Total War: THREE KINGDOMS Patch 1.7.0 Total War: THREE KINGDOMS
Kate Fanthorpe
March 8 2021
Languages
English The 1.7.0 update is the next major update for Total War: THREE KINGDOMS, arriving alongside the Fates Divided DLC. The patch fixes issues raised by the community as well as introducing new campaign features, characters, and more.
Highlights of the 1.7.0 patch:
- Imperial Intrigue and changes to the Emperor
- Schemes faction mechanic for Cao Cao
- Captain armoury mechanic for Yuan Shao
- New faction council
- New expanded faction ranks
- New legendary characters
- A plethora of bug fixes
Save Game Warning It is strongly recommended you start a new campaign to experience the great new features which have been added to the campaign with the Fates Divided release. Please also disable mods until they have been updated to account for all the changes made. If you wish to finish your current campaigns before updating, please opt in to the old_1.6.1 beta.
In order to opt in to the old_1.6.1 beta:
- Right-click on Total War: THREE KINGDOMS in your Steam library
- Click Properties and click the Betas tab
- In the drop-down menu, select the old_1.6.1 option
- Close the window and your build will automatically update to old_1.6.1
The 1.7.0 Patch Imperial Intrigue The new imperial intrigue mechanics determines how well each faction within the Han is seen by the Emperor. This mechanic comes into effect in the year 197 CE, when the Emperor comes of age at 16. In the new Fates Divided campaign, the mechanic is available from turn one, with Cao Cao in control of the Emperor.
The imperial intrigue mechanic sees each faction gain an imperial favour score, which is a measure of how much the Emperor likes that faction. Factions with high favour will gain boons from the Emperor, while factions with low favour may be declared an Enemy of the Han or face imperial sanctions.
While the Emperor holds sway in the imperial court, he will hand out missions, sanctions, and aid to those factions he feels are deserving of them. Each of these occur in events that have a small chance to happen each turn. Factions with high favour will have access to events like “Imperial Food Reserves” where, if your faction is running low on food, the Emperor will send some food supplies to your faction for 10 turns. Those with low favour might see events such as “The Emperor Demands Peace”, a decree which, if your faction is at war with another faction that has high imperial favour, sees the Emperor demand that you make peace with them within 10 turns. All Han factions also have access to the “Duty of the Han” events, which include events such as “The Defence of Our Allies”. In this event, if a faction with high imperial favour has an enemy army in their land, the Emperor will ask you to attack and defeat the enemy army.
Warlords that favour the current protectorate (the faction leader that has control of the Emperor) will actively work against the Enemy of the Han, whereas those who do not care for the protectorate are likely to ignore the Emperor’s decrees. If the protectorate’s favour drops too low, they will lose control of the Emperor.
The Emperor We have also added a bonus restoration of the Han mechanic to the endgame. The faction controlling the Emperor can reinstate the Emperor when they hit maximum prestige (Emperor) rank. This causes the current character to step down as faction leader, and Liu Xie to become the new faction leader. While not deployable in battle – he is the Emperor, after all – he does have new unique 2D artwork and a new skill tree. The player can also set their original faction leader up as the Emperor as before should they desire to depose the Han.
Cao Cao Schemes Mechanic Schemes are a new and powerful mechanic for Cao Cao’s faction that let you manipulate the ever-changing world around you to best suit your playstyle. Through enacting schemes, the player can make subtle changes to the campaign situation, such as influencing how others perceive Cao Cao’s enemies, or dramatic shifts, like turning certain defeat in battle into victory.
In order to facilitate this, the faction leader has access to individuals referred to as pawns that, using the spy network, deliver the messages of each scheme to any faction on the campaign map. The number of pawns available are linked to the available spy slots that the faction has developed. Once a scheme is complete, the pawn will again become available to complete the next machination.
Cao Cao’s credibility resource has also been expanded and can now be used in all deals in diplomacy. This makes it a far more powerful tool for manipulation. Credibility can now also be earned and spent through careful scheming.
Schemes and the reworked credibility system will be available in all start dates for Cao Cao.
Yuan Shao’s Captain Armoury Mechanic The Captain Armoury is a new mechanic for Yuan Shao’s faction, focused on his captain retinues. The purpose of this mechanic is to expand captains into something that feels more unique, while not stepping on the toes of characters. The captains are intended to be powerful retinues with highly customisable abilities, but without the individualism of characters.
The player can build up lineage throughout the campaign, and this can be used to buy bonuses for captains. Each captain has their own armoury, and these give the player ways to rapidly expand the military potential of their armies. Some of the available bonuses include flaming arrows for all archers, the ability to fight all battles as ambush battles, or boosting the core stats of units above and beyond their normal values.
