In this update15
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Full Mandate Order update
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What changed
- Maps
- Gameplay
- UI and audio
- Balance
- Performance
- Fixes
Mandate Order changes
Dear City Builders,
Greetings.
This week's log will focus on several key changes:
How to make the opening sequence clearer;
How to make the map of the Four Battlegrounds easier to read;
How to reorganize the recruitment system;
Why the invasion mechanism is no longer just "a wave of enemies arrives at set times."
I. Opening Procedure: First, clearly state the choices.
In the old version, some choices were presented too early, but the explanations weren't clear enough.
For example, players had to decide their development direction before fully understanding their faction preferences. This choice itself was meaningful, but if the explanations weren't clear, players wouldn't know what they were choosing or what the consequences would be.
This time, we've reorganized the starting process.
The nation naming stage will be moved earlier, allowing you to determine your dynasty name sooner.
The faction preference selection interface will now include clearer descriptions of its characteristics, making it easier for players to make decisions before entering the game.
Additionally, we've added player appearance selection. Players can choose their appearance at the start of the game, making the preparation before entering the sandbox more complete and immersive.
Steam post image
Steam post image
II. Map of the Battlegrounds: The key is to read the information carefully.
This week, we also made some optimizations to the "Battlegrounds" map.
First, let me clarify: this is a readability adjustment for the map.
In the old version, it wasn't clear enough about whether certain areas were traversable, suitable for building, or where defensive points were located. The boundaries between passes, mountains, grasslands, and traversable areas also needed to be clearly communicated to players.
Therefore, this time we enhanced the visual presentation of pass entrances, reorganized some mountain and grassland boundaries, and adjusted the navigation area.
The distribution of resource points has also been slightly tweaked to make development conditions around the spawn area more stable.
III. Recruitment System: This time, the main focus is on clarifying the rules for selecting armories, equipment, and laborers.
The conscription system has been primarily redesigned around the armory reorganization rules.
Conscription is impossible without an armory. Only equipment stored in the armory is counted; equipment in transit or in supply piles is no longer included. The armory is now a unique building type, with its capacity increased from 500 to 2000.
The conscription panel now includes a sub-equipment selection and two priority levels: "Fastest Speed" prioritizes soldiers and civilians closest to the armory, while "Minimum Work Impact" prioritizes idle soldiers and civilians with minimal work impact.
After confirming a rally point, civilians will immediately cease their current work to respond to conscription, and supplies being transported will remain on the ground.
Sick, injured, and plague-infected civilians will be excluded by default during conscription. Equipment will be returned to the armory first after soldiers are dismissed.
IV. Intrusion Mechanism: No Longer Just a Timed Batch
In this week's video log, we'll also discuss the intrusion mechanism separately.
The old version of the intrusion system was rather simplistic. Enemies would appear periodically, attack, be repelled, and the attack would end. It provided pressure, but lacked variety and flexibility in countermeasures.
Therefore, the new version of the intrusion system will undergo two layers of adjustments.
The first layer consists of the initial parameters.
新游戏开始时,玩家会有更多入侵相关参数可以调整,包括入侵部队的起始出现时间、入侵周期等。
你可以选择前期更安稳地种田、发展、熟悉系统;也可以选择更早面对高强度压力。
The second layer is the bandit mechanism.
Bandits no longer just attack in waves. They will periodically demand supplies from players—this could be in-game currency, certain items, or even some rather strange requests.
You can choose to hand over the supplies and temporarily quell the conflict.
You can also refuse.
If you refuse, the bandits will come and plunder on their own.
In the new invasion logic, bandits will target buildings with high-value stored supplies. During their attack, they will destroy facilities and loot items. They won't retreat easily if they haven't looted enough.
As time progresses, the bandits' demands and threats will gradually escalate.
If the bandit camps are not dealt with, they will return again. To solve the problem at its root, you need to clear enemy buildings from the map.
To this end, we have also added a quick jump button to track the location of invading forces, allowing players to quickly locate enemy movements.
Steam post image
Steam post image
Steam post imageSteam post image
V. Brief Summary of This Week's Updates
Below is a brief summary of the updates and fixes made during this period, categorized by type.
Opening sequence and map
● Optimize the start-up process and adjust the faction selection interface;
● Move the nation naming process forward;
● Add a player character selection process;
● Improve the readability of the "Battlegrounds" map;
● Enhance the visual presentation of passes;
● Adjust some mountain and grassland boundaries;
● Redesign some navigation areas;
● Fine-tune resource point distribution to improve resource stability around the spawn area;
● Expand enemy invasion paths during the kingship stage.
Recruiting System
● Recruiting is not possible without an armory;
● Recruiting only considers equipment stored in the armory;
● Equipment in transit and in ground supply piles is no longer counted for recruitment;
● The armory is now a unique building type, and its current capacity has been temporarily increased;
● The recruitment panel now supports selecting sub-equipment;
● Weapon categorization has been adjusted, including short-handled weapons, long-handled weapons, and ranged weapons;
● Two new recruitment priorities have been added: "Fastest Speed" and "Minimum Work Impact";
● After a civilian confirms a rally point, they will immediately stop their current work to respond to recruitment;
● Civilians who are sick, injured, or infected with plague are excluded from recruitment by default;
● After soldiers are disbanded, their equipment will be returned to the armory first.
Intrusion mechanism
● Added more invading-related starting parameters;
● Players can adjust the invading time and cycle;
● Bandits will periodically demand resources from players;
● Players can choose to deliver resources or refuse;
● If refused, bandits will actively attack and plunder target buildings;
● Bandits will prioritize targeting buildings with higher-value stored resources;
● Bandits will destroy facilities and plunder resources along the way;
● As time progresses, bandit demands and threats will gradually escalate;
● Only by clearing enemy buildings can the bandit threat be eliminated at its source;
● Added a quick jump button to track the location of invading forces.
Issues still under consideration
● Improved logistics, warehouse, relay station, and long-distance resource transportation experience;
● Issues with city walls, gates, pathfinding, and unit jamming;
● Abnormal situations with farmland in rainy weather, during tending, transporting, and with retainer buffs;
● Improved saving, F9 reporting, crashes, and some performance issues;
● Optimized UI recognizability, option hierarchy, and frequently used function entry points;
● Consistency between retainer entry descriptions, classifications, and actual effects.
— The Mandate Order Dev Team
Reddit:
MandateOrder_Dev (u/Haunting_Sector_643) - Reddit
Official Reddit Moderator: u/Haunting_Sector_643
About Mandate Order:
"Mandate Order" is an Eastern war construction simulation game. In this turbulent era where "a country has no fixed borders and life or death depends on the day", you will play the role of a "city defender" who sticks to the border - building a fortress brick by brick, arranging hundreds of workers, integrating the strategies of hundreds of schools, and running a warm life for a small country in the gap between the games between big powers.
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