Notice on the Season Tyranny Update09/24/2021
What Happened Before:
In the far east, the Qian Dynasty did their utmost to drive out the invaders from Maoyang and garnered the support of Maoyang's ruler. The soldiers stationed there were finally able to return home to their land and trade once again blossomed on the Golden Road. However, good times seldom last. Merchants returning from the Borderlands brought bad ill tidings. A brutal man calling himself Cambyses has crushed any order there. He is now amassing all manner of riff-raff to bolster his forces and lay claim to more land.
In the west, Ostaria who has finally recuperated from the previous disasters was pinned down by Saint Roman and forced to march toward the Borderlands to defeat Cambyses the tyrant.
After one thousand years, the Borderlands is once again at the center stage of humanity. Men burning with ambition gather in a desperate gamble that will come to define the future.
Season Units
3 new units will be available this season and they can be unlocked by completing their corresponding [Challenges]. Seasonal bonuses are in effect for these units.
Seasonal Bonuses:
l Requires 10 less Leadership.
l Resupply cost is reduced by 50%.
Outriders
https://www.conquerorsblade.com/zh/news/2021913wnixtzz/
Unit Characteristics:
l Use their mobility to harass and chip away at the enemy's forces with mid-range attacks. Relies on a special throwable to put pressure in an area, deal burst damage to clumped-up enemies, or break enemy formations.
l Launches a special throwable at the enemy.
n Throw or stab an enemy to have the kerosene-filled spear tip explode, dealing damage in an area and burning enemy soldiers.
n Light the fuse and throw a javelin, dealing piercing damage to enemies hit. Once the fuse burns out, the javelin will explode and knock down and burn nearby enemies.
l Use a special skill to steal supplies from the enemy, greatly increasing the ability to fight for longer periods.
Axe Raiders
https://www.conquerorsblade.com/zh/news/2021915tvwpapr/
Unit Characteristics:
l A high-mobility axe-throwing unit wielding one axe in each hand. Controls and chips away at the enemy from a range, and deals burst damage in melee.
l Axes thrown deals damage from afar and come with some crowd control.
l Throw an axe toward a target, and then charge toward the direction the axe lands.
n During their charge, they will pass through their enemy's formation with their lithe movements.
n With this, they can quickly pass through the enemy's frontlines and attack their archers in the back.
Shenji Grenadiers
https://www.conquerorsblade.com/zh/news/2021922brwaynf/
Unit Characteristics:
l Relying on their firearm as well as grenades, the Shenji Grenadiers may adapt their strategy to fit a range of situations.
l On flat terrain, they use their firearm to deal damage and pressure the enemy.
l In complex terrain and special areas (walls, ladders, near buildings), they can use their grenades to gain the upper hand.
Hero Balance Changes
Musket:
After receiving feedback and analyzing data, it has become apparent to us that the musket is somewhat too strong against units, which is why we're making a range of changes to it.
Deploy Caltrops:
[Deploy Caltrops] slow against units reduced to 50% of its original value.
Blackpowder Grenade:
[Blackpowder Grenade]'s damage radius reduced to 2.25m (was 2.5m).
Choke Skill Improvements:
When choke-type skills are interrupting mid-cast, the recipient will be knocked down and then rise again, and will no longer play the complete animation.
(Choke skills include: Dual Blades' [Marked for Death], Poleaxe's [Rough Justice], and Pike's [Sky Dragon] final phases)
Blunt Skill Damage Multiplier Changes:
Currently, some heroes' [blunt damage skills] will become more powerful than expected after being buffed by attribute and equipment bonuses. This has led to these skills having high equipment requirements, making battles fairly one-sided. That's why we're making changes to the multipliers and skill damage values of some blunt skills. This should bring them more in line with our expectations.
