NA server-based and billeted primarily in Ostaria, Tuatha and Gaiscioch are two separate houses, but to all intents and purposes they are one and the same. They are borne of the same long-standing game community, with the same shared history, structure, identity and goals - to help new players find their way. The group (which exists as part of the Westweg Alliance) was founded by Foghladha, who also speaks on its behalf…
How did you first find out about Conqueror’s Blade and what attracted you to the game?
In 2018 the Gaisicoch were looking for a new title that contained Siege Warfare. I saw Conqueror's Blade mentioned, did some research and was provided with a handful of keys for the then-upcoming European X Test.
I fell in love with the game right out of the gate. It was the best parts of numerous games combined into an MMORPG. For more than a decade our community had been searching for a siege warfare game that both PvP and PvE players could enjoy, so I knew I had to bring our community here in some form or another.
Why did you decide to set up a house in Conqueror’s Blade?
We originally decided to form a house that the entire Tuatha Extended Alliance (that has travelled across five games with us) could use to try our Conqueror's Blade and see if it was something they could enjoy. House Tuatha was created and operated by Gaiscioch, which has a long history with siege-based MMORPGs and is a very dedicated part of any game community they are a part of.
House Tuatha was built to become a place where new players could learn about the game, enjoy some PvE and PvP experiences and get better at the overall game mechanics. Our focus is on keeping things light-hearted and fun. Siege warfare can be extremely fun in both a PvE and PvP setting if you’re playing with the right people.
What do you think makes your houses different?
Our houses are very different from most in Conqueror's Blade. While most focus on Territory Wars and maxing out their characters and troops, we focus on bringing in new players, moving them to Westweg - away from the toxicity you find in capital cities - and working with them to find the same passion we found in this game. We teach them about their skills through one-on-one instruction and duels in our weekly new player events. Our focus is entirely on getting the new players excited about the road ahead.
When they begin wanting to take part in Territory Wars or playing on a larger scale, we pair them up with other houses that we have come to know as reputable, honorable people. Our goal is not to take over the world, but to build a world worth taking over. A place where warriors enjoy the battlefield and rise from defeat to finally find their success. We don't care what house people are a part of, we train dozens every week and want to work with anyone who needs a bit of advice.
What about the alliance?
We created the Westweg Alliance so unaffiliated players can request to join our alliance and we can work with them through alliance chats. Both House Gaiscioch and Tuatha operate as one house, focused on teaching new players about the game.
We are not focused on taking territory and work towards making allies with all of our neighbors. We do not attack cities unannounced and always open a dialog when we want to organize a skirmish with another house or alliance. We have the respect of most of our neighbors and have remained untouched at Westweg for nearly three months - for which we are eternally grateful. Westweg was originally a gift to us from the CATS and Spartans as a place where we could help teach new players. While our neighbors have changed many times, we continue to remain peaceful to all.
What will be your legacy?
We hope that in the years to come just about every house in Conqueror's Blade has someone trained by us: players who ignited their passion in Westweg and continued on for years to come. We want to be a positive influence in the world and help make this game fun for all.
What’s your favorite class to play as and why?
Personally I love the Dual Blades most, with a close second being Spear. I have spent a great deal of time with the Short Bow, Long Bow, Musket, Long Sword, and Short Sword as well and find each of them enjoyable, but I have always enjoyed being up close and personal. Assassins have always been an archetype I frequent. Dual Blade offers a lot of risk/reward gameplay where you get that adrenaline rush knowing at any moment you could be pummeled if you don't act quickly and precisely.
What activities does the house regularly engage in and enjoy?
Our houses frequent Rebel Camps, Expeditions, Siege Battles, and spend a lot of time helping each other learn the game. From testing out troops and formations on random wandering rebels to completing dailies and weeklies together. Everything we do is about learning the game and getting better.
Traditionally on Territory Wars nights, we pair up with one of our friends for some friendly skirmishes to help the new players see how Territory Wars function. We have several houses and alliances that we are "At War" with that we are actually allies and help each other train new players about the ways of Territory Wars in set locations each week.
Who are your most trusted warlords and what roles do they command within the group?
