
Hello.
Hotfix 1.1.2+4 for Three Kingdoms Classic is now available.
This hotfix ensures that command matchups in field and siege battles are applied consistently to actual combat results. The AI has also been improved to consider the current battlefield situation and the opponent’s recent actions when selecting commands.
Morale information has also been revised so that the battle screen more accurately reflects officer command capacity and research effects. We have also improved attack-route indicators, officer placement screens, research completion reports, and several other interface elements.
The main changes are as follows.
Field Battle Balance and AI Improvements
Reduced the excessively high evaluation bonus previously given to Flank Pressure.
Field battle AI will no longer repeatedly select Feint Breakthrough based only on the opponent’s formation. Higher bonuses are now granted only when the relevant enemy command has actually been observed.
Frontal Assault, Crossbow Attack, and Double Envelopment now also consider the opponent’s recent command history when being evaluated.
Added evaluation penalties for repeatedly choosing the same action or selecting a command with an unfavorable matchup.
Fixed an issue where the AI could retreat even when withdrawal was unnecessary simply because all available combat commands received low evaluation scores.
Corrected AI formation choices to follow the circular matchup between Long Snake Formation, Square Formation, Fish Scale Formation, Crane Wing Formation, and Long Snake Formation.
Siege Battle Balance and AI Improvements
Before the walls are breached, clear matchup relationships now apply between the attacker’s Siege Engine Deployment, Guard, and Wall Assault commands and the defender’s Hold the Walls, Sortie, and Crossbow Fire commands.
Hold the Walls counters Wall Assault, Crossbow Fire counters Guard, and Sortie counters Siege Engine Deployment.
When Sortie correctly counters Siege Engine Deployment, deployment is interrupted and one siege engine is guaranteed to be destroyed.
Guard now advances completed siege engines toward the walls to inflict sustained damage. Crossbow Fire is the effective counter to this command.
When the required conditions are met, a defending Sortie is displayed as a Night Raid.
Fixed an issue where a Night Raid led by a high-Intelligence officer could perform worse than a standard Sortie. Except when countering Guard, Night Raid now functions as the stronger action.
After the walls are breached, a separate matchup system applies between the attacker’s Flank Infiltration, Counterattack Suppression, and Inner-City Assault commands and the defender’s Hold the Gate, Gate Counterattack, and Crossbow Fire commands.
Flank Infiltration breaks through Hold the Gate, Gate Counterattack intercepts Flank Infiltration, and a prepared Inner-City Assault defeats a poorly timed Gate Counterattack.
The frontline-width limit previously applied only to Inner-City Assault now also applies to Flank Infiltration and Counterattack Suppression. This prevents very large attacking forces from using supporting commands to wear down defenders without meaningful restriction.
Urban Combat Fatigue, Cornered Resolve, and Breakthrough Congestion now activate according to the troop ratio and the defenders’ remaining strength. Siege victory rates now increase progressively with the attacker’s numerical advantage.
Defenders with extremely low troop strength or morale will continue to avoid reckless Gate Counterattacks that could cause an immediate collapse.
Defending AI now considers the attacker’s six most recent commands rather than only the last action. Repeated Flank Infiltration will prompt a Gate Counterattack, while repeated Inner-City Assaults will cause defenders to return to Hold the Gate.
Fixed a loop in which defenders of a faction’s final city repeatedly selected Retreat, only for the action to be replaced with Hold the Gate each day.
Reduced the excessive tendency for defending AI to select Hold the Gate after the walls are breached. Crossbow Fire and Gate Counterattack will now be selected and executed when appropriate.
Combat Information Improvements
The morale gauge on the battle preparation screen now displays effective morale after accounting for an officer’s command capacity.
Combat morale increased through research effects can now exceed 100.
Reduced discrepancies between the morale shown on screen and the value used in actual combat calculations.
Alternate-History and Custom Officer Placement Improvements
Added a notice explaining that alternate-history officers are bonus content that reinterprets figures from outside the official histories of the Three Kingdoms according to the game’s rules.
Expanded the explanation that alternate-history officer attributes are values used for gameplay balance and role differentiation, and do not represent historical superiority or evaluations of achievements between individuals, nations, or eras.
Improved the initial placement screen for alternate-history and custom officers so that the officer list and current selections are easier to review.
Interface and Usability Improvements
Enlarged the research completion report window to make longer descriptions easier to read.
When an attack route passes through multiple cities, the attack arrow now begins at the final allied city along the route rather than the route’s original starting point.
Adjusted the facial positioning and zoom levels of several Mongolian officer portraits.
Fixed Issues
Fixed an issue where the faction-collapse achievement might not unlock correctly immediately after the player’s own faction was destroyed.
Fixed an issue where morale bonuses from research were still capped at 100 in both the interface and combat calculations.
Fixed an issue where morale shown on the battle screen did not reflect the officer’s actual command capacity.
Fixed inconsistencies between siege command descriptions and the matchups applied during combat.
This hotfix uses the same save and replay formats as version 1.1.2+3. Existing save files can be loaded without conversion.
We will continue to identify and address issues affecting combat balance and game progression.
If you are enjoying the game, leaving a review on Steam would greatly support its continued development and improvement.
Thank you.