Affected Skills:
|
Weapon |
Skill |
Attribute Bonus |
Skill Damage |
Attribute Bonus (Post Change) |
Skill Damage (Post Change) |
|
Shortsword & Shield |
Thunderstruck |
401% |
3,240 |
281% |
4,407 |
|
Musket |
Blackpowder Grenade |
710% |
2,662 |
497% |
4,764 |
|
Spear |
Return of Jangar, phase 3 |
246% |
1,407 |
172% |
2,111 |
|
Glaive |
Breaker of Shields, phase 1 |
375% |
1,253 |
244% |
2,587 |
|
Glaive |
Flying Reaper |
681% |
2,064.8 |
443% |
4,358 |
Unit Balance Changes
Unit vs Hero Damage Changes:
After the past seven seasons and the changes that have happened, we have received feedback from players and analyzed data regarding her survivability. Currently, heroes have a somewhat too hard time to survive and so we're changing the ratio at which units deal damage to heroes. This will be displayed on units' labels. We will be keeping an eye on how this pans out and make further changes if necessary.
This time we'll be making changes to the following units:
[Heroic Era] and [Golden Era] Cavalry Units:
Reduced the damage against heroes of all charge skills by 15%.
Firearm Infantry:
Reduced the damage against heroes of all shots by 25%.
Pavise Crossbowmen:
Reduced the damage against heroes of all shots by 25%.
Odin's Berserkers:
Reduced the damage against heroes of attacks in Berserk by 30%.
Alp Halberdiers:
Reduced the damage against heroes of charge skills by 35%.
Prefecture Pikemen:
Reduced the damage against heroes of charge skills by 35%.
Ironcap Swordsmen:
Reduced the damage against heroes of charge skills by 15%.
Territory War Changes
Being one of Conqueror's Blade's core game modes, Territory War has already been running for 8 seasons. While Territory War gives rise to frantic and exciting battles, it isn't completely without widely criticized flaws. We have tried making changes to the mechanics and rulesets to resolve some of the more obvious issues. However, we have been unable to solve the core issues with simple patches. That is why we've decided to bring about a new evolution of Territory War with the start of this season, so that it may reflect the changes of current events as hundreds of houses vie for power in Conqueror's Blade.
Since times of old, the word 'Prestige' has represented the achievements of one person or a group of people. In the short term, prestige is representative of a power's ability to influence and its attractiveness to others. Whereas in the long term, it reflects the objective evaluation of this power's place in history. After much consideration and discussion, we've decided to make available the first new iteration of the Prestige system. It is our goal to have this revamped Prestige system play a crucial role in Territory War.
Ruling House Changes
After launching the Influence mechanic, whether you look at player feedback or the experience in-game, it has failed to meet our expectations. This is why we will be removing it.
Ruling House Selection
Following this update, the Ruling House will be ordered based on Prestige. Once a battle is imminent for a fief, the house in the list with the most Prestige will become the Ruling House, commanding the attack. If multiple houses have equal Prestige to the house with the most Prestige, then the house that first entered the list will assume command.
Upon declaring war against a fief, the house will join that fief's declare war list. When first entering the list, you will not be able to see the Prestige of other houses.
However, when Territory War begins, the Prestige of all houses will be displayed in descending order.
Once the Ruling House has been decided, they will command the battle even should the declare war list's order change. If the Ruling House doesn't start a battle within three minutes, they will lose 1,000 Prestige and the other houses in the list will once again be ordered based on Prestige to see who will command the battle.
Victory & Defeat
Since our implementation of having the Ruling House command battles, neither victories nor defeats have come with any direct negative effects. This obviously feels imperfect when compared to how losing the defense leads to losing the fief entirely, and this has led to a series of malicious gameplay behaviors. So, as we're making changes to the Prestige system, we'll also be adding the following rules: If the Ruling House fails to occupy the fief, they will lose a certain amount of Prestige whether the defenders successfully defend it or if another house (including other houses in their alliance) manages to occupy it. The Prestige they lose will depend on the fief's type and level.
If the Ruling House fails to occupy the fief, they will lose Prestige but remain within the declare war list. Houses will then once again be ordered based on Prestige, and if they still have the most Prestige, they will command the next battle as well.
The Ruling House has full control over the battle, and members of that house with the authority to do so may change the settings regarding whether members from other houses may partake, or remove any Warlord from the battle.
