1. Conqueror's Blade
  2. News

Conqueror's Blade News

Cross-border unlock announcement and future design direction of territory war


Hello, Warlords. This is designer team from conqueror’s blade frontier developer department. We are planning to make intensive adjustments to territory war system, including optimize where we are now and also adding more new systems, to perfect the rich and interesting territory war warfare experience. We are very excited to share our thoughts with all of you and looking forward to your feedback.

Cross-border unlock

At current stage of the game, the game provides 5 big regions for players to conquer and they are planned to be unlocked step by step.
When we start the frontier at the very early stage, as all the players are still new to the game, we decided not to open the cross-border functionality to let the players more focus on learning the game and the open world rules based on one region. As the ecology of territorial competition in individual region matures, we feel that it is a good time to open up cross-border forts, so that the battle for territory will be, once again, filled with all kinds of variables with new challengers.

Here are the detailed schedules:

2 pm, 14th, Aug (UTC+8), open cross-border forts and enable war declaration in borderlands
8 pm, 16th, Aug (UTC+8), cross-region territory war drill mode for all regions
8 pm, 17th, Aug (UTC+8), cross-region territory war for all regions

When the time comes, you will be able to shuttle and conquer freely between the five great regions through cross-border forts. Last but not the least, be prepared, it’s a good chance to explore the borderlands which has a rich distribution of resources.

Cross-border forts are displayed in the open world map as referred picture. To cross a region, you need to find exactly the fort which connects the region you wish to go and after you enter the border, you are supposed to find the cross-region watchmen to do the region travel.


To be noted, there are two watchmen in the cross-border forts and they have their belonging region name in the NPC name text over their head.

Season reset:

All along, we are all plagued by a problem. If all the territories are unified, what should we do? We have faced this problem many times in previous tests when we have a smaller player base, and there has been no particularly ideal solution.
The factors we need to consider include:
1) How do the houses enter the game later than others and the small or medium-sized houses survive in the open world when the world is already shaped by the mega houses?
2) After all the territories are ruled by super-major alliances, what can we do to start a new conflict and keep their motivations in the territory war?

The solution we have considered:

1) Turn on cross-server war between different servers
2) Reset the ownership of the fiefs in the borderlands back to NPC houses
3) Reset the ownership of all fiefs in all regions back to NPC houses

Based on the above considerations, we believe that only by completely resetting the territory can we ensure a complete restart of the ecology, and at the same time, some houses who lose their early advantages in the game or make wrong decisions in a certain battle can have another chance in the open world to write down their own history.
Therefore, we have designed the concept of “seasons” for territory competition. Each season, the territory will be reset once at the start. And at the end of the season, we will award the houses/alliances who did a great performance over the season, basically, the more the territory occupied by the house or alliance, the more rewards the members can get.

Therefore, when the season system is online, we will reset the territory ownership of all the regions, so that all the Warlords will compete for territory in a fresh new season.
We do believe that you must have a lot of suggestions for the resettlement design of the Territory and we are ready to hear all of you. Thank you!

10/08 Second batch of account ban announcement

Dear Warlords:
Great thanks to your support toward the Conqueror’s Blade. To create a realistic cold-steeled battlefield, huge efforts were devoted to maintaining the fairness in the conqueror’s blade after the game came into official operation and any behavior that pollutes the game environment with illegal programs will not be spared.

For the past few days, we analyzed the runtime data of suspicious users based on player’s report, we decided to permanently ban the account of those who either use the illegal third-party cheating program or falsify the data in the game. the Second batch list of 7 players whose accounts are banned are listed as following :

KAKA_style
襲靳憑為你
CSTG骚丶狐狸
сфщтшьф
王谷主
举报我mmBiss
張淵


We’ll make every endeavor to improve the reporting system and purify the game environment. We also need help from all the Warlords and if you find any suspicious in game behaviors you are welcome to report to us directly.

