Today we made an engine update to possibly fix some problems that are related to internal graphics cards. Usually you need a Nvidia or AMD card with graphics memory to play the game. For the people who had problems, let me know in the forum or the comments if something has changed for the better.
Don’t forget the last big update which included the threat barometer.
If you want to support us, please write a review, so that we also survive on our huge quest.
Balancing
changed xp reward for crafting and camp jobs. the job tier you assign (eg gardener 1 - 3 or crafting a pistol of tier 1 - 3) will now determine the amount of xp rewarded (50 - 150)
cooldowns for turret skills will now start ticking down only after the turret was destroyed. It was otherwise too strong compared to other skills
Bugfixes
-updated Unity to 2019.4.16 (LTS) to hopefully get rid of some random crashes on integrated graphic cards-fixed that the tutorial was forced to be skipped as soon as one attempted to play it-fixed wrong positions for NPCs in travel event with helping bodyguards-fixed that random encounters while traveling appeared much less than intended-fixed that when multiple characters died because of the same reason Jack would talk about that cause multiple times-updated some localisations-updated credits to account for the Spanish - Spain localization's contribution-changed xp reward for crafting and camp jobs. the job tier you assign (eg gardener 1 - 3 or crafting a pistol of tier 1 - 3) will now determine the amount of xp rewarded (50 - 150)-added a second backup save "Backup#b" that is written to every other save point since the current backup could be corrupted just as the normal save if something went wrong (which is not really useful as a backup)-improved some melee skills of NPCs so they no longer warp back after hitting the enemy with their fist / kick attacks-fixed that the number hotkeys in combat were usable while a dialogue was playing which is inconsistent with the fact that mouse can't trigger any attacks during dialogues. this could lead to some broken situations in quests or tutorial sequences-adjusted the skip tutorial button behavior to only show skip by default if tutorial was finished once-changed quest markers on map to use a different font color when showing the pinned quest-fixed that the ammo crafting yield bonus for survival talent level 9 was not working-fixed some inconsistent values in the descriptions of talent levels-fixed a crash that occurred when going back to main menu when using a controller while the map is visible
All the best and stay healthy! Rayk & the Silent Dreams Team
We have plenty of great news for you today. It’s been 3 weeks since we’ve released our last patch and we’re finally updating the game with some new features and fixes. It’s been a while... but it must’ve been a while since we burrowed ourselves in some really tough changes which were touching the very core of the game.
The most important one:
Transition to the new rendering pipeline!
What this means is that we’re finally able to make the game prettier AND smoother. The major idea, in short, is that things we had to use in order to make the game relatively pretty on the former pipeline were extremely heavy on CPUs/GPUs. Now, even better results are easier to achieve (since we have more tools, etc.) and they are also less demanding in terms of processing power. It's a simplification, but we don't have time to dig deeper into all these technical details ;)
So far we’ve been focused on fixing and improving the exploration aspect of the game because it was a tough thing to do and to get right. We’re almost there (certain things still need some polishing and adjustment – like, for example, the village) but already it’s one of the biggest leaps we’ve made so far in terms of visual upgrades.
This transition should also, paradoxically, make the game run smoother. So far we’ve seen reports that it’s running as it was or, in some cases, better on low-end machines than it used to. We’re pretty sure we’ll be able to make it run even better in time - but that’s something that we’ll be working on until the end of production.
Another topic - cameras.
We’re finally pretty happy with how cameras work in the game. In our new build, you’ll get to choose your starting view (but no worries: you’ll be able to change it anytime you want) and the game should be playable and enjoyable in both modes. The point is that we’ve made major improvements to the Third Person Perspective mode – the camera is now following you properly and it’s smoother/easier to play using your keyboard for movement.
We’ll be doing more tests with that at some point but we’re pretty happy with how it works now (and we’re another step closer to making the game playable on gamepads). Let us know!
Corruption & Map Adjustments
Another huge change we’re introducing, and we’ve already heard some players responding positively to it, is the Corruption rebalance.
This is a complex topic so let me wrap-up what’s going on:
We’ve raised the default difficulty level for the game – just a bit. For example, before today, enemies on Corruption #1 and #2 had -25% Armor, Health, and so on. This made the game much easier. We’ve changed that, among other things, and they start on default stat levels and they get modified much more slowly than before. Additionally, up until a certain Corruption level, enemies receive new attacks and behaviors, so that some of the enemies that you’re used to might surprise you when you meet them later on in the game.
