集墨三国 · 184 · 涿县之战 · published

Dear players,
It has now been one week since we published our statement regarding the current version and future optimization plans.
During this week, we focused primarily on the three goals outlined in our first-stage roadmap:
Improving controls and movement feel
Expanding UI and gameplay feedback
Fixing high-frequency and progression-blocking issues
At this point, the main goals of the first phase — core experience fixes — have largely been completed.
Over the past week, we focused heavily on reducing friction and improving overall gameplay flow:
Removed frequent dice checks from minor battles and BOSS RUSH encounters
Added Sandbox Battle speed-up functionality
Added Shift sprinting
Added key-based interaction with nearby NPCs
Added surrender/escape options in bounty battles and Sandbox Battles
Added autosave protection systems
These changes were aimed at reducing interruption and improving overall pacing.
We also added and refined a large amount of gameplay feedback and guidance that was previously missing or unclear:
Added player position indicators on the map
Added persistent “Searching Enemy” UI prompts
Added mandatory prompts during important story progression moments
Added combo feedback showing delayed enemy escape turns
Added clearer card retention guidance during duels
Added failed side quest status descriptions
Improved quest document clarity and NPC naming
Consolidated enemy information into the “Pre-Battle Check” panel
Our goal here was to make the game more readable and reduce confusion during progression.
During the week, we also fixed a large number of issues that could directly interrupt gameplay progression, including:
Battle result screens failing to appear
World Buffs preventing battles from resolving after loading saves
World Buff slots failing to unlock or refresh properly
Multiple main/side quest progression blockers
Map access failures
Sandbox Battle surrender freezes
Zhang Shiping evaluation issues
Missing BGM issues
Blank dialogue problems
Enemy search states not closing properly
Excessive “You” markers appearing on the map
We also fixed many presentation and staging problems in the final battlefield scenes, including camera, animation, positioning, and NPC issues.
At this stage, most known high-frequency progression blockers have been resolved.
Over the next stage, we will focus on:
Including:
Further onboarding improvements
One-click synthesis and convenience features
Party equipment management
Attribute counter visualization and combat readability
Expanded enemy information systems
Clearer quest and objective guidance
At the same time, we are also working on a broader interaction overhaul designed to support both:
A more immersive, exploration-driven experience
A more modern, convenience-focused playstyle
One thing we realized very clearly this week is that many of the issues pointed out by players were accurate and important.
Those reports are directly shaping the direction of our ongoing improvements.
We will continue maintaining this update pace and refining the experience step by step.
Thank you again for your support and feedback over this past week.