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How to reclaim Honour points

As part of the Wrath of the Nomads update we introduced a feature that allows you to reclaim Honour points, allowing you to unlock units and buffs from other parts of the Unit Tree. You may think, for example, that the route to unlocking Iron Reapers via Palace Guards was the wrong one, and that you’d like to try Imperial Pike Guards instead - well, now you can! Here’s how:



First, you need a stack of Honour Reset Tokens, each able to reclaim 100 Honour points. You can acquire them from the main in-game Store (press C) for 5 Sovereigns each. Alternatively, check the Seasonal Store (F5), where they should be available for a comparable number of seasonal reward tokens. (At the time of writing, during Season II, they cost 5 Fangs each).



Next, press U and select the Unit Tree, where you will see the familiar flowchart of unit cards and nodes. To reclaim the Honour points from a node you’ve previously unlocked, simply mouse over it and click (right or left works). If it’s not between two unlocked nodes and you have enough tokens (1 per 100 Honour points), you will be given the option to reset it.



Before you do “Reset Note”, be aware that you do not lose any previously assigned Honour points in the process of reclaiming them. As an example, Provincial Army Training costs 900 Honour points to unlock. You will get all the Honour back for the price of 9 Honour Reset Tokens if you later wish to reassign those 900 points elsewhere.



Note also that you cannot reclaim Honour points that have already been used to unlock units, only the nodes between units. However, if you reset a node that’s a prerequisite for a unit you’ve unlocked, you will not be able to deploy that unit until the node is unlocked again. Following on from the above example, if you have a unit of Ironcap Swordsmen in your army, if you reset the Provincial Army Training node, you will get back 900 Honour points, but the unit will then be shaded out in your Barracks. If you later assign 900 Honour to unlock the prerequisite node, the unit will be ready for duty with the same XP and Veterancy it had before!

A world of matchmaking has opened up

As important as it is to explore the open-world in Conqueror’s Blade, one of the problems of doing so - until the release of Season II - was that you were unable to participate in matchmaking battles. There was a very good reason for this, but it did restrict the number of players available for matchmaking when the ideal has always been to have as many as possible queueing to fight.

The good news is that we’ve now implemented a way for those in the open-world to enjoy all the fun of matchmaking battles without having to temporarily remove them from the open-world. It’s a very simple solution, which just requires you to set-up a camp - which you can select from the relevant icon at the bottom of the screen, or by pressing J to initiate matchmaking as you would in a town.

While you’re at camp (including while waiting for or taking part in a matchmaking battle), you cannot move, be pursued or initiate pursuit of another player in the open-world. To later continue in the open-world, you simply “Strike Camp”, although you need to have concluded or exited a battle and not be in the countdown timer for a new one.

As an aside, you cannot set up camp during Territory Wars and any camps that are active at the start of such events will be deactivated. If you want to enjoy matchmaking battles during bi-weekly conquest sessions, simply make for the nearest settlement.

Map Guide: Allenburg (Siege)



As well as being uniquely situated, the fortress city of Allenburg - recently introduced via the Wrath of the Nomads update - is unique in its defences. Attackers will effectively have to conduct two sieges to win, in between which a desperate counter-attacking battle for the streets will have to be fought.

HISTORY

Legend has it that a powerful sorcerer, travelling in disguise (as wizards often do), was so taken with Allenburg’s lively taverns and brewhouses that he vowed that the city should stand for a thousand years. To ensure it survived the ages, he’s said to have cast a spell that changed the land around the city to better protect it from invaders. It is why, some believe, Allenburg is so snug within the bow of its nearby river, and why it can count on such impassable terrain to prevent it from being attacked on all sides. It is also why the high tower overlooking the lower city is known as the Wizard’s Perch, and why some believe that the nameless conjurer resides there, forever keeping watch. Of course, it’s all nonsense, but the administrative authorities are happy to embrace any superstition that might aid in the city’s defence, especially when it is so often threatened.

https://www.youtube.com/watch?v=5bTPMj1RUvI

PLAN OF ATTACK
  • There is a wealth of attacking options, but Allenburg is a large map with a lot of ground to cover and so time can quickly slip away if you let it. Focus your efforts to breach the outer wall in one or two places and be prepared to move quickly when you do.
  • You only need to secure one of Point A or B in order to be able to capture Point C, which you should try and complete as soon as possible to keep the defenders on the back foot. If you try and take A and B both, before C, you will give the defenders the initiative. Instead, secure the first two capture points after you’ve taken C - the extra time you’ll receive could make all the difference as you prepare your final assault on the inner walls.
  • If you allow the defenders too much time to regroup, taking Capture Point D will almost be a mini-siege in itself. Try to establish and maintain a path to the final capture zone while the defenders are engaged elsewhere (still defending C perhaps), ideally by leaving a gate open that you can storm through when the area becomes unlocked.




DEFENSIVE MEASURES
  • Despite being a large map, the initial front line along the outer wall is conveniently compact, meaning that defending it is far from a lost cause. You could buy your side a lot of time for when the attack does eventually breakthrough by defending it in numbers.
  • Once the outer wall is breached, fall back quickly to pre-arranged defensive positions. Defending Capture Point C should be the team’s priority (a highly mobile counter-attacking force might be handy for that), but be wary of attempts by the attackers to get a foothold in and around Point D while your attention is elsewhere. The high walls will be your last redoubt and you want them to be watertight when Point C is taken.
  • As with the loss of the outer wall, you need to be organised when you’re down to the final capture point. As well the ability to quickly reinforce your troops, the battlements offer a stout defence and should be used to their fullest. Treat the final encounter like it’s a full-on siege and hold the line ‘til the bitter end!


Give your armies a boost with Auxiliary Units



As a way to try out units you haven’t unlocked, or to bulk out your army for a short period of time, we have introduced a system where you can recruit units to fight by your side for up to seven days.

We first introduced mercenary units in September 2019, which were distinct from regular troops on the unit tree and were permanently bound to your character. Similarly acquired via the War Scholar screen, Auxiliary Units are instead comprised of the same standard units that you can currently unlock with Honour, only they will fight for you for free. These week-long warriors come equipped as per standard and will earn Unit XP and Veterency Points for the duration of their service, but will only fight for you for until Monday before they vanish from your Barracks. Note that when you later unlock the unit with Honour, the Auxiliary - along with its saved Unit XP and Veterancy - will become permanently available.

Don’t expect to be able to fill your ranks with Iron Reapers. There is a limit to how many mercenary units you can recruit and the type of units available will change periodically. Just bring up the War Scholar screen (press X), then select ‘Auxiliary Units’ from among the left-side icons to see what’s currently available.



 

Server downtime - Wednesday 8 January

Please be aware that from 11:00 CET (2am PDT) on Wednesday 8th January, the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 3 hours. 
  • Adding Auxiliary Units
  • Reenabling Doctrine salvaging
Please stay tuned to our Discord channel in case of any immediate server updates.