War Declaration Changes
While declaring war previously cost Prestige, we have now reworked how Prestige works within the game's ecology. Rational war declarations won't lead to any loss in Prestige. However, a house that declares war after war without end, will see a huge dip in their Prestige.
Inappropriate War Declarations
To declare war against a fief, your house must be of a level exceeding that required of the fief and have Prestige exceeding the required amount for that fief. The requirements to declare war against a fief will increase with its level and is also affected by its type.
Unreasonable declarations of war will lead to your house gaining a bad reputation, leading to a loss of Prestige. Such actions include: Abrupt war declarations; excess of territory; assaulting weak fiefs, and declaring too many wars.
l Abrupt War Declarations:
A house declaring war against a fief earlier than 24 hours before Territory War begins, failed attacks will result in a 1.25x Prestige loss. If a house declares war against a fief during Territory War, failed attacks will result in a 2x Prestige loss.
l Excess of Territory:
War declarations for houses with 3-4 fiefs will cost 200 Prestige. If a house has 5 or more, war declarations will cost 500 Prestige.
l Assaulting Weak Fiefs:
For houses with 2-4 towns and forts, declaring war against a village will cost 100 Prestige. If a house has 5-6, war declarations against villages will cost 200 Prestige. If a house has 7 or more, war declarations against villages will cost 300 Prestige.
l Declaring Too Many Wars:
Houses may at most declare war against 10 fiefs during a single Territory War. Each war declaration after the 4th one will deduct Prestige.
The following table elicits Prestige loss per attack.
|
Fiefs Targeted |
Prestige Lost at War Declaration |
|
1 |
0 |
|
2 |
0 |
|
3 |
0 |
|
4 |
0 |
|
5 |
500 |
|
6 |
650 |
|
7 |
800 |
|
8 |
950 |
|
9 |
1,100 |
|
10 |
1,300 |
Withdrawing
If there is a change in strategic objectives after declaring war against a fief, or if a house knows they'll stand no chance, they have the option to Withdraw from the battle.
Withdrawing from a battle will deduct Prestige. A house that is not the Ruling House will lose 200 Prestige upon withdrawing. However, should the Ruling House withdraw, they will suffer a bigger hit to their Prestige. If they retreat before the battle has begun, they will lose 500 Prestige, as well as 10% of their current Prestige. Upon doing so, a new Ruling House will immediately be selected. This fief will however still count toward that house's war declarations for this Territory War and might lead to further Prestige losses. The Ruling House cannot withdraw from a battle that has already begun.
Houses may also not declare war against fiefs they withdraw from during that Territory War.
Territory War Fiefs & Prestige
A house that loses a fief during Territory War will lose a large amount of Prestige (based on its type and level). If the house that occupies it then loses it, they will lose a small amount of Prestige (based on its type and level).
If a house defends a fief during the course of an entire Territory War, they will gain a small amount of Prestige for that fief (based on its type and level). A house that manages to occupy a fief will earn even more Prestige (based on its type and level).
Field Camps
It costs house coins to build field camps. The cost depends on what type of camp is being built. There is a cap to the number of different field camps that can exist within a region.
If a house builds a Ruler's Flag in an area where they have declared war upon a fief, the flag will provide them with Prestige according to that fief. This will make it easier for houses to gain command over battles against specific fiefs. Building field camps will not grant any Prestige bonuses.
Players in the Imperial Restorationists or those not in a house cannot build field camps.
Buying artilleries (siege towers, siege machines, battering rams) at field camps costs house coins.
Fief Quests
Completing fief quests will no longer reward Prestige.
Weekly Prestige Caps
All means of gaining Prestige have a weekly cap.
House Quests
Completing house quests will grant Prestige. Completing one phase of a quest will activate the next phase.
Quest difficulty increases with progress.
Pursuits
House members can earn Prestige via pursuits and depending on their performance in pursuits during Territory War and its preparation phase.
Requirements for acquiring Prestige in this way:
1. The pursuit targets a player of a hostile alliance. 2. The pursuit takes place within your alliance's area.
There is a weekly cap for how much Prestige can be earned from pursuits.
Fief Level Changes
When a fief owned by a house is upgraded, they will gain Prestige (based on its type and level) to reflect this.
