The update log will be appended to the very bottom.
Thank you for trying the demo. Please keep in mind that the game is still under active development, and many systems, assets, and balance elements are unfinished or subject to change.
English is currently the only supported language for demo.
The demo version supports DLSS only.
FSR support will be available in the full release.
Two-handed weapon animations may cause visible stretching or deformation .
Units onboard a moving ship fail to factor in the vessel's movement in their movement logic
Only one dungeon is currently available, located in England.
The Jurchen faction temporarily uses Mongolian cultural assets.
Only one map per biome is currently supported.
There is only one siege map, and culture-specific siege art has not yet been implemented.
Companion mechanics are functional, but companions have not yet been added to taverns.
The diplomacy feature is still in mid-development. It doesn't have many functions yet and isn't very intuitive
Headshot bonus damage has not yet been implemented.
Long-term campaign balance and geopolitical developments have not been fully tested.
Battle maps were originally designed for approximately 700 combatants and may feel crowded during very large battles.
Inventory behavior has not been fully verified when item counts exceed intended limits.
Eastern European factions are weak because stakes and barricades haven't been implemented yet.
If a cannonball breaks a shield, it doesn't deal any damage.
The sound system hasn't been finalized yet.
Soldiers are knocked back when giant monsters enter the naval battle
There is a bug where neutral general attack you if you talk to them while they are chasing an enemy
You cannot issue unit orders during sieges and naval battles
All troop types and combat-related content
All city interaction systems
Magic system
Character stats, perks, and progression
Formations and charge commands
Item quality system and random enchantments
Dungeon unique-item guardians
Faction sub-clans and clan leaders
Peace negotiations
Clan scouting and recruitment systems
AI civil wars
AI creation of successor states using culture-appropriate names
Influence system and elite recruitment
Siege and naval battle
Intercontinental trade goods
Crusades and holy wars
Religious leader elections and assassinations
City building construction
Village raiding
Mixed-ethnicity military units
Special heroes and special factions intended for armies of approximately 2,000 soldiers (such as the Drake Pirates)
- Culture-specific world map background music
- Culture-specific battle music
When a horse is struck by a firearm or thrown weapon, its charge can be interrupted with a reaction animation. If this occurs, cavalry charging within approximately six meters behind that horse will also have their charges canceled. This is determined by whether the projectile's impact exceeds 35% of the horse's weight.
If the influence of the ruling royal clan falls below that of the second most powerful clan, a rebellion may occur and the kingdom can split into multiple states.
When a kingdom is destroyed, its name is given priority for reuse by newly formed states of the same cultural group. No gameplay bonuses are attached to this inheritance.
Shock infantry automatically deflect melee attacks while charging and receive a 90% reduction in stamina consumption during the charge. This allows even small numbers of shock infantry to disrupt spear barricades.
Spear barricades become less effective when deployed on elevated terrain.
Gun cavalry can fire without their line of sight being blocked by friendly gun cavalry units.