Ver.1.36.3 CPU Thinking Speed Improvement
The CPU's thinking time has been accelerated.
The CPU's thinking time has been accelerated.

The CPU's thinking time has been accelerated.
The CPU's thinking time has been accelerated.
Linking errors in some city streets were corrected. Forced the frame rate to be fixed to 60 fps. The “Don't show distant wars” was changed to changed to OFF by default.
Linking errors in some city streets were corrected.
Forced the frame rate to be fixed to 60 fps.
The “Don't show distant wars” was changed to
changed to OFF by default.
On CPU turn, In rare cases, the CPU would stop thinking and the game would stop, Fixed a problem that caused the game to stop in rare cases. Starting with this version, the game can be progressed even with saved data where the problem occurred and the game could not progress. We
On CPU turn,
In rare cases, the CPU would stop thinking and the game would stop,
Fixed a problem that caused the game to stop in rare cases.
Starting with this version, the game can be progressed even with saved data where the problem occurred and the game could not progress.
We apologize for any inconvenience this may have caused to players.
We apologize for the inconvenience.
Random events such as volunteer soldiers, etc. did not happen at all, Fixed a bug in which only events related to the January disaster occurred. Fixed a mistake when hiring a unit, where the unit's "EXP required for evolution" was not displayed correctly. The parameters for farml
Random events such as volunteer soldiers, etc. did not happen at all,
Fixed a bug in which only events related to the January disaster occurred.
Fixed a mistake when hiring a unit, where the unit's "EXP required for evolution" was not displayed correctly.
The parameters for farmland and mines are now blue text color when raised to the maximum value, though,
only worked when the territory's information window was on the left side, though,
Fixed so that it works on both.
Public investment, which should no longer be possible, is now possible,
A bug was reported in which public investments that should no longer be possible were being made, resulting in a decrease in money only, but no effect.
A bug has been reported that depending on the environment, the layout of the window before the start of the battle would be incorrect.
This has not been confirmed in the developer's environment, but we have confirmed that it can occur under certain conditions.
As a preventive measure, a slight delay has been added.
Changed the tax rate set by the CPU to be a little lower.
A bug has been reported that the Volunteer window disappears, but we have not been able to confirm this in the developer's environment.
As a precautionary measure, shortcut keys in windows with options such as Volunteers have been removed.
From this version,
It is no longer possible to cancel a volunteer event by right-clicking on it.
How many experience values are required for a unit to be able to evolve, The unit status will now display the number of experience required for units that can evolve. Units that do not evolve will be marked as "No Evolution". Previously, farmland and mine parameters were blue whe
How many experience values are required for a unit to be able to evolve,
The unit status will now display the number of experience required for units that can evolve.
Units that do not evolve will be marked as "No Evolution".
Previously, farmland and mine parameters were blue when they exceeded 200,
This is because these two parameters have different maximum values depending on the territory,
However, since the maximum values of these two parameters vary by territory, they did not make much sense as a guideline,
However, the blue text has been changed to indicate when the maximum value has been reached (when it cannot be increased any further).
The maximum value for walls is still 200 for all territories.
When the operation is left to the CPU in AUTO,
The button to cancel all AUTO operations is now always displayed in the upper left corner of the screen,
This makes it easier to cancel all AUTO operations.
Various bugs have been fixed.
There was a mistake in the calculation of unit maintenance fees,
The issue where maintenance fees were not being paid correctly has been corrected.
When a territory was rebelized, it was not handled correctly,
Fixed a bug that caused the icon and affiliation to be blank.
When a plot was launched against an insurgent territory,
The "civil war instigated" dialog would appear every time,
This has been prevented if the territory is already in a state of civil war.
Fixed a bug that prevented the public from investing when the investment should be less than 50, but it was only possible to invest when the investment was less than 50.
When the CPU selects a crop, the probability of selecting a crop with a high rate of return has been increased.
For example, a CPU whose territory is flat has a high probability of selecting "wheat" unless there is a disaster.
The event of changing agricultural disasters in January will now be shown as the highest priority.
