In this update15
Full notes
Full Mandate Order update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- UI and audio
- Performance
- Maps
- Balance
Mandate Order changes
Dear Fortifiers,
seeing each other is like meeting each other.
On May 10, the public demo of "Mandate Order" ended its experience and was removed from the shelves.
At that time we said:
The city is still under construction and the road is still long.
Since then, although the public demo cannot be played for the time being, version development has not stopped.
The questions raised by everyone in the demo, pioneer server, comment area and feedback form were broken down into specific tasks one by one, and continued into development, testing, modification and verification.
Newbies and start-up, farmland, logistics, recruitment, invasion, city walls, pathfinding, combat, retainers, diplomacy, UI, archives, performance and stability... In the past few months, we have gradually synchronized some changes through the weekly "Still finishing the log".
However, only a few key points can be selected for each issue of the diary.
So when someone asked in the comments section:
"How updated is it now?"
We feel that rather than making another summary, it is better to spread out the update records of the past few months in full.
According to a rough count of the numbered items and bullets in the current list, this record contains more than 600 specific adjustments, including a total of 361 bug fixes. Together, they constitute the main changes in the early access version on August 12 compared to the public demo. The update record in the attachment covers system optimization, UI and interaction, combat, numerical values, performance, performance and bug fixes, etc.
The list is indeed long.
You don’t necessarily need to read from the first to the last, you can also jump directly to the part you care about most:
l System optimization
l UI and interaction
l battle related
l Numerical optimization
l Performance optimization
l Performance optimization
l Bug fixes
We are releasing these contents in full, not to use numbers to prove that "Mandate Order" has no problems.
On the contrary, after the early access begins, performance, stability, balance, interactive feedback and specific gameplay experience still need to continue to be verified in more real hardware environments and play routes.
But we hope that players who have played the demo, participated in the Pioneer test, submitted questions, or are still standing outside the city watching can clearly see:
From the end of the demo to the beginning of early access, what exactly has changed in "Mandate Order".
Below is the complete update record.
2026/08/12 update log
l System optimization
Deployment setup process:
A complete set of opening settings has been added as a whole, part of which is as follows:
The naming process is in advance
a. There is no longer a restriction on binding the country name language to the game language version.
b. Increase the total name length limit after multi-language mixed naming
A new school tendency selection interface has been added, and more school effect descriptions have been added.
A new link for selecting the image of the monarch has been added
etc…
New invasion mechanism:
Personalized adjustments
l At the beginning of a new game, we have added more adjustment options for the invasion force to cater to the needs of different players.
l From the invasion start time to the invasion cycle, everything will be open to players for adjustment.
new mechanism
l Bandits will periodically blackmail you, asking for knives, coins, items, and even make some weird demands.
l If you choose to surrender, you can settle the matter. If you choose to refuse, the bandits will come and get it themselves.
l Under the new invasion mechanism, bandits will target the location of the building where the player currently stores the highest value materials as their destination. And destroy facilities and loot items along the way.
l The bandits will not retreat until the robbery objectives of this invasion are met.
l Over time, the bandits' appetites will grow until they've plundered everything the player has.
l Therefore, bandits must be suppressed at any time, unless they are suppressed. The method of destruction is to clear all enemy buildings on the map.
A shortcut jump button for tracking the location of the invasion force has been added simultaneously.
Logistics system:
The post building has been changed to a halo type building, which no longer provides transportation capacity. However, civilians working in buildings affected by the range of the post station will receive small carts when transporting.
The transportation circle restrictions of most buildings (except collection buildings) have been removed, and civilians can freely carry raw materials, consumables, etc. needed for construction.
Construction of warehouse buildings is temporarily closed.
The content related to the novice mission and the carrying distance limit instructions on the building instructions have been adjusted simultaneously.
Building adjustments:
All buildings that have been dismantled or relocated by non-players will no longer drop material piles if they are destroyed.
Well:
The well currently needs work
Water resources will no longer be sent to granaries for storage, but will only be stored in wells and used on demand by buildings such as kitchens, cottages, and farmland.
After the building where the water resource is located is demolished, the water will be directly destroyed
Slaughterhouse:
After hunting animals in the hunting ground, you need to use the new building slaughterhouse to process the prey. Optional recipes include: the prey produces animal meat, animal skin or animal sinews.
Some customer effects have been added to adapt to the needs of slaughterhouses
Shengyuwandian added slaughterhouse-related introduction items
Chinese military account:
A new troop assignment function has been added to the Chinese Army Account. It is necessary to assign people to carry the promotion items required by the Chinese Army Account.
National Society:
The National Society has added a new troop assignment function, which requires assigning people to carry items related to sacrifices.
Diplomacy and title system:
New content:
There is an upper limit for the number of new favorability points per country per month.
Players can increase the specified favorability value every month, and support the automatic payment of tribute according to this plan next month.
When you reopen the diplomacy panel, it will automatically check whether the favorability still meets the current interface conditions. If not, you will be returned to the national conditions interface.
After hiring mercenaries from various countries, a pop-up prompt will appear whether you want to jump to view to prevent losing the location of the mercenaries.
When switching country options, the corresponding country flag on the right will also switch accordingly.
Part of the UI has been redone
Other optimizations and adjustments:
Adjusted the level names of player territories
The UI of the title upgrade interface has been redone.
a. Added additional effects to display the title of each level
Optimized the problem of low clarity of mercenary UI in diplomacy interface
Optimized the logic of horizontal and vertical switching in the diplomacy interface. Currently, the option will no longer continue to be reset.
Optimized the display of mercenary names of various countries in diplomacy
Fixed an issue where diplomatic events were not being written to the archive
Fixed diplomatic panel incorrect data calculation.
Fixed an issue where some button styles in the Diplomacy UI were missing images.
Fixed the prompt/description configuration when the number of retainers obtained through diplomacy reaches the upper limit.
Country and customer system:
New content:
New relevant gameplay tips for the national policy Nine Palace Grid
When the conditions for promotion are met, in addition to the broadcast system, a dynamic prompt is added at the monarch's avatar frame.
There is a new unlocking mechanism in the national policy gameplay. The national policy nine-square grid unlocks more grids as the country level upgrades.
A new batch of ordinary diners' vertical paintings have been added to reduce the sense of duplication among diners.
Added a new background story for the doormen, which will be randomly composed from a random pool.
Other optimizations and adjustments:
Fixed the issue where the Fajia Menke copper rarity skill failed
Fixed the issue where the hover display area of Menke's rich text skill description was displayed abnormally.
A new recruitment limit reminder has been added to the customer interface.
Adjustments to the effects of farmhouse customers:
a. Removed the description and effect of farmers’ diners speeding up harvesting
b. Additional output effect increased
Adjusted the range increase distance of military retainers
Adjusted the skill effects of a large number of other disciples
Optimized the value obtained by some Menke Knife Coins
Adjusted the skill descriptions of some disciples to make them more clear.
