November 2020 Development Blog
We originally announced that the second part of the Invasion of Ulthuan would be launched in November. Unfortunately, due to circumstances beyond our control, we have to delay this update until early December. Our team have worked extremely hard to resolve existing issues in RvR and carry out other essential fixes, which we believe will also make this new update run as smoothly as possible. We do apologize for the delay and we appreciate your patience in the run-up to this long-awaited campaign.
[h2]Campaign Expansion - Invasion of Ulthuan. [/h2]
The forces of Chaos have finished constructing their invasion fleet at Blackclaw Port on the South-Western edge of Norsca, near the channel to the Sea of Claws. From this port, players will be able to launch the Invasion of Ulthuan.

To conquer the realm of Ulthuan, Alliances will need to work together to bring down these Strongholds and occupy them for a period of time. Ulthuan is around 1 third of the size of the ‘Old World’ so there’s plenty of room for players to Invade with their alliances and work towards ultimate victory.
When the Invasion of Ulthuan begins, access to the Ulthuan region will unlock for a period of 60 hours, beginning on Friday at noon (server time) and running until Sunday at Midnight. Players and alliances from every region will clash within Ulthuan in a true all-out war gameplay to see which Alliance truly is the most powerful in the game.
Within Ulthuan we’ll have both high-level armies & foes and the zone will very much be aimed at players of keep 15 or higher. Completing the new Alliance based quests will grant your alliance rare caches containing some other new rewards, such as: Uthilmar shards used in crafting a new set - ‘The Elfslayer’, or Corrupted Wayshards which will be used in a new ‘Corrupted Elven’ Keep Skin, and then there will be new types of gathering node for the Silver Leaf currency.
The rewards for participating within the Invasion of Ulthuan will include new equipment, keep skins, Alliance gifts and more! We’re also including the following new content in this update and we are currently planning to launch this patch the first week of December.
[h2]New Legendary Warlord - Sigvald the Magnificent[/h2]
Prince Sigvald is the most infamous of Slaanesh's favoured Champions, a legend in battlefield prowess and his beauty is both disturbing yet angelic.

Sigvald will arrive soon and move across the Old World in the Prince of the Decadent Host event, allowing players to earn his allegiance in battle. Defeating Sigvald in a new Infernal Defeat Slaanesh Foes challenge will reward both tier 4 and 5 troop components, along with a Legendary Warlord cache.
[h2]New Defenses[/h2]
This update also includes 3 new defences at tier 4, which can be unlocked by a new ritual within the faction trees. These defences focus on the Dark Gods which previously didn’t have a defence at tier 4.
[h3]The Fetid Moat (Nurgle)[/h3]
Encircling the Fortress, these moats are filled with the vile and fecund bounties of Grandfather Nurgle, gifting them upon those who fall in, with supernatural decay setting in.

[h3]Skull Mortar (Khorne)[/h3]
Vast mortars of blood stained iron, Skull Mortars lob huge flaming brass shells. They detonate with explosive force, scything down their victims.

[h3]Flame Gargoyles (Tzeentch)[/h3]
Gargoyles perched all around the Fortress, these immobile statues spring to life in the presence of enemies, dousing them with mutating, corrosive fire!

[h2]Teleport Changes[/h2]
With the release of Region vs Region and the upcoming release of Ulthuan a lot of the bugs, lag and disconnects we’ve experienced have been due to our teleportation mechanic.
As we instantly resolve incoming marches and there is no limit on the number of marches we may have to resolve the use of a teleport puts a heavy load on the system. In addition to this it can also cause confusion when one of the marches destroys the teleporting player, causing them to double teleport or sometimes even get their Champion captured (and returned if you’re leaving the region) in a single event.
As such we’ll be making a change to the Teleport items. You will no longer be able to use a Teleport item while any hostile march is targeting your Fortress. Friendly marches will also no longer instant resolve, they’ll turn around and go home.
A new ‘Flee’ item for a cost of 950 Warpstone or 200k Alliance Coins will be made available. This item works almost identically to a teleport; however, this CAN be used when hostile marches are incoming and this item will dodge them, very similar to if a player were to use a shield then teleport.
Returning home from an Invasion or from the Ulthuan region will count as fleeing for the purposes of march resolution. Note that you still won’t actually need to use an item or pay to return from another region, but the mechanic will work in the same way.
The new flee teleport will be blocked anywhere you cannot use a shield. (ie. when owning an Empire/Elven City or are in a Siege Zone) Finally, you will not be able to invade an enemy region while you have incoming hostile marches.
[h2]RvR Fixes[/h2]
We’ve also fixed a bug that caused the game to confuse the Fortress and Empire City coordinates, preventing the creation of Warbands against the City with incorrect errors regarding shields and alliance membership. This goes alongside the hotfix we pushed out last time to stop players sending Warbands against an enemy city locked by invaders and showing as on fire.
[h2]Community[/h2]
Finally, our community team has started collecting questions for the next round of Q & A with the development team, so if you have a burning question please head over to the new #community-questions Discord room!
We hope you are all ready to join the ‘Invasion of Ulthuan’ very soon!
[h2]Campaign Expansion - Invasion of Ulthuan. [/h2]
The forces of Chaos have finished constructing their invasion fleet at Blackclaw Port on the South-Western edge of Norsca, near the channel to the Sea of Claws. From this port, players will be able to launch the Invasion of Ulthuan.

