Sieges Balance Update! (Update v.0.8.8.9.4 – Steam Patch 183)
Hello warriors!
Another weekly update just hit the servers! It brings the long-awaited feature: possibility to use siege engines in battles over guild castles! There are also improvements to the State of War system requested by our Community and many balance tweaks.
Also, we’d like to show you a little sneak peek from our work in progress! The mounts system still requires quite a lot of work. Also, we’ve received many reproductions on some important bugs, so we’ll be able to fix them – which is always our priority.

Check these changes on your own and see you in battle!
Sieges & Balance:
– From now on, the State of War can end before the set time in case of a troll-token – if there is much more defenders than attackers and attackers don’t actually fight the players of the guild owning a tokened guild castle or players of the same nation within the SoW area
– Allowed using siege engines during State of War on Guild Castles – due to this change, player-built objects in GCs have now the same resistance to damage as in nation-controlled locations
– Updated the mechanics of destroying siege engines on entering a Guild Castle’s area – from now on, if a siege engine was built right inside such an area, it won’t be destroyed this way
– Significantly increased the amount of gold earned for upgrading locations – it still depends on the value of delivered materials but the ratio is much higher now
– Reduced the materials cost of upgrading locations
– Added more nodes of resources required to upgrading locations near castles and towns
– From now on, wooden and stone main building in castles and town require different materials to be upgraded
– Reduced the cost Siege Points to deploy trebuchet from 500 down to 400
Quality of Life:
– Improved the ballista projectile’s trajectory
– Improved synchronizing characters while swimming, jumping, falling down and sliding down the slopes
– Updated models of several buildings with interiors to solve the characters getting stuck in the doors issue
– Numerous improvements to the heraldics system
– Improved the progression flow in Cooking and Herbalism profession
– Improved the position of “ghost” versions of catapult and large battering ram
– Minor improvements to the starting quests
– Added another skin for light shields (Deserter’s Shield, Clan Shield and Scout’s Shield) which was supposed to come in the last update but has to be postponed a bit longer: Serpent Brothers' Shield
Fixes:
– Fixed interrupting reviving by dealing damage to a reviving player or killing him
– Fixed an issue causing that other player’s character could be wrongly displayed as being stuck at some object while being in other place, which could be misunderstood by other players as cheating if they continued to fight; this change was applied in the Monday’s update
– Fixed hitting the upper gate at Hordun Temple with battering ram
– Fixed an issue preventing players from bending vertically when attacking, until the attack was released, which could cause missed hits when attacking a jumping enemy
– Fixed most of the cases allowing to shoot a player through models (buildings and doors) with ballista
– Fixed a bug causing too high stamina drain when sprinting for low-level players in heavy armors – now the proportion between low-level light and heavy armor users is the same as for the end-game characters
– Fixed reported issues with displaying siege engines from far distance
– Fixed an issue causing that one of the Brandon event’s stages (Blood Fortress – Raubritters’ Sergeant) used to start twice in a row
– Fixed an edge-case issue causing that doors destroyed during State of War could not respawn properly
– Fixed exiting the game by pressing Quit button when playing with a traitor character
– Fixed displaying names of some Heraldic Symbols: Snail, Eye and Scorpio






