16/12/2021 - Update

Miscellaneous:

  • Players on the Midgard Server (EU5) will be migrated to Sicania (EU2)

9/12/2021 - Update

OPTIMISATIONS:

Miscellaneous:

  • Improved the description for Prestige changes in system messages by adding a maximum/minimum Prestige reached description.
  • Improved the visuals of some menus and texts.
  • An option to adjust your head attire in the Customization menu even when the Hide Helmet option is active is now available.

BUG FIXES:

Units:

  • Resolved an issue when the “Black Dragon Pikemen” were on follow, multiple charge skills might be triggered.
  • Resolved an issue where holding V with the “Prefecture Pikemen” would play a red special effect, and holding V while moving in F3 formation would trigger 2 charges.
  • Resolved an issue where units would sometimes cluster together too closely while standing in formation.

Maps:

  • Resolved an issue with a missing invisible wall on the edge of the “Harbour City” Siege map.
  • Resolved an issue where there were pathfinding issues on the stairs by the attackers spawn point on the “Tyrant’s Downfall” siege map.

Miscellaneous:

  • Resolved an issue where mounted archers would stand on horseback when shooting from it.
  • Resolved an issue where, when obtaining an exclusive unit attire, exclamation marks would appear in other irrelevant unit Customization menus.
  • Resolved an issue where Houses would still receive an upgrade notification for Regional Capitals and nearby safe zones even though they cannot be upgraded.
  • Resolved an issue where nameless bandits would under some circumstances appear on the World Map when switching server lines.
  • Resolved an issue with an incorrect image to the left side of the Field Camp interaction menu.
  • Resolved an issue where there weren't any lists for refining basic resources in Conqueror's City and Augolia.
  • Resolved an issue where there wasn't any list to create Artillery in Conqueror's City.
  • Resolved an issue where some parts of the “Titan Dread Attire” protruded.
  • Resolved an issue where, changing to another weapon in the Weapon Customization menu, would in some situations lead to display issues.

2/12/2021 - Update

OPTIMISATIONS:

TERRITORY WAR CHANGES & IMPROVEMENTS

  • Permission to upgrade House's fiefs will now be granted to the ranks of Liege, Seneschal, Treasurer, and Marshal. This requires a fief to have enough resources, and House administrators will receive a notification of this in the Fief Management menu.

UNIT BALANCING AND OPTIMISATION:

Cataphract Lancers:

  • Improved the Cataphract Lancers' "Rally to Me" animation.

BUG FIXES:

Units:

  • Resolved an issue where the Black Dragon Pikemen's skill icons would disappear during Column formation and when moving toward a supply point.
  • Resolved an issue with the Iron Reapers animations when pressing Ctrl to interact with a siege tower by a wall.
  • Resolved an issue with the Shenji Grenadiers kit forging formula.
  • Resolved an issue where the Cataphract Lancers' attack animation wouldn't be played when moving at low speeds.
  • Resolved an issue where the Monastic Knights' Long Charge continued to take effect after their charge had ended.
  • Resolved an issue where the Coutiliers' Long Charge didn't take effect.

Maps:

  • Resolved an issue on the “Tyrant’s Downfall” map where units wouldn't begin scaling ladders if they were too far away from them when you pressed Ctrl to interact with the ladders.

Miscellaneous:

  • Resolved an issue where the text wouldn't always be displayed correctly in the Declare War menu.
  • Resolved a text display issue with the Conqueror's City and Conqueror's Gate upgrade menus.
  • Resolved an issue where the Free Houses would sometimes receive notification about becoming the ruling house when they shouldn't have.
  • Resolved an issue where Regional Lords would sometimes attack allied fiefs.
  • Resolved an issue where the story text was missing from The Sport of Kings I quest.
  • Resolved an issue where the attribute panel of some barding wouldn't display a decrease in attributes as the barding's durability decreased.

26/11/2021 - Additional Patch

OPTIMISATIONS:

UNIT BALANCING AND OPTIMISATION:

Cataphract Lancers:

To ensure a level playing field for the CBL and a greater experience using the Cataphract Lancers, their leadership reduction of 50 (to a total of 260) event will be extended until the end of CBL. This leadership reduction will now be available until Dec. 20

  • Cataphract Lancers' "Long Charge" and "Rally To Me" now gain a 1-second immunity to crowd-control effects.

BUG FIXES:

Units:

  • Resolved an issue where Cataphract Lancers would sometimes fail to deal damage when moving at a low speed.

26/11/2021 - Update

NEW CONTENT

  • Conqueror's City - Counterattack has been added to the Matchmaking Menu.

OPTIMISATIONS:

TERRITORY WAR CHANGES & IMPROVEMENTS

  • Imperial Restorationists already on the map won't receive a summons from regional lords issuing a war rally.

Miscellaneous:

  • Improved upon the matchmaking algorithm for attackers/defenders. You should now be less likely to be repeatedly assigned to the same side.
  • Imperial Restorationists that haven't partaken in Territory War will no longer receive Territory War reports.
  • Added guiding lines and circles to the tutorial.

  • Increased the font size of the fief information menu.
  • Adjusted the visuals of the fief and resource site interaction menus on the World Map.
  • Improved the visuals of some menus and texts.

UNIT BALANCING AND OPTIMISATION:

Cataphract Lancers:

  • The passive skill “Long Charge” has been reworked:
    • This unit's charge (including the charge from Rally To Me) lasts longer and reaches further than those of other units. As they charge, their speed and damage will increase gradually.
  • The passive skill “Shielded” has been reworked
    • When charging (including the charge from Rally To Me), this unit raises their shields before them to protect itself from ranged attacks and thus reduce the damage they take.
  • Veterancy Changes
    • The veterancy node 'Charge', which unlocked the Rally To Me skill, has been removed. This is now a starting skill for this unit.
    • Added a new node “Raid”: Increases the bonus effect of “Long Charge”.
    • Adjusted their veterancy node positions so that each line's unique features are more distinct.
  • Improved their “Rally To Me” skill:
    • This skill doesn't share a cooldown with “Cavalry Charge”.
    • Improved upon the skill's collision detection for obstacles.
    • The unit's movement speed will change according to their distance to the hero.

BUG FIXES:

Maps:

  • Resolved an issue with respawn timers for artilleries after the attackers occupied the artillery point on the “Conqueror's City - Counterattack” map.
    • “Cannons” respawn in 30 seconds.
    • “Mortars” respawn in 40 seconds.
    • “Catapults” respawn in 50 seconds.
    • “War Rockets” respawn in 60 seconds.

Miscellaneous:

  • Resolved an issue where some fiefs in the Borderlands didn't have an option for forging uncommon-quality artilleries.
  • Resolved an issue where Acclaim would sometimes be displayed incorrectly in Territory War reports.

