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Digital Gaming => Computer Gaming => Topic started by: Destraex on October 27, 2024, 09:01:36 AM

Title: Master of Command Seven Years War
Post by: Destraex on October 27, 2024, 09:01:36 AM
This one looks like a noce little ultimate general civil war style campaign with battles and upgrades.

It's by the same youtuber who did fire and manoeuvre.

I like the look of it but his last project was a flop imho

This one is a single player offering unlike his other however.


Title: Re: Master of Command Seven Years War
Post by: Destraex on November 02, 2024, 10:05:24 PM
The latest devblog detailing troop types in each army, upgrades and spending veterancy. Looking very good in my eyes.
Title: Re: Master of Command Seven Years War
Post by: Lloyd Preston on November 05, 2024, 02:33:38 AM
Updates, spending veterancy, and troop kinds in each army are described in the most recent devblog. I think you look fantastic.
Title: Re: Master of Command Seven Years War
Post by: bobarossa on November 05, 2024, 10:10:18 AM
Quote from: Lloyd Preston on November 05, 2024, 02:33:38 AMUpdates, spending veterancy, and troop kinds in each army are described in the most recent devblog. I think you look fantastic.
Way to rephrase Des's statement to look like a human being!
Title: Re: Master of Command Seven Years War
Post by: Destraex on November 05, 2024, 05:29:43 PM
I'll take that compliment on the chin. I look fantastic  :ROFL:
Looks around for hidden cameras and self consciously brushes hair into place.  :ignorebutton: 
Title: Re: Master of Command Seven Years War
Post by: glen55 on November 06, 2024, 06:59:32 PM
Quote from: Lloyd Preston on November 05, 2024, 02:33:38 AMUpdates, spending veterancy, and troop kinds in each army are described in the most recent devblog. I think you look fantastic.

That was worth signing up for the board, Mr. Preston.
Title: Re: Master of Command Seven Years War
Post by: JasonPratt on November 06, 2024, 09:54:19 PM
Just the AI reassuring us it's too incompetent to take over anytime soon.  :evil:
Title: Re: Master of Command Seven Years War
Post by: CaptainKoloth on November 07, 2024, 12:24:25 AM
For what it's worth, I have real-life colleagues whose communiques are considerably less coherent.
Title: Re: Master of Command Seven Years War
Post by: Destraex on June 09, 2025, 04:43:11 AM
Looking forward to this game. The latest devlog has the battlefield graphics looking a little better, but also shows some likely problems. For example, I don't really see a cover system. Probably fairly redundant for line battles, but very important for troops movement and placement.



Title: Re: Master of Command Seven Years War
Post by: JudgeDredd on June 10, 2025, 12:57:54 AM
The Royal WELCH Fusiliers?  :nono2:
Title: Re: Master of Command Seven Years War
Post by: Destraex on June 10, 2025, 05:05:56 AM
Did he say Welsh?
Title: Re: Master of Command Seven Years War
Post by: JudgeDredd on June 10, 2025, 08:09:44 AM
It was written WELCH and he said WELCH @5:58  :ROFL:
Title: Re: Master of Command Seven Years War
Post by: Destraex on June 10, 2025, 09:20:03 AM
Lol. Understandable I guess if you are not from the UK.  :Dreamer:
Title: Re: Master of Command Seven Years War
Post by: JudgeDredd on June 10, 2025, 09:25:46 AM
Quote from: Destraex on June 10, 2025, 09:20:03 AMLol. Understandable I guess if you are not from the UK.  :Dreamer:
I suppose so

I fell under this myself - I used to think the state of Arkansas was actually called Arkansas  - you know - because that's the way it's spelt - and not Arkansaw as I believe it's spoken in the US.
Title: Re: Master of Command Seven Years War
Post by: Destraex on June 10, 2025, 09:38:55 AM
I have done the same with words I have only known from reading as well. I used to think "hyperbole", was said as it sounds without the E at the end being pronounced.
Title: Re: Master of Command Seven Years War
Post by: al_infierno on June 10, 2025, 03:34:29 PM
Pronunciation in the US is weird as hell.  We have a town called "East Palestine" that's pronounced "Pal-Uh-Steen" as opposed to being pronounced like the country/territory.  Same with the Boston Celtics being pronounced "Sell-Tics." We treat the English language more as a set of suggestions than guidelines.

