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Thread: New Historical total war era - Total War: Three Kingdoms!

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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    New patch 1.6.0
    https://www.totalwar.com/blog/total-...s-patch-1-6-0/


    Spoiler Alert, click show to read: 

    Total War: THREE KINGDOMS Patch 1.6.0

    Total War: THREE KINGDOMS


    Ella McConnell
    August 28 2020











    Languages


    English

    The 1.6.0 update is the next major update for Total War: THREE KINGDOMS, arriving alongside the The Furious Wild DLC and Shi Xie FLC. The patch fixes issues raised by the community as well as introducing new campaign features, units, characters, and more.
    Highlights of the 1.6.0 patch and FLC include:

    • The introduction of Shie Xie as a playable character
    • A front-end rework
    • A rework of the entire campaign map
    • Gate pass battles
    • Balance changes across all our characters and to battle
    • Juggernauts
    • A plethora of bug fixes

    Warning about pre 1.6.0 save compatibility

    Due to the major reworking of the campaign map in patch 1.6.0, users may note a number of oddities if they load saved games made before this patch.
    Known issues:

    • New campaign map will not appear in older saves
    • Users may find battles, especially around settlements, will load into an incorrect location (or even a gate pass battle map)
    • Region and province names may have changed on the campaign, or be inconsistent
    • Some mechanics and systems will have been updated to the new map, but will be present in existing saves. This include, but are not limited to:
      • Sun Ce’s Ambition mechanic
      • Lü Bu’s Greatest Warrior mechanic
      • The Bandit Network (Zhang Yan, Zheng Jiang, Yan Baihu)
      • Some mods relying on region or province data may no longer function or will function in unintended ways


    It is strongly recommended you start a new campaign to experience the great new features which have been added to the campaign. Please also disable mods until they have been updated to account for all the changes made with the release of The Furious Wild.
    FLC

    Shi Xie

    • New playable character, available in both 190 CE and 194 CE start dates
    • Unique faction mechanics: Splendor
      • Shi Xie’s unique mechanic, Splendor, can be gained by smuggling family members into important court positions. Splendor is generated according to the level of court position of the family member, with an Administrator position gaining less Splendor than a Council member, for example
      • Higher levels of Splendor provide bonuses to public order, trade influence, and diplomacy relationships with all factions

    • Unique faction mechanics: Tribute Chests
      • Once you’ve accumulated enough Splendor, it can be converted into Tribute Chests. These chests are special ancillaries that grant characters bonuses.
      • There are three types of chest: Diplomatic, Regional, and Personal. Diplomatic chests grant improvements to a character’s diplomatic conditions, while Regional chests improve their region via increased replenishment or construction time, and Personal chests improve their character or retinue
      • Chests are opened when equipped and will provide certain affects but will deplete over the course of 20 turns
      • This special ancillary can be traded and used for diplomacy to sweeten any deal

    • Notable Characters
      • Shi Xie starts his campaign surrounded by family, including his three brothers – Shi Yi, Shi Hui, and Shi Wu – plus his five sons


    The 1.6.0 Patch

    The front-end rework


    For the front-end rework, our goal was to reduce the number of steps between the player and the game, and in the process put emphasis on our cast of extraordinary characters.
    What’s new?

    • We combined two screens into one, meaning you can now do everything on one screen from choosing your character to selecting their start date
    • We’ve also added a character search so you can now find your favorite character a bit faster
    • We wanted to make character groups easier to understand, as characters can change their role throughout campaigns, and we wanted to reflect this
      • Now you can see these changes if you click through different years on the timeline
      • We’ve also added secondary characters around your selected character to help tell more of a story about each character

    • Players can now also zoom in or out and pan to our map. Curious about a well-populated area? You can now zoom in on these areas of the map and inspect everything in detail

    Map update


    With this DLC we wanted to take the opportunity to revamp the world map and make a few key changes. These changes were also needed to accommodate one big new feature that we will talk about in detail later in these notes. As well as these changes, we have also expanded the map in the south to accommodate our new cast of characters and expanded up into the north-east.
    What’s new?

    • Gate pass battles (see further on for more information)
      • These are single region commanderies that can be occupied by factions across the campaign with a unique gate pass battle type. There are nine of these in total

    • New commanderies in the south-west
      • Added territory to give the Nanman plenty of regions to fight over

    • Additional new commanderies across the map
      • There are a number of new commanderies added into the map, for example Xiapi

    • Region names
      • All regions have been given unique names


    Changes to existing content

    • Commandery makeup
      • There have been changes to several commanderies across the map that have resulted in the loss or acquisition of regions for these commanderies
      • For example, Pengcheng was three regions and it’s now two
      • In a general sense, regions have reduced in the south and increased in the central plains

    • Resource distribution
      • Due to the changes in regions some resource locations have changed, some have been added and some removed

    • Geographical changes
      • Across the map, but primarily in the south, new mountainous areas have been added to reduce the number pathways available. The intention is to increase the number of strategic options available to the defenders of larger sections of the map


    Gate pass battles

    We’ve added a new battle map to Total War: THREE KINGDOMS and it comes with a gate. In strategic positions across the campaign map, we have implemented brand new gate pass battles, simulating some of the historical engagements that took place on such geographical choke points.

    • In gate pass battles, the attacker will deploy on one of two sides of a settlement and that side will be dictated by the direction that they have approached the settlement from on the campaign map
    • Each side of the settlement is heavily fortified with walls, gatehouses, bastions, and towers
    • The attacker’s objective is eliminating the defender’s forces or capturing the victory point
    • To reach the victory point, the attacker will need to breach or climb the walls or pass through the gatehouse
    • The defender’s objective is to eliminate the attacker’s forces and prevent them from capturing the victory point

    As we mentioned in our July dev blog, there has been a minor issue over the course of our work to represent the historic Hulao pass. In short, it’s in the wrong place. We’re aware, and we’re sorry.
    The Hulao Pass is positioned north of Mount Song which is where we have placed it on the THREE KINGDOMS map, but we’ve put the mountain in the wrong place. This was pointed out to us but at a place where fixing it would break all of our internal saves. Our focus is on making sure the upcoming release is as stable as it can be, so having to start over with getting saves to help us bug fix and balance the game came with too many risks.
    This is something that we’re going to correct in a future update, so rest assured that we’re aware of it.
    New Legendary Characters

