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Patch Notes: Update Log 12/10/2023



[h2]Greetings, Warlords! [/h2]

We will update the game during our maintenance on October 12th, 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]1、[Knightfall] Seasonal Doctrine Challenge Event![/h2]
[h3]Content:[/h3]
Press F5 to access the Doctrine Challenge event. Complete the quests to earn new seasonal doctrines along with Old Doctrines Selection Kits!
[h3]Doctrines Effects & Event Rewards:[/h3]
  • Stage 1: Archers of Light: Rejuvenation - Increases rate of healing by 25%
  • Stage 2: Bastion Crusaders: Shield - Reduces ranged damage taken by 15%.
  • Stage 3:: Vanguard Champions: Unleash - Recovering up to full health with [Battle Stance] makes the next skill used grant an extra 10% slashing damage.
  • Stages 4 to 6: 1x Old Doctrines Selection Kit for each phase.

You earn a stage reward for every 5 challenge quests you complete. Completing all 20 quests will award all rewards of the first four stages.
Having [Premium Account] or activating it unlocks another 10 quests, which when completed, awards you the rewards for the final six stages.
[h3]Time:[/h3]
The Doctrine Challenge run from October 12th (after maintenance) through October 26th (until maintenance). The Exchange menu will be available until November 2nd (until maintenance).
Important Note: Sovereigns cannot be used to complete the challenge quests.

[h2]2. Warfare Challenge Pack Rotation[/h2]
[h3]Content:[/h3]
The [Dynasty] and [Tyranny] Challenge Packs will be taken off the shelves under Store - Warfare Packs, and the [Highlanders] and [Paragons] packs will become available.
[h3]Time:[/h3]
From October 12th (after maintenance) to October 26th (before maintenance).


II. UNIT CHANGES & BUG FIXES
  1. After the Yanyuedao Cavalry initiates an attack with [Dread Unleashed], it maintains its charged status for 1 second and will attack again if there are enemies within its attack range.
  2. The [Long-distance Charge] effect will persist for a short duration after charging, and its special effects have been modified to better match the charging animation.
  3. Zweihanders' [Furious Zeal] now targets 3 enemies for the 1st, 3rd, and 5th attack stages instead of 2.
  4. The response speed of Kriegsbruders' [Thirst for Blood] has been increased, making it easier to launch immediate attacks.
  5. Grayhair Garrison can now use [Last Stand] while [No Retreat] is active.
  6. Fixed the issue where the training node for [Zweihanders], which was will increase the effect of [Battle Stance], didn't work as intended.
III. BUG FIXES & IMPROVEMENTS
  1. Fixed the issue where heroes could get stuck in a wall on [Turul Város].
  2. Fixed the issue where the training node for [Condottieri Guards],[Chevaliers], and [Houndsmen], which increased HP by 5%, didn't function as intended
  3. Fixed the issue where heroes could get stuck in a barrier on [Kurak Castle].
  4. Fixed the issue where being interrupted when the progress bar of deploying artillery is almost full could lead to an incorrect result.
  5. Fixed the issue of missing collision at the wall of Point A and a misplaced model at the wall of Point C on [Continopolis].

[Project Nirvana] Journal #3 Final Verification Depends on You



[h3]Greetings Warlords:[/h3]

[Project Nirvana] has been officially underway for a while, and as we mentioned earlier, our goal is to achieve the following performance optimization objectives by November 2nd:
  1. For the recommended system requirements on the official website, we guarantee an average frame rate of 60 FPS or higherunder high-quality 1080P settings, with a minimum frame rate (1% Low) exceeding 45 FPS, while keeping memory usage below 5GB and VRAM usage below 4GB.
  2. For the minimum system requirements on the official website, we guarantee an average frame rate of over 60 FPSon low-quality 1080P settings, with a minimum frame rate (1% Low) exceeding 45 FPS, while keeping memory usage below 4.5GB and VRAM usage below 3GB.

While these goals may seem like just a few lines of text on paper, the pressure they impose on the development team is immeasurable. We must acknowledge that there are numerous challenges to overcome in the optimization process.


