Hello everyone.
The first minor update for Three Kingdoms Classic, 1.1.0 — Legacy of the Battlefield, has been released.
This update extensively overhauls the command systems for siege battles, gate battles, and mountain battles. Reinforcement calculations and commands have also been separated more clearly from the main force, allowing each formation’s troops and operational results to function more independently.
We have also added Faction Legacies, which represent the historical elite units associated with different factions, along with nine new alternate-history officers including Gyebaek, Kim Yu-sin, and Yeon Gaesomun. New AI aggression settings and expanded effects for offices and noble titles have also been introduced.
At the same time, we have improved late-campaign performance and resolved multiple progression issues involving battles, full delegation, spectating, saving, and loading to provide a more stable experience during long campaigns.
The main changes are as follows.
Siege battles, gate battles, and mountain battles have been extensively overhauled.
Siege and gate battles now use dedicated command systems built around deploying siege engines, providing cover, attacking walls or gates, and defensive sorties aimed at destroying enemy equipment.
Once a wall or gate falls, the available commands shift to gate assaults, flanking infiltration, counterattack suppression, and corresponding commands for the defenders inside.
Mountain battles have been rebuilt around the relationships between securing high ground, flanking maneuvers, controlling supply routes, and achieving battlefield objectives.
Players can directly assign officers to battlefield roles and review each officer’s suitability for the selected duty.
Officer traits are now connected more directly to assigned roles in siege, gate, and mountain battles, with expanded combat effects and recommended deployments.
Battle damage, critical-hit feedback, screen effects, and combat logs have been improved to make the situation easier to understand.
Reinforcement command and combat calculations have been overhauled.
Reinforcement commands could already be selected separately, but some troop, morale, and damage results were previously combined with the main force.
The main force and reinforcements are now calculated separately, allowing each unit’s troops and command results to be reflected more independently.
The effects of the formation and operation selected for reinforcements are now applied separately from those of the main force.
In field battles, reinforcements can perform coordinated attacks or protect the main force.
The selected formation affects reinforcement morale retention, damage sharing, operational effectiveness, and pressure on enemy morale.
In siege battles, reinforcements can assault walls, provide covering fire, launch relief attacks, or disrupt supply routes.
An officer from the main force can be appointed to counter enemy reinforcements.
Reinforcement results are displayed separately on battle cards and in combat records.
Faction Legacies have been added.
Eight Faction Legacies have been added: Tiger and Leopard Cavalry, White Feather Soldiers, Formation Breakers, White Horse Volunteers, Danyang Soldiers, Vanguard Crossbowmen, Liang Province Cavalry, and Dongzhou Soldiers.
Historically appropriate Legacies are assigned according to the faction and period of each scenario.
Each Legacy provides different effects in field, mountain, gate, and siege battles, influencing attack, defense, morale, pursuit, retreat, and capture results.
A Legacy can be inherited by conquering or peacefully integrating the faction that possesses it.
The effects and historical background of owned Legacies can be reviewed from the faction information and operations screens.
If a troop-class system is introduced in the future, Faction Legacies are planned to be expanded into unique formations representing each faction.
Late-campaign performance and progression stability have been improved.
Reduced processing costs caused by city panel calculations and map arrows during the later stages of a campaign.
Improved display stability while zooming or interacting with the map.
Refined the layouts of the operations console, battle participant lists, load menus, and combat logs across both smaller and wider screens.
Fixed several issues where the command screen could remain locked after stopping full delegation, completing an autosave, closing a battle preview, or finishing background planning.
Improved loading support for save files with partially missing replay information.
Stabilized save and replay recovery behavior on macOS.
Campaign AI and difficulty have been adjusted.
New games now allow players to select Balanced, Aggressive, or Chaotic AI aggression.
AI factions now assess defensive gaps in their departure cities and the troop limits of simultaneous offensives more carefully before attacking.
During prolonged stalemates, AI factions can combine recovery, troop movements, secondary fronts, and breakthrough preparations to change the strategic situation.
AI factions can now proclaim an emperor when they meet the required conditions, with the event recorded through an in-game report.