At the same time, we’ve introduced an Easy Mode for all of you who aren’t in the mood for a challenge or just want to show the game to someone who’s not experienced in roguelikes or card-games. It’s a hybrid between the C1 and C2 we’ve had before this patch. You can find it in “Scenarios”.
In terms of raising difficulty – enemy patterns were changed and boss fights were revamped. In order to make the game feel smoother and more interesting, we’ve made a couple of changes to enemy behaviors, and so the thing you encounter should appear in more interesting patterns than before and should present you with more interesting puzzles (enemy configurations). We’re not done here but it’s a start! Also, we’re pushing changes to all boss fights in the game now: you’ve seen some of them already, but we’re pretty sure you don’t expect the last boss to be what it is now. Also, we know he’s really easy to survive a fight with… but since it’s all about the leaderboard, it might be interesting to see what scores you’ll get within 15 turns to go and with his current patterns!
The maps – and what’s happening on them – were changed, too. This is only a part of what we’re planning to do but a major change nonetheless. We’ve removed treasures from our maps and introduced minibosses that guard Big Treasure Boxes containing Big Rewards. You won’t get a bazillion consumables just by walking on the map anymore – you’ll get a really cool reward after beating an additional hard monster, though! We’re not done here, either, but it’s the first iteration of this feature and we’d really love to hear your thoughts.
The map adjustments in terms of gameplay don't yet work as well as intended but with our next patch we aim to introduce a lot of fixes to NPC encounters and other things like that... and it all should just "click" together in the end!
Gameplay-related changes and additions:
We’ve introduced starting decks for every class. So, currently, we’re testing a new approach in which every class has a deck tailored to their basic playstyles. We’re having some internal… discussions about the way it’s currently implemented but we agree that some of those cards are really cool. Also, we didn’t do an editing pass on all our new text files so please forgive us for any inconsistencies or errors!
Now it’s also possible to draw the same card multiple times after levelling-up. Yay, more Breath Controls per turn!
However, we did introduce a limit to cards you can have on hand at any given moment. It’s been reduced from infinity to 15.
A major change that will probably reduce insane damage numbers: we’ve capped negative armor at -500.
We’ve reworked Stun mechanics. Now you can not only stack stuns, but it also changes the intents of enemies.
Quality of life stuff
You can now equip runestones directly in the loot screen – this means you can prepare and plan your next moves right after you’ve won your combat rewards.
So, in the Story UI, you can now see how many items of a certain type you have in your inventory before making a trade.
Equipped runestones can be combined (and will be taken into account while clicking on). Effects of runestones are also visible during combat.
We’ve removed the option to convert gold into wyrdstone from the Lost Soul’s shop. Gold will now be converted automatically to Wyrdstones after you’ve ended your run.
We're planning to release our next huge patch (0.97) before the Holidays. However, we want to say already that since it's a time of the year when people tend to take some time off we might run a bit late with that. We hope we won't, though.
What we want to introduce with our next big patch is in our Roadmap but, to specify, here are our focus points for the next few weeks
Playable Necromancer class (almost done now, waiting mostly for art)
New wyrdness-related systems (wyrdness is going to Do Something, finally!)
A LOT of new runestones and consumables (already done, waiting for artworks)
Redesigned locations, encounters, and a more robust passive progression in your village (we're waiting for some tools that will allow us to introduce this properly)
Improvement to combat visuals (long overdue, but we're finally getting ready to do that!)
And a lot of different fixes, changes, ideas, like - for example - new, cleaner, and prettier HUD.
So, see you next time and definitely LET US KNOW what you think about the newest changes and fixes!
Stay on top of the latest news and events in Conqueror’s Blade every month! Let’s take a look at what’s in store for December.
SEASON V ENDS
After two months of raging across the flames of history, Season V: Legacy of Fire is drawing to a close. Reward payouts will soon be issued to successful conquerors, and Ranked Battles end on Monday, December 7. Be sure to complete this season’s Unit Challenges to add powerful new allies to your ranks, and push for the last rewards on the Battle Pass while you can!
Enjoy these final battles, warlords, for another is coming your way very soon...
WINTER WONDERWORLDS
Play Conqueror’s Blade and celebrate Winter Wonderworlds from December 1-31 to unlock free gifts, exclusive offers, and unforgettable experiences. You can claim 25 free in-game goodies every day, including useful items, rare weapons, and an exclusive cosmetic. Check the Winter Wonderworld hub daily for the latest gifts!
JOIN THE CONQUEROR’S BLADE COMMUNITY
Tune in to the official MY.GAMES and Conqueror’s Blade Twitch channel throughout December to join the Community Team for festive fun and merry laughs on the battlefield!
