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Battlegrounds and Stonegard Siege Map Rework

[p]Capture objectives, wipe out enemy players, and complete special missions to dominate the battleground in a new 24v24 mode. However, Battleground isn’t the only new PvP update coming in the Solisium’s Awakening update on September 18. Alongside a behind the scenes discussion on Battlegrounds, NCSOFT is also excited to share more about the development of the Castle Siege map rework.[/p][h2]Battlegrounds[/h2][h3]Learning from Players and Familiarity[/h3][p]Our goal was to create PvP content that involved a broader range of players compared to existing THRONE AND LIBERTY PvP modes. Currently, some high-end PvP content is only accessible to players who meet certain conditions. With Battlegrounds, we wanted to capture the fun and excitement of those experiences while lowering the barrier to entry.[/p][p]We drew inspiration from the various PvP styles that TL players already enjoy, combining them to shape this new mode. Part of that was playing existing PvP content and closely observing player behavior. That led us to believe that a more accessible PvP mode like Battlegrounds was something TL truly needed.[/p][p]Initially, we felt that familiarity was key. We considered directly applying TL’s existing dominion mode rules. However, we realized that for a new PvP experience, familiarity alone wouldn't be enough to deliver fun or satisfaction. So, we listed out every element used in existing PvP content and carefully selected the ones that could be reimagined. Through this process, we were able to create a mode with entirely new rules that offers a fresh experience rooted in TL’s core PvP gameplay.[/p][p][/p][p][/p][p][/p][h3]Victory Beyond Combat Alone[/h3][p]We want to strike the right balance between gameplay elements so that victory isn’t decided by combat alone and even those with unique playstyles can enjoy Battlegrounds. While some players enjoy fighting directly, others may not feel confident in combat, but if they have other ways to contribute meaningfully to the team, we believe they’ll find PvP content more engaging.[/p][p]In many PvP experiences, once players feel that the match is lost, they tend to give up or leave early. That’s why we plan to include more comeback opportunities in all future game modes, so players feel motivated to keep pushing until the end and experience the thrill of turning the tide. Even if a team falls apart, we’re working to ensure that those who give it their all can still be properly rewarded.[/p][p]Of course, given the nature of PvP, it won’t always be easy. However with every new mode we introduce, we plan to ensure that factors beyond just fighting will play a meaningful role in determining the outcome. We hope you'll continue to follow the evolution of Battlegrounds as it grows.[/p][h3]A Collaboration with Players[/h3][p]We consider Battlegrounds a collaboration with all of the players who’ve enjoyed TL’s existing PvP modes because your gameplay has been a constant source of inspiration for us. We’d like to take this opportunity to sincerely thank you.[/p][p]We hope you enjoy a blend of familiarity and freshness in Battlegrounds and would greatly appreciate your feedback. New game modes will continue to be added to Battlegrounds over time. As the mode evolves, expect challenges with new and more complex rules beyond what the initial release offers. We look forward to hearing your thoughts along the way.[/p][p][/p][p][/p][p][/p][h2]Stonegard Siege Map Rework[/h2][p]NCSOFT shared additional insight into the goals and inspiration behind the Castle Siege map rework.[/p][h3]New Goals for an Old Map[/h3][p]We’ve been closely monitoring player behavior, feedback, and approaches every weekend during siege events, gaining valuable insights along the way. In the current Stonegard Siege, many areas of the terrain naturally lead to prolonged standoffs, which can make gameplay feel dull. We aimed to improve these terrain features as much as possible to keep the action flowing.[/p][p]Next, we wanted to encourage strategic variety. By now, most players are familiar with each other’s strategies. Fighting under the same conditions for extended periods of time reduces the overall enjoyment.[/p][p]While TL’s combat has evolved rapidly, Stonegard Castle hasn’t kept up with those changes. We felt it was necessary to revise the structure and strategic points to deliver a fresh experience. Ultimately, our goal is to increase the frequency of throne takeover attempts and make sieges far more dynamic and engaging.[/p][h3]Challenges Between Both Sides of Stonegard[/h3][p]In the early phases of siege monitoring, combat dynamics shifted so rapidly that it was difficult to confidently say, “This is the right direction.” However, as more data accumulated, a clear vision began to emerge. From that point on, we were able to move forward with a focused plan.[/p][p][/p][p][/p][p][/p][p]We started with the belief that siege battles needed to become more offense-driven, but we also had to ensure that defending teams who fought hard to claim the castle wouldn’t feel unfairly punished. Striking the right balance between active offense and rewarding defense was one of the toughest parts of the process.[/p][h3]Reworked Playstyles[/h3][p]With the addition of elements that actively trigger combat and more diverse attack routes, we anticipate team positioning and player distribution to become far more important. In the original version, once a team secured a specific entrance or respawn point, there wasn’t much need to pay attention to other areas simply because those “key” points held disproportionately high strategic value. Now, with the introduction of multiple valuable routes and respawn zones, teams will need to respond more dynamically, often splitting into smaller groups and moving quickly across the battlefield.[/p][p]This is only the beginning of more changes to come. We’ll keep listening to your feedback and the inspiration for how Siege should evolve in the future. Beyond strategic adjustments, we’re also exploring new ways to make Siege Battles more accessible and enjoyable for a wider range of players.[/p][p][/p][p][/p][p][/p][p]Thank you for being part of this journey! We’ll see you on the Battlegrounds of Solisium on September 18.[/p]

