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30% XP bonus starts today!



In order to help make up for lost time during the extended deployment of the Season 1 update, we are implementing a weekend-long bonus period for all players: Starting TODAY at 18:00 CEST (9am PDT) and lasting until 12:00 CEST (3am PDT) on Monday October 14, all battles initiated through matchmaking will earn combatants - warlords and their loyal units - an XP bonus of 30%. So, if you’ve been looking for an excuse to improve yourself and your troops, you now have one!

Remember that the bonus period will end early on Monday, so be sure to quick march into the game if you want to take full advantage!

Conqueror's Blade Patch Notes



Seasonal Weekly challenges have had their difficulties modified.

We have received a lot of feedback from players regarding weekly challenges and their difficulty. After careful deliberation, we have decided to reduce the difficulty of these challenges.

Reduced the amount of troops needing to be killed in the following challenges:

Field Battles:
  • In Field Battle mode defeat 20 crossbowmen. (50 required originally)
  • In Field Battle mode defeat 20 arquebusiers. (50 required originally)
  • In Field Battle mode defeat 20 javelineers. (50 required originally)
  • In Field Battle mode defeat 10 melee cavalry. (50 required originally)
  • In Field Battle mode defeat 10 mounted archers. (50 required originally)
  • In Field Battle mode defeat 10 mounted arquebusiers. (50 required originally)

Siege Battles:
  • In Siege Battle mode defeat 20 crossbowmen. (50 required originally)
  • In Siege Battle mode defeat 20 arquebusiers. (50 required originally)
  • In Siege Battle mode defeat 20 arquebusiers. (50 required originally)
  • In Siege Battle mode defeat 20 javelineers. (50 required originally)
  • In Siege Battle mode defeat 10 melee cavalry. (50 required originally)
  • In Siege Battle mode defeat 10 mounted archers.(Originally 30)
  • In Siege Battle mode defeat 10 mounted arquebusiers. (50 required originally)
Reduced the amount of instances required for Battle Rating challenges:
  • In 1 instances of Expedition I, achieve an A+ rating or better. (2 required originally)
  • In 1 Expeditions II, achieve a rating of A+ or better. (2 required originally)
  • In 2 Expeditions II, achieve a rating of A+ or better. (5 required originally)
  • In 3 field battles, achieve a rating of A or better. (5 required originally)
  • In 3 siege battles, achieve a rating of A or better. (5 required originally)
  • In 3 Expeditions II, achieve a rating of A or better. (5 required originally)
  • In 3 instances of Expedition III, achieve a rating of A+. (5 required originally)
Added Scroll of Rare Glory to Weekly Challenge rewards, which are obtainable after completing a select amount of challenges.

You will receive the following amount at each milestone:
  • Page’s Gift: 2
  • Squire’s Gift: 4
  • Knight’s Gift: 6
  • Marshal’s Gift: 6

Warlords who have already opened gifts before the update will receive the correct amount of Scroll of Rare Glory by mail upon release of this update.

For all prior and extended patch notes, please visit the Conqueror's Blade website.

Server downtime - Thursday 10th October (UPDATED)



Please be aware that from 08:00 CEST on Thursday 10th October (11pm PDT, Oct. 9), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 4 hours.

The update will address the difficulty of weekly challenges that were introduced as part of the Season 1 update (full patch notes to follow). 

Please stay tuned to our Discord channel in case of any immediate server updates.

UPDATE: Server maintenance has been extended. We hope to resume full game access by 14:00 CEST (5am PDT). Our apologies for any inconvenience caused.

Watch the thrilling conclusion of Warlord League Stage 1



A 60-team tournament starring hundreds of players across a dozen timezones was always going to be a challenge, and so it proved to be for the first stage of the Warlord League. Intense battles were fought over the bloody banks of Stalemate Creek all weekend, but alas the war was not concluded as we’d planned. Hence why Stage 1 will be continuing today from 19:00 CEST (10am PDT), after which we should know which teams will be progressing to Stage 2.

As it stands right now, there are three semi-final teams poised to reach the winner’s bracket final - SUNTZU, WereRabbits and Injustice_III. The fourth semi-finalist will be one of FalcataKS or FluffyBunnies. Meanwhile, in the bracket below, there are five rounds still to be completed before we know which team will be seeking redemption. There is much drama still to come, no doubt, which you can witness for yourself by tuning into the following streams:

EN

FR

DE

ES


GET READY FOR STAGE 2!