FESTIVE SALES & EVENTS
Witness the seasons change in Conqueror’s Blade as we launch special events and sales throughout the month. Keep your eyes fixed on official Conqueror’s Blade channels for more information!
DECEMBER TWITCH DROPS
Get ready for another round of Twitch Drops, featuring truly heroic rewards! Ready up by watching and following Conqueror’s Blade streamers on Twitch, and stay tuned for more details later this month.
IMPORTANT: The dates and content featured in this article may be subject to change. Please stay tuned to official Conqueror’s Blade channels for further news and announcements.
Hey there Flippers! Recently we're working a lot on and making sure that Steam Workshop runs smoothly with House Flipper. It still requires some polishing, but the whole feature looks very promising and we'd like to start the beta tests for it very soon!
Now, how can you take part in the closed beta? First of all, we're hosting a giveaway, which you can find here:
(click on the banner)
Secondly, you can contact us and prove that you have an exceptional Steam Workshop experience. We'd like to see some talented individuals working with us especially during the beta!
What would come to your mind when you think of sock puppets? Would it be super fun childhood memories with DIY tricks or creative shows with cute characters? Well, it is a different story in ‘Hello Puppets!’ as the moments the Sock Puppet AI jumped out have been recognized as the most terrifying scenes in the game by a lot of players.
The Sock Puppets show up in a few places and march around on predetermined paths. Originally, though, they were a systemic AI system that roamed around the map and were constantly hunting you. We had a version of the game running like this, and the problem honestly was that it was too scary.
You couldn’t focus on the story, or enjoy interacting with Scout, or anything, because every two seconds this Sock Puppet was bearing down on you. And even once we tuned him to be less aggressive, you knew he was close by, and it made people jumpy and uncomfortable. There’s always a balance in ‘Hello Puppets!’ between ‘ha ha!’ moments and ‘aaaaah!’ moments. The Sock Puppets pushed it too far to the latter. That’s why we tweaked it into the current version and made it “less relevant” in some plots to let you be able to focus on solving the puzzles with Scout.
Was it surprising to know that the Sock Puppets were even SCARIER during the development phase? Let us know what you think about the AI for this specific enemy on Discord and Twitter!
- Added an option to toggle audio when minimized. - Added 1st/3rd Person perspective FOV sliders. - Added FOV scaling option to enable fisheye. This time the popular demand was too strong to resist.
BALANCE
- Added Fiery Concoction to the game, a resource that's only obtainable through rare Wandering Merchants that specialize in dealing with ammunition. - Hellfire Bolts will now require Fiery Concoction to be crafted.
FIXES & IMPROVEMENTS
- Fixed meshing through walls with Scattershots. - Fixed characters jittering on moving Walkers. - Fixed player numbers display on World Map UI. - Fixed Furnaces not being locked when above 50% HP. - Fixed items disappearing from Walker containers after unpacking (tied with server restarts).
After weeks of searing combat and with Reginopolis soon to be conquered, the war that has engulfed the world in Season V: Legacy of Fire can finally turn to ember and ash. All that will remain is for the victors to claim the spoils!
As well as all previously detailed campaign rewards, players will be awarded a number of Triumphs according to how many fiefs their House or Alliance controls after December 5, or, for those fighting as part of the Imperial Restorationists, based on each liberated fief (excluding those within safe areas around regional capitals). Once received, Triumphs can be exchanged in-game for items such as Treatises, Powdered Silver, Rare Equipment Schematics and XP Cards:
Fief level 1-5
Fief level 6-15
Villages
15
30
Forts
30
50
Cities
30
50
Later, as Houses and Alliances begin the long march back to their homelands, we can begin to chart a course through the days and weeks ahead, in the assurance a new season will soon be upon us.
December 5
The final Territory Wars of Season V.
Until the start of Season VI, all subsequent Territory Wars events will be conducted in Drill Mode.
December 7
Ranked Battles will be inactive until the start of Season VI.
Campaign rewards (including Triumphs) will be distributed via the in-game panel.
December 14
Glory will no longer be given as a reward for Matchmaking battles.
Start of Season VI (TBC)
Season V currencies (Hero Tokens and Chalices) can no longer be exchanged via the Seasonal Store
Season V Triumphs can no longer be exchanged.
Season V Glory items (Ozan’s Tales and Battle Plans) can no longer be redeemed.
As we approach the start of Season VI, we will, of course, be sharing with you details of a new Battle Pass, Seasonal UI, Store, and all the new Challenges that lay ahead. Stay tuned!