Greetings, Knights! This is the developer of "Crown & Coin: The Hundred Years".
Thank you so much for your passionate play, detailed bug reports, and invaluable feedback! Thanks to all of you, the game is getting closer to perfection every day as we head toward Early Access. Today, we are bringing you a massive update addressing nearly a month's worth of reports, adding exciting new ways to play, and including an enormous amount of bug fixes.
⚔️ Highlights: Life as an Artisan, Tavern Wagers, and Outlaw Roleplay
① Build a "Workshop" at Home! The Path to Becoming a Master Artisan "Atelier," "Textile Workshop," and "Brewery" have been added to the home expansion menu! By investing your funds to build a workshop, you can now craft paintings, tapestries, and wine with your own hands. Hone your skills and create a Masterpiece (★6), and greedy nobles might offer to buy it at a high price. Even if you're a commoner, you could be offered a fiefdom and a Baron title, catapulting you onto the historical stage! From failed creations to masterpieces, you can freely name everything you make. Of course, an article explaining workshops has been added to "Ask Guesclin!".
② Tavern Gambling & The Board Game "Tables" Arrive! You can now enjoy gambling with NPCs at the tavern! Historical dice games like "Hazard" and "Passe-dix" have been introduced. There's even an element of cheating involved...!? You can also play "Tables" (the medieval ancestor of Backgammon), a board game that tests your intellect. Enjoy heated matches against high-intelligence named NPCs. If you get heavily involved in gambling, you can earn exclusive titles for both honest and dishonest play (8 titles in total).
③ Mini-games Can Now Be Resolved via "Dice Rolls"! For mini-games that occur during skill acquisition, town development, and more, you now have the option to resolve the outcome via "Dice Rolls" instead of playing them manually! Use this feature when you want to speed up the pace of the game or leave everything to your character's stats and luck.
④ The Path of the Minstrel You can now play as a Minstrel, spinning tales and songs as you travel the world! By performing related actions, you can earn Minstrel titles. These titles are tiered, giving you the joy of working your way up to higher ranks.
⑤ New Bandit Ambush Events If you are carrying a large number of trade goods, bandits will now ambush you. Depending on your luck, a named bandit might attack, and if you defeat them, you can hire them to join your ranks.
⑥ Righteous Knights Seek Retribution If you have high Infamy and cross paths with a highly righteous NPC on the map, they will now come to strike you down. Be careful!
⑦ Expanded Outlaw/Pirate Routes (Chivalrous Thief Play) Depending on your Fame or Infamy (Sins), the reactions of bandits and pirates wandering the map will now change when you encounter them. If your Fame is high, they might back down saying, "I know that face." If your Infamy is high, they might let you pass as "one of our own." The branching paths now function correctly. Choices such as begging for life in victory reports after battle, and deciding their fate, will occur properly, making life in the underworld much richer.
⑧ NPC Lord Town Building & Active Local Economies NPC lords will now autonomously build facilities (like Barber-Surgeons and Inns) in their own towns. Additionally, the monthly "Local Economy" (fluctuations in population and food reserves), which previously only functioned in player-founded towns, has been expanded to all settlements. This makes the entire world change much more dynamically.
⑨ Exclusive Animations for Bonding A gorgeous new animation will now play when you form a "Bond" with another character! Furthermore, the dialogue patterns when acquiring a bond have been massively expanded. You can now enjoy a total of 576 variations based on Personality × Profession × Gender.
⑩ Fixed the Issue Preventing Launch on Mac Environments To all our Mac users, we sincerely apologize! We have fixed the critical bug that prevented the game from launching in Mac environments. You should now be able to play the game normally.
🔧 Bug Fixes (An overwhelming list of 100 items!)
Thanks to your incredibly detailed reports, we have purified a massive amount of space-time distortions plaguing medieval Europe once again. Here is the full list of 100 bug fixes and improvements addressed in this update!
Introduced a 3-layer auto-recovery system for a bug where pieces freeze and "march in place" on the world map.
Fixed a softlock bug where another news event interrupting a conversation would erase the event's end signal.
Fixed a bug where completing Joint Training yielded no report message at all.
Fixed a bug where completing Territory Development yielded no report message at all.
Rooted out a bug where the knight title event wouldn't trigger despite having 100 Fame (due to a mismatch between screen display and internal saved values).
Fixed a bug where captive monarchs (e.g., King John II) would attend knighting ceremonies in different locations.
Fixed softlocks during coronations caused by gaps in monarchs' career data.
Fixed data inconsistencies caused by autosaves and monthly processing overlapping.
Improved the inconvenient travel routing by automatically generating routes.
Enabled right-click to cancel movement on the world map.
Added a branching event where bandits/pirates back down if your Fame is high.
Added a branching event where bandits/pirates let you pass as "one of their own" if your Infamy is high.
Added a "begging for life" event after a victorious battle.
Added options to decide the fate (execute, spare, etc.) of begging enemies, with Infamy adjustments.
Added exclusive dialogue for Chivalrous Thief play.
Re-adjusted uprisings to be notified via text in the settlement info, not just icons.
Fixed a bug where overriding a title in the character details would cause the King to disappear.
Added branching dialogue based on personality when talking to traveling merchants.
Added branching dialogue based on personality when talking to mercenaries.
Added branching dialogue based on personality when talking to barber-surgeons.
Added branching dialogue based on personality when talking to clergy.
Added branching dialogue based on personality when talking to the wealthy.
Fixed a bug where the dialogue to dissolve the master-servant relationship wouldn't appear correctly when outranking your superior.
Fixed an issue where Reputation/Fame would overflow and break certain event flags.
Fixed a bug where past battle data remnants would linger right after the tutorial or during historical events.
