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Dog Days: Behind the Houndsmen


The Houndsmen charged into battle alongside their loyal canine companions in Season X: Highlanders as the game’s first animal-handling unit. But how were hunter and man’s best friend created?

Anton Mamihonov, Creative Director at Booming Tech, sat down with us to reveal the behind-the-scenes workings of the Houndsmen, from animating the dogs to balancing a two-pronged unit.

Why did you choose Deerhounds as the hunting dog for the Houndsmen unit?

Our Houndsmen are aged, lone, precise hunters, and their hounds perfectly fit such a personality. The Deerhound breed’s body traits also represent the hit-and-run gameplay we were aiming for; the breed is strongly associated with Great Britain as well.

Were other breeds of dog considered?

Actually, yes – Mastiffs could have become the Houndsmen’s breed of choice. Although, they represent a heavier, more aggressive personality, and this aggression wouldn’t combine with the personality and characters of archers we were hoping to open to our players.

Maybe Mastiffs will see their time in the future but with a different gameplay style; who knows?

Talk us through the process of animating the dogs.

We had a really nice partnership with an outsource studio that, fortunately for us, took on the majority of tasks in regard to basic animations. The problem was though, that the breed used for those sessions was a German Shepherd – and their skeleton structure is completely different from deerhounds. Our team had to add around 40% of the moves and adjust the existing ones to our needs. It was the first time we worked with animal animations, and some challenges obviously appeared in regard to how the bones were positioned during movements, their relative positions, and so on. But we also had a lot of fun during the process and hope to use this experience in upcoming projects.



How did you begin to make the fur?

Chaos Engine has an extremely scalable and customisable technology, so our graphics rendering team made a step forward in the direction of processing and rendering animal fur for Highlanders. We are excited to see many more new graphical improvements of various aspects in 2022.

What were the challenges you faced when implementing and balancing the first-ever unit that not only had people in but animals too (besides horses)?

It was a fun challenge indeed. It is the first unit with two distinguished entities; two types with absolutely different gameplay of their own. We went through a few ideas, including Mastiffs guarding archers, applying knock-back effects with charge, or being tanky and heavy. In the end, though, it didn’t feel dynamic or fun enough. We gave high accuracy to archers to snipe heroes, reduced their damage, gave bleed [to the hounds], and made Deerhounds a squishy hit-and-run force that has to be positioned on flanks to attack enemies from behind, or chase then quickly retreat themselves. The Houndsmen offer many possibilities and fun gameplay if players decide to micro-manage this unit and position it well.

I think that Conqueror’s Blade currently has too many units of general-purpose jack of all trades, and we need more specialist units with distinguished strengths and weaknesses to stimulate more tactical team cooperation and fun gameplay. It is a longer-term goal, though, and will demand some time to achieve.

Are there plans to add more animal-handling units in the future?

Bears, maybe? Dragons? Just kidding, of course. I think that we’re going to take a pause from dogs for some time, and let’s think together with players what our options are (share your thoughts on social media and Discord!).



Check out more behind the scenes looks into Conqueror’s Blade, with our articles on Season X Weapon Skins and making the Bagpipers.

Season X: Territory Wars Conclude on February 26!


The final Territory Wars for Season X: Highlanders will be taking place on February 26, as Stage 5: Imperial Dawn comes to a climactic close.


Territory Wars will take place in The Borderlands, Ungverija, Ostaria, and Anadolou, where you can battle for control of the capital cities with your allies, and fight it out for the big one — Turul Város.

Rewards for Territory Wars and Ranked Battles will be given out soon, so please remain in your current House until you have received them.

Good luck Warlords, and may your victories be glorious!

Take Arms with Antique Season III Weapons!


Modern is out, vintage is in! From February 17 (10:30 CET/server time) until February 23 (23:59 CET/server time) you can arm yourself with antique weapon skins from Season III: Soldiers of Fortune from the in-game store and MY.GAMES Market.

Show off your thrifting prowess with weapon skins from seasons past, available for a limited time only!

Got an eye for a bargain? Subscribe to the official newsletter for the chance to get access to exclusive special offers–including the Deal of the Month–plus the latest news, updates, and lots more!

Server downtime - February 17


Please be aware that from 7:00 CET on February 17 (22:00 PST 2/16), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 5 hours.

Please refer to the Patch Notes for documented changes. Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.

Making a Musical Unit: Behind the Bagpipers


The Bagpipers were the first unit to be introduced in Season X: Highlanders—-a trusty troop of troubadours who charged into battle alongside their allies, inspiring warriors with fighting spirit using their literal instruments of war.

We sat down with Anton Mamihonov, Creative Director at Booming Tech, to chat about the inspiration behind the Bagpipers, balancing a support unit, and the future of musical troops in Conqueror’s Blade.

The Bagpipers were the first unit of their kind—-a musical unit! Why did you choose Season X: Highlanders to bring music into Conqueror’s Blade battles?

Bagpipes are one of the strongest symbols of Scottish culture, and historically bagpipes were used on battlefields to inspire troops. It was a perfect opportunity for us to introduce a new unit type to the game – a full support.

3-Star Units are a very tricky tier to design. They’re not strong enough to stand face to face against 4- or 5-Star Units, but the specialist unit type is a great choice for 3-Stars, and the Bagpipers perfectly fit players’ desire to cooperate and fulfil supportive roles.



What is it about Scotland (and bagpipes specifically) that inspired you to make the first musical unit?

We’re huge fans of ancient and medieval cultures. Celtic and Scottish cultures are extremely interesting and deep. It is much about the mood, atmosphere - the sound of bagpipes, rocks and oceans, highland landscapes, bravery, and the strong spirit of Scottish warriors. And, of course, historical heroic instances when bagpipes inspired and changed outcomes of battles.

They also possess the first mechanics of boosting damage dealt and defensive stats of their allies - how did you address balance or that players might consider them a “must-have” unit for battles?

It’s much about their leadership cost vs the impact they make. Their buffs, when applied to five or six surrounding units, give more advantage than the leadership cost of 120, which can be combined by a player in a Warband build with other units. One or two bagpipers are something that we currently see in many sieges and even some Territory War battles—-a great success for a low-tier unit.

What were your main goals when it came to making a full support unit that doesn't attack?

We’re aiming to bring new unit mechanics for Highlanders and the upcoming seasons. The supportive role is something that hasn’t been explored enough in our game until this moment, and we’re hoping that players will enjoy helping their allies even more.

If you were going to make another musical unit, what instrument would they wield? Perhaps a drum corps or trumpeters?

I think that it would be most interesting to know our players’ opinion on that topic – whether they would like more musical instruments-wielding units and what kind. Hopefully, our readers will share their thoughts in the comment section!



Read up about the other units launched with Season X: Highlanders—-the fearless Claymores and the loyal Houndsmen. If you’re interested in more dev blogs, check out our behind the scenes look into Season X Weapon Skins.