Patch Notes: Update Log 21/09/2023

[h2]Greetings, Warlords! [/h2]
We will update the game during our maintenance on September 21st, which will last for 3 hours and run between 12:30 - 15:30 (UTC+8). After the maintenance, we will give all players 8,000 Bronze Coins, 300 Honor, and 15 Unit Medals as compensation for any inconvenience caused. Be sure to arrange your time accordingly.
[h3]The update will contain the following:[/h3]
I. EVENT NOTICES
[h2]Rewards for [Knightfall] Season: Free Doctrine Removal![/h2]
[h3]Info:[/h3]
During the event, the removal of doctrines will not consume any Doctrine Water, hoping to make it easy for you to experiment with various setups.
[h3]Time:[/h3]
From September 23rd 00:00 (UTC+8) to September 24th 24:00 (UTC+8).
[h2]Rewards for [Knightfall] Season: The Scroll of Forgetfulness Will Be Distributed for Free[/h2]
[h3]Info:[/h3]
Warlords who have logged in between September 14th, after maintenance, and September 21st, until maintenance, will receive the Scroll of Forgetfulness by mail. The item can fully reset the Mastery of the following units:
- Men-at-Arms
- Spear Sergeants
- Imperial Javelineers
- Javelin Sergeants
- Imperial Spear Guards
[h3]Rewards Can Be Claimed from:[/h3]
September 21st - October 21st
[h2]Warfare Pack Season Challenges Rotation [/h2]
[h3]Info:[/h3]
The [Snowstorm] and [Northmen] Challenge Packs will be taken off the shelves under Store - Warfare Packs, and the [Dynasty] and [Tyranny] packs will become available.
[h3]Time:[/h3]
From September 21st - October 12th, until maintenance.
[h2]Store Update[/h2]
[h3]New Addition Pack :[/h3]
Daily XP Boost Pack Includes:
- Training Summary x10
- 1-Battle Advanced Unit XP Card x10
- Unit Medal x50
Daily purchase limit: 1
[h3]The purchase limit for the Weekly Golden Order Pack is adjusted to 2.[/h3]
[h3]The purchase limit for the Weekly Unit Unlock Packs is adjusted to 3.[/h3]
II. BALANCE CHANGES
In the current version, several unit types, including sword & shield units, archer units, crossbowmen units, firearm units, and melee cavalry units, are not performing as well as we'd like them to. This is mainly because they have remained unchanged for a long time and their basic attributes on the battlefield are not up to par. Additionally, their roles and counter relationships are not as distinct as we would like them to be. While we have attempted to address these issues through unit mastery, it has inadvertently made the weaker units even weaker. We intend to make a series of adjustments, along with future unit mastery updates, to ensure that each unit finds its unique role and enriches battlefield strategies.
- Sword & Shield Units: These units should excel in both offense and defense, especially in dealing with ranged attacks.
- Lancer Cavalry Unit: Special rushing abilities should complement, not replace, the traditional long-distance charge.
- Archer Unit: Units with extremely long-range attacks should have an advantage against long-range and unshielded units.
- Crossbowmen Unit: Units with piercing multiple-target attacks should be effective against offensive units but struggle against shielded units.
- Firearm Unit: These units should deal high single-target damage with lower accuracy and fire rate. Increasing soldier count is necessary to ensure attack efficiency.
- Melee Cavalry Unit: While a small soldier count is a contributing factor to their underperformance, it's not the main issue. The unit's mechanics will be continuously improved in the future.
- Leadership: To introduce more diverse strategies, leadership for lower-star units will be adjusted.
These are all the changes:
[h2]Sword &Shield Units[/h2]
- Improved block ability against ranged attacks, with the ability to block arrows while moving and fighting
[h2]Cavalry Units[/h2]
- The Unit Traits of Long-distance will be Changed: After Charge Start stage, every 1.5 seconds of charging will increases charge damage by 20% and charge speed by 20%, up to 3 times.
- Follow charge will be the same. However, it won’t be active when Dagger-Axe Lancers counterattack.