In our houses we have several who help coach the new players. Dorda is our resident expert on crafting, resource gathering, and rebel camps. I handle weapon training, battlefield tactics and answer general gameplay questions. Todaki, Abrakay, and JaakDaniels lead a lot of fief questing and rebel activities.
If someone wanted to join your house or start a dialogue towards trade or establishing a pact, what should they do?
There are several ways you can get involved:
Join the Westweg Alliance as a Free Agent - Simply open the alliance pane, search for “Westweg” and click Request
If you would like to contact us regarding alliances between our house and yours, be sure to contact Foghladha in-game or Foghladha#6138 in Discord.
Are there other houses that you admire or that you consider to be natural allies?
We consider all houses allies until they give us a reason not to. We are always looking for new small budding houses that need guidance to help them get their footing. We have a vast contact list that helps many get in contact with each other and we overall look for others like ourselves that are trying to better the community and livelihood of Conqueror's Blade.
Conversely, are there any houses that you'd consider mortal enemies?
Historically, we stand again toxic communities that seek to tear others down.
Many thanks to Foghladha for answering our questions. If you know of a house that is deserving of similar recognition that we should profile in the future article, please make your nomination via our Discord channel.
The wider Gaiscioch community will be taking part in a charity livestreaming event from 1-3 November. You can find out more here.
Greetings, everyone. I'm the second lead planner for the Territory War system. Today I would like to talk to you about our Battle Line system.
Battle Lines and How They Work
The Battle Line system is one that existed early on during Territory War's development. In the early stages of design, the Battle Line system was used to add multiple ways of attacking a fief. It helped to resolve the issues of individual battles having a single objective and a hard player limit.
When a large fief is attacked, it will feature multiple lines upon which players can do battle. The attacking team can launch offensives on any battle line. When the attacking team seizes victory on any battle line, the fief will be conquered and will enter a recovery period. The Honour between the different battle lines is combined so that final ownership of the fief will belong to the House that contributed the most.
The Battle Line system is one step in the long-term plan for the Territory War mode. Currently, the Battle Line system is in its preliminary stages. It effectively allows more people to participate in the core battles of a Territory War and raises the strategic dimension of conquest. At the same time, large guilds will need to invest more manpower in order to defend cities on multiple fronts, giving some room to small Houses. Battle lines are also a double-edged sword: They have sometimes rendered smaller Houses unable to defend their fiefs and fortresses.
We have received feedback from the community and are actively considering different solutions. Because we want to improve Territory War and incorporate valuable feedback from the community, we will be implementing iterations on the gameplay mode in future seasons, with our eye on making Territory War as strategically deep as it can be.
The Battle Line System and the Game Environment
Small and Large Houses
We have received a large amount of feedback indicating that small Houses have no means of fighting back against large Houses. There are also concerns about how servers with low populations can support multiple battle lines.
When it comes to the issue of small Houses fighting larger Houses, we must look at both the offensive and defensive aspects. In a battle with a single battle line, if you want to defend a fief you only need 20-30 people. From this point of view, if a small House has occupied a fief, it can withstand the pressure of defending it. Regardless of the number of enemies one is up against, the manpower required for a solid defense is the same. This prevents large houses from having too great an advantage when it comes to numerical superiority. Therefore, widening the breadth of the Territory War is our primary consideration.
On the attacking side, when a large House attacks a fief, they only need 20-30 people. They can also split up their troops and attack other locations. This poses a major threat to Houses that cannot muster 20-30 effective players. This ultimately results in a situation where large Houses occupy a large number of territories and attack the fiefs of smaller Houses one by one. As for smaller Houses that have lost a fief, it becomes difficult to join a fief siege when so many other Houses are contesting the same one. When there is more than one battle line, the manpower investment required for large Houses increases significantly. At the same time, competition between large Houses is also increased, which expands the breadth of the overall battlefield and provides opportunities for smaller Houses to launch their own attacks.