To conquer the realm of Ulthuan, Alliances will need to work together to bring down these Strongholds and occupy them for a period of time. Ulthuan is around 1 third of the size of the ‘Old World’ so there’s plenty of room for players to Invade with their alliances and work towards ultimate victory.
When the Invasion of Ulthuan begins, access to the Ulthuan region will unlock for a period of 60 hours, beginning on Friday at noon (server time) and running until Sunday at Midnight. Players and alliances from every region will clash within Ulthuan in a true all-out war gameplay to see which Alliance truly is the most powerful in the game.
Within Ulthuan we’ll have both high-level armies & foes and the zone will very much be aimed at players of keep 15 or higher. Completing the new Alliance based quests will grant your alliance rare caches containing some other new rewards, such as: Uthilmar shards used in crafting a new set - ‘The Elfslayer’, or Corrupted Wayshards which will be used in a new ‘Corrupted Elven’ Keep Skin, and then there will be new types of gathering node for the Silver Leaf currency.
The rewards for participating within the Invasion of Ulthuan will include new equipment, keep skins, Alliance gifts and more! We’re also including the following new content in this update and we are currently planning to launch this patch the first week of December.
[h2]New Legendary Warlord - Sigvald the Magnificent[/h2]
Prince Sigvald is the most infamous of Slaanesh's favoured Champions, a legend in battlefield prowess and his beauty is both disturbing yet angelic.

Sigvald will arrive soon and move across the Old World in the Prince of the Decadent Host event, allowing players to earn his allegiance in battle. Defeating Sigvald in a new Infernal Defeat Slaanesh Foes challenge will reward both tier 4 and 5 troop components, along with a Legendary Warlord cache.
[h2]New Defenses[/h2]
This update also includes 3 new defences at tier 4, which can be unlocked by a new ritual within the faction trees. These defences focus on the Dark Gods which previously didn’t have a defence at tier 4.
[h3]The Fetid Moat (Nurgle)[/h3]
Encircling the Fortress, these moats are filled with the vile and fecund bounties of Grandfather Nurgle, gifting them upon those who fall in, with supernatural decay setting in.

[h3]Skull Mortar (Khorne)[/h3]
Vast mortars of blood stained iron, Skull Mortars lob huge flaming brass shells. They detonate with explosive force, scything down their victims.

[h3]Flame Gargoyles (Tzeentch)[/h3]
Gargoyles perched all around the Fortress, these immobile statues spring to life in the presence of enemies, dousing them with mutating, corrosive fire!

[h2]Teleport Changes[/h2]
With the release of Region vs Region and the upcoming release of Ulthuan a lot of the bugs, lag and disconnects we’ve experienced have been due to our teleportation mechanic.
As we instantly resolve incoming marches and there is no limit on the number of marches we may have to resolve the use of a teleport puts a heavy load on the system. In addition to this it can also cause confusion when one of the marches destroys the teleporting player, causing them to double teleport or sometimes even get their Champion captured (and returned if you’re leaving the region) in a single event.
As such we’ll be making a change to the Teleport items. You will no longer be able to use a Teleport item while any hostile march is targeting your Fortress. Friendly marches will also no longer instant resolve, they’ll turn around and go home.
A new ‘Flee’ item for a cost of 950 Warpstone or 200k Alliance Coins will be made available. This item works almost identically to a teleport; however, this CAN be used when hostile marches are incoming and this item will dodge them, very similar to if a player were to use a shield then teleport.
Returning home from an Invasion or from the Ulthuan region will count as fleeing for the purposes of march resolution. Note that you still won’t actually need to use an item or pay to return from another region, but the mechanic will work in the same way.
The new flee teleport will be blocked anywhere you cannot use a shield. (ie. when owning an Empire/Elven City or are in a Siege Zone) Finally, you will not be able to invade an enemy region while you have incoming hostile marches.
[h2]RvR Fixes[/h2]
We’ve also fixed a bug that caused the game to confuse the Fortress and Empire City coordinates, preventing the creation of Warbands against the City with incorrect errors regarding shields and alliance membership. This goes alongside the hotfix we pushed out last time to stop players sending Warbands against an enemy city locked by invaders and showing as on fire.
[h2]Community[/h2]
Finally, our community team has started collecting questions for the next round of Q & A with the development team, so if you have a burning question please head over to the new #community-questions Discord room!
We hope you are all ready to join the ‘Invasion of Ulthuan’ very soon!