18/11/2021 - Update

OPTIMISATIONS:

TERRITORY WAR CHANGES & IMPROVEMENTS

  • To improve the overall smoothness of World Map battles, there will be no Pre-deployment phase for battles on the World Map except for fief sieges and battles of stationed rallies. When starting battles including pursuits, bandits and rebels, and marching war rallies on the World Map, the battle will begin loading immediately.
  • You may select your primary unit from within the Open World menu. You can alter this at any time from within the World Map - Units menu.
  • Removed the Change Unit button from the Open World menu.
  • Now, when a House leaves or is removed from an alliance, the alliance will be set on a 7-day cooldown during which no new houses may join it. The 7-day cooldown restarts with each house that leaves or is removed during this period.
  • Improved upon how Imperial Restorationists get promoted. Apart from the Supreme Commander, Marshal, and Deputy Marshal titles, there will no longer be a limit to the number of players that can hold a title.
  • Regional lords will now upgrade their fiefs when they have enough resources to do so.
  • Adjusted how Prosperity is lost for fiefs that are degraded. A fief that is degraded will now have its Prosperity reset to 100. If a fief loses more than is required for the downgrade, the remaining penalty will be deducted from the next levels Prosperity. E.g.: If a fief has 30 Prosperity and loses 60 Prosperity during a battle, it will be downgraded by one level and its Prosperity will be reduced from 100 to 70.
  • Added detailed records for fief upgrades/downgrades and Prosperity changes to the Fiefs Chronicles.
  • Territory War Reports for Imperial Restorationists will now contain battle information for their legion in the fief.

Miscellaneous:

  • Slightly increased the duration of the “Nimble Pike” rune's movement speed increase, so that a single dodge will no longer cover its entire duration.
  • Adjusted how artillery components drop from Siege, Field, and Pursuit battles. Destroying uncommon, rare, and epic artilleries has a high chance of dropping artillery components of an equal level, with a low chance of dropping components one level higher. Destroying legendary artilleries has a high chance of dropping legendary components. 
  • Added a control guide to the World Map - Units and World Map - Open World menus.
  • Improved the visuals of some menus and texts.

UNIT BALANCING AND OPTIMISATION:

Shenji Grenadiers

  • Adjusted the Shenji Grenadiers portrait in the unit menu.
  • Adjusted the Shenji Grenadiers “Throw Grenades” skill description to make it easier to understand how it actually works.
    • “Throw grenades” uses a method depending on the target area, dealing area damage, and knocking down enemy units hit. This skill has its own ammo cost. After the Shenji Grenadiers use this skill, the unit will gain an increased rate of fire and accuracy, enabling them to pressure the target area for 10 seconds. Giving them another command will interrupt this effect.

BUG FIXES:

Units:

  • Resolved an issue where the “Shenji Doctrine III” doctrine didn't take effect if only a few units were remaining.
  • Resolved an issue where the Black Dragon Archers showed the wrong type in the Unit menu.
  • Resolved an issue where the Janissaries unit's final node didn't have the description of identification.
  • Resolved an issue where Prefecture Guards’ skill “Prefecture Drill” would not take effect after using “Cover Commander”.

Miscellaneous:

  • Resolved an issue where units would consume the wrong amount of food when changing units while leaving a city.
  • Resolved an issue where players that didn't belong to the Free Houses or the Imperial Restorationists would see the tyrant's war rally lines in green.
  • Added a second confirmation window when alliances remove a house from their roster.
  • Resolved an issue where an error code would be displayed in some menus.
  • Resolved an issue where the camera wouldn't follow on the World Map after clicking the prompt of becoming the ruling house.
  • Resolved an issue with the “Throwing Axes III” quest description.
  • Resolved an issue with the quest counter for the 'Use bows or crossbows to kill 100 enemy soldiers' weekly Valour quest.

 

11/11/2021 - Update

OPTIMISATIONS:

TERRITORY WAR CHANGES & IMPROVEMENTS

  • Increased the cooldown for joining a new alliance after a House leaves, is kicked from their previous alliance or is the last remaining House in an alliance and leaves to 7 days.
  • You can replace your primary unit while on the world map and not in a battle by pressing the units button. There you can also check the units of your group members.
  • Warbands and Pre-battle Deployment windows have been updated. Your primary unit will now always be shown in the leftmost slot. Once used, the second unit will take its place. Should your primary unit fall and you haven’t set another unit as your primary unit, your second unit will automatically take its place.
  • Once an Assembly army has formed up near the destination fief, it may now provide food replenishments and healing for Imperial Restorationists.
  • Members of a house that will command the next battle of a fief will now receive a more obvious notification. By opening the map (key “M”) upon receiving it, they can directly access the corresponding fief's menu.
  • To make it more difficult to miss important battle notifications, high-tier house members will receive a rather obvious notification when their house will command the next battle of a fief. 
  • Added Acclaim comparison to Imperial Restorationists' battle reports.

Maps:

Emerald River

  • Unit Pathfinding on the stairs leading to Point A has been improved, making their movements smoother 

Sun City 

  • Improved the layout near Point C adding wooden boxes between the huts to prevent Warlords from getting stuck.

Miscellaneous:

  • Rodric no longer needs to be convinced of a player’s skill by testing a second weapon against him during the weapon Tutorial.
  • Changed the description of the house quest 'Seize the Fort I/II/III'. The house now needs to capture 1/2/3 fiefs during Territory Wars.
  • Improved the pathfinding for some parts of the world map.
  • Improved the visuals of some menus and texts.

BUG FIXES:

Warlords:

  • Resolved an issue with debuff descriptions for the Poleaxe's “Grim Harvest” and “Halberdier's Thrust” skills.

Units:

  • Resolved an issue where the label text of some units didn't fit within the label.
  • Resolved an issue where the sound volume for the Shenji Grenadiers' skills and lines would sometimes be very high.
  • Resolved an issue where a black block would appear where the Shenji Grenadiers threw their grenades.

Maps:

  • Resolved an issue where the reinforcements wouldn't advance after capturing the docks on Heilung Fjord.
  • Resolved an issue where players could get stuck within a fief on the world map under some circumstances.

Miscellaneous:

  • Resolved an issue where not all attires would be displayed if using the mouse scroll to scroll down in the unit Customization menu.
  • Resolved an issue where it sometimes wasn't possible to scroll down to the very bottom of the Customization menu using the mouse scroll.
  • Resolved an issue where the red notification marker of a camp being attacked would erroneously appear on the Units button.
  • Resolved an issue where the countdown of Assemblies in Territory War wasn't always displayed.
  • Resolved an issue where Imperial Restorationists might be prompted to an enemy faction's assembly when trying to quick-join a war rally.

3/11/2021 - Update

OPTIMISATIONS:

Maps:

  • Reduced the respawn and capture time on the beginner’s Augolia map for the tutorial Siege Battle.
  • Prestige requirements have been removed from declaring war against Conqueror's City and Conqueror's Gate.

Miscellaneous:

  • Added records of Prestige reduction caused by fiefs being degraded to house reports in the Territory War Report.
  • Added warpaths that run between Assembly Points and their destinations.
  • A war declaration that doesn't result in a Prestige loss will now instead have its prestige change displayed with '--' in the Prestige details menu.
  • Improved the visuals of the menu when interacting with fiefs on the world map.

WARLORD BALANCING AND OPTIMISATION:

Spear

  • Base piercing damage caused by the “Dismounting Strike” has been reduced to 180% (was 260%)

Nodachi

  • Adjusted the attack interval between the three stages of basic attacks, making it possible to chain attacks.
  • Adjusted the Sprint Attack's attack animation.
  • The buff “Bloodbath” will no longer end when casting “Monstrous Blade” or “Dragon's Leap”.
  • Increased the second strike's block break from the skill “Samurai’s March”.
  • “Blood Oath III” will now grant 2 stacks of “Bloodlust” (previously refreshed the duration of Bloodbath).

