v0.6.0 — Major Update & Bug Fixes
v0.6.0 introduces major improvements focused on direct battle commands, officer skills, the Bond system, and Battle AI.
You can now use your strategist's stratagems and your officers' active skills at the moment you choose and against the target you choose. Bonds are also no longer simply entries in a collection — they now directly affect deployment, battle, loyalty, recruitment, and more.
Battle AI, Battle Reports, tutorials, the Three Major Battles, city upgrades, and several other systems have also been reviewed and improved.
Save files from previous versions remain compatible and can be continued normally.
Direct Battle Commands — Stratagem Cards
Your strategist's available stratagems now appear as cards at the top of the battle screen. Available stratagems include Fire Attack, Flood Attack, Ambush, Taunt, and False Report.
Select a card at any time to pause the battle and choose an enemy unit or the left, center, or right sector as your target. The estimated success rate is displayed for each target.
Standard stratagems can be used twice per battle. Strategists with 95 Intelligence or higher can use them three times, with a two-day interval between cards.
Strategists with a unique grand stratagem, such as Zhuge Liang's 「Eight Formation Grand Fire Attack」 or Pang Tong's 「Chain Confusion」, receive one additional unique stratagem card.
Cards that cannot currently be used immediately display the reason: 「2 days remaining」, 「After engagement」, 「Expended」, or 「Unavailable now」.
During duel dialogue, the stratagem card row automatically hides so that it does not cover the duel interface.
If a stratagem has not been used by Day 25 of the battle, the strategist will automatically use it as before. The same applies during Auto Battle.
Officer Skills — Passive, Active, and Hero Skills
The total number of officer skills has increased to 102, including 51 newly added skills.
Every standard skill is now clearly classified as either Passive or Active. Skills that previously had a name but made it difficult to understand what they actually did have been reorganized.

Active Skills
Active skills can be manually activated in battle using the ⚡ button on the unit card.
Recovery — Returns wounded soldiers and restores 10% of the unit's troop strength.
Desperate Assault — Attack +70% for 5 days.
Lion's Roar — All enemies within range suffer Morale −12 and Attack −15%.
Trap · Night Raid · Disruption · Ambush Signal — Weakens the nearest enemy.
Desperate Strike · Arrow Rain · Fire Arrows — Deals immediate damage.
Iron Cavalry Charge · Naval Charge — Available when commanding the appropriate troop type.
Call to Arms — All allied units gain +12 Morale.
Shield Formation — All allied units take −15% damage.
Various other active skills have been added, including Unity,督戦, Frontline Command, Formation Lock, and Ram督戦.
30 officers who were previously difficult to field because of lower stats have received their own S-rank active skills. Their value is now determined by more than raw attributes alone.
Skill Activation Effects
When an active skill is used, a large skill illustration and skill name appear above the unit for approximately two seconds.
Army-wide skills such as Call to Arms and Shield Formation display the effect over every affected unit.
When a Hero Skill is activated, a golden burst effect appears, followed by a golden ring around the unit for the duration of the effect.

Enemy Officers Also Use Active Skills
Enemy officers can now use active skills as well.
Their available active skills can be seen on their unit cards, and once used, the timing remains visible in a format such as 「⚡ Trap · Day 11」.
Hero Skills (★)
A total of 15 officers now possess Hero Skills.
S: Lü Bu, Guan Yu
A: Zhang Fei, Zhao Yun, Ma Chao, Xu Chu, Sun Ce
B: Dian Wei, Huang Zhong, Taishi Ci, Xiahou Dun, Zhang Liao, Zhang He, Gan Ning, Zhou Tai
Zhou Tai's 「Twelve-Wound Blood Battle」 is the only recovery-type Hero Skill, returning wounded soldiers to restore 30% troop strength over 5 days while also reducing damage taken.
Hero Skills have no troop-type restriction and can be used once per battle, at the cost of Fatigue.
Sun Ce's 「Little Conqueror Assault」 grants Attack ×1.6 and Speed ×1.3 for 6 days.
