Tournament Version: Official Version Client: Steam/Official Website Client Server: Tournament Servers
1) Players on the Lotus Ash Sea (LA)/Dragonrise Island (DI)/Jaderock Creek (JC) servers play on the CBL Asia Server. 2) Players on the Espada Forest (EF) server play on the CBL SA Server. 3) Players on the Sandstorm Gorge (SG) server play on the CBL MENA Server. Note: Only players with a character of level 100+ on the LA, DI, JC, SG, and EF servers may enter the tournament servers.
Tournament Accounts
Fairness Measures The accounts of all contestants will have the same equipment and unit configurations.
Doctrines Are Disabled No unit will be able to use doctrines during the tournament.
Runes Are Disabled Heroes may not use runes during the tournament.
Artillery Restrictions Contestants may only use artilleries of rare quality, and there will be a limit to the number of artilleries each player may use depending on the mode being played.
Match Modes
Siege Battles
1) Map Pool: Harbour City, Linwu Fortress, Wall Fort, Heilung Fjord, Augolia, Continopolis 2) Attack/Defend Order: Refer to Ban & Pick under the 'Ruleset' further on in the document. 3) Siege Battle Rules: i. 15 players on each squad. (10 each on Linwu Fortress) ii. Each player may respawn two times, and dying for the third time is final. iii. Each player on the attacking side may bring and deploy 2 pieces of rare-quality artillery. iv. Each player on the defending side may bring and deploy 1 piece of rare-quality artillery. v. Doctrines and unit attires will be banned during the tournament. 4) Victory Conditions: i. The attacker must occupy certain flags before the time runs out. ii. The defender must defend their flags until the time runs out.
Field Battle, Capture the Flag
1) Map Pool: Grassland Assault 2) Attack/Defend Order Rules: Randomized 3) Field Battle Rules: i. 15 players on each side. ii. Each player may respawn two times, and dying for the third time is final. iii. Players from both the attacking and defending side may bring and deploy 1 piece of rare-quality artillery. iv. Doctrines and unit attires will be banned during the tournament.
4) Victory Conditions: i. Fully capturing the flag within the enemy's base. ii. Should the time run out before either side has captured their enemy's base flag, the side whose base has the most health remaining wins. iii. Should the time run out while both bases are at 100% health, the side who has managed to occupy the most neutral points win. iv. Should the time run out while both bases are at 100% health and both sides have occupied an equal number of neutral points, the match is a draw and an extra match will be played. 5) Draw & Extra Match Rules: i. Played on Grassland Assault. ii. The two squads switch sides. iii. Victory conditions remain unchanged. iv. Should the extra match result in a draw, further extra matches will be played until one side wins.
Ruleset
Division & Cross-Division Matches
Ruleset: Best of 3 The two squads' captains roll. - Attacker/Defender Rules: For the first match, the winner of the roll chooses whether to attack or defend first. The sides are then switched for match two. - Map Ban & Pick: i. The squad who lost the roll bans the first map. ii. And then the other squad bans one map. iii. After this, each squad chooses which map they will act as the attacker on. Both squads may choose the same map. Victory Conditions: - The two squads then play Siege Battle on each of these two maps. - Each win grants 1 point, and the first squad to achieve 2 points win. - Should the first two matches result in each squad gaining 1 point, then the third match will be played as a Field Battle capture the flag. Should this also result in a draw, neither squad gains a point, and extra matches are played until one squad gains a point.
Division Final
Ruleset: Best of 7 Map Pool: Harbour City, Valley Fortress, Wall Fort, Heilung Fjord, Augolia, Continopolis - The squad from the Winner's Bracket starts with 1 point, meaning that the score starts at 1:0 when the finals begin. - Attacker/Defender Rules: For the first match, the squad from the Winner's Bracket chooses whether to attack or defend first. The sides are then switched for match two. - Map Ban & Pick - The first two matches are played on Linwu Fortress. - For the third and fourth matches, the pool is as follows. - Map Pool: Harbour City, Valley Fortress, Wall Fort, Heilung Fjord, Augolia, Continopolis i. The squad from the Loser's Bracket chooses the first map to ban. ii. Then the squad from the Winner's Bracket bans a map. iii. After this, each squad chooses which map they will act as the attacker on. Both squads may choose the same map. - For the fifth and sixth matches: i. The squad from the Loser's Bracket chooses the first map to ban. ii. Then the squad from the Winner's Bracket bans a map. iii. After this, each squad chooses which map they will act as the attacker on. Both squads may choose the same map. Victory Conditions: - The two squads play Siege Battles against each other in accordance with the attack/defend order on the maps selected. - Each win grants 1 point, and the first squad to achieve 4 points win.
Code of Conduct
Forfeit Regulations
Forfeit Rulings
1) If, after 24 hours have passed after the drawing ceremony, we are unable to contact you and confirm your squad's participation, your squad will be considered to have forfeited participation.