Poleaxe

  • The attack distance on the skill "Push Back" has been increased to 4.2m (was 2.8).
  • The cooldown on “The Old Billhook III” has been increased to 8 seconds (was 7). Enemies hit with this skill will be slowed by 40% for 8 seconds (was 6).
  • Added an additional effect to the skill “Weapon Dance”: With each enemy hit “Weapon Dance” will grant 5% damage reduction to all types of damage for 5 seconds, stacking up to 10 times.
  • Adjusted the extra effect on “Bec de Corbin”. Each enemy hit will now increase damage by 5% for 3 seconds, stacking up to 10 times. Previously it reduced the armour of enemies hit.
  • Added a new additional effect to “Grim harvest”. Enemies hit will now have all of their defences reduced by 20% for 5 seconds.
  • Adjusted the extra effect of “Halberdier's Thrust”. The first strike now deals 300 Bleed damage per second for 3 seconds, and the second strike deals 600 Bleed damage per second for 5 seconds. Previously only the second strike dealt Bleed damage.
  • Increased block break when Combat Dismounting.

BUG FIXES:

Units:

  • Resolved a bug where the Grayhair Garrison will gain extra recovery on blocking.
  • Resolved an issue where the Axe Raiders would remain in melee even after regaining their ammo. 
  • Resolved an issue where the Axe Raiders would trigger a “Deadly Resolve” when dropping below 65% health.

Maps:

  • Resolved an issue where the respawn point didn't display properly on the Frontier Camp map.

Miscellaneous:

  • Resolved an issue where some rewards couldn't be obtained when one's inventory was full.
  • Resolved an issue where wrong icons on artillery were being used.
  • Resolved an issue where the background may display wrongly in the Seasonal Unit Challenges menu when changing seasons.
  • Resolved an issue where only one yellow notification would appear after earning multiple weapon attires at the same time resulting in the need to close the notification to trigger the following one.
  • Resolved an issue where the UI sometimes wouldn't display correctly after joining an Assembly.
  • Resolved an issue where the Vampire Knight mount attire appeared with two reins.
  • Resolved an issue where the chat bubble would be empty when participating in an Assembly.
  • Resolved an issue where banner unlock conditions couldn't be seen in the Unit Customization menu.
  • Resolved an issue where the hems of the “Frostcloud” and “Sunpiercer Attire” sets were too big and clashed.

28/10/2021 - Update

OPTIMISATIONS:

Territory War Changes & Improvements

  • To ensure that the Outpost remains relevant throughout all stages of a Season for the contention of the ruling house, it will now grant a 10% (up to a maximum of 1,500) of the house current Prestige within the area. It previously granted 200.
  • A fief with 30 prosperity or greater will not have its prosperity changed when upgraded. If it has less than 30, it will be raised to 30 after the upgrade. A fief that is demoted will have its prosperity set to 20.
  • The effect Territory War has on a fief's prosperity has also been changed to encourage players to defend the centre part of a fief. For each time the centre is occupied, the fief's prosperity will drop by 15. If the attackers claim the defenders' base, the fief's prosperity will drop by 50.
  • Added Prestige details to the Houses' house menu. Here you can see records and reasons for a House's recent prestige changes.
  • Imperial Restorationists can now check the time remaining until the next Assembly point is placed during a Territory War.
  • Improved the visual experience when opening Territory War reports.
  • Improved the artillery deploy UI marker in Territory War so that it is easier to see.

Maps:

Valley Fortress

  • Added an extra spawn point for the attackers on the Valley Fortress siege map to give more offensive options.

Frontier Camp

  • Added a sound effect for the gate's destruction to the Frontier Camp map.

Miscellaneous:

  • Using an unlock order for a unit challenge will automatically claim applicable rewards.
  • Added an animation for when equipping a new attire in the Customization menu that will show the Warlord admiring their new outfit.
  • Improved upon camps on the World Map, making them clearer and more real.
  • Added visual guidance to the weapon-training map

WARLORD BALANCING AND OPTIMISATION:

  • The time to use other skills and basic attacks for Dual Blades and Poleaxe heroes after using the “Marked for Death” and “Rough Justice” skills has been changed.

UNIT BALANCING AND OPTIMISATION:

  • After unlocking any of the Season VIII units, their story quests can be accepted from any capital. Completing these will grant a unit-exclusive doctrine.

Kheshigs 

  • Improved the “Heroic Charge” skill.
    • This is now a two-part Charge, where the first part is “Heroic Charge” and the second is “Returning Charge”.
    • The active attack works identically to the previous “Heroic Charge”.
    • Revised the description of “Heroic Charge” skill. 
      • The first part of “Heroic Charge” will reduce the taken damage by 20%
      • The second part of “Heroic Charge” will increase the slashing damage by 20%. 
      • The first part of “Heroic Charge” will last for 10 seconds.
  • A new skill “Turn and Charge”:
    • Active: Perform a “Returning Charge” towards the hero's location. Slashing damage dealt is increased by 20% during “Turn and Charge”'s duration.
    • Only usable after “Heroic Charge”.
  • A new skill “Sabre Combo”:
    • Passive: The Kheshigs launch a series of attacks, wounding and lacerating enemies.
    • Active: The Kheshigs attack fiercely for 5 seconds, while also taking reduced ranged damage as they lower their bodies. They will attack with reduced speed for 10 seconds after their frenzied assault.

BUG FIXES:

Units:

  • Resolved an issue where cavalry units could scale the walls in the unit-training map

Miscellaneous:

  • Resolved an issue where hitting a wall with artillery would sometimes restore its health instead of dealing damages.
  • Resolved an issue where fall damage didn't properly register in some cases.
  • Resolved an issue where weapon attires couldn't be unequipped from the Customization menu if it is not your current weapon type.
  • Resolved an issue where some parts of the “Blue Swan” attire didn't display as intended.
  • Resolved an issue where Death Info would sometimes be displayed incorrectly.
  • Resolved an issue where unit kits couldn't be forged in “Heishuizhai” and Fort Liang Shanzhai.
  • Resolved an issue where one sometimes couldn't check Assembly Info in other regions.
  • Resolved an issue Ostaria didn't show up as a choice when selecting a region filter when trading materials.

21/10/2021 - Update

OPTIMISATIONS:

Territory War Changes

  • Territory War Preparation time has been changed to 19:45 CEST - 20:00 CEST for all EU Servers, 5:45 PM PDT - 6:00 PM PDT for Cloudwing Valley (NA2) and 8:45 PM EDT- 9:00 PM EDT for Eagle Range (NA3)
  • The first war rally begins at 19:45 CEST and the second at 20:40 CEST for all EU Servers, 5:45 PM PDT and the second at 6:40 PM PDT for Cloudwing Valley (NA2) and 8:45 PM EDT and the second at 9:40 PM EDT for Eagle Range (NA3)
  • The Prestige of houses that have declared war will be displayed as 'Unknown' within War Info and Houses will no longer be listed based on Prestige. Prestige will instead be displayed once Territory War preparation begins. (Does not affect the War Info menus of regional capitals or Conqueror's City)
  • Adjusted the ruling house's Prestige cost for withdrawing from battle. Withdrawal will cost 400 Prestige upfront and then an extra 15% of the house's current Prestige.

Maps:

Dasuo Fort

  • The PvE stage of Dasuo Fort has seen an increase in inclement weather, Warlords may now experience Fog and Rain while battling on this map.

