Season V Patch Notes

Previous Seasonal Patch Notes

I - II - III - IV

10/12/2020 - Update

NEW:

BUG FIXES:

Maps:

  • Resolved an issue where some artilleries could be destroyed by friendly fire on the Siege Battle maps ‘Riverlands Castle’ and ‘Kurak Castle.
  • Resolved an issue where Supply Points near the two sides' spawn points couldn't be used on the Field Battle map ‘Combat Arena’.

Territory War:

  • Resolved an issue where, when the enemy is capturing your base in Territory War, pressing tab to send a warning near your base would instead mark the enemy's base.

Miscellaneous:

  • Resolved a bug that was present for characters below level 20 when opening the Season menu from Character (P) > Skills > Maul.

03/12/2020 - Update

NEW CONTENT:

  • Added the following items to the in-game store:
    • Blue Swan Hero Attire
    • Cinnabar Dragon Hero Attire
    • Horde Fighter Hero Attire
    • Siren’s Sons Unit Attire

OPTIMISATIONS:

Miscellaneous:

  • Added a yellow exclamation mark for players below level 30 when they are able to create a unit, to allow them to identify where they need to click on the screen.
  • Changed the suggested price for Hero Materials, Rivets, Powdered Silver, Artillery Components, and Uncommon Schematics in the Market

BUG FIXES:

Territory War:

  • Resolved an issue where there was an additional selectable spawn point for the attacker on the Territory War map ‘Turul Város’ (when selected, players would spawn in the base).
  • Fixed an issue where some players were unable to take part in Territory War for regional capitals.
  • Fixed the issue where players cannot craft Grapeshot Cannon and Well-Made Grapeshot Cannon in Reginopolis.

Miscellaneous:

  • Fixed an issue where the players ‘Ignore’ list wasn’t functional during battles (players were able to see messages from ignored players).
  • Resolved an issue where players could squeeze through a fence at the backside of the camp within Field Camp battle maps.

26/11/2020 - Update

OPTIMISATIONS:

Territory War:

Applied the following balance changes to Anadolou city and fort fiefs:

  • Added more possible spawn points for attackers. Attackers joining a battle may now choose to join the battle at a point closer to the front lines.
  • If the attackers have occupied the most central flag, players joining the battle may instead choose to join the battle near the city gates.

Anadolou City Map:

Anadolou Fort Map:

Miscellaneous:

  • Increased the chance of a ‘Secret Vault’ appearing upon completing a matchmaking battle.
  • Added a restriction for players who have their camp set up within a region capital. When attacking the region capital where their camp is located, they may only select units that are not within the city itself.

BUG FIXES:

Maps:

  • Resolved an issue where interacting with a Supply Point would make some unit's skill icons disappear.
  • In the ‘Sun City’ siege map, we resolved an issue where, when attackers used the cannon outside B, they would often drop beneath the platform.

  • In the ‘Augolia’ siege map, we adjusted the location of a Supply Point on the attackers side so that it no longer obstructs cannon fire.

Territory War:

  • Resolved an issue where the sea route from ‘Bassidina’ to ‘Asterionopolis’’ were too close to land.
  • Resolved an issue where the battering ram's position deviated in the Territory War version of ‘Turul Város’.
  • Resolved an issue where pathfinding would get interrupted in the Territory War version of ‘Daicheng’.
  • Resolved an issue with pathfinding near the walls of the defender's camp in ‘Daicheng’.
  • Resolved an issue where the position of the Watchman of the two Anadolou Border Posts ’Imre Kastély’ and ‘Segnia’ were reversed.
  • Resolved an issue where, after fast travelling from the Border Posts ‘Segnia’ and ‘Imre Kastély’, players would end up in the wrong location.
  • Resolved an issue where ladders sometimes couldn't be interacted with in Anadolou fort fiefs.
  • Resolved an issue where the attackers wouldn't see any ladder icons on the map in Anadolou city fiefs.
  • Resolved an issue with the colours of the attackers' flag in Anadolou fort fiefs.
  • Resolved an issue where defenders could interact with the attackers' artillery foundations in Anadolou city fiefs.

Miscellaneous:

  • Resolved an issue where when double-clicking Gather, two attempts would be deducted while only generating resources for one gathering.
  • Resolved an issue where the Barber-Surgeon’s doctor couldn’t be equipped.
  • Resolved an issue where the model for the Gilded Shaman attire wouldn’t appear on warlords in the open-world.
  • Resolved an issue where black screen tears would appear in the Deathmatch map ‘Mountain Struggle’.

19/11/2020 - update

NEW CONTENT:

  • Activated Black Friday Sales
  • Activated Sign-in Event
  • Activated Event Currency to drop during Matchmaking Battles (Siege Battles, Field Battles and Free Battles).
  • Activated Event Currency store

OPTIMISATIONS:

Maps:

To improve the pace of large-scale Field Battles, we have made the following adjustments to the Grassland Assault and Emerald River maps:

  • Reduced match length from 15 minutes to 12 minutes.
  • Reduced the rate at which the respawn timer increases upon death from 20 seconds to 15 seconds and increased the maximum respawn time from 90 seconds to 60 seconds.