MT-32 Phalanx" should only be found by search,
The problem of "MT-32 Phalanx" appearing as a volunteer soldier,
Preventive fixes have been made.
Some dialog boxes were turning red,
Preventive fixes have been made.
The Zorlond Peninsula and the Bourdon snowfield paths were out of order and have been fixed.
The term "Jibloa Mountains" has been changed to "Jibloa Forest.
The terrain in Isbrouck has been changed from mountainous to flat.
When you mouse over the red crown mark on the map, the following message appears,
The text "The boss is in this territory" has been changed to
The text "There is a strong enemy in this territory" has been changed to "There is a strong enemy in this territory".
Although there are cases where a definite or random event may occur at the beginning of a turn, when they occur in multiple overlaps, dialog when multiple events occur at the beginning of a turn, This problem has been corrected so that one definite event has priority and random e
Although there are cases where a definite or random event may occur at the beginning of a turn,
when they occur in multiple overlaps,
dialog when multiple events occur at the beginning of a turn,
This problem has been corrected so that one definite event has priority and random events do not occur in succession.
A small initialization process has been added to unit data during battle scenes.
This is intended to prevent bugs caused by unnecessary data.
Under certain conditions, a bug has been identified that prevents the dialog for volunteer soldiers from appearing.
As a remedy in case of a bug,
A button with the same function as the dialog is displayed only when a bug occurs.
The button is located behind the volunteer dialog,
It can only be accessed when the volunteer dialog is not displayed due to a bug.
Therefore, it cannot be seen in normal play,
You do not need to be concerned about it.
You can hire volunteers by pressing the emergency "YES" button.
Regarding the size of the display of units in battle, The size of units in battle is now variable and automatically adjusted based on the screen resolution set in the options, The size of units in battle is now variable and automatically adjusted based on the screen resolution se
Regarding the size of the display of units in battle,
The size of units in battle is now variable and automatically adjusted based on the screen resolution set in the options,
The size of units in battle is now variable and automatically adjusted based on the screen resolution set in the options.
From this version, in the battle scene,
The size of units displayed in battle scenes will be adjusted to match the screen resolution.
In addition, some screen resolutions that could not be set before can now be selected.
This is useful when displaying certain dialog windows,
Fade processing, which could cause problems when displaying certain dialog windows, has been removed.
Graphics are now erased when the "Back" button is pressed.
Fixed a very small portion of code that may cause unstable behavior.
Fixed a very small portion of code that may cause unstable behavior.
When it is the turn of the CPU's territory, the symbol of the territory may have a "red crown" like mark. It indicates the territory where the boss is located. The player should target this territory or avoid careless battles, or to avoid careless battles. The map does not indica
When it is the turn of the CPU's territory, the symbol of the territory may have a "red crown" like mark.
It indicates the territory where the boss is located.
The player should target this territory or avoid careless battles,
or to avoid careless battles.
The map does not indicate which boss is in the territory.
Also, the red crown symbol is not visible until the CPU starts a turn.
[Bug Fixes]
Fixed a bug that caused neutral territories to rebel.
[Change regarding weak units]
Against "weak units" set in a unit,
damage will be halved and attacks will be more likely to be dodged.
You will now struggle more explicitly against units you are not good at.
The number of territories has been reduced from 108 to 64, and the density between territories has been increased. This medium-scale change was made to speed up the game play, which tended to become redundant. Players now have fewer territories to conquer before clearing them, Th
The number of territories has been reduced from 108 to 64, and the density between territories has been increased.
This medium-scale change was made to speed up the game play, which tended to become redundant.
Players now have fewer territories to conquer before clearing them,
The CPU's thinking time is reduced.
The world has changed from the previous version (Ver. 1.30.0 or later), so it is not possible to load saved data from the old version and play the game from this Ver. 1.31.0.
We apologize to players who have played through the previous version of the game.
Please enjoy the newly constructed world in the new game.
Other bugs that the button to speed up CPU's thinking was not displayed have been fixed.
When playing a game with a resolution other than 1920x1080 set in the options, Fixed a bug that caused some buttons to overlap and other UI displays to be incorrect. We apologize for any inconvenience caused.