Miscellaneous:

  • The tooltip icon and size for the “Deploy Trebuchet” has been adjusted in both its look and size on the minimap for Territory Wars.

Original Icon:

Updated Icon:

  • The Maul Warlord quest to earn 70 Prestige has been changed to earn 5,000 Honour.
  • Added a timer for quick station in War Rally's station battles.

  • Improved upon the description when declaring war against fiefs.

  • Added explanations for Campaign (F5) sub-stages for the various regions.
  • Improved on how to interact with War Rally and Territory War Reports. Now, simply clicking a related notice or its hotkey will take you to the desired interface.
  • Each region’s Imperial Restorationists have had their maximum cohort size increased by 10.
  • Added videos for Ostaria and Maoyang during region selection.

WARLORD BALANCING AND OPTIMISATION:

Shortbow

  • Adjusted the firing angle for short bow heroes when using “Steel-tipped Arrow” and “Poison Arrow”. The arrow trajectories of these skills are now closer to that of basic attacks and other skills.

BUG FIXES:

Warlords:

  • Resolved an issue where the Poleaxe rune “Earth Mother’s Nurturing” health bonus would disappear after switching weapons.

Units:

  • Resolved an issue where the Prefecture Pikemen couldn't deal damage with the first attack after a charge.
  • Resolved an issue where using charge with Squires at too close distances lead to them not being able to attack properly.
  • Resolved an issue with the frequency of the Namkhan Archers' Focused Fire.
  • Resolved an issue where the second shot couldn't be triggered for the Javelin Sergeants even with the “Double Shot” doctrine equipped.
  • Resolved an issue where after increasing the duration of Deadly Resolve for the Axe Raiders in the Veterancy Line it didn't take effect.

Miscellaneous:

  • Resolved an issue where the cape on the male “The Undefeated Attire” would overlap.
  • Resolved an issue where some unit and hero attires didn't display properly in the Customization menu or while being worn. 
  • Resolved an issue with unit kill count for the Axe Raiders challenge quests when using the Axe Throw skill.
  • Resolved an issue where the number of Cohort Players defending a fief didn't display correctly
  • Resolved an issue with missing text from the description while a War Rally is resting.
  • Resolved an issue where when Houses lost against a War Rally, they didn't become wounded after the battle.
  • Resolved an issue where searches for Ruins on the world map would sometimes end up empty.
  • Resolved an issue where bandits sometimes couldn't be attacked on the world map.
  • Resolved an issue where a fief's owner could still withdraw their army after having occupied a fief.
  • Resolved an issue where a timer to re-select the battle commander of a fief would begin even when none had declared war against it.
  • Resolved an issue where Prestige would sometimes not be displayed in House Reports.
  • Resolved an issue where “Most Artillery Destroyed” would sometimes be displayed as 0 in House Reports.
  • Resolved an issue where a House member's season level wouldn't display correctly when conferring titles.
  • Resolved an issue where the same bot could be chosen multiple times for War Rallies.
  • Resolved an issue where house members without the authority to withdraw the house's army could still see the 'Withdraw' button.
  • Resolved an issue where the Imperial Restorationists as fief defenders displayed the wrong number of participants. Imperial Restorationists in fief battles will now be displayed as Regional Forces.
  • Resolved an issue where our anti-cheat system incorrectly affected the rate of fire of inner growth and doctrines for ranged units

11/10/2021 - Update

OPTIMISATIONS:

Miscellaneous:

  • Starting from October 12th, pursuit battles in allied and enemy territories during Territory War will no longer increase House's prestige.
  • Added Territory War Reports to F5 Season - Campaign.
  • Added more details to the Death Info details.
  • Adjusted the layout of attires in the Store. Warlord, Mount, and Unit attires will now have their own subpages.
  • Tower-shield and Spearman units in the Weekly Challenges have both been changed to Heavy Shield Units.
  • Improved the weapon trial map. You can now summon your warhorse within it.
  • The final stage of the Punitive Rebels weekly quest now requires you to complete 5 Rebel Camps or Bandit Raids.
  • The term ‘Pikeman units' in quests has been changed to ‘poleman infantry' (to conform to unit descriptions).
  • The Lord of Destruction badge requirement has been changed to ‘destroy two large-size siege artilleries in a single battle'.
  • Improved the location of some supply points in Territory War maps, such as for Qintai in Longting and Nordtal in Ostaria.
  • The trade posts of Hargana, Warlen, Nanlou, and Shoujing now have a chance to sell “Gunpowder” (used to create Shenji Grenadiers kits).

BUG FIXES:

Warlords:

  • Resolved an issue where the sound would not play when using Dual Blades' Marked for Death.
  • Resolved an issue where it wasn't possible to adjust the mouse sensitivity while using the Pike weapon.

Units:

  • Resolved an issue with the Outriders helmet model in the unit menu.
  • Resolved an issue where the Outriders special effect of lighting fuse didn't match the actual time.
  • Resolved an issue where the Outriders unit creation missed the option: ‘Use Bronze Coins'.
  • Resolved an issue where the Outriders death sound would not play.
  • Resolved an issue where the Outriders skill descriptions and unit labels would differ from their actual effects.
  • Resolved an issue where the [Outriders]' explosion special effect sometimes couldn't be seen.

Miscellaneous:

  • Resolved an issue where players would get stuck when leaving the fief Hexi.
  • Resolved an issue where season pre-order items had to be used twice to access the menu.
  • Resolved an issue where withdrawing from a battle or sudden war declarations that led to a change in the ruling house wouldn't reset the ruling house selection timer.
  • Resolved an issue where Imperial Restorationists in fiefs didn't receive notifications of NPC rallies.
  • Resolved an issue where pursuits couldn't be initiated during some circumstances.
  • Resolved an issue where the promotion challenges menu couldn't be displayed properly on some resolutions.
  • Resolved an issue where the male Strategos's Attire skirt would disappear.
  • Resolved an issue where the male Brazen Bascinet Set's cloth around the waist was overly inflexible.
  • Resolved an issue where the cloth of some Warlord attires would disappear.
  • Resolved an issue with the female Carnifex's Camisole's skirt.
  • Resolved an issue with the left hand of the action “Look at me!”.
  • Resolved an issue where the Protectorate General Set lower part was too protruded and large.
  • Resolved an issue where the “Hooked Poleaxe” weapon attire was too large.
  • Resolved an issue where “Death Info” on the left side wouldn't display mounted right-click Glaive attack icons or the left-click Pike attack texts.
  • Resolved an issue with sounds not playing for some parts of the UI.
  • Resolved an issue where crossing borders after Territory War has begun would result in not being able to see rallies on map.
  • Resolved an issue where the Mount button in the Customization menu would sometimes disappear.
  • Resolved an issue where some unit kits could still be used even with too low endurance.
  • Resolved an issue where some Warlord and unit attires couldn't be equipped or displayed in the Customization menu even when owned.
  • Resolved an issue where using Skill Page Bundle wouldn't give skill pages.
  • Resolved an issue where “Uncommon Weapon Schematic”, “Uncommon Armour Schematic”, “Rare Weapon Schematic”, “Rare Armour Schematic”, and “Rare Mount Armour Schematic” didn't have a suggested price at the Market.
  • Resolved an issue where there was no background music in rally pursuit maps.
  • Resolved an issue with losing eagle-eye perspective in the Turul Város siege battle.