Territory War:

We have increased match length from 25 minutes to 30 minutes for the following fiefs in Anadolou:

  • Silonia
  • Anagoncli
  • Marcerota
  • Listria
  • Ankuros
  • Cuscauri
  • Bolin
  • Scythias
  • Jadoli
  • Oyaniva
  • Residina
  • Asterionopolis
  • Bassidina
  • Abrittus
  • Rubusta

We have increased match length for Reginopolis from 25 minutes to 30 minutes.

Miscellaneous:

  • Unique fief Chronicles have been added for the Cities, Towns and Trade Colonies in Ungverija.
  • Added a feature to the Friends & Groups menu, showing when players were last online.
  • Added a feature to display when House/Cohort members were last online in the House menu.
  • Improved the overall sound effects of the Maul and added more detailed sound effects for an increase in overall sound quality.
  • Improved the display of rarity grades for Emotes, the rarity is now displayed in the Character -> Emotes menu.
  • Updated the functionality of the ‘House Renewal Charter’. Lieges with Houses that have a purple name can now use a ‘House Renewal Charter’ to rename their House and doing so will not change the colour of the House name, it will remain purple.
  • House/Cohort quests which previously required Warlords to team up with members of their House/Cohort have had their requirements changed, and can now be completed by teaming up with Alliance/Legion members.
  • Improved the rewards granted from the Path of Wisdom of Hero's Journey. The reward for killing 500 soldiers has been changed from ‘Scribal Service’ to ‘Rare Artillery Chest’ x2.
  • Added the ‘Warlord’s Progress’ and ‘Captain’s Command’ side quest chains to the Warden. Completing these will grant plenty of rewards.
  • Added additional information (costs, etc.) to the menu which opens when interacting with Ports.

BUG FIXES:

  • Resolved an issue where some mount armour/attires would remove the Fire Lancers weapon when viewing the unit in the Unit Barracks.
  • Resolved an issue with the neck of the Spear Sergeants model.
  • Resolved an issue where the attackers could enter the defender's camp and protection area when attacking Anadolou villages in Territory War.

12/11/2020 - update

NEW CONTENT:

Season V units now have voice overs.

WARLORD BALANCING AND OPTIMISATION:

To improve the beginner experience for many Warlords, we have decided to adjust rank I and II skills for the following Weapons:

Shortsword and Shield:

Skill

Previously

November 12th Update

Kick I

One-hit attack, 147% Basic + 756 Blunt Damage

Two-hit Combo, with the first attack dealing 130 Basic + 806 Blunt Damage, and the second hit dealing 154% Basic + 842 Blunt Damage

Kick II

Two-hit Combo, with the first attack dealing 147% Basic + 864 Blunt Damage, and the second attack dealing 161% Basic +942 Blunt Damage

Two-hit Combo, with the first attack dealing 140% Basic + 954 Blunt Damage, and the second attack dealing 159% Basic + 1,034 Blunt Damage

Glaive:

Added ‘Charge’ as an additional starting skill when creating a new Warlord.

Nodachi:

Skill

Previously

November 12th Update

Fearless & Steadfast I

Each hit deals 86% Basic + 837 Slashing Damage

Each hit deals 80% Basic + 975 Slashing Damage

Fearless & Steadfast II

Each hit deals 86% Basic + 984 Slashing Damage

Each hit deals 83% Basic + 1094 Slashing Damage

Samurai's March I

Two-hit Combo, with the first attack dealing 86% Basic + 892 Slashing Damage, and the second attack dealing 92% Basic + 956 Slashing Damage

Two-hit Combo, with the first attack dealing 80% Basic + 974 Slashing Damage, and the second attack dealing 86% Basic + 1,074 Slashing Damage

Samurai's March II

Two-hit Combo, with the first attack dealing 86% Basic + 1,045 Slashing Damage, and the second attack dealing 92% Basic + 1,119 Slashing Damage

Two-hit Combo, with the first attack dealing 83% Basic + 1,135 Slashing Damage, and the second attack dealing 89% Basic + 1,209 Slashing Damage


OPTIMISATIONS:

Tutorial Improvements:

We have added a new side quest, which will give warlords great rewards when they reach a specific level.

Hero’s Journey:

Applied changes to some quests in the ‘Path of Valour’:

  • 'Unlock 1 new weapon type' has been changed to 'Unlock 8/8 hero skills'.
  • 'Restore a total of 30 kit supply points to your units' has been changed to 'Restore a total of 10 kit supply points to your units'.