Server Population Issues
As for the issue with server population, after a long period observing Territory Wars, we can see that gameplay moves through three stages: First is the chaotic stage, then the stage in which strategy comes together, and finally the stage of strategic confrontation. Competition in the first stage is fierce. Once the distribution of power consolidates, the second stage begins and the battles are concentrated on the fiefs bordering the larger alliances. On servers with smaller player populations, the chaotic stage will resolve itself quickly and move on to the second stage. On servers with larger player populations, the first stage lasts longer.
In the second stage, fighting on alliance borders will be especially fierce, and the border will move back and forth often. In the third stage, border conflicts will still happen, but will be less serious. A new chaotic stage may begin when a new power rises, or a large alliance breaks up into factions.
Accordingly, the Battle Line system can draw player attention on large servers and get players focused on taking fiefs. On smaller servers, conflicts will be focused on fiefs. As a result, the Battle Line system overall isn't affected negatively by the number of players on a server.
The Future of the Battle Line System
As mentioned, we will perform adjustments and iterations to the Battle Line system in future seasons.
Our focus is on finding ways to vary the battle lines to create different experiences. For example, on some battle lines, the maximum number of attackers and defenders might be unequal. This would apply different pressures on the defensive teams and give attackers a chance to launch surprise attacks to change the focus of the battle. We may also differentiate between the main and secondary battle lines. The events on the main battle line would determine who owns a fief, while secondary battle lines would influence events on the main one.
Meanwhile, we will continue to consider the constructive suggestions and ideas the community has provided and implement them where appropriate. We are very grateful for everyone's enthusiastic feedback. Thank you!
They were human, once. Thankfully their wretched souls are not yet lost. With your help, the Community Managers of Conqueror’s Blade can be redeemed!
Join the hunt this Halloween and if you approach one of the team, somewhere in the open world, you’ll be entered into a raffle to win a limited edition Halloween attire - either the Plague Doctor Attire set or the Revenant Unit Armour.
On October 31st, [CM] Chibs, [CM] Ishtrall and [CM] Pablovanu will be scaring the rural populations of EU West 1 and EU West 2, at 17:00 and 18:00 respectively. The following day, on November 1st, [CM] Kageneko will by haunting the NA server from 5:00 PM PDT
If you can’t make it in-game, you can keep up with the hunt by watching live via the Conqueror’s Blade Twitch Channel (EN only), or from the Official Facebook page.
Drawing from numerous Dark Age cultures, Halloween is perhaps the most medieval of festivities. It is when the restless dead are said to walk among the living, hence the tradition to adopt a disguise to avoid any ghostly harassment.
As part of the Halloween Update, you can now do the same, as we’ve made available three new themed attires - one each for warlords, units and mounts - to help you and your troops avoid any ectoplasmic entanglements. All three are currently available from the in-game store - but for a limited time only. On 18th November the Plague Doctor's Attire set, Plague Doctor's Mount Attire and Revenant Armour Unit Attire will be withdrawn from sale.
As with all in-game attires and attire sets, the Halloween skins are purely cosmetic. They do not bestow any benefits when equipped or applied. However, regardless of your chosen attire, we can confirm that you will not be approached by in-game spirits, ghouls or other supernatural beings during the ongoing spooky season.
Today we’re ushering in Halloween week with a new event, one that brings with it numerous game improvements, as well as fun new things to see and do that celebrate this most medieval of annual celebrations.
The citizens of the regional capitals have been out in force, decorating the streets with jack-o-lanterns and autumnal bunting. Meanwhile, an old foe has taken on a sinister new presence in an updated PvE event. Set across three weekly stages, enhanced rewards and Glory will be bestowed upon those who are successful. (Simply press ‘J’ and select ‘Halloween’ to take part). Finally, for those that want to go full Halloween, we have some suitably disturbing new skins to add to your warlording wardrobe.
The Halloween decorations, event and attires will not be available for very long, so be sure check them out before normality is restored!
Please be aware that from 07:00 CET on Tuesday, 29th October (11pm PDT, October 28), the Conqueror’s Blade servers will be inaccessible. The downtime is expected to last for 4 hours.
Meanwhile, stay tuned to our Discord channel in case of any immediate server updates.
PATCH NOTES:
NEW CONTENT
Activated the in-game Halloween event. This event is accessible via the match-making interface.