[h2]Conqueror's Blade is an online game with numerous complex systems.[/h2]

In most online games today, development teams would prioritize the optimization of CPU and GPU resources through strategies such as reducing graphical detail for non-player characters (NPCs) or adopting simpler level map designs.


However, Conqueror's Blade stands out due to its extensive high-quality hero and unit attires, as well as intricate map designs. These demand substantial GPU performance. Additionally, unit battles and artillery attacks also require intensive CPU calculations.


As a result, the task of achieving optimal performance for both CPU and GPU in Conqueror's Blade presents a significant and challenging endeavor.


[h2]Maintaining top-notch experience while optimizing the 1% LOW frame rate during battles is exceptionally challenging.[/h2]

With the exception of specific maps, the lowest frame rates frequently occur during point captures in battles. These scenarios involve a multitude of fighting units, an abundance of hero skills in use, artillery, and other elements that enhance the overall battlefield experience but also exert significant pressure on performance.


Consequently, addressing the 1% LOW frame rate issue while preserving the quality of battle experience is doubly demanding.


[h2]Ensuring stability during the optimization process presents a significant challenge.[/h2]

As we strive for performance optimization, extensive adjustments have been made at various parts, including art, planning, and gameplay programming. The development team has also made modifications to the engine's underlying architecture, involving the reconstruction of certain aspects of the game's structure and design to achieve our optimization goals.


However, these changes can introduce unforeseen stability issues. While we are committed to rigorous testing and resolving stability concerns during the development process, we also encourage more warlords to participate in testing to aid in this endeavor.


While we've committed to completing the optimization before November 2nd, the daunting challenges we face have us feeling a hint of panic. Nevertheless, the entire development team remains fully dedicated to achieving our optimization goals.


[h2]So, how will we determine if we've successfully met these goals?[/h2]

Considering the diverse content within the game, we believe it's fair to use your favorite Map as an example to verify whether we've achieved the optimization standards. We understand that each Warlord has their preferred Map, and we're committed to ensuring that the performance of this Map meets the established standards.


We're entrusting you with the authority to select the Map!


In addition to in-game voting, we will also conduct polls on Discord featuring 15 Maps that are frequently used in the game. Please choose your 3 favorite Maps from among these options.


The performance experience of the 3 final Maps will serve as the benchmark for determining our success or failure.


[h2]Apart from Maps, how can we verify the optimization of configurations?[/h2]

Given the challenges of uncontrollable factors such as test environments, device systems, device brands, and installed software, it's difficult for us to define a universally accepted verification configuration. However, to openly and transparently demonstrate our optimization results, the development team is actively setting up multiple computers that meet both the minimum and recommended requirements. Once these machines are assembled, we will invite you to oversee their actual performance under a standardized environment.


We will provide further details in the future.

Dev Log: Talk with the Dev Team behind Conqueror’s Blade



[h3]1. The Season "Knightfall" was released on September 14th. What inspired the creation of this season?[/h3]

Response: Initially, after two seasons with Eastern themes, we aimed to introduce content from Western battlefields to enrich the game. When considering themes, we sought to capture the raw, early-warfare essence that the game had during its initial launch. This led us to the concept of the Teutonic Order, which was a popular choice among players in one of our previous surveys.


[h3]2. The units have a medieval German-inspired look and names. Can we refer to this as a "medieval German season?"[/h3]

Response: We did draw inspiration from the Teutonic Knights and the combat styles of that time and region. However, the Teutonic Order included members from various countries and cultures across central and eastern Europe. While it conveys a hint of a Germanic theme, it doesn't represent the entirety of what "German" means to us. So, we can't definitively label this season as exclusively "German."


[h3]3. How did you choose which units to add to the Season?[/h3]

Response: Firstly, we examined authentic historical references to understand how knights of that era engaged in battle and identified the most iconic weapons and combat styles that could pique players' interest. Secondly, we considered how introducing these new units would positively contribute to the diversity of the battlefield in the current game ecosystem, offering gameplay experiences players may not have encountered before.