Applied changes to some quests in the ‘Path of Faith’:

  • 'In Matched Battles, earn 800 Honour' has been changed to 'In Matched Battles, earn 500 Honour'.
  • 'Craft 2 pieces of personal equipment of Rare or better quality' has been changed to 'Craft 1 piece of personal equipment of Rare or better quality'.
  • 'In Field or Siege battles, be MVP in the score ranking 1 time’ has been changed to 'In Field or Siege battles, be among the top 5 in the score ranking 1 time'.
  • ‘In PvP battles get bronze quality or better badges 30 times' has been changed to 'In PvP battles get bronze quality or better badges 20 times'.
  • 'In Field or Siege battles, use artillery to kill 80 troops' has been changed to 'In Field or Siege battles, use artillery to kill 40 troops’

Maps:

  • Adjusted the default spawn point of the attacker on the map Sun City (Siege Battle). While the attacker previously spawned to the side at point B during the first phase, the default spawn point has now been changed to point A at the front.
  • Improved the details of the textures for buildings in the Anadolou region:

Miscellaneous:

  • Added an equipment set display to the Character -> Skills menu. This makes it easier to tell which armour you need to use with a specific weapon.
  • Added a battle animation for cities, villages, forts, trade ports, and trade posts of Anadolou to the World Map.
  • Altered the visual design for the Declare War menu, making it simpler to use.

BUG FIXES:

  • Resolved an issue where, when playing with high latency, the previously used craft menu would be displayed.
  • Resolved an issue where the banner pole would disappear from Field Camps.
  • Resolved an issue where ladders sometimes couldn't be kicked down during Territory War in Anadolou.
  • Resolved an issue where the defenders' spawn point would sometimes be incorrectly displayed during Territory War in Anadolou.
  • Resolved an issue where some spawn points didn't have protection enabled during Territory War in Anadolou.
  • . Resolved an issue in some fiefs during the Territory War in Anadolou. Their displayed occupation time differed depending on if they had been occupied or not, but both should now be 60 seconds.
  • Resolved an issue where the ‘Outpost’ destruction animation wouldn't be played.
  • Resolved an issue where players cannot craft Grapeshot Cannon – Standard in Reginopolis.

05/11/2020 - update

WARLORD BALANCING AND OPTIMISATION:

To improve the beginner experience for many Warlords, we have decided to adjust rank I and II skills for the following Weapons:

Nodachi:

  • Added a new effect to Dragon's Leap: Using the skill while under the effect of ‘Bloodbath will consume ‘Bloodbath’ and grant immunity to all crowd control effects for the skill's duration.

Dual Blades:

Skill

Previously

November 5th Update

Bo-Shurikens

189% Base Damage + 1,142 Piercing Damage, 8 seconds cooldown.

169% Base Damage + 1,490 Piercing Damage, 7 seconds cooldown.

Bo-Shurikens II

189% Base Damage + +1,364 Piercing Damage, 7 seconds cooldown.

179% Base Damage + +1,542 Piercing Damage, 6 seconds cooldown.

Skylark I

9 second cooldown.

8 second cooldown.

Skylark II

8 second cooldown.

7 second cooldown.

New Dual Blades characters will start with the skill ‘Great Thunderbolt’ instead of ‘Butterfly’.

Longsword & Shield:

Skill

Previously

November 5th Update

With Valour I

One-hit attack, 100% Basic + 954 Slashing Damage, 28 second cooldown.

→ Two-hit Combo with each hit dealing 83% Basic + 1,086 Slashing Damage, 20 second cooldown.

With Valour II

Two-hit Combo with each hit dealing 100% Basic + 1,107 Slashing Damage, 24 second cooldown.

Two-hit Combo with each hit dealing 93% Basic + 1,294 Slashing Damage, 20 second cooldown.

Paladin I

One-hit attack, 75% Basic +758 Slashing Damage.

Two-hit Combo, with the first attack dealing 60% Basic + 858 Slashing Damage, and the second hit dealing 90% Basic + 1,124 Slashing Damage.

Paladin II

First hit dealing 75% Basic + 903 Slashing Damage, second hit dealing 105% Basic + 1,264 Slashing Damage.

First hit dealing 75% Basic + 953 Slashing Damage, second hit dealing 105% Basic + 1,364 Slashing Damage.

Martial Prowess I

60% Basic + 607 Slashing Damage, 1% Recovery.

50% Basic + 817 Slashing Damage, 3% Recovery.

Martial Prowess II

60% Basic + +722 Slashing Damage, 2% Recovery.

55% Basic + +825 Slashing Damage, 3% Recovery.

Poleaxe:

Skill

Previously

November 5th Update

Bec de Corbin I

One-hit attack, 100% Basic + 954 Slashing Damage, 28 second cooldown.

→ Three-hit Combo with each hit dealing 83% Basic + 1,086 Slashing Damage, 20 second cooldown.

Bec de Corbin II

Two-hit Combo with each hit dealing 100% Basic + 1,107 Slashing Damage, 24 second cooldown.

Three-hit Combo with each hit dealing 93% Basic + 1,294 Slashing Damage, 20 second cooldown.

