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Urgent Bug Report on 16th Aug Patch

Dear Warlords,

Due to our mistakes, there is a serious problem that is caused by cloth simulation system. We are working on the fix right now.

Meanwhile, we have found several other issues in this build:
1. The prompt text display of successful item purchase has mistakenly shown silver purchase in auction house.
2. The second page of auction house selling list can’t be refreshed properly.

Sincerely apologize for those bugs. We are pushing hard on urgent fixes ASAP.

16/08/2019 Patch notes

Dear Warlords, we will be conducting server maintenance during the period of 6 am to 8 am, 16th, Aug (UTC+8). The estimated maintenance time is approximately 2 hours. Once the server resumes service, you should receive compensation through the Mail System that consists of the following: 5000 Silver and 200 Honour.

Here are the patch notes:

1.Unit supply

When we start our concept of the game, we always wish to present a real warfare experience in the game. Based on that, we developed the unit kit and supply system. We actually do wish all the Warlords could wisely use their high tier units rather than take them in battlefield without any concerns, as in real war, the commanders are supposed to have the same tactics. However, we do realize the balance between cost and gain is a bit out of our exceptions and it’s becoming a huge burden for all the Warlords. This is actually not exactly what we wish to see. After careful consideration, we did some prices changes of unit kit in this patch.
Besides that, we also optimized the ironman mode by removing unit kit loss, unit death and leadership restrict in this mode. We may open this mode more often to see how the balance goes in this mode and we wish to receive more feedback from all the Warlords.

The prices change for each unit kit is listed as below:

Unit name
Bronze price before
Bronze price after
Prefecture Guardsman's Kit
1440
1300
Ironcap Spearman's Kit
1500
1300
Prefecture Pikeman's Kit
1220
1160
Halberdier's Kit
1820
1660
Mercenary Crossbowman's Kit
2080
1920
Veteran Prefecture Archer's Kit
900
1400
Prefecture Archer's Kit
900
1500
Mercenary Arquebusier's Kit
2640
2550
Palace Guardsman's Kit
3967
3380
Imperial Javelineer's Kit
4433
3660
Javelin Sergeant's Kit
4433
3790
Imperial Pike Guard's Kit
3967
3580
Halberdier Sergeant's Kit
5600
4320


2. Important update: Player report system

In order to punish bad game behaviors, like cheating or booting, and to protect the interests of all players, we have added the Player report system in this update:

How to use:
- Outside the battlefield: right click to select the target player, right click on the report button in the pop-up menu in the top middle of the screen, select the reason for reporting and submit.
- Inside the battlefield: open the tab menu, find the target player, right click on the report button, select the reason for reporting and submit.
- You can also add some details in the text box when reporting.

Players with inappropriate behaviors, after investigation, will be warned or even banned and posted on the community announcement accordingly.
3. Reforging system

In the former version, the loss of equipment durability is always a problem that brothers a lot of players, now we introduce the reforging system to solve it.

Rules for reforging:
- Only crafted equipment is allowed to be reforged
- Reforge needs the same amount of materials and blueprints
- Reforge will reset the upper limit of durability of the equipment
- Reforge will give the equipment new random stats but you can always choose to keep the former one if you wish
4. battle supervising system

A battle supervising system was added in the territory war to inspire the real work of house leaders, vice leaders and commanders.
Main features:
- The house leaders, vice leaders commanders can watch and instruct the battle through this system by pressing open world map, Hotkey “M”
- The supervisor has the authority to retreat his allies from the battle anytime
- In the battlefield the supervisor can inspire the allies or provoke the enemies by sending system default short messages.
- When supervising the battle, the supervisor could communicate with team via the in-game voice chat system.
- During the battle, for both sides, at most 3 supervisors are allowed to supervise the battle at the same time.
5 . New position is added to the House: Military commander

rights and duty of the Military commander:

- Can use prestige to build open world camps
- Can force retreat house members who are not commanders
- Can do the supervise in territory war.
Slot:4。

6. Territory war with multiple battle lines.

- Battle lines adjustment of fief:
Village:Stayed as 1 battle line
City:2 battle lines
Fort:3 battle lines

- Winning/losing conditions
Rules for the cities with only one battle line do not change. City with more than one battle line is regarded as conquered if any of the battle lines is conquered.