Added Jack-O-Lanterns to Augolia (Ostaria), Anliang (Maoyang), Daicheng (Liangyun), Turul Város (Ungverijia).
Added Halloween-themed Hero Attire, Horse Attire and Unit Attire to the in-game store.
Janissary Unit Attire has been added to the game. Founders Pack owners can now head to their website Storage and send their attire to the game.
Added a Pumpkin Head to the gold shop, limited to 1 purchase per character. This item is temporary use and will only last for 2 weeks.
The winners of the Warlord League, WereRabbits have chosen to name the fort "Schaken" to "Rabbit Burrow". This change will be reflected in this update and will be present in-game for the next 3 months.
SEASONAL ADJUSTMENTS
We’ve made adjustments to the following seasonal challenges:
Hero Kill Challenges:
Defeat 1 bow-wielding hero during one siege battle (originally 2)
Defeat 1 shortbow-wielding hero during one siege battle (originally 2)
Defeat 1 musket-wielding hero during one siege battle (originally 2)
Defeat 1 dual blades-wielding hero during one siege battle (originally 2)
Defeat 1 melee heroes during one siege battle (originally 3)
Defeat 1 ranged hero during one siege battle (originally 3)
Defeat 1 melee heroes during one field battle (originally 3)
Defeat 1 ranged hero during one field battle (originally 3)
Siege Battle Challenges:
In siege battle mode use a siege tower to scale the ramparts once (twice originally)
In siege battle mode use a battering ram to break through a gate once (three times originally)
In siege battle mode use a siege tower to scale the ramparts twice (three times originally)
Trophy Challenges
Before: Earn 1 “oh No you Don’t” badge in siege/field battles
After:Earn 3 “Shatter the Ranks” badges in siege/field battles
Before: Earn 1 “Say Cheese” badge in siege/field battles
After: Earn 2 “Hat-Trick” badges in siege/field battles
Before: Earn 1 “Echoes of Achelous” badge in siege/field battles
After: Earn 2 “A Deadly Century” badges in siege/field battles
Before: Earn 1 “Spiking the Guns” badge in Expeditions
After: Earn 1 “Cakewalk” badge in Expeditions (inflict 300,000 damage without being killed)
Before: Earn 1 “Bloodbath” badge in Expeditions
After: Kill 150 enemies in Expeditions
The purchase limit for the Scroll of Rare Glory has been adjusted from a daily limit of 5 pieces to a weekly limit of 35 pieces.
Expedition Challenges:
In 1 battle of Expedition I, achieve A rating or better (previously A+)
In 1 battle of Expedition II, achieve A rating or better (previously A+)
In 2 battles of Expedition II, achieve A rating or better (previously A+)
In 3 battles of Expedition II, achieve A rating or better (previously A+)
In 2 free battles, achieve B+ rating or better (previously A)
In 1 AI battle, earn A rating (previously S)
For the Expedition Challenges, warlords who have already completed these challenges will receive the Seasonal experience rewards by mail soon.
SYSTEM OPTIMIZATIONS
Honour: The amount of honour you can hold at a single time has been reduced from 200,000 to 100,000.
Auction House:
After reviewing and checking trading data, we have found that the guidance price of some hero forging and schematic items were lower than the expected market price. We’ve raised the guidance price for the following items as a result:
Powdered Silver
Steel Shavings
Special Helmet Schematics
Special Chest Armour Schematics
Special Glove Schematics
Special Boots Schematics
You can check the adjusted guidance price in the auction house
Inventory and Personal Storage:
Items of the same type will now automatically stack upon entering your inventory.
Map Adjustments:
Harbour City:
After looking at the data of the win/loss ratio on this map, we found that the winning ratio was much higher than expected. We have made the following adjustments to help balance this map:
Added few covers near the left city wall to slightly narrow the shooting angle of the defenders.
Added one building at the front of defenders’ right supply point to increase cover against Trebuchets.
Adjusted the layout of defenders’ right respawn area, added a new path to provide more alternatives.
