
Previous Seasonal Patch Notes
09/04/2020 - Update
The "Conqueror’s Companion" title which was given to the Alliance members of the House that captured the Conqueror’s City in the last Territory War of Season II has been changed to “Avatar of Victory”.
Rapid Response:
- When Imperial Restorationists use “Rapid Response” their troops will return to the fief they started at rather than the fief they reinforced or the open-world, regardless of if they won or lost the battle.
In-game Store:
- Removed the following cosmetics from the store:
- Warrior Rose Banner
- Triskelion and Shamrock Banner
- Green Knight Banner
- Shamrock Hat
- Green Knight Hero Attire
- Added the following Easter cosmetics to the store:
- Easter Flag
- Easter Helmet
PvE Events:
- The Sea Raiders are retreating, with the last map in the PvE quest trilogy being withdrawn - Unto the Breach.
Bug Fix:
- Fixed incorrectly provided effects from [Improved Stamina] in the Veterancy Tree of Cataphract Lancers, this node should provide the following effect: Increase charge duration by 3 seconds.
01/04/2020 - Update
Please note that with Season II ending on April 2nd, the following will no longer be available in-game:
- Khan's Edict
- Season 2 Battle Pass
- Season 2 Battle Pass Bundle
Patch notes
Imperial Restorationist Rapid Response System:
To increase the maneuverability of the Imperial Restorationists, cohorts will be able to provide support by being able to head straight to battle in lands owned by the Legion.
Warlords can join defending battles immediately by using the “Rapid Response” mechanism.
When Territory Wars starts, the “Rapid Response” button can be found on battles taking place on Legion-owned Fiefs, next to the specified Battle Line listed in the M screen in the bottom corner on the right. You can press this button to enter the Battle Line without needing to manually walk to the Fief and enter.
How to request Support:
- Warlords must be in a Fief to request Rapid Response.
- In attacks against a Fief, Warlords need to be part of a Imperial Restorationist Cohort to be able to enter the battle.
- The Imperial Restoriationist of the local region can reinforce any attacked Fief within the territory.
Things to note:
- Imperial Restorationists cannot respond to Rapid Response across regions.
- Warlords battling via the Rapid Response button will consume no items or currency.
- Warlords battling via Rapid Response can only carry artillery into battle.
Map Changes:
Increased the amount of Defenders by 1, now making the battles a 15 vs 15 for the following Siege maps:
- Sun City
- Riverlands Castle
- Allenburg
- Dasuo Fort
Allenburg (Siege)
We noticed that the win rate of the attacking side had been going down, especially at Point A/B in phase 1.
- Increased the amount of Defenders by 1, now making the battle a 15 vs 15.
- Adjusted the location of the banner at Point B: We noticed that the banners of Point A and B are close enough for the defenders in each point to backup each other. The path between high walls is too narrow for the attackers to access through limited routes. For this sake, we moved the banner at Point B to the wall to make it harder to defend and adjusted the respawn points location for both sides in this area.
- Added Ladders on the wall: We added more ladders allowed on the wall so attackers have a higher chance to access this area. 4 ladders will be able to carry 3 lanes of units instead of 2.
- Extended Attack Duration: To make it easier for the attackers to get onto the wall, we increased the initial game duration from 10min to 11min so attackers will have enough time to push the battle to the other side of the wall.
- Adjusted Siege Engines: Since there would be 15 defenders instead of 14, we added 2 scorpios and 1ballista in the middle and the right lane for the attackers as an effort to adjust the type of the pre-deployed engines.
- Adjusted the location of trebuchets: Allenburg is a well-structured city where defenders can effectively organize their defence with the help of streets and two layers of walls. We moved the trebuchet in the right lane to a location where it can cover a larger area for the attackers to breach defences.
Sun City (Siege)
- Removed some obstacles around Point C.
Dasuo Fort (Siege)
We noticed that the win rate of the attacking side was lower than we expected, especially at Point B/C where attackers can hardly get any supply. In addition to changes in the number of participants, we also made the following changes:
- Added a supply point to the wall on the right: To support the front line better, a supply point has been added to the end of the curved wall on the right lane for the point controller to summon infantry to fight. When Point A is breached, the attackers can make this place their bridgehead of taking Point B and C.
- Moved supply points outside the city for attackers To better support attackers, we moved supply points closer to the front line so attackers need less time to get their reinforcement to the frontlines.
- Added Ladders on the wall of the inner city We added more ladders allowed on the wall of the inner city so attackers have a higher chance to access this area. And one of the ladders will be able to carry 3 lanes of units instead of 2.
- Extended Attack Duration after Taking Point B&C To help the attacker prepare their attack on the inner city, we increased the bonus time from 2min to 3min after taking Point B and C respectively.
- Added 1 Trebuchet for attackers Since Dasuo Fort was a place easy to hold, we increased 1 Trebuchet for attackers, making it easier to attack with a total of 7 Trebuchets.
Store:
- Added two masks to the in-game store for April Fools day. These items will also be available on the MY.GAMES Market.
- Commedia dell'arte Masque
- Unholy Fool's Headdress
Unit Changes:
Demesne Pikemen:
- Added unit-renaming content to the node [Tenacity].
- Increased the cap from 1 layer to 3 for [The Soldier's Life], the first node of the Unit Veterancy - middle lane, increasing the room for health improvement. As this change affects the structure of the Unit’s Veterancy we have reset the Veterancy points you have spent so you can build in this update over again.
- At the start of Season 2, we made a similar adjustment to [Cataphract Lancers], changing the effect of the node - [Force]. The unit’s veterancy will be reset as well in this update.
Ironcap Scout Cavalry:
- Optimized the layout of the Wedge formation.
25/03/2020 - Update
Patch notes
- The "Get" button can now be used in the Campaign Interface. Allowing you to receive your Conqueror's City rewards. Additional rewards mentioned in this article will be credited separately.
20/03/2020 - Update
Patch notes
1. Activated Housebound Heroes Sign-in Event
2. Conqueror’s City:
- When the Conqueror’s City is occupied, the influence on Nobility titles will be calculated separately. If control of the Conqueror’s City is lost, the control and influence will be cleared and reset after the weekly calculations instead of instantly as it does now.
- Battle Lines visuals have been optimised. They will display differently depending on who is in each line. Blue is friendly, red is hostile.
- Expanded the silver bonus pool in the Conqueror's City and the Gates.
18/03/2020 - Update
Map Changes:
Riverland Castle:
- Increased the number of defenders by 1, now making the battle a 15 vs 15.
- Moved the final supply point to the side area, making the area more valuable to fight around.
System Optimisation:
- Optimised the Knighthood icon displayed in mails with titles.
- In 8 vs 8 field battles, we have added supply points to the camp areas for both sides.
Store:
- Added items related to St. Patrick’s Day.
Unit Balancing:
- Added [Wedge] formation for the Selemchid Cavalry.
Khevtuul Cavalry:
- Changed [Arrow Rain] to [Hunting Time] which will speed up this unit when they follow you and allow them to let loose volleys at a fast rate for 8 seconds. This skill has a 20 second cooldown.
Tseregs:
- Increased the base blunt armour penetration from 1038 to 1238.
- Increased the base blunt damage from 1214 to 1306.
Kheshigs:
- Increased the base movement speed from 8.5m/s to 9.5m/s.
- Increased the base health from 7486 to 8757.
Miscellaneous Bug Fixes:
- Fixed a bug with the camera in “The Storehouse” and “Lesser Greenpeak Camp” Siege maps.
11/03/2020 - Update
Patch Notes:
Reactivated the Rattan Resistance PvE events.
Added 2 new Unit flags to the In-game Store:
- Flora and Fauna Banner
- Warrior Rose Banner
Map Changes:
Royal Ramparts (Conqueror’s City Gates map):
Based on data analysis of the Royal Ramparts map (the map used as the Gates for Conqueror’s City), we have identified that this map heavily favors the defending side making it difficult for attackers. We have decided to make the following changes:
- Added 3 Catapults.
- Added additional ladders
- Increased game time from 13 minutes to 14 minutes.
- Slightly adjusted other siege machine spawn points for Attackers and Defenders.
Conqueror’s City:
- Players can exit the city by clicking on the outer gate, this will help resolve issues where players would get stuck inside the Gates when their ownership has changed. This feature has a 5 minute cooldown.