When a fief owned by a house is degraded, they will lose Prestige (based on its type and level) to reflect this. If a fief is degraded as it switches owners, the original owners will lose the corresponding Prestige.
Resource Site & Small Fief Changes
Some resources sites and small fiefs can no longer be contended for.
The previous cold weather and the tyrant's wanton campaigning have destroyed some of the world's resources sites. These can no longer be collected from, but nearby workers are working hard on rebuilding them.
People are piling up clothes and food, and so the world's resource sites have seen a decline in their reserves.
Resources are scarcer and so prices on goods have been increasing in trade posts.
Speed Changes in World Map
We have also changed the movement speed on the World Map overall to further improve the gameplay experience.
l Heroes: 4→6.5
l Infantry: Light Infantry 2.6→3.5; General Infantry 2.2→3; Heavy Infantry 1.9→2.8
l Cavalry: Light Cavalry 4→5.4; General Cavalry 3.5→5; Heavy Cavalry 3.1→4.8
l Artillery: Large 1.4→1.9; Heavy 1.6→2.2; Medium 2→2.8; Light 2.2→3
Food Changes
To reflect the speed changes, we have also adjusted the consumption and resupply of food.
l Overall unit food costs have been increased by 1.5x.
l Food is no longer automatically collected in safe zones and your house's territory. Instead, movement in these areas does not consume food.
l Overall food consumption rate has been reduced to 0.8x of the previous amount.
l Cavalries' speed is reduced to 3.5 while consuming food.
Territory War Reports
We're launching our War Report system to faithfully record all Warlords' great achievements during Territory War.
War reports will be divided into house and player reports. The house report will include a report on house members who achieve great deeds, as well as fief battles and prestige changes. The player report contains information on each Warlord's individual situation and performance.
The war reports will be noted down by historians and presented after the Territory War finishes. You can find the house and individual reports by pressing J -> Territory Wars. However, reports are only retained for 24 hours before being burned.
Fief Battle Changes
Currently, the duration of fief battles is fixed, which has led to long wait times. To improve the pacing, we want battle durations to change depending on the battle. And so we're making the following changes: The duration will be split into two parts, [Initial Time] and [Reward Time]. [Initial Time] will be either 10 or 15 minutes depending on the fief size. [Reward Time] will increase the duration by 15 minutes when the attacker occupies the central point. No extra time will be added if the central point changes ownership again.
War Rally
War rallies are issued by the AI. During Territory War, NPC factions will initiate war rallies. After the rally ends, they will form an army and march toward their enemies' fiefs.
NPC factions generally initiate war rallies in their own zone of command. If they no longer have ownership of any fiefs, they will instead initiate war rallies in a neutral area. All players will be able to see the status, pathing, and destination of war rallies on the World Map.
Once the war rally finishes, the NPC faction's army will march toward the target fief. Players may choose to attack the army while it is in transit. After such a battle ends, the army will gain either the Rapid March or the Slow March status depending on the results and gain protection for 200 seconds, during which they cannot be attacked. (Some NPC factions will retreat upon being defeated during transit)
NPC factions will become Stationed for 90 seconds after arriving at their destination. After these 90 seconds, the NPC faction will become the commander of the next battle of this fief. While Stationed, players may attack and start assaults against their army. The assault will last until their Stationed status expires. Assaulting them will extend the duration of their Stationed status. If they are defeated during this time, they will disperse and be unable to attack the fief.
If they are instead victorious in this battle, they will become the commander of the next battle of this fief.
Imperial Restorationists Changes
Our original idea with the Imperial Restorationists was to enhance players' roleplaying experience. And based on this, we've decided to make a big change for how the Imperial Restorationists partake in Territory War, giving them a completely different experience compared to noble houses.
The Imperial Restorationists will no longer automatically declare war against fiefs belonging to noble houses, instead, this will be replaced with war rallies. Some special NPC factions will allow Imperial Restorationists to partake in their battles and aid them. Imperial Restorationists can also partake in the defense of these special factions.