Army-Wide Skills
Iron Wall Formation — Damage taken −10%
Military Command — Attack +8%
Unshaken Resolve — Morale resistance +15%
Inspiration — Starting Morale +8
These effects apply to every allied unit simply by deploying the officer who possesses the skill.
Improved Skill Information
During deployment, the War Council, and battle, an officer's skills are displayed in the format 「Passive ○○ · ⚡ ○○ · ★ ○○」.
If a skill cannot function with the officer's current troop type, the reason is shown.
Hover over a battle card to see the actual values and activation conditions.
The skill formerly called 「Castle Defense」 reduced frontal damage regardless of whether the officer was actually defending a castle, so it has been renamed 「Steadfast」. Its effect remains unchanged at −11% frontal damage taken.
The strategist section of the deployment screen now displays stratagem-related skills and unique stratagems instead of normal unit skills.
13 strategists possess unique stratagems, including Zhuge Liang's 「Eight Formation Grand Fire Attack」, generally requiring 90 Intelligence. The same information is also shown when opening the officer's details.

Bond Codex — From Labels to a Real System
The Bond system has been greatly expanded.
667 relationships involving 385 officers and 43 story Bonds have been newly written across all factions and eras.
These include story-based Bonds such as the Peach Garden Oath, Veterans of Jiangdong, and the Oath at Sishui Gate. Some require specific conditions to form, while others are hidden.
Bond Ranks
Bonds have S / A / B / C ranks.
During battle, only the three strongest applicable Bonds in the current deployment are activated.
Positive Bonds can affect Attack, damage taken, starting Morale, Morale resistance, and other combat values when officers fight together.
Separate combat effects can also occur when officers with hostile relationships meet as enemies.
C-rank Bonds have no combat effect and influence peacetime Loyalty only.
Bond Preview
A 「Bond Preview」 has been added to the deployment screen.
Only Bonds that will actually activate with the current deployment are shown.
Once battle begins, currently active Bonds appear in a single line at the top of the screen, and affected unit cards receive the 「🔗 Bond」 marker.
Activated Bonds are also recorded in the Battle Report.
Bonds Outside Battle
If a related officer belongs to the same faction, the relationship can affect Loyalty by ±1.
Bonds also influence recruitment into that faction.
Relationships are also taken into account during prisoner-release negotiations and defection checks.
Bond Codex UI
The Codex has been changed from a simple list to an officer portrait card grid.
Hovering over a relationship now shows the exact effect in a format such as 「When deployed together: … / When encountered as enemies: …」.
By default, only Bonds containing at least one officer from your faction are displayed.
Bonds belonging entirely to other factions, such as 「The Couple of Nanzhong」, can be viewed by enabling 「Show Bonds from Other Factions」.
Added Characters
Cheng Pu (程普) now joins Sun Ce's faction.
New portraits have been added for Ma Su and Huang Yueying.

Mid-Battle Council — Days 10 & 20
The Mid-Battle Council held on Days 10 and 20 has been extensively revised.
Pressure
Aggressive — Damage dealt +12%, damage taken +10%
Maintain — Normal battle intensity
Conserve — Damage dealt −10%, damage taken −10%
Objective and Sub-Orders
One additional sub-order can now be selected depending on the chosen objective.
When the objective is enemy units, 「Focus」 allows you to choose either 「Nearest Enemy」 or 「Weakest First」.
Weakest First causes all units to prioritize the enemy with the lowest current troop strength.
When the objective is the castle, 「Engagement」 allows you to choose either 「Direct」 or 「Clear First」.
Direct — Units continue toward the castle even under attack. They attempt to move around enemies blocking the route and engage only if no route around them exists.
Clear First — Units defeat enemies they encounter before advancing toward the castle.
When defending and using a hold-the-castle strategy, 「Intercept」 allows you to choose either 「Advance and Engage」 or 「Hold the Walls」.
Advance and Engage — Units may move up to two tiles outward to intercept enemies.
Hold the Walls — Units only engage enemies that enter their attack range.
Speech
The ruler can personally address the troops.
Choose between Encourage · Rebuke · Stay Calm.