The player also has a series of missions for captains. These are milestones that gradually improve the performance of captains throughout the campaign. As part of this feature, we have also given players the ability to rename all captains within their army.
Faction Council Rework Our previous faction council feature is no more, but something newer and shinier has replaced it. The new faction council is a proactive and reactive system driven by the characters in your court. Each year the council will convene, and each character will offer up to two suggestions based on their personality traits. These suggestions are triggered according to the current situation on the campaign map, with the council offering different options in an attempt to help solve any problems the player might be facing.
The player can choose to enact up to one suggestion per character per year, which immediately creates some interesting scenarios. These no longer trigger missions, but instead enact a suggestion that can shift your economic focus, repair public order, trigger rebellions in enemy land, or even give a big boost to character experience.
Our goal behind this change is to make it feel like the characters in your court are individuals with their own ideas – who are presenting those ideas to their leader for approval.
Expanded Faction Progression Ranks With the new expanded progression ranks system, progression bonuses have been switched from a passive bonus to an active customisation feature. When the player gains a new progression rank, they will receive prestige points, which can be spent to increase capacities for things like assignments, administrators, and trade agreements. With this feature, Han imperial factions can thus take the prestige they’ve gained from their exploits on the campaign map and use it to invest back in their own power bases in whichever area they see fit.
When the player invests certain amounts of prestige points into a capacity, they will also gain new bonuses at set milestones. This lets you tailor your faction to your own playstyle – play as Cao Cao and get the most out of spies, for example, or create a multitude of trade routes with Kong Rong.
Players can actively choose when to increase their faction’s progression rank, but once choices are made they’re permanent.
New Legendary Characters Wen Chou
Wen Chou was a feared cavalry commander under Yuan Shao, and was sent to fight Cao Cao during their conflict in 200 CE.
Wen Chou’s Xiezhi Roar ability sees him fly into a rage on the battlefield, embodying the mighty Xiezhi, a mythical creature of great power. This activated debuff causes nearby enemies to lose morale as Wen Chou’s roar emits with such power that it sends out a shockwave, killing any soldiers who are too near.
He is available at the 190, 194 and 200 CE start dates.
Yan Liang
Yan Liang was a fierce general in the employ of Yuan Shao, and fought against Guan Yu while the latter was serving under Cao Cao.
His Mighty Thrust ability sends him spurring on his horse, plowing into enemies with such a force that scores of men go flying. When this buff is activated, it causes terror in enemy units and increases the weight and damage of Yan Liang’s charge.
He is available at the 190, 194 and 200 CE start dates.
Yuan Tan
Yuan Tan was the eldest son of Yuan Shao. He battled against Kong Rong in 196 CE, and fought against Cao Cao in 200 CE. He had a rivalry with his younger brother Yuan Shang due to his brother being preferred in the succession.
The Familial Conflict ability allows Yuan Tan to rally the familial troops. When another of the Yuan Clan is on the field, a familial rivalry will push the other to greater feats. This passive buff inspires increased morale, melee attack rate, and melee damage for whichever Yuan family member has this ability.
He is now available at the 190 CE start date and is a faction leader in the 194 and 200 CE start dates as a vassal of Yuan Shao.
Yuan Shang
Yuan Shang was the youngest son of Yuan Shao. Although younger and with less military accomplishments, he was still preferred by his parents due to his good looks. He succeeded his father after Yuan Shao died in 202 CE.
Yuan Shang also has the Familial Conflict ability described above.
He is available at the 190, 194 and 200 CE start dates.
Zhang He
Zhang He first made a name for himself fighting against rebels. He served under Yuan Shao for a brief period of time, but defected to Cao Cao after several disagreements with Yuan Shao.
Zhang He has a great understanding of geography, and can turn it to his advantage with the Geographic Mastery ability. This passive buff allows Zhang He to ignore terrain penalties and also increases his forest spotting range.
He is a character in Han Fu’s faction in the 182 and 190 CE start dates and then joins Yuan Shao’s faction in 194 and 200 CE start dates.
Yu Jin
Yu Jin was a distinguished commander under Cao Cao’s command. He was given a leading role in the conflict against Yuan Shao, and blocked his enemies from approaching via the Yan Crossing.
Yu Jin’s Impenetrable Redoubt ability sees him become an immovable wall on the battlefield, inspiring his men to hold against much greater odds. This passive ability provides a defensive buff for all units on the field when in a defensive battle and outnumbered.
He is a character in the Han Empire in the 182 and 190 CE start dates and joins Cao Cao in the 194 and 200 CE start dates.