- Judgement of the ownership:
The ownership of the city is decided on the contribution during the battle. Houses with the highest contribution own the city. When multiple fronts exist, contributions of each battle line will be added and then ranked.

7. leadership now restricts the amounts of units you can carry into the open world.

8.Open world visual update

- Added house flag to hero model in open world
- Added unit flag to unit model in open world


9. Honor gain adjustment

In the last patches, we decreased honor gain after 20 games to narrow the gap between active players and casual players but it turns out not to be a good decision and actually discourages player’s behaviors like playing bots mode in the first 20 games. After carefully reconsideration, we decided to revert that change and replace it as honor cap per week. From this patch, players will not suffer any honor gain decrease after 20 games per day but capped with 20,000 honor gain per week. Our data shows, 90% players honor gain per week is lower than 20,000 honor and we think this change actually won’t affect most of our player base but at least could help us to narrow the gap between the top active players and causal players.
At the same time, we are planning to add a new mechanism which allows new comers to chase the old players. We will give more details when this system is ready.

10.Ironman mode adjustment:

- Removed the leadership restriction but you can only carry 5 units into one game.
- Removed unit kit loss and unit death
- 100% of secret vaults
- Adjusted the honor gain in ironman mode to be the same with normal match-making.

11. Battle points adjustment:

In current battle points system, a lot of behaviors that are considered actively playing the game will add battle points to give more rewards at the settlement. From the most basic behaviors like killing units/heroes to capturing a point or taking damages. These behaviors have different weights in the final calculations and they do have a cap for each. We should admit this system is still far from perfect and we do listen carefully to the community. We have noticed the weight of taking damage is not rewarded correctly as in today’s patch, we have increased the weight of taking damage with unit/heroes and decreased the weight of dealing damages.

12. Resources collecting system:

You can continue to collect resources from the place where the resource points already exhausted using the extraction token but the production will be halved.

13.Friend system optimization:

- After you send a friend request, the receiver can decide on whether to accept or refuse.
- Added a switch to refuse all the friend request. If you turn this switch on, no one could add you to his friend list.
(attention: if player A and B added each other to their friend list they will stay as friends after this update. If A add B to his friend list but B didn’t then B will be cancelled from A’s friend list and waiting for B to accept his friend request)

14.Leadership adjustment:
For more details, you can check with the link attached: https://steamcommunity.com/games/835570/announcements/detail/1615023405825270536
1. Reverted default leadership from 350 to 200.
2. Decreased leadership requirement for multiple units.

15. Unit balance:

1)Prefecture Pikemen: Added 50% more armor penetration to charge skill, and 40% more armor penetration to normal charge.
2)Sprint: Movement speed increase adjusted from 1.2m/s to 15% movement bonus.
- Vanguard archers: Decreased the Piercing armor penetration by 15 and Piercing damage by 50.
- increased the skill damage by 10%
- increased the skill’s fire arrow rate by 10%
3)Mercenary Fire Archers: Decreased the Piercing armor penetration by 19 and Piercing damage by 114
- increased the skill penetration by 5% and Piercing damage by 10%.
- Decrease the attack speed of skill by 15% and increased the burning damage by fire arrows by 100 points per second
4) Imperial Archers: Decrease the Piercing damage by 11
5)Dagger-Axe Lancers:
- Increased the Piercing defense by 60, slashing defense by 50
- Decreased the health point by 260 and Piercing damage by 29
6)Prefecture Heavy Cavalry
Added immune to normal attack stagger and all defense increase 100 points when passive actives.
7) Demesne Crossbowmen: Default HP decreased by 324 while increased the hp growth by 32. The full health when you level this unit to maximum will actually be a bit higher than before.
8) Imperial Pike Guards: Increased the CD of push skill from 40s to 50s and decreased the lasting time from 12s to 9s.
9)Decreased the ammo of multiple range units:
Archer Militia 1200→900
Levy Bowmen 1200→900
Ironcap Archers 1200→1000
Demesne Archers 1200→1000
Vanguard Archers 1200→1100
Imperial Archers 1200→1100
Mercenary Longbowmen 1200→1100
Demesne Crossbowmen 1000→700
Mercenary Crossbowmen 1000→600
Imperial Arquebusiers 1500→800
Ironcap Arquebusiers 1500→600
Oriental Musketeer 1500→700
Mercenary Arquebusiers 1500→700
Tercio Arquebusiers 1500→900