On topic: The game looks freaking amazing. I wonder when it's actually gonna come out.
Title: Re: Master of Command Seven Years War
Post by: Destraex on August 02, 2025, 10:19:03 PM
Good news.
"The release date we are aiming for is September 17th, 2025."
Bit concerned about post launch support because I am so used to early access games taking years after release to the public to be finally and properly complete. 3 months of post launch support seems almost like abandonment to one who is used to years of support. Especially after the last game this gent launched was eventually given up on. I understand what they are trying to do with this one though. Launch the thing complete and let the people decide before buying whether they want the game "as is". No strings attached.
This makes me want to go play ultimate general american revolution again. That game is so underrated and was released in a far more advanced state than most games ever get to. Yet technically it was dropped because the teams were seemingly disolved when the parent company restructured the developers company.

"Hi everyone! I am currently away on a short trip so I won't be too responsive until Tuesday. That said, I promised a release date announced on the first of August. I can't update our Steam page with the release date until I return.

The release date we are aiming for is September 17th, 2025.

The game will not be early access, we are considering it a full release. We are committing to at least 3 months of support post-release, perhaps more if the game does well! During these 3 months we will bugfix, do quality of life updates, and consider adding at least one more new nation if we have the time.

We still have a lot of work, but all the foundations are there. We just need to focus on polishing, testing, and getting regions 2 and 3 balanced. You'll notice fewer game update posts because we will be spending all of our attention on polishing and not adding new content.

Regarding streams: I'm glad you guys really enjoyed the Prussia stream. I do plan on doing more before release. It would be cool to stream at least 1 time per nation, but we'll see. The focus needs to be on development first and foremost.

Regarding play testing, I haven't been very good at communicating on this. When I return from my trip I'll be onboarding a Wave 2 group of play testers. Then at the end of August we will bring on Wave 3 (the final group of play testers). We got 1,000 signups for play testing so we unfortunately aren't accepting any new applications. You'll be notified on Discord if you were selected.

Regarding the price point, we are currently looking to price the game between $25-30 USD with a launch day sale which will shave a few dollars off of whatever price we pick. So if it ends up being $25 it'll cost $20-23 and if it is $30 the sale will bring it to $25-28. Exact price will be confirmed on September 1st.

We will give the game to YouTubers in early September so they should hopefully get at least a week or two to stream and check the game out before it goes live.

Thank you all for your support. Please also understand we are aiming for a smooth release and so will not be accepting any new ideas to add to the game. So if you want to leave feedback, please make sure it pertains to altering or fixing current systems rather than adding new ones. The game is currently 100% content-complete.

If you haven't already, make sure to wishlist Master of Command and hit the "follow" button. That's the best way to get more notifications about the game.

*I should also add a disclaimer. Please don't get too excited or take off work for September 17th. If we have Wave 3 platesters come on board and they don't think the game is ready, then we will not release the game on that date. The game will only be released when the development team AND our play testers agree that it's ready for launch. "
Title: Re: Master of Command Seven Years War
Post by: Jarhead0331 on August 03, 2025, 05:36:39 AM
If you ask me, saying that you're just committing to maybe three months of support post release is a piss poor attitude. You stand by your game until it's bloody well perfect. Maybe you'll support it for longer , "if it does well..."? That is crazy and I can't believe the developer actually openly says this.

He abandoned his first game and he is clearly going to abandon this one. No buy from me, unless it's release heralds the second coming of Christ or some other magical $hit.

This really put me off. 
Title: Re: Master of Command Seven Years War
Post by: Destraex on August 03, 2025, 07:11:13 AM
You would certainly think that it would not be abandoned completely after 3 months. I think a lot of people will wait for confirmation from streamers that the game is complete, working and bug free.
What I don't understand is that the recent streams clearly showed major bugs and these are the sorts of things that sometimes take years to iron out. Why let people see that their are problems still and annouunce such a short release window with so little support. You would have to be very very confident that you could nail it for such a statement.

I am still though champing at the bit for it I must admit. Caustiously optomistic. But may just play UG:AR to sate my enthusiasm for for an 18c game for now.

ERA one will come before then. Another much anticipated game for me that has been delayed multiple times.
Title: Re: Master of Command Seven Years War
Post by: Destraex on September 29, 2025, 05:44:54 AM
Final dev blog. The game releases late october. It certainly looks like fun. The bowling green like battlefields cannot be helped but they do look much better than the early builds did.

Title: Re: Master of Command Seven Years War
Post by: devoncop on October 10, 2025, 10:33:48 PM
Demo of this is out on Steam guys....