    Wei Yan


    A fearsome and vengeful warrior most well-known for joining Liu Bu from Liu Zhang in 214 CE and his participation in the Southern Campaigns.
    Wei Yan has the Reckless Strike ability, which deals a hefty amount of damage but can also damage himself and leave him open to enemy attacks.
    Xun You


    Xun You was a powerful political figure in the capital at the time of Dong Zhuo’s rise to power and supposedly he secretly plotted to have Dong Zhuo assassinated.
    He has the Ancient Wisdom ability, which allows him to see across the battlefield and through forests, increasing the vision of any army.
    Li Ru


    Li Ru was an advisor to Dong Zhuo and was instrumental in convincing Dong Zhuo to bring Lü Bu to his side.
    Li Ru has the special ability Hold Firm, which improves his Melee Evasion when he is engaged in melee combat. This is a passive ability that improves over time.
    Balance changes

    Character and faction changes

    Changes have been made to increase the variety in how factions play. This has been done by changing many of the bonuses the leaders of most playable factions give through their career traits and increasing the number of bonuses those career traits give. We’ve also looked at changing the bonuses of some faction unique buildings and pooled resources.
    Cao Cao

    His bonuses have been reworked to emphasize his strategic strength. He gains additional supplies and redeploying armies are cheaper. His Tuntian Conscription and Agricultural Garrison buildings have also had their bonuses adjusted.
    Career Traits
    Old

    • Reduces upkeep for cavalry -10%
    • Increases supplies +15

    New

    • Increases number of available spies +2
    • Reduces redeployment costs -25%
    • Reduces recruitment cost for cavalry -15%

    Buildings
    Tuntian Conscription

    • Gained bonus to movement range for armies in province
    • Gives reduction in cost of Agricultural Garrison buildings
    • Gives a bonus to food production at all levels

    Agricultural Garrisons

    • Gives reduction in cost for all Military district buildings

    Liu Bei

    We have put more emphasis on his use of militia units, and how the people supported him.
    Career Traits
    Old

    • Increases public order +4
    • Reduces militia infantry upkeep -50%

    New

    • Increases faction support gain +100%
    • Reduces militia infantry upkeep -50%
    • Increases militia unit starting rank +3

    Buildings
    Shu-Han Tax

    • Public order penalty replaced with a bonus to militia unit replenishment

    Sun Jian

    We have made changes made to help with his Expansion playstyle.
    Career Traits
    Old

    • Increases campaign movement range +10%
    • Increases melee damage of shock cavalry +15%

    New

    • Increases campaign movement range +15%
    • Halves cost of settling deserted settlements
    • Reduces cost of Mercenary retinues -25%

    Buildings
    Mercenary Outpost

    • Increases reduction given to Mercenary retinue costs

    Sun Ce

    His faction has been updated to match up with some of the changes to Sun Jian.
    Career Traits
    Old

    • Increases charge bonus for cavalry +100%
    • Increases melee damage of shock cavalry +15%

    New

    • Increases charge bonus for cavalry +100%
    • Increases melee damage of shock cavalry +15%
    • Halves cost of settling deserted settlements

    Buildings
    Mercenary Outpost

    • Increases reduction given to Mercenary retinue costs

    Liu Chong

    We have made changes that make him even better with crossbows as well as putting more emphasis on his unique units.
    Career Traits
    Old

    • Increases crossbow damage +10%
    • Increases starting rank for ranged units +2

    New

    • Increases crossbow damage +15%
    • Increases starting rank for ranged units +3
    • Reduces recruitment cost for Chen units -20%

    Gongsun Zan

    He has been changed to put more emphasis on his unique units as well as improving his unique building chain.
    Career Traits
    Old

    • Increases reinforcement range +50%
    • Increases shock cavalry armour +12%

    New

    • Increases post-battle loot income +25%
    • Increases ranged cavalry starting rank +3
    • Reduces recruitment cost of ranged cavalry -25%

    Buildings
    Military Government

    • Gives significant cost reduction to cost of military buildings
    • Gained bonus to reduce mustering turns

    Dong Zhuo

    We have made changes that put Big Dong more in line with his playstyle and title.
    Career Traits
    Old

    • Reduces mustering turns -1
    • Increases morale when attacking +9

    New

    • Increases post-battle loot income +50%
    • Increases melee damage of shock cavalry +15%
    • Reduces recruitment cost of shock cavalry -15%

    Pooled Resource
    Intimidation

    • At top level now gives scare for all units

    Lü Bu

    We have made small changes to give more emphasis to his unique units.
    Career Traits
    Old

    • Increases melee damage of shock cavalry +15%
    • Increases morale in enemy territory +3

    New

    • Increases melee damage of shock cavalry +15%
    • Increases morale in enemy territory +3
    • Reduces recruitment cost of shock cavalry -15%

    Yuan Shu

    We have changed his career trait and buildings to give more focus to his unique units and try and make his economy stronger.
    Career Trait
    Old

    • Increases income from commerce and industry +25%
    • Increases undercover cost for enemy spies +15

    New

    • Reduces cost of resource buildings -25%
    • Reduces melee infantry recruitment cost -15%
    • Increases charge bonus when attacking +15%

    Buildings
    Zhong Administration

    • Gains reduction to cost of economic, market and learning district buildings

    Yuan Shao

    We have made changed to make him a better commander, shifting the origin of the bonuses that captain retinue gains.
    Career Traits
    Old

    • Increases morale +6
    • Reduces recruitment and upkeep cost of captain retinues -50%

    New

    • Increases reinforcement range +100%
    • Increases starting rank of polearm infantry +3
    • Reduces recruitment cost of polearm infantry -15%

    Pooled Resource
    Lineage

    • All levels now give reduction in recruitment and upkeep cost of captain retinues, and this reduction is now higher at top levels of this resource

    Ma Teng

    We have put more emphasis on his Qiang units, and made his Xiliang Supply Lines buildings more impactful.
    Career Traits
    Old

    • Increases melee damage of shock cavalry +10
    • Increases income from silk and spice +100%
    • Reduces upkeep for Qiang units -10%

    New

    • Increases melee damage of shock cavalry +15%
    • Increases income from silk and spice +100%
    • Reduces recruitment and upkeep for Qiang units -20%