Weapon Dance I

24 second cooldown.

20 second cooldown.

Weapon Dance II

20 second cooldown.

18 second cooldown.

OPTIMISATIONS:

New Character Creation:

In order to make it easier for newer players to take part in battles, newly created characters will be able to choose an extra Chivalric Era unit from the following: Ironcap Spearmen, Squires, and Halberdiers.

Ruling House:

When a Liege or Seneschal of a ruling house declares war, they may adjust the settings of that assault:

  • Alliance Only
  • Alliance & Friendly Alliances
  • Non-Hostile Alliances
  • Anyone

Having declared, the Liege or Seneschal may adjust this setting at any time under My House - Battles.

Miscellaneous:

  • The ranking of the top players in Ranked Battle should now be displayed in a clearer fashion.
  • Added a Quick Buy feature for when you have run out of Return Orders and Camp Migration Tokens.
  • For Siphonarioi challenges and quests, completion conditions have been changed from 'take any of the seasonal Empyrean units' to 'take any of the Empyrean or Symmachean units'.

BUG FIXES:

Warlord:

  • Resolved an issue where there were no sound of footsteps when blocking with some weapons.
  • Updated the model for the Antique Grasshopper Shortbow so it matches its icon.

Units:

  • Resolved an issue where the Elite Kriegsrat Fusiliers' character model would disappear from Unit Detail.
  • Resolved an issue where the Spear Sergeants and Men-at-Arms units could be promoted, and in doing so they would become unsealed.
  • Resolved an issue where units would charge in the opposite direction when the hero is standing with its back toward a wall while issuing the Charge skill.
  • Resolved an issue where defenders' units couldn't interact with some of their supply points during battles with multiple fronts.

World:

  • Resolved an issue where the crafting tax in Reginopolis displayed as 0% when it was actually 100%.
  • Resolved an issue where fief icons would disappear from the World Map when pressing on fief info in the chat.
  • Resolved an issue where resource site yields didn't refresh as intended.
  • Miscellaneous:
  • Resolved an issue where some artilleries were missing from the crafting menu of the following fiefs:
    • Méhkerék: Optimal Mortar
    • Gyoma: Optimal Mortar
    • Kiralyfalva: Optimal Mortar
    • Hévíz: Optimal Mortar
    • Gaoda: Optimal Cannon
    • Louge: Optimal Cannon
  • Resolved an issue when the same Watchman would appear after teleporting from the Border Posts Segnia and Imre Kastély.
  • Resolved an issue where, when switching to the World Map while on a voyage, sailing animation and sounds would be replayed.
  • Resolved an issue with the Hévíz map in Territory Wars. Its displayed occupation time differed from the actual time it would take to occupy it, but both should now be 60 seconds.

Miscellaneous:

  • Resolved an issue with the defender's default resurrection point during the first phase of the Siege of Augolia stage. The resurrection point has now been moved inside the city.
  • Resolved an issue where the sounds of artillery in Siege Battle could be heard from too far away. The sound effects of setting up and kicking down ladders, and flaming pitch on city walls have also been improved.
  • Resolved an issue where the statistics of some achievements were displayed incorrectly.
  • Resolved an issue where, after having trained the A Land of Fire and Refined Hellfire nodes of Siphonarioi, their ability graph would point toward Defence. This has been corrected and the ability graph should now point toward Attack.

29/10/2020 - update

WARLORD BALANCING AND OPTIMISATION:

Nodachi:

  • Added a new effect to Monstrous Blade I and II: Consuming ‘Bloodbath’ will now heal the user.
  • Added a new effect to Avalanche: Hits against enemies grants a stack of ‘Health Drain’.

OPTIMISATIONS:

Ruling House:

  • We have removed the restriction where the Ruling House could not kick 'Players with a contribution of 20%, and at least 10 players of their house are present on the battlefield'.
  • Previously the Ruling House could not kick members of a 'house that has a contribution of 50%' but this has now been changed to 80%.

Miscellaneous:

  • Adjusted the location of Arany Pajzsok and surrounding resources sites (in Ungverija).
  • Removed the item weight from hero weapons and equipment.
  • Altered the difficulty of some quests of Hero's Journey:
    • Increased the Bronze Coin rewards from Hero’s Journey quests.
    • Previously, kits and artillery had to be crafted to count toward progress. Now, obtaining one of the right qualities also counts toward progress.
    • 'Collect 5 resources of Rare Quality' quest has been changed to 'Collect 5 resources of Uncommon Quality'.
    • 'Become the MVP 4 times in Siege or Field Battles' has been changed to 'Become the MVP 2 times in Siege or Field Battles'.
    • 'Add 3 Friends' has been changed to 'Add 1 friend'.
  • Changed the Stage 4 Symmachean Stalwarts challenge from 'In Siege Battle or Field Battles, take the Spear Sergeants unit into battle 7 times while getting a K/D of more than 1' to 'In Siege Battle or Field Battles, take the Spear Sergeants unit into battle and win 4 times'.