All players belonging to the Imperial Restorationists will receive a rally invitation when a special NPC faction initiates a war rally. Simply head to the World Map to partake in the rally. If a special faction has initiated a war rally but it has not yet been filled, Imperial Restorationists can partake in that rally from the World Map (cannot be wounded when doing this). Once the rally is not full when it ends, more NPCs will join to fill up the remaining spots before marching.
Players don't have to take any action during the march. Players may leave the army at any time, and other players may join if the rally isn't full.
Imperial Restorationists that are wounded in a pursuit attack will automatically leave the army. Once no longer wounded, they can join an army that isn't full.
Imperial Restorationists that enter fief battles like this will automatically gain large artilleries (such as siege towers and battering rams) which they can deploy during the battle. If the NPC faction's battle fails, the army will disperse for now.
NPC Factions Joining the Fray
Fief Battles
When NPC factions act as the attacker, they will work to build battering rams and siege towers in battle. Imperial Restorationists partaking in their battles can also build battering rams, siege towers, and trebuchets at no cost.
Pursuits
A pursuit battle ensues when a marching NPC faction is attacked by a noble house. The rules for these are identical to those of normal pursuit battles. Each side needs to defend its flag while capturing the flag of the other side to achieve victory.
Station Battles
Battles against Stationed NPCs follow the same ruleset as Siege Battles. The NPC faction will act as the defender and have a base with a flag. They win if they defend their flag until the time runs out, whereas the noble houses win if they manage to occupy the flag.
However, one difference is that if there are no attackers, the NPC faction will gain the [Urgent Guard] buff, whereupon a 30-second timer will begin. If no attacker joins before the time runs out, the NPC faction wins. If an attacker joins during [Urgent Guard], the timer will disappear and the battle continues as usual.
Hero Specialization Changes
We will be making changes to the [Hero Specialization] system with the [Tyranny] season.
[Skill Pages] will no longer be required to unlock and upgrade [Victory Skills]. Instead, you can unlock and upgrade them with [Mastery Points].
Regarding [Skill Pages]. As [Skill Pages] will no longer be needed to unlock skills, we will be returning all [Skill Pages] you have spent on unlocking victory skills during previous seasons and run a [Skill Page] exchange event. Check under [Activities (O key)] for what items you can exchange [Skill Pages] for.
During the Skill Page Exchange Event, players can change all previously spent and all currently owned Skill Pages to following:
· Attire Chests
· Mastery Points
· Bronze Coins
· Unit Medals
· Honour
Unused [Skill Pages] will be converted into [Skill Points] once the event ends. In modes where you can earn [Skill Pages], such as [Deathmatch], you will instead earn [Mastery Points]. [Skill Pages] will no longer be obtainable.
Unit Tree Changes
We'll be making a few changes to the Unit Tree to make it quicker to unlock a greater variety of units.
l We've removed the era requirements of unlocking units and nodes.
l The [Sergeancy Oath] node grants the [Spear Sergeants] 100 Block.
l The [Benedicto Militis] node grants the [Men-at-Arms] 100 Block.
l We've also changed the location of some nodes that were pre-requisites to units. See the Appendix for more information.
Item Changes
To simplify some of our items, we're merging [Personal History] and [Unit Training Plan] into [Secret Training Missive]. Resetting hero attributes and unit nodes will require the new item [Secret Training Missive].
Once the [Tyranny] season starts, [Personal History] and [Unit Training Plan] will be converted into [Secret Training Missives] and sent to your Mailbox.
Weekly Challenges Changes
We've reduced the difficulty of weekly challenges by replacing a Hard-difficulty quest with an Easy one.
Hero Equipment & Weapon Schematic Changes
To reduce the difficulty of forging equipment, we will be merging some schematics into new items with the start of the Tyranny season. Equipment and weapon schematics will be merged into one schematic each per rarity. These new schematics will replace the old ones at the Smith.
We will be reclaiming all schematics you own with the start of the Tyranny season, and convert these into the new schematics.
Check the Appendix for more details.
Customization
We will be moving attires and actions from the Hero menu to their own Customization menu. You can access this from either the Hero or Unit menus.