Cao Ren
Cao Ren was a second cousin of Cao Cao, and served as a military general under him. He played a significant role in the formation of Wei, and was lauded for his role in the conquest of the north.
Cao Ren’s Heavenly Presence ability makes his very appearance on the battlefield a source of hope for his men, even when in the direst of situations. This active buff increases the morale of the units around Cao Ren, and also heals all nearby units and heroes by a small amount.
He is available in the 182, 190, 194, and 200 CE start dates in Cao Cao’s faction.
Cao Pi
Cao Pi was the eldest son of Cao Cao and Lady Bian. After succeeding his father he established the kingdom of Wei, a proclamation which led to the formation of Shu Han and Wu.
He is a child from 187 CE through to the 200 CE start date, but comes of age in 203 CE, three years after the start of Fates Divided.
Lady Zhen
Lady Zhen was initially the wife of Yuan Shao’s son, Yuan Xi. During the conflict against the Yuan clan she was captured by Cao Cao, and later married his son Cao Pi.
She comes of age in 199 CE and is only available in Fates Divided.
Fa Zheng
Fa Zheng was the advisor to Liu Zhang, and earned recognition for his strategic brilliance from Zhuge Liang. He was dissatisfied with Liu Zhang’s rule so betrayed his master and defected to Liu Bei.
Fa Zheng’s Mock ability sees him accost the enemy hero, wounding their pride and shaking them to the core. This ability, when activated, targets an enemy hero and reduces their melee attack rate as well as lowering morale and doing a small amount of AP damage.
He is available in the 194 and 200 CE start dates.
Balancing Campaign- Changed Age of Adulthood to 16 years old across all campaigns. This was previously the case in 182 CE, but other campaigns had this at 18 years old. This brings it closer to the historical precedent
- Gate Passes now give a bonus to commerce income in adjacent owned regions
Battle- Reduced tier 3 sentinel melee evasion from 80 to 60 in custom battle
- Reduced tier 2 sentinel melee evasion from 48 to 28 in custom battle. This also effects tier 3 vanguards and commanders
- Increased tier 2 and 3 champions melee evasions in custom battle to match vanguards and commanders
- Increased Guan Yu’s Green Dragon Blade AP from 1152 to 1324
Units
- Changed Chen Peacekeeper cost from 800 to 850
- Increased speed of units when exhausted
- Doubled damage against routing units
- Any heroes with morale lower than 50 have had their morale increased in line with the morale of other heroes. There is now less variety in morale between heroes and overall they should now be less likely to rout
- Reduced charge damage of Nanman Tiger Warriors from 535 to 164
- Reduced charge damage of Nanman Tiger Slingers from 325 to 132
- Halved the splash damage of Tigers
Morale and Fatigue Changes
Minor changes that will help solidify the rebalance of cavalry and missile troops below, with the aim of shifting the battle meta away from cavalry and missile shock damage and onto a more combined arms, attritional combat system.
- All units now have reduced morale when fatigued, with a maximum of -12 morale when exhausted
- Decreased the morale impact of a general’s death after the initial shock has worn off
- Vastly increased the chances that one unit routing is likely to make another allied unit rout
- Decreased morale impact from recent losses while increasing the morale impact from total losses
- A unit is now only affected by terror when wavering, instead of shaken. This will decrease the power of terror
- Slight reduction to damage when fatigued, with a maximum of -30% base and AP damage when exhausted
- Increased fatigue regeneration when “idle” or “ready”, which should see units regain stamina when out of combat much quicker
- Decrease fatigue rate during combat, which should see units tire less quickly due to being in combat
Cavalry and Missile
Cavalry and missile troops have been reduced in lethality across the board, with the intention of putting them in line with the current killing power of infantry.