16.Unit soul adjustment:

Firstly, we did some description optimization to make the effects of these souls more readable and clearer for players. Secondly, to balance the system, we disabled the equip of same type of souls on one unit. Last but not the least, we did some rebalance of existing unit souls. For more detailed thoughts for this change, you can check here:
https://steamcommunity.com/games/835570/announcements/detail/1615023405814404022

Disabled the equip of same type of souls on one unit
By saying same type, it means the souls with similar effects but in different rarity. Like common souls increase 55 Piercing damages and uncommon souls increase 70 Piercing damages, they are regarded as same type in this case, as a result, player will not be able to stack both of them on one unit.

For the units which already equipped with same type of souls, we are not planning to do any changes at this update but we probably will deal with them in the future. But we promise that we won’t take back or delete any souls from players.
Description optimization:added skill effect description.
eg.
Feat - Wind:
before:Skill Unlocks:Sprint
after:Skill Unlocks:Sprint. Increases move speed by 25% for 12 seconds.
Devotion - Serenity
before:Skill unlocks:Ironsides
after:Skill Unlocks: Ironsides: Increases piercing defense, slashing defense, blunt defense by 250 for 12 seconds.
Similar optimizations are also applied to :
Devotion – Solemnity
Devotion – Peace
Devotion – Law
Devotion – Prestige
Devotion – Honor

Balance adjustment:

General Slayer Soul
Before:Increases damage dealt to heroes by 10%
After:Increases damage dealt to heroes by 85.
Feat - Protect
Before:Reduces unit's leadership cost by 24%.
After:Reduces unit's leadership cost by 24%.
Formation Breaker Soul
Before:Increases damage dealt to units by 12%.
After:Increases damage dealt to units by 95.
Admiral - Survivor Soul
Before:Reduces unit's casualty rate by 50%.
After:Reduces unit's casualty rate by 30%.
Admiral - Fidelity Soul
Before:Increases damage inflicted in town terrain by 15%.
After:Increases damage inflicted in town terrain by 100.
Admiral - Perseverance Soul
Before:Increases damage inflicted on Plains terrain by 15%.
After:Increases damage inflicted on Plains terrain by 100.
Shortsword - Solid Shield Soul
Before:Increases block by 200。
After:Increases block by 140.
Shortsword - Arrow Breaker Soul
Before:Reduces ranged damage taken by 15%.
After:Reduces ranged damage taken by 10%.
Martial - Legion Soul
Before:Increases slashing damage by 100. Increases blunt damage by 100.
After:Increases slashing damage by 70. Increases blunt damage by 70.
Martial - Succession Soul
Before:Reduces charge cooldown by 30%
After:Reduces charge cooldown by 20%.
Devotion - Valor
Before:Increases charge damage by 35%.
After:Increases charge damage by 285.
Polearm - Anti Cavalry Soul
Before:Increases damage while bracing by 35%.
After:Increases damage while bracing by 100.
Polearm - Furious Charge Soul
Before: Reduces charge cooldown by 18%.
After: Reduces charge cooldown by 9%.
Javelineer - Sharp Edge Soul
Before: Increases ammo by 10%.
After: Increases ammo by 10%.
Martial - Tempest Soul
Before:Increases javelin damage by 18%.
After:Increases javelin damage by 180.
Devotion - Temperance
Before:Increases ammo by 90.
After:Increases ammo by 60.
Shielder - Robust Body Soul
Before:Increases health by 500.
After:Increases health by 360.
Martial - Defense Soul
Before:Increases block by 500.
After:Increases block by 400.
Devotion - Leniency
Before:Receives 15% less damage.
After:Receives 90 less damage.
Archer - Eagle Eye Soul
Before:Increases firing accuracy by 20%.
After:Increases firing accuracy by 10%.
Martial - Plume Soul
Before:Increases weapon range by 12%.
After:Increases weapon range by 5 meters.
Devotion - Strength
Before:Increases piercing damage by 40%, decrease the attack rate by 10%
After:Increases piercing damage by 250.
Devotion - Integrity
Before:Increases firing accuracy by 60%.
After:Increases firing accuracy by 50%.
Arquebus - Rock Crusher Soul
Before:Increases health by 350
After:Increases health by 310.
Martial - Sharp Soul
Before:Increases firing accuracy by 15%.
After:Increases firing accuracy by 20%.
Martial - Nimbleness Soul
Before:Increases firing accuracy by 20%.
After:Increases firing accuracy by 16%.
Devotion - Welfare
Before:Increases slashing defense by 100. Increases piercing defense by 100.Increases blunt defense by 100. Decreases movement speed by 20%.
After:Increases slashing defense by 100. Increases piercing defense by 100.Increases blunt defense by 100.
Cavalry - Tough Journey Soul
Before:Reduces food consumption by 50%.
After:Reduces food consumption by 35%.
Devotion - Tranquility
Before:Increases damage dealt to infantry by 50%.
After:Increases damage dealt to infantry by 350.