 

Season IX: Tyranny Update 28/09/2021

IMPORTANT: Starting with the launch of Season IX: Tyranny, only Season launch Patch Notes will be translated into French, German, Spanish, Turkish, Polish, and Russian, with weekly Patch Notes from throughout this Season and future Seasons being available in English only.

NEW CONTENT

  • Added new Units, which are available from the Season IX Unit challenges, these units enjoy a Seasonal bonus which decreases their Leadership requirements by 10 and resupply cost is reduced by 50% for the duration of the Season.
    • 3-Star: Outriders
    • 4-Star: Axe Raiders
    • 5-Star: Shenji Grenadiers 
  • Activated the following Season IX Content:
    • Seasonal Unit Challenges for Season IX
    • Weekly Challenges
    • Campaign
    • Season IX Battle Pass
    • Season IX Battle Pass Bundle
    • Seasonal Store
    • Seasonal Runes
  • Added ‘Bandit Raids’ as a separate tile in the ‘Matched Battles’ interface.
  • Activated the Fame system and the Garrison Quartermaster Store.

NEW UNITS AND UNIT CHALLENGES:

Added 3 New Units to the Seasonal Unit Challenge interface. You will be able to access these throughout the Season:

Note: Dates are subject to change

Unit

Previous Unit Unlock Requirement

Unlocks

3-Star: Outriders

N/A

Challenges will be available from September 28th.

4-Star: Axe Raiders

You must unlock Outriders before you can proceed with Challenges for this unit.

Challenges will be available from October 4th.

5-Star: Shenji Grenadiers

You must unlock Axe Raiders before you can proceed with Challenges for this unit. The Shenji Grenadiers can also be unlocked for Honour without needing to complete Unit Challenges.

Challenges will be available from TBA.

Fame

Fame Treasury

Having won some Fame, talk with the Quartermaster in any capital to access the Fame Store. There you may trade for useful items. (You must meet each item's fame requirement to buy it.)

Acquiring Fame

You may earn fame in the following ways:

  • Talk to the Quartermaster NPC in any capital and provide resource support. You may do so up to 6 times per week.
  • Playing Bandit Raid (accessed via J).

Trophies

Matchmaking and PvE battles in the new season have a chance of rewarding 'Scattered Trophies', 'Box of Trophies', and 'Pile of Trophies'. These can be handed into the Quartermaster in return for fame with the rebels.

CAMPAIGN:

This Season’s Campaign is made up of 5 stages. The Borderlands is the core region of Season IX with the main objective being Conqueror’s City. If an alliance has ownership of Conqueror’s City, their ruling house’s liege has a chance to be bestowed the Hegemon title and all of their members will receive additional rewards.

Stage

Details

Stage 1: Opening Moves 

September 28 - October 10

Territory War in: Longting, Maoyang and Ostaria

Inaccessible: The Borderlands

The Imperial Restorationist Cohorts will begin to accept members once again from the 10th of October.

Stage 2: Eve of the Storm 

October 11 - October 23

Territory War in: Longting, Maoyang and Ostaria and The Borderlands

Border posts to The Borderlands will open on October 11

Stage 3: All is Chaos

October 25 - November 7

Territory War in: Longting, Maoyang and Ostaria and The Borderlands

Stage 4: Usurp the Thrones

November 8 - November 21

Territory War in: Longting, Maoyang and Ostaria and The Borderlands

Battle for the capitals: Anliang (capital of Maoyang) and Augolia (capital of Ostaria)

Stage 5: Imperial Dawn 

November 22 - December 5

Territory War in: Longting, Maoyang and Ostaria and The Borderlands

Battle for the capitals: Anliang (capital of Maoyang) and Augolia (capital of Ostaria)

Battle for the core capital: Conqueror’s City (capital of The Borderlands)

Seasonal Rune Changes

We will be making changes to the 'Rune' system with Season IX: Tyranny.

Our original intention with the 'Rune' system was to expand upon weapon gameplay, so that Warlords using the same weapon differ from one another, giving the option of increased customization. However, during previous seasons, some runes have created an imbalance, whereas others aren't really used.

Owing to this, we began thinking about how runes are used and the future of battles in Conqueror's Blade. We selected the runes from the ‘Wolves of Ragnarok’ and 'Dynasty' seasons that we believe will fit the 'Tyranny' season and the theme of fighting in the 'Borderlands' the most. Once we selected the runes, we began adjusting their strength and energy. We hope that this new collection of runes will bring about a better overall experience and more fun! All runes you earned during Season VIII have been removed from your characters..

Hero Specialization Changes

We will be making changes to the “Hero Specialization” system with Season IX: Tyranny.

Skill Pages will no longer be required to unlock and upgrade ultimate abilities. Instead, you can unlock and upgrade them with “Mastery Points”.

Regarding Skill Pages. As Skill Pages' will no longer be needed to unlock skills, we will be returning all Skill Pages you have spent on unlocking victory skills during previous seasons and run a Skill Page exchange event. Check under Activities (O key) for what items you can exchange Skill Pages for.

During the Skill Page Exchange Event, players can change all previously spent and all currently owned Skill Pages to the following:

  • Attire Chests
  • Mastery Points
  • Bronze Coins
  • Unit Medals
  • Honour

Unused Skill Pages will be converted into Skill Points once the event ends. In modes where you can earn Skill Pages, such as Deathmatch, you will instead earn Mastery Points. Skill Pages will no longer be obtainable.

Unit Tree Changes

We'll be making a few changes to the Unit Tree to make it quicker to unlock a greater variety of units.

  • We've removed the era requirements of unlocking units and nodes.
  • The “Sergeancy Oath” node grants the “Spear Sergeants” 100 Block.
  • The “Benedicto Militis” node grants the “Men-at-Arms” 100 Block.

We've also changed the location of some nodes that were pre-requisites to units. See the Appendix for more information.

Item Changes

To simplify some of our items, we're merging “Personal History” and “Unit Training Plan” into “Scroll of Renewal”. Resetting hero attributes and unit nodes will require the new item “Scroll of Renewal”.

Once Season IX: Tyranny starts, “Personal History” and “Unit Training Plan” will be converted into “Scroll of Renewal” and sent to your Mailbox.

Weekly Challenges Changes

  • We've reduced the difficulty of weekly challenges by replacing a Hard-difficulty quest with an Easy one.

Territory War Changes

While Territory War gives rise to frantic and exciting battles, it has remained as a hot topic for negative feedback from the community. We have tried making changes to the mechanics and rulesets to resolve some of the more obvious issues. However, we have been unable to solve the core issues with simple patches. That is why we've decided to bring about a new evolution of Territory War with the start of this season, so that it may reflect the changes of current events as hundreds of Houses vie for power in Conqueror's Blade.

Since times of old, the word 'Prestige' has represented the achievements of one person or a group of people. In the short term, prestige is representative of a power's ability to influence, and its attractiveness to others. Whereas in the long term, it reflects the objective evaluation of this power's place in history. After much consideration and discussion, we've decided to make available the first new iteration of the Prestige system. It is our goal to have this revamped Prestige system play a crucial role in Territory War. 

Command House Changes

  • Command House was previously known as Ruling House. The Influence mechanic will be removed with the start of the Season as it has failed to meet our expectations.