- Optimised and reordered the icon display of the debuffs you receive in the open-world around the Conqueror’s City.
Miscellaneous Bug Fixes:
- Fixed a problem where there was no yellow exclamation mark on the Season button once challenges were completed in the Week 11 challenges.
- Fixed the issue with the challenge “Knowing and Making Friends” which caused the challenge to not complete if your friend request was accepted while you were offline.
- Fixed a problem in the Royal Ramparts map where attacks could accidentally stop defenders controlling the main gate.
- Fixed a name display issue for battering rams in the Gates around Conqueror’s City.
- Fixed a bug with the camera where it shifted automatically in certain situations.
Known Issue:
In PVE Levels such as Bandit Camps, ranged units can sometimes lose their sight making them unable to use auto-attacks. This is a rare occurrence but will be fixed in an upcoming update.
03/03/2020 - Update*
*Some changes highlighted in an earlier post have been removed as they were found to have not been implemented as described. We will continue to keep players updated on any further changes.
New feature:
The Conqueror's City is accessible as part of Season II's Campaign. Please note that March 3rd's Territory Wars will be conducted in "Drill Mode". This is to allow players an opportunity to try out the new mechanics for themselves. You can read about Drill Mode on the events page.
Ladder interactions in Maps:
In order to provide Warlords more flexibility on the battlefield, we have made lots of improvements and changes by adjusting the interaction logic of ladders in Siege Battles. Attackers and Defenders can both now interact with the siege ladders, whether that be building them or kicking them down, this means that Defenders can quickly get back to the city wall to defend their position, and attackers can also kick out the ladders after climbing the wall to stop the pursuit of enemy forces.
Auction House Guidance Prices:
After reviewing transaction data, we've adjusted the guided price in the Auction House for some of the following items: Unit Kits, Schematics, Weapons and Equipment Sets.
Imperial Restorationists:
Added an exclamation mark for notifications of completion of Seasonal Stage quests within the Seasonal interface (main screen) and the Campaign interface.
Artillery:
Artillery running out of ammo would not only block allies' artillery projectiles but also their movement, so we have optimised this issue accordingly.
- Deployed Artillery will now be destroyed automatically 30 seconds after they run out of ammo.
- Optimised the quality filter in the Artillery Workshop to make it easier for Warlords to find the Artillery they are looking for, the categories are:
- Normal, Well-Made, Optimal and Legendary
- Changed the requirements for the Tutorial Quest where you build a Grapeshot Cannon, into requiring you needing to build any type of artillery.
Miscellaneous Bug Fixes:
- Fixed a bug where the Trigger of victory counting quests did not take effect in "Steppe Wuqing (Field).
- Fixed an incorrect city gate switch mark inside one of the buildings in "Siege of Eagle Pass (Expedition)".
- Fixed a bug where house member's titles were not recycled after the players deleted their character.
- Fixed a bug where Warlords couldn't join a House once they arrived to a new region by using Cross-Region Migration Tokens.
- Fixed a bug where Warlords could operate their supply dump in the open world after using "Unit Management".
- Fixed a bug with path finding when heading to "Ungverija' - Mount NPC", previously warlords would auto-path to the Watchman after choosing the vendor.
26/02/2020 - Update
Patch Notes:
- Extended the Battle Pass Season and all related items by 5 weeks. The season will now end on April 2nd, make sure to use your Fangs and Khan's Edicts before the Season's end! The seasonal UI will currently tell you March 11th, this will be fixed in an upcoming patch.
- Added Challenges to the Seasonal Weekly Challenge interface for Weeks 11 and 12.
- Added an exclamation mark to notify you of the weekly refresh in the Auxiliary Unit Interface.
- Added a button to turn Auxiliary Units into Regular units once relevant nodes have been unlocked.
- Added a reconfirmation pop-up window to make sure you are certain when you do the following actions:
- Delete friends
- Add players to your Black List
- Remove Leaders or Teammates from your team
- Added the Defender's Flag to the in-game store.
Bug Fixes:
- Fixed the abnormal display of the notification when you completed replacing Artillery when players did not switch to other artillery.
- Fixed a bug where sometimes the model of Winged Hussars' soldiers separated from their mounts.
- Fixed a bug where Acheron and Sobek in the Borderlands couldn't produce epic materials.
- Fixed a bug where the model of the city gate switch got stuck inside the city wall of some Territory War fiefs. (Example of this issue could be found in Sobek, located in the Borderlands).
- Fixed the anonymous house name displayed in declaration mail.
- Fixed a bug where players could not preview the rewards inside Unit Kit Chests within the Seasonal Unit Challenge interface by pressing "CTRL+LMB".
Known issue: During Matchmaking battles there is a small visual bug in the top left of the screen. It has no adverse effects and will be removed in a future update.
21/02/2020 - Update
- Added the following bundles to the in-game store:
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x5 Khan’s Edict (10% discount)
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x10 Khan’s Edict (20% discount)
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x25 Khan’s Edict (30% discount)
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x50 Khan’s Edict (40% discount)
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x100 Khan’s Edict (40% discount)
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- Removed discounts on Hero, Horse and Unit Attires and Unit Flags.
- Updated localisation for veterancy skills to better reflect their function.
18/02/2020 - Update
- Stage 3 of the Campaign: Heart of the World has been extended.
- Stage 4 of the Campaign: Conqueror's Crown has been delayed.
- The Winter Light Festival will be disabled 1 day earlier than previously announced. Decorations will also be removed from the cities and snow cleared from maps.
Bug Fixes:
- Fixed a bug where the Rebel and Bandit Camps in the Borderlands did not refresh correctly.
- Fixed a bug where some rebel camps in the open-world did not take effect correctly.
- Fixed a bug where solo Warlords could not quit their Alliance or join other Houses.
- Fixed a bug where Warlords could operate items inside their supply dump when they were leaving fiefs without weapons.
- Optimised the information synchronisation speed of TAB keys inside the battlefield.
- Fixed a bug where the Elite Node for Imperial Pikes incorrectly counted and increased damage bonuses, making them stronger.
Know Issues:
- Stage 4 of the Season II Campaign: Conqueror's Crown has been delayed, thus the in-game starting time is incorrectly displayed. We will communicate in a separate publication regarding the release of this phase and update the in-game display accordingly in an upcoming patch.
06/02/2020 - Update
- Due to the increases in player population, a second line is being added to the Borderlands open world.
23/01/2020 - Winter Light Festival update
New Content:
- Activated Imperial Restorationists System
- Activated Winter Light Festival Content:
- Updated towns and cities with decorations.
- Updated PvP maps with fireworks and decorations, artillery has also been upgraded to shoot Fireworks instead of regular ammunition.
- Activated Sign-in Event.
- Added new maps to Free Battle mode.
- Updated the Event timetable’s Free Battle Modes to include 2 battles on Sundays. During the Winter Light Festival event, there will be no Field battles, only Siege (Wednesday. Friday, Sunday) and Conquest (Sunday).
- Updated the In-game Store with new Cosmetics and Consumables.
- Siege Engines and Artillery:
- Added 3 special artillery pieces: Well-Made Thunderstar, Optimal Thunderstar, and Well-Made Dancing Dragon.
- Added 2 new fireworks for launching inside fiefs or in the open world: Bombette, Snapping Star.
- Mercenary and Auxiliary units are now acquired and accessed via the Unit panel rather than the War Scholar screen.
- Hiding Functionality: We have added a function that automatically hides obstructions. Players will no longer lose sight of their character when they move through narrow passages. Obstacles that would have obstructed player sight now become transparent. This function can be toggled on and off in the settings.