First Act of a Prussian Campaign available and full release on 27th.

This is looking a great (though not easy !) game and is a definite buy for me.

Tip : Don't expect an AI as brain-dead as Total War Empire  :grin:
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 11, 2025, 01:08:29 AM
!!!!!!!!!!!!!!! WWOOOOTTT
Title: Re: Master of Command Seven Years War
Post by: Pete Dero on October 11, 2025, 03:14:51 AM

Title: Re: Master of Command Seven Years War
Post by: Destraex on October 11, 2025, 04:02:25 AM
Played the demo and really enjoying it so far. Really loving the unit customisation. It really works to allow you to remember who your units are and what they have done, even what they are good at.
This feels like total war should. I can always see and identify my men without turning the game into iconography student central.

The game seems solid. I will get it if it is cheap enough on release. Even though it is good. I think it will be like playing ultimate general civil war, I would probably finish the campaign and never go back to it because of lack of multiplayer or coop. Which is fine. It just means the game has a life span that is much shorter than I normally go for.
The game is very impressive for an indie dev. Very impressive indeed.

I love that you can lock formations, put bayonets away during battle, use volley fire. I even had one unit which I equipped with stakes actually deploy them visibly on the field. Even though they are only a stats buff.

I am not sure if musicians you equip can be heard or seem in battle. Also not sure yet if cavalry ever dismount or use carbines.
The unit soldier models remind me of that playmobile figure look. Their heads are too big but they are not quite lego in stature. They look good from a distance. I don't mind them really.

Units seem to fire through each other and the terrain. I assume terrain is just a simple buff as well. A terrain tile with stats values that then apply to the units on them.

Some of the text is a little strange but nothing too far off the beaten track. For example "you may face casualties". If I face men that are already injured then it should be easier right? ;)

(https://i.imgur.com/mHTvMw5.jpeg)

(https://i.imgur.com/UJmjXN1.jpeg)

(https://i.imgur.com/eJJnMx4.jpeg)

(https://i.imgur.com/bKqty3h.jpeg)

(https://i.imgur.com/2hhX9yo.jpeg)

(https://i.imgur.com/TlkYHZS.png)

(https://i.imgur.com/NnbSycz.jpeg)

(https://i.imgur.com/H3oI3DV.png)

(https://i.imgur.com/edmRf4n.jpeg)

(https://i.imgur.com/vzLU5tp.jpeg)

(https://i.imgur.com/L1SPM4P.jpeg)

(https://i.imgur.com/XTuhZcV.jpeg)

(https://i.imgur.com/YQKLiVX.jpeg)


(https://i.imgur.com/NESancj.jpeg)

(https://i.imgur.com/am0CJZV.jpeg)

(https://i.imgur.com/JwnjHJR.jpeg)

(https://i.imgur.com/HoMGTXF.jpeg)

(https://i.imgur.com/8BdW4UZ.jpeg)

(https://i.imgur.com/gVgDY7k.jpeg)
Title: Re: Master of Command Seven Years War
Post by: devoncop on October 11, 2025, 05:50:52 AM
Glad to hear you are enjoying it too the options menu high enough

Bear in mind that all the Campaigns are procedurally generated and events will be different each playthrough so you should get a lot of replay value.

The musicians can be heard if you zoom down to unit level and have the music volume in the options menu high enough.

If your unit is in any sort of cover or relevant terrain like hills a small icon above the unit shows when you mouse over it showing cover levels and height benefits etc.

Units will fire through others but you will take some friendly casualties as a result.

I am finding there is a real ebb and flow with the campaign so even if you are beaten you can bounce back as armies break long before they are totally written off.

Title: Re: Master of Command Seven Years War
Post by: Destraex on October 11, 2025, 07:11:33 AM
I don't think you should be able to fire through another unit at all. But it's not a deal breaker if the shots cause casulaties as you say AND are ineffective against the enemy. Which would be another point. I have to test if units will fire when directly behind each other. If it's just a small overlap that's fine.

As for replayability. Yes their will be. But because essentially the map consists of a self contained head representing all the complexities of army movement on the campaign map, the campaign map is just a means to an end rather than a simulation in that respect. I am not complaining, perhaps it is better that master of command is not as complex as ultimate general american revolutions campaign map. Without this I kinda need multiplayer for replayability despite the randomness.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 12, 2025, 12:19:50 AM
Still having a blast. Just lost the campaign. But I think I can be forgiven because the enemy was double my side and even in the last battle I had units I had never used before.The last battle was my first loss.

