
Hello everyone.
Update 1.1.2 for Three Kingdoms Classic has been released.
This update expands the siege system by allowing players to assign troops to different roles and account for prolonged encirclements, night raids, and sorties by the defending force.
Custom officer features have also been expanded. Players can use their own images as officer portraits and configure birth years, family relationships, and starting bonds. Multiple new factions can now be created and populated during new game setup, while eligible free officers may establish independent factions during a campaign. New challenge achievements have also been added.
In addition, this update improves save and load stability, the History Book, AI attack decisions, the display of other factions’ strategic turns, diplomacy, research, map usability, and historical scenario data.
The main changes are as follows.
The siege system has been expanded.
Added a dedicated screen for assigning siege troops to different roles.
Assigning more troops to a role strengthens the corresponding command. However, the additional benefit gradually decreases beyond a certain point.
Added the Encirclement command, which allows attackers to maintain a siege and place pressure on the defenders’ morale and supplies.
Encirclement can begin when the attacking siege commander has at least 88 Leadership, the attacking force has at least 1.3 times the defenders’ troops, and the walls are still standing.
To maintain the encirclement, the attacking force must continue to have at least as many troops as the defenders.
A successful encirclement places morale pressure on the defenders, may cause desertions, and increases their food consumption.
When the defending sortie officer has at least 85 Intelligence and the walls are still standing, the standard Sortie command is upgraded to a Night Raid.
Night Raids are effective against siege engine deployment and encirclement, and have a higher chance of breaking an encirclement than standard Sorties.
However, if the attackers choose Guard, the troops carrying out the Night Raid may suffer heavy losses.
Both Sorties and Night Raids can disrupt enemy siege engine deployment. A critical result can also destroy a deployed siege engine.
When the defenders carry out a Sortie or Night Raid, they have a chance to break the encirclement.
Adjusted battle flow and morale changes before and after the gate is breached, reducing the excessive losses previously suffered by the defenders.
Added formation recommendations for siege situations and limited formation changes to once per round.
Improved officer assignments for attacking and defending roles, as well as the AI’s siege decisions.
Historical city fortifications are now divided into walls, approach routes, and crossbow facilities, requiring different siege strategies for different cities.
Corrected the Bow Enhancement research effect so that it applies to the defenders’ crossbow fire rather than siege attacks.
Custom officer features have been expanded.
Custom images can now be imported and used as custom officer portraits.
A custom officer’s birth year can now be set directly.
Family relationships and starting bonds can now be configured.
When family relationships are changed, the birth years of family members are automatically adjusted to match the selected relationships.
The attributes of an existing custom officer can now be redistributed.
The campaign appearance of alternate-history officers and custom officers can now be configured independently.
During new game setup, multiple new factions can be created at the same time, and alternate-history and custom officers can be assigned to each new faction or city.
New features have been added.
Eligible free officers can now declare independence and establish new factions.
When declaring a new state or ascending as emperor, players can select a preset realm name or enter a custom one.
Due to the character limit, custom realm names cannot currently be entered in English. Custom input is supported only in Korean, Chinese characters, and Japanese.
Vassal factions now consider their available troops, food supplies, and city defense capacity when deciding whether to attack or support one another.
The vassal management screen now shows estimated monthly treasury contributions, reduced administrative burden, and the troops, food, and officers under autonomous control.
When an officer comes of age or automatically joins the player’s faction through family or clan relationships, an adviser notification is displayed.
Fixed an issue where turn progression was not properly reset immediately after ruler succession.
Save, load, and History Book features have been improved.
Expanded save recovery when an error or unexpected shutdown occurs during saving.
Improved the recovery stability of damaged or older replay data.
Fixed an issue where replay errors could affect normal campaign saving.
When loading a large save, the progress screen now appears before data processing begins, reducing cases where the game appears to have stopped responding.
Optimized game startup and replay processing speed.
Added playback speed controls to the History Book.
Save and replay compatibility notice
Saves and replays from previous versions are automatically converted to the current format when loaded in 1.1.2.
However, saves and replays written again in 1.1.2 may not be readable in earlier versions.
Before reverting to an earlier game version, back up the original saves and replays before saving them in 1.1.2.
AI and turn progression have been improved.
Improved how the AI selects officers to join an attack and officers to remain behind to defend the city.
Adjusted AI troop management so that departure cities are less likely to be left excessively vulnerable.
Improved the processing speed for searching recruitable officers during the later stages of a campaign.
The display of other factions’ strategic actions can now be set to Slow, Fast, or Skip.
Selecting Skip omits the intermediate presentation and displays only a summary of the major results.
New challenge achievements have been added.
Added a challenge achievement for unifying the realm without conducting any research.
Added a challenge achievement for unifying the realm without using recruitment or forced requisition.
Diplomacy, research, and map usability have been improved.
Diplomatic targets can now be sorted according to different criteria.
Improved the readability and wording of diplomatic outlook information.
Improved the sorting and candidate list for officers assigned to research.
The research report screen now makes it easier to identify the assigned officer and the research result.
Adjacent unoccupied cities can now be conquered directly through the quick-action menu.
Selecting an allied or friendly city under attack now allows reinforcements or allied relief forces to be sent directly through the quick-action menu.
The reason recruitment cannot be performed is now displayed more clearly.
Adjusted the map label position for Shouchun.
Scenario and historical data have been expanded.
Added a direct road connecting Hanzhong and Wudu.
In the Red Cliffs scenario, Lady Fan now appears as an adviser to Zhao Fan’s faction in Guiyang.
Added era-specific city characteristics for Luoyang.
Other issues have been fixed.
Fixed an issue where the same officer could be assigned to both battle and domestic duties at the same time.
Fixed an issue where the status of deployed officers could remain incorrect after a battle ended.
Fixed several progression issues involving sieges and the creation of new factions.
Fixed an issue where important turn notifications and rebellion-related guidance could disappear after saving.
Improved overall stability during long campaigns and save and load operations.
This update focuses on expanding siege warfare beyond direct gate attacks by combining troop assignments, prolonged encirclements, Night Raids, and defending Sorties.
Custom officer and new faction features have also been expanded to provide greater freedom when creating personalized campaigns. Save stability, AI, turn progression, map usability, and UI convenience have been improved at the same time.
Thank you to everyone who reported issues and shared suggestions during play.
We will continue to expand strategic choices while improving the stability of long campaigns.
Thank you for playing and sharing your feedback.