Optimized the display logic when assigning customers to buildings
Road system:
new content
The levels’ own roads now support segmented dismantling and upgrading.
Other optimizations and adjustments
The width of road construction excluding trees has been increased to 3m.
Optimized the road UI and added descriptions of road speed bonuses at all levels.
city wall system
Rule changes:
Walls destroyed by the player themselves will not generate ruins
a. Ruins: Ruins can be covered by new buildings; ruins can be quickly rebuilt
Ruins will only be generated if a city wall is destroyed by a third party such as enemy troops or natural disasters.
Other optimizations and adjustments
Optimize the continuous algorithm for the top of the city wall. Currently, the top of the Great Wall will not be too tortuous.
Optimized the plan for drilling holes on the surface of rammed earth walls. The current performance of holes in rammed earth walls will not be distorted.
Optimized some judgment logic in the process of city wall construction and reconstruction, and the construction should be smoother.
Improve the city wall construction experience and fix some preview, adsorption, connection, collision and navigation detection anomalies.
Fixed the problem of model shaking when the city wall is completed.
Fixed the issue where the scene UI mark remained after the enemy wall was destroyed.
Adjusted the algorithm for smooth display of city walls as the terrain undulates
Adjusted the feel of ghost adsorption when building city walls.
When there are combat units within the city gate, a new prompt related to the inability to close the city gate has been added.
The current size of the rammed earth wall has been adjusted to be consistent with the wooden wall to prevent various problems caused by different sizes.
The formation of soldiers on the city wall will now be more orderly.
Equipment troops (individual and mixed) can no longer issue movement instructions to climb the city wall.
Line formations on city walls must be on the same section of connected city walls. This fixes the problem of being able to form formations on multiple walls.
Farm system:
Land quality:
The original complex fertility consumption and recovery system has been redone. As follows:
The initial land quality of a farmland is determined by the average fertility of the farmland area at the time of construction. The current land quality can be viewed on the Summary and Planting tabs:
l Land mass depletion rules: Gradual deductions are made after harvesting is completed each fall.
l Land quality restoration rules: Gradual restoration occurs each summer while the land is fallow.
l When the land is fallow, there is no need to send laborers to work.
Summer care rules:
l When farmland is under summer care, it requires continuous consumption of water and fertilizer.
l When it is summer, farmland needs to ripen crops through three tasks: continuous consumption of water, fertilizer and weeding.
l Even without care throughout the summer, farmland will have a basic guaranteed yield.
l In the summer care stage, a new function has been added to preview the current status and estimated autumn output.
Autumn harvest rules:
l When harvesting is carried out in the current autumn, the harvesting progress and remaining harvest quantity will be displayed in real time.
l When harvesting took place this fall, the harvest progress and harvest quantity of the farmland were synchronized.
Other optimizations and adjustments:
In the spring land preparation stage, the original two activities of reclamation and sowing are merged into farming. Reduce the cost of complex farmland land status understanding.
The default crop for new farmland is: millet
a. Reduce the problem of forgotten settings caused by the original default planting crops being empty
Optimized the problem of different planting speeds caused by different farmland planting directions.
Fixed an issue where farmland harvest would be 0 under certain circumstances
Reduce crop fertility consumption and remove the fertility penalty for continuous planting
Updated farmland construction performance, rainy weather performance, and rice field textures
A new four-way arrow for farmland has been expanded to prompt players to adjust the farmland area.
Optimized the problem that farmland textures may be missing when constructing farmland in specific areas.
Adjusted the design of farmland-related functions to prevent farmers from running outside the fields while working.
Map of the Four Battles:
The main problem of the original Four Battlefields map is that the distinction between the buildable and walkable areas and the blocked areas in the map is not obvious. In addition, too many trees obscure the player's sight, and the designed obstructions do not have the desired effect. This results in poor readability of the overall map.
So we optimize these and other issues:
The entire map performance has been reworked
a. All passes are more conspicuous, making it easier for players to set up defenses
b. The boundaries between mountains and grasslands are clearer
c. Expanded the invasion path of enemy countries when becoming king.
Adjusted the arrangement of resource points
The richness of resources around the birth area has been enriched.
Adjust the mineral names to large/medium/small, and fix the problem of minerals flying.
Adjusted the pathfinding and navigation issues in the Four Battlefields level
Reconstruct global navigation multi-region logic
A new compass and click-to-turn-to-the-north function are added to the minimap.
etc…
Archive system:
Expanded the number of auto-save slots
ESC in the archive interface will no longer directly call out the settings menu, but will exit step by step.
Common buttons such as confirmation have added the function of Enter to assist in confirmation.
Fixed the problem that when creating a new archive in multiple languages, the name defaults to Chinese
Optimized the save and read interface logic, now you can delete archives
Victory and defeat:
Added game failure function - when the number of players reaches zero, the game will fail
Added a new game successful settlement - when you successfully become the king and destroy all foreign invasion forces, a success prompt will pop up
a. Note that you can continue playing at your current progress at this time
ALT mode
Reworked ALT mode UI performance
a. In ALT mode, all city walls will only display health bars when they are damaged.
b. In ALT mode, player buildings will only display information such as building name, number of workers, current products, etc.
Scope settings:
A new logging range setting option has been added to the logging farm: specified range or unlimited range. Default is unlimited range
New patrol range setting options in Xiangting: specified range or default surrounding range. The default is the whole body range
Others:
The beast carcasses and other materials dropped on the map require players to manually pick them up in batches before civilians go to pick them up.
Before the number of troops reaches 30, the rebellion value will be temporarily disabled. A new rebellion value display HUD has been synchronized.
In some game interfaces (such as minimaps), setting time multiplier will no longer be allowed and will display as disabled time setting.
Clicking on a civilian will now show the connection to the destination
Adjusted some outdated content in Sheng Yu Wandian
Added construction overlap judgment for bridges, prohibiting buildings and city walls from being constructed on bridges
Meteor destruction of trees will no longer produce fallen logs that can be transported
Added the standby animation performance of some civilian husbands and adjusted the switching duration of the standby animation. It will not be affected by the double speed to improve the dull performance of civilian husbands.
Adjusted the descriptions of some props
Updated the processing work descriptions of buildings such as the Treasure Shop and Armor Workshop to make the work descriptions for different recipes reasonable.
l UI and interaction:
Item statistics interface:
The overall top UI bar has been redone
a. The top item UI has been optimized and adjusted for display, and currently supports clicking on any item to highlight the location of the relevant item in the entire image (ESC or right-click to exit the current view).
b. The knife and coin area will display data including next month's expected tax revenue, expected garrison expenditure, expected retainer salary expenditure, estimated automatic tribute expenditure, etc.
c. Optimized the display of the top inventory bar. When the current quantity of an item is 0, it will be grayed out. To make it easier for players to find currently owned items faster
Total items vs. available items
a. The total number and available switches have been added to the item statistics interface. To make it easier for players to understand the difference between the total number of weapons and the weapons available when recruiting (in the armory)
Batch operations:
Optimized the existing batch operation mode logic and entry, currently supports:
a. Pick up items in bulk
b. Batch demolition (roads + buildings + city walls)
c. Batch upgrade (road + city wall)
Messaging system:
A new message system has been added, and the logic of prompt messages has been adjusted, which is divided into:
Announcer system to remind players of key node decisions
Central banner message prompt to prompt unimportant news such as building construction completion
Permanent message prompts on the right to remind you of construction shutdowns, lack of food for civilians, etc.