2) If we have been unable to contact your squad before 10 minutes of match start, you will be considered to have forfeited participation.
3) Squads who ahead of time contact a referee and forfeit of their own volition will be considered to have forfeited participation.
Dealing with Forfeits
1) Should a squad forfeit, no other squad will take their place, and their opponent will be considered victorious and therefore promoted.
Rematches & Pauses:
1) Participants are responsible for their own network connections during the tournament. The referees will confirm with both teams whether they are ready. A match is considered as having begun once the countdown timer has begun. There will be no rematches for disconnects or lag once a match has begun.
2) Disconnecting and reconnecting during a match will count as one death.
3) Siege Battles and Capture the Flag Field Battles require at least 12 participants (10 on Linwu Fortress) per squad. If a squad fails to invite that many members to a match within 3 minutes of it starting, the referee may rule that they have forfeited the match, giving the win to the other squad.
4) No pauses will be allowed while a game is running.
Tournament Prohibitions:
1) Cheating is Prohibited: Any third-party program that alters the game content is strictly prohibited during the tournament, and it is strictly prohibited using bugs or other loopholes in your favor. If a contestant is found to have violated this rule, the referee may disqualify that contestant's entire squad, and permanently ban that player from ever participating in any future Conqueror's Blade tournament. Their account on the official server will also be banned.
2) Players whose accounts are banned on the live servers may not sign up for the tournament. Players whose accounts are for any reason whatsoever banned on the live servers during the course of the tournament will have their participation qualification revoked.
3) Obstructive Conduct: Any and all obstructive conduct is strictly prohibited during the tournament. Should a referee rule that a participant has violated this, their squad will receive a warning. For serious violations, the referee may rule that the squad loses the match, thereby directly promoting the other squad.
4) Naming Rules: Each squad should name themselves according to the tournament naming convention, and the name should be in English. Players should also name their characters according to tournament convention. Any name that violates either convention is prohibited. Referees may declare a loss for any squad in which a name that violates the conventions appear, and if so, their opponent will immediately be victorious.
5) Chat Rules: Squads may be punished for any comment made by their members that is offensive in nature, including comments that are personal attacks, violate national regulations, contain racial discrimination, etc. For serious cases, the referee has the authority to disqualify the squad.
6) Tournament Broadcast Rules: While the tournament is running, it is strictly prohibited to, in any way or form, stream or broadcast the tournament on any platform that we have not explicitly stated as official tournament platforms. Should a participant be found to have violated this rule, the referees may disqualify the squad in which the player is part of, and we may prosecute for related responsibility.
7) Duplicate Signups: Each player may only be part of one squad, and may not create multiple characters with which to join multiple squads. In doing so you will be disqualified from the tournament. The CBL Tournament is made up of five divisions: Asia, South America, MENA, EU/US, and NetEase China. A player partaking in more than one will be violating our rule for 'duplicate signups', and if discovered by us, or if a player reports them with relevant proof, they will have their participation qualification revoked.
8) Should a squad or member of a squad violate any tournament regulation, referees have the authority to rule them as being violated, and to disqualify said squad or member.
The final interpretation right of CBL belongs to Booming Technology (Hangzhou) Co., Ltd. Should you have any inquiries whatsoever, feel free to join: Conqueror's Blade Discord: https://discord.gg/2xuVpZErgb and contact violeta#4335 CBL Communication Group: 788262212 (QQ), contact 战意小c弟
Prison Tycoon®: Under New Management - Miguel García (Abylight Studios
- NEW notification system for paroles - NEW prisoners and staff counters on the top bar - Fixed crash after exit to desktop - Solved room cloning related bugs - Fixed some escape issues - Adjusted some economy values - Improved guard's AI - Improved room assignment picking - Decreased lights related frame drops - Adjusted prisoners stats
This is a small update for September, mainly to fix bugs and pre-import data for next week's major update, while some profession skills, battle AI and in-game consumable props have also been adjusted.
Next week will be the biggest update in September, in addition to new modes, new monsters, new equipment and new challenge achievements. In addition to new modes, new monsters, new equipment and new challenge achievements, many new features related to the game's plot, adventure and mission system will be installed, so please look forward to it.
Bug fixes. Fixed the problem of overlapping text and pictures in the ending list. Fixed the problem that the skill "Misty Incarnation" would get stuck when attacking as a fog monster. Fixed a bug with the skill "Tear Claw Strike Enhancement Tree". Fixed a bug with the skill "Star Crack Light Energy Chop" reinforcement tree. Fixed a bug that prevents Dr. Walden from triggering a conversation when he enters a dungeon. Fixed an error in the achievement of the full Dreambreaker World Battle. Fixed Chaos Archer transfer card not working. Fixed misplaced names and descriptions of the Wand and Crossbow. Fixed plot text and avatar errors. Fixed the problem that the preview screen of the battle of Molten Fork was black. Added the mouse border movement function and adjusted some battle UI operations.