17. Hero:

Shortsword&shield: Added incoming damage reduction for Thunderstruck with 10%, 15% and 20%, increases with levels.

18.Borderland adjustment:

Added 4 trading Colonies to borderlands:
【Gold Hunter Camps】:Located in the top left corner.
【The Forgotten City】:Located in the top right corner.
【Bazaar in the Valley】:Located in the middle.
【Stockade of South】:Located in the bottom.


19.Levels:

- Lowered the difficulties of Siege of Eagle Pass(III)
(1)Decreased the numbers of high tier units
(2)Decreased the rate of fire arrow of high tier archer units
(3)Decreased the health points of Boss
- Siege of Augolia: the inner gate is open by default now

20.Optimizations:

1. Added protection when you disband houses or alliances where you need to type confirm to proceed.
2. Optimized the ping display and status display of server
3. Gold optimizations:
- You can now click on icons to proceed with purchase
- Added bulk buying
4. Optimize the visual when you get artilleries/siege machines

5. Reduced client memory usage by approximately 900MB.
6. Optimized a few graphic settings
7. Optimized the display of camera modes


21.BUG fixes:

Unit Bug Fixes::
1.Fixed the bug for Prefecture/Ironcap Archers being interrupted while using Arrow Rain, and therefore resulting in abnormal shooting speed from animation irregularities.
2.Fixed the description on Mercenary Fire Archers’ Veterancy skill “A Hundred Paces”, where is was wrongly stated as “Each level increases weapon range by 6%” to the correct “Each level increases weapon range by 3%”.
3.Fixed Mercenary Longbow Men’s range indicator for “Attack Area”, which was previously too small.
4.Fixed Mercenary Longbow Men’s issue where “Precision Training” was not in effect, when it should be.
5.Fixed the issue where Javelin Sergeants’ “Double Shot” were not firing off correctly.
6.Fix the problem of where the ammunition for Kriegsrat Fusiliers were overstated and consumption of ammunition were overly fast.

Miscellaneous Bug Fixes:
1. Fixed the bug where after using a Border Migration Token and having your new base camp in the new Region conquered, your base camp reverts to being in the Capital of the original Region. Instead, it will now revert to being in the Capital of the Region you have migrated to.
2. Fixed the issue in Hidden City where if the wall near to Point A is destroyed, there is a large hole for players to go by.
3. Fixed the issue of wrong firearm drawing animation when Musket units are first summoned.
4. Fixed the issue where injured units can still be summoned from the respawn screen.;
5. Fixed the issue where abandoned crates and other variations can be spawned in water and under the ground.;
6. Fixed the issue where the UI may consistently show “0” for the amount of times remaining for daily resource recollection;
7. Fixed the issue where the game freezes after the loading screen hits 100%.
8. Fixed the issue where the low HP ambient flashes on the UI is affecting players from seeing their characters’ HP properly.
9. Fixed the problem where the progress bar in game is difficult to see when it comes to setting up of artillery and capturing a point.
10. Fixed the issue of freezing after pressing “G”.
11. Fixed the issue of artefacts blinking when there is no character motion.

[Developer Blog 13.08.2019] Territorial war direction, part 2

Hello, Warlords!

My name is No. 2, the designer who is in charge of the design of territory war. Last time, I mentioned the territory reset in the future season system in the blog, and received a lot of feedback from you. Here are a few things that I would like to share with you.

A dilemma on the sand table of war

The decision to use season-play with periodic territorial resets was a long-considered and discussed design.