Building status reminder:
Added a message prompt function above the building, such as no one, abnormal shutdown, etc. Can be switched on and off via the button on the lower right
Others:
The full warehouse prompt adds support for baggage warehouses, granaries, and armories.
After the number of retainers that can be recruited on the diplomatic interface reaches the upper limit, relevant prompts will be added
Territory heat map
A new heat map mode is added on the right side of the screen. You can quickly check the status of the territory by switching options, such as:
Work assignment status
building health
Customer distribution status
disease status
etc…
Sheng and Wandian
The content of Integral Shengyu Wandian has been revised to keep pace with the times.
Performance testing
When the game is opened for the first time, a quick performance test will be performed on the player's computer to facilitate players to grasp relevant information.
Others:
Camera jumps no longer change game speed.
Fixed the issue where an abnormal menu would pop up when right-clicking on a large input text interface.
Added a new minimap switching shortcut key: M, and shortcut key adjustment
Added a shortcut key for switching left and right in the construction list: QE, and shortcut key adjustment
Added new game options in the settings interface: three speed adjustments for camera movement, wheel zoom, and mouse movement.
Added key settings related to skip animation.
Optimized the UI effects of a large number of shortcut key binding interfaces
Optimized mouse pointer pictures in several modes (batch demolition, batch upgrade, etc.)
Adjust the order of FSR and XeSS anti-aliasing quality options and the corresponding setting logic.
After clicking the "Automatic configuration" button in the image quality settings, a pop-up window prompt "The system is being configured" is added.
"Shader Compilation Complete" is no longer displayed when there are no shaders to compile.
Unify the options in all UI settings from low to high
Added relevant tips that when switching frame generation back and forth, you need to restart the game to take effect.
Graphics cards that support frame generation will enable frame generation by default.
Options that are unavailable in the image quality options will no longer be displayed.
Optimized the problem of possible offset errors in floating prompts under different resolutions
Optimized some text prompts of the announcer system in the upper left corner to make them more clear.
Optimized the UI performance of some long press skip prompts
Shengjue animation adds skip function
Added skip function during verbal battle
Optimized the text prompts indicating that the husband is sick
Added a new batch of tips when loading levels
Added a new reminder that civilian husbands with special status will not be recruited in the recruitment interface.
Added prompts for secondary confirmation related to the national policy release interface
Optimized the performance when scrolling multiple messages in the central prompt area
Optimized the prompt performance when reading expired archives
A new related tip has been added to the Zhongjun account: the promotion materials need to be placed in the tribute warehouse
Optimized the fuzzy search UI performance of buildings such as the baggage warehouse
Optimized the font of the construction quantity limit prompt text in the building button
Unified the sliding rules of consumable slide bars for all buildings
Optimized the performance of some text after the city wall is loaded with city gates
Optimized the difference between the icons of herbs and dates stored in the picking farm.
Optimized the UI performance when the current working status of the building is abnormal.
Adjusted the text description of some construction production conditions to make it more realistic
The building details and people's livelihood panels will be automatically closed after entering Diplomacy, Sheng and Wandian
Updated some screenshots of buildings in the encyclopedia
Supplemented the occupational work text of some buildings to prevent blank occupations and behaviors of civil servants
Optimized the relevant UI and operation logic of unselected soldier cards, selected garrison mode and pursuit mode, as well as other soldier card related UIs
Optimize the style of the overhead chart of civilian diseases
Changed the icon representing the weapon in the recruitment interface to cross swords to prevent ambiguity
Optimized the performance of Min Fu's Life interface and made some text more aligned.
Adjusted the color of the headers of some units to prevent inconsistency
Added floating effects and floating text prompts to the execution and imprisonment buttons on the civil husband details interface
Optimized the text layout of the Minfu panel; removed redundant points behind the statistical data
Optimized the display of the tank recruitment page and solved the problem of text inconsistency
Fixed the issue where some floating prompt text in the Menke interface was out of bounds
Optimized the problem of no Hovertips in items and other options in the diplomacy interface
Optimized the display of monarch names in the game
Optimized the issue of blurry display of diplomatic dialogues on some monitors with certain resolutions.
Optimized the customer recruitment interface, resulting in the lack of selection feedback when selecting customers
Optimized the floating interface performance of the favorability of the diners in the diners' mansion.
Optimized the style of herbal resource points
Main interface music adjustment.
Optimized the resolution of special effects for the coming of summer to make it clearer
l Combat related:
Armory changes:
Recruiting will not be possible without an armory
a. If the armory is destroyed during recruitment, the recruitment of civilians who have not received the equipment will fail.
b. Recruitment will only count the equipment stored in the armory, and civilians will only take the equipment in the armory (equipment in the process of transportation and in the material pile will no longer be counted)
The armory building is limited to the only type of building, and a second armory cannot be built.
a. The current armory capacity is temporarily increased from 500 to 2000
b. Subsequent capacity and functions will change with building upgrades.
Recruitment system:
Allow single selection of sub-equipment for recruitment (for example, only take the iron sword when recruiting)
Adjusted the classification of weapons (original short sword, club -> short-handled weapon, long sword -> polearm, bow -> long-range weapon)
Added recruitment priority option
a. The fastest - give priority to Wu and Minfu who are closest to the armory
b. Low work impact - give priority to those who have no job, Wu He Minfu with low work impact
Optimized the default recruitment rule to give priority to idlers
When confirming the recruitment, a new display of the specific usage of the relevant equipment for this recruitment will be added. (Located on the floating prompt of the Confirm Recruitment button)
Related rule changes:
After the player confirms the assembly point, the civilian husband will immediately stop the work at hand and respond to the call (the civilian husband will leave a pile of supplies on the ground during the transportation task). To improve recruitment response speed.
Optimize the recruitment screening logic, screening from around the assembly point → screening around the armory
When recruiting civilian husbands, those who are sick, injured, infected with plague, or in a state of abnormal movement will be excluded by default.
When civilians/soldiers are converted (recruited/dismissed), the original health percentage will be inherited.
When the soldiers are disbanded, the equipment will be transferred and returned to the armory. If there is no armory when the soldiers are disbanded, a material pile will be generated in place and placed in it.
a. Temporarily, the final effect is that if there is no armory pop-up panel for confirmation, the disbanded equipment will be destroyed directly without being returned.