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Before
After
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Winter Light Festival Event Timetable:
EU:
Servers: EU West 1, EU West 2
Server Timezone: CET
Monday 20:00 - 22:00 |
Tuesday 20:00 - 21:00 |
Wednesday 20:00 - 22:00 |
Thursday 20:00 - 22:00 |
Friday 20:00 - 22:00 |
Saturday 20:00 - 21:00 |
Sunday 20:00 - 22:00 |
Sunday 20:00 - 22:00 |
|
Activity |
Duel (Cliff Duel) |
Territory Wars |
Free Battles (Siege - White Elk Fort ) |
Duel (Drill Grounds) |
Free Battles (Siege - Sun City) |
Territory Wars |
Free Battles (Siege - Dasuo Fort) |
Free Battles (Conquest - Wuqing Plains) |
NA:
Server: NA
Server Timezone: PST
Monday 18:00 - 20:00 |
Tuesday 18:00 - 19:00 |
Wednesday 18:00 - 20:00 |
Thursday 18:00 - 20:00 |
Friday 18:00 - 20:00 |
Saturday 18:00 - 19:00 |
Sunday 18:00 - 20:00 |
Sunday 18:00 - 20:00 |
|
Activity |
Duel (Cliff Duel) |
Territory Wars |
Free Battles (Siege - White Elk Fort ) |
Duel (Drill Grounds) |
Free Battles (Siege - Sun City) |
Territory Wars |
Free Battles (Siege - Dasuo Fort) |
Free Battles (Conquest - Wuqing Plains) |
RU:
Servers: EU East
Server Timezone: MSK
Monday 21:00 - 23:00 |
Tuesday 21:00 - 22:00 |
Wednesday 21:00 - 23:00 |
Thursday 21:00 - 23:00 |
Friday 21:00 - 23:00 |
Saturday 21:00 - 22:00 |
Sunday 21:00 - 23:00 |
Sunday 21:00 - 23:00 |
|
Activity |
Duel (Cliff Duel) |
Territory Wars |
Free Battles (Siege - White Elk Fort ) |
Duel (Drill Grounds) |
Free Battles (Siege - Sun City) |
Territory Wars |
Free Battles (Siege - Dasuo Fort) |
Free Battles (Conquest - Wuqing Plains) |
In-game Store Update:
The in-game store has been updated to include the following items:
- Warrior Mouse Hero Attire Set
- Lucky Mouse Mount Set
- Lion Warrior Unit Attire Set
- 5-Pack of Snapping Stars – spectacular fireworks that will light up the sky!
- 5 Pack of Bombette fireworks – simple rockets that go off with a bang!
- Well-Made Thunderstar cannon – a special festival artillery with firework effects.
- Optimal Thunderstar cannon - a special festival artillery with firework effects.
- Well-Made Dancing Dragon – a multiple rocket launcher with firework effects.
- Winter Lights Fireworks Box
- Purchase this up to 1 time weekly to get 5 Winter Light Fireworks, 5 WInter Light Lanterns, 2 x Well-Made Thunderstar, 1 Thunderstar (Exquisite), and 1 Well-Made Dancing Dragon.
New Seasonal Challenges:
More bonuses have been added to this Season’s content. We have now added new challenges for those of you who already own the Cosmetics from the Season 2’s Battle Pass. Take part in challenges to unlock variant attires! You can read more about this system in an upcoming guide!
Balance Changes:
Frontier Camp:
The number of catapults on this map has increased from 4 to 5, slightly enhancing the attacker's fire support.
Unit Balancing:
- The damage taken by Kheshigs during the first stage of charge has been decreased by 30%, the damage dealt by Kheshigs during the second charge stage has been increased by 30%.
- Reduced the effect of snow weather on units: slowed units’ speed from 30% to 20%.
- When a Kheshig charge runs into an obstruction or is interrupted, they will no longer immediately turn around and keep charging. They will only return to their charge after 8 seconds or upon reaching the target destination.
- The price of Rattan Ranger kits has been adjusted to 2,350 Silver Coins at the Weapons Smuggler.
- The switch weapons skill for Iron Reapers now has a 3-second cooldown.
- When poleaxe units use Brace Weapons, they can intersperse this skill with normal attacks (previously, they were only able to use normal attacks in the brace weapons formation).
- Namkhan Archers will no longer get an extra 15% armour piercing bonus when not using Serrated Arrows.
- Sons of the Steppe units will no longer appear in bandit raids.
Bug Fixes:
- Fixed recovery point time interval problem on some battlefields when under Combat Protection state (invincibility buff).
- Optimized the refresh rule of Resources Sites in the open world, now common and uncommon resources site will automatically refresh if they did not enter into low reserves status between 24 hours and 36 hours.
- Fixed a bug where the Combat Protection buff of Respawn area had a short cooldown.
- Fixed a bug where ranged weapons did not aim correctly when shooting enemies on high ground.
- Fixed a bug where season level could not be increased after level 200.
- Fixed a bug where Warlords could not change their artillery due to the incorrect artillery amount in Supply Point.
- Fixed issue where Liquid Fire would not properly inflict damage.
- Fixed issue where units could not be dazed by enemy attacks when using Brace Weapons or Stand Firm.
- Fixed issue where Shortsword & Shield and Longsword & Shield units would ignore enemy slams when in tight formations.
- Fixed issue where the player would lose control of some soldiers when the unit map was adjusted.
- Fixed issue where the Eternal Vigilance Unit Attire would display incorrectly in previews.
- Fixed issue on the Border Fort map where some structures had collision errors with units and heroes.
- Fixed issue on the Supple Dump and Lesser Greenpeaks stages where the battering ram would reach a gate and the gate would still be able to open.
- Fixed stage issues on the Peacemaker Normal and Hard Weekly Quests.
24/12/2019 - Winter Event Update
New Content:
- Activated snowy weather effects in cities, open-world and various matchmaking maps.
- Activated the winter-themed PvP map: A Conqueror's Christmas.
- Activated Christmas trees as lootable areas in the open-world.
- Added winter holiday-themed cosmetics to the in-game store.
- Santa Costume (Hero Attire) - 2980 Sovereigns
- Santa's Helper Costume (Hero Attire) - 2980 Sovereigns
- Festive Elf Unit Costume and Reindeer Unit Mount Costume (Unit Attire) - 1980 Sovereigns
Balance Adjustments:
- Leadership for Tier-5 units has been adjusted to 350.
- Demesne Arbalists’ damage upon hitting a second target is now 30%.
- Javelin Sergeants have had their damage increased by 10% and Piercing Armour increased by 30%.
- Fire Lance Cavalry's blunt damage is increased by 260 points.
- Imperial Javelineers' damage has been reduced by 10%.
18/12/2019 - Season II: Wrath of the Nomads Update
NEW CONTENT
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Deployed Season II Interfaces, players can access Season II by heading to the top of their navigational bar.
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Season Level System, available in the Overview in the Season II interface.
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Season II Battle Pass
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A whole new pass full of new cosmetics and other exciting rewards. You can preview some of the rewards in our latest guide.
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Weekly Challenges
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8 Weeks worth of Challenges to complete, 8 challenges per week.
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You can reset 2 challenges each week if you do not like the challenges you receive from the system.
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Challenges reset every Thursday at 00:00 server time.
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Seasonal Store
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Use Fangs (earnt from the Battle Pass) to purchase cosmetics and consumables from the Seasonal store.
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Campaign Mode
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Participate in Territory War content to gain access to additional rewards.
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Unit Challenges
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Unlock the new Sons of the Steppe unit line by completing specific challenges. More information can be found in our Unit Challenge guide.
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RANKED MATCHMAKING:
Ranked Matchmaking will be launching 2020, a new competitive seasonal event where players can engage in ranked battles to climb the ranks and earn rewards.
We will have a more indepth guide explaining this feature around it’s launch.
WARBAND BUILDS:
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You can now create Warband Builds in advance and choose existing builds before joining matched battles or leaving the city.
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Click “U” to open the Unit Interface and Choose Warband Builds. From there, you have an option to create a build for the Open-World or for Matchmaking Battles.
You can find more information in our Warband Build guide.
ACHIEVEMENT INTERFACE:
You can now see your Seasonal Career progress in the Achievement interface.
DOCTRINES:
Added a separate tab for Doctrines to your inventory:
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This feature works as a separate inventory system. All of your unequipped Doctrines will be automatically moved from your Inventory to your Doctrine Bag.
HONOUR RESET TOKENS:
The Honour Reset Token is allows you to reset nodes on the Unit Tree. Each node costs a different number of Honour Reset Tokens. One Honour Reset Token will reset up to 100 Honour, and is consumed on use. After resetting a node, the unit or bonus it allowed will no longer apply or be available. If you reset the node for a unit you have already unlocked, the unit will no longer be available for use. This item is consumed on use.