Command House Selection

  • Following this update, the Command House will be ordered based on Prestige. Once a battle is imminent for a fief, the House in the list with the most Prestige will become the Command House, leading the attack. If multiple Houses have equal Prestige to the House with the most Prestige, then the one that entered the list first will assume command.
  • Upon declaring war against a fief, the House will join that fief's declared war list. When first entering the list, you will not be able to see the Prestige of other Houses. However, when Territory War begins, the Prestige of all Houses will be displayed in descending order.
  • Once the Command House has been decided, they will command the battle even if the declare war list's order changes. If the Command House doesn't start a battle within three minutes, they will lose 1,000 Prestige and the other Houses in the list will once again be ordered based on Prestige to see who will command the battle.

Victory & Defeat

Since our implementation of having the Command House command battles, neither victories nor defeats have come with any direct negative effects. This obviously feels imperfect in comparison to how losing the defense leads to losing the fief entirely, and this has led to some malicious gameplay behaviours. As we're making changes to the Prestige system, we'll also be adding the following rules:

  • If the Command House fails to occupy the fief, they will lose some Prestige whether the defenders successfully defend it or if another House (including other Houses in their alliance) manages to occupy it. The Prestige they lose will depend on the fief's type and level.
  • If the Command House fails to occupy the fief, they will lose Prestige but remain on the declared war list. Houses will then once again be ordered based on Prestige, and if they still have the most Prestige, they will command the next battle as well.
  • The Command House has full control over the battle, and members of that House with the authority to do so may change the settings regarding whether members from other Houses may partake, or eject any Warlord from the battle.

War Declaration Changes

  • While declaring war previously cost Prestige, we have now reworked how Prestige works within the game's ecology. Rational war declarations won't lead to any loss in Prestige. However, a House that declares war after war without end, will see a huge dip in its Prestige.

Unreasonable War Declarations

  • To declare war against a fief, your House must be of a level exceeding that required of the fief and have Prestige exceeding the required amount for that fief. The requirements to declare war against a fief will increase with its level and is also affected by its type.
  • Unreasonable declarations of war will lead to your House gaining a bad reputation, leading to a loss of Prestige. Such actions include Abrupt war declarations; excess of territory; assaulting weak fiefs and declaring too many wars.

Abrupt War Declarations:

  • A House declaring war against a fief earlier than 24 hours before Territory War begins, failed attacks will result in a 1.25x Prestige loss. 
  • If a House declares war against a fief during Territory War, failed attacks will result in a 2x Prestige loss.

Excess of Territory:

  • War declarations for Houses with 3-4 fiefs will cost 200 Prestige. If a House has 5 or more, war declarations will cost 500 Prestige.

Assaulting Weak Fiefs:

  • For Houses with 2-4 towns and forts, declaring war against a village will cost 100 Prestige. If a House has 5-6, war declarations against villages will cost 200 Prestige. If a House has 7 or more, war declarations against villages will cost 300 Prestige.

Declaring Too Many Wars:

  • Houses may at most declare war against 10 fiefs during a single Territory War. Each war declaration after the 4th one will deduct Prestige.

The following table elicits Prestige loss per attack.

Fiefs Targeted

Prestige Lost at War Declaration

1

0

2

0

3

0

4

0

5

500

6

650

7

800

8

950

9

1,100

10

1,300

Withdrawing

If there is a change in strategic objectives after declaring war against a fief, or if a House knows they'll stand no chance, they have the option to withdraw from the battle.

Withdrawing from a battle will deduct Prestige. A House that is not the Command House will lose 200 Prestige upon withdrawing. However, should the Command House withdraw, it will suffer a bigger hit to its Prestige. If they retreat before the battle has begun, they will lose 500 Prestige, as well as 10% of their current Prestige. Upon doing so, a new Command House will immediately be selected. This fief will however still count toward that House's war declarations for this Territory War and might lead to further Prestige losses. The Command House cannot withdraw from a battle that has already begun.

  • Houses may also not declare war against fiefs they withdraw from during that Territory War.

Territory War Fiefs & Prestige

A House that loses a fief during a Territory War will lose a large amount of Prestige (based on its type and level). If the House that occupies it then loses it, they will lose a small amount of Prestige (based on its type and level).

If a House defends a fief for the entirety of a Territory War, they will gain a small amount of Prestige for that fief (based on its type and level). A House that manages to conquer a fief will earn even more Prestige (based on its type and level). 

Field Camps

It costs House Funds to build field camps. The cost depends on what type of camp is being built. There is a cap to the number of different field camps that can exist within a region.

If a House builds an Outpost in an area where they have declared war upon a fief, the Outpost will provide them with Prestige according to that fief. This will make it easier for Houses to gain command over battles against specific fiefs. Building field camps will not grant any Prestige bonuses.

  • Players in the Imperial Restorationists and those not in a House cannot build field camps.
  • Buying artillery (siege towers, siege machines, battering rams) at field camps costs House Funds.

Fief Quests

  • Completing fief quests will no longer reward Prestige.

Weekly Prestige Caps

  • All means of gaining Prestige have a weekly cap.

House Quests

  • Completing House quests will grant Prestige. Completing one phase of a quest will activate the next phase.
  • Quest difficulty increases with progress.

Pursuits

House members can earn Prestige via pursuits and depending on their performance in pursuits during Territory War and its preparation phase.

Requirements for acquiring Prestige in this way:

  • The pursuit targets a player of a hostile alliance. 
  • The pursuit takes place within your alliance's area.

There is a weekly cap for how much Prestige can be earned from pursuits.

Fief Level Changes

When a fief owned by a House is upgraded, they will gain Prestige (based on its type and level) to reflect this.

When a fief owned by a House is degraded, they will lose Prestige (based on its type and level) to reflect this. If a fief is degraded as it switches owners, the original owners will lose the corresponding Prestige.

Resource Site & Small Fief Changes

  • Some resources sites and small fiefs can no longer be contended for.
  • The previous cold weather along with the tyrant's wanton campaigning have destroyed some of the world's resource sites. These can no longer be collected from, but nearby workers are working hard on rebuilding them.
  • People are piling up clothes and food, and so the world's resource sites have seen a decline in their reserves.
  • Resources are scarcer and so prices on goods have been increasing in trade posts.

Speed Changes in World Map

We have also changed the movement speed on the World Map overall to further improve the gameplay experience.

Affected

Before (Season VIII)

After (Season IX)

Heroes

4

6.5

Light Infantry

2.6

3.5

General Infantry

2.2

3

Heavy Infantry

1.9

2.8

Light Cavalry

4

5.4

General Cavalry

3.5

5

Light Artillery

2.2

3

Medium Artillery

2

2.8

Heavy Artillery

1.4

1.9

Siege Engines

3.1

4.8

Food Changes

To reflect the speed changes, we have also adjusted the consumption and resupply of food.

  • Overall unit food costs have been increased by 1.5x.
  • Food is no longer automatically collected in safe zones and your House's territory. Instead, movement in these areas does not consume food.
  • Overall food consumption rate has been reduced to 0.8x of the previous amount.
  • Cavalry speed is reduced to 3.5 while consuming food.

Territory War Reports

We're launching our War Report system to faithfully record all Warlords' great achievements during the Territory War.

War reports will be divided into House and player reports. The House report will include a report on House members who achieve great deeds, as well as fief battles and prestige changes. The player report contains information on each Warlord's individual situation and performance.

The war reports will be noted down by historians and presented after the Territory War finishes. You can find the House and individual reports by pressing J -> Territory Wars. However, reports are only retained for 24 hours before being burned.

