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Conqueror's Blade News

March 16 Balance Changes

Based on recent feedback and online data observation, we plan to make balance adjustments to the Symmachean Stalwarts, Dagger-Axe Lancers, and Chevaliers in the Mar 16 update.

[h3]Symmachean Stalwarts[/h3]
Removed the 12% extra damage bonus of [Brace]. The damage reduction effect and HP recovering effect upon successful block remained unchanged.

[h3]Dagger-Axe Lancers[/h3]
Reduced [Rally to Me]’s damage by 4.5%, and armor penetration by 10% when counter-attacking. The charge damage remained unchanged.

[h3]Chevaliers[/h3]
Reduce the average number of arrows fired by the Demesne Arbalists and Demesne Crossbowmen when using [Glory Charge] and [Lance Thrust].
When the Demesne Arbalists or Demesne Crossbowmen are not equipped with the Double Shot doctrine:
[Glory Charge]: 1 arrow per round (same as before adjustment).
[Lance Thrust]: Chance to shoot 1-2 arrows per round. The average number of arrows is reduced from 2 to 1.7.
When the Demesne Arbalists or Demesne Crossbowmen are equipped with the Double Shot doctrine:
[Glory Charge]: Chance to shoot 1-2 arrows per round. The average number of arrows is reduced from 2 to 1.7.
[Lance Thrust]: Chance to shoot 1-3 arrows per round. The average number of arrows is reduced from 3 to 2.5.
As always, we are committed to providing a better gaming experience for you in Eternal and beyond. If you have any questions or suggestions regarding these adjustments or any other issues in-game, please contact us. Your feedback is much appreciated!

March 16th Update - Server Downtime



Hello warlords,

We will update the game during our maintenance on March 9th, 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.

Check out the full Patch Notes and join in the discussion on our Discord.

For most recent hotfixes see here.

[Eternal] House-Legion League Signups

Many a warrior has fought in war throughout history yet only the mightiest are remembered.
[h2]Warlords, the signups for the House-Legion League begin on Mar 16. [/h2]
Read on to find out more:

[h2]Signups Time:[/h2]
March 16, 14:00 through Mar 30, 14:00 (UTC+8)

[h2]How to Sign Up[/h2]
Press [F7] - [Tournament Sign Up] in-game Or visit: https://cbl.conquerorsblade.com/

Discord: https://discord.gg/P5GD95VgJW

[h2]Applicable Servers[/h2]
LA/DI/JC/SG/Great Vanguard

[h2]Requirements[/h2]
All members of a squad MUST be from the same house/cohort and none of the participants may leave said house/cohort until after the tournament. A house that changes its name during the tournament will be disqualified.

[h2]Equipment Rules[/h2]
Participants can use any hero, unit, artillery, doctrine and rune they have unlocked on their account on the live servers.
Artillery Restrictions
- Siege Battles
Each player on the attacking side may bring and deploy 3 pieces of artillery (any rarity).
Each player on the defending side may bring and deploy 2 pieces of artillery (any rarity).
- Field Battles
Players from both the attacking and defending side may bring and deploy 3 pieces of artillery (any rarity)

[h2]Tournament Rewards[/h2]
- Scoring Phase
Signup Complete & Qualified
New Identity x2

Participation Rewards (No more than 1 forfeited match)
Eternal: House-Legion League Frame (90 Days) x1
Treatise x5
Random Epic Artillery Chest x5

Stacking Rewards
Each Best of 3 win nets all squad members Sovereign x200 and Treatise x1.