Official email for reporting and appealing: [email protected]

Operation team of Conqueror‘s Blade
August 10

[Developer Blog 09.08.2019] Introduction and balance discussion of Soul system

Hello generals,

We are the designer team of Conqueror's Blade: Frontier. After the launch of the Soul system, we received a lot of feedback. From which we are constantly thinking about the design and development direction of the Soul system. We are glad to share some of our thoughts with you.

The introduction of the Soul system

The positioning of the Soul system is similar to the positioning of the Units grown-up system. They can enrich the Units upgrading experience and make our battle deeper and more interesting. By combining of Units grown-up system and the Soul system, we hope that even with the same Units, you can have a higher degree of freedom of cultivation. You can have enriched combat strategy and customized Units.
For example, you can assign a series of the Souls that strengthen the charge ability of your Units, so that you can get a "rocket" on the battlefield, or you can assign other Souls that strengthen the parry or other perks to make your Units performing better in close combat. It all depends on your understanding and preference.
Based on this concept, we always care about the balance when designing the numeric and effect of the Soul system:
First of all, the Soul system will only strengthen part of the Units' ability to adapt to different battle scenarios, rather than simply increasing the number. Secondly, we firmly believe that one of the key strategies of our battle is the deployment of the Units, so our philosophy is that the introduction of this system should not weaken the central position of it. If some of the Souls have a greater impact on the balance of the battle, we will make timely corrections based on player's feedback and observation of data.

Balance adjustment of the Soul system

Based on the above considerations and our constant attention to the balance of Soul system, we have observed that for some Souls (especially the Souls that effect damage), they now provide numerical additions in percentage form, which might cause imbalance easily later, so we decided that in the future, most of the Souls with percentage-added effect to damage should be adjusted to fixed values.
For example, for the "General Slayer" Soul, the effect is now "10% damage increase to the enemy generals", after the adjustment it will be "the damage to the enemy generals is increased by 80 points."
In addition, we will also make some numerical adjustments to some Souls which performance is beyond our expectations.
For example: the current effect of "Devotion-Modesty" Soul for the lance cavalry is "80% defence enhanced when charging", the value after the adjustment will be 65%.
At the same time, we find that different Souls with the similar effect might cause imbalance risk far from the design intention when we assign them on a certain Units. Therefore, we plan to impose the following restrictions on the Soul assignment:for one certain Units, you couldn't assign more than one Soul with the same type.
For example: the "Crossbow-Rapid Shot" Soul (increase the shooting speed by 10%) and the "Martial-Agility" Soul (increase the shooting speed of 23%) could not be assigned on a certain Units at the same time.

In summary, we hope that the Soul system is only one part of the army strategy. We are looking forward that you can make gameplay more intresting by trying various combination of different Units, the grown-up and Souls. Even you could share your own combination in the community.
In addition, we also believe that you could provide us more valuable suggestions. The Soul system has just been launched for a short time, and there might be some unreasonable or unexpected problems. We will update and adjust it frequently, please feel free to tell us your thoughts!

Account ban announcement

Dear Warlords, great thanks to your support toward the Conqueror’s Blade. To create a realistic cold-steeled battlefield, huge efforts were devoted to maintaining the fairness in the conqueror’s blade after the game came into official operation and any behavior that pollutes the game environment with illegal programs will not be spared.
For the past few days, we analyzed the runtime data of suspicious users based on player’s report, we decided to permanently ban the account of those who either use the illegal third-party cheating program or falsify the data in the game. the initial name list of 14 players whose accounts are banned are listed as following :

"李熙"、"小吴邪"、"BoSoMi"、"巾帼妖姬"、"颐马金"、"ZKiiin"、"CyLee"、"碩王"、"TheLastHuntress"、"vicvic"、"OvOSEX520"、"a_year_ago"、“谢盟主”。

We’ll make every endeavor to improve the reporting system and purify the game environment. We also need help from all the Warlords and if you find any suspicious in game behaviors you are welcome to report to us directly.

