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New Season "Knightfall": Content & Balance Changes

[h2]A legendary battle awaits in the new Season.[/h2]

Devote yourself to the Order of the Sword in Conqueror’s Blade: Knightfall, the new Season available now as a free update! Pledge yourself as an acolyte and fight alongside your brothers in a new Seasonal Campaign, unlock brand-new Units, earn exclusive rewards from the Knightfall Battle Pass, and celebrate with launch events and sales.

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[h2]Unlock Seasonal Units[/h2]

Battle alongside the Brotherhood and unlock the following new Seasonal Units via Unit Challenges:
  • Schutzdieners (3-Star)
  • Available Now*: This Unit can heal and harm, making them the ideal companion on the battlefield.
  • Kriegsbruders (4-Star)
  • Coming September 25*: Command the first sword and shield Cavalry Unit in Conqueror’s Blade to devastate the enemy.
  • Zweihanders (5-Star)
  • Coming October 9*: This Unit’s two-handed greatswords excel at smashing through frontline formations.


[h2]Knightfall Battle Pass: Earn Exclusive Free & Premium Rewards[/h2]

Prove chivalry isn’t dead and earn rewards fit for a true knight of the Order of the Sword. Over 100 levels of Free and Premium rewards can be redeemed by completing Seasonal Challenges, earning Glory, and leveling up your Battle Pass.



Adorn your new Teutonic-inspired Units with the Ritterbruder Unit Attire and ride into battle atop your noble steed in the Order Grandmaster’s Mount Set. Ascend to the rank of Grandmaster and claim the highest reward at Tier 100—Order Grandmaster Hero Attire.

Greycloak Zealot’s Hero Attire is granted as an instant reward when you purchase the Battle Pass in-game for 1,000 Sovereigns. Plenty more amazing rewards can be earned on the Free Pass, too!

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[h2]Seasonal Campaign: Knightfall[/h2]
  • Embark on a brand new journey in the Seasonal Campaign beginning in the Borderlands or Ostaria (and journey to Ungverija later on in the Season), and play every week to follow the story and secure your standing. Battle in twice-weekly Territory Wars (beginning September 19) with your House and complete Stages to prepare for the final fight in Conqueror's City at the end of the Season.

[h2]Season Launch Events & Sales[/h2]
  • Dive into New Doctrine Pools: A new Doctrine Excavation Site has reopened! Talk to the War Scholar and use your Treatises to find Javelin Doctrines until September 27.
  • Astrological Attire Chests: Unlock the contents of the Centauri Star and Golden Sun Attire Chests with Golden Keys for a chance to receive the Centaur's Wrath Bow and Ordre du Ciel Hero Attire, Mount Set, and Banner until September 27.
  • Peruse Attire Shop Updates: Check out the Attire Chest menu (‘G’), to behold the Antique Tyrannical Set, Antique Tattered Henchmen Unit Attire, and the Antique Undefeated Attire available until November 30.
  • Colosseum Returns: Prove your battle prowess in the returning PVP mode—Colosseum. Fight in 6v6 battles on newly-adjusted maps until September 27.


Download and play Conqueror’s Blade: Knightfall today!

For more information about the new Season, check out the latest patch notes. New to the game? Conqueror’s Blade is available to download and play for free from the official website and Steam. Get the latest Conqueror’s Blade news by subscribing to the official newsletter and connecting with us on Facebook, Twitter, Instagram, YouTube, and Discord.

Balance Changes

https://www.conquerorsblade.com/en/news/997/

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:

Sword &Shield Units
  • Improved block ability against ranged attacks, with the ability to block arrows while moving and fighting


Cavalry Units
  • 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.

[h2]Winged Hussars[/h2]
  • 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 】


Ranged Units

[h2]Attribute Changes[/h2]
  • 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


Crossbowmen
  • Shooting from a long distance, the maximum damage decay with distance: 65% → 45%. However, the rate of damage reduction increases.

[h2]Pavise Crossbowmen[/h2]
  • 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


Soldier Count
  • 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.

Leadership Costs Adjustment
  • 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


Other
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:

[h2]Onna-Musha[/h2]
  • 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%)

[h2]Orochi Samurai [/h2]
  • 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)

[h2]Yanyuedao Cavalry[/h2]
  • 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%)

[h2]Imperial Javelineers[/h2]
  • 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.

[h2]Javelin Sergeants[/h2]
  • 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.

[h2]Imperial Spear Guards[/h2]
  • 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.