Update 1.1.0 for Total War: Three Kingdoms was released on 25th June 2019.
Adjustments & Optimizations[]
- System
- Mid-distance trees now cast shadows correctly
- Attrition VFX now correctly adjusts to face the camera
- Improved edge-blending between terrain and objects
- Spectators can now no longer meddle with duels in multiplayer matches. Hands off!
- Improved multiplayer battle lobby filtering
- Opposing AI armies and generals now visible to host in multiplayer battles
- Element filter added for character classes in custom and multiplayer battles
- Graphics and visuals
- Reduced instances of camera clipping with barricades and deep water
- Season flags now work correctly in farms
- Various map scenery improvements
- Fixed an issue where some dropped unit banners were not animating
- Fog reduction in Red Cliffs historical battle intro
- Battle User Interface
- When a battle is paused in cinematic mode, the pause icon no longer displays (makes for much better for screenshots!)
- The term Battle Statistics in the unit details panel has been changed to Unit Stats for consistency
- In the custom battle lobby, the scroll window now updates to display available units when switching between different generals
- Campaign User Interface
- UI can now be scaled up to 200% for 1440p (2k resolution)
- Improved map seams along the Yellow River near Luoyang
- Commandery food total now has a tooltip detailing breakdown and modifiers
- Character satisfaction icons now work correctly
- Various typos, border-boundary lines, tooltip display and UI panel issues fixed
- The recruitment button now works correctly when all units in an army are at full capacity
- Soldier count in replenishing armies now updates correctly
- Defeat screen now displays the load game option
- Grudges are now displayed on spy candidates
- In the records panel, character levels will now display correctly
- Short Campaign Victory videos will no longer be played twice in campaign multiplayer when a Shared Mandate deal is in place
- Campaign
- The emperor’s seat is now correctly moved when the capital is moved
- More animation variants will now trigger for delegated battles
- Harmony and Disharmony no longer affect characters who have not yet come of age
- AI Factions should now no longer declare emperorship as a result of the player moving their capital
- Lü Bu is now more expensive
- Babies are now more likely to be born from marriages
- Dong Zhuo’s Intimidation resource now decays more slowly
- Huang Shao and He Yi’s People in Power bonus are now applied correctly
- When Gong Du annexes Wudu Town settlement in turn 1, the Dong Zhuo abdication event will no longer automatically trigger
- Dong Zhuo will no longer declare himself emperor as a result of Liu Bei capturing his first Yellow Turban settlement
- Gongsun Zan’s Battling the Qiang Tribes dilemma has now been corrected to Wuhuan Tribes
- Clicking the zoom button on a dilemma involving a destroyed character or faction will no longer transition the camera to a blank, off-map area
- Court
- High-ranking court positions for Yellow Turbans factions now correctly display their effect bundle bonuses
- Gongsun Zan’s Inspector positions no longer take up Administrator slots
- Dead characters are now greyed out in the records panel
- Battle
- Hidden Axes ammo reduced from 10 to 5
- Hitpoints increased by 20% for the following units:
- Archery Masters
- Onyx Dragons
- [[Thunders of Jian'an
- Defenders of Earth
- Yi Marksmen
- Hitpoints increased by 10% for the following ranged units:
- Heavy crossbowmen
- Heavy repeating crossbowmen
- Fury of Beihai
- Mercenary archers
- Yi archers
- Men of the forest
- Watchmen of the peace
- Changed mass of medium infantry from 100 to 110
- Cavalry in general, including characters, deal less collision damage
- Sentinels with certain relationships could achieve over 100% Melee Evasion. Relationship effects have been re-balanced to avoid this
- Zhang Fei and Zhang Yan's armor no longer grants fatigue immunity to their entire retinues, only themselves
- Improved He Yi and Huang Shao's background trait effects to be more in line with their specialties and gameplay focuses
- Defending units now have Fire at Will enabled by default
- AI Behavior
- In settlement battles, the defending AI will now target vulnerable missile units over the player’s generals
- AI reinforcements in resource battles should now engage the player’s army more effectively
- Attacking AI armies in a siege without battering rams will now more readily commit to scaling the walls as well as exploiting breaches
- Extreme unit-size AI units now act more decisively when assaulting walls
