Full notes
Full Total blade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Balance
- Fixes
- UI and audio
The world map gameplay is now active. (Long-term playtesting is not yet complete.)
Basic diplomacy features have been added:
You can join or leave a faction.
If you own a fief, only armed independence is currently possible.
A future update will introduce a method to peacefully relinquish a fief and become independent.
All cities now feature culture-appropriate exterior and interior designs. Biomes are not yet applied.
Global Illumination (GI) is now active on the world map.
City and village interiors now include a small amount of procedural variation.
🏙 Cities & Sieges
Elite units can be hired in cities. → In a future update, this will be restricted to cities belonging to your own faction only.
Cities can now be conquered:
Siege preparation time: 75 seconds (at 1× speed).
If AI reinforcements arrive as defenders, they cannot retreat until the siege begins.
The siege battle map is not yet implemented.
AI factions currently conduct highly aggressive expansion and conquest.
⚔️ Units & Combat
General unit balance has been completed.
Shield durability has been added:
Shield infantry can now block 1–2 hits from monster units.
Destroyed shields, and shields from fallen soldiers, remain permanently on the battlefield.
🕊 Peace Negotiations
The cost of entering peace negotiations is now based on the total troop count of each nation.
⚠️ Known Issues
No hiring restrictions on elite units → early game is too easy.
No racial armor restrictions yet.
The player can declare war on a third faction right before battle even when not a king.
Joining and leaving kingdoms currently has no limitations.
Player-owned and AI-owned cities/garrisons do not yet affect finances properly.
🔧 Next Update (Save Compatible)
The following features are planned for the next update package. This entire set of features is expected to be completed as a single combined update, and existing save files will remain compatible.
More detailed diplomacy system
Clan scout functionality for player kingdoms
Fief distribution and a clan-influence political system
Siege battles added to the battle map
Replacement of infantry attack animations with new full-body animation sets (If the experiment does not improve gameplay, the current animations will remain.)
📌 Estimated development time for the entire update package: Within ~2 weeks (This estimate accounts for all features above, not only siege maps.)
🛠 Post-Update Features (Save-Breaking)
The following major update will not be compatible with existing save files:
New character face and body proportion adjustments
Fix for the Bruton weapon scaling bug
Basic dungeon implementation
Addition of six remaining factions
New unit types for factions that currently lack variety
New faction-specific weapons
Item rarity/grade system for weapons and armor
📌 Target: All features planned for release within this year
🎯 Final System Update Before Story Content
Before story quests are introduced, one final system update is planned:
Complete rework of stats and perk systems
Biome and elevation variety in village interior design
Expanded siege battle map variations
📘 About Story Quests
Story content will focus on dungeon expeditions and neutral hero hunts, structured as linear chapter-based quests.
There are many chapters, so it will take time, but:
Goal: Implement story content by February
March target: Voice recording + 12-language localization
Source
Changelog.gg summarizes and formats this update. How we read updates.