[h3]4. The T3 Archer unit, Schutzdiener combines both offensive and supportive abilities, including the ability to heal allies. Can you tell us about the process of designing this unit?[/h3]

Response: We believed this unique gameplay style would introduce different tactical possibilities and alter the game's dynamics. Inspired by the stories surrounding the Knightly Orders and their association with holiness and healing practices, we created a unit that possesses the ability to provide healing and support in addition to combat prowess.


[h3]5. The Zweihander is an iconic weapon carried by the new T5 unit. Many players are asking if there are plans to introduce this sword as a separate Hero Weapon class in the future. Do you have any plans for this?[/h3]

Response: For this year, we don't have plans to introduce a new hero class. Currently, we have a variety of hero weapons and units, and our focus is on balancing and developing new mechanics for units. However, we recognize that the Zweihander is a highly anticipated weapon. If we were to introduce a new hero class in the future, it would certainly be a strong contender.


[h3]6. The overall tone of the Knightfall video trailer is notably different from the previous Sengoku season, being darker and more brutal, which many players praised for its "warlike" feeling. Was this intentional?[/h3]

Response: In the previous season, we experimented with a style reminiscent of action-packed manga in our video trailer, which is a characteristic Japanese artistic approach. For the Season Knightfall, we aimed to portray how they engaged in warfare driven by their faith. They were more zealous, and their environment and struggles were harsher, naturally resulting in a heavier atmosphere. Every video trailer atmosphere we create is indeed intentional, aiming to convey the essence of the season's theme.


[h3]7. Can you share some details about the development team's future plans?[/h3]

Response: Our top priority is improving the game ecosystem, addressing several challenges such as the gap between new and veteran players, PvE content, Territory War gameplay, unit and hero balance, and the upcoming Performance Optimization Campaign "Nirvana."


[h3]8. Previously, you engaged with players during China Joy, directly answering their questions. Do you plan to organize more meetings like this in the future?[/h3]

Response: Absolutely, engaging directly with players face-to-face is part of our ongoing strategy. We will continue to hold similar events to communicate with players, share our thoughts, and listen to your feedback. Your input helps make the game better, and we're preparing to meet players around the world in various regions.


[h3]9. Finally, is there anything you would like to wish or say to Conqueror's Blade players?[/h3]

Response: Conqueror's Blade has been online for over four years, nearly five, and we're immensely grateful for your support and companionship throughout this journey. As we make significant adjustments to the game's ecosystem and optimization in the future, if you have any thoughts or suggestions, please don't hesitate to reach out to the development team via livestream events and social channels. Serving you is an honor for the whole "Conqueror's Blade" team.

[Monkey King] Attire Update in 1 Min

[Project Nirvana] Journal #2: Conqueror's Blade Optimization Plan FAQ



1.Game Ecosystem Optimization Plan


We understand that the game ecosystem is the foundation for the normal operation of the game, and how to improve it has always been a key focus of our efforts. Based on the current state of the game, we will address the following three points as our primary areas of focus:

[h2]Balance[/h2]
  • For units affected by balance changes, we will provide our Warlords with the Doctrine Water, which can remove Doctrines, and the Scroll of Forgetfulness, which can return manuals for free.
  • We will conduct more PTR (Public Test Realm) tests to better collect and listen your suggestions and feedback.
  • We are committed to transparent communication with our Warlords. Your opinions are invaluable to us, and we also hope that through our interactions, you can better understand the reasons and intentions behind every adjustment we make.

[h2]Content[/h2]
  • We have updated the addition of war tokens, aim to allow everyone to invest their limited time into the gameplay they enjoy.
  • We hope to use the war token to manage Warlords' in-game investments. Additionally, you can exchange war tokens to convert your time investment into items that truly enhance your gaming experience.

[h2]New Players’ Experience[/h2]
  • We will expedite the process of unlocking the Unit Tree and acquiring Unit XP during the tutorial stage. This will enable new players to quickly assemble units for battle.


2. Performance Optimization Plan


Our dev team is focusing on resolving 3 core issues affecting our warlords’ experience: performance, crashes, and network stability.