- Finals Rewards

Champion
Eternal: House-Legion League Champion Doctrine x1
Eternal: House-Legion League Champion Title x1
Eternal: House-Legion League Champion Frame x1
Pure Spirit x3
Sovereign x7,000
Artificer's Stone x200
Random Epic Artillery Chest x20
Treatise x50

Runner Up
Eternal: House-Legion League Runner Up Title x1
Pure Spirit x2
Sovereign x3,000
Artificer's Stone x100
Treatise x20

Third Place
Eternal: House-Legion League Third Place Title x1
Pure Spirit x1
Sovereign x1,000
Artificer's Stone x50
Treatise x10

Access
Log in to Live Server -> Sheriff -> Practice Field

[h2]Ruleset[/h2]
[h3]Stage 1[/h3]
Single Elimination Scoring Phase: All squads in a group will fight each other squad in that group once. Participating squads will be divided into two groups. Lots will be drawn to decide on groups.
Games will be played as Best of 3. The first 2 matches will be played as Siege Battles (on the same map) with the squads changing sides for the second match. Should the two squads be tied after these 2 matches a Field Battle will be played. Should that match also end in a tie, more extra matches will be played on the same Field Battle map until one squad wins.

[h3]Stage 2[/h3]
Finals: Contend for 1st, 2nd and 3rd place.
Games will be played as Best of 5. 4 matches will be played as Siege Battles with the squads switching sides after each match. Should the score be 2:2 after these 4 matches, a Field Battle will be played. Should that match also end in a tie, more extra matches will be played on the same Field Battle map until one squad wins.

Map Pool
- Scoring Phase: White Elk Fort, Linwu Fortress, Kurak Castle, Grassland Assault (Extra Match)
- Finals: White Elk Fort, Linwu Fortress, Kurak Castle, Hidden City, Grassland Assault (Extra Match)

Map/Unit Ban & Pick
The two squads randomize numbers to decide on the ban & pick order, with the squad getting the bigger number starting as the attacker.

- Scoring Phase (No Ban & Pick)
Map Selection Time: We will issue a link for map selection at 18:00 (UTC+8) the day before the match. You can choose maps between 18:00-18:30 (UTC+8). We will notify related parties regarding the exact time of map selections. Any squad that is three or more minutes late is seen to have waived their rights to select a map.

- Finals (Map/Unit Ban & Pick)
There will be two rounds of banning and picking. Squads cannot attack on the same map twice. The last round's banning and picking results will also apply to any extra matches.
Ban & Pick Time: To be notified by the tournament host.

Naming Conventions
Squad Name: Choose a squad name containing between 4-32 English characters.
Squad Abbreviation: Choose a squad abbreviation of no more than 4 English characters.
Player Name: [Squad Abbreviation_Nickname] (i.e., CBL_123)

[h2]Eternal: House-Legion League Rules
[/h2]
https://www.conquerorsblade.com/news/890/

You can read about the tournament rules here: Eternal: House-Legion League Rules
Reach out to lunarshark#2865 (Discord) should you have any questions whatsoever.






COMING SOON

Development Journal: Performance & Frame Rates

Our goal with Conqueror's Blade is to create a world in which you can fulfill your dreams of conquering the lands as a warlord. To this end, we've created vast areas, walls that zigzag the land and battles where thousands of soldiers charge, clash, fire arrows and let lose artillery fire...

[h2]The Difficulty of Massive Battles[/h2]



Looking at it from the backend of things, huge maps, plentiful characters, items and special effects require an astonishing amount of calculations. Throughout the three years since we launched, we've continued to implement new content, units, bigger maps, as well as a series of graphical improvements. All of these put a strain on both software and hardware alike.

The interfaces for units, heroes and maps are all connected to highly complex systems. All of this working at once during the heat of battle puts a heavy strain on the CPU. To improve FPS, we've done plenty of work to enable as many algorithms as possible to process in parallel and get as much as possible out of multi-core CPUs. This combined has led to the game utilizing much of the CPU and straining the GPU's rendering capabilities. Add to that the sheer amount of high-quality textures that need to be processed, meaning that most players have little GPU memory to spare. On the other hand, as game interface, combat, scene effects and others are improved, GPUs face higher demands during rendering. Games that use a large number of high resolution textures also increase the demand for video memory. These factors lead to games requiring more GPU computing resources and video memory during operation. Therefore, in future game development, we will pay more attention to optimizing the GPU to ensure smooth gameplay experiences.
Furthermore, huge scenes and massive numbers of characters add significant pressure on memory usage. Often times we have to increase our memory consumption in favor of processing performance. However, we admit there are many shortcomings in our current management strategy for algorithm optimization with this being one of our key targets.