BUG FIXES:

Warlord:

  • Resolved an issue where, when a warlord changed from ‘Burning’ to ‘Ablaze’, no animation of them being terrified would be played.
  • Resolved an issue where no sound effect would be played when blocking with Dual Blades or the Maul.

Units:

  • Resolved an issue where flames left behind by Zykalian Militia were not affected by rainy weather.
  • Resolved an issue where, when a ‘Burning’ Zykalian Militia was set ‘Ablaze’, their oil canister wouldn't explode upon death.
  • Resolved an issue where, when Spear Sergeants attacked an enemy while in a tight formation, some units would remain stuck in place and stop moving if the 'Cover Commander' skill was used.
  • Resolved an issue where the following units could not properly interact with supply points: Sipahis, Winged Hussars, Selemchid Cavalry, Falconettii Gunners, and Fortebraccio Pikemen.

World:

  • Resolved an issue where fief quests in Anadolou did not reward kit boxes. The correct rewards will be available first thing on Monday.
  • Resolved an issue where the Watchman would disappear when going to Anadolou from the Segnia border post in The Borderlands.
  • Resolved an issue where the "Go" command would not appear while clicking a fief in Anadolou while the character was not in Anadolou.
  • Resolved an issue where the location to interact with large artilleries were wrong on Fort stages in Anadolou.
  • Resolved an issue where the crafting ability of Hévíz, Louge, and Gaoda as seen on the World Map was different from their actual values.
  • Resolved an issue where Fishing Ports also had fief tributes.
  • Resolved an issue where, when purchasing items at a trade post with a fully loaded wagon, resource piles couldn't be withdrawn.
  • Resolved an issue where players on sea voyages could be pursued by others.
  • Resolved an issue where the Imperial Restorationists icon had disappeared from War Info of fiefs in Territory War.
  • Resolved an issue where trade posts and harbors around Reginopolis weren't displayed as intended.
  • Resolved an issue where the ladders of Reginopolis underground weren't displayed as intended.
  • Resolved an issue where resources sites in Territory War could only be force collected yet could not be collected normally.
  • Resolved an issue where players were unable to equip Epic doctrines which were earned through the Hero's Journey.
  • Resolved an issue where with fiefs disappearing in the open-world map when you clicked the fief location twice in the chat window.

Miscellaneous:

  • Resolved an issue where some pre-set artilleries in Field Battle (matchmaking) would affect unit move speed.
  • Resolved an issue where the yellow text of compared equipment would disappear when adding equipment to the salvage list.
  • When the attributes gained from a seasonal doctrine exceed that of a permanent doctrine, attributes gained now reflect that of the seasonal doctrine.
  • Resolved an issue where only the leader of Imperial Restorationists could declare war.
  • Resolved an issue where the Hero's Journey - Path of Justice quest 'Join a House/Cohort' would only be completed if you were online when being accepted into a House.
  • Resolved an issue where players with all units could not go into battle with Auxiliary Units, and thus could not complete the quest in the Hero’s Journey. The quest has now been changed to: ‘take Auxiliary units or Chivalric Era or later units into battle x time’.
  • Resolved an issue where, when a harness was under repair, the mount using it would not be displayed properly.

22/10/2020 - update

NEW CONTENT:

  • Activated “The Vengeful Dead” PVE Map.
  • Activated the Halloween Sign-in Event.
  • Activated Halloween Decorations in the capital cities (Turul Város, Daicheng and Reginopolis)
  • Activated Halloween Cosmetics in the in-game store:
    • Gilded Shaman Hero Attire
    • Plague Doctor Hero Attire
    • Plague Mount Attire
    • Revenant Unit and Unit Horse Attire

OPTIMISATIONS:

Miscellaneous:

  • Improved the visual display of titles in crowded areas.
  • Added more variety to the design of different rarity titles to make them stand out more visually.
  • Increased the range at which players can send units to the Supply Points with the new “CTRL” feature.
  • Updated functionality on how often Battle-wide Notifications are displayed, in addition to updating the requirements necessary to trigger them.

BUG FIXES:

Miscellaneous:

  • Added a temporary solution to the Watchman in Segnia. You are now able to use this singular watchman to enter both Anadolou and The Borderlands.

  • Resolved an issue where the Unit Challenges for Season II: Wrath of the Nomads granted Seasonal Currency for previous Seasons. It will now grant 10 General Unit Medals.