A question came out of it for me about period history though. The enemy charge one of my infantry units with one of it's own and had taken some casualties already, I counter charged with cavalry and lost heavily. It was probably about 1300 men vs my 400 cavalry. My cavalry just melted immediately on contact with the enemy. Sure they were just normal cavalry. But historically, I would expect that charging infantry would be in rather loose order and melt upon seeing cavalry charging in opposition to them??

(https://i.imgur.com/0QUllNO.jpeg)

(https://i.imgur.com/MAYzdc2.png)
Title: Re: Master of Command Seven Years War
Post by: PAK on October 12, 2025, 05:31:56 AM
Played the demo and so far I have mixed feelings. Technically the game looks very polished, with appealing "cartoonish" style. Battle system seems thought out and rather realistic, although I'm no expert on XVIII century warfare. Still, I don't buy the whole campaign system, shambling around with a random brigade, chasing convoys (?), random encounters, etc. Looks more to me as Battle Brothers married with 7 Years War, but not a proper war campaign. Will there be ability to play historical set-piece battles? Also, military marches from the period are need in my opinion, especially during battles.
BTW, looking at screenshots, both Colberg and Swienemunde were and are ports on the Baltic. They look more as inland cities in-game. ;-)
Title: Re: Master of Command Seven Years War
Post by: devoncop on October 12, 2025, 05:52:15 AM
As far as historical battles are concerned Soor,Hohenfriedburg and Chosutitz are going to be included on release apparently with more (and more nations) possibly on the way if the game does well.

(Dev stated the above on the Steam forums)

The geography is not intended to be accurate as it is procedurally generated each playthrough but for flavour historical town names are used in the relevant region for the scenario.
Title: Re: Master of Command Seven Years War
Post by: PAK on October 12, 2025, 07:03:44 AM
Forgot about one thing - is display scrolling during battle fully implemented in battle? I couldn't rotate camera and was only able to move it using keys, not mouse.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 12, 2025, 07:20:11 AM
Quote from: PAK on October 12, 2025, 07:03:44 AMForgot about one thing - is display scrolling during battle fully implemented in battle? I couldn't rotate camera and was only able to move it using keys, not mouse.
There was a bug that was fixed with a patch today that now allows some camera twisting with Q and E keys. However due to the 2.5 rather than 3D nature of the game, a very limited traverse is available. I think I got about 45 degrees left and right of my units with the camera twist.

Another point that may help, is that border edge scrolling is a toggle option I enabled but have not tried yet.

I would also point out that, during the seven years war, I am not sure it would be unusual to separate an army to lodge it and therefore have it dispersed before concentrating it again. Especially during winter. But wondering about with a small brigade and taking on these "garrison" or "billetted" troops piecemeal seems like folley to me. However considering this is highly entertaining as a "chevauchee" so to speak, with a lot of period flavour. I still prefer it to disjointed context free singular historical battles. You could just suspend any disbelief by pretending each enemy brigade is a separate army, a little like napoleon trying to separate and defeat his enemies piecemeal.
Title: Correction re friendly fire
Post by: devoncop on October 12, 2025, 11:26:31 AM
Hi

I gave some incorrect info re units firing through others yesterday and since checked as I was not noticing and friendly fire casualties.

The correct answer is actually pretty smart.

If a unit overlaps another and is slightly ahead of it so for instance only halftheunit can see the enemy...only the half of the rear unit fires if the enemy is in range which explains the lack of friendly fire . Nice touch.

Artillery round shot and howitzers can fire over friendly troops by the way but cannister fire cannot.

I also got overwhelmed by a Russian Army on the final battle last playthrough. Just about to take on another one in the final battle of my second attempt but expecting defeat !
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 12, 2025, 06:01:05 PM
Quote from: devoncop on October 12, 2025, 11:26:31 AMHi

I gave some incorrect info re units firing through others yesterday and since checked as I was not noticing and friendly fire casualties.

The correct answer is actually pretty smart.

If a unit overlaps another and is slightly ahead of it so for instance only halftheunit can see the enemy...only the half of the rear unit fires if the enemy is in range which explains the lack of friendly fire . Nice touch.

Artillery round shot and howitzers can fire over friendly troops by the way but cannister fire cannot.