When playing a game with a resolution other than 1920x1080 set in the options,
Fixed a bug that caused some buttons to overlap and other UI displays to be incorrect.
We apologize for any inconvenience caused.
The buttons in the manual table of contents and the scroll bar were not working. They are working properly after the fix. We apologize for the inconvenience.
The buttons in the manual table of contents and the scroll bar were not working.
They are working properly after the fix.
We apologize for the inconvenience.
Public investment can now be executed only once per turn.
Public investment can now be executed only once per turn.
The unit of one unit that can be transferred with the "Remittance" command can be selected between "100G" and "1000G". When using the "Remittance" command, a yellow button with the minimum unit of remittance will appear, and clicking it will switch the unit. If the territory has
The unit of one unit that can be transferred with the "Remittance" command can be selected between "100G" and "1000G".
When using the "Remittance" command, a yellow button with the minimum unit of remittance will appear, and clicking it will switch the unit.
If the territory has more than 3000G in funds, the unit will be 1000G from the beginning,
If less than that, it will automatically be set to 100G.
Units with too low search ability in the search command will no longer be able to search. In addition, units with high INT but low exploration ability will be categorized as manual labor type and will be selected in automatic selection such as cultivation.
Units with too low search ability in the search command will no longer be able to search.
In addition, units with high INT but low exploration ability will be categorized as manual labor type and will be selected in automatic selection such as cultivation.
Previously, the public investment command was unfriendly as it did not show the effect of the investment, but we have made it a little more friendly by displaying the results. Some public investments will now display changes in values after the investment. In addition, to prevent
Previously, the public investment command was unfriendly as it did not show the effect of the investment, but we have made it a little more friendly by displaying the results.
Some public investments will now display changes in values after the investment.
In addition, to prevent wasteful investments, investments will no longer be allowed if they are not expected to have any effect at all.
Bug Fixes
In rare cases, the dialog window becomes transparent,
Fixed a bug that caused the dialog window to become transparent in rare cases and could not be fixed without restarting the game.
We implemented "Leave this turn to your subordinates. When this command is used, the CPU will operate the territory for that turn only, and the next turn will switch to the player's operation. It can be used to "pass" territories that are not often used. The shortcut key is set t
We implemented "Leave this turn to your subordinates.
When this command is used, the CPU will operate the territory for that turn only, and the next turn will switch to the player's operation.
It can be used to "pass" territories that are not often used.
The shortcut key is set to "A".
Changes to the strength of enemy units
Until now, enemy units have not been organized with extremely powerful units even in the final stages of the game,
The more the game heads toward the end of the game, the more extremely powerful the enemy's formation may become.
A bug that prevented the transition to the ending after conquering all territories has been corrected. After the bug has been fixed, the ending will occur by "ending the turn" after conquering all territories. We deeply apologize for any disappointment caused to players who had p
A bug that prevented the transition to the ending after conquering all territories has been corrected.
After the bug has been fixed, the ending will occur by "ending the turn" after conquering all territories.
We deeply apologize for any disappointment caused to players who had played the game until all territories were conquered.
Two new BGM songs were added and implemented as mid-boss songs. One of the previously used mid-boss songs was discontinued.
Two new BGM songs were added and implemented as mid-boss songs.
One of the previously used mid-boss songs was discontinued.
In rare cases, a player's territory will rebel and his troops will betray him. The rebellious troops become "insurgents" and turn against the player. There are several conditions under which treachery can occur, all of which are related to the loyalty of the troops in the territo
In rare cases, a player's territory will rebel and his troops will betray him.
The rebellious troops become "insurgents" and turn against the player.
There are several conditions under which treachery can occur, all of which are related to the loyalty of the troops in the territory and their leader (lord).
The "Plot" command can also be used in rare instances to start a rebellion in the territory of an enemy who has plotted against you.
If a player uses the "Plot" command to turn a CPU territory into an insurgency, the CPUs become enemies with each other, but not with the player.
Changes to Boss Specifications
Until now, when the CPU territory was the last one, the boss would appear only when the difficulty was set to the highest level,
However, the boss will now appear on medium and hard difficulty levels.