You will be able to check all of your attires within this new feature, and pair your favorite outfits as you like!
Access point from hero customization

Access point from unit customization

Customization menu

Battle Pass
Returning Attires
1. With the start of the Tyranny season, Skull Fracturer (Sealed), Era Lord (Sealed), Bastion Protector (Sealed), and Flowerier Iron (Sealed) will no longer be available within the Seasonal Store.
2. Attires from the Legacy of Fire era will be returning to the Seasonal Store, where they will be available at a 20% off [Badges of Heroism] discount. The Blood of the Empire season weapon attires will be taken off the shelves, while the hero and unit attires will be returned to their original prices.
Seasonal Store
1. With the end of the Tyranny season, Rare Armour Selection Crate, Treatise, Powdered Silver, 10-Battle Hero XP Card, 10-Battle Unit XP Card, and Doctrine Water will no longer be available within the Seasonal Store.
After these are no longer available in the Seasonal Store, the following can instead be gained as rewards from Hero's Road and Conqueror's Path: Rare Armour Selection Crate, Treatise, Powdered Silver, and Doctrine Water.
Campaign Info
The season's core region is the Borderlands.
Great Ambitions (9/28-10/10):
Available regions: Longting, Maoyang, and Ostaria.
Longting, Maoyang, and Ostaria can be chosen from the get-go.
Rising in Flames (10/11-10/24):
Available regions: Longting, Maoyang, Ostaria, and The Borderlands.
Border Posts between Maoyang and The Borderlands, and between Ostaria and The Borderlands will become available on October 11th, 12:00.
(You can view how long time is remaining before these open up on the World Map)
The leading forces will have vaster forces.
Cambyses assault is intensifying.
The Burning Lands (10/25-11/7):
Available regions: Longting, Maoyang, Ostaria, and The Borderlands.
The leading forces grow even more powerful.
Cambyses is sending in an even bigger and more ferocious force.
Ode to the Chaos (11/8-11/21):
Available regions: Longting, Maoyang, Ostaria, and The Borderlands.
Anliang (the capital of Maoyang) and Augolia (the capital of Ostaria) can be contended for.
The Supreme Glory (11/22-12/5):
Available regions: Longting, Maoyang, Ostaria, and The Borderlands.
Conqueror's City (the capital of the core region the Borderlands) can be contended for.
Seasonal Rune Changes
We will be making changes to the [Rune] system with the [Tyranny] season.
Our original intention with the [Rune] system was to expand upon weapon gameplay, so that Warlords using the same weapon differ from one another, giving the option of increased customization. However, during previous seasons, some runes have created imbalance, whereas others aren't really used.
Owing to this, we began thinking about how runes are used and the future of battles in Conqueror's Blade. We selected the runes from the [Northmen] and [Dynasty] seasons that we believe will fit the [Tyranny] season and fighting in the [Borderlands] the most. Once we had done so, we began adjusting their strength and energy. We hope that this new collection of runes will bring about a better overall experience and more fun! We will also be reclaiming the [Dynasty] season's runes.
Seasonal Unit Challenges
New Unit Challenges
1. Outriders (Complete 6 out of 8 quests of each stage):
a) The first stage unlocks a 3-days trial.
b) The second stage unlocks the unit itself.
c) The third stage unlocks a unit-exclusive rare doctrine.
d) The fourth stage unlocks a chibi avatar.
2. Axe Raiders (Complete 8 of the 10 quests of each stage):
a) The first stage unlocks a 3-days trial.
b) The second stage rewards Unit Medal x120.
c) The third stage unlocks the unit itself.
d) The fourth stage unlocks a unit-exclusive epic doctrine.
e) The fifth stage unlocks a chibi avatar.
3. Shenji Grenadiers (Complete 10 of the 12 quests of each stage):
a) The first stage unlocks a 3-days trial.
b) The second stage unlocks a unit-exclusive rare doctrine.
c) The third stage rewards Unit Medal x120.
d) The fourth stage unlocks the unit itself.
e) The fifth stage rewards Unit Medal x200.
f) The sixth stage unlocks a unit-exclusive epic doctrine.
g) The seventh stage unlocks a chibi avatar.