I also got overwhelmed by a Russian Army on the final battle last playthrough. Just about to take on another one in the final battle of my second attempt but expecting defeat !
Yeah. In that case, the only thing not to like really is field artillery firing over line troops. Field artillery should be exposed in front of between line troops if it wants to fire. Apart from that and that I have noticed troops firing through hills (at the rear of a plateau firing through the front of it).
Another thing of note is the classic Frederick the Great switching of troops behind terrain, you could never do that in this game as I don't think either the terrain or sight system would allow it?
Title: Re: Master of Command Seven Years War
Post by: devoncop on October 12, 2025, 11:00:14 PM
Fair points...

Some fog of war like in Field of Glory 2 would have been nice too but it is what it is...I think that would be more important in a free movement Campaign layer but as this game does not have that it is maybe less of an issue.

I still find the battles much more satisfying than those in Total War and I think they hit the sweet spot for me in how long they last and the fact that total wipeouts don't occur like they do in Total War.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 13, 2025, 12:46:45 AM
Quote from: devoncop on October 12, 2025, 11:00:14 PMFair points...

Some fog of war like in Field of Glory 2 would have been nice too but it is what it is...I think that would be more important in a free movement Campaign layer but as this game does not have that it is maybe less of an issue.

I still find the battles much more satisfying than those in Total War and I think they hit the sweet spot for me in how long they last and the fact that total wipeouts don't occur like they do in Total War.
I agree. I have not played total war in many years apart from going back and trying the odd battle to remember why I left it. Master of Command battles with all their customisation of troops and naming of units as well as the painting them is the sort of advancement total war should have had by now. Instead we got gamey mechanics that more control the player rather than expand the players imagination and ingenuity. Total War became more concerned with soap opera stuff than it's core combat elements supported by the campaign map for context. The wider audience policy I think killed it for me, they wanted more players and probably figured they already had all the wargamers. Why do more for the wargamers?? You have them already.

But yes Master and Command has hit the spot for me like a total war game has not for a long time. A new period and new mechanics. Even with it's clear limitations it is still better than total war with it's cookie cutter battles and simplistic clunky interface and graphics.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 27, 2025, 11:27:10 PM
Well. The game is now out on steam. Hopefully it is popular.
Title: Re: Master of Command Seven Years War
Post by: undercovergeek on October 28, 2025, 01:54:30 AM
Quote from: Destraex on October 27, 2025, 11:27:10 PMWell. The game is now out on steam. Hopefully it is popular.

So the 'maybe I'll support the game for 3 months' timer starts now?
Title: Re: Master of Command Seven Years War
Post by: devoncop on October 28, 2025, 02:05:27 AM
Quote from: Destraex on October 27, 2025, 11:27:10 PMWell. The game is now out on steam. Hopefully it is popular.

It is an absolute masterpiece of design and an addictive blast to play .

Currently rated at 92% positive on Steam and it is evident that the battlefield AI has been beefed up from the already decent demo AI such that my Prussians took a real hammering to ignominious defeat in my first attempt at the full Campaign even on an a casual difficulty.

Notably whereas the AI in the demo would invariably march towards you allowing you to camp in heavy cover , now if it has artillery superiority or a better position it uses that advantage to play more defensively.

Maps are much bigger and more varied and the entire uniform of each of your units is customisable in its name,flag and uniform.

What it also does quite frankly is to show up Creative Assembly and their Total War series as simply arcade like and braindead battlefield AI.

Surprise hit of the year.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 28, 2025, 02:49:34 AM
Quote from: undercovergeek on October 28, 2025, 01:54:30 AM
Quote from: Destraex on October 27, 2025, 11:27:10 PMWell. The game is now out on steam. Hopefully it is popular.

So the 'maybe I'll support the game for 3 months' timer starts now?
I grabbed it. The game was designed to be finished. Rather than a live service supported forever. Just like the good old pre-internet days. I grabbed it. Because for me the demo was pretty polished already unlike his last game.
Title: Re: Master of Command Seven Years War
Post by: devoncop on October 28, 2025, 06:07:38 AM
Second run got beaten in the final battle of the first Act to a Russian force after a 20 minute epic which was in the balance until the AI unleashed it's fresh Cavalry reserve of a Curassier/Dragoon Brigade which smashed into my wavering infantry line.

Very impressed.
Title: Re: Master of Command Seven Years War
Post by: CJReich46 on October 28, 2025, 02:48:00 PM
Been out of work for a while, so back to working and I am so happy this came out. I plan on getting it.