Fixed a bug where NPC possessions would mysteriously disappear.
Improved the AI logic for Council approvals.
Fixed inconsistencies between "Ask Guesclin!" Tips and actual game mechanics.
Fixed a dead feature where the "Commerce" skill was not reflected in domestic income.
Fixed a bug where the population and stockpiles of granted/conquered towns were frozen.
Fully registered "Facilities" in all settlements into a ledger, removing the system where facilities spontaneously appeared.
Fixed a bug where "Skill Level Requirements" were not functioning during agricultural development.
Fixed a bug where "Skill Level Requirements" were not functioning during livestock development.
Changed the maximum level of farmlands and livestock to 4 (added a 1.25x production bonus at Lv 4).
Fixed a bug where various skill levels broke past the cap of 4 and reached level 5.
Remade the dead feature "Find Skilled Mercenaries" into a functional "Scout Talent" command.
Reorganized and integrated the Council Menu hierarchy under "Issue Orders".
Added a new command: "Order Skill Study".
Improved the Training menu to allow choosing which stat to increase.
Fixed a bug where skills weren't passed down during a "Great Success" in Joint Training.
Fixed an issue so instructors now give the report for Joint Training.
Improved the display of Training results with an easy-to-read table.
Expanded the monthly "Local Economy" (population and meat fluctuations) to all settlements.
Fixed an issue where meat stockpiles would never increase.
Fixed a bug where skills would break past the limit via Church "Nursing".
Fixed a bug where player-imported "custom faces" turned into armor icons in the Castle Residents list.
Fixed a bug where custom faces turned into armor icons during Papal events.
Fixed a bug where custom faces turned into armor icons in King/Regent displays.
Fixed a bug where custom faces turned into armor icons in Castle Guard displays.
Fixed a bug where custom faces turned into armor icons in Death Notices.
Fixed a bug where custom faces turned into armor icons in Coronation events.
Fixed a bug where custom faces turned into armor icons in Retinue displays.
Fixed a bug where custom faces turned into armor icons for speakers in conversations.
Fixed a bug where custom faces turned into armor icons in Cardinal displays.
Fixed a bug where custom faces turned into armor icons in the Council's battle preparation screen.
Fixed a bug where custom faces turned into armor icons in the World Map settlement info.
Fixed a bug where custom faces turned into armor icons in the Bond acquisition scene.
Fixed a bug where custom faces turned into armor icons in the Directory.
Fixed a bug where custom faces turned into armor icons in "Ask Guesclin!".
Fixed a bug where custom faces turned into armor icons in the Tavern.
Fixed a bug where custom faces turned into armor icons in the Status screen.
Fixed a bug where custom faces turned into armor icons in the Battle UI.
Fixed a bug where custom faces turned into armor icons in the Bataille screen.
Fixed a bug where custom faces turned into armor icons in event scenes (e.g., EVENT901).
Fixed a bug where custom faces turned into armor icons in the Tutorial screen.
Fixed a bug where custom faces turned into armor icons in the Character Selection screen.
Fixed a bug where custom names were not reflected in the Castle Residents list.
Fixed a bug where custom names were not reflected in Papal events.
Fixed a bug where custom names were not reflected in King/Regent displays.
Fixed a bug where custom names were not reflected in Castle Guard displays.
Fixed a bug where custom names were not reflected in Death Notices.
Fixed a bug where custom names were not reflected in Coronation events.
Fixed a bug where custom names were not reflected in Retinue displays.
Fixed a bug where custom names were not reflected for speakers in conversations.
Fixed a bug where custom names were not reflected in Cardinal displays.
Fixed a bug where custom names were not reflected for elected officials.
Fixed a bug where custom names were not reflected for Mercenary leaders.
Fixed a bug where custom names were not reflected in the Tavern.
Fixed a bug where custom names were not reflected when subordinates greet you.
Fixed a bug where the lord's flag wouldn't display when hiring mercenaries via town mansions.
Fixed a bug where flags wouldn't display on subordinate chains brought along.
Fixed a bug where unaffiliated checks were incorrect during knighting.
Implemented a self-healing function so flagless subordinates in old save data now correctly display flags.
Fixed an issue where the OK button on the numeric keypad was untranslated in non-Japanese languages.
Fixed an issue where the stamina depletion message was untranslated in non-Japanese languages.
Fixed an issue where diagonal movement didn't work with gamepad controls.
Added "Ultra High" and "Fastest" options to gamepad sensitivity settings.
Fixed a bug where an unnecessary "Back" button lingered after minigames.
Fixed a bug where renamed data from a previous playthrough remained in the new game character selection.
Fixed a bug where Fame values in character selection showed raw internal values instead of display values.
Fixed a bug where the text for earning missions didn't display the "earned amount".
Fixed a bug where the text for drafting missions didn't display the "number of troops" gathered.
Fixed a bug where owning a castle was judged as "No Castle".
Added troop and treasury info to the Territory Details screen.
Removed the "Meal" option from the Tavern entrance menu for balancing, as its effects were too strong.
Fixed a bug in the Chat command where the other party's personality was completely ignored.
Fixed a bug where the duration of Joint Training wasn't shown on mouseover (description unlinked).
Fixed an issue where some sound effects (hits, misses) didn't play due to missing registration.
Fixed a bug where NPCs would abnormally congregate and get stuck in a single settlement.
Added an ownership (owns) declaration function to the shared flag save process, fundamentally preventing stat rollbacks.
Once again, this has been an extensive update. Your passionate playtesting and bug reports are undeniably driving this game forward. We will continue developing with everything we have toward the Early Access launch on November 4th. Thank you for your continued support of "Crown & Coin: The Hundred Years"!
