Developer Note #2
Hello, I'm the developer of Three Kingdoms: Alias.
It has already been two weeks since the Early Access launch.
Thanks to the active feedback from so many players over the past two weeks, I have been able to address many shortcomings. However, those improvements have naturally focused on issues that could be addressed quickly, and their limitations have been clear as well.
Today, I would like to share longer-term plans to more fundamentally improve the gameplay experience. These plans are based on the direction I have set after considering the wide range of feedback players have shared.
1. Deepening the Talent Management Simulation
At the heart of Three Kingdoms: Alias is recruiting, assigning, and managing talent effectively. I want to deepen this core gameplay and create a richer experience.
I am planning officer progression systems and items, deeper domestic administration through city facilities, including automation, and more developed management of relationships between officers.
The goal is also to address issues many of you have raised: fatigue from managing Loyalty, the limited use of Intelligence and Charm, and unreasonable aspects of the system for holding multiple posts.
2. Combat Renewal
I believe the current combat system needs more substantial improvements in several areas, including presentation, system stability, optimization, and balance. Rather than limiting this to numerical adjustments or partial fixes, I am planning a renewal that improves the combat experience as a whole.
It is not yet time to share a detailed design, but I am considering how to preserve as much as possible of what makes Three Kingdoms: Alias distinctive: information asymmetry and relationships between officers.
The goal is also to address the balance issues many players have raised, create more varied uses for unit types, and improve the battlefield limitation that prevents multiple armies from joining at the same time. I will share more once the combat-system design takes clearer shape.
3. Other Content
I also plan to implement custom officer creation, an in-game officer editor, and a historical mode that begins with regions and officer rosters based on historical facts.
Because systems are likely to continue changing throughout the current Early Access stage, I plan to apply these after the systems and balance have become more stable, at the stage of the full release.
As for officer data issues, including women officers as well as errors in officer stats and biographies, I will collect and address them once with each major update.
Toward v0.5.X and v0.6.0
The current Early Access build line is 0.5.X. While it remains on 0.5, I plan to respond with smaller updates focused on bug fixes, optimization, and quality-of-life improvements so that the current version remains comfortable to play.
For matters that require major system changes or structural balance work, I would rather focus on development for 0.6.0 and make more fundamental improvements than repeatedly respond with temporary fixes.
The goal for 0.6.0 is to apply both the talent-management improvements and the combat renewal described above. Domestic administration and combat may be separated as systems, but I believe they need to come together as a single play experience.
After the v0.6.0 update, I will consider the next steps, including v0.7.0 and the full release, based on how players experience that version.
These are substantial systems and may take some time, but I will work diligently to bring you a deeper and more enjoyable experience as soon as I can.
I will share development progress along the way. Thank you for your continued interest and feedback.