Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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0% positive of 1 · 1 user reviews · Live from Steam
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What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 0% on 2026-11-01 → 0% today (1 reviews)
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
·现在,三国时期重要的山川水道可以尽收眼底;; ·后续将划分州郡并实装“州牧”效果;
·接下来是优化AI对阵型点数等资源的利用逻辑; ·然后是命格补完;
·战场态势不再打扰回合间的战斗; ·下一步是丰富人物命格,然后开放更多城池。
下个大环节是改良战场态势的触发逻辑,现在只靠战功触发导致的状况是:兵少了触发不了几次,兵多了选都选不过来。我要让地图上各个据点参与其中,让“待命”军令充分发挥效果。 改良完这个,我要狠狠宣传他一波,这几年,可憋死我了。
·具体的更新说明有空再唠吧,下一步是AI调校和剧情编排。剧情编排顺利的话,会尽快出视频介绍游戏内容。
·众所周知,“计略”和“战法”被我的广大员工誉为活体三国的“战场双璧”,我深以为然; ·二者主要区别在于:战法只能在回合部署阶段指挥释放,而计略系统就填补了回合进行阶段的操作空白。 ·五花八门的计略有五光十色的效果,比如那样的、那样的、甚至竟然还有那样的。啧啧啧啧啧。可以产生N多可能性的计略,自然需要N多要素同时满足来加以限制,比如“目标所处地形/目标相邻友军/目标毒心判定是否命中”等; ·目前时装计略26枚,部分效果复制粘贴如下,望各位俊男不明觉厉: 1.决战邀约:【上品】两军均以敌方全灭为首要目标; 2.疑兵:…