Release Notes: Version 0.5.4582 Release
Version 0.5.4582 Release Date Mar 07, 2026 | Pretender Wars, Total War II Update |
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This is a mandatory update.
This update brings a mix of systemic improvements and community-driven refinements.
The larger gameplay changes — such as Battle Fatigue and the uniformized, Safety-based passive protection model — integrate naturally with the existing systems while opening up new strategic possibilities around warfare, attrition, and territorial pressure.
The Administrative Reserves rework serves a different goal: reducing player load and giving more control over when reserves are spent. This should make it easier to react to emergencies, catch up when needed, and generally manage limited playtime more effectively.
Most of the remaining changes focus on quality of life improvements, usability tweaks, and fixes, many of them addressing issues reported, or suggestions made by players.
In fact, roughly 90% of the changes in this update originated from discussions on Discord, where many of you helped refine ideas, highlight edge cases, or point out friction points in everyday gameplay.
Thanks to everyone who contributed feedback and suggestions!
Notable Changes
Vibe
Battle Fatigue
At the final regroup of every battle tick, all active units lose a bit of Morale. This can cause exhausted units to be rotated out during the regroup phase (or attempt to retreat, if no reserve units are present) and ends the era of endlessly resilient elite defensive units in super-fortified positions :)
From now on, even the strongest formations will gradually suffer attrition and can eventually be worn downAdministrative Reserves reworked
Administrative Reserves are no longer auto-consumed by eligible commands. Instead, there is now a toggle on each eligible command, allowing you to explicitly decide which commands should use them. This should help players with limited playtime make better use of their play sessions.Safety / Passive Protection changes
The former Passive Protection system has been replaced with a unified Safety-based model. Safety now governs passive resistance against Tile Blocking, Raiding, and Occupation, reducing the effectiveness or speed of hostile actions with different efficiencies.
Instead of providing a separate Passive Protection value, now every garrison and patrol (including allied companies) contributes directly to local Safety, which is then used as a mitigation modifier against these hostile actions. More importantly, labourers generating Safety are now also part of the resistance.
The estimated effectiveness can be checked on the Feudum Card, while opponents must either estimate it or actively attempt to reduce it, as the exact Safety value is not public.
Together with the recent change preventing claims inside the Area of Control of an active Garrison, this should provide clearer, more predictable, and more consistent passive defensive tools.
Quality of Life
Labour Policy Management update! Older or incompatible saved labour policies can now be loaded on "best effort". Unknown labourer types will fall back to the current default policy. Loading older or incompatible policies from the clipboard is now also supported.
This should finally eliminate most of the chores around maintaining your fine-tuned private labour policies whenever the rulebook changes occur. :)Claim and occupation command total estimated costs now follow the standard resource order used by commands, the treasury, and other UI elements.
Company cards now always display Raiding, Labour Blocking, and potential Safety contribution values (information access rules still apply).
Updated the military claim text shown in command queue items.
Added an error message when pasting an invalid labour policy.
Updated various tooltips for better clarity.
Fixes
Fixed claim dialog “repeat” label not properly updating when bid value changed.
Fixed claim dialog costs not refreshing after feudum selection.
Fixed edge cases where report dialogs could fail to load items.
Fixed battle log navigation buttons sometimes being in the wrong state.
Fixed command queue highlights for dominion commands showing tiles where a company was no longer present.
Saved labour policy timestamps no longer display the timezone.
Additional notes for the last, server only patch (February 28):
Garrison Block on Occupaton: The owner of a claimed tile — or an ally with Shared Logistics — can now block an enemy occupation command if a non-empty garrison covers the tile with its Area of Control. This is translated as a soft-fail on the command, so if the problem is "fixed" by the offender, the occupation can continue.
Updated starting resources and unit
Adjusted claiming speeds and related factors
Slowed down occupation (war claims), tweaked related tactics
Starting resources slightly increased
Starting garrison now consists of a Scout (squad) and an Urban Militia (lance)
Flanked penalty increased by 25%
Tactics:
Defensive, Recon, and Pacify tactics have been tweaked
Pacify now provides the highest Tile Blocking (making it more suitable for Occupation) but also exposes the Company to attacks a bit more than before.
(Garrison tactics:) Town Patrol received +1 AoC
Claims:
Every claim bid now takes 1 tick, regardless of the target region’s size
Base bid power slightly decreased
Bid multipliers are significantly increased
Required total bid reduced from 9000 to 8000
Bid limit increased from 1500 to 1600 (maximum bid claims can now resolve in 5 ticks, and bidding in general concludes slightly faster and can be boosted significantly easier)
War claims / Occupation:
Occupation speed reduced by 66%
Occupation cost increased to make it a more tactical decision
Fixed an issue where "<1 tick" quick battles could resolve without proper visual feedback
There's more coming soon, so make sure you click the Follow us on Steam and the newsletter to stay in the loop :) Have fun!