    Buildings
    Xiliang Supply Lines

    • Gained bonus to cavalry starting rank
    • Gained bonus to unit replenishment

    Tao Qian

    We have improved his focus on economic management.
    Career Traits
    Old

    • Increases public order +2
    • Reduces corruption -10%

    New

    • Increases assignments +2
    • Increases administrators +2
    • Increases garrison replenishment +5%

    Liu Biao

    We have put more focus on his unique units and vassals.
    Career Traits
    Old

    • Increases satisfaction +10
    • Increases public order +2

    New

    • Increases income from vassals +50%
    • Reduces character salary -20%
    • Reduces recruitment cost of polearm infantry -20%

    Lu Zhi

    His career trait now gives a comparable number of bonuses to other playable characters and better reflects his playstyle.
    Career Traits
    Old

    • Increases character experience +10%

    New

    • Increases character experience +10%
    • Increases all units starting rank +2
    • Increases morale +6

    Kong Rong

    We have put more emphasis on his unique units.
    Career Traits
    Old

    • Increases population growth +5k
    • Increases trade influence +50%

    New

    • Increases population growth +5k
    • Increases trade influence +50%
    • Reduces recruitment cost of crossbow infantry -15%

    Zhang Yan

    More emphasis on his unique units and improving some of his effects.
    Career Traits
    Old

    • Enables ignore forest penalty
    • Increases post-battle loot income +25%

    New

    • Enables ignore forest penalty
    • Increases post-battle loot income +50%
    • Increases starting rank of Black Mountain units +3

    Zheng Jiang

    We have changed her effects to reinforce her expansion-focused gameplay, and her infamy bonuses have also been improved.
    Career Trait
    Old

    • Reduces mustering turns -1
    • Increases diplomatic income from tributaries +50%

    New

    • Increases faction support gain +100%
    • Increases diplomatic income from tributaries +50%
    • Increases melee damage when attacking +15%

    Pooled Resource
    Infamy

    • Now enables scare at top level

    Yan Baihu

    We have put more emphasis on his unique units
    Career Traits
    Old

    • Increases replenishment +5%

    New

    • Reduces cost of resource buildings -15%
    • Increases starting rank of White Tiger units +3

    Huang Shao

    We have added a bonus to help compliment his ranged unit bonus.
    Career Traits
    Old

    • Reduces upkeep for ranged units -15%
    • Increases morale +6

    New

    • Reduces recruitment cost for ranged units -15%
    • Increases character experience +10%
    • Enables stalk

    Gong Du

    We have reduced recruitment cost for his unit focus.
    Career Traits
    Old

    • Increases military supplies in enemy territory +5
    • Increases spear infantry armour +10%

    New

    • Increases post-battle loot income +50%
    • Increases spear infantry armour +15%
    • Reduces recruitment cost of polearm infantry -20%

    He Yi

    We have made adjustments that make expansion easier for him.
    Career Traits
    Old

    • Increases population growth +4k
    • Increases melee infantry melee evasion +10

    New

    • Increases population growth +4k
    • Increases melee infantry melee evasion +15%
    • Increases faction support gain +100%

    Campaign

    • We’ve made changes to Emperor income. We have lowered the Emperor’s income from their subjects and decreased the amount they pay back. This should prevent Emperors of smaller empires from having their economy sucked dry, while incentivising being an Emperor
    • In 182 CE start date, we’ve lowered Emperor Lu Hong’s initial treasury to 45,000 from 100,000 based on income changes
    • Faction-wide Food Surplus bonuses we inconsistent across difficulties, with Normal having slightly worse modifiers to Reserves than Legendary, but higher bonuses to Peasantry Income than Easy
      • The bonuses from faction wide food surplus have been unified across difficulties
      • The penalties from being in deficit remain unchanged


    Bandit Network

    In concurrence with our changes to the map, we have reworked the Bandit Network so it reflects these changes. Next time you load or start a bandit campaign, you will see these changes.
    Four new Bandit Network technologies have been added:

    • Jiuzhen Ringleaders: Located in the new Jiuzhen commandery. Increases the Jian Sword Guard unit cap by +1, +5% melee damage for all units, +5% loot when raiding enemy territories
    • Tribesmen of Yongchang:Located in the new Yongchang commandery. Increases the Nanman Slingers and Javalin Throwers unit cap by +2, +2 starting rank to all ranged units, +5% loot when raiding enemy territories
    • Smugglers of the Five Foot Way:Located in the new Yunnan commandery. Increases the Nanman Slingers and Fire Archers unit cap by +2, +25% to commerce, silk and spice income, +5% loot when raiding enemy territories
    • Thieves of Xiapi: Located in the new Xiapi commandery. Increases the Jian Sword Guard unit cap by +1, increases satisfaction by +4 to all characters, +15% income from commerce and industry

    Besides the new technologies, we have also made the following changes to the existing map:

    • Some of the existing nodes in the Nanman region of the map now unlock Nanman units instead of Han-Chinese units. These updated nodes are Confederation of the Five Valleys, White Cranes, Seeds of Yelang, and Red River Hegemony
    • The Seeds of Yelang node has received a change to its icon and effect to reflect its new unit unlock. It now gives -5% recruitment cost to all melee unit instead of all spear units
    • The Filial and Corrupt technology’s effect of increased income from commerce and industry has been transferred to the new Thieves of Xiapi technology
    • The Scions of the Minyue technology have been removed from the game, as it unlocked a special unit, the Yue Remenant Warriors. To preserve the overall total number of recruitable Yue Remenant Warriors, the technologies Blades of the Yuyue and Redemption of the Nanyue now each give +3 Yue Remenant Warriors unit cap instead of just +2
    • The Lords of Gouding technology have been removed from the game
    • Capturing regions in the new commandry of Liaodong will make the bandit technology Wuhuan of Liaodong faster to research

    Battle

    Ambushes

    We’ve changed the behaviour of ranged units when you are attacking in ambush battles. Previously they would start with fire at will on, but not fire until the player gave an attack order. Now, they will start with fire at will off, but will open fire at any units in range once it is switched on
    Units

    • Increased crossbow range. Crossbows now fire at 220 range and 250 for elite crossbows. They were probably reduced too much, along with forcing them into a low firing arc. This should be a nice middle point
    • Increased all missile bonus versus cavalry from 45 to 52. This should make missile troops slightly more powerful against cavalry
    • Heavy Tiger and Leopard Cavalry
      • Body armour changed from 32 to 45 to better represent their visual armour
      • Recruitment cost decreased from 1650 to 1275
      • Upkeep cost decreased from 440 to 340

    • Tiger and Leopard Cavalry
      • Body armour changed from 20 to 26 to better represent their visual armour
      • Recruitment cost decreased from 1425 to 1100
      • Upkeep cost decreased from 380 to 290


    New unit type

    Juggernauts


    The Juggernauts are a dramatic, some might even say combustive, unit. A fearsome foe on any battlefield, this unit does come with some drawbacks. They may be able to wipe out men at close range but getting them in position can be a challenge.