Augolia Siege Battle:
After looking at the data of the win/loss ratio on this map, we found that the winning ratio was lower than expected. We have made the following adjustments to help balance this map:
Added an attacking path along the city wall by point D.
Territory Wars:
We have made adjustments to the Commander system in Territory Wars. The commander system was designed to neutralize the influence of malicious battles. Some players are taking advantage of this feature to declare war on themselves and maliciously kick everyone else out of the battlefield after being assigned as commander. In order to deal with malicious kicking issues, we made the following adjustments:
Warlords who have participated in the battle and are in the top two-thirds of player rankings cannot be kicked.
Warlords who have only engaged in the battlefield for 2 minutes or less cannot be kicked.
Some Western cities with narrow gates have found to have defending advantages (Ellbogen, Westberg, Rozdaskaszat, etc.). Due to this, we have adjusted the ladder amount to 3 per set (previously 2) and added one set on the right side for attackers.
Weekly Quest: Fine Campaign Reward:
We have raised the possibility of receiving Treatise from the Fine Campaign rewards which are received from weekly quests.
Miscellaneous:
Optimized the display of capture progress, now all Warlords engaging in capture can see the progress bar.
Optimized the display logic of resource sites in the open world and divided them into “collection prohibited” (set by the House) and “collection failed” (resource is exhausted).
Optimized the display of team stats interface in settlements. Now you can click a blank area to close the pop-up window when checking other player’s personal stats.
BALANCE ADJUSTMENTS
WARLORD
We have made the following adjustments to various III skills as some III skills are weaker than level II skills equipped with mastery points.
Shortsword & Shield:
Shield Bash Ⅲ: Increased blunt damage by 5%
Kick Ⅲ: Increased blunt damage by 3%
Longsword & Shield:
With Valour Ⅲ: Increased damage by 3%
Paladin Ⅲ: Increased slashing damage by 5%
Sally Forth Ⅲ: Increased damage by 5%
Poleaxe:
Bec de Corbin Ⅲ: Increased slashing armour penetration by 5%
Rough Justice Ⅲ: Increased damage by 5%
Halberdier’s Thrust Ⅲ: Increased damage by 3%
Spear:
Lugh’s March Ⅲ: Increased piercing damage by 3%
Procris’s Gift Ⅲ: Increased piercing armour penetration by 3%
Return of Jangar Ⅲ: Increased damage by 3%
Heaven’s Fury Ⅲ: Increased damage by 5%
Glaive:
Arc of Steel Ⅲ: Increased slashing damage by 3%
Nodachi:
Tiger’s Claw Ⅲ: Increased slashing damage by 5%
Avalanche Ⅲ: Increased damage by 5%
Samurai’s March Ⅲ: Increased slashing armour penetration by 5%
Dual Blade:
Marked for Death Ⅲ: Increased slashing armour penetration by 5%
Bow:
Flaming Arrow Ⅲ: Increased piercing armour penetration by 3%
Exploding Arrow Ⅲ: Increased piercing armour penetration by 5%
Shortbow:
Wrath of Artemis Ⅲ: Increased piercing armour penetration by 5%
Miscellaneous:
Damage loss on ranged heroes’ skills:
After checking feedback, we have found that the damage loss when some ranged heroes are shooting through several enemies was inoperative. We have decided to make the following adjustment: Every time a Warlord shoots through an enemy, damage loss will be reduced by 30%.
These adjustments will have an effect on the following skills:
Bow: Lightning Bolt
Shortbow: Steel-tipped Arrow Ⅲ
Animation Adjustments
Currently the animation of “repelled” is similar to the animation of “knock down”, but only repelled can be cancelled by rolling, whereas knock down cannot. Due to this, many warlords try to cancel their knock down by rolling, which is not possible. To fix this issue and to make it easier for Warlords to distinguish these two statues, we have decided to adjust the animation and increase the displacement distance.
These adjustments will have an effect on the following skills:
Longsword & Shield: Shield Bash Ⅲ
Poleaxe: Push Back Ⅱ
Spear: Dragon’s Roar
UNIT
Prefecture Archers:
The “A Hundred Paces” (Each level increases shooting range by 6%) will be replaced by “Mustering” (Each level add 1 more soldier to the unit).