UI related
A new enemy tracking line has been added to indicate the enemy's current attack target.
A new soldier status indicator icon has been added to display the current behavior of the unit: such as holding, moving, attacking, and mounting.
Others:
Starving civilians will be more likely to rebel
The currently rebellious civilians will give priority to attacking ordinary civilians around them instead of buildings.
The player's troops can lock more rebel troops at the same time, and the multi-track enemy line display function has been added simultaneously.
Rebels reduced unit overlap
Optimized the tracking range of enemy melee units to avoid tracking enemies too far away
Optimized the rules for soldiers searching for enemies and multi-target candidates.
Fixed the issue where the charge mechanism of armed infantry was not triggered
The current crossbow arrows of the bed crossbow have been modified to be impenetrable, and there will no longer be a problem of attacking enemies over the city wall. However, it may cause horizontal fire to be stuck by the terrain. It is recommended to consider the terrain when deploying.
Adjust the shield value of the city wall to prevent low-level weapons from completely breaking the defense
Adjusted the soldier's illness and injury mechanism. After becoming a soldier, you will no longer be sick or injured.
In conjunction with recruitment-related changes, the probability of soldiers getting sick has been greatly reduced (but they can still be infected by the plague)
Optimized the distribution of troops under multi-unit line formation, and now they will no longer be randomly distributed.
Fixed issues such as teleportation, jamming, return pause, and scattered formations when troops marched long distances.
Optimize the rollback processing after flow field failure: reduce the problem of soldiers getting stuck in the moving state.
Fixed possible spinning vortex and stuck issues for the same soldier.
Fixed the issue where garrisoned units would not return to their positions after being knocked up while not moving.
Partitioned navigation has been implemented to optimize the performance overhead of long-distance pathfinding and reduce the phenomenon of soldiers turning back.
Optimize the soldier homing and path-finding logic to reduce the situation where troops stop abnormally or cannot find the homing point after navigation changes.
Optimize the long-distance marching performance of soldiers, reduce problems such as teleportation, stuck, and scattered formations, and make them more stable when moving at high speeds and long distances.
l Numerical optimization:
The shield value has been adjusted to ensure that enemies with low attack multipliers will still deduct blood when attacking ordinary buildings;
Adjusted the movement speed of Legalist secondary national policy equipment
Improved the recovery rate of the jujube forest, making the food more abundant in the early stage.
The duration of logging has been increased to control the pace of growth in the early stages.
Reduced the configuration of Jinzhi Kiln to improve its production efficiency
Increased the range of the station aura
Increased the upper limit of the size of the rebellion team in the mid-to-late stage
etc...
l Performance optimization:
Updated title upgrade animation
Added main interface BGM
Added BGM during battle
Adjusted the model performance of Lin Heng's planting of tree seedlings and mature stages to make the distinction more obvious.
Optimized the performance of national borders
Optimize the performance of some vegetation
Updated version of large map resource point icons
Optimized shadow settings in low image quality, retaining some shadows
Optimized the style of hostile camps in the scene
Optimized the existing four-season indicator background image
Added full-screen special effects when switching seasons
Added special effects such as waterfalls in some scenes
Optimized the color of the forest that changes with the seasons
When previewing building ghosts, you will now be prompted for unbuildable areas on the map.
Performance of new farmland construction process
New appearance of small puddles on rainy days in farmland
Bonfire adds firelight performance
Added smoke special effects when building storage changes
Added gravel splash effects to stone-related animations
Added moistening and water splash effects to the water well
Added relevant smoke effects when more items are placed
Optimized the effect of the blocking wall model under different levels of earth walls
Added new fire effects for the armory, coal mine, and furnace
Optimized the performance of the picking field and added a new herb box model.
Optimized the special effects of the Armory and the Slaughterhouse
Fixed the problem of some doormen losing their textures
New picking special effects are added when picking in the jujube forest.
Optimized the animation performance of bears and pigs
Optimized the performance of deer-related animations
Optimized the problem that the skin color of the character's legs is different from the overall skin color.
For FSR anti-aliasing, the first-level UE sharpening effect is enabled by default to reduce blur problems.
Optimized the UI of the settings interface
Optimized the UI performance of the auto-save interface
Optimized level loading interface pictures and tips
In scenes such as verbal battles and titles, a new black border prompt is added to skip the prompt.
Optimized some text descriptions of announcers to make them clearer
Optimized the layout of the OK and Cancel buttons when building farmland
A new floating prompt effect has been added to the main interface of Shengyu Wandian
Fixed an issue where construction tasks were completed ahead of schedule by mistake
l Performance optimization:
Implemented multi-threading logic to improve in-game performance in most situations
Optimize some animation assets to reduce the problem of video memory crash caused by excessive video memory usage
Fixed a temporary lag at the start of the game
Optimized the level loading time and loading process
The grassland display scheme has been adjusted, which greatly speeds up the grassland loading speed and grassland performance consumption.
Turn off the lumen effect and enhance SSAO to improve frame rate
The FSR plug-in is upgraded to FSR4. It is recommended to test on AMD graphics cards above 9000 series.
a. FSR3 will still be reserved for players in need
Optimized vegetation shadow overhead
Optimized performance in Alt mode
Optimized the abnormal overhead when folding the life page of Minfu
Reconstructed the structure of scene UI
Optimized the polling methods of building health, soldier headers and other UIs to improve game performance
Optimized the performance degradation caused by effects such as bows, slings, and crossbows during combat.
Optimized a large number of troops in the scene to sleep in non-combat situations to improve performance
Optimized some audio playback logic to improve operating performance
Optimized the detection logic of illegal areas when Lin Heng planted trees to improve game performance
l BUG FIXED:
Fixed an issue that caused the game to crash when exiting while hovering over a building
Fixed an issue where some players' GPU crashed
Fixed an issue where exiting the game while hovering over a building would cause a crash
Fixed the issue that caused the crash when recruiting members of the tank was interrupted at the same time.
Fixed an issue where the game would crash when building a Bed Crossbow
Fixed the issue where the game would crash and report an error after changing the resolution
Fixed the issue where the video playback of King of Kings is stuck.
Fixed an issue where playing the upgrade video to Duke would freeze.
Fixed the issue where the title upgrade animation sometimes goes black.
Fixed an issue where loading the autosave before triggering the bandit dialogue would cause the invasion to fail.
Fixed the issue where the invasion event was stuck when loading files before the invasion occurred.
Fixed an issue that allowed players to read corrupted archives, and added archive verification
Fixed the problem that after loading the file, the tile jar can be built again at the location where the fixed tile jar has been built.
Fixed the issue that the ruins of the city wall would block projectiles after loading.
Fixed the issue where city defense facilities were incorrectly attached to the ground after loading files.
