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Steam News2 December 20257mo ago

Patch v1.1.2 Artillery improvements, bugfixes

Artillery Changes Artillery still seems to be a little hard to use. Mainly, it's hard to knock out the AI's artillery which can sometimes be very oppressive.

In this update5

Full notes

Full Master of Command update

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What changed

10 fixes2 additions8 changes0 removals
  • Balance
  • Gameplay
  • Fixes
  • Maps
  • UI and audio
changedArtillery ChangesArtillery still seems to be a little hard to use. Mainly, it's hard to knock out the AI's artillery which can sometimes be very oppressive. And the player's artillery tends to run out of ammunition quickly. It also seems that grapeshot is better than canister because of how much damage dropoff there is at maximum range, so I've made some changes to improve these problems.
changedArtillery ChangesMorale damage in counter-battery fire increased by +20% using round shot
changedArtillery ChangesDecreased ammunition consumption of mid-tier and high-tier artillery slightly
changedArtillery ChangesRange slightly increased on canister shot and double canister shot
changedArtillery ChangesCanister shot and grapeshot damage very slightly increased, more noticeable on the lower-end (basic) ammo types. For example, instead of grapeshot incrementing by +5, +10, +15 damage it's now +8, +12, +16. So the basic version is +3 better, good version is +2 better, excellent version is +1 better.
changedArtillery ChangesEffective range of field gun artillery increased by about +10%, this means you should be missing slightly less when firing far away (Howitzers unchanged!)

Master of Command changes

changedArtillery still seems to be a little hard to use. Mainly, it's hard to knock out the AI's artillery which can sometimes be very oppressive. And the player's artillery tends to run out of ammunition quickly. It also seems that grapeshot is better than canister because of how much damage dropoff there is at maximum range, so I've made some changes to improve these problems.
changedMorale damage in counter-battery fire increased by +20% using round shot
changedDecreased ammunition consumption of mid-tier and high-tier artillery slightly
changedRange slightly increased on canister shot and double canister shot
changedCanister shot and grapeshot damage very slightly increased, more noticeable on the lower-end (basic) ammo types. For example, instead of grapeshot incrementing by +5, +10, +15 damage it's now +8, +12, +16. So the basic version is +3 better, good version is +2 better, excellent version is +1 better.

Artillery Changes

Artillery still seems to be a little hard to use. Mainly, it's hard to knock out the AI's artillery which can sometimes be very oppressive. And the player's artillery tends to run out of ammunition quickly. It also seems that grapeshot is better than canister because of how much damage dropoff there is at maximum range, so I've made some changes to improve these problems.

  • Morale damage in counter-battery fire increased by +20% using round shot

  • Decreased ammunition consumption of mid-tier and high-tier artillery slightly

  • Range slightly increased on canister shot and double canister shot

  • Canister shot and grapeshot damage very slightly increased, more noticeable on the lower-end (basic) ammo types. For example, instead of grapeshot incrementing by +5, +10, +15 damage it's now +8, +12, +16. So the basic version is +3 better, good version is +2 better, excellent version is +1 better.

  • Effective range of field gun artillery increased by about +10%, this means you should be missing slightly less when firing far away (Howitzers unchanged!)

  • Velocity of cannon balls increased by +20%. This primarily helps when firing against moving targets. Most of the time the AI's units are moving around but the player's units tend to be planted in defensive positions for large chunks of the battle. So this change should disproportionately assist the player in firing at the AI's units as they advance.

  • Fixed this bug where the artillery continues reloading after death

  • Fixed visual issue where deployables are being deployed when the artillery unit isn't limberedSteam post image

Achievement Changes

  • Fixed a bug here where the "Gott Schutzen den Konig" achievement wasn't triggering despite having enough non-English troops

Battle/Campaign Changes

  • Improvements made for players on a laptop using a touchpad

  • Keybinding fixes, bug where you couldn't reset your keybinds

  • Carbines' melee and charge stats reduced by about 1/2. They weren't meant to be so high and it became much more noticeable when we fixed in the last update that cavalry weren't getting the melee/charge stats from carbines.

  • The "Shattered" modifier only increases casualties by +35% instead of +40%. Seemed too punishing when running a cavalry build.

Visual Changes

  • Fixed a bug where there was a unit model outside of map boundaries

  • Fixed a visual bug here where the unit info was saying "699" men left even though on the UI in battle it says the unit has 700 men.

  • Fixed a bug where if your objective was to raid settlements it would highlight invisible settlements for you to raid when clicking the objective marker on the right-side of the screen

  • Tooltips added on the disband and unit tree buttons in camp

  • Fixed a bug where grapeshot was being called canistershot in battle when changing ammo

Modding Changes

  • Fixed a bug where the console would open frequently while using the map editor

  • Fixes in modding for when a nation hasn't been assigned flag data

  • Added support for the "fire by rank" ability to be used as a doctrine

  • If no officer uniform is assigned for modding, it now picks a generic uniform and prints an error for the modder

  • Fixed the background key for modded flag patterns not working

Source

Steam News / 2 December 2025

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