Fief Battle Changes

Currently, the duration of fief battles is fixed, which has led to long wait times. To improve the pacing, we want battle durations to change depending on the battle, so we're making the following changes: The duration will be split into two parts, “Initial Time” and “Reward Time”. “Initial Time” will be either 10 or 15 minutes depending on the fief size. “Reward Time” will increase the duration by 15 minutes when the attacker occupies the central point. No extra time will be added if the central point changes ownership again.

War Assemblies

During the Territory War, NPC factions will gather their forces in what are called Assemblies. Once an Assembly ends, they will form an army and march on an enemy’s fief.

NPC factions usually initiate Assemblies in their own territory. If they no longer own any fiefs, they will instead Assemble in a neutral area. All players will be able to see the status, pathing, and destination of an assembling army on the World Map.

Once the Assembly finishes, the NPC faction's army will march towards the target fief. Players can attack the army while it is in transit. After such a battle, the army will gain either the Victorious or the Broken status depending on the results and gain protection for 200 seconds during which they cannot be attacked. (Some NPC factions will retreat upon being defeated instead)

NPC faction armies upon reaching their destination will begin forming up for battle. After these 90 seconds, the NPC faction will become the commander of the next battle at this fief. While ‘forming up’, players may attack and start assaults against their army. The assault will last until their ‘Forming Up’ status expires, but assaulting them will extend the duration of this status. If they are defeated while forming up, they will disperse and be unable to attack the fief.

If they are instead victorious in this battle, they will become the commander of the next battle of this fief.

Imperial Restorationists Changes

Our original idea with the Imperial Restorationists was to enhance players' roleplaying experience. Based on this, we've decided to make a big change for how the Imperial Restorationists take part in Territory Wars, giving them a completely different experience compared to Free Houses.

The Imperial Restorationists will no longer automatically declare war against fiefs belonging to Free Houses, instead, this will be replaced with the system of armies and assemblies. Some special NPC factions will allow Imperial Restorationists to partake in their battles and aid them. Imperial Restorationists can also partake in the defense of these special factions.

All players belonging to the Imperial Restorationists will receive a notification when a special NPC faction is Assembling. Simply head to the World Map to take part. If a special faction has initiated an Assembly but it has not yet been filled, Imperial Restorationists can take part in that Assembly via the World Map provided they are not wounded. If the army is not up to full strength when the assembly ends, more NPCs will join to fill up the remaining spots before marching.

Players don't have to take any action during the march. Players may leave the army at any time, and other players may join if it isn't full.

Imperial Restorationists that are wounded in a pursuit attack will automatically leave the army. Once they have recovered, they can join an army that has room for them.

Imperial Restorationists that enter fief battles like this will automatically gain siege engines such as siege towers and battering rams which they can deploy during the battle. If the NPC faction's battle fails, the army will disperse for now.

NPC Factions Joining the Fray

Fief Battles

  • When NPC factions act as the attacker, they will work to build battering rams and siege towers in battle. Imperial Restorationists partaking in their battles can also deploy battering rams, siege towers, and trebuchets at no cost.

Pursuits

  • A pursuit battle ensues when a marching NPC faction is attacked by a noble House. The rules for these are identical to those of normal pursuit battles. Each side needs to defend its flag while capturing the flag of the other side to achieve victory.

Spoiling Attacks

  • Battles against armies that are forming are known as ‘Spoiling Attacks’ and use the same ruleset as Siege Battles. The NPC faction army will act as the defender and have a base with a flag. They win if they defend their flag until the time runs out, whereas the Free Houses win if they manage to capture the flag.
  • However, one difference is that if there are no attackers, the NPC faction will gain a buff, whereupon a 30-second timer will begin. If no attacker joins before the time runs out, the NPC faction wins automatically. If an attacker joins during “Rapid Response”, the timer will disappear and the battle continues as usual.

Hero Equipment & Weapon Schematic Changes

To reduce the difficulty of forging equipment, we will be merging some schematics into new items with the start of Season IX Tyranny. Equipment and weapon schematics will be merged into one schematic each per rarity. These new schematics will replace the old ones at the Smith.

We will be reclaiming all schematics you own with the start of the Tyranny season, and convert these into the new schematics. Check the Appendix for more details.

Battle Pass

Returning Attires

  • With the start of Season IX: Tyranny, Antique Forza Bruta, Antique Phoenix Aurora, Cerulean Guards, and Antique Knights of Sicania will no longer be available within the Seasonal Store.
  • Antique attires themed after attires from Season V: Legacy of Fire era will be available in the Seasonal Store, where they will be available at a 20% discount. Antique Season IV: Blood of the Empire weapon attire will no longer be available, while the hero and unit attire will be returned to their original prices.

Seasonal Store

With the end of Season IX: Tyranny, Rare Armour Selection Crate, Treatise, Powdered Silver, 10-Battle Hero XP Card, 10-Battle Unit XP Card, and Lotus Water will no longer be available within the Seasonal Store.

After these are no longer available in the Seasonal Store, the following can instead be gained as rewards from Hero's Journey and Battle Pass: Rare Armour Selection Crate, Treatise, Powdered Silver, and Lotus Water.

Customization

We will be moving attires and actions from the Hero menu to their own Customization menu. You can access this from either the Hero or Unit menus.

You will be able to check all of your attire within this new feature, and pair your favourite outfits as you like!

OPTIMISATIONS:

WARLORD BALANCING AND OPTIMISATION:

Musket

After receiving feedback and analyzing data, it has become apparent to us that the musket is somewhat too strong against units, which is why we are making some adjustments.

Deploy Caltrops:

  • “Deploy Caltrops” slow effect against units reduced to 50% of its original value.

Blackpowder Grenade:

  • “Blackpowder Grenade” damage radius reduced to 2.25m (was 2.5m).

Choke Skill Improvements:

When Warlords using choke-type skills are interrupted mid-cast they will now be knocked down before rising again and no longer play the complete animation.

The affected skills are Dual Blades’ “Marked for Death”, Poleaxe’s “Rough Justice” and Pikes “Sky Dragon” final phases.

Blunt Skill Damage Multiplier Changes:

In Season VIII, certain skills that used blunt damage became more powerful than intended after benefiting from attributes and equipment bonuses. Changes are being made to the multipliers and skill damage values of some blunt based skills to bring them more in line with our expectations.

Affected Skills:

Weapon

Skill

Attribute Bonus

Skill Damage

Attribute Bonus (Post Change)

Skill Damage (Post Change)

Shortsword & Shield

Thunderstruck III

401%

3,240

281%

4,407

Musket

Blackpowder Grenade III

710%

2,662

497%

4,764

Spear

Return of Jangar III

246%

1,407

172%

2,111

Glaive

Breaker of Shields III

375%

1,253

244%

2,587

Glaive

Flying Reaper III

681%

2,064.8

443%

4,358

UNIT BALANCING AND OPTIMISATION:

Unit vs Hero Damage Changes:

After analyzing data and receiving feedback from players, it has been determined that Warlords occasionally have a hard time surviving against units, which is why we are making the following adjustments. We will be closely monitoring these changes and will make further changes throughout the Season if necessary.

 “Heroic Era” and “Golden Era” Cavalry Units:

  • Reduced the damage against heroes of all charge skills by 15%.

Firearm Infantry:

  • Reduced the damage against heroes of all shots by 25%.