NEW TERRITORY WAR CONTENT
CONQUEROR’S CITY
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Conqueror’s City is located on a mountain in the middle of The Borderlands, waiting for real heroes to come and conquer.
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It is composed of the inner city and four major gates.
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Once the Conqueror’s City opens, when attacking, Houses must occupy any one of the gates first before they can attack the inner city.
CAMPAIGNS:
Take part in new Territory War content by completing objectives for each Stage of the Campaign. You will be rewarded when completing specific tasks for your House.
Stage 1: The Baron’s War:
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Conquer the fiefs in your region for the glory of your House.
Stage 2: Crossing Frontiers
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Conquer a Border post to open the road into the Borderlands.
Stage 3: Heart of the World
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Invade the Borderlands and conquer a fief for the glory of your House.
Stage 4: Conqueror’s Crown
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To become world-conqueror, you must overcome the ultimate challenge and take over Conqueror’s City.
Stage 5: Imperial Dawn
Please note, if a Stage in the Campaign has ended, you cannot go back to that Stage to complete tasks and earn rewards. Stages duration is based on Season-Opening times.
LEGION ALLIANCE - NPC HOUSES:
Solo Warlords rejoice, you will now be able to take part in Territory War content by joining up with 1 of the 4 allied NPC Houses in our new Legion Alliance system.
This feature will be available shortly after Season II’s launch. We will have a more indepth guide explaining this feature in the near future.
TITLE SYSTEM:
Receive new player titles when you fight and capture fiefs on behalf of your House: your titles will even earn you weekly rewards!
We will be providing more information on this system in a separate publication very soon.
NEW MAPS & MAP ADJUSTMENTS
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Added the following maps to rotation:
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Siege: Allenburg
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Field: Desert Fortress
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Field (15v15): Emerald River
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Deathmatch: Cliff Duel
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Removed the following maps from rotation for rework purposes:
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Siege: Hidden City and Harbour City
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Field: Ghost Town
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Field (15v15): Grassland Conquest
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Deathmatch: Battle in the Mountain
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The PVE Event line that was introduced with the Rattan Resistance update has now ended and has been removed from all respective interfaces/modes.
There are more changes included in this update that we will be detailing in a separate Patch Note update not long after the launch of the Wrath of the Nomads.
OPEN-WORLD ADJUSTMENTS
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Warlords can now use Matchmaking in the Open-world.
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Press J and click on the “Camp” icon to Camp in the open-world, once your camping is completed, you will be able to open Matchmaking battles, which works the same as matchmaking in forts.
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Warlords who camp in the open-world can still team up and join battles with Warlords who are matchmaking from other areas of the world.
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Please note:
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After camping, Warlords cannot move, pursue or be pursued by other Warlords. Other actions in the open-world are also limited.
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The camping status can be cancelled by clicking “Leave the Camp”, however, it cannot be cancelled after a battle countdown begins.
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Warlords cannot camp during Territory War and all current camps will be cancelled by the system automatically.
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TERRITORY WAR ADJUSTMENTS
BATTLE LINES:
The number of battle lines for Cities has been adjusted from 2 to 1.
The number of battle lines for Forts has been adjusted from 3 to 1.
WAR RULES:
During Territory War, you no longer need to declare war to enter the battle, but you still need to be in a House to open the battlefield.
GAME SYSTEM OPTIMISATIONS
AUCTION HOUSE:
After checking the trading data, we decided to raise the guidance price for the following items:
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Rare Helmet Schematic
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Rare Cuirass Schematic
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Rare Glove Schematic
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Rare Boots Schematic
You can check the adjusted guidance price in the auction house.
STORE:
- Added a Disguise Kit item which allows players to change their appearance.
- Added a Gender Change Token which allows players to change their gender.
- Removed Discount on items added with Black Friday Sale.
- Added Honour Reset Tokens.
- Added Land of Sacrifice Scroll.
UNITS:
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Units will no longer become wounded or lost after they die in Expeditions I, II and III.
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Optimized the UI when units forming up, making it more obvious in grassland.
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Optimized the shooting sound effect of Vassal Longbowmen.
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Optimized the formation of Men-at-Arms, making it can block enemies while protecting Warlords.
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Optimized the scatter formation for all cavalry units.
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Optimized the visual effect of cavalry charge, making it more obvious in bright scenery.
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Slightly increased the height of Iron Reapers, making it more in line with the historical prototype.
-
Optimized the dispersed formation of Iron Reapers with more regular layout.
AUXILLERY UNITS
This feature is part of the War Scholar interface and is still under development. We will share more news on this feature in the coming weeks.
MISCELLANIOUS:
-
Optimized the artillery setting in the final area of Battle at the Storehouse. Removed the Grapeshot Cannon near the back door. Replaced the Grapeshot Cannon next to stairs with a Scorpio.
-
Optimized the filter in Auction House.
-
Warlords can now get 3 Requisition Order at most from one Secret Vault (previously 5).
-
The crafting tax consumption will be displayed when reforging equipment.
-
When Warlords resupply their unit kits, relevant items will be directly shown in market interface with just one click.
-
When Warlords expand their stable, Horse Trough can be purchased with just one click and will take effect automatically.
-
Some weekly Fields of Glory quests were too hard to be complete, so we have adjusted the difficulty:
-
Before: Fields of Glory I/II/III: Win 3/6/9 Matched Field Battles.
-
After: Fields of Glory I/II/III: Join 3/6/9 Matched Field Battles.
-
WARLORD AND UNIT REBALANCING:
The Wrath of the Nomads update features a large amount of balancing changes for Warlords and Units alike. Due to the sheer number of changes, we have decided to put this in a separate publication which you can find here.
BUG FIXES:
Warlord and Units:
-
Fixed a bug where Spear heroes couldn’t use Q to dismount when using “Full Tilt Charge”.
-
Fixed a bug that Longsword & Shield’s skill: Mercy of Heaven animation would cause low frame issue when there were too many soldiers nearby.
-
Fixed a bug when Warlords respawned after died while climbing ladders, unit skill button remained unchanged even after new unit has been deployed.
-
Fixed a bug where, in certain circumstances, units can get wrong doctrine effects.
-
Fixed a bug where sometimes cavalry and infantry units charged in the opposite direction.
-
Fixed the incorrect charge animation of Cataphract Lancers and Dagger-Axe Lancers
-
Fixed a bug where in some circumstances, the visual effect of cavalry charge didn’t play correctly.
-
Fixed a bug where the second stage of Ironcap Swordsmens’ Endurance Training skill did not take effect correctly.
-
Fixed a model issue on the Winged Hussars where sometimes soldiers and their mount behaved by separating from each other.
-
Fixed a bug where sometimes Winged Hussars’ charge couldn’t hit enemies.
-
Fixed a bug where Prefecture Archers could shoot flaming arrows in the rain.
-
Fixed a bug where sometimes Men-at-Arms couldn’t attack enemies while protecting Warlords.
-
Fixed a bug where Serfs couldn’t charge during Schiltron formation.
-
Fixed a bug where weekly quest retrieval could retrieve wrong weekly quest reward chest.
Maps:
-
Fixed a bug where projectiles of defender’s artillery were blocked by the city wall in Augolia Siege battle.
Miscellaneous:
-
Fixed a bug where when one Warlord quit the team, during team matchmaking, it had a chance to result in other Warlords not being able to queue for another battle.
-
Fixed the incomplete display of allies’ units in the TAB interface during battles.
-
Fixed a bug that sometimes daily quest retrieval could retrieve wrong quests.
-
Fixed a bug that sometimes weekly quest retrieval could retrieve quests from previous weeks.
-
Fixed a bug where the weather icon didn’t display correctly in deployment interface.
SEASON II BALANCING PATCH NOTES:
Before the launch of Season II, there were a few issues regarding the core battle functionality of Conqueror's Blade. We have paid close attention to these issues and have worked hard to fix them. But some problems have significantly affected our fans’ ability to enjoy the core combat system. Conqueror's Blade offers a vast world where you can lead armies into glorious medieval combat. Battalions of various units, generals and weaponry face off in fierce battles. But some of the recent issues have made these features difficult to enjoy. Specifically:
-
The combat system is something of a pageant of five-star units, which are overpowered. Lower-level units are of little use when fighting against them.