We love the war of power; we love every inch of the land we fought so hard to take. We have fought numerous territorial wars, from China to Europe and from Europe to Asia. We have built and destroyed nations. We’ve been partakers and union workers. We truly know that territorial warfare is not just a reward or a bonus for all the Warlords, but a real sense of conquest and glory.

But when we think about this system, we find that we have to assume two responsibilities that cannot be avoided:

First: the rules of the game need to allow as many players as possible to equally experience the charm of the territory war, whether you are core guild players, casual guild players, scattered players, or future newcomers. Many players switch between these characters for practical reasons.

Second: we want to make this system can maintain the vitality for a long term, to ensure that whether the general is fighting in the game or about to enter the world of war, can have a rhythm, constantly fresh gameplay to experience, make this world full of vitality and attraction.

What really happened

The generals also gave us a lot of ideas and suggestions, such as foreign invasion, limit the scope of influence and so on. These are all great ideas, many of them we've thought about and even tried, but very few of them actually stand the test of complex online games.

Now I want to talk to you about something that has actually happened before and is happening now as well.

In last year's CN close beta server, players completed the unification within a month. After two months, we are basically only playing friendly games, training between each other. Even when we later added the cross-land loot (the prototype of the current territorial war drill), it quickly became a way for everyone to trade profits.

It has been more than two months since the launch of European service. The borderlands has been open for competition for about two weeks. In the recent territory war, the solidification of ecology has been very evident. We also get frequent feedback from European players, who want to get rid of the friendly alliance from diplomacy system, because there is already a super alliance, which is supposed to be friendly to each other, and only a few villages and cities are fighting in the five lands.

We can reasonably speculate that Europe will soon enter the ecological curing period. As the continent enters a period of peace, the new Warlord who wants to fight for territory have no space to start a fight, and the old Warlords who have fought are retired because they have lost their opponents, and we never know how long this period of peace would last.

Use the season to create a fair fight for each player

Therefore, from six months ago, we started the design of the season system. After repeated discussion, we found that only when the territory is completely reset, can we ensure the complete restart of the ecology.

During the season, there will be clear periods of territory war, which will give everyone clear objectives to fight for, and prevent Warlords from losing the fun of fighting in the endless war of attrition. When the season resumes, it's a chance for generals who haven't reached their goals to regroup, and for generals who have already made their mark, it's a chance to re-select an opponent in the game.

A living game needs new players to join constantly, and the season system can lower the threshold for new players to enter as far as possible, and ensure that old players have fresh opponents to challenge constantly.

The season is a schedule of rich game play and rule exploration

We think that the design of territory war today is just a beginning, like the generals, our dream is to build a real world of war.

So, every season, we will update the world layout, game mechanics and some new and interesting open world systems. Maybe one season is a time of complete chaos and banditry. And another season could be a time of extreme imperial domination. Season could be a good chance to open up new lands, new combat and cosmetic themes, or even new units and player could enjoy and start over a fresh game play experience based on that.

We still have a lot of systems in development that will be introduced into the game world step by step, through the rhythm of the season.

Here, I would like to share with you one of the most important design ideas of the season: the world will remember every honor and achievement that Warlords achieved in the season. In our design, each season is a dynasty, and the history of a dynasty will be written by all the players who fought during the period, and the history of the game created by all of you is our core design concept.

Thank you for your love of territory war. We are looking forward to hear all of you.

[Develop Blog 12.08.2019] Leadership adjust notice

Hi all,
I’m the designer of Units battle from Conqueror’s Blade: Frontier.

In the August 6 update, we adjusted the role's Leadership: increased the player's initial Leadership from 200 to 350, thus increasing each player's Leadership by 150.We hope that by increasing it, players will be able to carry more Units and have more variety in their tactical combinations.