Adjusted content. Optimized the scene performance and dummy prevention mechanism of the Shahram merchant area. Optimize the scene performance and anti-dumbing mechanism of the Magician's Street. Adjusted the adventure mode shortcut keys and added keyboard Z to switch the view angle of the screen. Adjusted the skill - Light Energy Link Enhancement Tree to reduce the MP consumption by accelerating the singing part. Adjusted the skill - brutal killing reinforcement tree AP-4 to AP-5 Adjusted the skill - energy marrow overload reinforcement tree, the hit increase is adjusted to MP reduction Adjusted some of the battle AI settings Adjusted some prop prices
New content. Added a special DEBUFF effect that cannot be lifted
Following off over the last few days of updates, I've pushed out a new release today with some features I'm excited to share with you all.
Dwelling Information Browser
One of the common issues I've found is that when you're building your dwellings, you don't get enough information about what resources you'll need to upgrade them, you have to select them to find out.
In this update I've added a new UI that you can open for all dwellings. This UI shows all of the information you need to know to help upgrade your dwellings. Resources they require, civic services they need, along with taxation and population information.
This UI should help give everyone a bit more information about these dwelling and what you need to do to help them upgrade. You can access it via a small "question-mark" icon when building dwellings.
Further Game Help Updates
Following on from the last few updates, this release brings an updated Game Help UI.
This UI only shows up on selected scenarios, mostly the first few scenarios inside each campaign. They've been re-worded to show updated images and provide better information to first time players.
I'm trying to use these sparingly as when you start a new mission you want to play immediately, not wade through too many help screens! Hopefully this approach strikes a better balance to help you understand the game.
Game Map Updates
One of the areas I always wanted to focus on was the addition of wildlife in the game maps.
Normally you can see a few birds in the sky, but I always wanted to have wide-life running around the outskirts of the city, to add more visual flare. To that end I've added a range of wild animals to each of the game maps.
You'll find region specific animals such as Lions and Elephants in Africa, along with bears and large wolves in Gaul and Rome. While it's not a massive change I'm pretty happy with how it's turned out!
Several ducks swimming along the Oasis in Africa
A pack of deer wandering around Rome
Wolves running around Gaul
Other Changes
A few other updates like text changes, typos and adjusting the audio playback of some of the advisors made it into this release. There's a whole lot to polish and I'm hoping with each update I'll bring a more refined version of the game for you guys to enjoy!
Before Blue Energy goes to Early-Access, to help with the development of the game and to make sure its as high quality as it can be, we'll be launching a Kickstarter on October 1st!
Blue Energy will also be having a demo in Steam Next Fest to coincide with the Kickstarter! We really hope you at least try it out :)
Hey everyone! If you load into game you'll see the new Battlepass and new Trooper rotation for this week! We won't be pushing a patch for a month or so still, as we're working through the Trooper third abilities, but this should be something that you can sink your teeth into while we're pushing our next big update!
You're welcome to join our Discord to help give us feedback! These actives will need some tweaking and balancing, so make sure to let us know what you think as that's the best way to have your input on the game.
Come and get involved in this month's cinematic battlepass, where a few of the Troopers from the Military faction are trying to show you their good side... Get their skin and podium set so that you can show everyone what a star they are!
"Let’s put your paltry defenses to the test." – Perturabo, Primarch
The traitors launch a blunt attack against the walls of the Imperial Palace. The Iron Warriors and World Eaters join in a massive charge in an attempt to break through the walls and enter the heart of the Imperium, but the Imperial Fists are not to let that happen.
Choose your side in the Battle for Lion's Gate and decide which card will become collectable! Will you fight beside the traitors or join the loyalists in the defence of the Imperium?
Testing the inventory system has begun! Talk to the capybara on the floating Essence Tree platform and choose some neckerchiefs! Drag the items from your inventory to your equipment panel to wear them!
Changes
Preset market functionality has returned!
Inventory system had backend overhaul and I made it look much nicer
Max item stack set to 50, Max items in inventory set to 21, mac items in equipment set to 10
Your character will spawn where they last were in the map and not at the default space now. Be sure to use "Reset Spawn" to revert if something goes wrong!
Added neckerchief to Raptor and Raptor baby
Fixes
No more butthole cam
Character customization pops up a little faster for the client now
Inventory close button now works
Presets mistakenly applied by players in the past few patches should now be rectified
Preset market "Hide Unlocked" and "Hide Private" toggles should function as intended
Preset market animals render properly and more neatly now
Special traits work again
Setting keybinds to default works great
No more lagging when camera goes underwater
There was a weird issue with character statuses preventing character switching with Primordial, the issue has been fixed