In this update4
Full notes
Full The End of History update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Performance
- Fixes
- UI and audio
- Events
- Maps
The End of History changes
Thank you for always playing End of History.
We had planned to deliver this letter in February — thank you for your patience, and we sincerely apologize for the delay.
As announced in the Update Roadmap on January 30, we will be delivering monthly developer letters starting in February.
This being the first issue, we will look back on the roughly two and a half months since the Early Access launch (December 10, 2025), and share our current efforts and future plans.
1.Recap of Improvements Delivered in Updates So Far
Based on your feedback, we have made the following improvements over the past two and a half months.
◆ Ensuring Stability (Addressing Crashes and Progression Blockers)
We received many stability-related reports immediately after the Early Access launch. Being able to "play stably through to the end" was our top priority, and we addressed the following issues first:
Crashes caused by the same character existing multiple times in the world
Crashes caused by diplomatic data corruption
Crashes occurring at the end of siege battles and defensive battles
Screen blackout and loss of control after combat under special conditions
Progression blocker when the protagonist dies in sandbox mode
We are continuing to investigate and fix issues in this category.
◆ Improvements to the Liege Command System
"Liege commands from vassals fail immediately," "they are issued repeatedly every day," and "impossible liege commands come from the suzerain" — these were among the most common pieces of feedback after the Early Access launch.
The liege command system in this game is designed as part of a world where NPCs live with their own will, just like the player. However, we also recognize that the intent behind this design has not been communicated well, and that it has become a source of frustration in many cases.
Key measures taken so far:
Adjustment of liege command issuance frequency and logic
Improved so that when a liege command is overwritten at the suzerain's discretion, merit points and favorability are granted based on the progress already achieved
Identified and fixed multiple causes of the bug where liege commands would fail repeatedly every day
Fixed a bug where troop training liege commands were issued with a target value exceeding the experience cap
Adjusted so that when a vassal proposes a declaration of war and is refused, they cannot propose it again for 60 days
Adjusted the maximum impression value decrease when refusing a proposal
Added a feature to display related stats for each action when issuing or receiving a liege command
It has been found that the repeating liege command failure bug is caused by multiple overlapping factors, and we are continuing to investigate and fix the remaining causes.
◆ UI / UX Improvements
UI-related feedback was consistently among the most common we received.
Key features implemented and improved:
Added conversation log viewing feature
Comprehensive Esc key behavior overhaul (consistent behavior appropriate to each situation, such as closing panels, canceling choices, and opening the save screen)
Hold Ctrl to fast-forward conversations
Event notification log feature (allows you to check what happened later)
Family tree UI implementation (check family and descendant relationships at a glance)
Notable persons filter on the map (separate display of manually marked persons and those automatically marked as close friends, etc.)
Changed world collapse level notification UI (notification frequency setting also moved to options)
Improved UI when receiving proposals from vassals (related stats displayed for each action)
Added food purchase shortcut button to granary and trading post
Adjusted display order of quest bookmarks (resolved overlap with character portraits)
Grayed-out conversation choices (making it clearer which options can be repeatedly selected with the same content)
Improved filter UI on the character list panel
Cloud save support
◆ Combat Improvements
Added formation assignment by unit type (making it easier to employ diverse tactics such as encirclement, central breakthrough, and securing firing lines for ranged units)
Display of predicted cannon impact location
Added visual feedback when arrows are blocked by allies
Improved visibility of upward camera angle (walls and flying units now easier to see)
Adjusted so that NPCs commanding artillery do not inadvertently advance to the front line
Revised combat attack conditions (improved issues such as being unable to attack when morale is 0)
Set a plunder cap upon combat defeat (adjusted so that a certain proportion of food and money remains)
Fixed an issue where battles would not end normally even after defeating the enemy leader
◆ Character Creation and World Settings
Protagonist portrait replacement feature (including MOD support for custom images)
Gender selection for protagonist in campaign mode
Option to start sandbox mode in the same world as the campaign
Notification feature when a family member dies and their belongings are inherited
◆ Other Improvements
Added the"Noble's Gown" item that allows entry to the Obelisk Research Facility even without meeting the normal conditions
Fixed numerous bugs and unstable behaviors (best friend bug, faction territory data inconsistencies, item filter malfunctions, incorrect liege command messages, etc.)
2.Current Priority (February): UI Improvements and Bug Fixes
We are continuing to work with UI improvements and bug fixes as the top priority.
In the February 2 and February 13 updates, we also implemented multiple UI features related to usability, such as the family tree UI, event notification log, and liege command-related status display.
We also continuously addressed remaining cases of progression-blocking bugs that impaired the play experience, such as the repeating liege command failure bug.
"First, achieving a state where the game can be played stably and without stress" — we have set this as our goal for February.
3.Plans for March and Beyond: Comprehensive Review of the "Observing History" Experience
In March, we plan to focus on a comprehensive review and redesign of the "observing history" experience.
As communicated in the January 30 roadmap, what this game aims for is an experience where "moments that naturally make you want to pay attention to NPCs and the movements of the world arise organically, and you can observe your own unique history." To achieve this, we will take a fresh look at the overall game experience.
Specifically, we will address questions such as the following:
Does the current game have sufficient touchpoints that make players "naturally want to follow the lives of NPCs"?
Where and how can we increase the moments where players feel the sense of "actually observing" changes in the world and the flow of history?
Where in the UI and game mechanics are there barriers that impede the observation experience?
To that end, we are considering the following:
Adding conversation and event variations based on character relationships
Adding character illustrations
Introducing unique combat skills per character and a system to learn them through interactions with the player
Testing UI designs that make it easier to understand the lives and relationships of NPCs
among other initiatives.
We plan to take sufficient time for this design phase and then move into gradual implementation from April.
In Closing
Thank you for the many pieces of feedback over the two and a half months since the Early Access launch, including bug reports, comments, and survey responses in the Discord community.
Please look forward to seeing what changes we can bring you in March and April. We ask for your continued support of End of History.
Developer Tatamibeya Publisher WorldMap
This developer letter will be delivered once a month. The next issue is planned for around the end of March.
Source
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