In this update3
Full notes
Full Territory: Farming and Fighting update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Maps
- Events
- UI and audio
- Performance
Territory: Farming and Fighting changes
Many players have been asking: what exactly has been added in the full release compared to the early versions?
First, it’s important to clarify that this game was not developed through a small number of large “major updates.”
During the past development period, since this has been a solo project, I adopted a continuous, incremental, near-daily update approach.
Content was broken down into many small features and adjustments, gradually added to the game, rather than being held back and released all at once in a few large updates.
The advantages of this approach are:
Issues can be discovered and fixed more quickly
The negative impact caused by bugs can be kept to a minimum
Game systems can be continuously refined and adjusted through long-term real gameplay
However, it also means that:
You won’t often see updates that bring dramatic, overnight changes
That said, when looking at a longer time span—three months or even half a year—long-time players can usually feel clearly that:
The game’s content has been steadily expanding, systems have become more complete, and the overall experience has grown increasingly mature.
Below is an overall review of the content currently available in the game,
to help everyone better understand the complete set of systems the game now offers.
________________________________________
Main Systems and Gameplay Included in the Current Version
A complete village construction and layout system
(including blueprints, batch building duplication, and large-scale building relocation)
A logistics system based on realistic principles
(warehouse planning, manual labor transport, and cart-based transportation)
Multiple cultivation systems, including farmland, fruit trees, and potted plants
Cooking, potion brewing, and crafting/manufacturing systems
Resource acquisition through gathering, mining, fishing, and combat
Breeding and feeding systems for animals, bees, ants, and monsters
Simulation of resident behavior and needs
(talent trait development, noble cultivation, and multi-race growth)
Merchant trade, maritime trade, and service industries such as inn management
World map expansion, territory control, diplomacy, and random events
Multiple types of combat units
(melee, ranged, cavalry, mages, as well as large units like Titans and Dragons)
Hero unit system
(the Lord’s progression, command, and combat gameplay)
A complete main storyline and guided tutorial flow
A fully featured map editor
Leaderboards and achievement systems
Multiplayer gameplay
(supporting interaction in terms of resources, population, and events)
Localization support for 10 languages
In-depth performance optimization:
average PCs can support populations of around 1,000–2,000 residents, while newer hardware can handle 3,000–4,000 or even larger populations
All of the above content is already included in the current version and will continue to be optimized after the full release based on player feedback.
Thank you to everyone who participated in Early Access. Without your feedback and encouragement, this complete and polished full release would not have been possible. Salute!
Source
Changelog.gg summarizes and formats this update. How we read updates.
