Season II Patch Notes - Part 2

Important
23.12.2019

We've seen the release of our Season II: Wrath of the Nomads last week and it came with a wagon full of changes! So much so it took our scribes a little longer than usual to pen them out, but we're pleased that we can now share the remaining patch notes and the reasons behind some of the changes

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:

  • Basic Piercing Defence has increased from 167 to 317.

  • Basic Slashing Defence has increased from 251 to 261.

  • Base HP has increased from 3493 to 4409.

  • Health increase per level has increased from 122 to 154.

Imperial Javelineers:

Basic Attribute Modifications:

  • Basic Piercing Defence has increased from 545 to 605.

  • Basic Slashing Defence has increased from 458 to 468.

  • Base HP has increased from 5098 to 6168.

  • Health increase per level has increased from 127 to 154.

Javelin Sergeants:

Basic Attribute Modifications:

  • Basic Piercing Defence has increased from 477 to 557.

  • Basic Slashing Defence has increased from 392 to 404.

  • Base HP has increased from 4948 to 6064.

  • 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.

  • Base HP has increased from 3484 to 4181.

  • Health increase per level has increased from 122 to 146.

Pike Militia:

Basic Attribute Modifications:

  • Basic Piercing Defence has increased from 173 to 293.

  • Basic Slashing Defence has increased from 227 to 237.

  • Base HP has increased from 4206 to 5047.

  • Health increase per level has increased from 147 to 151.

Rattan Pikemen:

Basic Attribute Modifications:

  • Basic Piercing Defence has increased from 578 to 588.

  • Base HP has increased from 4082 to 4937.

  • Health increase per level has increased from 143 to 163.

Prefecture Pikemen:

Basic Attribute Modifications:

  • Basic Piercing Defence has increased from 215 to 335.

  • Basic Slashing Defence has increased from 354 to 364.

  • Base HP has increased from 4366 to 5239.

  • Health increase per level has increased from 87 to 131.

Halberdiers:

Basic Attribute Modifications:

  • Basic Piercing Defence has increased from 262 to 352.

  • Basic Slashing Defence has increased from 355 to 395.

  • Base HP has increased from 4456 to 4845.

  • Health increase per level has increased from 125 to 136.

Halberdier Sergeants:

  • Stand Firm's damage is reduced by 30%.

Basic Attribute Modifications:

  • Basic Piercing Defence is reduced from 531 to 521.

  • Basic Slashing Defence is increased from 425 to 465.

  • Base HP is increased from 5255 to 5719.

  • 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:

  • 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.

  • The advancing of Imperial Pike Guards now give extra damage to charging units.

  • Health growth for each level has been increased by 42 points.

  • Increased the distance of damage dealt by 0.8 meters when advancing.

Basic Attribute Modifications:

  • Basic Piercing Defence has increased from 566 to 596.

  • Basic Slashing Defence has increased from 470 to 490.

  • Base HP has increased from 5377 to 6232.

  • Health increase per level is increased from 176 to 187.

Black Dragon Pikemen:

  • 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:

  • Leadership is reduced from 130 to 100.

Sea Stag Deathdealers:

  • 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:

  • 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:

  • Rattan Pikemen’s weapon poison damage now can stack up to 5 times (previously 3 times)

  • Decreased enemy’s damage by 15% (previously 5%)

  • 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:

  • The charge loss of lancers (especially winged hussars) was reduced when they charged into Pikemen and Halberdiers units in brace.

  • When Lancer and Melee infantry charging against each other, now Lancer would have significant advantages.

  • 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:

  • 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.

  • (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:

  • When a battering ram reaches its destination, the door mechanism cannot be interacted with (by neither attackers nor defenders).

  • 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.

  • 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.

  • 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:

  • Nysa has been converted into a village. As such, resources have also appeared nearby. The road to the west no longer has a fort.

  • 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.

  • Sobek has been turned into a city and the surrounding ramparts have been removed. Players traveling from Chenau will no longer run into obstacles.

  • 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.

  • 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:

  • 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.

  • 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:

  • Camera angle on the world map has been enlarged so that more of it can be seen. 

  • Fixed an issue where male short-bows shot arrows from incorrect positions.

  • Fixed an issue of improper video display at Poleaxe and Longsword & Shield skill tree.

  • Fixed an issue where Javelin Sergeants couldn’t throw javelin after using Marksmen.

  • Fixed an issue where some doctrines didn’t work on Spear Sergeants.

  • Fixed a display problem of Monastic Knight’ units veterancy bonuses.

  • Fixed a rare problem where “Follow Orders' ' would not work on Kriegsrat Fusiliers.

  • Fix an AI problem which was causing Tercio Arquebusiers to repeat sword attack animations.

  • Fixed a display problem with some Military Ranks.