Adjusted the maximum shooting range to 87m.
Due to this change, a “Unit Training Plan” reward will be mailed to the Warlords who already unlock the Prefecture Archers, allowing them to reset veterancy points.
Tercio Arquebusiers
Increased the accuracy of attacking surrounding/nearest units by 25%
Increased the accuracy of attacking designated area by 20%
Decreased the shooting gap by 30%
Optimized the animation when switching ranged weapons to melee weapons
Increased the efficiency for melee fights:
Increased the attacking speed of melee attacks.
Increased the melee attack damage by 20%.
Javelin Units
Decreased the damage loss cap from 30% to 20% for all javelin units
Decreased the damage loss rate by 0.5% per meter for all javelin units
Javelin sergeants can shoot through the first enemy then attack one more target.
Iron Reapers
Decreased the blunt damage for charge with flails by 30%.
Increased blunt armour penetration by 15%
Added the effect of knocking enemy heroes and units into the air.
Vassal Longbowmen
Due to the relatively long shooting range of this unit, the focused fire skill has some limitations. We are planning to replace this skill with a low cooldown ability which is capable of tracking enemies.
Miscellaneous:
We would like to share some information regarding the design concept for the Winged Hussars and Pikemen brace skills:
Winged Hussars VS Pike Militia
Winged Hussars' charge can't be interrupted when Pike Militia using brace skills in block formation. However, Winged Hussars could easily be wiped out as they will take great damage when they charge into a blocking formation at high speed. This is the characteristic that we designed for Winged Hussars and is what we are intending to present in our game.
Winged Hussars VS Imperial Pike Guards
Winged Hussars' charge can't be stunned or interrupted by any brace skills. However when Imperial Pike Guards advance, they still can knock down, terrify or slow the Winged Hussars.
BUG FIXES
Updated the resolution of the explosion visual effect for Musket’s “Liquid Fire”.
Optimized the sound effect of mount display in market and character interface.
Optimized the display of attack/defend targets in the bottom right of the open world map.
Added a highlight effect when hovering over the mouse and the icon showing battle status.
Fixed a bug where sometimes random epic artillery chest for Warlords whose nobility reaching level 90 had the incorrect items.
Fixed the incorrect display when clicking the border posts of current region in open world map.
Fixed a bug where items being transferred to personal storage (when it is full) would disappear.
Fixed the abnormal countdown display when the resource site is about to refresh less than 1 minute.
Fixed a bug that the character still maintained their in-game posture after being killed.
Fixed abnormal battle line display inside the city during territory war.
Fixed a bug where when matched battles started during recondition, Warlords sometimes lost their materials and equipment.
Fixed a bug that the house camp remain unchanged when a new liege was appointed.
Fixed a bug that the camera was unable to move when switching from eagle eye to observer mode.
Fixed a bug that Warlords in open world couldn’t see the countdown of rebel camps that are under attack.
Fixed a bug that due to network lag, the stamina couldn’t recover when start to sprint immediately after mounting up.
Fixed a bug that flaming pitch may be blocked by the city wall when shooting at enemies nearby the city wall in Kurak castle and Valley Fortress.
Fixed a bug that few soldiers couldn’t follow the order to climb up to the city wall in Sun city.
Fixed a bug that Warlords couldn’t climb up to the city wall through ladder on the right of front gate in some Western cities such as Ellbogen, Westberg and Rozsdaskaszat, etc.
Fixed a bug that the ladder on the right of front gate was floating in the air and unusable in some western forts such as Alter Westberg, West Verschollen Kastell and North Tolna, etc.
Warlords Fixes:
Fixed a bug that Dual Blade heroes couldn’t use the “Alchemical Vapours” and “Infiltrator” while blocking.
Fixed a bug that sometimes heroes could be sent to the wrong location when they were staying in some Western forts.
Fixed a bug with the Spear warlord where the buff effects of “Lugh’s March”, “Hurricane’s Edge” and “Heaven’s Fury” wouldn’t stack up.
Fixed a bug where the Musket warlord’s skills: Grenade, Liquid Fire and Deploy Caltrops could easily be interrupted and would then enter cooldown status.