- AI armies defending small settlements should no longer sit idle in the settlement while the player is outside, forcing a draw
- Improved AI trebuchet firing behavior
- Archers on walls react more decisively to threats and are less likely to break position, particularly at the battle outset
- Improved AI performance and pathfinding on the Nanhai Rice Paddy map
- AI cavalry should now act more decisively and are less likely to break off while charging
- AI units are now less likely to deploy on top of one another
- AI Cavalry are now less likely to charge spearmen
- Independent AI unit groups will now act more decisively and exploit settlement entry points when under threat from enemy defences
- AI armies now better coordinate with reinforcements in their choice of settlement entry points
- Improved coordination between multiple units in the same AI unit group
- AI decision-making improved over whether to assault gates by hand
- Diplomacy
- AI factions are less inclined to accept vassalage if they’ve recently been liberated by a vassal master
- AI factions are less likely to visualise additional factions if they already have a large number of vassals
- Improved display of positive and negative attitude breakdowns
- Yuan Shu’s Demand Subservience option now works correctly
- Deal evaluation numbers for voters are now displayed when AI factions request to join a coalition
- Tooltips no longer obscure the faction list
- Factions should no longer request military support against factions you are already at war with
- Rejecting a Join War offer no longer puts you into a state of war with the target belligerent
- The player can now no longer accept a diplomacy deal offered during the end-turn round and minimize the panel to keep the deal in a suspended state
- Ink animations for signing deals now trigger correctly
- AI now more reliably issues ultimatums against the player
- In an alliance war where your allies have been destroyed, it is now possible to negotiate peace with the enemy alliance
- Diplomatic threats now display treachery and attitude-change predictions
- A cancel button has been added for a quick deal
- Removed the phrase “and allies” which sometimes showed erroneously for faction rejections where no allies were involved
- Players can no longer extort single payments in small amounts in return for nothing until the target faction’s treasury is empty
- When any type of vassalage is proposed, offers and demands of autonomy now work as intended
- The cancellation of treaties can now generate new diplomatic consequences or treaties where it is relevant to do so
- Food output has been added as a criterion for AI factions when they evaluate a region, removing a food gameplay exploit
- Transitioning a coalition to a military alliance shortly after forming the coalition no longer incurs treachery
Bug Fixes[]
- System
- Faction death no longer reports a campaign victory achievement
- Execute Captives achievement now triggers correctly
- An Ambush That's Sure achievement now triggers correctly and will not be awarded if the battle is delegated
- The Party of Five achievement is now correctly awarded when a character switches faction to join yours
- If You Can’t Die, Surrender achievement now triggers correctly
- The One Arrow, Two Hawks achievement can now be gained in multiplayer campaign
- Battle
- Units should not now play their combat idle animation before withdrawing their weapon
- Strategists now draw their swords at the appropriate time
- Siege vehicles now correctly suffer AP damage
- Units in Turtle formation now drag out correctly
- Trebuchets now correctly damage rams
- Trebuchets cannot now be damaged by standard arrows
- Elemental Vigor ability now correctly times out and resets while the general is in combat
- AI Behavior
- AI-controlled characters should no longer go idle in front of arrow towers
- AI armies awaiting reinforcements should now no longer stand idle under ranged fire
- Ranged generals should now use their bows correctly and not hold up their battle group
- AI Trebuchets will now use the flaming shot against infantry
- Performance
- 24 individual crash scenarios have been found and fixed
- Tutorial
- Fixed clash between Ma Teng and Gong Du starting positions, tutorials amended accordingly
- Loading a previous save now no longer breaks the tutorial
Total War: Three Kingdoms downloadable contents | |
---|---|
Chapter packs | Eight Princes・Mandate of Heaven・A World Betrayed・Fates Divided |
Expansion packs | The Furious Wild |
Warlord packs | Yellow Turban Rebellion・Tao QianFLC・White Tiger YanFLC・Shi XieFLC |
Miscellaneous | Reign of Blood |
Patches | 1.0.2・1.1.0・1.1.1 |