Official email for reporting and appealing: [email protected]

Operation team of Conqueror‘s Blade
August 8

08/08/2019 Patch notes


Dear Warlords, we will be conducting server maintenance during the period of 6 am to 8 am (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.

Below are the patch notes:

Open World Field Camp – Optimizations and Bug Fixes:
Since the launch of the new Open World Field Camp System on the 6th August 2019, there are still descriptions in-game that do not represent the functionalities of the new Field Camp accurately. As such, we have implemented the following improvements and fixed 2 known bugs:

Improvements:
⦁ In order for the behavior of Houses engaging in Territory Wars to be more aligned with what the System intends for it to be, large-scale siege equipment being Trebuchets, Battering Rams, and Siege Towers, now consume Prestige to create. 250 Prestige for Siege Towers, 200 Prestige for Battering Rams and 150 Prestige for Trebuchets. They can be ordered for construction by the Liege, Seneschal and Treasurer.
⦁ On the construction interface, the functionality descriptive text has been further improved, and to also state the position authority needed to order construction.

Bug Fixes:
⦁ Fixed the problem of the special effects not displaying properly when constructing the Open World Field Camp.
⦁ Fixed the problem of those with privileges to remove the Open World Field Camp being unable to remove those not created by them.

Auction House Changes:
After feedback from you Warlords that the process of utilizing the Auction House is made unnecessary long and lacking in ease of usage, we have implemented the following changes:
⦁ You can now buy/sell/remove listing directly from the Auction House’s Item Market interface (Default Hotkey: V) remotely.
⦁ You can now buy/remove listing directly from the Auction House’s Resource Market interface (Default Hotkey: V) remotely.
⦁ Where in a fief with an Auctioneer, you can now sell directly from the Auction House’s Resource Market Interface (Default Hotkey: V).

Trebuchet Damage Increase:
Due to us increasing the value necessary for capture, which resulted in the Defenders being favoured in a Siege battle, we have decided to increase the damage levels of Trebuchet strikes by 20% in order to tip the scales back into balance.

Wall Fort (Siege Mode) Balance Changes:
As at 02 August 2019, we looked into historical win/lose ratio of the last over 5,000 matches in this map, which arrived at the Attackers possessing a victory rate of 41%. Thus, we have implemented the following in order to work towards balance equilibrium:
Attackers:
⦁ Adjusted the position of cannon artillery on the left of the Attackers
⦁ Added additional ladders to the inner city walls
⦁ Slightly amended the spawn position on the right of the Attackers
⦁ Due to the next Supply Point being behind Point B, which is far too great a distance after the Attackers have taken Point A, resulting in difficulty for the Attackers to sustain the momentum, we have decided to add an additional Supply Point behind Point A.
Defenders:
⦁ To move back the first respawn point of the Defenders
⦁ To swap a Cannon to a Scorpio on the Defenders’ side
⦁ The second stage platform is extremely easy to defend yet hard to attack. With limited entries, Attackers are not able to effectively send their troops in a worthwhile manner. As such, we have decided to merge the respawn points of A and B for the Defenders and to be placed on the second stage platform, and when either A or B is under capture, the respawn point as immediately lost.

New Map:
To add “Augolia” into the string of Siege maps. As one of the original classics of Siege Maps, you Warlords can now experience the charms of the well-loved “Augolia” starting from the 7th August 2019.

Units:
Due to the Unit Souls’ description being ambiguous, leading to players’ misunderstanding, we are changing the description from “XXX“ to “Able to heal anywhere in the Open World”.

Miscellaneous Bug Fixes:
⦁ Fixed the bug where the Glaive-wielding Boss could not properly attack during the Beginners’ Tutorial
⦁ Fixed the bug where the Unit Tags and Unit Souls exchange shows a failure message despite having all the materials required
⦁ Fixed the bug where melee Warlords not shifting backwards while being attacked in Block Mode
⦁ Fixed the bug where players were still able to see House/Alliance chat after being kicked from the House.