[h2]Performance[/h2]
Performance issues primarily occur during gameplay, particularly in large-scale 15v15 battles like Siege Battle. In-game freezes, frame drops, and other problems frequently arise, resulting in an unsatisfactory gaming experience and sometimes even affecting game controls. This issue is attributed to various factors:
  • Conqueror's Blade is an exceedingly complex real-time combat game, especially in 15v15 Siege Battles where the number of heroes and units on screen can exceed 1,000 battle units. This places a higher computational burden on the CPU and GPU compared to most games.
  • With each new season, we introduce additional units, attire, skill effects, and graphic enhancements to the game, offering players a richer variety of units, more dazzling skills, and improved graphics compared to the game's initial release. However, we haven't struck the right balance between visual quality and game performance. The newly added content consumes excessive video memory, system memory, and CPU resources, significantly impacting players' gaming experiences.

Solving this problem necessitates extensive optimization of programming algorithms and cleaning up art assets. To ensure the game's overall stability, we intend to approach this in multiple stages. The first stage is the November 2nd update, during which we aim to accomplish the following performance optimization goals:
  • For the recommended system requirements on the official website, we guarantee an average frame rate of 60 FPS or higher under high-quality 1080P settings, with a minimum frame rate (1% Low) exceeding 45 FPS, while keeping memory usage below 5GB and VRAM usage below 4GB.
  • For the minimum system requirements on the official website, we guarantee an average frame rate of over 60 FPS on low-quality 1080P settings, with a minimum frame rate (1% Low) exceeding 45 FPS, while keeping memory usage below 4.5GB and VRAM usage below 3GB.


[h2]Crashes[/h2]
Crash Issue is also one of our top priorities for optimization. We fully understand the frustration players feel when the game crashes, especially in the final seconds of a Ranked Battle. We are committed to improving your gaming experience in this regard:
  • Prior to the launch of this season, we had already begun addressing crash issues, and according to our backend statistics, battlefield crashes have significantly decreased. The team will continue to collect crash data and address each issue.
  • Crash problems are closely linked to performance, with factors such as high GPU memory usage and excessive CPU utilization increasing the likelihood of game crashes. Therefore, the November 2nd update will bring a substantial reduction in overall crashes.

In cases where Ranked Battle crashes occur during the last 1 second, we will prioritize addressing this issue and aim to resolve it immediately in subsequent updates.

[h2]Network Stability[/h2]
Network Stability is a more complex issue to address. Conqueror's Blade involves syncing the status of more than 1,000 units in a battle at any given time, resulting in significantly higher network traffic compared to typical games and greater bandwidth requirements for all players. In the November 2nd update, we will implement the following optimizations to tackle network disconnection issues:
  • While prioritizing a good gaming experience, our goal is to minimize the amount of data transmitted over the network, reducing the strain on bandwidth. Less data transmitted means a lower chance of disconnection.
  • We aim to improve the reconnection experience, but since network disconnections are challenging to completely eliminate. We need to ensure that players can swiftly rejoin the game after a disconnection, ensuring a seamless gaming experience.
  • We will conduct tests on the networks of various cloud servers and select the vendor with the most stable network connection to provide a better overall experience.


Ultimately, player experience is our dev team's top priority in the long run. Therefore, we are committed to ongoing performance optimization, addressing crash issues, and enhancing network stability. This is just the beginning, and the November 2nd update marks the initial stage of our efforts. We will continuously gather feedback and strongly encourage you to share your thoughts with us.


3. The Bet


After the November 2nd update, we will aim to achieve the goals mentioned below.
  • For the recommended system requirements on the official website, we guarantee an average frame rate of 60 FPS or higher under high-quality 1080P settings, with a minimum frame rate (1% Low) exceeding 45 FPS, while keeping memory usage below 5GB and VRAM usage below 4GB.
  • For the minimum system requirements on the official website, we guarantee an average frame rate of over 60 FPS on low-quality 1080P settings, with a minimum frame rate (1% Low) exceeding 45 FPS, while keeping memory usage below 4.5GB and VRAM usage below 3GB.

If the goal is achieved, the development team will distribute Treatises and other Packs worth up to $20 million based on the engagement. Additionally, we will select 10 players from those who share photos and interact with us, and reward them with a HUAWEI Mate 60 phone or an equivalent value graphics card