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Steam News3 August 20241y ago

TAIPING MAJOR UPDATE

TAIPING MAJOR UPDATE The game now works with the 1.5 version of the SGS engine, which includes in particular the most important Loyalty system (already used in SGS We The People) as part of its design.

In this update5

Full notes

Full SGS Taipings update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes5 additions9 changes1 removal
  • Gameplay
  • Events
  • Maps
  • Balance
removedLoyaltyThe loyalty system is a major change in gameplay, as you no longer just go through a region and take it for you: if the region is loyal to the other side, you need to maintain military presence over time to "rule" it, otherwise it will return to its original owner. Disloyal regions will allow your opponent to build units, so you cannot leave them unguarded. Also, retreat in regions loyal to you will be allowed, even if just captured by the enemy.
changedLoyaltyThis will come with a dozen of extra cards for each side, adjustment of older cards and events effects, and many more events.
addedLoyaltySo in short, a complete new (and improved) way to play
addedMore EventsWe will add new events to them, as provided to us by some of our dedicated players. Most good suggestions will be retained and implemented, such as:
changedMore EventsFirefly warship capture (1860)
changedMore EventsBaocun village anti-taiping rebellion (Zhejiang, large force, 1861+)

SGS Taipings changes

removedThe loyalty system is a major change in gameplay, as you no longer just go through a region and take it for you: if the region is loyal to the other side, you need to maintain military presence over time to "rule" it, otherwise it will return to its original owner. Disloyal regions will allow your opponent to build units, so you cannot leave them unguarded. Also, retreat in regions loyal to you will be allowed, even if just captured by the enemy.
changedThis will come with a dozen of extra cards for each side, adjustment of older cards and events effects, and many more events.
addedSo in short, a complete new (and improved) way to play
addedWe will add new events to them, as provided to us by some of our dedicated players. Most good suggestions will be retained and implemented, such as:
changedFirefly warship capture (1860)

TAIPING MAJOR UPDATE

The game now works with the 1.5 version of the SGS engine, which includes in particular the most important Loyalty system (already used in SGS We The People) as part of its design.

Loyalty

The loyalty system is a major change in gameplay, as you no longer just go through a region and take it for you: if the region is loyal to the other side, you need to maintain military presence over time to "rule" it, otherwise it will return to its original owner. Disloyal regions will allow your opponent to build units, so you cannot leave them unguarded. Also, retreat in regions loyal to you will be allowed, even if just captured by the enemy.

Loyalty will also affect income (a region 50% loyal to you will bring only half income), and fog of war: you can see all details of enemy forces in regions that are stringly loyal to you...

This will come with a dozen of extra cards for each side, adjustment of older cards and events effects, and many more events.

So in short, a complete new (and improved) way to play

More Events

We will add new events to them, as provided to us by some of our dedicated players. Most good suggestions will be retained and implemented, such as:

  • Firefly warship capture (1860)

  • Baocun village anti-taiping rebellion (Zhejiang, large force, 1861+)

  • Ling Gong revolt in Taiwan (1853)

  • Shuntian Army uprising (Sichuan, 1859)

  • Alternative choices for Tianjing massacre (you will have the choice of which leaders to keep and which to execute, or to pay a – risky - wait and see game)

  • The change of course of the Huang-Ho river in 1855

Etc…

More Units

New leaders, such as Augustus Frederick Lindley, Song Jingshi, Lan Chaozhu or Zhang Zongyu Unrest units (like local discontent people, they don’t fight really good but their presence seriously degrades loyalty)

The 1.5 Engine Update

The engine has been also updated with many more features, as described in the other announcement (short summary below).

NEW

Battle view

Battle location highlighted on the map for easier recognition.

Battle List

the participants appear in a popup over the battle location name in the window, allowing examination of the units involved on both sides, quite useful to make later use of battle cards, among other advantages Ergonomics: WASD keys to move the map (is QZSD on Azerty keyboard)

Information

more detailed Terrain info now provided in region windows, dynamically calculated from map conditions.

Combat System

new feature with specific modifiers now possible for some specific units in specific rounds (e.g. in a forthcoming project, Japanese Samurai units will have a special close combat bonus in the last round of battle, or, in SGS Dien Bien Phu, VM units will have lower long-range fire but higher close-combat power with this system.)

IMPROVEMENTS

Movement

Right click move on stack with immobilized units will select only the units that can move (no longer need to split them out of the stack to activate a move)

Retreat

land retreat is now possible if the region contains only camouflaged units of the other sides (they no longer prevent retreat) Naval retreat and embarkation upon port capture: naval units in a just captured port will sail away, and land units inside port will embark (loading space permitting) on the retreating ships.

Combat

combat bonus are capped at -4/+4 (all modifiers of all kinds added) Morale boosters are capped (designer choice, in Taiping this is +4) Morale can not exceed 9 (this

Source

Steam News / 3 August 2024

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