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Survey: Tell us when you want events to start!

Given how much of a focus Territory Wars and other events have become, it makes sense that we give everyone a say as to when they should be held. To that end we’ve created a short survey where you can suggest more convenient times for each event than those we have currently.

It’s important to note that the times listed in the survey are directly tied to your chosen server, not to what timezone you happen to reside. If you play on one of the Europe West servers that’s CET (UTC +1), while the North American server is locked to PST (UTC -8).

The survey will remain open until December 5th, after which we’ll tally the results and let you know what the new event times will be based on what the majority have selected.

Map guide: Frontier Camp (Siege)



If Frontier Camp seems familiar, that’s because it was where you conducted one of your very first sieges. Now the once-intimidating outpost stands before you as the first Seige map across which AI warlords can be conscripted to fight. Under the rules of this new encounter, the matchmaking system will always select waiting players, but if there aren’t enough - during off-peak hours - bots will be drafted in to ensure that neither army is lacking.

HISTORY
Built on the site of an ancient hillfort, Frontier Camp has expanded from being a few tents surrounded by palisades into a veritable fortress. Its defences have grown in direct proportion to how much the local forests have receded, as local woodsmen have been pressganged into felling trees to reinforce the battlements. Despite taking pride in their work, however, the unwilling locals have developed no loyalty towards their taskmasters and have built battering rams for attacking armies to use - often leaving one outside the main gate on the morning of a siege.

SCOUTING REPORT
Frontier Camp is situated atop a hill with commanding views across a busy valley, a perfect location from which to police hostile territory. The settlement itself is encircled by wooden battlements, with two gates allowing access to two control points which converge on a third. Despite the perimeter being protected by wooden staves, the outer wall is low and easily breached by ladders. Thankfully for the defenders, there are no siege towers to protect an assault and only a single ram with which to bring down the main gate.

https://www.youtube.com/watch?v=D6xvUOSGw8E

PLAN OF ATTACK
  • Unless you’re a warlord with devastating ranged abilities, don’t bother with the towers that circle the camp: Ranged troops are not able to utilise them and you’ll be wasting your time trying to station troops at the top of them.
  • Time is short and you need to take a control point quickly, so while you are ordering your troops to break through the main gate, make sure you are assaulting the camp via siege ladders along as wide a front as possible. The defenders will likely congregate around point A, so focus some of your team’s effort on point B - the ladders either side of the secondary gate are rarely well defended.
  • You need to take A or B (not both) to be allowed to take point C, but if the timer is against you you’ll need to secure both control zones to buy yourself more time. Taking A and B in quick succession will certainly send a message to the enemy and tell them you mean business. Don’t remain static - there’s no time to lose and everything to gain!  
  • The path from A to C is straight and open, which makes it tempting to try and bludgeon your way through to victory. However, the defenders have two advantages - height and a perfectly placed reinforcement point to put more troops in your way. Instead, try to attack from the left or right - preferably both. Surprising and surrounding the defenders will surely win you the battle




DEFENSIVE MEASURES
  • The closeness of the enemy and ease with which they can breach the walls make stationing ranged units on the battlements risky. Instead, have them ranged to attack any enemy that scales the walls. The layout of the camp means that one unit can cover a wide arc, if placed correctly.
  • It’s inevitable that point A or B will fall quickly, which can force a hasty retreat to defend point C. However, the wide pathways and high ground allow you to perform devastating counter-attacks, especially with fast-moving cavalry if you can manoeuvre them to attack the enemy’s rear.
  • Frontier Camp is a simple map, but it’s easy to become drawn into a simple battle of numbers as two massed armies slog it out on the slopes leading to Point C. While you should have the advantage where numbers are even, be wary of being outflanked. Similarly, if the enemy seems entirely focused on moving the front line from behind, be sure to remind them that it can easily be tilted from the side.


Server downtime - Thursday 28 November

Please be aware that from 12:30 CET on Thursday 28th November (3:30 am PST, the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 1.5 hours.
  • Fixes are being applied to stabilise cross-server matchmaking.

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

THE STEAM AWARDS

Nominate Conqueror's Blade for a category in the 2019 Steam Awards!

Cross-server matchmaking is enabled!

When it comes to matchmaking, the more players waiting for a battle, the fairer that battle will be as there’s less chance for high-level players to be ranged against newcomers. It’s for this reason that we’re very excited to announce the activation of cross-server matchmaking for Conqueror’s Blade.

Effectively what this means is that you could find yourself fighting against or alongside players from any of the four current Conqueror’s Blade servers (EU West 1, EU West 2, NA and EU East). This will ensure reduced waiting as well as fairer battles, which should translate into more fun and less frustration.

Of course, there is a caveat - that pairing up players from one side of the world to fight those on the other could be adversely affected by increased server latency, but as we all know lag is just as discriminating against where you are in your own country as against any other.

Needless to say, we’ll be watching things very, very closely, to ensure that cross-server matchmaking works as intended. In addition, we stand ready to receive any and all feedback you might care to provide so that all players enjoy battles that are numerous, equitable and entertaining. Should we need to make any adjustments to the system in the days and weeks ahead, we will let you know first and foremost via our Discord channel.

(Note: Cross-server matchmaking is only to be applied to Siege, Field, PvE and other one-off battles - not for open-world engagements or weekly events such as Territory Wars.)