-
Melee Infantry are weak against ranged warriors and mounted warriors, all too often turning the battlefield into a faceoff between cavaliers and archers.
-
High-value consumption of Bronze Coins, and a lengthy process for unlocking and acquiring units has seriously hindered players as they try to expand their armies’ ranks. When everyone sees an attractive unit and wants to try it out, the barrier to doing so is often tens of thousands or hundreds of thousands of units of Honour. The slow process entails several weeks or even up to a month, and the payoff does not match the expenditure in Bronze Coins. These obstacles have players struggling, and the situation has created incentives that result in parasitic behaviors on the battlefield.
With the launch of Season II, we have resolved to enact major changes in the game with the hope of thoroughly resolving these issues. The goal is to deliver a more expansive, fair and enjoyable game environment.
-
We have conducted an overhaul of the combat balance system.
-
Five-star units that have grown too strong and affect the game balance excessively have been nerfed.
-
We will reduce the strength of mounted and ranged units whilst increasing the strength of melee infantry.
-
We will appropriately strengthen Heroes, making them more relevant in high-stakes battlefields.
We have eased the following burdens for players:
-
Greatly reduced the difficulty of unlocking five-star units.
-
Greatly reduced the experience required to upgrade units.
-
Reduced the cost of five-star units and the cost of supplementing melee units’ kits.
WARLORD REBALANCING AND BUG FIXES:
Overall:
In the previous patch, Heroes’ roles have waned as their units have grown more powerful. Conqueror's Blade emphasizes the tactical use of units, but the role of the Hero is a major component in the game, and it should not be merely a tool for breaking ranks, capturing points and commanding units while being useless before enemy units. This being the case, we have resolved to make certain changes to the role of the Hero.
The current damage weakening when a hero is attacking multiple targets is too low. If several soldiers are hit at the same time, 1 damage will be dealt, which is unfair to heroes that are used for fighting normal soldiers, as it will create situations where longbow heroes can be more effective in dealing with soldiers. Due to this, we have made the following changes:
-
A lower limit has been set on the damage weakening applied when a hero is attacking multiple targets at 25% damage.
-
Fixed a bug related to damage weakening where damage was reduced when a melee hero hit its first target.
Many times in battle, a hero would suddenly "evaporate" without explanation. This was due in part to being in certain states when coming into contact with certain polearm infantry skills. This was not part of our design and has affected the game experience for many players, so we've made some adjustments. Due to this, we have made the following change:
-
The amount of damage related to movement speed a hero takes when coming into contact with Brace Weapons and Stand Firm states has been greatly reduced.
Longsword & Shield:
We originally planned to have the Longsword & Shield hero skill Knightly Vows temporarily increase the maneuverability of the Longsword & Shield hero as well as its teammates. However, in the previous version of the game, the Knightly Vows speed buff is too large, which has made Longsword & Shield heroes overpowered in this respect. We have decided to rework this skill to highlight its support capabilities and reduce the speed bonus given to a single unit.
Knightly Vows's effects have been adjusted:
-
Knightly Vow I: The "Increases Longsword & Shield hero's movement speed by 30% for 9 seconds" effect has been changed to "Increases the movement speed of Longsword & Shield hero and nearby allies by 15% for 9 seconds.”
-
Knightly Vow II: The "Increases Longsword & Shield hero's movement speed by 40% and the movement speed of nearby allies by 20% for 9 seconds" effect has been changed to "Increases the movement speed of Longsword & Shield hero and nearby allies by 20% for 9 seconds."
-
Knightly Vow III: The "Increases Longsword & Shield hero's movement speed by 50% and the movement speed of nearby allies by 20% for 9.
UNITS ACQUIREMENT AND DIFFICULTY MODIFICATIONS:
In the previous update, units with higher amounts of stars are hard to obtain, maintain, and level up. As a result, many players did not yet have these units and felt that this has impacted the amount of fun they have playing Conqueror's Blade. Many players that otherwise love Conqueror's Blade are feeling fatigued as a result. There are many players who can't enjoy different gameplay modes because they cannot afford certain units. We have taken these criticisms to heart and have decided to make the following modifications and adjustments.
The difficulty of unlocking Tier 5 units has been reduced.
We have reduced the difficulty of obtaining Tier 5 units by reducing the amount of prerequisites so that players can get the units sooner.
The number of Bronze Coins needed for Soldier Kits has been reduced.
With regard to many players, the cost of obtaining 4-Star and 5-Star units exceeds the benefits they provide on the battlefield. This has led many players to choose low-cost and high-quality ranged units instead, which has changed the meta. We have decided to partially address this by reducing the Bronze Coin costs of Soldier Kits.
We have also reduced the cost of supplementary Soldier Kits for melee infantry and cavalier starred units.
XP required to level up units has been reduced.
We believe that levelling up has been a grind for many players past Level 15. We don't want players to find the game boring because leveling up units is too difficult, so we have decided to reduce the XP required to do so.
UNIT REBALANCING AND BUG FIXES:
Overall:
Due to design issues related to Tier 5 units in the previous version, Tier 5 units are currently too powerful. We have seen that Tier 5 units are overpowered in both competitions and high-end gameplay. We believe that many players believe as we do that the current meta doesn't favor the diversity of playstyles we planned for and instead favors specific strategies.
Tier 5 Unit Modifications:
Winged Hussars’:
After several rounds of test, we found that Winged Hussars were overperforming on the battlefield since the above-mentioned bug has been fixed. So we made the following adjustments:
-
Fixed a bug that Winged Hussars’ charge couldn’t be interrupted by projectiles from Crossbowmen/Javelineers/Arquebusiers units.
-
Decreased piercing defence by 60 and blunt defence by 80.
-
Optimized the layout of Winged Hussars’ Scatter Formation and Line formation.
-
Winged Hussar Basic Attribute Modifications
-
Basic Piercing Defence is reduced from 531 to 471.
-
Basic Slashing Defence is reduced from 508 to 488.
-
Basic Slashing Damage has been reduced from 1163 to 947.
-
Health increase per level is reduced from 143 to 71.
-
-
Winged Hussar Unit Training Modifications
-
The Winged Hussar Rapid Strike node effect (charging is not halted by braced weapons) and the Spear Parry effect (damage dealt to polearm units has increased 15%) have been switched
-
The Fear Nothing node effect's charge damage has been reduced from 10% to 5%.
-
-
Winged Hussars's Charge
-
Charge damage has been decreased by 20%.
-
Speed-related main attack damage bonus has been reduced by 21%.
-
Cataphract Lancers:
We continued to receive feedback from players that Cataphract Lancers are too strong on the battlefield. The units combines a very adaptable charge ability, high charge damage, and strong long-range damage reduction capabilities, which makes this unit overpowered. Cataphract Lancers ought to have an adaptable charge ability. They can use charging to avoid spear-wielding enemies that have braced their weapons and attack them but have weakened charging power. Alternatively, they should have charging power but limited range. However, their previous state matches neither of these possibilities. We have implemented the following modifications.
Cataphract Lancer Basic Attribute Modifications:
-
Basic Piercing Defence is reduced from 518 to 478.
-
Basic Slashing Defence is reduced from 522 to 472.
-
Basic Blunt Defence has been reduced from 404 to 304.
-
Basic Piercing Damage is reduced from 1014 to 961.
-
Base HP is reduced from 7637 to 7505.
-
Health increase per level is reduced from 153 to 75.
Cataphract Lancer Charge and Follow Charge Skill Modifications:
-
Cataphract Lancer Basic Charge Damage has been reduced by 15%.
-
Cataphract Lancer Follow Charge Damage has been reduced by 30%.
-
Cataphract Lancer Charge and Follow Charge Skills share a cooldown.
Iron Reapers:
In our initial designs, the Iron Reaper unit was intended to be a tanking unit with high defence and melee capabilities. However, we have found that the charge abilities of the Iron Reaper has turned them into a powerful heavy cavalier unit that doesn't match our designs. In its blade-wielding state, the Iron Reaper should be able to quickly penetrate light armour units. In its hammer-wielding state, it should be able to quickly break enemy formations. In certain situations, it ought to be able to charge to quickly approach enemy units. We will implement the following modifications to the Iron Reaper unit.
Iron Reaper Mechanic Modifications
-
The damage and speed-related damage bonuses of the Awestruck skill of the sword and hammer states have been removed.