    • The Juggernaut is a very short-ranged artillery that are very deadly to enemies at close range
    • They can be a real challenge to use as they are slow to reach their mark
    • They have a relatively good protection from missile fire
    • They have bad morale and are very vulnerable once engaged in melee combat

    UI quality of life improvements

    Loading saves

    • Overall performance increase to previewing saves in the load game screen – you should see a reduced time in opening the screen when having hundreds of saves
    • You will now be warned when loading saves from previous versions of the game

    Events and Missions

    • Added character portrait and faction flag for certain missions to help to identify targets faster

    Custom Battle

    • Improved locked states for not-owned characters. Now it is easy to distinguish them from owned characters and you can see a tooltip with the DLC name that you need to get to unlock character

    Accessibility

    • You can now make a custom colour profile and change common colours (generally diplomacy colours) to your liking

    Campaign

    • You can now choose whether characters live forever or not
      • This is an option in the campaign selection screen
      • Age/dates now replace with showing turns alive or turns progressed
      • Characters can still die in battle with this option enabled
      • Children will still show ages until they come of age, and will then show turns alive

    • Exposed quick deal negotiation deal evaluation totals so the player can see the “worth” of a quick deal. Stops the need to switch back and forth to the real negotiation screen.
    • Missions that have building chains as objectives will now show the corresponding icons
    • Missions that have Faction targets will now show the flag and leader more clearly

    Bug fixes

    Crashes

    • Fixed crash when clicking on the benchmark or changing hotkeys when playing in languages like Chinese (simplified and traditional) and Korean
    • Fixed crash that could happen in siege battles involving large armies

    Diplomacy

    • Fixed issue where Yellow Turban factions did not have access to the right diplomatic options when they reached Ascended rank
    • Form Empire diplomacy option tooltip now correctly states it requires a certain faction rank
    • Fixed issue where it was not possible to make peace in an alliance war after an Empire is dissolved
    • Fixed issue where accepting a Mercenary Contract and then completing it on the same turn had the UI for Mercenary Contracts to remain at the top of the screen
    • Fixed issue where issuing a failed ultimatum resulted in two war deals being signed
    • Fixed issue where Yuan Shao’s diplomacy deal component to transition an alliance/coalition to an empire could be proposed multiple times
    • Fixed issue where, as Zheng Jiang, signing a tribute deal to end a war did not sign peace with the target’s vassals
    • Fixed issue where it was possible to do war co-ordination with factions that had been kicked from or left an empire
    • Fixed issue where it was possible to propose Request Allied Support treaties without a majority vote, leading to attitude penalties but no war
    • The required faction-rank in order to make coalitions, military alliances, and vassalage are now also shown on the faction rank
    • The Coalition to Alliance diplomacy option was unlocking before you had access to alliances. It now correctly unlocks once the player has access to alliance deals
    • Fixed issue where it was possible to trade more ancillaries than the player actually had

    Characters

    • Fixed Yuan Yi having Yellow Turban ranks
    • Fixed issue where Sun Jian was missing Jade Seal in multiplayer campaigns
    • Fixed issue where new characters added with A World Betrayed did not belong to any of the three court factions for Liu Hong when recruited by him
    • Fixed issue where duplicate Zhou Yu’s were spawning from two different events
    • Fixed issue where Zhou Tai could spawn twice, and fixed issue where his mission was not always triggering properly if player saved and loaded the campaign as Sun Ce
    • Fixed issue where duplicate Lu Mengs could appear
    • Fixed issue where duplicate Gan Nings could appear
    • Fixed issue where duplicate Gong Dus could appear
    • Fixed issue where duplicate Yue Jins could appear
    • Fixed issue where duplicate Xiahou Duns could appear
    • Fixed issue where the Qiao sisters’ battle ability (Qiao Sisters) didn’t work
    • Fixed issue where the Two Zhang’s battle ability didn’t work
    • Fixed issue where the Poison Shot didn’t appear for Zhang Yan’s archers in Custom Battle
    • Fixed issue where the Poison Shot didn’t appear for Zheng Jiang’s archers in Custom Battle
    • Fixed issue where the Poison Shot didn’t appear for Yan Yu’s archers in Custom Battle
    • Duplicate Guan Yus and Zhang Feis no longer appear in the Mandate of Heaven campaign