[h3]Winged Hussars[/h3]
- Charge Cooldown: 60 seconds → 48 seconds
- The precent of Charge Piercing Damage 200% → 260%,the minimum damage caused by charge 5% → 25%
- Formation: Add Wedge formation, remove Serpent Formation
- Unit Traits【Highspeed】 → 【 Long-distance Charge 】
[h2]Ranged Units[/h2]
[h3]Attribute Changes[/h3]
- Archer Militia: Piercing Armor Penetration 912 → 1186
- Ironcap Archers: Piercing Armor Penetration 1011 → 1239
- Vanguard Archers: Piercing Armor Penetration 1186 → 1376
- Imperial Archers: Piercing Armor Penetration 1277 → 1436
- Prefecture Archers: Piercing Armor Penetration 1079 → 1271
- Rattan Vipers: Piercing Armor Penetration 1018 → 1246
- Levy Bowmen: Piercing Armor Penetration 1064 → 1224
- Demesne Archers:' Piercing Armor Penetration 1026 → 1330.
- Incendiary Archers: Piercing Armor Penetration 1079 → 1287
- Vassal Longbowmen: Piercing Armor Penetration: 1464 → 1598
- Schutzdieners Piercing Armor Penetration: 1132 → 1360
- Rattan Marksmen: Piercing Armor Penetration 768 → 1148
- Demesne Crossbowmen: Piercing Armor Penetration 1232 → 1593
- Demesne Arbalists: Piercing Armor Penetration 1449 → 1869
- Namkhan Archers: Piercing Armor Penetration 1180 → 1349
- Houndsmen: Piercing Armor Penetration 1313 → 1499
[h2]Crossbowmen[/h2]
- Shooting from a long distance, the maximum damage decay with distance: 65% → 45%. However, the rate of damage reduction increases.
[h3]Pavise Crossbowmen[/h3]
- Piercing Damage Multiplier of Stow Shields: 93% → 100%
- Crossbow Masters Improves rate of fire by 25%.
- Each arrow can pierce up to 2 → 3 targets, damage decay after pierce each target: 50% → 40%, penetration attenuation maximum: 70% → 80%, and the arrow can penetrate a shield and be considered to have pierce a target
[h2]Soldier Count[/h2]
- Tercio Arquebusiers:18 soldiers → 21 soldiers
- Shenji Grenadiers : soldiers → 17 soldiers
- Kheshigs: 18 soldiers → 21 soldiers
- Kriegsrat Fusiliers: 18 soldiers → 21 soldiers
- Imperial Arquebusiers: 24 soldiers → 28 soldiers
- Prefecture Heavy Cavalry: 16 soldiers → 21 soldiers
- Khevtuul Cavalry: 16 soldiers → 21 soldiers
- Demesne Arquebusiers: 21 soldiers → 24 soldiers
- Sea Stag Deathdealers: 21 soldiers → 24 soldiers
- Selemchid Cavalry: 18 soldiers → 21 soldiers
- Ironcap Scouts: 18 soldiers → 21 soldiers
In order to adjust the count change, the formation of the units above will change slightly.
[h2]Leadership Costs Adjustment[/h2]
- Sword Militia 85 → 65
- Ironcap Swordsmen:115 → 100
- Prefecture Guards: 180 → 170.
- Rattan Roundshields 130 → 115
- Squires: 170 → 155
- Condottieri Guard: 170 → 160
- Spear Militia: 100 → 80
- Ironcap Spearmen: 155 → 150
- Spearman: 125 → 105
- Javelin Militia: 110 → 105
- Demesne Javelineers: 110 → 105
- Demesne Pikemen: 70 → 55
- Prefecture Pikemen: 185 → 165
- Rattan Pikemen: 115 → 95
- Halberdiers: 175 → 165
- Alp Halberdiers: 175 → 165
- Archer Militia: 75 → 45
- Ironcap Archers: 135 → 110
- Vanguard Archers: 160 → 150
- Prefecture Archers: 185 → 180
- Rattan Vipers: 165 → 155
- Levy Bowmen: 80 → 50
- Demesne Archers: 120 → 90
- Rattan Marksmen: 180 → 175
- Demesne Crossbowmen: 140 → 110
- Demesne Arbalists: 180 → 160
- Ironcap Arquebusiers: 145 → 120
- Demesne Arquebusiers: 180 → 170
- Janissaries Hackbuteers: 190 → 180
- Ironcap Scouts: 115 → 95
- Selemchid Cavalry: 170 → 150
- Coutiliers: 130 → 115
- Ironcap Bowriders: 105 → 90
- Khorchins: 170 → 140
- Sons of Fenrir: 175 → 165
- Cudgel Monks: 160 → 145
- Bagpipers: 130 → 90
- Alchemists: 130 → 90
- Dimachaeri: 175 → 165
- Jangjus: 180 → 170
- Ronin: 160 → 145
- Wuxing Pikemen: 170 → 155
- Naginata Monks: 145 → 125
- Black Dragon Pikemen: 120 → 80
- Black Dragon Spearmen: 110 → 80
- Black Dragon Javelineers: 115 → 80
- Black Dragon Archers: 100 → 60
- Sea Stag Deathdealers: 100 → 80
[h2]Other[/h2]
Doctrine Water that can remove Doctrines and Scroll of Forgetfulness that can return manuals for the following units influenced due to the balance adjustment will be given according to the situation:
[h3]Onna-Musha[/h3]
- The Disrupt mechanic currently causes the enemy to lose members too quickly without giving them a chance to fight back.