Fixed the issue where the default interface displays abnormally when the number of archives is 0
Fixed an issue where volume initialization failed and volume settings were not saved.
Fixed the issue where the wooden shackles carried by prisoners in the prison would be misplaced after loading.
Fixed an issue where the previously saved shortcut key prompts for changing keys were incorrect after reading files.
Fixed the problem that after loading files, the total population displayed may be different from the actual population.
Fixed the issue where the ALT mode does not display the registered customers after loading files.
Fixed the issue where the tank model disappears after loading and re-entering after recruiting a tank.
Fixed an issue where executing a rebellious civil servant in prison would cause the civil servant to be released directly
Fixed an issue where some guidance tasks could not be completed
Fixed the issue where the country name and mission panel would be displayed after a long delay when entering the game for the first time.
Fixed the problem of performance degradation caused by the smoke effects of tanks and equipment
Fixed the issue of lag when starting a new game (showing lag for several seconds before operation can be performed)
Fixed an issue where production speed and game speed were out of sync due to different hardware configurations
Fixed an issue that caused the game to freeze after playing the promotion animation.
Fixed some issues that caused performance degradation when becoming king
Fixed the performance problem caused by the ALT mark of the enemy wall being destroyed.
Fixed an issue where pits would remain on the ground when demolishing a prison under construction at 8x speed
Fixed an issue where pressing space during cutscenes would affect game speed.
Fixed the problem that the tank could not hit the flying person at 8x speed.
Fixed the issue where some equipment would teleport to the city wall through the open city gate at 8x speed.
Fixed the issue where troops fighting at the city gate would teleport to the city wall at 8x speed.
Fixed the issue where civilians would fly up when passing the city gate at 8x speed.
Fixed the issue where when skipping a title video, the double speed would be forced to reset to 1x speed
Fixed the problem of slowing down when clicking the lower menu button at double speed.
Fixed an issue where the target building to be plundered during a bandit invasion was not marked.
Fixed an issue where other sub-options were not hidden when the invasion option was off.
Fixed the problem of timely updating based on the refreshed number of retainer recruitment in the promotion interface.
Fixed the problem of enemy troops being refreshed at the beginning
Fixed an issue where mercenaries would be incorrectly counted into the promotion requirements
Fixed the issue where the actual number of enemy troops and the description text did not match during the final battle of kingship.
Fixed the problem of abnormal text display in the title interface
Fixed the problem that the data in the menu bar at the start of the sandbox mode is not updated (the error is displayed as 99999)
Fixed the issue where white squares appeared in the event of national dissatisfaction after claiming the title of queen.
Fixed the problem of missing equipment button when selecting equipment on the recruitment page
Fixed the issue where the total number of armor and shield statistics were incorrectly marked
Fixed an issue where the source of the copper dagger was displayed incorrectly
Fixed an issue where armory statistics were missing tanks
Fixed the issue where the total number of shields and armors was marked backwards
Fixed the issue of some models in the armory floating in the air
Fixed the issue where when recruiting soldiers, there is a chance that the recruited unit will be stuck and unable to move.
Fixed the issue where some soldiers’ models (body parts, weapons, flying beasts, etc.) would disappear during recruitment
Fixed the issue where the ghost disappears when recruiting and commanding soldiers.
Fixed an issue where armor in the Armory was floating in the air
Fixed the issue where the first line movement performed abnormally after the recruitment was completed.
Fixed the issue where soldiers would not return to their original position after being knocked into the air if they did not receive any movement instructions after being recruited.
Fixed the issue where too many people refused to recruit civilian wives when recruiting people.
Fixed the issue where the shadow only showed the upper body when recruiting troops to assemble.
Fixed the problem of missing weapons in the hands of recruited civilian husbands
Fixed the issue where some crew equipment was not returned properly after the tank unit was disbanded.
Fixed the issue where idler priority logic did not take effect during recruitment
Fixed the issue where the chariot soldier had no head, face or hair.
Fixed an issue where the model would shrink when a chariot driver becomes the Chosen One or the Chosen Son becomes a chariot driver
Fixed an issue where the shortcut text for the wrong army line change direction was incorrect.
Fixed the issue where the formation came out as 1 when using quick formation 9
Fixed an issue where enemy buildings would also display unmanned status prompts
Fixed the issue where the team header would flash when there were too few members in the soldier card.
Fixed the issue where troops and civilians would get stuck in some areas
Fixed the issue where some soldiers were unable to track enemies in certain situations.
Fixed the issue that caused the river surface to behave abnormally when the range of the archers covered the river surface.
Fixed a problem where a large number of enemy buildings did not fit the terrain
Fixed an issue where soldiers' solid state might lose effectiveness over time
Fixed an issue where team headers were incorrect
Fixed the issue where some soldiers continued to spin in circles when right-clicking to attack
Fixed the issue where enemies would flash in at certain locations in the basin area
Fixed the issue where enemies would teleport to the Chinese military tent
Fixed an issue where a halo would be displayed after clicking on the enemy's mining farm on the map
Fixed the issue where the soldier's shadow was covered by the range circle and not displayed.
Fixed an issue where the back of light leather armor was missing/missing display.
Fixed an issue where most enemy soldiers teleport to attack the player base
Fixed the issue where the green circle of the river behaved abnormally when the green circle of the archer's attack range covered the river.
Fixed the issue where the dead bodies of enemy and friendly soldiers and civilians were not correctly distinguished.
Fixed an issue where some soldiers did not have face models
Fixed the issue where the UI of the disease status above the head was misaligned after the soldier became larger.
Fixed the issue where movement speed skills of celebrities would not take effect on soldiers.
Fixed an issue where enemy soldiers were unable to damage player equipment on low difficulty
Fixed the issue where a soldier's direct death resulted in missed reporting to the enemy.
Fixed an issue where the indicator lines of the line array were not displayed
Fixed the issue where soldiers stationed on the city wall repeatedly squeezed inward
Fixed the issue where when commanding a ram to attack an enemy city wall, the phantom of the ram would appear on the wall when right-clicking.
Fixed the issue where the wall would appear damaged when demolishing the city wall under certain circumstances.
Fixed the problem that when building a city gate, ESC cancels the construction and the preview effect of the city gate is not restored.
Fixed the issue where the attached city defense buildings were not destroyed when the rammed earth city wall of the bandit camp was destroyed.
Fixed the issue where soldiers could not ascend the rammed earth city wall via the city ladder.
Fixed the problem of soldiers ignoring the city wall and passing through the wall directly.
Fixed the issue where a large number of soldiers would be crowded together by ascending the city wall via ladders at the same time
Fixed the issue where soldiers on the city wall would teleport to the ground when they assembled towards the ground when there were no ladders or city ladders.
Fixed the issue where soldiers who had climbed to the top of the wall continued to float (recovered after loading the block) when the section of city wall where the anchor point of the ladder was dismantled during wall climbing.