  • Resolved an issue where, in the Liangyun Region, Mingyu and surrounding resource sites would disappear under certain circumstances.
  • Resolved an issue where No-Man’s Town’s location was incorrect.
  • Resolved an issue where the ability graph for Rattan Rangers, Fire Lance Cavalry and Cataphract Lancers were not displayed correctly.
  • Increased the Stats in the tooltip for the Strong Bay Mare to match its functionality.
  • Resolved errors with the construction of siege equipment in some cities in Liangyun and Unverija:
    • Liangyun:
      • Gaoda: Added Well-Made Ballista and Optimal Hwacha Launcher
      • Louge: Added Optimal Grapeshot Cannon
    • Unverija:
      • Hadur Város: Added Optimal Mortar
      • Gyoma: Added Well-Made Scorpio
      • Kiralyfalva: Added Optimal Culverin
      • Méhkerék: Added Well-Made Mortar
      • Hévíz: Added Well-Made Mortar

19/10/2020 - update

BUG FIXES:

Miscellaneous:

  • Resolved an issue where Outpost and Field Camp descriptions in the open-world were cut off.
  • Resolved an issue where different levels (I, II and III) of the Bow’s Marksman skill displayed no cooldown time regardless of the level in the description of the skill.
  • Updated the Campaign UI to include correct dates.

13/10/2020 - Season V: Legacy of Fire update

NEW CONTENT:

  • Added a new region: Anadolou
  • Added 4 new Units (two brand new, and two promotions), which are available from Season V Unit Challenges, these units will enjoy a Seasonal bonus which decreases their Leadership requirements by 10 and their is a 50% decrease to Unit Kit resupply:
    • 3-Star: Zykalian Militia
    • 4-Star: Symmachean Stalwarts
    • 4.5-Star: Symmachean Paladins
    • 5-Star: Siphonarioi
  • Activated the following Season V Content:
    • Seasonal Levels
    • Seasonal Unit Challenges for Season V
    • Weekly Challenges
    • Campaign
    • Season V Battle Pass
    • Season V Battle Pass Bundle
    • Seasonal Store
    • Hero’s Journey

 

PROMOTIONS

Introduced a promotion system for select units once unlocked via Unit Challenges:

  • Spear Sergeants can be promoted to Symmachean Stalwarts
  • Men-at-Arms can be promoted to Symmachean Paladins

You can promote the unit by heading to the Spear Sergeants or Men-at-Arms in your Barracks and selecting the “Promote” button.

When promoting a unit, your unit will retain the following:

  • Level
  • Career Data
  • Doctrine Pool
  • Veterancy Points

Promoted Units cannot be reverted back to their original state.

 

WORLD CHANGES AND THE NEW REGION OF ANADOLOU:

Set in the distant past, Season V follows a campaign by the Kingdom of Empyros and their makeshift militia, the Symmachean Brotherhood, as they march across the land of Anadolou. Located south of Ungverija and home to many port towns, it’s the first new region to be introduced since the launch of Conqueror’s Blade. Here, players will be able to retrace the steps of a reckless campaign that sparked the rise of the Anadolou Empire!.

The following changes will take place on launch of Season V:

  • Ostaria and Maoyang have been removed from the world map.
  • Choose between one of two starting regions: Unverija or Liangyun.
  • Items you are selling in the Market of Ostaria, the Borderlands or Maoyang will appear as resource piles in the safe zone of your chosen starting region.

Ports:

The region of Anadolou is divided by a vast ocean and many areas are difficult to reach by land. However, you can cross the ocean by visiting the many ports to quickly reach your destination.

Ports are unique locations on the World Map, and the routes available to and from each harbour differs. To use these, you simply have to pay a fee in Bronze Coin, and then select your destination. There are three parts to the fee: seafaring, docking, and transport. The seafaring and docking fees depend on the ports you sail to and from, whereas the transport fee depends on the amount of resources and units you bring as well as the length of the journey.

There are currently two types of ports:

  • Trade Ports: These are mainly used for trading and large-scale transport and are symbolised on the world map with a full anchor. Traveling from one of these enables you to avoid many of the dangers at sea, and you therefore will not lose any resources or units on the journey. Trade ports also have an abundance of routes to choose from, making it easier to reach the destination you want to go to. Each trade port belongs to a specific city and will belong to the house that currently occupies that city. The occupying house may adjust the ports settings, method and resource collection fees for seafaring and docking. Part of these fees will be added to the city's dividends. What's more, the house may also choose whether or not non-house members can use the port.
  • Fishing Ports: These are small ports mainly used for smuggling and are symbolised on the world map with a half-anchor. They tend to have few destinations available and embarking from a fishing port comes at a risk. You may lose resources and units may die on the journey. Fishing Ports cannot be occupied by players and will always remain neutral, available for all to use.

Trading Posts

Sea trade and transport is highly developed in Anadolou, which has given rise to a unique type of fief. Trading Posts tend to appear near and around cities in Anadolou, at these locations you can spend Silver Coins to procure extremely rare commodities available only in limited quantities: exotic trade goods, rare kits, and valuable artilleries from other regions. Owing to how trade works, each trade post will host its own unique stock of commodities, and should the same commodity appear in different Trading Posts the price is likely to differ. There is also a great difference in the time it takes for different Trading Posts to restock their goods.

Maps:

Within the new region of Anadolou, the towns, forts, and villages will be of a different style from previous regions.