 :ThumbsUp:
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 28, 2025, 11:45:21 PM
Quote from: CJReich46 on October 28, 2025, 02:48:00 PMBeen out of work for a while, so back to working and I am so happy this came out. I plan on getting it.

 :ThumbsUp:

Good to hear you are back on your feet CJ. At the moment 3 battles in and I am still having fun. However enemy artillery is damned accurate, which I think they will fix in a patch soon.
Title: Re: Master of Command Seven Years War
Post by: Jarhead0331 on October 29, 2025, 05:08:50 AM
Quote from: Destraex on October 28, 2025, 11:45:21 PM
Quote from: CJReich46 on October 28, 2025, 02:48:00 PMBeen out of work for a while, so back to working and I am so happy this came out. I plan on getting it.

 :ThumbsUp:

Good to hear you are back on your feet CJ. At the moment 3 battles in and I am still having fun. However enemy artillery is damned accurate, which I think they will fix in a patch soon.

Agreed. Consistent hits from start to finish. The AI seems to prioritize protecting it too.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 29, 2025, 05:21:28 AM
P.S. I love that equipping musicians means you can zoom in and hear the instruments. Immersion is oozing from this little indie game.
Title: Re: Master of Command Seven Years War
Post by: Jarhead0331 on October 29, 2025, 06:07:12 AM
I like it,  but I don't see it as a "Total War" killer. Total War innovated and started a gaming revolution. It was doing things that few games ever did before. It was never intended to fully cater to grogs but was meant to have wider appeal. Virtually all titles in the series are broader in scope and scale than MoC and I don't think it's a fair apples to apples comparison.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 29, 2025, 06:44:23 AM
Can I ask what everybodies favourite sources are for Seven Years War tactics and uniforms are? Preferably modern and well illustrated.
Title: Re: Master of Command Seven Years War
Post by: Ian C on October 29, 2025, 11:41:13 AM
Loving this game.

Patch out:

QuoteARTILLERY CHANGES/FIXES
- I have been finding the Act 2 and 3 artillery fielded by the AI to be too oppressive. For that reason I swapped out one of the batteries they bring with a veteran musketeer unit just so they aren't massing so many guns. This should ease the amount of casualties you're suffering in the end game.

- I've reduced the Shuvalov gun's damage marginally (from 65 -> 60) since it's usually responsible for the bulk of losses in Act 3

- I've reduced the weight of higher-tier cannons slightly so that the AI isn't massing guns like shuvalov's in the end game.

- I've reduced the chance of AI units getting weapon upgrades in the Act 3 final battle. It was previously set that 90% of units get a big weapon upgrade (artillery, sabers, muskets). Now it's 80%. This should mean you're seeing less of a spam of excellent jaeger rifles, shuvalov guns, etc.

- Dutch artillery movement speed moved from 5 to 10. This was done especially because the moment you give a Dutch artillery unit something like a limber chest, it was going down to 0 or even negative

- Fixed a bug where artillery was getting stuck sometimes after limbering, not responding to any movement orders.

- Weight of higher-tier artillery (especially the unique cannons like brummers, shuvalovs, etc) in shops, ai armies, and loot has been slightly reduced.

- This is minor but the high-tier guns (bronze and special guns like brummers/lichtenstein etc) have had their chance of hitting reduced by about -4%. The low-quality guns have not been affected though.

- Canister shot and grapeshot damage increased by about 20%.

- Unicorn gun renamed to "Licorne" which is the more common French term for this type of gun. While "unicorn" is a historically accurate term, there are complaints and criticisms that the term is made up and so I've renamed them to avoid having to give an explanation.


I won't go any further with these changes as I don't want to throw off the balance too badly, but I really do not want Act 3 to feel like WW1-esque combat where your best hope is digging in with earthworks to stop being annihilated by artillery.



AI CHANGES
- The AI "defensive stance" was being enabled too frequently which meant that many battles boiled down to the AI camping a spot on the map and forcing you to rush them or just artillery duel. We've reduced the threshold for their defensive stance so you should notice a little more aggression even if your enemy is fielding artillery. Before, they were encouraged to play defensively if they had equal artillery to the player or an advantage of 1-2 batteries. Now if they have the exact same amount of batteries they are no longer encouraged to play defensively and will more likely take the stance if they have an advantage of 1-3 batteries (random range).