In our efforts to get back on schedule, Warlord League Stage 2 will be staggered across four consecutive sessions. We’ll have the tournament page and a final list of streams ready for you before Stage 2 begins. In the meantime, you can keep fully up to date regarding any last-minute schedule changes by keeping open our Discord channel.
  • Thursday (Oct 10): 19:00 CEST (10am PDT)
  • Friday (Oct 11): 19:00 CEST (10am PDT)
  • Saturday (Oct 12): 15:00 CEST (6am PDT)
  • Sunday (Oct 13): 19:00 CEST (10am PDT)

Map Guide: Sun City (Siege)



There are many ways into Sun City, but breaching those walls is less than half the story. To win the battle, the heart of the city must be taken - one way, or not at all!

HISTORY

There is a saying among those that live around Sun City: that if the murderous warlords don’t get you, the ferocious winds will. Forever loaded with the abrasive sand of the surrounding valleys, the dry winds have often caused what little crops that do grow in the region to fail. But such is the demand for food that local farmers try anyway, thankful for any days where the sun isn't obscured by the stinging sand.

Naturally, Sun City has evolved into an important trade hub, for despite the inhospitable landscape, the plain on which the city is sited is at the convergence of mighty trade routes, as well as where deep and ancient wells draw all the water necessary to sustain the local population. Without them, the walls of Sun City would have long since crumbled.   

SCOUTING REPORT

Sun City has two main entrances - a gate in the south wall and another in the west. Only one needs to be taken in order to progress. Both are protected by firepots and the walls are well defended with stationary cannon.

Two towers stand ready to assault the south wall and one to the west of the city. There are also four areas along each wall where ladders can be erected, as well as two along the outer east wall. There is no access for the attackers along the two northernmost quadrants of the city.

Inside the battlements there are two further Control Points that must be taken in succession, one roughly in the centre of the map and the other close by, to the north. Each occupies an interchange within what is a generally a grid-based layout.

Finally, there are three resupply points in the city. Inside the east wall (at the point along which access is blocked), in the southwest corner of the city (which becomes the attacker's spawn point later in the match) and at the midway point at the inner north wall, close to Capture Point D.     



PLAN OF ATTACK
  • It really is a waste of time and effort to simultaneously attack both gates (unless, of course, one attack is a clever ruse), so coordinate your strategy with your fellow warlords and pick a primary target. There isn’t much to choose between the two main entrances in terms of the enemy’s defences, but the route to Capture Point C is a little more direct from B. Plus, you may find that less experienced enemies will tend towards defending Point A by default, which is something to take into consideration. 
  • A third option is the southwest corner of the outer wall; more-or-less the midpoint between the two outer gates, which can be assaulted via ladder or tower. As a focus for your main attack at the start of a match it could falter for being easily countered, but if you need to open up a second front to outflank either an attack on the south or west gates, it’s a useful position to command - especially if you can secure the tower that overlooks the nearby resupply zone.
  • Given the proximity of the last two flags, it will be very tempting for the attackers to take the direct route all the way to Point D, through the centre of map, but unless you’re well-drilled as a team, you are likely to come up against some stiff resistance that doesn’t even have to be well organised to be able to contain you. Points C and D are both located at interactions with four entry points, which means that attacking through a single channel could be costly. Instead, work your way around the edges of the map and charge into each Capture Point from at least two directions simultaneously. As ever, be wary of counterattacks and being outflanked.  
  • With the defenders spawning from the courtyard in the northwest of the city, it’s important that the attackers secure the building to the east of Capture Point D. It has a raised area where ranged units can be posted, behind which is a courtyard from where you can try to dislodge the enemy from around the area north of the capture circle. If you can do so while containing any attempts for the defenders to turn south from its spawn point, then the battle will be won.




DEFENSIVE MEASURES
  • There’s a lot of firepower outside the Sun City, so much that it might pay to stay within. When the attacker plays its hand, then react to counter the most pressing threat.
  • With the attacking team having numerous options to enter the city - and rather less of them to secure it - every second might count, so try to harry and harass your opponent rather than stubbornly holding ground. Spilling blood for every inch of the terrain will come later!
  • Defending Point C and D is, of course, paramount, but try to keep the positional advantage. Both points are best defended from the edge of the circle to keep from being outnumbered and outflanked. You can also hide your numbers effectively and more easily advance when you have room to manoeuver.
  • Roaming the channels inside the walls is a good tactic if only to keep solo warlords and their troops corralled in the centre where the battle is more easily managed. The centre must hold, but not at the expense of losing the initiative elsewhere.
  • One useful tactic that has been successfully deployed at Sun City is to let the attackers take Point C and gallop to Point D, before pouring into both positions from all angles. When you promote overconfidence in your enemy, it is much easier to undo!

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