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April Fool’s Day: Play the Fool with a New Headdress and Masque!

April Fool’s Day is a time which can turn typically stony-faced conquerors... silly. In the past, we’ve received reports of soldiers switching out their commander’s arrow quiver with a sheaf of eels. Warlords have been led on merry chases by rivals, only to find themselves in the midst of a ruthless egg-flinging ambush.

Not this year! It’s time for you to play the fool, with brand-new cosmetic items available in-game and from the MY.GAMES Market for a limited time! Laugh off the pranksters with the Unholy Fool’s Headdress, highly distinctive headwear inspired by the garb of royal jesters. If you don’t know whether to laugh or cry, inspire your warlord with the comedic and tragic duality of the Commedia dell’arte Masque.






Unholy Fool’s Headdress

700 Sovereigns / €6.99 / $6.99

Commedia dell’arte Masque

400 Sovereigns / €3.99 / $3.99
IMPORTANT: Attire for Heroes, Units, and Horses in Conqueror’s Blade is purely cosmetic, and does not grant additional bonuses or advantages during gameplay. It just looks really, really cool.

Get the Unholy Fool’s Headdress and Commedia dell’arte Masque from the MY.GAMES Market before April 15!

Server downtime - Wednesday 1st April

Please be aware that from 8:00 CEST on Wednesday 1st April (11pm PDT, 3/31), 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.

The lore of Season III



The Wrath of the Nomads is at its end. With winter gone, the horde has returned north to the steppes, leaving behind burning cities and those of their brethren that have taken up service in the local nobility. While the Free Houses and the Imperial Legions slug it out in an endless back-and-forth, the warlords the horde defeated turn to a new force to take back their lands.

[h3]A New Land and a New Era[/h3]
Far to the south-west of Ungverija, surrounded by the Sea of Tranquility, lies the boot-shaped peninsula called Sicania, and it is a hilly, fractured land ruled over by a multitude of independent city-states.

In this land the nobility gain most of their wealth from direct trade rather than taxes levied on their vassals, and accordingly war and trade go hand in hand. The wealthiest merchants, known as patricians, employ armies of heavily-armed condottieri (“contractors”) to guard their trade caravans and storehouses, while cities are policed by companies of crossbowmen paid by the day for their service. Everywhere in Sicania cash flows freely: This land boasts the largest harbours in the west and its ancient and extensive roads allow traders, pilgrims, and armies alike free passage over the entire peninsula. Sicanian banks lend money to cash-strapped kings, and frequently hedge their bets by funding upstarts and rebellions. A time of chaos can be profitable, if a merchant is wise and daring.

The patricians of Sicania commonly band together in alliances to further their mutual business interests, and these associations can rival entire kingdoms in wealth, power and prestige. For instance, the “trade colonies” found in almost every land across the continent were founded by one such company, and the so-called smugglers found in most fiefs are almost certainly working for one patrician or another.

[h3]The Sellswords of Sicania[/h3]
The most famous captain of the mercenary armies was Mastino Fortebracci, a once-impoverished knight turned banker turned mercenary commander. Fortebracci’s campaigns took him across the continent, fighting in the service of many lords, and sacking many castles. His preferred clients were the city-states of Sicania, although like the Black Dragon Mercenaries of the east he was not too choosy when the fee offered was right.

Fortebracci’s troops specialised in the use of one particular weapon, either the pike, the sword, or the crossbow, and he employed skilled craftsmen and engineers when he needed to take a walled settlement by siege, or used his business contacts as spies if he needed to capture a fief by treachery. When his army went on the march every soldier was issued food for three days, while anything large or heavy was carried in a baggage train of wagons built to a standardised design. Out went the piecemeal methods of the feudal lords, in came the patrician’s business methods of ruthless efficiency. His reputation grew, and soldiers flocked to his banner seeking regular pay, provisions, and a share in the plunder. This fame allowed him to select only the best, and within a year his company ran its own camps, farms, workshops, and mines in what was fast becoming a mercantile republic.

The battle that sealed Fortebracci’s place in history took place during the war against the Sea Raiders. His company was tasked with clearing a company of fearsome pirates from a coastal valley wherein they had set up a stockade. His troops were fighting on their home terrain: swordsmen from the same villages the raiders had plundered, pikemen and crossbowmen drawn from city garrisons that had been besieged. The soldiers of fortune eschewed the use of cavalry in such a narrow valley and in any case the hillsides were too steep to be of much use to flanking manoeuvres. When Fortebracci’s troops met the pirates in open battle, they struck like the blow of a mailed fist. The raiders broke and fled to their fortified camp, but this gave them no respite. A militia formed of local craftsmen armed with nothing but a thirst for vengeance and the hammers of their trade brought forth a battering ram and broke down the gate. The mercenaries flooded in, and within the hour the pirates were vanquished. Alas, Fortebracci did not live to see the celebrations, having taken a bullet to the chest during the final assault.

