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Updated!

Princes and mercenaries!

ːauthorityː

Folly though it may seem to you, we have decided to make the greatest change in the entire history of the game’s development. All commands are now executed immediately, rather than at the end of a turn. In a single turn, we can attack with a general, immediately see the outcome of the battle and, based on that outcome, continue to move and attack with other generals, or withdraw our forces. From now on, your orders will be executed immediately, rather than on the following turn.

We have also made enemy turns visible. You can now track the movement of their generals, the shifting of control over provinces, as well as enemy casualties and reinforcements. Study their maneuvers and plan your response, or skip the animation by simply pressing a key.

We feel that the game has become fast, dynamic, and aggressive. Try out the new rules and tell us what you think in the comments.

Before every battle, an additional formation screen is now displayed where you can see details about the enemy’s strength and position your troops before sending them into battle.

Our work on improving the interface is nearing completion. All game screens now follow the same style. We have also moved the buttons for general commands closer to their models. The combined strength of a general’s army is displayed above their head. Uncharted lands surrounding the map are now beautifully framed.

Take note of the new recruiting screen, in which generals have been merged with mercenaries. You can now only buy one general per turn. The game now has a cap on the total number of generals you can control.

We have also made changes to the game’s setting, bringing it closer to the genre of alternate history. All factions and soldiers are now proudly open about their historical roots. The Carolingians and the Horde, Hansa and Babylonia, the Normans and the Zoroastrians: let the paths of real historical figures cross in novel and fictional situations. Take a “what if” approach to history and discover that, which could have been... Additionally, we have reworked the tutorial to make it even more intuitive, and fixed a number of bugs, both major and minor. This is our final stretch; we are weeks away from release. Will we have the time to make the game better still? Follow our updates and you’ll find out.

’Tis Time for War!