- Cavalry charges do less damage initially but now run further into the unit than they did previously
- AP damage and accuracy of all bows has been reduced
- Reload speed reduced slightly for bows and crossbows
- Reduced chance for units to friendly fire with missiles
- Missile units should now be less likely to run forwards when their line of sight is blocked
- Cataphracts have higher mass, and should now be able to smash through enemy lines
Abilities- Reduced the lethality of caltrops by 90%
- Reduced morale impact from flaming maces from -15 to -10
- Guan Yu’s Unstoppable ability now additionally grants 20% increase in AP damage, 10 melee defense and makes Guan Yu unbreakable
UI Quality of Life Improvements Campaign- When you reach the capacity for a unit type, they will now be shown in the recruitment list but as invalid with a tooltip explaining why
- Fixed an issue where the notification suppression options wouldn’t function correctly
- Fixed an issue where the notification toggle button would get out of sync with the current state
Bug Fixes Campaign- Fixed a rare bug where characters would be adults but still have their child portrait
- Meng Huo’s Silver Pit Ravine event now provides a 25% reduction to building costs in the region
- Fixed the Assignments panel showing fewer slots available for each character on assignment in the province than there should be
- Fixed Wei Yan’s armour so it is now unequippable (as this is his personal armour)
- Fixed Nanman tier 5 Regional Palace giving bonus to peasantry income instead of bonus to all income
- Fix for character used for Yang Hong’s name in Chinese; 洪 replaced with 弘
- Fix for Liu Bei’s character trait that increases militia unit rank so that it applies when regionless as well
- Fix for Yuan Shao’s duke rank having the wrong captain retinue bonus
- Fix for some of Shi Xie’s tribute chests having the wrong effect scopes, causing the bonuses to not apply
- Fix for Nanman players being spammed with untradeable common ancillaries. They were wrongly set so it was possible to gain them after battles – this is no longer true
- Fix for some characters wrongly getting the Miasma buff:
- Fix for Xu Shu not being able to equip the correct weapon types (Twin Axes, Twin Swords, Twin Maces)
- Fixed discrepancies between front-end traits and in-game traits for Shi Xie
- Career trait bonuses for Dong Zhuo, Lady Zhurong, and Meng Huo now match between front-end and campaign
- Fixed issue where Xiahou Dun and Xiahou Yuan could spawn randomly before events
- Fixed issue where the experience bonuses for Xun You were wrongly mixed up between Romance mode and Records mode
- Fixed some effect bundles using incorrect icons for unit melee stats
- Fixed issue where Lü Bu’s Momentum mechanic was not properly counting successful duels
- Fixed issue for Lü Bu and Sun Ce where the sub-objectives for their mechanics were not being ticked off properly on the UI
- Sun Ce’s Ambitions will now correctly track if the player gains regions in ways other than military occupation after a siege
- Fixed issue where exiting the quick diplomacy screen would reset the campaign camera angle
- Fixed issue where the title button was appearing for Yellow Turban characters
- Fixed issue where famous characters could be born to the wrong parents
- Weapons can no longer be “stolen” from characters post battle if they were not captured
- Fixed issue where Liu Biao’s vassals were not giving Governance at campaign start in the 190 CE campaign
- Fixed issue where Mercenary Contracts were not working correctly and players were not receiving rewards for them
- Fixed an issue that could cause Gan Ning to spawn multiple times in the same campaign
- Fixed issue where annex was not working correctly for Liu Hong when he has Dynasty tier 3
- Fixed issue where only one title would be shown as unlocked per turn, even if multiple were actually unlocked
- Fixed issue where peace with a faction was unavailable if the target faction joined a military alliance while having an alliance war
- Fixed issue where rebels wouldn’t spawn for Nanman-owned regions outside of Nanman lands
- Burning Mace weapon now has correct stats in Records mode
- King Mulu will no longer lose his 25% Family Estates income bonus when saving/loading
Battle- Fixed issue where melee units were not properly attacking barricades
- Fixed issue where multiple building levels were appearing on top of each other in siege battles
- Increased infantry turn rate – this should fix issues where certain cavalry units couldn’t remount
- Fixed issues with the reload rate not being correctly applied by the Miasma ability
- Fix for the following characters missing weapons in battles:
- Huang Gai
- Guo Jia
- Jia Xu
- Pang Tong
- Diao Chan
- Xun Yu
- Xun Yu and Diao Chan now can correctly use their abilities in battles
- Varied the armour values of the unique Nanman characters (Meng Huo, Wutugu, Shamoke, Lady Zhurong)
- Fixed the range of Imperial Palace Crossbowmen – this is now 250
- Fixed issue where upkeep costs for White Horse Fellows and White Horse Raiders were the wrong way round
- Fixed Wolf Pack unit special ability not correctly triggering when in range of another Wolf Pack unit
- Xun You now correctly gives formations in custom battles
- Fixed an issue where you could stack the Flaming Mace ability when using a hero and a unit against a single target, creating a -100 melee defence and -30 morale debuff.
- Fixed a placeholder icon that appeared on Lady Zhurong’s Flying Daggers ability
- Removed caltrops from Azure Dragons due to an issue where the unit would become stuck when trying to deploy them while in Mixed Spear formation
- Fix for Rending Strike ability not working when character is equipped with a short weapon
- Fixed issue where Wutugu had 100% melee evasion in custom battles
- Defensive Siege AI behaviour slightly improved on some maps where there were mistakes in the logic markup