-
The damage effect rate of the blade state against medium armour and light armour units has been greatly increased.
-
Enemy-seeking AI of the Iron Reaper has been optimized, allowing them to more frequently strike enemies.
Iron Reaper Basic Attribute Modifications
-
Base HP has increased from 6324 to 6537.
-
Health increase per level is reduced from 158 to 118.
Tercio Arquebusiers:
The special characteristics of the Tercio Arquebusier are currently not apparent enough. Many players feel they do not stand out enough from other units. We need to give this unit more unique characteristics as opposed to just strengthening it. We hope that the new Tercio Arquebusiers will be able to use rapid-fire to suppress the enemy. We also hope that they will be able to use their heavy armour and armour piercing swords to stand their own against approaching enemies.
Tercio Arquebusiers Mechanic Modifications
-
Tercio Arquebusiers's Startle the Horses trait has been removed.
-
Melee damage has been increased by 30% from this version.
Tercio Arquebusiers Basic Attributes have been modified.
-
Basic Piercing Defence has increased from 432 to 592.
-
Basic Slashing Defence has increased from 508 to 578.
-
Basic Blunt Defence has been reduced from 304 to 204.
-
Basic Slashing Damage has been increased from 1648 to 1703.
-
Basic Piercing Damage is reduced from 3319 to 1903.
-
Basic Slashing Armour Penetration has increased from 1521 to 1950.
-
Base HP has increased from 4021 to 5908.
-
Health increase per level is reduced from 80 to 59.
In addition to the above changes, we have also improved their AI so they no longer tend to melee attack enemies with their sword when their enemies are out of reach.
We feel that Rattan Rangers, Fire Lance Cavalry, and Monastic Knights do not need major mechanical adjustments, though we have partially adjusted their numerical capabilities.
Rattan Rangers:
Basic Attribute Modifications:
-
Basic Slashing Damage has been reduced from 1565 to 1114.
-
Basic Slashing Armour Penetration is reduced from 1325 to 1242.
-
Basic Armour Penetration is reduced from 983 to 895.
-
Health increase per level is reduced from 166 to 75.
Fire Lance Cavalry:
Their melee attack were superior, but we also want to see their range attack ability shine, so we made this improvement:
-
Fire Lance Cavalry will shoot bullets during their normal melee attack, with 20s cooldown.
Basic Attribute Modifications:
-
Basic Piercing Defence is reduced from 592 to 502.
-
Basic Slashing Defence is reduced from 577 to 527.
-
Basic Piercing Defence is reduced from 522 to 422.
-
Basic Blunt Damage is reduced from 1483 to 965.
-
Basic Piercing Damage is reduced from 2135 to 1842.
-
Health increase per level is reduced from 105 to 83.
Monastic Knights:
Charge Skill Modifications:
-
Charge damage has been decreased by 10%.
-
Speed-related main attack damage bonus has been reduced by 20%.
Basic Attribute Modifications:
-
Basic Piercing Defence is reduced from 849 to 615.
-
Basic Slashing Defence is reduced from 794 to 584.
-
Basic Piercing Defence is reduced from 709 to 609.
-
Basic Piercing Damage has increased from 897 to 908.
-
Health increase per level is reduced from 170 to 84.
Cavalier, Ranged, and Infantry Unit Modifications
In the previous version, everyone can see that many battles have become fights between cavaliers and long-ranged units, and that infantry units are not as effective as they could be. To address this situation, we have decided to make some overall adjustments to units in order to modify the balance and diversify the types of units on the battlefield, so that each unit is balanced. We have made the following modifications:
CAVALIER:
Unit Tree Modifications:
-
Fearless Horses increases Piercing Damage by 2% instead of 5%.
-
Light Cavalry Specialisation increases Slashing Damage by 2% instead of 5%.
-
Horseback Archery increases Piercing Damage by 2% instead of 5%.
-
Superior Arrows increases Piercing Damage by 2% instead of 5%.
-
Tempered Blades increases Slashing Damage by 2% instead of 5%.
-
Reinforced Lances increases Piercing Damage by 2% instead of 5%.
-
Improved Horse Feed increases Maximum Health by 2% instead of 5%.
-
Agile Warhorse increases Slashing Damage by 2% instead of 5%.
-
Harsh Regimen increases Health by 5% instead of 10%.
-
Fire Lance Training increases Piercing Damage by 2% instead of 5%.
-
Mounted Reaper increases charging damage by 10% instead of 20%.
-
Mounted Reaper increases health by 5% instead of 10%.
-
Hundredfold Smithing increases Slashing Damage by 2% instead of 5%.
-
Polished Spearheads increases Slashing Damage by 2% instead of 5%.
-
Shielded March increases movement speed by 5% instead of 10%.
-
Close to the Edge increases Slashing Damage by 2% instead of 5%.
-
Straight to the Point increases Piercing Damage by 2% instead of 5%.
-
Improved Chainmail increases slash defence by 3% instead of 4%.
-
Padded Gambesons increases pierce defence by 3% instead of 4%.
-
Steel-edged Pikes increases Piercing Damage by 2% instead of 5%.
-
Improved Chainmail increases slash defence by 3% instead of 5%.
-
Padded Gambesons increases pierce defence by 3% instead of 4%.
-
Improved Alloys increases Piercing Damage by 2% instead of 5%.
Ironcap Scout Cavalry:
-
Charge damage has been decreased by 10%.
Unit Training Modifications:
-
Open Ground's 10% damage bonus in Field Battles has been changed to 5%.
-
Fieldwork's 10% damage bonus in Field Battles has been changed to 5%.
Basic Attribute Modifications:
-
Health increase per level is reduced from 108 to 81.
Prefecture Heavy Cavalry:
-
Charge damage has been decreased by 10%.
Unit Training Modifications:
-
Open Ground's 10% damage bonus in Field Battles has been changed to 5%.
Basic Attribute Modifications:
-
Basic Slashing Damage has been reduced from 1237 to 1137.
-
Health increase per level is reduced from 126 to 94.
Coutiliers:
-
Charge damage has been decreased by 20%.
-
Speed-related main attack damage bonus has been reduced by 33%.
Basic Attribute Modifications:
-
Health increase per level is reduced from 118 to 89.
Yeomen:
-
Charge damage has been decreased by 20%.
-
Speed-related main attack damage bonus has been reduced by 33%.
Unit Training Modifications:
-
Fear Nothing's charge damage has been reduced from 7% to 5%.
-
Garrison's 10% damage bonus in Siege Battles has been reduced to 5%.
Basic Attribute Modifications:
-
Basic Piercing Damage is reduced from 878 to 848.
-
Health increase per level is reduced from 140 to 105.
Dagger-Axe Lancers:
-
Charge and following charge damage has been decreased by 20%.
-
Dagger-Axe Lancers' charge skill and follow charge skill share a cooldown.
-
Speed-related main attack damage bonus has been reduced by 33%.
Unit Training Modifications:
-
Fear Nothing's charge damage has been reduced from 7% to 5%.
Basic Attribute Modifications:
-
Basic Slashing Defence is reduced from 471 to 451.
-
Health increase per level is reduced from 134 to 101.
RANGED:
Ranged units were previously too good at suppressing other units in the game and could deal massive output without ever being threatened themselves. Players had no choice but to use other ranged units to counter these units. We even regularly saw shielded infantry getting wiped out as they approach ranged units. Therefore, we have decided to make some adjustments:
Unit Tree Modifications:
-
Weak Spot Drills increases Piercing Damage by 2% instead of 5%.
-
Harsh Regimen increases Max Health by 3% instead of 5%.
-
Spare Bowstrings increases Piercing Damage by 2% instead of 5%.
-
Steel Bolts increases Armour Penetration by 5% instead of 10%.
-
Steel Bow Arms increases Piercing damage by 2% instead of 5%.
-
Filed Arrowheads increases Piercing Damage by 2% instead of 5%.
-
Heartwood Composites increases Piercing Damage by 2% instead of 5%.
-
Filed Arrowheads increases Piercing Damage by 2% instead of 4%.
-
Barbed Arrows increases Piercing Damage by 2% instead of 5%.
-
Tactical Formations increases Piercing Damage by 2% instead of 5%.
-
Espirit de Corps increases Piercing Damage by 2% instead of 5%.