Fixed a bug with Warlords who were getting stuck in the air or under the city wall when deploying the siege engines.
Unit Fixes:
Fixed the abnormally intensive anti-cavalry formation of Pike Militia. This unit couldn’t use brace weapons during charging.
Fixed the stretched model issue of Pike Militia, Javelin Militia, Ironcap Swordsmen and Ironcap Bowriders after their appearance being changed by unit training.
Fixed a bug when Archer units staying close to the city wall, they could shoot through it.
Fixed a bug where the “Move as One” of Winged Hussars was inoperative.
Fixed a bug where the “Rudimentary Medicine” of Javelin Sergeants was inoperative.
Fixed a bug where the “Reinforced Bows” of Ironcap Archers couldn’t increase the shooting range.
Fixed a bug where the first two levels of “Marching Drill” of Vanguard Archers were inoperative.
Fixed a bug where units were unable to enter battle after their status was reduced to 20 or 21.
Fixed the charge of Dagger-Axe Lancers couldn’t come into effect.
Fixed a bug with the buff effect for Dual Blade heroes’ where the Skirmisher’s set was inoperative
Fixed a bug that made the charge of Iron Pagoda unit inoperative when the destination was too far.
Fixed a bug that the “Move as One” of Winged Hussars was inoperative.
Fixed a bug that during forming up, the charge of Mounted crossbow cavalry was inoperative and started to cool down.
Fixed a bug that sometimes the Mounted crossbow cavalry couldn’t shoot after formation had been completed.
Fixed a bug that “Elementary firearms training”, “Tactical Formations”, “Espirit de Corps” and “Volley Fire Practice” was inoperative for Tercio Arquebusiers.
Fixed a bug that cavalry may get stuck into the city wall when the siege tower is in position.
Added a short CD for node upgrades so it couldn’t be interrupted by quick clicks.
Plenty of news to cover this week, on account of it being Halloween season. The Warlord League may be over, but there are still events and competitions to take part in, Check out the latest round-up to find out all about them.
With hundreds of players having already competed across two weekends and a dozen timezones, the final day of the Warlord League dawned with just four teams left in the competition. At the end of it, however, there could be only one. It was just a matter of time until we found out which team would take the title.
Exiles were ahead on points for most of the first match, but as the battle wore on Chaos was able to maintain a vice-like grip on the centre-ground, forcing Exiles to make desperate and ineffective attacks. In the end the first match was a comfortable win for the forces of Chaos, which became even more dominant in the second match with Exiles barely able to hold onto more than one capture point for more than a few seconds. With Chaos decisively winning match two there was no need for a third
Semi-final: ENDGEGNER (EU) 1 vs WereRabbits (EU) 2
Had luck been with ENDGEGNER, the first match and therefore the entire-semi-final might have ended up differently. Both teams attacked and countered in the right places, but WereRabbits timed theirs to be able to make the difference when it counted, slaying enemy warlords when they were on the verge of completing a capture. The second match was even closer, but this time ENGEGNER was able to push itself into taking a well-deserved victory to move the semi-final into a decisive third match. WereRabbits changed its tactics, to which ENDGEGNER seemed to have no answer. A well-deserved victory for WereRabbits, then, but it could have been a very different outcome.
3rd place play-off: Exiles (RU) 2 vs ENDGEGNER (EU) 1
Having won the first match without too many problems, halfway through the second, with double the points and two flags secured, ENDGEGNER looked like surefire 3rd place winners. Then Exiles pulled off an unlikely victory by taking the outer control points and slowly but surely wearing ENDGEGNER down. As good as Exiles were in turning the match around, in some ways ENDGEGNER were the architects of their own downfall, almost repeating the mistakes of the semi-final by losing the decider rather too tamely.
Final: Chaos (RU) 1 vs WereRabbits (EU) 3
We entered the climax of the competition with two very deserving finalists. Between them it was Chaos that enjoyed the better start, winning the first battle by doggedly holding onto the central control point despite being outnumbered, then, consolidating on its position to enjoy a measured win.