Towns:

Forts:

Villages:

 

TERRITORY WAR CHANGES:

During previous seasons, stalemates on the various fronts have detracted from the Territory War experience.  Part of the reason is because of something that was overlooked in our original design regarding how Ruling House system functioned, due to this we made the following changes:

  • When declaring war against and capturing Subfiefs or camps, Houses will gain influence in that region. The House with the highest influence in that region will become the Ruling House. If two houses in the region have an equal amount of Influence, the House which first declared war will be Ruling House.

Region Influence can be gained in the following ways:

  • Creating an Outpost: These grant a ton of Influence, and you can only create one per region.
  • Creating a Field Camp: These grant a small amount of Region Influence, and no matter how many camps a House builds in a region, they may only gain the influence for one.
  • Occupying Subfiefs: Refers to functional fiefs within the Region, namely Resource Sites, Trading Posts and Ports.
  • Fiefs also grant a different amount of Region Influence depending on their size. The types and quantity of Subfiefs also differ for towns, forts, and villages.

The battles for Subfiefs follow the same rules as those of Field Camps: 15v15 battles with one battlefront. During Territory Wars, the ownership of Subfiefs is set apart from towns, forts and villages. Capturing a fief will not grant you ownership of Subfiefs in that region.

Once Territory War has ended, the ownership of Subfiefs will fall to the house that owns that fief.

Should a house's camp be destroyed or a Subfief be captured in the region, a corresponding amount of Influence will be deducted. When your camp Outpost or Field Camp is occupied by anyone who did not construct it, it will be destroyed.

There is half an hour (30 minutes) of preparation time before Territory War begins (between 19:30 to 20:00 on EU servers, and 17:30 to 18:00 on NA server) During this time only Subfiefs and Field Camps can be contested for. Cities, forts, and villages cannot be contested for during this time.

Ruling House Duration:

  • Once the war preparation is over, the house with the highest Influence in the region takes command over the first Territory War fief battle.
  • Thereinafter, the house with the highest Influence in the region after each battle will assume command in the following battle.

 

WARLORD BALANCING AND OPTIMISATION:

All Warlords

Improved the animation for when Warlords are downed in battle.

Shortsword & Shield:

Resolved an issue where the skill “Shielded Charge” would knock enemies back when it shouldn’t.

Maul:

  • Resolved an issue where the skill “Strike and Grapple” could grab enemies when they were hiding amongst their soldiers.

Bow:

In Season IV, Bow Warlords used stamina to draw their bow and required a lot more stamina than other weapons. Bow Warlords are required to constantly roll and sprint away to dodge melee opponents, both of which require stamina, this posed a problem to the mechanic change we made in Season IV as many Bow Warlords were unable to fight or get away from their enemies in time due to a lack of stamina because they had used that Stamina on shooting their opponents. To attempt to remedy this issue, we have made it so when you hit an enemy, stamina is replenished (headshots will replenish even more stamina).

We have also added a Stamina meter next to the reticle in the center of the screen to help Bow Warlords identify how much stamina they have remaining at a quick glance.

The “Marksman” skill, in Season IV granted you piercing damage and armour penetration buffs for a certain time period when used, we felt that it was somewhat lackluster and have decided to make some changes to make it more impactful to use in battle. The skill will now instead affect your next non-charged up shot within 15 seconds (including half-charged shots) and boost its power to that of a fully charged shot. This will be shown via a UI prompt on the screen.

Short Bow:

We felt in Season IV that the Short Bow wasn’t as interesting as we wanted it to be, therefore we have made the following changes:

  • Normal shots will now fire in sets of three. Every third shot will have increased power, and the third shot’s damage, trajectory and animation have been improved.

Dodging with short bow

In previous Seasons the Short Bow has a unique mechanic where when dodging you would receive an Armour Piercing buff (increases piercing damage and armour penetration), which could be stacked up to 3 times, each skill consumed one stack. We noticed that players were dodging even when not in melee combat simply to gain stacks, this meant that the Short Bow Warlords had over tuned blunt damage multipliers for their basic melee attacks and this led to them dealing more damage than expected and made them overly powerful in melee combat despite being a ranged class. Due to this we are making the following changes:

  • Every third shot will be more powerful, dealing increased piercing damage and will have a more stable trajectory. Hitting a target will also grant a stack of Armour Piercing.
  • Reduced the blunt damage multiplier for basic melee attacks but added some bonus blunt damage.

This will allow Short Bows to have more or less unchanged damage on lower levels but keep their damage on higher levels to a number more in line with our design expectations.

We've reduced the blunt damage multiplier for melee basic attacks but added some bonus blunt damage. This will allow short bows to have more or less unchanged damage on lower levels but keeps their damage on higher levels to a number more in line with our design expectations.

We have also improved the UI by adding a UI display for the number of stacks you currently have. Animation for Male Short Bow Warlords has also been improved.