    Campaign

    • Fixed around 100 errors/logic issues with setup of various events from all DLCs
    • Made underlying systems behind character creation more stable, which should lead to fewer broken characters in new campaigns
    • Fixed issue where AI Han factions were able to recruit Yellow Turban characters post battle and vice versa
    • Removed ability for Yellow Turban factions to Grant Independence to Administrators as this caused multiple issues
    • Faction support icon is showing correctly again for province capitals on province panel
    • Fixed issue where the public order effects from Troubled and Unhappy were the wrong way round
    • The effects that gave campaign movement range in own territory were not applying correctly, these have been replaced with bonuses to campaign movement speed
    • Yuan Shu now gains Legitimacy for every faction rank, previous each rank gave +2, now it is +2, +4, +6, +8 and +10 for each rank in turn
    • Fixed issue where Ma Teng’s mission in A World Betrayed said survive until Autumn 196 CE but completed in Spring 196 CE, it now says survive until Spring 196 CE and completes on that turn
    • Trading with the Han Empire became more stable economy wise during the first few turns
    • Fixed a bug where some AI factions (Shi Xie, Huang Zu) were unable to construct temple buildings
    • Fixed an issue in 194 CE/A World Betrayed which was causing some bandit resource settlements to begin abandoned when they should not be
    • Some ancillaries, which should have been, were untradeable in diplomacy – this is now fixed
    • Fixed issue where it was possible for some Governor factions to become Emperor without other factions declaring Emperor first
    • Fixed issue where Liu Chong and Lu Zhi’s achievements weren’t being unlocked correctly
    • Fixed an issue where up to 10 of certain unique armour ancillaries could be spawned into campaign when they should be unique
    • Fixed issue where it was possible for armies to replenish on rivers in Double Time stance
    • Fixed issue where Liu Chong’s Build Your Future mission in the Mandate campaign was not completable if you ranked up too quickly before it was issued
    • Fixed issue where Gongsun Zan lost his Inspector positions when becoming Emperor and so added a scroll bar to the bottom of the Imperial Court screen to allow both Inspectors and Administrators to be seen
    • Fixed issue where Liu Biao loses his unique court positions when he becomes Emperor
    • Fixed issue where Administrator positions could be lost when becoming King/Emperor
    • Fixed issue where the Replenish Supplies assignment was not unlocking correctly
    • Fixed issue where Invoke Council button wasn’t being unlocked at correct faction level
    • The Tool Manufacturer building now correctly distributes its corruption bonuses to adjacent provinces
    • Resolved an issue where Yellow Turban diplomatic options could be relocked after gaining them via progression level if the user saved and reloaded their game
    • Fixed issue where certain books for Lu Zhi could not be unlocked
    • Fixed issue where Dong Zhou would die immediately after hiring Diaochan in multiplayer campaigns

    UI

    • Fixed issue where family tree turns white if there are lots of members in the family tree and the player scrolls left or right
    • Fixed issue in the Court where when assigning characters to positions previously previewed characters would sometimes appear behind the current previewed character
    • Fixed issue where the rank icon numbers in the Eight Princes campaign were in the wrong order
    • Changed icon for Zhou Tai’s Undying Vow ability to match the fact it is now an active ability
    • Fixed issue where the number icons next to faction ranks in the Eight Princes campaign were not matching up correctly
    • Fixed issue where the faction support icon was not being shown on the commandery panel for commandery capitals
    • Fixed issue where hitting the Escape key on the Court panel would often open the Escape Options menu instead of closing the panel
    • Fixed issue where clicking the Close button in diplomacy often wouldn’t close the panel, and would act as if it was a Cancel button
    • Fixed issue where negative Faction Support effects weren’t showing up in the Occupation Options after a siege
    • Fixed issue where character stats on the information panel wouldn’t always update when hovering over many in succession
    • Fixed issue where character stats on the character details panel wouldn’t always update when changing equipment
    • Fixed general’s portrait appearing behind Steam avatar in multiplayer Custom Battle lobby.
    • Increased width of the name field for save file name to fix text bleeding in certain localisations
    • Fixed issue when Yellow Turban text was bleeding in campaign map tooltip in Spanish localisations
    • Updated military supplies icon and added tooltip for supplies bar as well as fixed overlap between long faction name and military supplies bar in post-battle screen in campaign
    • Fixed text bleeding for Trade tooltip in Treasury panel for certain localisations
    • Fixed issue with black texture of the bottom part of special events, when sometimes it appeared invisible or with some render issues
    • Fixed issue when character image was pushed from event background popup by long event name
    • Fixed overlap between region icon and region name in commanderies list in Undercover Network panel
    • Weapon tooltips will now display any contact abilities they may provide
    • Fixed issue where AI settlements would sometimes be incorrectly marked as capitals after the end turn sequence

    Battle

    • Fixed issue where some Yellow Turban units could be invincible in battle when healing
    • Fixed issue where characters with healing abilities could end up fighting headless if they are beheaded in battle but still healing, this is now no longer possible
    • Fixed issue where some characters with Unbreakable were routing incorrectly



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  2. #1162
    Seether's Avatar RoTK Workhorse
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Look at Wei Yan’s description *facepalm*

    Wei Yan never served Liu Zhang. Wei Yan was from Jingzhou and only ever served Liu Bei, joining the latter prior to the invasion of Liu Zhang’s land of Shu. In the novel he served Han Xuan, who again is not Liu Zhang, prior to killing Han Xuan and defecting to Liu Bei. Plus they put “Liu Bu” instead of Liu Bei...
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  3. #1163

    Default Re: New Historical total war era - Total War: Three Kingdoms!

    It was pointed out on the subreddit that someone probably confused him with Yan Yan.

    More frustratingly, Shi Xie apparently has no unique units, meaning the Nanyue basically don't exist in game, despite now having a playable faction sitting in their land.
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  4. #1164
    Seether's Avatar RoTK Workhorse
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Did Yan Yan fight in the Southern Campaigns in SGYY? If not, then the bio CA screwed up on seems to resemble Ma Dai.

    So it’s going to be normal Han units for King Shi’s entire army composition?
    Last edited by Seether; August 31, 2020 at 02:55 PM.
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  5. #1165

    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Apparently Wei Yan was present in the SGYY southern campaign. I had completely forgotten about that, and I can't recall if Yan Yan was there.

    And yes, it's just Han units for Sĩ Nhiếp. No unique units or buildings. People asked about it on the stream and half the comments on the videos have been complaining about it. They even changed his title to Governor Shi just to remove the reference to his Vietnamese name. Strangely enough, they spell Longbien the Vietnamese way, I think just to flex on me in particular.

