Update log
Full The End of History update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- UI and audio
- Events
- Balance
Thank you for playing "The End of History." Since the Early Access launch, we have been addressing crashes, freezes, bugs, and improving playability based on feedback from Steam reviews, our official Discord, and various social media platforms.
This document outlines our current vision for the full release: "what experience we aim to create," "which areas we will improve and how," and "at what pace we will communicate updates."
The Game Experience Developer "Tatamibeya" Aims to Achieve
This game aims to provide not a hero's epic tale, but an experience of "observing historical records."Even if players don't consistently win, drama emerges through NPC dialogue and actions, and the rise and fall of nations and factions—we want to create a game where you can find enjoyment in these moments.
Updates leading to full release will fundamentally focus on bringing"the joy of observing history"to a state where more players can experience it.
Elements We Wish to Improve to Realize This Game Experience
Improving Touchpoints That Make NPC Lives and Changes in Nations/Factions Feel More Dramatic
Even while simply pursuing world conquest, we want players to spontaneously notice world events and NPC lives, and encounter those serendipitous moments of interest. We are exploring improvements to game mechanics and dialogue to create such touchpoints.
Exploring UI That Makes World Events and NPC Lives Easier to Follow
To make it easier to trace how players and NPCs intertwine causally and create ripples across the world, we are reviewing UI design and notification information, and considering adding events/UI elements where appropriate.
Reducing Stress When NPCs Take Actions That Feel Unreasonable to Players
We recognize feedback such as "vassals repeatedly propose declarations of war" and "overlords give seemingly impossible orders."
In this game, we value that NPCs live with their own will and purposes just like players, and maintain symmetry between player and NPC actions as much as possible. (Just as players can impose unreasonable demands on vassals or push through reckless declarations of war based on personal grudges, NPCs can do the same.)
However, currently this leans more toward "unnecessary stress" than "fun," so we will implement measures to reduce stress. Additionally, we will promptly fix bugs that cause behavior such as orders exceeding parameter limits.
Reducing Stress Related to Resource Shortages, Particularly Food
We recognize the abundance of feedback regarding food shortages. Food plays an important role in various game elements including territory development, war devastation, and siege warfare advantages/disadvantages, so simple easing could diminish the gameplay challenge.
Therefore, we aim for a balance that "maintains importance while reducing stress," and will carefully adjust through testing over time.
Combat Depth and Balance Adjustments
Combat in this game is designed not to emphasize "action-based fun" like speed and exhilaration, but rather to reflect how "off-battlefield strategy"—logistics, military equipment, vassal reinforcements, technological research differences—manifests as battlefield victory or defeat. (This includes the premise that with sufficient research advantages, one-sided domination can occur.)
However, we recognize that currently the interplay of commander abilities, military equipment, logistics, and technology research is insufficient and not fully enjoyable. We will continue adjusting this.
Controlling World Collapse (Strengthening Feedback)
We are exploring ways to strengthen feedback to players about which actions affected world collapse and how, while making available improvement actions more understandable.
Expanding Roleplay Options
We recognize that positions like ronin, bandit, or merchant currently have limited engagement with world affairs. We are considering adding dedicated actions to strengthen involvement in the world as independent entities, enhancing immersion.
UI/Operability Improvements
Source