Fixed the issue where the combat push would push units into the city gate when the army was fighting near the city gate.
Fixed an issue where the flags on the gates of the rammed earth wall would be invisible at certain angles
Fixed the issue where the rammed earth wall full-level prompt text displays abnormally
Fixed the issue where the mounted state of the ladder was not released when the city wall was destroyed
Fixed the problem that the city ladder could not be hung on the city wall
Fixed the problem that the bed crossbow, earthen jar, and trebuchet could not be mounted on the rammed earth city wall.
Fixed the issue where enemy city wall ruins could be selected in batches (resulting in the mixed batch of our buildings being unable to be modified)
Fixed the problem that the ladder could be mounted on the wooden city wall across the river.
Fixed the issue where the attached city defense equipment would not be removed together when dismantling the rammed earth city wall.
Fixed an issue where the ladder truck hook texture was missing
Fixed the issue of missing construction process when building Juma
Fixed the issue where the car may rush and move randomly.
Fixed the issue where the error was not correctly prompted when trying to cross the road when building a horse barrier.
Fixed an issue that caused repeated rotation and twitching when moving siege equipment in the defensive state.
Fixed the issue where the attack range displayed before and after the construction of the city defense bed crossbow was inconsistent.
Fixed the issue where the mouse pointer would not change due to the city defense equipment not being grounded.
Fixed the issue where batch-building of horse-fighting horses on sloping terrain would not fit the terrain.
Fixed the issue where the default orientation of city defense tiles was wrong
Fixed the issue of city defense displaying attack range when unselected
Fixed an issue where siege engines would incorrectly impede troops
Fixed the issue where the rejected horses would become unbuildable when building them in batches
Fixed an issue where the Jima could not be damaged by low-difficulty enemies
Fixed the problem of collision in the preview state of building a horse.
Fixed the problem that when Lin Heng was planting, the trees planted might be planted in the non-navigation area.
Fixed an issue that would cause trees to be produced in non-navigation areas, causing fellers to get stuck.
Fixed the problem that the working location of resource points would be located in a non-navigation area, causing miners and other civilians to get stuck.
Fixed an issue that would affect navigation when the road is in planning mode
Fixed the problem that under special circumstances, navigation caused the civilian husband to stand still.
Fixed the issue of execution animation misalignment caused by navigation issues on the execution platform.
Fixed the issue where civilians would take long detours when transporting items.
Fixed an issue where building panel point migration would exit road construction mode
Fixed the problem of abnormal display of road UI pictures
Fixed the issue where some roads were obscured by terrain when highlighted
Fixed the issue where the road display in the scene would mysteriously disappear and then mysteriously recover under certain special circumstances.
Fixed an issue where any unit may fall into the water when crossing the bridge
Fixed the problem of incorrect stone pier material representation on the bridge
Fixed the issue where the item model might disappear when the mouse is moved over a civilian carrying items.
Fixed the problem that when construction adsorption is turned on, some areas show that construction cannot be done.
Fixed the problem that when trying to dismantle in batches after the first dismantling is completed, the frame selection cannot be selected again when trying to dismantle.
Fixed the issue where the construction of prison/gold juice kiln had abnormal effects on the rear terrain
Fixed an issue that would cause the building to display abnormally when the prison was built on a slope.
Fixed the issue that caused the building to display abnormally when the Jinzhi Kiln was built on a slope.
Fixed the problem that after some buildings were completed, there were still civilians going to build them.
Fixed an issue where building along a river would cause some building models to appear in the river
Fixed an issue where construction attachment points disappeared
Fixed the problem that when building a building, the health would be full before it was completed.
Fixed an issue that caused the civilian husband to behave abnormally when the execution platform was removed when executing the civilian husband.
Fixed the problem that the prison could not be built in the static environment
Fixed the issue where the prompt after the building construction is completed may leave a black line when disappearing.
Fixed an issue where continuous construction could skip the limit on the number of unique buildings
Fixed some abnormal and illegal prompts when building a prison
Fixed the issue where the road interface would be opened at the same time when the mouse hits the road when building a building.
Fixed the issue where the piles of scattered supplies would float after the prison was demolished.
Fixed the issue where clicking on a building in batch management mode did not correctly exit pre-production mode.
Fixed an issue where only types of buildings could be built in batches
Fixed the problem that an ox cart would appear during transportation in the baggage depot and persisted in the ox cart model after the building was removed.
Fixed the problem of floating models in many places in the prison
Fixed the issue of floating blood stains on the execution platform
Fixed the issue where civilians infected with the plague could still infect others after being imprisoned.
Fixed the issue where the double material consumption of Lushe did not take effect correctly in extremely difficult difficulty.
Fixed an issue with the incorrect animation of workers working in the smelting workshop building.
Fixed the problem of missing special effects when the fine charcoal kiln is working
Fixed the issue of some building components floating in the air
Fixed the issue that when the Xiang Pavilion and Lumberyard building details interface is opened, clicking on the blank space to exit will cause the scope circle to remain.
Fixed the issue where some buildings (such as mining farms) lacked shutdown status UI prompts
Fixed the issue where the inn folk would not carry carts for themselves
Fixed an issue where the construction interface incorrectly contained outdated descriptions of carrying distances.
Fixed the problem of enemy ballistas appearing in our central military tent
Fixed the problem of the treasure model floating in the air
Fixed the problem of the station model floating in the air
Fixed the problem of the fine carbon kiln model floating in the air
Fixed the issue where the civilians in the smelting workshop were stuck for a long time.
Fixed an issue where building opening signs were not attached to the ground
Fixed the problem of some models in the mining farm floating in the air
Fixed an issue where the smoke effects in the kitchen did not appear when people moved in.
Fixed the problem of misalignment of the work position of the civilian husband in the refinery
Fixed the issue where the Civilian Husband Club was inexplicably stuck in a corner of the Chinese Army Tent.
Fixed the issue where some items in the medical hut were incorrectly floating.
Fixed the problem that the range of the gathering point set by Baiqifang was too small
Fixed the problem of the well's bucket model floating in the air
Fixed the issue of abnormal audio playback after all friendly buildings and villagers were destroyed by the enemy.
Fixed an issue where building names were not displayed in Alt mode in paused state
Fixed the issue where the building name did not follow the switch when switching between multiple languages in Alt mode.
Fixed the issue where the names of some buildings were displayed incorrectly in ALT mode
Fixed an issue where some buildings would incorrectly display blue lines for debugging
Fixed the problem that when the building panel is opened, the copy and paste effects of other building configurations are not displayed in time.
Fixed the issue where civilian husbands working in warehouses did not have occupational names.
Fixed an issue where the shortcut key combination for copying a building conflicts with other normal shortcut keys.
Fixed the issue where workers in the smelting workshop would incorrectly obtain additional products.