4. The Shenji Grenadiers can also be unlocked for 25,000 Honour in the Unit Tree after unlocking all pre-requisite nodes.
Fame
Fame Treasury
Having won fame with the Defiant, talk with the [Defiant] NPC in any capital to access the Fame Treasury. There you may trade for Defiance treasures. (You must meet each item's fame requirement to buy it.)
Acquiring Fame
You may earn fame in the following ways:
1. Talk to the [Defiant] NPC in any capital and provide resource support. You may do so 6 times per week.
2. Playing Surround the Bandits (accessed via J).
Trophies
Matchmaking and PvE battles will in the new season have a chance of rewarding [Scattered Trophies], [Box of Trophies], and [Pile of Trophies]. These can be handed into the [Defiant] in return for fame with the defiance.
Others
Resolved some bugs that might have affected gameplay, and improved on some descriptions.
Appendix
Merging of Schematics:
|
Uncommon Helmet Schematic |
Will be merged into |
Uncommon Armour Schematic |
|
Uncommon Cuirass Schematic |
||
|
Uncommon Glove Schematic |
||
|
Uncommon Boots Schematic |
||
|
Rare Helmet Schematic |
Will be merged into |
Rare Armour Schematic |
|
Rare Cuirass Schematic |
||
|
Rare Glove Schematic |
||
|
Rare Boots Schematic |
||
|
Mountain Guard Shortsword & Shield Schematic |
Will be merged into |
Epic Weapon Schematic |
|
Grim Reaper Glaive Schematic |
||
|
Heartfinder Longsword & Shield Schematic |
||
|
Crow's Beak Poleaxe Schematic |
||
|
Boar Spear Schematic |
||
|
Godcutter Nodachi Schematic |
||
|
Viper's Tooth Schematic |
||
|
Old Brimstone Musket Schematic |
||
|
Volley Bow Schematic |
||
|
Green Death Short Bow Schematic |
||
|
Fatebringer Dual Blades Schematic |
||
|
Castle Breaker Hammer Schematic |
||
|
Silver-Inlaid Scimitar Schematic |
Will be merged into |
Legendary Weapon Schematic |
|
Burner Glaive Schematic |
||
|
Dragon Blood Longsword & Shield Schematic |
||
|
Punisher Poleaxe Schematic |
||
|
Beastkiller Spear Schematic |
||
|
Bannshou Nodachi Schematic |
||
|
Starpiercer Pike Schematic |
||
|
Thunderer Musket Schematic |
||
|
Double Recurve Bow Schematic |
||
|
Wind Catcher Short Bow Schematic |
||
|
King's Woe Dual Blades Schematic |
||
|
Rage Blood Hammer Schematic |
||
|
Rare Chanfron Schematic |
Will be merged into |
Rare Mount Armour Schematic |
|
Rare Saddle Schematic |
||
|
Rare Leg Guards Schematic |
||
|
Rare Barding Schematic |
||
|
Epic Chanfron Schematic |
Will be merged into |
Epic Mount Armour Schematic |
|
Epic Saddle Schematic |
||
|
Epic Leg Guards Schematic |
||
|
Epic Barding Schematic |
Unit Tree Node Changes:
I. Melee Infantry
1. [Close Order Drill] will no longer be a pre-requisite node for the [Halberdier Sergeants], and can be picked up after the [Halberdier].
2. [Weighted Pikes] will no longer be a pre-requisite node for the [Imperial Pike Guards], and can be picked up after the [Imperial Pike Guards].
3. [Cavalry Command] will no longer be a pre-requisite node for the [Iron Reapers], and can be picked up after the [Imperial Pike Guards].
4. [Provincial Army Training] will no longer be a pre-requisite node for the [Ironcap Swordsmen], and can be picked up after the [Ironcap Swordsmen].
5. [Physical Training] will no longer be a pre-requisite node for the [Ironcap Spearmen], and can be picked up after the [Spear Militia].
6. [Heavy Armour Shielding] will no longer be a pre-requisite node for the [Imperial Spear Guards], and can be picked up after the [Ironcap Spearmen].