-
Explosive Gunpowder increases Piercing Damage by 2% instead of 5%.
Archer Militia:
Basic Attribute Modifications:
-
Basic Armour Penetration is reduced by 30.
-
Health increase per level has been decreased by 1.8.
Ironcap Archers:
Basic Attribute Modifications:
-
Basic Piercing Damage is reduced by 82.
-
Basic Armour Penetration is reduced by 26.
Levy Bowmen:
Basic Attribute Modifications:
-
Basic Piercing Damage is reduced by 36.
-
Basic Armour Penetration is reduced by 76.
-
Health increase per level has been decreased by 2.1.
Demesne Archers:
Basic Attribute Modifications:
-
Basic Piercing Damage is reduced by 76.
-
Basic Armour Penetration is reduced by 76.
-
Health increase per level has been decreased by 2.7.
Prefecture Archers:
-
Arrow Rain's basic firing speed has been reduced by 20%.
Basic Attribute Modifications:
-
Basic Piercing Damage is reduced by 52.
-
Basic Armour Penetration is reduced by 61.
-
Health increase per level has been decreased by 12.9.
Vanguard Archers:
Basic Attribute Modifications:
-
Basic Piercing Damage is reduced by 18.
-
Basic Armour Penetration is reduced by 27.
-
Health increase per level has been decreased by 6.1.
Incendiary Archers:
Basic Attribute Modifications:
-
Basic Armour Penetration is reduced by 76.
-
Health increase per level has been decreased by 3.8.
Rattan Vipers:
Basic Attribute Modifications:
-
Basic Armour Penetration has been decreased by 68.4.
-
Health increase per level has been decreased by 3.
Considering Viper Bowmen are underperforming on the battlefield due to low-shooting accuracy, we decided to make the following adjustments to enhance it:
-
Increased the shooting accuracy by 30%.
-
Battle Technique: increased the chance of shooting poison arrows by 50% (previously 30%)
-
Underhandedness: increased the chance of shooting poison arrows by 80% (previously 60%)
-
Attack speed improved by 15%
-
Piercing Armour Penetration improved by 20%
Imperial Archers:
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 48 points.
-
Basic Armour Penetration has been decreased by 52.
-
Health increase per level has been decreased by 10.
Vassal Longbowmen:
Though they have long attack range, but poor firing accuracy limit their performance, so we made this improvement:
-
Firing Accuracy has been improved by 20%.
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 96 points.
-
Basic Armour Penetration has been decreased by 114.
-
Health increase per level has been decreased by 8.
Demesne Arbalists:
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 79 points.
-
Health increase per level has been decreased by 13.
Sea Stag Deathdealers:
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 42 points.
Ironcap Arquebusiers:
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 42 points.
Demesne Arquebusiers:
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 84 points.
Imperial Arquebusiers:
-
Volley Fire's basic firing speed has been reduced by 30%.
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 60 points.
Kriegsrat Fusiliers:
Basic Attribute Modifications:
-
Basic Piercing Damage has been reduced by 108 points.
MELEE:
Unit Tree Modifications:
-
Regular Drill increases Maximum Health by 3% instead of 5%.
-
Pike Thrust Training increases Piercing Damage by 2% instead of 5%.
-
Reinforced Lamellar increases piercing defence by 3% instead of 5%.
-
Improved Layering increases slash defence by 3% instead of 5%.
-
Toughened Armour increases blunt defence by 3% instead of 5%.
-
Layered Clothing increases slash defence by 3% instead of 5%.
-
Reinforced Armour increases piercing defence by 3% instead of 5%.
-
With the Edge increases Slashing Damage by 2% instead of 5%.
-
Accuracy Drill increases Piercing Damage by 2% instead of 4%.
-
Edged Attack Emphasis increases Slashing Damage by 2% instead of 5%.
-
Shortsword Training increases Slashing Damage by 2% instead of 5%.
-
Harsh Regimen increases Maximum Health by 3% instead of 5%.
-
Improved Rations increases Maximum Health by 3% instead of 4%.
-
Long Blade Smithing increases Slashing Damage by 2% instead of 4%.
-
Armour Reinforcement increases piercing defence by 3% instead of 5%.
-
Layered Armour increases slash defence by 3% instead of 5%.
-
Physical Training increases Maximum Health by 5% instead of 10%.
-
Heavy Armour Shielding increases piercing defence by 3% instead of 5%.
-
Physical Training increases Maximum Health by 3% instead of 5%.
-
Armour Reinforcement increases slash defence by 3% instead of 5%.
-
Layered Armour increases piercing defence by 3% instead of 5%.
-
Improved Rations increases Health by 3% instead of 5%.
-
Improved Chainmail increases piercing defence by 3% instead of 5%.
-
Padded Gambesons increases piercing defence by 3% instead of 5%.
-
An Eye for Weaknesses increases Piercing Damage by 2% instead of 5%.
-
Shield-Piercing Javelins increases Piercing Damage by 2% instead of 5%.
-
Shield Bash Practice increases Piercing Damage by 2% instead of 5%.
Sword Militia:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 126 to 256.
-
Base HP has increased from 4085 to 4266.
-
Health increase per level has increased from 143 to 149.
Ironcap Swordsmen:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 201 to 301.
-
Base HP has increased from 4405 to 4600.
-
Health increase per level has increased from 154 to 161.
Rattan Roundshields:
Basic Attribute Modifications:
-
Basic Slashing Defence has increased from 315 to 355.
-
Base HP has increased from 4567 to 4769.
-
Health increase per level is reduced from 160 to 153.
Prefecture Guards:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 324 to 404.
-
Basic Slashing Defence has increased from 388 to 398.
-
Base HP has increased from 5116 to 5501.
-
Health increase per level is reduced from 179 to 154.
Squires:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 356 to 426.
-
Basic Slashing Defence has increased from 469 to 479.
-
Base HP has increased from 5317 to 5605.
-
Health increase per level is reduced from 186 to 157.
Palace Guards:
Basic Attribute Modifications:
-
Basic Piercing Defence is reduced from 622 to 582.
-
Basic Slashing Defence is reduced from 538 to 498.
-
Base HP has increased from 5807 to 6034.
Men-at-Arms:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 633 to 641.
-
Basic Slashing Defence has increased from 534 to 544.
-
Base HP has increased from 5746 to 5938.
-
Health increase per level has increased from 144 to 148.
Spear Militia:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 141 to 251.
-
Basic Slashing Defence has increased from 256 to 266.
-
Base HP has increased from 4457 to 5024.
-
Health increase per level has increased from 134 to 151.
Demesne Spearmen:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 236 to 336.
-
Basic Slashing Defence has increased from 348 to 358.
-
Base HP has increased from 4400 to 4820.
-
Health increase per level has increased from 132 to 145.
Ironcap Spearmen:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 303 to 433.
-
Basic Slashing Defence has increased from 477 to 487.
-
Base HP has increased from 5332 to 6157.
-
Health increase per level has increased from 133 to 154.
Spear Sergeants:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 236 to 336.
-
Basic Slashing Defence has increased from 348 to 358.
-
Base HP has increased from 4400 to 4820.
-
Health increase per level has increased from 132 to 145.
Imperial Spear Guards:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 633 to 673.
-
Basic Slashing Defence has increased from 574 to 584.
-
Base HP has increased from 5963 to 6709.
-
Health increase per level is reduced from 149 to 148.
Javelin Militia:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 266 to 296.
-
Basic Slashing Defence has increased from 304 to 314.
-
Base HP has increased from 3848 to 4695.
-
Health increase per level has increased from 135 to 164.
Demesne Javelineers:
Basic Attribute Modifications:
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Basic Piercing Defence has increased from 167 to 317.
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Basic Slashing Defence has increased from 251 to 261.
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Base HP has increased from 3493 to 4409.
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Health increase per level has increased from 122 to 154.
Imperial Javelineers:
Basic Attribute Modifications:
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Basic Piercing Defence has increased from 545 to 605.
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Basic Slashing Defence has increased from 458 to 468.
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Base HP has increased from 5098 to 6168.
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Health increase per level has increased from 127 to 154.
Javelin Sergeants:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 477 to 557.
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Basic Slashing Defence has increased from 392 to 404.
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Base HP has increased from 4948 to 6064.