CAMPAIGN CHANGES/FIXES
- HQ notification chance from raiding increased from a 15% chance to 25% per day of raiding

- All compositions now start with +50 extra thalers. It's not very much, but may be just a little bit extra to help newer players afford that first unit or upgrade a little sooner. The biggest problem we're having is newer players getting adjusted to taking on patrol armies and struggling to beat their first one and get the cash together to start filling out their brigades.

- Patrols in Act 1 much more commonly field infantry and cavalry now, and have a lower chance of bringing artillery.

- Mid-tier unit experience gain increased by 15% (from 1.75x -> 2x)

- High-tier unit experience gain increased by 30% (from 0.75x -> 1x)

- The campaign now unpauses when you select raiding stance

- Removed act 1 patrol armies from being able to field 3 cavalry or 3 artillery units in one army. They should now be more balanced. The only exception is a rare chance that a patrol consists of only cavalry which I left in just for fun.

- HQ maximum movement speed has been lowered so they should be a little easier to run from just for a little longer

- Austrian Crownland Corps now starts with a Bronze 6-lb gun instead of an Iron 6-lb gun



BATTLE CHANGES
- The brace gain rate has been slowed down by 20% as units could instantly brace (by standing still for just a few seconds) and fend off cavalry very easily.

- Improved grenadiers by making it so you only need 90% of your troops formed up to throw a grenade and not 100% of every model

- Open order accuracy reduced by just a small -5%



RISE OF FREDERICK CHANGES
- In the final battle the enemy has 1 less regiment of infantry, and their artillery batteries are smaller



MISC CHANGES

- Smoke in battle made slightly more grey and transparent so when it stacks over each other it doesn't create a blinding bright white effect that looks unrealistic

- Difficulty settings renamed to be more thematic and in-line with the difficulty naming convention of the army compositions, "captain, lieutenant, colonel, general." I also made it so that both the Captain and Lieutenant settings contain easy modifiers. I would like newer players to use a few of the easy modifiers while they get the hang of things, and then move up to harder modifiers once they become better. If you aren't a fan of those changes, we made sure not to have any difficulty setting on by default so if you don't touch the settings you will still have no modifiers at all being applied like how it is currently.

GENERAL BUG FIXES
- Rounding issues fixed on a lot of tooltips, seeing "+34%" and "+24%" should be less common which would've been a flat "+35%" or "+25%"

- Fixed a bug where sometimes light infantry weren't holding weapons

- Fixed a bug where if you dragged a bust from one slot to the next it wouldn't refresh the selected stats panel (like if you dragged a unit to a new officer who gave different buffs, it wasn't refreshing)

- Fixed a bug where skipping the final rise of Frederick scene kept the subtitles stuck on the screen

- Fixed this reported bug "When a unit takes losses after the battle if you put it in your reserves then back in your main force it replenishes all of its losses."

- Fixed a visual bug where if you had an officer who had the fierce trait that provides -5% accuracy it was showing on the unit stats that it was giving +5% accuracy

- Some misc. achievements wording corrections

- Improvement with map selection for battle, you shouldn't be getting city maps spawning in mountains now

- Fixed some encounters that used the wrong doctrine ID for the special options. For example here, even if you had "Light Infantry Tactics" It wasn't letting the player take the choice, and instead was requiring "Preserved Rations." We've double checked many encounters and fixed the 2 instances we've spotted where this was happening.

- If a save is out of date, it no longer appears on the "continue" button

- Fixed a visual bug that showed your hover-over stats differently from your real stats in camp



Title: Re: Master of Command Seven Years War
Post by: Father Ted on October 29, 2025, 01:24:33 PM
Quote from: Jarhead0331 on October 29, 2025, 06:07:12 AMI like it,  but I don't see it as a "Total War" killer. Total War innovated and started a gaming revolution. It was doing things that few games ever did before. It was never intended to fully cater to grogs but was meant to have wider appeal. Virtually all titles in the series are broader in scope and scale than MoC and I don't think it's a fair apples to apples comparison.
I agree.  Got it last night, despite some misgivings about the apparent "RPG party" nature of the campaign.  The battles are satisfying so far, but the strategic layer does not have the oomph of a TW title.

