories (but clan buildings cannot be moved).
Active and passive peace negotiations are now available; national strategic AI has been improved, with nations increasing their defenses and participation based on the intensity of the war.
The battlefield has been expanded, and a reinforcement system has been added during combat. This also limits the maximum number of soldiers on screen simultaneously, reducing CPU load. (Maximum number is configurable.)
Clan banners have been added to manors, making them visible as physical entities in the game.
We use the Yellow Emperor's calendar now.
New and expanded battlefield scenarios have been added, with different battlefields depending on the location at the start of the battle (such as outside the city, by the river, etc.).
Numerous new graphics settings have been added to improve performance on different devices.
Various camera angles, including medium, long, and close-up shots, as well as some view settings that can be opened in options.
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The variety of horse coat colors and attribute bonuses has been expanded, and epic mounts have been added.
Clearing out bandits will provide a clear reputation boost; the reputation gained will be based on the country in which the bandits are defeated.
All mini-games can be skipped by rolling dice.
Extensive UI overhaul: Trading interface, team interface, intelligence interface, clan interface, recipe interface, battle results interface, and more.
New mutated levels allow you to defeat mutated Five Elements Spirit Beasts and obtain large quantities of Five Elements Spiritual Energy materials.
Each talent node can be repeatedly upgraded to enhance its effects. Talent points are now gained per level, and spells can be upgraded to increase damage and effects.
Optimize and correct various actions that grant reputation rewards, and add the function of exchanging items for reputation (i.e., exchanging heads for ranks).
Clan production and construction can now utilize resources from the protagonist's inventory and warehouse (but not yet from retainers' inventory; this will be integrated into the inventory in the future).
Further optimize various loading times. This includes improvements to the world map, city scenes, and combat performance.
The types of poisons that can be used are now changed to reduce the target's Spirit, Energy, and Destiny attributes, with significantly increased attribute reduction effects. Users can choose according to their needs.
Add a new befriending option: "Shared Ideals." When a target's character is highly compatible with the protagonist, befriending them can be done directly, regardless of their beliefs or level requirements.
Expand the concept of skill experience bonuses.
The usage of music and chess is now unified with reading, requiring the use of items within the scene; cooldown times have been significantly reduced.
Increased the drop rate of magical artifacts and various equipment recipes, as well as their appearance rate on various NPCs.
Executing a character will now result in their true death; characters associated with that character will develop hatred towards you and thus gain infamy.
Added rest areas in various locations, restoring satiety and stamina, and accelerating damage recovery.
Added infiltration capabilities to non-hostile locations; areas previously inaccessible due to insufficient reputation can now be infiltrated.
Hero item levels have been increased, with more epic equipment available.
Adjusted the display and calculation of defense attributes; armor provides better damage reduction in the early game.
Increased the gold held by all merchants, although monetizing through clan industries will be easier later on.
Added booksellers in counties and townships; different schools of thought will be sold based on their local coverage.
Added quartermasters in cities, selling weapons, equipment, and upgrade tokens for their respective nations.
Added the option to hunt wild beasts directly using arrows, corresponding to hunting skills and granting additional rewards.
Added weapons that provide special affix effects; these special weapons must be found by exploring the Nine Provinces world.
Opened carriage routes between cities, allowing for fast travel by spending military funds.
Besides thanking everyone for their support, we also want to apologize. We've kept you waiting at least two years longer than originally planned. After 4.5 years of development, we've finally released a somewhat rough version; it's been a long wait.
There are still many shortcomings, but ultimately, we decided we couldn't work in isolation. We will continue to work together with the players.
Because the content will continue to be added, and we've been adjusting and improving it based on player feedback from January to April, the version is still somewhat unstable and may contain unforeseen bugs or experience issues. We sincerely apologize for any inconvenience.
Join our DISCORD or Steam Discussion to give feedback!
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Thank you!
Source
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