With their captain dead, the directors of Fortebracci’s company dissolved the partnership, split up the company’s properties into smaller concerns, and paid off his troops. These soldiers soon found they could find work easily by just mentioning the name of their late commander, so it came to pass that the veterans of his campaigns kept his memory alive by taking on his name for themselves.

Guide to Territory Wars



Scheduled twice a week - currently every Tuesday and Saturday evening - Territory Wars are the battles that define the political landscape of Conqueror’s Blade. You can fight with or alongside other players via the Battle interface or in the open world at any time, of course, but it is only during a 60-minute Territory Wars session that you can attack a settlement in the hope that, when the fight is over, it will become part of your domain. Think of Territory Wars as “open season” for fiefs - a window of opportunity in which to increase your collective holdings.

In order to take part in Territory Wars, you must be a member of either a player-controlled  Free House or Alliance or part of an Imperial Restorationist cohort - which are NPC organisations dedicated to uniting and expanding their respective regions. If you are in a Free House, the leadership will decide which fiefs to attack prior to or during Territory Wars based on the House level, whilst those in cohorts will be given suggested targets prior to the event starting.

https://www.youtube.com/watch?v=3Mm-mV0IIHs 

As a rule, battles for villages play out on Field Battle maps, whilst those for towns and forts take place on Siege maps. However, there are a few differences between Territory Wars battles and those played via the Battle interface. One is that there are no siege weapons automatically placed on the map - players will have to bring their own artillery. Secondly, allies are able to join a battle that’s in progress, so long as the number of players per side doesn’t exceed standard limits. Finally, if the attackers do manage to secure the map before Territory Wars is over, they will almost certainly have to defend it immediately afterwards. For these reasons (and others), Territory Wars battles can be very intense - but also very rewarding!

Aside from the bragging rights that come from expanding your territory at the expense of your rivals, there are practical benefits to controlling a fief. One is that you are able to earn an income from its Prosperity level and invest in its development so that you can return even greater benefits. In addition, access to any resource locations (farms, lumber mills, mines etc) that are linked to the fief can be restricted, so that other players either may not use them or must pay a tax to do so. This can be a useful source of income, as well as a way to deny your rivals the resources they might need to undermine you.



Until recently members of cohorts (Imperial Restorationist) were limited to taking part in Territory Wars battles in their home region, but can now, like Free Houses and Alliances, extend their domain into other regions and even march their armies into the region known as the Borderlands - when it is accessible. There are also Campaigns you can work through as part of Seasonal gameplay, during which you can progress from seizing a modest village to capturing the game’s most iconic locations - with personal rewards for completing each stage as they become unlocked.
 
Finally, during those times when you aren’t taking part in Territory Wars, you should be preparing for when you do. All wars need resources and as your house or alliance expands, it needs to maintain and expand fiefs to be able to profit from them. A good way to help your allies is to complete Fief Quests from your fief’s Warden so that you have enough Building Materials to level up settlements, as well as other items to keep your units fully equipped for all the battles still to come. In Conqueror’s Blade, how you use your time at peace is just as important as how to spend it during a Territory War.

This new unit could have your name all over it!

A new season on the horizon means that new units will soon be marching over it, and you could have a part to play in helping to identify one of them!

Our latest competition is an exciting one, as we’re giving you the chance to contribute to the background lore of Conqueror’s Blade by not only naming but fully writing the in-game description for one of the game's next batch of units!

There are some obvious restrictions in terms of length and from where to draw inspiration, but if we like what we read of your suggestions your creation will soon be in the game for all to see!

Please limit your entries to ONE PER PERSON, either to the EN Conqueror’s Blade Facebook page, or the NA Conqueror’s Blade Facebook page.

We request that you consider all the rules of entry (below) before entering, and be sure to post your suggestions before 15:00 CEST (12am PDT) on Thursday, April 2nd. We will be announcing the winner and profiling the new unit in great depth shortly afterwards. Once the unit is accessible in-game, the winner will be fully credited.  

Good luck!

The rules of lore:
  1. Unit names must not exceed 20 characters - the shorter the better.
  2. The unit description should not exceed 350 characters in length.
  3. Unit names and descriptions can only include characters of the Latin alphabet and associated accents. Numerals, most punctuation marks and special characters should not be used.
  4. Unit names and descriptions should be consistent with one another, as well as with other units and themes planned for Season III, which include Pavise Crossbowmen, Fortebraccio Pikemen and Condottieri Guards.
  5. Entries can be in any supported language (FR/DE/ES/RU) but all entries must include English translation of the unit name (subject to the same 20-length character restriction as above).
  6. Entries must be made to the official Conqueror’s Blade Facebook page.
  7. Only one entry will be considered per person.
  8. Usual community rules apply: No offensive, racist, or obscene names or descriptions will be considered.
  9. Suggested names should not refer to real or known places, events, internet memes or intellectual properties.
  10. All entries will be judged by the MY.GAMES team in close collaboration with Booming Games.
  11. We reserve the right to edit or amend the winning entry, or to replace it at any point in the future.