Pavise Crossbowmen:

  • Reduced the damage against heroes of all shots by 25%.

Berserkers:

  • Reduced the damage against heroes of attacks in Berserk by 30%.

Landsknechts:

  • Reduced the damage against heroes of charge skills by 35%.

Prefecture Pikemen:

  • Reduced the damage against heroes of charge skills by 35%.

Ironcap Swordsmen:

  • Reduced the damage against heroes of charge skills by 15%.

Appendix

Merging of Schematics:

Uncommon Helmet Schematic

Uncommon Armour Schematic

Uncommon Cuirass Schematic

Uncommon Glove Schematic

Uncommon Boots Schematic

Rare Helmet Schematic

Rare Armour Schematic

Rare Cuirass Schematic

Rare Glove Schematic

Rare Boots Schematic

Mountain Guard Shortsword & Shield Schematic

Uncommon Weapon Schematic

Grim Reaper Glaive Schematic

Heartfinder Longsword & Shield Schematic

Crow's Beak Poleaxe Schematic

Boar Spear Schematic

Godcutter Nodachi Schematic

Viper's Tooth Schematic

Old Brimstone Musket Schematic

Volley Bow Schematic

Green Death Short Bow Schematic

Fatebringer Dual Blades Schematic

Pulveriser

Silver-Inlaid Scimitar Schematic

Rare Weapon Schematic

Burner Glaive Schematic

Dragon Blood Longsword & Shield Schematic

Punisher Poleaxe Schematic

Beastkiller Spear Schematic

Bannshou Nodachi Schematic

Starpiercer Pike Schematic

Thunderer Musket Schematic

Double Recurve Bow Schematic

Wind Catcher Short Bow Schematic

King's Woe Dual Blades Schematic

Earthshaker Hammer Schematic

Rare Chanfron Schematic

Rare Mount Armour Schematic

Rare Saddle Schematic

Rare Leg Guards Schematic

Rare Barding Schematic

Epic Chanfron Schematic

Epic Mount Armour Schematic

Epic Saddle Schematic

Epic Leg Guards Schematic

Epic Barding Schematic

Unit Tree Node Changes:

Melee Infantry

  • “Close Order Drill'' will no longer be a prerequisite node for the “Halberdier Sergeants”, and can be picked up after unlocking the “'Halberdier”.
  • “Weighted Pikes” will no longer be a prerequisite node for the “Imperial Pike Guards”, and can be picked up after unlocking the “Imperial Pike Guards”.
  • “Elite Cavalry Cross-Training” will no longer be a prerequisite node for the “Iron Reapers”, and can be picked up after unlocking the “Imperial Pike Guards”.
  • “Provincial Army Training” will no longer be a prerequisite node for the “Ironcap Swordsmen”, and can be picked up after unlocking the “Ironcap Swordsmen”.
  • “Physical Training” will no longer be a prerequisite node for the “Ironcap Spearmen”, and can be picked up after unlocking the “Spear Militia”.
  • “Heavy Armour Shielding” will no longer be a prerequisite node for the “Imperial Spear Guards”, and can be picked up after unlocking the “roncap Spearmen”.
  • “Brute Force” will no longer be a prerequisite node for the “Range Estimation Drill” and “Armoured Combat”, and can be picked up after unlocking the “Javelin Sergeants”.
  • “Range Estimation Drill” will no longer be a prerequisite node for the “Javelin Sergeants”, and can be picked up after unlocking the “Javelin Sergeants”.
  • “Armoured Combat” will no longer be a prerequisite node for the “Imperial Javelineers”, and can be picked up after unlocking the “Imperial Javelineers”.

 Ranged Infantry

  • “Mandatory Practice” will no longer be a prerequisite node for the “Vassal Longbowmen”, and can be picked up after unlocking the “Vassal Longbowmen”.
  • “Heartwood Composites” will no longer be a prerequisite node for the “Vassal Longbowmen”, and can be picked up after unlocking the “Vassal Longbowmen”.
  • “Stirrup and Belt Hook” will no longer be a prerequisite node for the “Demesne Arbalists”, and can be picked up after unlocking the “Demesne Arbalists”.
  • “Double-Wound String” will no longer be a prerequisite node for the “Pavise Crossbowmen”, and can be picked up after unlocking the “Demesne Arbalists”.
  • “Fire on Command” will no longer be a prerequisite node for the “Ironcap Archers”, and can be picked up after unlocking the “Archer Militia”.
  • “Archer Training” will no longer be a prerequisite node for the “Vanguard Archers”, and can be picked up after unlocking the “Ironcap Archers”.
  • “Arrow Rain” will no longer be a prerequisite node for the “Prefecture Archers”, and can be picked up after unlocking the “Prefecture Archers”.
  • “Deadeye” will no longer be a prerequisite node for the “Imperial Archers”, and can be picked up after unlocking the “Vanguard Archers”.
  • “Bayonet Lugs” and “Bayonet Drill” will no longer be a prerequisite node for the “Kriegsrat Fusiliers”, and can be picked up after unlocking the “Kriegsrat Fusiliers”.
  • “Bayonet Training” will no longer be a prerequisite node for the “Tercio Arquebusiers”, and can be picked up after unlocking the “Kriegsrat Fusiliers”.
  • “Volley Fire Practice” will no longer be a prerequisite node for the “Imperial Arquebusiers”, and can be picked up after unlocking the “Ironcap Arquebusiers”.
  • “Rudimentary Sights” will no longer be a prerequisite node for the “Shenji Grenadiers” and can be picked up after unlocking the “Imperial Arquebusiers”.

Cavalry

  • “Battlefield Conditioning” will no longer be a prerequisite node for the “Yeomen” and can be picked up after unlocking the “Coutiliers”.
  • “Bred for War” and “Arrowhead Formation Drill” will no longer be a prerequisite node for the “Yeomen”, and can be picked up after unlocking the “Yeomen”.
  • “Balanced Lances” will no longer be a prerequisite node for the “Shield and Spear Drill” and “Hussar Battle Tactics”, and can be picked up after unlocking the “Yeomen”.
  • “Breakthrough Tactics” will no longer be a prerequisite node for the “Prefecture Heavy Cavalry”, and can be picked up after unlocking the “Prefecture Heavy Cavalry”.
  • “Bite and Kick Training” will no longer be a prerequisite node for the “Improved Horse Feed”, and can be picked up after unlocking the “Breakthrough Tactics”.
  • “Riveted Felt Barding” will no longer be a prerequisite node for the “Dagger-Axe Lancers”, and can be picked up after the unlocking “Dagger-Axe Lancers” and is a prerequisite for the “Hundredfold Smithing”.

Knight Units (previously known as Chivalric Units)

  • “Sergeancy Oath” will no longer be a prerequisite node for the “Spear Sergeants”, and can be picked up after unlocking the “Spear Sergeants”. Grants “Spear Sergeants” an extra 100 block.
  • “Benedicto Militis” will no longer be a prerequisite node for the “Men-at-Arms”, and can be picked up after unlocking the “Men-at-Arms”. Grants “Men-at-Arms” an extra 100 block.

Rattan Units

  • “Improved Alloys” will no longer be a prerequisite node for the “Rattan Vipers”, and can be picked up after unlocking the “Rattan Vipers”.
  • “Repeating Crossbow Practice” will no longer be a prerequisite node for the “Rattan Marksmen”, and can be picked up after unlocking the “Rattan Marksmen”.