In subsequent releases, we gradually found that the result of change was not as effective as we had hoped, and the increase did not lead to a wide variety of tactics, but left most players with a narrow choice in siege battles. Once you had to decide which Units to carry and which to abandon in a battle with a limited amount of Leadership. But in current battle, we've observed that many players don't need to think about these things anymore, just bring all the Units to the field. Especially for players who have not reached the Heoric Era, there is even a surplus of Leadership.
In addition, by researching the overall data and player feedback, we found that this change also resulted in a significant change in the balance, especially in siege battle where the winning rate of the attacking side continued to decline more than we expected. We took the statistics of 10,000 games in three maps (Wall Fort,Hidden City,Kurak Castle) as an example, we can see the change of the winning rate of the attacking side before and after the change:
Map
Attacking win rate (before)
Attacking win rate (after)
Before Lv.60
Hidden City
45.69%
43.31%
Kurak Castle
46.81%
40.45%
Wall Fort
50.91%
38.32%
After Lv.60
Hidden City
50.96%
48.61%
Kurak Castle
44.52%
44.17%
Wall Fort
49.75%
44.39%


We can see, in siege battle before Lv.60, the winning rate of attacking side declined very much (even 10% highest). The declining of maps after Lv.60 was smaller but still nearly 5%. We think that it has brought very bad experience to players, we also got some feedback about it. Although we adjusted the damage of the 投石机 after that, it didn't work as well,the winning rate of attacking side barely improved.
In addition, we observed that players still had a significant number of Units left at the end of the battle after the change, which is a sharp contrast to the fact that players were almost depleted at the end of the battle before it. This indicates that while the Leadership increases the number of Units carried, they were not used well and even more wealth.

To sum up, we decided to reverse the previous adjustment in the next update, but to adjust the cost of some Units.
The specific changes are as follows:
1) Backtrack the player's initial Leadership from 350 to 200.
2) In the meantime, we have decided to make a small reduction in Leadership cost of some Units. At present, these Units are relatively weak in balance, either due to their skill mechanics or operational difficulty. The specific plan is as follows:
Unit
Era
Leadership cost before
Leadership cost now
Reason
Javelin Sergeants
Heroic Era
280
250
The high Leadership cost of the spearthrower makes their appearance too low.
Halberdier Sergeants
Heroic Era
235
230
The Halberdier Sergeants is currently outperforming the equivalent of the Imperial Pike Guards, and in order to maintain some balance between the two, we have decided to reduce its Leadership cost.
Mercenary Crossbowmen
Silver Era
180
170
We observed that Mercenary Crossbowmen did not perform as well as expected on the battlefield, but their single damage was high enough that we decided to make some adjustments to their Leadership cost.
Prefecture Pikemen
Silver Era
190
185
Prefecture Pikemen's charge skills have undergone a series of balance adjustments in previous versions, with a lower intensity than before and a need to balance it.
Halberdiers
Silver Era
180
175
In our observation, the strength of the Halberdiers does not match the cost slightly, so we have reduced it by 5 points.
Mercenary Arquebusiers
Silver Era
205
200
We observed that the performance of Mercenary Arquebusiers in the battlefield did not reach the expectation, compared with the data of Ironcap Arquebusiers in the east, their individual damage was high enough, we decided to make some adjustment in the Leadership.
Ironcap Swordsmen
Chivalric Era
120
115
Before the advance of the grown-up, Ironcap Swordsmen was relatively weak compared with other troops of the same rank, so we decided to reduce the Leadership to balance.
Demesne Javelineers
Chivalric Era
115
110
The Demesne Javelineers is weaker than the Javelin Militia, but the Leadership cost is higher.



In the future, we will continue to observe the performance and balance of all regiments on the battlefield, and make timely adjustments based on your feedback and data.
Finally, I would like to solemnly say sorry to all players, and we will try our best to avoid similar situations in future versions.Also hope that the majority of players to us more feedback, your opinion is the best power and food intake we improve war.

Wish all generals with hundred victories!

Resource refreshing issue clarification

Dear Warlords, in view of the current dense camps in various regions and huge military expenditures, in recent days, we have refreshed the resources in the status of “exhausted” (remaining of 0) at 13:00, 19:00 and 22:00 manually every day. However we found two issues that may affected the correct execution of resource refreshing and here are the a few statements we would like to make.

1) BUG: Some exhausted resource points did not refresh correctly at the refresh periods and after investigation this is due to a bug from background data. We are trying out best to solve this issue and we are truly sorry for the inconvenience.

2) Optimization: Resource in status of "low" are not considered in the manual refresh list. We have got a lot of feedback from you and we are thinking of adding "low" resource spots into the manual refresh list as well.

Currently, our engineer team are working hard to solve all the issues and we will implement the fixes to live as soon as possible. Thank you for your understanding.