Optimized the model display of incorrect treasure materials
Fixed the issue of the wrong color of the plague circle in the plague view
Fixed the issue where the disease UI of sick civilians would disappear in the paused state.
Fixed the issue where the sick and injured effects would be incorrectly triggered in the first year of the civil husband’s life
Fixed the issue where the close button and pushpin button were invalid after the Minfu details interface was expanded.
Fixed an issue where civilians would get together when carrying things in some cases.
Fixed the issue where the floating frame of the material pile disappears
Fixed an issue where carts were being classified as fuel
Fixed an issue that caused display abnormalities after changes to the Min Fu Sheng Plane UI.
Fixed the issue where the tab position of the Minfu details panel was too high
Fixed the problem of abnormal capture animation
Fixed an issue where civilian husbands might not be killed
Fixed the problem of abnormal UI display effect of material piles
Fixed the problem of the civilian husband's model being oriented abnormally when pruning fallen wood.
Fixed the issue where item models sometimes disappeared when civilians were carrying items.
Fixed the problem of civilian husbands holding multiple models in some cases
Fixed the problem of floating animal tendon models carried by civilians
Fixed the problem of farmers wearing molds when transporting grain, and replaced the grain transport model.
Fixed the problem of misalignment of the leather armor model carried by civilians
Fixed the problem of the shovel disappearing when shoveling the soil.
Fixed the issue where the charcoal model was misaligned when civilians were carrying charcoal.
Fixed the problem of misalignment when multiple status icons on top of Minfu's head are displayed at the same time
Fixed the problem of texture loss when Minfu pulls daddy
Fixed the problem of being unable to be imprisoned due to untimely refresh of the Minfu Sheng plane.
Fixed the problem of misalignment of the hoe in the farmer’s farming animation
Fixed the issue where the item texture package was lost when villagers transported wheel hubs.
Fixed the issue where fertility markers were displayed abnormally when constructing farmland
Fixed the issue where the farmland would display a construction error and then return to normal immediately after being photographed.
Fixed an issue where the farmland preview wireframe was incorrectly attached to the ground
Fixed an issue where the season progress bar in the farmland UI would not automatically refresh its position.
Fixed the problem of not prompting for missed farming in farmland in autumn
Fixed the issue where building materials were not delivered after the farmland frame was selected.
Fixed the problem that the farmland did not sow, and the farmland did not work due to addition or subtraction of farmland.
Fixed an issue where civilians would become smaller when farming
Fixed the issue where the numbers were incompletely displayed when adjusting the reserve quantity of farmland to three digits.
Fixed the issue where farmland material was incorrectly displayed in white under DX11
Fixed an issue where farmland building panels were displaying incorrect rallies
Fixed the issue of missing salt mines in Area D of the Land of Four Battles
Fixed the issue where the number of hunting grounds UI prompts does not match the actual number
Fixed the issue where the private plot of the herb forest was too small, causing buildings to occupy its position.
Fixed the problem of a large number of resource points not touching the ground
Fixed the problem of the farmers wearing the mold when carrying dates
Fixed the problem of civilians wearing molds when carrying herbs
Fixed the problem of the civilian workers wearing the mold when transporting the salt mine.
Fixed the issue of resource points not changing color
Fixed the problem of some mineral points flying into the sky
Fixed the issue where the mineral points on the map did not match the item icons
Fixed an issue where the hunting ground area was too small
Fixed the issue where some mineral points would display ghost images below the surface.
Fixed the issue where the UI of beast nests and beast corpses displays abnormally
Fixed the issue where some mountain modeling disappeared
Fixed the problem of some water models in the Land of Four Battles passing through the model
Fixed an issue where exiting ESC when building a well would cause water resource abundance to remain.
Fixed the issue where the blue arrow above the waterfall in the Land of Four Battles was not hidden
Fixed the problem of effect error when switching between seasons
Fixed an issue where building wells in batches would cause groundwater resources to default to 50%
Fixed an issue where summer thunderstorm sounds could not be turned off
Fixed the issue where the water resources situation would still be displayed after opening other interfaces after clicking on the water resources view.
Fixed the problem of abnormal display of customer satisfaction on customer details page
Fixed the problem that the satisfaction level in the customer management interface was not synchronized with the actual satisfaction level
Fixed the issue where retainers could be assigned to the retainer's mansion to work again.
Fixed the issue where the halo effect of diners failed after they settled in
Fixed the issue where the blood regeneration effect of celebrity skills was not synchronized with the UI in time
Fixed the issue where the model of a famous official in a building still exists after it is destroyed.
Fixed the problem of abnormal effect of the copper rarity skill of Fajia Menke
Fixed the problem that famous military officials were not displayed in the military category, but were only displayed in "All"
Fixed the problem of hiring a concierge by accidentally touching the space in the concierge interface.
Fixed the problem that the return button of the Menke management list is not obvious
Fixed the problem that the effects of the recruitment and transportation priority skills of retainers did not take effect.
Fixed the issue where some doormen's multipliers were triggered repeatedly
Fixed the issue where the skill description of Taoist disciples obtaining knife coins while sleeping was inconsistent with the actual effect.
Fixed an issue that could cause the current building recipe to be incorrectly reset when a retainer is removed.
Fixed the problem of abnormal performance and effects of dispatched diners after the building is demolished.
Fixed the issue where there was a health-recovery keeper stationed in the building, but the scene mark’s health bar did not change.
Fixed the issue where the occupation names of civilian husbands working in water wells and retainer residences were incorrect.
Fixed the issue where the Legalist secondary national policy equipment moved too fast and caused the related civilians to turn into ghosts.
Fixed the issue where the mid-level national policy in Yin Yang Middle School and the public opinion gain did not take effect normally.
Fixed the issue where the public opinion gain effect of the Yin Yang National Policy Zhong Shi was not triggered normally.
Fixed the issue where the national policy became invalid after the Chinese military account was moved.
Fixed the issue where the name of the conduct during sacrifice was not displayed in the biography of the civilian husband.
Fixed the issue where the history module of the diplomacy interface displays abnormally
Fixed the problem that after the sacrifice was triggered, the movement speed of the civilians not only did not become faster, but also became slower.
Fixed the issue where mercenary expenditures were not included in the calculation of knife coin expenditures.
Fixed the issue where the position of the fire special effects would be wrong in some cases due to the high and low terrain of the National Society.
Fixed the problem of no one carrying sacrificial items in the National Society
Fixed the issue where there was no pause time in the diplomacy interface
Fixed the issue where there were too many items under the diplomacy system and the number of items may not be deducted correctly after the transaction.
Fixed the issue of being able to offer sacrifices multiple times per year
Fixed the issue where some buttons in the diplomacy interface displayed abnormally
Fixed an issue where pressing the space bar in view mode would incorrectly exit the current view
Fixed an issue that incorrectly allowed binding duplicate shortcut keys in some cases
Fixed the issue where ESC did not correctly exit step by step in view mode and props view mode, but directly called out the menu.