- Disrupt duration adjusted from 0.8s to 0.5s(-0.3s)
- Slashing Armor Penetration 1576 → 1352(-9.2%)
- Slashing Damage 1519 → 1314(-3.6%)
[h3]Orochi Samurai [/h3]
- The Disrupt mechanic currently causes the enemy to lose members too quickly without giving them a chance to fight back.
- Disrupt duration adjusted from 0.8s to 0.5s(-0.3s)
[h3]Yanyuedao Cavalry[/h3]
- The [Dread Unleashed] ability is excessively strong in terms of crowd control and burst attack, even without any charging.
- After [Dread Unleashed], at least 2.5 should be charged to throw enemy.
- Slashing Damage 967 → 929(-4.1%)
[h3]Imperial Javelineers[/h3]
- Piercing Armor Penetration of Javelin Multiplier: 250% → 220% (penetration reduction by 12%), Piercing Damage Multiplier: 280% → 250%(damaged reduction by 10%)
- Piercing Damage Multiplier of Flying Shield: 135% → 120%(damaged reduction by11.6%)
- The accuracy of javelins increases by approximately 8%. The lower the target's movement speed, the higher the accuracy.
[h3]Javelin Sergeants[/h3]
- Piercing Armor Penetration of Javelin Multiplier: 250% → 220% (penetration reduction by 12%), Piercing Damage Multiplier: 350% → 320%(damaged reduction by 8.6%)
- The accuracy of javelins increases by approximately 13%. The lower the target's movement speed, the higher the accuracy.
[h3]Imperial Spear Guards[/h3]
- When the passive effect is active, the unit becomes excessively powerful due to the stacking of defense effects with other damage reduction effects. To address this issue, the overly strong ability has been adjusted. The burst resistance capability without passive effects has been increased.
- The duration immunity effect obtained for every 3 attacks: 2s → 1s, the damage reduction effect: 15% → 10%, and the effect of all protection is increased by 30% → 15%
- Health 8543 → 8658
- The slashing defense 584 → 632, and the blunt defense 324 → 401.
III. OTHER CHANGES
[h2]Other Changes[/h2]
[h3]Basic System[/h3]
- The number of unlockable Horse Troughs has been increased to 15.
[h3]Adjustment for Tutorial[/h3]
- Improve Beginner Quests: Redundant tasks have been removed to allow new Warlords to engage in battles more quickly.
- Increased Rewards in Main Quests: After the update, new Warlords will receive a complete set of Epic hero equipment from the main quests.
- After the update, ongoing main quests will be replaced with new ones, but some removed quests will not disappear.
[h3]Adjustment for Recall Event[/h3]
- Reward Adjustment for Recall Event:[Link Equipment Selection Box] has been added to assist returning Warlords in battle.
- New Return Quests: Completing the new quest "General Command" will reward a 7-day Unit Trial Card.
[h2]General Optimization[/h2]
- Decrease Video Memory Consumption: Texture usage and the number of textures required for frame animations in the UI interface have been reduced.
- Memory Occupation Avoidance: The initialization timing of some UI interfaces (such as the settlement interface) will be optimized to avoid preloading.
- Network Drop Problem Optimization: The message for network peak bandwidth has been optimized to prevent drops caused by extremely high peaks.
- Unit Actions When Disconnected Optimization: When in a map, if there is any disconnection or crash problems, units will not immediately disappear but retreat themselves.
IV. Bug Fixes and Optimizations
- Fixed the issue where the effect of +1 attack targets in Charge for the [Julu - Unrelenting V] Doctrine didn't apply to the [Legendary Sword Charge Doctrine].
- Fixed the issue with the hero [Shielded Charge]'s skill damage count not matching its skill description.
- Optimize the target-finding logic of [Claymores] when in Hold.
- Fixed the issue with [Schutzdiener] being unable to shoot healing arrows when enemies are too close.
- Adjust the defenses of [Link].