THRONE AND LIBERTY Update 2.26.0

[p][/p][p]THRONE AND LIBERTY Update 2.26.0 downtime will begin at 10:30 p.m. PT (5:30 a.m. UTC) on September 3 and last approximately 6 hours. Find the full list of changes below.[/p][p]
[/p][h3]GUILD ALLIANCE SIZE REDUCED[/h3]
  • [p]The maximum number of guilds that can be joined in an Alliance is now 2 instead of 4.[/p]
  • [p]We will be monitoring the ongoing impact of this change and feedback from the community as we understand there are a range of opinions on Alliance limits, and will consider additional modifications if necessary.[/p]
  • [p]To support this change, existing Alliances will be disbanded to allow guild leaders to re-form alliances with the second guild of their choice.[/p]
[h3]AVAILABLE NAME REFRESH - Deleted Characters and Guilds[/h3]
  • [p]Names previously used by characters or guilds that have been deleted will be available again for use after this maintenance.[/p]
[h3]SERVER TRANSFER COOLDOWN RESET[/h3]
  • [p]The 30-day cooldown period after performing a Server Transfer has been reset in preparation for upcoming content releases.[/p]
[h3]OREMONG HIDE AND SEEK[/h3]
  • [p]Coming soon: Mischievous citrus have been spotted popping up in Laslan, Stonegard, and Talandre regions.[/p]
  • [p]Roll out and find the hiding Oremong to ponder their prize list![/p]
  • [p]Rumor has it, these friendly citrus are selling Rainbewe morphs, titles, portrait frames, fishing rods, and more.[/p]
[h3]GENERAL[/h3]
  • [p]Arena: Season 3 is now scheduled to end on September 17 with the start of maintenance.[/p]
  • [p]Console: Fixed an issue causing players to get automatically kicked shortly after joining a Party or Vanguard.[/p]
  • [p]Wand: Players who are tethered with Ray of Disaster now properly take damage when moving.[/p]
  • [p]Wand: The Ray of Disaster's "Concentration Effect Time" specialization now properly grants a damage boost.[/p]
  • [p]Wand: Ray of Disaster now properly deals damage to a 2nd target after the 1st target dies.[/p]
  • [p]Wand: Fixed an issue causing Vampiric Contract to occasionally stop providing its benefits.[/p]
  • [p]Greatsword: Blood Devotion's "Damage Transfer Increase" specialization no longer displays 2 different values for how much it increases transferred damage.[/p]
  • [p]Spear: Updated the description of the Mortal Wrath skill from "...the attack always becomes a Heavy Attack" to "...the attack always triggers from a Heavy Attack", matching it's functionality.[/p]
  • [p]Localization: Fixed an issue causing Korean text to display in the Heroic Accessory Trait Info page.[/p]
  • [p]Cosmetics: Fixed an issue with the Azure Moon Weapon skins causing the 3rd dye slot to not update the expected areas.[/p]

Hyperboost Feature Set Deep Dive

[p]We see the Hyperboost Feature Set as a critical turning point. It is an easier and less intimidating entry point for new players, a refreshed experience for existing ones, and a strategic initiative to grow and solidify the community as a whole.[/p][p]With key system changes, major content updates, and balance adjustments happening now, we felt the Solisium’s Awakening Update on September 18 was the perfect opportunity to encourage new and returning players to jump in. Catch up with NCSOFT for everything you need to know before these server changes go live next month.[/p][h3]More than just a fast-track leveling environment[/h3][p]The Hyperboost Feature Set includes a variety of tangible bonuses that players can immediately feel across all servers. The core bonus is the increased acquisition rate of key progression resources such as gear enhancement materials. Compared to previous progression, players can obtain these resources at a much faster rate, allowing them to rapidly boost their combat power in a shorter period of time.[/p][p]Additionally, new Growth Support Missions will give special rewards. These rewards are tied to reaching specific level milestones, clearing content, and enhancing equipment, which enables players to progress through regular combat as well as goal-oriented tasks.[/p][p][/p][p][/p][p][/p][h3]Accelerate growth, while preserving the essence of the TL experience[/h3][p]Our core philosophy for the Hyperboost Feature Set is: “Accelerate growth, while preserving the essence of the TL experience.”[/p][p]TL isn’t just a game about leveling up your character. For many, the endgame is just as fun as the main story quest. However, getting to that point has traditionally taken a significant amount of time. The Hyperboost Feature Set is both an experiment and a structural solution to this issue. While we’ve deliberately accelerated the growth curve, it’s not just about inflating numbers. We’ve designed the experience so players can reach key content faster and engage with it in a richer, more meaningful way.[/p][p]In short, our goals are a faster start, the preservation of core gameplay experiences, and a sustainable structure for long-term player engagement. We aim to reduce the burden of early progression, without compromising depth or quality.[/p][h3]A Significant Advantage to Players[/h3][p]On existing servers, long-time players have already secured positions in high-end content. In contrast, new players can start on our newly added servers where everyone starts fresh in a reset environment. This removes the disadvantages tied to joining late, allowing all players to compete and cooperate on equal footing. As a result, new players can participate without feeling overwhelmed, and returning players have the chance to re-enter the game strategically in a refreshed setting.[/p][p][/p][p][/p][p][/p][h3]It’s Not Too Late to Start Now[/h3][p]There’s one clear message we want to deliver through this feature set: “It’s not too late to start now.”[/p][p]These new features are specifically designed to help lower the barrier of entry for new and returning players without taking away the progress or accomplishments of current players. In other words, this is part of a broader strategy to support sustainable player growth within the TL ecosystem. We hope this opportunity allows many players to quickly access TL’s core content and rediscover the thrill of battle, cooperation, and competition. For those looking for a fresh challenge, the Hyperboost Feature Set will be the perfect starting point.[/p][p]Thanks for your support! We’ll see you in Solisium when the Hyperboost Feature Set releases alongside the Orb, Housing, Dimensional Trials revamp, and Battlegrounds as part of Solisium’s Awakening on September 18.[/p]