The second battle, in comparison, was a brutal slog, at the end of which both teams seemed less interested in tactics and were fighting more out of a sheer desire to win. In that attempt, WereRabbits drew themselves level, with the third match following in much the same intensity, before settling into a more structured flow of attack and counter-attack during which Chaos seemed to lose its cohesion.
Chaos was however resurgent in the fourth battle - it had to be - but WereRabbits could sense victory. For the first ten minutes, the honours were even - both sides determined to have the advantage. Had Chaos not divided its attention late on, it might have been able to sneak a win, but in relinquishing the centre-ground Chaos ceded the battle at a crucial moment and WereRabbits were victorious with a match to spare.
Well done to all our finalists, all four which will be awarded Premium Account time and Sovereigns - in increased amounts for the higher placed teams, alongside Silver and Collector’s Packs for participating members. As the ultimate winners WereRabbits have also earned the right to rename a city in their honour - the details of which will be revealed in due course.
As well as our Trick or Treat page, we will be celebrating the ongoing spooky season on Monday, October 28th, with the Conqueror’s Blade Halloween Event. Along with numerous tweaks and fixes, there will be a few fun additions to the game, with a suitably macabre PvE event, Halloween decorations being placed around the regional capitals and a selection of suitably ghoulish attires appearing for sale. We’ll have more on those and a haunting set of patch notes very soon.
UPDATE (Oct. 25): The Halloween event is taking longer to prepare than we'd anticipated. Consequently, we'll be postponing the release to later in the week, rather than releasing on Monday, October 28th. We'll update you as soon as we have a new date, both here and via the Conqueror's Blade Discord channel.
It’s a perennial tragedy of war that where peace-loving people live is often where war-mongers settle their arguments. For the gentlefolk of Westwood, already put upon by skirmishes on a daily basis, those squabbles are to become more heated, as argumentative warlords are now able to pick a side from which to attack the settlement. Or, to put it another way: after many months of being a popular PvE map, Westwood can now be played as a PvP Field Battle!
The farmers and farriers of Westwood have long scratched their heads as to why their once-sleepy hamlet has become a bloody battleground. Their homes hold no treasure and the ground hides no riches - aside that the seasons are kind and harvests are good. All they can surmise is that those with swords must enjoy fighting. Resigned to their fate and thankful that no invading armies feel the need to churn the earth with their siege machines, tavern regulars often joke that at least the blood is good for the soil.
CAPTURE POINT A
Located outside of a small fortress just north of the town, point A is set close to the team that spawns on the right of the map and thus should be an early priority for capture.
Rarely used in PvE battles, the fortress can be an effective redoubt for PvP forces looking to threaten or secure Point A. Use the battlements to your advantage - even if you lack the resources to take or hold the point itself.
Point A offers a direct route into the north of Westwood from which to retain or take Point B. A less direct route can be via the supply point that guards the western road into town. Use it to secure your flanks or test those of your opponent.
CAPTURE POINT B
Neither side has the advantage when advancing on Point B. It is equidistant from both spawn points and there is nothing to choose between Points A or C when it comes to attacking or supporting forces fighting for the centre of the map. Numbers, blend of units and positioning are key.
Always expect attacks from the direction of the enemy encampment, but be wary of attempts to outflank your position - especially from the direction of Points A or C if they have just come under the enemy’s control.
There are numerous entry points from which to directly assault the control point, which makes it very difficult to defend against. Unless you have superior numbers, defend the channels that lead to Point B rather than the control zone itself. If you can support your front line with ranged units, so much the better!
CAPTURE POINT C
This marks the point where the road forks as it enters Westwood. Being closer to the forces that start the game to the west of the town, it should be an easy first capture for one or two mounted warlords.
Once Point C is taken, the priority should be support forces that are looking to take or hold point B. To that end, the supply point between them can be an effective staging post - with many defensive nooks in which to station ranged units.
Having been secured it shouldn’t be necessary to post a defensive unit. The land around POint C is flat and almost entirely without cover - neither to assemble a defence around nor to hide the advance of an attacker. Any attempt to take it from the east will almost always come the north or via the capture point to the northeast.