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Health increase per level has increased from 124 to 152.
Fixed a bug with Javelin Sergeants where they would ungroup after throwing their javelins.
Demesne Pikemen:
Basic Attribute Modifications:
-
Basic Piercing Defence has increased from 115 to 235.
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Base HP has increased from 3484 to 4181.
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Health increase per level has increased from 122 to 146.
Pike Militia:
Basic Attribute Modifications:
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Basic Piercing Defence has increased from 173 to 293.
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Basic Slashing Defence has increased from 227 to 237.
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Base HP has increased from 4206 to 5047.
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Health increase per level has increased from 147 to 151.
Rattan Pikemen:
Basic Attribute Modifications:
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Basic Piercing Defence has increased from 578 to 588.
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Base HP has increased from 4082 to 4937.
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Health increase per level has increased from 143 to 163.
Prefecture Pikemen:
Basic Attribute Modifications:
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Basic Piercing Defence has increased from 215 to 335.
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Basic Slashing Defence has increased from 354 to 364.
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Base HP has increased from 4366 to 5239.
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Health increase per level has increased from 87 to 131.
Halberdiers:
Basic Attribute Modifications:
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Basic Piercing Defence has increased from 262 to 352.
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Basic Slashing Defence has increased from 355 to 395.
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Base HP has increased from 4456 to 4845.
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Health increase per level has increased from 125 to 136.
Halberdier Sergeants:
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Stand Firm's damage is reduced by 30%.
Basic Attribute Modifications:
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Basic Piercing Defence is reduced from 531 to 521.
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Basic Slashing Defence is increased from 425 to 465.
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Base HP is increased from 5255 to 5719.
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Health increase per level is increased from 131 to 143.
Imperial Pike Guards:
Imperial Pike Guards were underperforming on the battlefield due to the fact that they couldn’t effectively restrain high-tier cavalry units with relatively low damage. Due to this, we have made the following adjustments:
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The advancing of Imperial Pike Guards now have a bonus to damage. They will cause more damage when advancing into relatively low movement speed units. Greater speed difference will bring higher damage.
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The advancing of Imperial Pike Guards now give extra damage to charging units.
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Health growth for each level has been increased by 42 points.
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Increased the distance of damage dealt by 0.8 meters when advancing.
Basic Attribute Modifications:
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Basic Piercing Defence has increased from 566 to 596.
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Basic Slashing Defence has increased from 470 to 490.
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Base HP has increased from 5377 to 6232.
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Health increase per level is increased from 176 to 187.
Black Dragon Pikemen:
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Leadership is reduced from 150 to 120.
Basic Attributes Modification:
-
Base HP has increased from 4158 to 4823.
Black Dragon Spearmen:
-
Leadership is reduced from 140 to 110.
Basic Attributes Modification:
-
Base HP is increased from 4411 to 5429.
Black Dragon Javelineers:
-
Leadership is reduced from 145 to 115.
Basic Attributes Modification:
-
Base HP is increased from 4257 to 5047.
Black Dragon Archers:
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Leadership is reduced from 130 to 100.
Sea Stag Deathdealers:
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Leadership is reduced from 125 to 100.
Repeater Crossbowmen:
Repeater Crossbowmen were not performing well without veterancy bonuses, so we have made the following improvement:
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Repeater Crossbowmen can shoot poison arrows at 25% without veterancy bonus.
Misc. Rattan Unit Changes:
Rattan units are known for their poisonous weapons. However, these were underperforming on the battlefield, especially in high-level battles. We decided to make the following adjustments to enhance these:
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Rattan Pikemen’s weapon poison damage now can stack up to 5 times (previously 3 times)
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Decreased enemy’s damage by 15% (previously 5%)
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Slows enemy by 20% (previously 15%)
Various Units:
Fixed a bug where Lancer’s damage synchronization when charging was delayed which resulted in incorrect damage dealt:
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The charge loss of lancers (especially winged hussars) was reduced when they charged into Pikemen and Halberdiers units in brace.
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When Lancer and Melee infantry charging against each other, now Lancer would have significant advantages.
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Winged Hussars will no longer be totally suppressed by Imperial Pike Guards advance. Now both units suffer certain losses at the same time.
SIEGE ITEM AND WEAPON REBALANCING:
Previously, large artillery (Trebuchet, Battering Ram and Siege tower) would receive a high amount of damage from Culverin (higher than eastern Cannon), resulting in attackers not being able to take advantage of these large artillery pieces in some western maps. We have made the following adjustments:
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Decreased the Culverin’s damage dealt to large artillery (Trebuchet, Battering ram and Siege tower), city gate and city wall, similar to the damage of Cannon with same-quality.
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(The damage dealt to heroes, units and small artillery will remain unchanged.)
In addition, we have added a notification to notify Warlords when artillery is being pushed forward. If Warlords click on an artillery that has already been used, there will be a notification icon showing that it is now unavailable.
Battering Ram Optimizations:
During in-game testing, defenders have been employing a strategy in which they open city gates at low cost to delay and respond to attackers with battering rams at the gate. Though this is a strategy employed by the defending side, it has adversely affected the quality of the experience for attacking players. Our design goal is to make the game more balanced between the attackers and the defenders when it comes to these battering rams.
Therefore, we intend to resolve this mechanic:
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When a battering ram reaches its destination, the door mechanism cannot be interacted with (by neither attackers nor defenders).
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When a battering ram reaches its destination, if the city gate is open, then the city gate will immediately be destroyed and the battering ram will pull back and self-destruct.
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When a battering ram reaches its destination, if the city gate is closed, the door cannot be interacted with, and the battering ram will self-destruct after it has broken the gate open.
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When a battering ram reaches its destination, if the city gate is closed and the battering ram isn't operated by any attackers, the ram will automatically self-destruct and the city gate will be operable again.
MAP ADJUSTMENTS:
Open-world:
Borderlands:
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Nysa has been converted into a village. As such, resources have also appeared nearby. The road to the west no longer has a fort.
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Karlsbach has been turned into a fort and now has ramparts. Now, to get from the valley to the capital, one has to go through Ruhlar to the north.
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Sobek has been turned into a city and the surrounding ramparts have been removed. Players traveling from Chenau will no longer run into obstacles.
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Acheron has been turned into a castle town. Players from Maoyang passing through Dasuo Fort to go to the Borderlands can now just head north through the plains.
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Jastor and Tulapan have been destroyed in battle. Only ruins are left. Archaeologists have been dispatched to collect what records they can. They will reproduce these destroyed cities in the form of historical records.
Ungverija:
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Ratot Var and Vaja: The people of Ungverija have converted Ratot Var and Vaja into castle towns and have destroyed the surrounding ramparts in order to facilitate more trade with Turul Varos. Now anyone can pass through Ratot Var and Vaja to get to other locations.
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The rubble north of Keleti Csarda has been cleared out. Now players can pass through without obstruction.
Matchmaking Maps:
Kurak Castle:
-
Adjusted the artillery setting on the left side of Point A by switching the Culverin and Ballista. Ballista behind the left city wall was swapped with Culverin.
Tutorial:
Hero Arena:
We have added a riding tutorial.
Unit Control Training:
We have changed the unit players use in this tutorial to Feudal Spear & Shields.
New Unit Training Stage:
We have added an archery (Ironcap Archers) shooting tutorial and a lance (Pike Militia) weapons bracing tutorial.
NEW RANKS:
Added additional Rank banners for players levels:
Level 2360:
Level 2460:
Level 2560:
Level 3260:
SYSTEM OPTIMIZATIONS AND BUG FIXES:
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Camera angle on the world map has been enlarged so that more of it can be seen.
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Fixed an issue where male short-bows shot arrows from incorrect positions.
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Fixed an issue of improper video display at Poleaxe and Longsword & Shield skill tree.
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Fixed an issue where Javelin Sergeants couldn’t throw javelin after using Marksmen.
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Fixed an issue where some doctrines didn’t work on Spear Sergeants.
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Fixed a display problem of Monastic Knight’ units veterancy bonuses.
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Fixed a rare problem where “Follow Orders' ' would not work on Kriegsrat Fusiliers.
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Fix an AI problem which was causing Tercio Arquebusiers to repeat sword attack animations.
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Fixed a display problem with some Military Ranks.