Throne and Liberty's player housing opens the MMO up to a whole new audience

Amazon Games MMORPG Throne and Liberty has a lot going for it if you're into grand-scale combat and intense PvP, but its next update aims to dramatically widen its appeal. Solisium's Awakening introduces more 'lifestyle content' to the free-to-play MMO, including a player housing system that could pose some serious competition to heavy hitters like FF14 and World of Warcraft. It's also adding a unique new support weapon, a highly requested multiplayer mode, improved PvE dungeon rewards, and a feature to help newcomers catch up to the crowd more easily. Ahead of its launch, PCGamesN spoke to globalization design manager Tico to get a closer look at what we can expect.


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Battle Pass: Academy Star

[p]Available now through September 25, 1 a.m. PT (8 a.m. UTC), the Academy Star Battle Pass features the new tombstone cosmetic type To Nature We Return, Punky Dentworth Amitoi, Vesper Firebird Glide Morph, Gesture: Cheer, Surprised Oremong Polymorph, and prestigious academic attire for those looking to teach their enemies a lesson—Kastleton Academy Attire and Kastleton Academy Beret.[/p][p][/p][p]Want even more unique rewards for completing seasonal challenges? The Battle Pass is an optional seasonal purchase that can turn your accomplishments into new cosmetics, crafting materials, items, and various in-game currency. Each Battle Pass features a free track and a premium track that can be unlocked with Lucent. Look forward to new spoils every season.[/p][p][/p][p]Learn more about the Academy Star rewards below and then explore answers to your most common questions.[/p][p][/p][h2]Rewards[/h2][p][/p][p][/p][p]There are desirable rewards at every level, but the most ambitious adventurers will strive to achieve max level (level 50) for the following loot:[/p]
  • [p]Level 1 (Premium Track): Vesper Firebird Glide Morph[/p]
  • [p]Level 20 (Free Track): Gesture: Cheer[/p]
  • [p]Level 20 (Premium Track): Punky Dentworth Amitoi[/p]
  • [p]Level 31 (Premium Track): Surprised Oremong Polymorph[/p]
  • [p]Level 35 (Premium Track): Illusion Scroll[/p]
  • [p]Level 45 (Premium Track): Kastleton Academy Beret[/p]
  • [p]Level 45 (Free Track): Illusion Scroll[/p]
  • [p]Level 50 (Free Track): To Nature We Return Tombstone[/p]
  • [p]Level 50 (Premium Track): Kastleton Academy Attire[/p]
[p]Don’t forget to use your Star Crystals for valuable items in the Academy Star Point Shop. As you progress your Battle Pass, you’ll earn Star Crystals as free rewards at levels 5, 10, 15, 25, 30, 35, and 45. Additional Battle Pass experience upon reaching level 50 will be converted into Star Crystals. Be advised, at the end of the Battle Pass season, your Star Crystals will turn into Quality Recovery Crystals.[/p][p][/p][p]Here are some of the featured items from the Academy Star Point Shop:[/p]
  • [p]Adventure Coin: Loyalty[/p]
  • [p]Precious Blessing Pouch: Chaos[/p]
  • [p]Skill Core Engraving Book[/p]
  • [p]Rare Rune Category Selection Chest[/p]
  • [p]Precious Ore Selection Chest[/p]
  • [p]Trait Extraction and Conversion Stones[/p]
  • [p]Nebula Charge Stones[/p]
  • [p]Rare Artifact Chance Chests[/p]
  • [p]Weapon Mastery Experience[/p]
  • [p]Skill Conversion Books[/p]
  • [p]Trait Unlock Stones[/p]
  • [p]Precious Parchment[/p]
  • [p]and more![/p]
[p]Want to learn more about how the Battle Pass works? Check out our FAQ.[/p][p]Thanks for your support and we’ll see you in Solisium![/p]