Conqueror's Blade: Territory War Adjustment Plan

Conqueror's Blade

Conqueror's Blade gives you a chance to be a true warlord. Commanding medieval troops in epic 15 vs. 15 siege battles, conquering cities with allies in the open world or fighting against players from all over the world – it's you who make the choice.

Greetings, Warlords! Territory War has always been the heart of Conqueror's Blade, a crucible where warlords forge their legends and empires rise and fall. It's more than just a battle, it's a war for dominance, a struggle for every inch of land. Over countless seasons, we've closely monitored the ever-shifting landscape of Territory War across all servers, constantly refining the rules of the open world. In the upcoming season, we're introducing a series of changes designed to revolutionize your Territory War experience. This week, we serve up the first course: a significant overhaul of NPC garrison behavior. Currently, small-scale raids can easily capture undefended cities. A coordinated team can scale walls, disable supply points, and capture the final flag in a matter of minutes. The existing NPC garrisons often stand idly by, offering little resistance. They’re more spectators than defenders. This changes on Thursday. Prepare for a dramatic improvement in NPC garrison effectiveness. These troops will now operate with near-human intelligence, prioritizing the defense of key supply points around the main flag. If the main flag falls, they will regroup and defend their base, rather than mindlessly charging into the enemy. Wall-scaling and supply point rushes will face unprecedented resistance. Expect to encounter a fully manned unit of infantry waiting for you when you breach the walls. Five-man speedruns will become a thing of the past. Our goal is to encourage greater participation in open-world warfare. Stronger NPC garrisons will provide a crucial defensive layer, buying valuable time for reinforcements to arrive. This doesn't mean the end of strategic raiding; unguarded cities will still be vulnerable. The key, as always, is finding weak points. These changes may even empower smaller houses to hold their ground against larger forces, creating more dynamic and unpredictable conflicts. [h3]Warrior Duel[/h3] In the mobilization of the big world, the fort is the key focus on every unified battle board. Often, the controller of the fort can issue a closure order, causing great distress to the enemies both inside and outside the fort. In Season 21, we will make significant changes to the fort battles. Both sides can only send 15 players to fight, meaning that it's an absolute test of strength. Small families can hold their ground, just like the 300 Spartans at the Battle of Thermopylae. Establishing merit in the "Warrior Duel" can earn you unique avatar frames and family emblem frames exclusive to this gameplay, which will be a testament to your courage and strength. [h3]Artillery Warehouse[/h3] Many people have experienced the struggle of hauling a cart full of artillery on the battlefield, with a long line of artillery that draws more attention than the troops themselves. As a result, when you're dragging a line of artillery, you often become the prime target for enemy pursuit forces. Now, we will introduce the artillery warehouse mechanism to the big world. The artillery warehouse will be similar to self-fief strongholds like frontline camps and managed by houses. All house members, except for new ones, can store and retrieve artillery. Imagine sending a supply team to build an artillery warehouse at the front line before the battle starts, and then the main force only needs to travel light, retrieve the artillery directly from the warehouse when they arrive at the battlefield. This way, all house members can participate better in the division of labor in Territory War. High-combat warlords can focus on fighting, while lower-combat warlords can find their place, contributing to supply. The Warrior Duel and artillery Warehouse will be launched this season. You can follow subsequent announcements for detailed rules, and we will also open testing on the PTR beforehand. In each subsequent season, we will introduce big world gameplay that matches the theme of the season and continuously adjust and control the ecosystem. We hope to create the fairest possible competitive environment for everyone, so that houses of all sizes can find their place in the big world.