 

UNIT BALANCING AND OPTIMISATION:

Brace Formation:

In ancient warfare, each weapon was created with a particular length based on their use, which made the spear somewhat weak when used at a too close of range, taking that into account we have decided to make the following changes:

When in Brace formation, the minimum distance required equals the size of around two people, and they no longer attack and deal damage within this range.

This change affects the following units:

  • Village Watchmen
  • Demesne Pikemen
  • Pike Militia
  • Imperial Pike Guards
  • Fortebraccio Pikemen

Fire and Burn Mechanics:

In Season IV, fire and burn debuffs were only applied by specific fire skills and could only be offset by having fire-resistant units. Fire and burn effects had no effect on fire-resistant units and heroes would simply roll to reduce the duration of burn effects. This made fire very easy to deal with. With the introduction of Season V, we are releasing two new fire-related units (the Zykalian Militia and Siphonarioi), due to this we’ve decided to redesign how fire and burn mechanics work.

  • Burn debuffs will no longer be simply “burning” or “not burning”, but it can be stacked to increase potency.
  • If a unit or a Warlord is attacked by a fire attack, they will take minor fire damage as well as damage over time.
  • Once they have been the target of repeated fire attacks, the damage over time will intensify, dealing massive damage as they are set ablaze.
  • [Fireproof] has been changed to [Fire Resistant], and fire-resistant units will be capable of withstanding greater amounts of fire attacks before being set ablaze.
  • Once a Warlord is set ablaze, they can roll to reduce the damage over time burn duration.
  • The Rain debuff will make it more difficult for normal fire damage to set ablaze enemies while it is raining.

Maps:

We’ve added a hotkey for interacting with Supply Points. You can now interact with Supply Points you have occupied by pressing the CTRL key. This will enable players to resupply units quicker than before.

Reginopolis:

While underground on the Reginopolis map, the minimap will change to reflect the underground segment of the map, making it more interactive and easier to navigate.

SYSTEM OPTIMISATION:

Titles and Title Rarities:

We’ve improved how titles are displayed, in addition to adding rarities to titles, with their appearance changing to depending on the rarity.

Please note: Some titles rarities are not final and are subject to change (namely, previous Conqueror’s City winners’ titles and Founders Pack titles will be upgraded). This will happen in a future patch.

Battle-wide Notifications:

When you slay enemies in battle, an on-screen notification will appear for your enemies and allies making them aware of your successful feat, for example triple-killing enemies during a battle.

Seasonal Doctrine Changes:

It has come to our attention that the acquisition and usage of Seasonal Doctrines wasn’t well received during Season IV, this is why we’ve decided to make the following improvements:

Should a unit have a permanent doctrine with the same ability as the seasonal doctrine, yet with a weaker effect, the following will take effect: Equipping this doctrine will grant the same bonus as is given when equipping the seasonal doctrine (even without equipping the seasonal doctrine). This increased effect will last for as long as the seasonal doctrine is valid. For example, if you have a Permanent Doctrine equipped that gives your unit 100 health and you have a Seasonal Doctrine which gives a unit 50 health in the same unit, your equipped 100 health will gain a bonus of 50 health (150 health in total) for the duration until the Seasonal Doctrine expires.

Should a unit have a permanent doctrine with the same ability, and of an equal or greater effect than that of the seasonal doctrine, the following will take effect: Equipping this doctrine will grant the bonus effect of the doctrine's next level (even without equipping the seasonal doctrine). This increased effect will last for as long as the seasonal doctrine is valid.

New Seasonal Doctrines:

For Season V, we've also improved upon seasonal doctrines, making them more akin to an improvement of existing doctrines. We've also added unique doctrine abilities for some units. As we continue to improve the game, we will do our best to further improve seasonal doctrines, but some of these you might have to find out yourself.

Seasonal Doctrine Drop Changes

During Season V, seasonal doctrines can now be obtained from some daily quests, weekly quests, war point gifts, season challenge progress rewards, weekly Ranked Battle win rewards, and weekly title rewards. We'll be keeping an eye on seasonal doctrine drops to ensure that it works as intended and that it feels enjoyable.

Tutorial Improvements:

With Season V, we have reworked the tutorial by simplifying it in its entirety and focusing it more on combat. We have also reworked the main questline and better differentiated the tutorial quests. This makes it easier for new players to work towards their goals and makes it easier to understand new functions and game modes.

To aid novice Warlords in familiarizing themselves with the game, and to grow at a more rapid pace, we’ve made a new function “Hero’s Path” available in this Season. Warlords can pass the four paths of the “Hero’s Journey”: [Path of Valour], [Path or Faith], [Path of Justice], and [Path of Wisdom], upon completion, new corresponding challenges will become available, during these trials, each Warlord will gradually  get access to the various functions and game modes within the game. Warlord’s will also get weapons, units and more to make them stronger to allow them to take part in content such as Territory War.

Veterans are also invited to take part in the “Hero’s Journey” and complete the paths to repeat the rewards, to do this, complete the quest from the Watchman and open the panel with F4.