Fixed the issue of incomplete display of some shortcut keys in the settings interface
Fixed the issue where the UE system menu pops up when right-clicking on the input box
Fixed the issue where hidden prompt button UI layers can still be interacted with in other interfaces
Fixed the issue where the UI still displays [F] when the key is set to [R]
Fixed the issue where the new key positions displayed were not updated in time when changing keys in some cases.
Fixed the issue where the time acceleration shortcut key was too sensitive to trigger
Fixed an issue where the view button would be blocked in certain situations and become unclickable.
Fixed the problem of incorrect UI display in the naming process.
Fixed the problem of the loading interface prompt being sometimes large and sometimes small.
Fixed an issue where clicking on some horizontal screen messages would jump to the center of the map
Fixed the problem that the banner prompt could not jump after being clicked.
Fixed the problem of delayed lag in some message prompts
Fixed the issue where clicking the search button requires 2 clicks when entering the game
Fixed typos in some text
Fixed the problem of abnormal font display in the Traditional Chinese and Lower Development Team interface
Fixed the issue where the sum of quantity and type of some items in the item panel does not match the actual value
Fixed the issue where the loading image on the loading interface was not completely covered, causing the upper and lower parts to be exposed.
Fixed an issue where the icons of Jin Chuang Yao were displayed inconsistently in several places.
Fixed an issue where some UI sound effects would be played twice
Fixed the issue where character drawings would stretch in the image selection interface for some screen sizes.
Fixed an issue where some text in the settings interface was misaligned
Fixed the issue where the UI of Settings-Control Interface [Reset to Default] is inconsistent with the position of other interfaces.
Fixed the issue where the FSR anti-aliasing gear effect does not match the description
Fixed the issue of missing grass in the start interface scene
Fixed the issue where the progress bar disappears when clicking the "+" sign to add items when trading items.
Fixed and optimized the problem that the medium-sized iron ore model would float in the air
Fixed the problem of abnormal display of the flying bird material in the picture
Fixed an issue where scene markers did not participate in multi-language translation
Fixed the problem of inconsistent names of some items and props (such as clay)
Fixed the problem of missing translations in some language versions
Fixed an issue where prompts were missing when reading expired archives in some cases
Fixed an issue that caused the civilians above the crater to float in the air
Fixed the problem that the instrument stopped rotating after reaching the point without rotating in place.
Fixed an issue where soldiers behaved abnormally after destroying a tide of beasts
Fixed the issue that caused the Chunshe Sacrifice to freeze after automatically saving and loading files.
Fixed the problem of newly created roads not having navigation under extreme circumstances
Fixed an issue that caused the mouse to be unable to select the civilian workers working in some buildings.
Fixed the issue that caused the corpse of the civilian husband to float in the air after the meteorite hit the cottage.
Fixed an issue where the weapons, flags, and armor decoration models of some buildings in the stability view were not displayed as white as expected.
Fixed an issue where some weapons in buildings would appear red
Fixed an issue where player tank archers could attack beast corpses
Fixed the problem of missing selection feedback when selecting the image at the start of the game
Fixed the issue where the title panel was not hidden in minimap mode
Fixed the issue with the white box on the left side in minimap mode
Fixed the problem that gold juice cannot be managed in the baggage warehouse, and updated the warehouse classification to be consistent with the top item classification
Fixed the issue of jittering up and down residual images caused by clay mineral instantiation.
Fixed the problem of the encyclopedia QE prompt UI becoming dark
Fixed the problem of incorrect line spacing caused by incorrect line breaks in some texts in Shengyu Wandian
Fixed the issue where the rejected horse icon was displayed incorrectly
Fixed the problem of incomplete display of titles in the guest management interface in multiple languages
Fixed an issue where Qin was still selling transport trucks
Fixed the issue where the newly created city gates were not turned on by default.
Fixed the issue where road priority selection occasionally failed, causing civilians to take detours.
Fixed the issue where rebellious civilian husbands in execution prisons were released directly
Fixed the issue where player soldiers gave orders to the enemy's wall abnormally, resulting in our soldiers being unable to climb the enemy's wall.
Fixed the issue where the soldier header position was displayed abnormally in some cases
Fixed an issue where ladders could not be arranged according to the default arrangement
Fixed an issue where civilians working in buildings could not be selected in some cases.
Fixed the problem of screen flickering when civilians carry items in some cases.
Fixed the issue where the automatic tribute of a country that did not pay tribute would be affected by the automatic tribute function of other countries.
Fixed an issue where road construction would be interrupted during auto-save
Fixed the issue where the endpoint on the stuck end would occasionally appear when a civilian climbs a ladder.
Fixed the problem that the language was not switched when the random background story of Menke was in multiple languages.
Fixed the issue where the title upgrade prompt fails after meeting the conditions.
Fixed the problem of different unified status display of water well values
Fixed the problem that the corpse of the husband would float in the air after the meteorite hit the cottage.
Fixed the problem that after the ladder truck is mounted, the upper part of the ladder truck will disappear when the perspective is zoomed in.
Fixed an issue that caused prison inmates to float after saving and loading.
Fixed an issue where Jailer citizens could rebel and not be imprisoned or executed
Fixed the issue where the pop-up window did not respond to Esc when clicking the menu button to return to the main menu.
Fixed the issue where ballistas and archers could penetrate the city walls and attack enemies.
Fixed the problem of abnormal number of people during sacrifices caused by some legacy issues of the National Society
Fixed the issue where the option text on the page did not change after switching languages.
Fixed the issue where the corresponding countdown on the right side was not automatically turned off after the diplomatic event expired.
Fixed the issue where some building models would deform after loading files multiple times.
Fixed the problem of equipment moving randomly when a random point cannot be found within the set range of the rally point.
Fixed the issue where some soldiers might become disconnected when guiding units to go uphill over a long distance.
Fixed the issue of abnormal movement of soldiers during charge
this is not the end
The above are the main adjustments, optimizations and repairs that have been completed in "Mandate Order" from the end of the public demo to the early access to the first version.
This diary is long, but it's still not the end.
Some problems have been solved, some systems have reorganized the rules and feedback, and there are still some experiences that need to be verified and adjusted after more players actually play in different development routes, city sizes, battle scales, and hardware environments.
After August 12, we will continue to publish version announcements and development logs to explain what has been added, what has been resolved, and what issues are being addressed.
Just because the game is online does not mean that "Still in Progress" is over.
Later today, we will release another pre-launch note to focus on the content that everyone is most concerned about recently:
l Early access to what’s currently available in the launch version;
l Minimum and recommended specs for the game;
l Launch prices and two-week deals;
l EA’s future update plans;
Thank you to everyone who has participated in testing and submitted feedback, and to every builder who is still willing to pay attention to this city.
See you on the battlefield on August 12th.
——"Mandate Order" development team
Source
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