Hello everyone! After a year and a half of updates and improvements since our Early Access launch, we are officially releasing the Full Version today! In addition to launching multi-language support for English, Japanese, Korean, and Traditional Chinese, this Official Release includes the following updates:
v1.0.1(2026/09/23)
System Updates:
1. County System: All previous villages have been converted into counties. Each county can now be entered, with unique maps and distinct layouts created for over 200 counties across the entire map.
(1) You can appoint county magistrates to counties and invest in them
(2) Counties can serve as crucial defense nodes. If our defending forces arrive at a county before the enemy, you can choose to engage the enemy on the county map, giving our forces a greater advantage than in a field battle. Upgrading a county's Defense Level allows its defensive buildings to upgrade into a Fort or Fortress.
(3) You can purchase land and construct buildings in the civilian districts of counties.
2. Family System: NPCs now have families and Retainers similar to the player's. These families will independently purchase land and build houses in city civilian districts or counties, and form Private Troops.
(1) You can conduct family diplomacy with the heads of other families, and fostering good relations with another family will periodically increase affinity with all of its family members
(2) Purchasing land or houses from friendly families grants a price discount.
(3) You can temporarily borrow a retainer from another friendly family to serve the protagonist's family.
(4) More family-related gameplay features will be introduced in future updates, such as feuds between families.
3. Trade System: (1) You can purchase various types of cargo at the General Store's gallery and sell them in other cities to earn a profit.
(2) Added various wagon-type mercenaries; assigning them to your Accompanying Party allows you to transport more cargo.
(3) Once your Commerce Level reaches Tier 1, you can establish a Trading House in a city, appoint a Trading House Leader, and dispatch wagon convoys to the Trading House to generate automated profits.
Note: If you load an old save and find yourself overburdened on the World Map, you can set the maximum Cargo Capacity to unlimited under Advanced Options in Settings.
4. Offensive Strategy System: Previously, strategies only provided buffs to your own forces. We have now added numerous strategies targeting other factions, such as City Sabotage, Burning Supplies, Taunt, and more, greatly enriching strategic gameplay.
5. Global Random Events: Officers with low loyalty may resign on their own, Free Officers may declare independence, Governors with low loyalty may rebel, and more
6. Added nearly 300 new Historical Officers.
7. Remade all 2,000+ CGs, adding blinking, breathing, and cloth motion effects (to save memory and storage space, frame-sequence CGs were not used here, but all static or frame-sequence portraits in mods remain fully supported)
8. Added voice acting to numerous in-game dialogues. If you prefer not to hear voice acting, it can be disabled in the settings.
9. Optimized lighting and visual effects across all sub-scenes, as well as the visual presentation of snowscapes in sub-scenes.
10. Substantially overhauled the UI, thoroughly polishing unsightly elements from previous versions and adjusting layouts to support multiple languages.
11. Added six major storylines: Eastern Wu Submits, Fall of the Han Dynasty, The Lone Kylin Upholds the Han, Friendship of Yang and Lu, Gentlemen's Bond, and Loyalty Amidst the Feast. Added three Anecdotes: An Intact Egg in an Overturned Nest, Journey Home of a Thousand Li, and Before the Blood Decree Chilled. Mid-to-late Three Kingdoms narrative events are now largely complete. In-game story text has officially surpassed 2 million words.
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Other Optimizations and Updates:
Comprehensive Domestic Development Overhaul:
1. Significantly overhauled the acquisition curves for city Funds and Supplies to raise the depth and skill involved in domestic development. In the official release, it will be much harder for a city's Funds and Supplies to rapidly build up massive surpluses.
2. Officers must now be dispatched to Districts to continuously carry out Commerce or Agriculture in order to maintain high district Funds and Supply Income. Meanwhile, the yields from Explore have been reduced, significantly elevating the importance of Officers with high POL.
3. Growth rates for District Commerce and Agriculture have been slowed, but by having Officers continuously develop the economy, Commerce and Agriculture values can now exceed the District cap (past the cap, growth slows significantly, up to 150% of the maximum Commerce and Agriculture values)
4. Significantly reduced the Strategy Points cost of advanced buildings while increasing their Funds cost, allowing Strategy Points to be allocated where they matter most.
5. Heavily nerfed certain overpowered Strategies that previously broke the balance of Funds and Supplies.
Three Battle Systems Optimization:
1. For the vast majority of Combat encounters in the game (both story-related and daily encounters), our side now has 1-3 additional combatant slots to enhance the utility and presence of Party Officers, Pets, and mercenaries. Accordingly, enemy strength in each battle has also been scaled up; attempting to go solo without allies will be much more difficult. If you pursue the Scholar path, you will need to properly cultivate bodyguards.
2. Increased the combat prowess of all existing mercenaries to enhance their presence in the game.
3. The number of enemy minions in all Combat encounters will now scale with difficulty. On Hard difficulty, minion count will increase by 50% compared to Normal; on Extreme difficulty, enemy minions will reach 250% of their original number, presenting a significant test for your party members.
4. Fixed an issue where Evasion builds were excessively overpowered: In Combat, if the actual Accuracy of an attack (i.e., attacker's Accuracy - defender's Evasion) falls below 30%, every additional 3-point reduction in the Accuracy-Evasion differential will only reduce the actual Accuracy by 1%. Furthermore, the minimum actual Accuracy of any attack cannot fall below 10%. Of course, the original mechanic has been preserved—players who still prefer invincible Evasion can enable the option in Advanced Settings to retain the previous rules.
5. The unit capacity of various buildings in Legion Battle, such as Camps and Forts, has been changed from unlimited to limited. For example: a Camp can now hold at most 3 units, Forts and Headquarters can hold 4 units, and Castles and Headquarters can hold 5 units. This prevents monotonous battles where all enemy units turtle inside buildings.
Personal Optimizations:
1. When purchasing a residence, sellers will have varying degrees of Willingness to Sell, requiring you to find a suitable price point.
2. Funds acquired individually across the game have been reduced overall, but item selling prices are now only half of what they were. The Funds rewarded from various Board quests have been reduced, while the prices of all items have been lowered accordingly, creating a deflationary effect.
3. Added a durability mechanic to Books: when reading via Study, 1 point of book durability is gradually consumed each day, and books will be ruined once their durability is depleted. Book Restoration Tools can be purchased from Nan Dou and Bei Dou to restore the durability of certain precious books. Players who dislike this feature can choose to disable durability consumption in Advanced Settings.
A Note to Our Players:
The Full Version includes extensive framework-level changes. As this major patch has just gone live, large-scale playtesting is still ongoing. If you encounter any issues during your playthrough, please feel free to report them directly to our customer support QQ: 2689683364 or Email:2689683364@qq.com. We will issue fixes as quickly as possible.
Regarding the Grid-based Tactical (Warchess) Legion Battles, certain mechanics still lack polish and need further refinement; these will be continuously updated in upcoming patches.
Launching this Full Version is a massive milestone, but it is by no means the finish line. We will continue working hard to optimize and polish all features. In the coming days, we will also announce our roadmap for future updates. If you have any thoughts or creative ideas, please don't hesitate to reach out!
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.