    First thing I'm adding to the mod is changing his title to Thięn Cảm Gia Ứng Linh Vũ Đại Vương just to flex back. Might add a super snarky description as well.
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  6. #1166
    Daruwind's Avatar Citizen
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    And new Patch 1.6.1
    https://www.totalwar.com/blog/total-...s-patch-1-6-1/
    Spoiler Alert, click show to read: 

    Total War: THREE KINGDOMS Patch 1.6.1

    Total War: THREE KINGDOMS


    Kate Fanthorpe
    September 24 2020











    Languages


    English

    The 1.6.1 patch for Total War: THREE KINGDOMS is now live in beta access.
    In order to opt in to the 1.6.1 patch 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 1.6.1 option
    • Close the window and your build will automatically update to 1.6.1

    Headline changes include:

    • The Timeless Character option no longer turns off if game settings – such as difficulty level – are changed mid-campaign, and is also available in multiplayer co-op
    • Fixed issue where generic Nanman characters were not showing their weapons in battles
    • Nanman now have extra bonuses to satisfaction
    • Fixed issue where autoresolve values were wildly off if continuing a campaign from the launcher

    Before we dive into the rest of the fixes, we just want to reiterate that the best way to enjoy the breadth of updated content that came with the release of The Furious Wild is by starting a new save. With so many changes implemented with The Furious Wild release, you will be getting the best out of your game by starting afresh.
    If you want to continue with your campaigns from before this release, you can roll back your game to old_1.5.3 through the Betas tab in Steam.
    The 1.6.1 patch addresses the following issues:
    General

    • Fixed issue where autoresolve values were wildly off if continuing a campaign from the launcher
    • Timeless Character option now available in multiplayer co-op campaigns
    • Timeless Character option no longer turns off if game settings such as difficulty level are changed mid-campaign
    • Fixed issue where generic Nanman characters were not showing their weapons in battles
    • Lu Zhi now has the correct bonuses from his career trait
    • New armour for Li Ru, Wei Yan, and Xun You now show the correct value and have had their values updated
    • Wei Yan can no longer unequip his armour
    • Yellow Turban factions in 190 CE (Gong Du, He Yi, and Huang Shao) have regained their ability to annex Yellow Turban rebellions settlements (this fix will only apply to new campaigns)
    • Factions declaring war against vassals are now considered to be the aggressors towards the vassal lord when resolving treachery and generating subsequent deals. This should prevent instances of the player gaining treachery penalties when their vassals are attacked. If you spot any other erroneous treachery penalties occurring in your games, please report it on our forums
    • Shi Xie now correctly has access to spies at Duke rank
    • We have made some balance adjustments to Gate Passes:
      • Each level now gives bonuses to public order and reserves gain
      • Increased reserves capacity of each level
      • Sapping can no longer be used against Gate Passes
      • They no longer take damage on the campaign map when under siege
      • They now gain mounted artillery a level earlier, and gain one more piece of mounted artillery at the top level
      • Corrected Bandit and Yellow Turban gate garrisons to no longer include cavalry

    • Supply cost per turn on rivers and sea increased from -5 to -30
    • Nanman now have extra bonuses to satisfaction
      • Each major fealty gives +5 satisfaction to all characters
      • Centralised Administration and Tribal Council reforms give +5 satisfaction to all characters
      • Diplomatic Authority reform gives +10 satisfaction to all characters

    • Nanman characters melee evasion, ranged block chance, and melee damage stats no longer change when recruited. This was caused by a hidden handicap applied to all Nanman armies that are compensated for by Fealties gained. This hidden handicap and bonuses gained from Fealties no longer apply to Nanman characters, so their stats remain consistent
    • Fixed issue where emperor flags for Sun Jian, Sun Ce, Liu Bei, and Cao Cao were wrong in battles
    • Fixed issue where Lü Bu’s flag wasn’t displaying correct in 194 CE start date
    • Fixed issue where Sun Jian’s flag wasn’t displaying correctly in custom battle
    • Fixed issue where some siege maps had the caltrop ground type covering most of the ground
    • Additional localisation fixes made in Simplified Chinese
    • Fixed issue where it was not possible to change UI scaling as it was before 1.6
    • Swap retinue button now works correctly
    • Removed triggering of some events that spawned characters that could result in items such as mounts being taken by the spawned character as these events were not meant to be spawning. This will reduce these instances of item “stealing”
    • Fixed the issue with weird heights in the siege map for Pengcheng
    • Based on community feedback, the colours of Liu Bei’s flag and soldiers’ uniforms have been updated. The flag now has a gold background, a darker green edge, and a white symbol/pattern around the edges
    • Fixed issue where the gamma slider setting had gone missing from the graphics options
    • Fixed issue where the Multiple Bolt Crossbow was not firing the right amount of bolts – it was wrongly firing one at a time instead of five
    • Fixed a performance issue related to some of the new UI elements added to settlement labels on the campaign map. This could cause drops in framerate when zooming in and out



    Last edited by Daruwind; September 24, 2020 at 09:06 AM.
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  7. #1167
    Seether's Avatar RoTK Workhorse
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    When will they fix their horrid map?
    Member of the Imperial House of Hader - Under the Benevolent Patronage of y2day
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  8. #1168
    Daruwind's Avatar Citizen
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Quote Originally Posted by Seether View Post
    When will they fix their horrid map?
    Probably next DLC. CA is not touching map often, only if they must. Not sure we will see such changes before next content...I would love to say in next main patch. but... :/
    Last edited by Daruwind; September 24, 2020 at 04:27 PM.
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  9. #1169
    Daruwind's Avatar Citizen
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    New Royal edition for 3K bundling base game + 8 princes DLC
    https://www.totalwar.com/blog/introd...royal-edition/
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  10. #1170
    Daruwind's Avatar Citizen
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    With little stealth, new DLC entry was just added into SteamDB
    https://steamdb.info/app/779340/dlc/
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  11. #1171
    Daruwind's Avatar Citizen
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  12. #1172
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Looks like we're getting Guandu announcement today!

    https://www.youtube.com/watch?v=IUT063DejZ0
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  13. #1173

    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Thank you so much. its great

  14. #1174
    Visarion's Avatar Alexandros
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Can't wait!

  15. #1175
    Daruwind's Avatar Citizen
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    forgot to add patchnotes for 1.7.0
    Spoiler Alert, click show to read: 

    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:
      • Wei Yan
      • Li Ru
      • Xun You

    • 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



    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  16. #1176
    The Noble Lord's Avatar Holy Arab Nation
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Very nice.
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    أسد العراق Asad al-Iraq
    KOSOVO IS SERBIA!!!
    Under the proud patronage of the magnificent Tzar


  17. #1177

    Default Re: New Historical total war era - Total War: Three Kingdoms!

    I have thoroughly enjoyed Three Kingdoms: Total War. I've finished 3 campaigns on hard / hard - one each on Fates Divided, A World Betrayed and Mandate of Heaven. The game offers a genuinely challenging campaign, where one can take multiple routes towards ultimate victory. The campaign is always "alive" with vibrant characters and Cao Cao's cunning schemes.
    Death be not proud, though some have called thee
    Mighty and dreadful, for, thou art not so.