Encourage works best on shaken units, while Rebuke works best on complacent units.
Using the wrong speech for the situation can have a negative effect, while the ruler's Charisma increases the strength of the result.
The previous 「Pursuit」 instruction has been removed because it was not actually affecting unit behavior.
Complete Battle AI Review — No More Units Standing Still
Battle AI movement and target selection have been comprehensively reviewed.
Units now follow the route defined by the chosen strategy, engage enemies they encounter along that route, and no longer abandon their lane simply because they detect enemies elsewhere.
Fixed an issue where units pushed outside their route failed to return.
Fixed units waiting indefinitely in front of enemies positioned diagonally.
Fixed archers becoming stuck after firing and retreating.
Fixed units remaining locked onto unreachable targets.
Fixed units being unable to return to positions blocked by allies.
Fixed cavalry yielding to archers and then remaining stationary.
Frontline units now stop their route outside castle-arrow range while field enemies remain alive and seek out those enemies instead.
This reduces situations where units stood in front of the castle taking arrow fire while enemy field units were still alive.
Units now face the castle while attacking it.
Battering Rams
Battering rams do not fight enemy units and target the castle gate only.
If an enemy blocks their route, they attempt to move through an open tile around it. If no route exists, they wait until the path becomes available.
Protecting the battering ram is the responsibility of your other combat units.
Cavalry
Fixed cavalry repeatedly moving one tile up and down while advancing.
After moving around an allied unit blocking the route, cavalry now return to their original lane only after that ally is completely behind them.
Cavalry will no longer ignore an enemy attacking them at close range in order to pursue a distant target.
Cavalry charges now begin only when the target and an available charge path are within four tiles.
Previously, cavalry could begin charging toward the opposite side of the battlefield immediately after battle started, become blocked by allied units, move sideways, and repeatedly attempt the charge again.
Unit Display
Units with at least 1 soldier remaining now display a minimum of 5 soldiers on the battlefield.
The unit graphic disappears only when troop strength reaches 0.
Automated Testing
We ran 252 automated battles, covering all combinations of 12 offensive strategies × 6 defensive strategies as well as multiple deployment variations.
Under these test conditions, we confirmed 0 cases of units remaining stuck or standing idle.
Battle Report — From Plain Text to Cards
The previous long text-based Battle Report has been redesigned around cards.
Beneath the result banner, the following sections now appear in order: Bonds · Post-Battle Dialogue · Strategist's Report · Battle Losses · Officer Results · Battle Factor Analysis.
The Strategist's Report now shows the portrait and dialogue of the strategist actually appointed for the battle.
Battle Losses display starting allied troops → remaining troops / killed / wounded / deserted / enemy losses at a glance.
Officer Results are displayed as portrait chips, which can be clicked for more details.
「Battle Factor Analysis」 is collapsed by default and can be expanded when needed.
If prisoners were captured, the existing Prisoner Disposition panel remains displayed on the right.
Battle Screen Improvements
Unit cards now display current troops / total troops · Morale · Fatigue · Passive Skill · ⚡ Active Skill · ★ Hero Skill · 🔗 Bond · ⛨ Army-Wide · 🛡 Guard.
Active Skill and Hero Skill buttons are positioned directly beneath each unit card.
Fixed long Mid-Battle Council descriptions extending beyond the screen.
Fixed the stratagem card bar overlapping the Council interface.
Battle Guide and Tutorial Overhaul
The following sections of the Battle Guide have been rewritten to reflect the current systems: 「How Units Move」, 「What You Can Do During Battle」, 「Officer Skills」, and 「Bonds」.
The deployment, War Council, and first-battle tutorials have also been rebuilt around the current rules.
During the first battle, the game pauses and explains unit movement → stratagem cards → ⚡ Active / ★ Hero Skills → Mid-Battle Council in sequence.
The first duel tutorial now explains the basic rules of the five-move mind game.
Long tutorial messages now use wider panels instead of reducing font size, keeping the text consistent with the rest of the interface.
Duels
Duels now occur randomly between Days 7–15 after contact with the enemy.
Previously, they tended to occur at nearly the same point before the first Mid-Battle Council.