On Hard difficulty, when the player establishes a dominant position, major rival factions that are falling behind may receive limited increases to gold income, food income, and natural troop growth based on the strategic gap.
Defeated armies now distribute retreating troops toward safer rear cities more effectively.
Morale and prisoner outcomes in battles against undefended cities have been adjusted to behave more naturally.
Officer transfers and deployment have been improved.
Added a transfer command that allows officers to be sent directly to another city.
Relaxed the restriction that required players to leave a fixed number of troops behind when launching an attack.
Improved the handling of deployed and remaining garrison troops, making attack preparation more flexible and consistent.
Nine new alternate-history officers have been added, including Gyebaek, Kim Yu-sin, and Yeon Gaesomun.
Gyebaek, Kim Yu-sin, and Yeon Gaesomun have been added as new alternate-history officers.
Li Shimin, Huo Qubing, Qi Jiguang, Ögedei, Tolui, and Jebe have also been added.
The new officers have received unique traits and effects that interact with other traits.
Portraits and historical data for several new and existing officers have been improved. Pang Tong’s portrait, which received considerable player feedback, has also been renewed.
Officer traits, offices, and noble titles have been reworked.
Officer trait tiers and effects have been comprehensively rebalanced, with descriptions revised to match their actual behavior.
Offices now provide different benefits depending on whether they relate to the economy, defense, logistics, or diplomacy.
Command offices reduce the maintenance costs of garrisons and deployed armies.
Marquis and duke titles provide effects related to loyalty recovery, public order, garrison morale, or logistics.
The costs and contributions of offices and fiefs can now be reviewed in the monthly finance screen.
Officers who have accumulated sufficient merit but have been denied promotion for an extended period will first express dissatisfaction. If the situation continues, their loyalty may decline.
AI assignment of city officials and the ordering of office candidates have been improved based on merit and role suitability.
New game selection and Battle Training have been expanded.
A map has been added to the faction selection screen for new games.
Players can select a city on the map and begin as the faction that controls it.
Battle Training now includes attacking and defending scenarios with step-by-step guidance for siege battles, battles outside the walls, mountain battles, standard field battles, and gate battles.
Players can configure whether guidance is shown, whether both sides receive reinforcements, whether reinforcements are controlled directly, and whether siege-engine research requirements are applied.
Spectator mode and full delegation have been improved.
Playback speed controls have been added to spectator mode.
Campaigns currently being spectated can now be identified in save slots and replay lists.
Full-delegation progress can be viewed through a panel at the bottom of the screen.
The progress panel can be switched between three sizes.
AI attack orders and battle progress are now shown on screen during full delegation.
Audio settings and Windows sound have been improved.
BGM and sound effect volumes can now be adjusted more precisely.
Simplified the audio controls in the settings screen.
Fixed an issue where sound effect volume could differ from the selected setting in some Windows environments.
Adjusted the overall volume balance of battle and UI sound effects.
A web save editor has been added.
A web-based save editor has been added, allowing save files to be edited directly on your device.
English save editor: https://threekingdoms-classic.web.app/en/save-editor/
Major progression issues have been fixed.
Fixed an issue where command input could remain locked after stopping full delegation or completing an autosave.
Fixed an issue where outdated processing results could overwrite the current screen state while delegated battles or battle previews were being cleaned up.
Fixed inconsistencies between attack arrows, pause state, and the progress panel during spectator mode.
Fixed an issue where players could not choose a successor when their ruler was executed while held prisoner and no designated heir existed.
Fixed an issue where save files with missing replay information could fail to load.
Improved achievement detection and retroactive checks for existing save files, allowing some previously missed achievements to be recognized.
This update places significant emphasis on improving late-campaign performance and the stability of battles, delegation, spectator mode, saving, and loading, while also giving each battle type and officer assignment greater strategic meaning.
Thank you for all the reports and suggestions sent while we prepared our first minor update. We will continue to prioritize progression-blocking issues, save-related problems, and performance concerns that become noticeable during long campaigns.
Thank you for playing and sharing your feedback.