  18. #1178
    Daruwind's Avatar Citizen
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Patch notes 1.7.1 beta
    https://www.totalwar.com/blog/total-...h-1-7-1-notes/
    Total War: THREE KINGDOMS Patch 1.7.1 beta

    Total War: THREE KINGDOMS


    James High



    May 6 2021







    Languages


    English

    The 1.7.1 patch for Total War: THREE KINGDOMS now live as an opt-in beta.
    In order to opt in to the 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 patch_1.7.1 option
    • Close the window and your build will automatically update to 1.7.1

    Map Changes

    • Moved Mount Song and Hulao pass to their correct location
    • Added more impassable areas to the Yellow River to prevent moving past some passes

    Due to Mount Song’s change in location, some faction introduction videos that fly-by the mountain may experience some graphical glitches, this is something we’re aware of and will fix during beta release.
    Bug Fixes

    General

    • Reduced frequency of AI picking Faction Council missions that spawn Looters
    • On restoring the Han your factions name will change to the Han Empire and your flag will change to the Han Empire
    • Removed Imperial Favour gain from positive public order, and adjusted some food-based gains
    • Xiangyang is now owned by Liu Biao in 200
    • Friend relationships added between Mi Zhu, Sun Qian and Liu Bei in 200, and family relationships between Lady Mi and Mi Zhu and Mi Fang
    • Zhou Tai’s now heals 0.2% of max HP every second, 5 times slower than before, and can no longer use his heal when on an elephant
    • Governors can now restore the Han (or declare independence) if they control the emperor when they hit the maximum prestige level

    Campaign Fixes

    • Fixed crash when annexing Yellow Turban settlements as the Han
    • Fixed crash when extracting a spy when they’re leading an army
    • Fixed crash related to annexing settlements and amount of action points remaining to the army annexing
    • Fixed crash that could happen upon zooming in on a besieged settlement
    • Yellow Turban Rebellion can no longer be invited to join Empires
    • Postponed the ‘Restore the Han’ dilemma until Emperor Xian is an adult to make sure he could not become faction leader when still a child
    • Removed duplicate Black Mountain Hideout buildings in the 194 campaign
    • Fixed issue where if a faction in an alliance left it, alliance peace would be automatically signed but one faction would remain in an alliance war and be unable to leave it
    • Fixed issue where the Trade Territory function was not always working correctly
    • Fixed issue where it was possible to annex territory of a faction who had left your Empire
    • Fixed issue where nothing happened if you attacked a vassal of a member of your Empire, the correct diplomacy pop-ups now occur
    • Fixed issue where player would get two pop-up messages if the target of a mercenary contract is vassalised by the faction issuing the contract
    • If a faction which is fulfilling a mercenary contract is vassalised the contract now ends and the mission will expire the following turn
    • Fixed issue where vassals did not always have access to the option to request permission to declare war from their vassal master
    • Nanman rebels can now no longer do any diplomatic treaties beyond war, this will only apply to new campaigns
    • Vassalising a Nanman faction through settlement occupation option as a Nanman faction will now correctly sign peace with that faction
    • Fixed issue where Nanman diplomatic options with Han factions were not always working correctly
    • Fixed issue where Demand Fealty for Nanman wasn’t correctly unlocking the option to vassalize Han factions
    • Fixed issue where Yellow Turban factions were sometimes not progressing and therefore not gaining access to more diplomatic treaties
    • Fixed issue where Dong Zhuo incorrectly had access to Liu Hong’s specific diplomatic option to annex empire subjects
    • Fixed issue where Yu Jin leaves Cao Cao on turn 1 of a legendary 194 campaign
    • Moved Emperor Xian’s pin in the 200 campaign to Xuchang to match his location
    • Liang Rebels in Mandate of Heaven are no longer affected by Imperial Favour
    • Han Empire and factions like Liu Hong led by a current/former Emperor now get a boost to Imperial Favour
    • Northern Army veteran units now have unit caps to be consistent with the basic Northern army units
    • Fixed many instances of characters appearing in the 200 campaign who should already be dead
    • Fixed issue where Liu Xie with his unique art could be born to any character
    • Xun You can now correctly access all skills in his tree, which enables him to gain access to his Turning the Tide ability
    • Updated text for Lu Bu’s Personal Victories and Momentum to reflect the fact that he gains both from defeating enemy generals in battles, not from duels, as many AI generals are reluctant to duel him
    • Fixed issue where the Qiao sisters event was not triggering for Sun Ce
    • Fixed issue where if the Emperor is executed by a non-Han faction a duplicate Liu Xie could spawn
    • Fixed issue where the ‘Iron General’ title was not unlocking correctly
    • Fixed issue where when Nanman children are born they would ‘steal’ one weapon and one mount from the factions available pools
    • Shanyue in 200 were set to Bandit culture but Han military group, their military group now matches their culture which will enable them to recruit more units
    • Fixed issue where when playing as Dong Zhuo in Mandate of Heaven Lu Bu did not always join the player due to an error in the related events
    • Corrected unlock conditions for Liu Chong trophy that required 15 spear infantry units but only tested for pike infantry
    • Fixed issue where Rice Paddies were not providing food production from farming as Bandits
    • Fixed issue where increase in spy slots was not applying unless campaign is saved and reloaded
    • Fixed issue where Imperial units were not being unlocked correctly by technologies in the Eight Princes campaign
    • Fixed issue where Liu Yan/Liu Zhang’s tier 6 settlements were wrongly giving a faction–wide bonus of +50% to commerce income

    Battle Fixes

    • Fixed issue where several settlement maps were covered in the caltrops ground type
    • Fixed issue where Yu Jin had different abilities in custom battle to campaign
    • Fixed issue where several characters unrelated to Yuan Shao had the ‘Familial Conflict’ ability, and added it to Yuan Shu
    • Fixed issue where faces of Nanman units could appear black at certain angles/lighting

    UI Fixes

    • Fixed issue where some already researched techs in the Nanman tech tree were not being displayed correctly
    • Fixed issue where player would get notifications and pop-ups about Imperial Intrigue before the feature was active
    • Fixed issue where first notification for a turn does not always pop-up
    • Fixed issue where more than 11 administrator positions did not fit into the court UI, a scroll bar has been added
    • Fixed issue where the ‘King of Kings’ UI for Meng Huo was not updating with the correct duration
    • Fixed issue where some character names were shown in lower case when loading into battles
    • Fixed issue where the ‘Discredit Faction’ was sometimes available in circumstances that weren’t valid
    • Removed outdated information on the Info Overlay for Cao Cao and Yuan Shao
    • Fixed issue where the Abdicate Emperorship diplomatic proposal had wrong description, it wrongly suggested the faction being proposed to would abdicate, instead of the one proposing the deal

    Assembly Kit

    • Fixed issue where startpos processing was not being done correctly


    DMR: (R2) (Attila) (ToB) (Wh1/2) (3K) (Troy)

  19. #1179

    Default Re: New Historical total war era - Total War: Three Kingdoms!