As we continue to create and add new content, we also receive more feedback regarding frame drops, lag and performance issues. We know full well how important performance is. Even so, in the end we must try to find the sweet spot where performance and graphics meet.
Further on, we'll go into more detail on what we've done to improve performance and share with us our plans for the future.

[h2]What We've Done in the [Eternal] Season[/h2]

Every action of every unit, be that moving, attacking or using skills, occupy system resources based on the quality of its special effects. When special effects are displayed, how much it strains the systems depends on how many particles it includes.Therefore, the number of particles is the most intuitive way to measure the performance impact of special effects. We will reduce the original overly high number of special effect particles to a reasonable range without compromising the overall game experience, thereby improving game performance.

[h3]Units & Combat[/h3]
For example, many players are experiencing frame drops when the Zykalian Militia throw their kerosene canisters. That's a result of their skill's special effect using too many particles.
To improve performance across the board while still ensuring good visual effects, we have with the [Eternal] season reduced the number of particles of many skills' effects, including kerosene canister. This has directly improved performance. The following are before and after particle counts for some skills.
  • Silahdars' Sideways Sweep - now 410 particles (was 1,200)
  • Silahdars' Deathstrike - now 890 particles (was 1,120)
  • Grayhair Garrison's Last Stand - now 420 particles (was 1,120)
  • Shenji Grenadiers' Throw Grenades - now 210 particles (was 580)
  • Zykalian Militia - now 118 particles (was 310)
  • Grapeshot Cannon (Rare) - now 2,700 particles (was 6,400)
  • Berserkers' Berserk state - now 370 particles (was 1,050)
  • Special effect of units affected by the Glaive's God of Battles - now 240 (was 410)

[h3]Weather & Objects[/h3]
The vast number of objects on each map adds to immersion and affects strategic choices too. Every wall, obstacle and vegetation breathes life into the map. Naturally, plentiful objects and large concentrations of units are demanding, which has resulted in low frame rates during many battles.
To remedy this, we've made improvements to the management of dynamic object performance for areas that are often home to large battles, greatly reducing rendering delay. This will lead to much more stable FPS in these circumstances.

[h2]Future Performance Optimizations[/h2]

We've already made performance improvements to many areas of the game which has led to a slight overall increase in FPS. Naturally, certain problematic areas still exist and many of these exist at key points, something that affects the gameplay experience adversely.
We are currently performing large tests in an effort to do more targeted optimizations, and we're planning on doing the following:

Optimize the underlying interface algorithms to avoid complex ones reducing performance and worsening memory usage. Some of these include the mini-map, skill bars and unit info.
Rendering fidelity affects how things appear in game, and in most cases, the rendering of different layers does not have to be on the same fidelity level. For example, while battling on the walls of A at Wall Fort, you don't need to have the perfect view of the base flag as that would lower performance. The current rendering fidelity does not cover all situations, however, so we will be adding more rendering layers based on distance to objects on the map. For example, we can give objects 100m away a rendering fidelity of 1, objects 50m away a fidelity of 2, objects 10m away a fidelity of 3 and objects 5m away a fidelity of 4. This will reduce rendering calculations and therefore GPU usage.
Re-create the code of cloth and physics simulations to optimize the performance of many smaller modules such as hair, spear tassels, robe hems, capes, etc.
Continue to reduce the number of special effect particles to better balance graphics and performance.
Create a better distribution of texture quality to find a balance between that and performance to further reduce memory usage.
Improve graphics settings by adding more options and configurations, while also better recognizing hardware to improve the default settings.

Each one of the aforementioned improvements is complex and will take a long time to complete. As we continue to add more content, we also add more unknown variables to the equation. Even so, we're happy to share and discuss these issues with you all. We've been battling these issues in silence for a long time and we want to show our answer with actions and concrete results. We know that battling performance issues will take time, but even so, we will continue to improve one issue at a time. We're in this for the long haul.
We also want to invite you all to work with us! We're thinking of testing the results of our optimizations via open, alpha and beta tests. We'll reveal more about how these will work in future notices! Oh, and we'll be adding info on how things are going with our performance optimizations to future update logs too!