Not saying I don't like it - just agree that a comparison with TW is not particularly valid.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 30, 2025, 07:59:04 AM
Quote from: Father Ted on October 29, 2025, 01:24:33 PM
Quote from: Jarhead0331 on October 29, 2025, 06:07:12 AMI like it,  but I don't see it as a "Total War" killer. Total War innovated and started a gaming revolution. It was doing things that few games ever did before. It was never intended to fully cater to grogs but was meant to have wider appeal. Virtually all titles in the series are broader in scope and scale than MoC and I don't think it's a fair apples to apples comparison.
I agree.  Got it last night, despite some misgivings about the apparent "RPG party" nature of the campaign.  The battles are satisfying so far, but the strategic layer does not have the oomph of a TW title.

Not saying I don't like it - just agree that a comparison with TW is not particularly valid.
For me, the problem with Total War titles was that the campaign map became much more important than the battles to the point where battles were so neglected and lifeless that they were just window dressing. IMHO of course. So far Master of Command is a breath of fresh air.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 31, 2025, 04:18:50 AM
Friday night for me and just finished my first region as Prussia. Beat the enemy headquarters army on first try but am only playing on default difficulty.

Still having a blast. I still have not tried a lot of weapons available in the game and am looking forward to my next region.

I have no idea how to paint my mens uniforms historically in this period. I mean I have seen a tonne of paintings and such. But I have no regimental histories or uniform books for the era. There seem to be a few around, but they are super expensive because they are either out of print or just niche. One newer series I found was nowhere near complete. There is a some sort of website that they have which a lot is sourced from.

This is the website I am told the devs seem to use. No idea where or who these guys are.
https://www.kronoskaf.com/syw/index.php?title=Main_Page

(https://i.imgur.com/ndF8lrz.jpeg)

(https://i.imgur.com/PKgGLcT.png)

(https://i.imgur.com/dpjA4Xd.jpeg)

(https://i.imgur.com/w1c1FDl.jpeg)

(https://i.imgur.com/1CoVlR2.jpeg)
Title: Re: Master of Command Seven Years War
Post by: devoncop on October 31, 2025, 07:16:13 AM
Well done Sir

I finally beat Act 1 with the Hasburgs having failed two or three times with Prussia (frightening to think I am only playing on casual difficulty 😱)

Act 2 now has me fielding 3 and a half brigades including one of 4 artillery batteries but even the patrolling opposition is fielding 7-9 thousand men so it's not a cakewalk

Definitely a keeper this game.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 31, 2025, 06:00:10 PM
Things I would have loved though that are not crucial would have been:
- Being able to give orders during the setup phase
- Better line of sight tools. Is there one I missed?
- Some historical descriptions of units. But I will rectify this with books if anybody has any suggestions. Functionally it's not a problem. I am just interested from a historical recruitment and usage case perspective. A lot of these names carried over to the napoleonic era or perhaps existed before the seven years war era but have lost their meaning.
Title: Re: Master of Command Seven Years War
Post by: Destraex on October 31, 2025, 06:20:38 PM
Quote from: devoncop on October 31, 2025, 07:16:13 AMWell done Sir

I finally beat Act 1 with the Hasburgs having failed two or three times with Prussia (frightening to think I am only playing on casual difficulty 😱)

Act 2 now has me fielding 3 and a half brigades including one of 4 artillery batteries but even the patrolling opposition is fielding 7-9 thousand men so it's not a cakewalk

Definitely a keeper this game.
Believe me, I added many units to my army just on the bell as the enemy headquarters attacked. I was not used to commanding so many men. So I made many mistakes. It's got me wondering how groups work in game and whether I can assign groups and move them in formations I create without huge disruption.
It was nice to see that my general could no longer be everywhere at once. The enemy cuirassiers were what scared me the most. Really enjoyed the battle.

(https://i.imgur.com/1YJob1H.jpeg)
Title: Re: Master of Command Seven Years War
Post by: Destraex on November 02, 2025, 03:00:26 AM
I missed this. But apparently the game was enough of a success for them to give us another free nation. I am betting though that was already planned. I know they were considering it pre-release.

"Director Griffin — 10/30/2025 15:40
Just want to let everyone Master of Command has been a success for us, and you can expect free updates and patches. We are also going to make the first new nation completely free for you guys for all the support.

More content, fixes, balancing, etc coming soon.

Roadmap will likely be released this weekend.

We are 100% committed to you guys, just be patient as we get to work!"
Title: Re: Master of Command Seven Years War
Post by: devoncop on November 02, 2025, 12:46:21 PM
Wow great news :Party:

Any ideas which one ?

I would like Spain,Portugal or Sweden (probably most likely) though Sweden weren't heavily involved.