7. [Brute Force] will no longer be a pre-requisite node for the [Range Estimation Drill] and [Armoured Combat], and can be picked up after the [Javelin Sergeants].
8. [Range Estimation Drill] will no longer be a pre-requisite node for the [Javelin Sergeants], and can be picked up after the [Javelin Sergeants].
9. [Armoured Combat] will no longer be a pre-requisite node for the [Imperial Javelineers], and can be picked up after the [Imperial Javelineers].
II. Ranged Infantry
1. [Mandatory Practice] will no longer be a pre-requisite node for the [Vassal Longbowmen], and can be picked up after the [Vassal Longbowmen].
2. [Heartwood Composites] will no longer be a pre-requisite node for the [Vassal Longbowmen], and can be picked up after the [Vassal Longbowmen].
3. [Stirrup and Belt Hook] will no longer be a pre-requisite node for the [Demesne Arbalists], and can be picked up after the [Demesne Arbalists].
4. [Double-Wound String] will no longer be a pre-requisite node for the [Pavise Crossbowmen], and can be picked up after the [Demesne Arbalists].
5. [Fire on Command] will no longer be a pre-requisite node for the [Ironcap Archers], and can be picked up after the [Archer Militia].
6. [Archer Training] will no longer be a pre-requisite node for the [Vanguard Archers], and can be picked up after the [Ironcap Archers].
7. [Arrow Rain] will no longer be a pre-requisite node for the [Prefecture Archers], and can be picked up after the [Prefecture Archers].
8. [Deadeye] will no longer be a pre-requisite node for the [Imperial Archers], and can be picked up after the [Vanguard Archers].
9. [Bayonet Lugs] and [Bayonet Drill] will no longer be a pre-requisite node for the [Kriegsrat Fusiliers], and can be picked up after the [Kriegsrat Fusiliers].
10. [Bayonet Training] will no longer be a pre-requisite node for the [Tercio Arquebusiers], and can be picked up after the [Kriegsrat Fusiliers].
11. [Volley Fire Practice] will no longer be a pre-requisite node for the [Imperial Arquebusiers], and can be picked up after the [Ironcap Arquebusiers].
12. [Rudimentary Sights] will no longer be a pre-requisite node for the [Shenji Grenadiers] and can be picked up after the [Imperial Arquebusiers].
III. Cavalry
1. [Battlefield Conditioning] will no longer be a pre-requisite node for the [Yeomen] and can be picked up after the [Coutiliers].
2. [Bred for War] and [Arrowhead Formation Drill] will no longer be a pre-requisite node for the [Yeomen], and can be picked up after the [Yeomen].
3. [Balanced Lances] will no longer be a pre-requisite node for the [Shield and Spear Drill] and [Hussar Battle Tactics], and can be picked up after the [Yeomen].
4. [Breakthrough Tactics] will no longer be a pre-requisite node for the [Prefecture Heavy Cavalry], and can be picked up after the [Prefecture Heavy Cavalry].
5. [Bite and Kick Training] will no longer be a pre-requisite node for the [Improved Horse Feed], and can be picked up after the [Breakthrough Tactics].
6. [Riveted Felt Barding] will no longer be a pre-requisite node for the [Dagger-Axe Lancers], and can be picked up after the [Dagger-Axe Lancers] and is a pre-requisite for the [Hundredfold Smithing].
IV. Chivalric Units
1. [Sergeancy Oath] will no longer be a pre-requisite node for the [Spear Sergeants], and can be picked up after the [Spear Sergeants]. Grants [Spear Sergeants] an extra 100 block.
2. [Benedicto Militis] will no longer be a pre-requisite node for the [Men-at-Arms], and can be picked up after the [Men-at-Arms]. Grants [Men-at-Arms] an extra 100 block.
V. Rattan Units
1. [Improved Alloys] will no longer be a pre-requisite node for the [Rattan Vipers], and can be picked up after the [Rattan Vipers].
2. [Repeating Crossbow Practice] will no longer be a pre-requisite node for the [Rattan Marksmen], and can be picked up after the [Rattan Marksmen].