Other UI
A portrait has been added to the strategist slot on the deployment screen.
Officer portraits have also been added beside the officers assigned to Recruitment and Training in the city command interface.
Clicking a portrait opens that officer's detailed information.
The Three Major Battles — Guandu, Red Cliffs, and the Anti-Hegemony Coalition
During the Three Major Battles, envoys could previously promise 「N Reinforcement Troops」 when asking you to choose a side, but those troops did not actually arrive.
Reinforcement promises have now been replaced with immediate Gold and Supplies support equal to half the value of those promised troops.
The resources are delivered to your main base immediately when you choose a side.
Gold is calculated based on the recruitment cost of those troops plus their maintenance cost for the duration of the Major Battle.
Supplies are calculated based on how much food those troops would consume during the same period.
The battle period is calculated as the assembly period + 3 rounds.
The Gold and Supplies provided are actually deducted from the supporting faction's own stockpile.
You can use the support to recruit the troops yourself.
The faction-selection screen now displays the offer in the format 「Financial Support: Gold ○○ · Supplies ○○ — equivalent to half of N reinforcement troops」.
The support received is also recorded in the postwar situation report.
The weaker faction may still offer a city as before, but the imperial capital Xuchang can never be offered.
Player-Reported Bugs and Improvements
City Upgrade Conditions Were Met, but the City Would Not Upgrade
City upgrades require maximum cultivation, upgrade investment, Public Support 55+, Public Order 50+, and an appointed Governor.
Required upgrade investment is 8,000 for Small → Medium / 15,000 for Medium → Large.
All conditions must now be maintained for 4 consecutive months.
Previously, the interface did not show the requirements clearly enough, and an additional manual action was sometimes required even after all conditions had been met.
Cities now upgrade automatically at the end of the month once all conditions have been fulfilled.
The previous six-month requirement has also been reduced to four months.
Upgrade investment buttons are now available in increments of 1,000 / 3,000 / 5,000.
The Development screen now includes 「What changes when this city upgrades?」, showing changes to development caps, reserve troop limits, castle HP, available offices, and troop types.
Unable to Request Reinforcements
Reinforcements can only be dispatched from allied or friendly cities adjacent to the target city where the battle takes place.
If reinforcements are unavailable, the reinforcement slot now clearly explains why.
It also provides alternatives such as 「Transfer troops from another city to the departure city before launching the campaign.」
Item Filters
The faction inventory now includes filters for All · Leadership · War · Intelligence · Politics · Charisma.
In the Gift and Equipment Change screens, items matching the selected officer's primary attribute are displayed first.
Other Fixes
Fixed cities such as Kuaiji remaining permanently restricted to only two troop types even after upgrading because their scenario data originally specified those troop types.
Fixed 「Grudge」 and 「Rival」 relationships not affecting duel occurrence checks when playing in English, Japanese, Simplified Chinese, or Traditional Chinese.
Factions & Characters
If Sun Ce dies early, Sun Quan now appears immediately. His age is adjusted to Sun Ce's age at the time of death, with a minimum age of 15.
Characters do not normally appear before reaching age 15.
Free officers discovered by other factions no longer appear in your news or free-officer lists. Only officers discovered by your own faction are shown.
Cheng Pu (程普) has a Retainer relationship (B) with Sun Ce and Sun Quan.
Retainer relationships do not use S rank.
Additional Bug Fixes
Fixed Army-Wide skills failing to activate after an officer waiting in Reserve entered the battlefield.
Fixed office-based Morale bonuses being incorrectly displayed as 「Skill Activated」.
Improved Active Skill activation explanations in the Battle Report so that they only describe the actual cause.
Fixed some units disappearing and then reappearing during battle.
Fixed several interfaces where long descriptions were being cut off.
This update focuses on giving the player much more control over when and how to intervene during battle, while also making each officer's individual skills and Bonds meaningfully affect deployment and battle results.
We will continue reviewing your reports and feedback and improving bugs, balance issues, and other areas that make the game less comfortable to play.
Thank you for playing and supporting the game.