    Bit of a strange announcement. It almost sounds like they're planning a standalone expansion.

    I was curious what it meant when they fixed the Mount Song placement in the beta patch, because that was supposed to come with the northern expansion. It sounds like that might be now rolled into this new project. It's just the historical new content team, so it's not a full release. They also specifically say it's part of the Three Kingdoms narrative, so I'm not holding my breath for a Chu-Han Contention or Sixteen Kingdoms romp.

    EDIT:

    Ok, Grace on the subreddit has helped clarify some things:
    1. Official support for 3K is ending. Patch 1.7.1 is the last officially planned patch.
    2. Northern Expansion was originally planned but the plans changed
    3. Pre-production has begun on a new game, "Based on the Romance of the Three Kingdoms"
    4. This new game will not connect to the first like the Warhammer games
    5. This will not a mobile game
    6. They will likely not be talking about the new game anymore this year


    From this information, I'm going to speculate a bit.

    We know from the recent leaks from the Epic vs Apple case that the game sold very well, topping Total War's sales and concurrent player counts. However, given the slow update cycle and overall mixed response to a lot of the DLC, it seems like CA didn't have a good plan for lifecycle support or maybe just outright misunderstood the desires of the playerbase. In no particular order:
    • The launch of the Eight Princes campaign as the first DLC after launch. While I personally think this was a good DLC, its lack of connection to the main campaign meant it wasn't appreciated by 3K fans who wanted more from the 3K era and its small scope prevented it from being a true representation of the war of the Eight Princes. It was review bombed and might still be CA's lowest scored DLC.
    • Mandate of Heaven launched with tons of bugs that have still yet to be fixed. This would be a major problem going forward. After a very smooth launch, each DLC added on more bugs as features conflicted with each other and scripted events created weird situations.
    • The Furious Wild ended up irritating a lot of the historical fanbase with its blatant fantasy elements like war tigers and lack of historical characters involved in the Nanman rebellion.
    • Records mode continually fell behind in support with each release.
    • The much hyped gate pass battles ended up being a barely played part of the game due to several bugs and the AI's determination to avoid ever attacking them. It was confirmed by Jack Lusted that they would have to redo the entire pathfinding algorithm in order to change the latter part.
    • Shi Xie's FLC faction launched with no unique units, which was incredibly disappointing for anyone who was hoping for any kind of Vietnamese presence.
    • Fates Divided highlighted several problems with power creep and overdone faction mechanics as Cao Cao's new schemes had no counterplay and generally made the game less fun for anyone playing nearby him.
    • Yellow Turban Remnant and Nanman factions were over-reliant on gimmick units that had no counterplay.


    Additionally, there were several problems with the base game design:

    • Battle balance for Han and Bandit factions was a significant problem until about 1.7.0 due to overpowered ranged and cavalry units and an imbalance in how they were acquired in campaign.
    • Some characters had easily exploitable abilities that killed multiplayer almost immediately and would often make campaign battles trivial if they were present.
    • The Wu Xing system forced players into specific army builds and caused non-unique characters to be entirely defined by their elemental alignment rather than traits, experience, or equipment.
    • The lack of naval battles meant that rivers were almost impossible to contest. This resulted in them putting in more impassible terrain all over the place.
    • Since everyone had roughly the same starting roster and all the best units were available through basic campaign progression, battle variety was particularly poor. There was little chance of running into unique army builds or situations that required a rethink of your tactics.
    • The Guanxi system was too easily ignored, meaning that loyalty was trivial to maintain and rebellions never happened. This caused the endgame to be entirely an external affair, with none of the famous 3K intrigue.


    I suspect that CA saw that 3K's DLC sales numbers were significantly flagging, and realized they didn't really have a way to turn that around. Even the northern expansion probably wouldn't have fixed enough and may have broken even more, which wouldn't go over well sales wise. We know from the leaks that CA mostly makes its money on base game sales, not DLC, so continuing on that trend probably pushed the 3K team into the realm of unsustainability.

    Since the playerbase had dropped off to "off year historical title" levels and the DLC plan wasn't boosting it, they probably decided to pull the plug on more DLC and try for a new game. Since it doesn't seem to be coming anytime soon, I'm guessing this isn't an Attila or Napoleon situation like I thought previously. It will ultimately depend on what they're offering come the reveal of that game, but its probably wise to let it cool off since I don't see the 3K community letting this one go for a while. There was a lot of anticipation for further content expansions, and CA is getting a lot of backlash. To be fair, this did have 2 years worth of updates (even if of varying quality), which is about par for the course for most historical titles. It just looks anemic compared to expectations around a 3K title.
    Last edited by zoner16; May 27, 2021 at 11:53 AM.
    My Three Kingdoms Military History Blog / Military Map Project - https://zirroxas.tumblr.com/
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  20. #1180
    RafSwi7's Avatar Content Staff
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    Default Re: New Historical total war era - Total War: Three Kingdoms!

    Quote Originally Posted by zoner16 View Post


    Bit of a strange announcement. It almost sounds like they're planning a standalone expansion.

    I was curious what it meant when they fixed the Mount Song placement in the beta patch, because that was supposed to come with the northern expansion. It sounds like that might be now rolled into this new project. It's just the historical new content team, so it's not a full release. They also specifically say it's part of the Three Kingdoms narrative, so I'm not holding my breath for a Chu-Han Contention or Sixteen Kingdoms romp.
    It seems that it will be another Total War "sub-project". Basically we will have:
    • Major Historical titles
    • Fantasy (WH series) titles
    • Three Kingdoms titles
    • Saga titles

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