11. Improved World Experience
1、Changes about World
We've been optimizing structure of cities and paths since World Maps went online. We know how they affect the tactics players would choose in Territory War. Using the time between season, we reviewed data collected from battles, compared it to the tactic demanding world we wanted and found the following parts not very satisfying:-The current positions of fiefs caused intense fights in some areas and almost no fight in some other areas.
-Some cities and fiefs were not valuable enough. Dividend offered by fiefs was not attractive at all as it hadn't been updated for a really long time. Fiefs were featureless and all fiefs were almost the same.
-High-level resources were depleted most of the time while low-level resources remained untouched especially in the late game.
-Food supply failed to play the role we gave it, causing low combat desire and complex operations. With many players taking advantage of known exploits in the game, food became completely useless.
2、Adjusted Fief Location
We found that the number of battles fought around Trade Colonies were second only to that of Capital era since many generals preferred to station there. In the new season, we wanted to see some changes in hot battle zones around Trade Colonies and made some adjustments to the location of the 5 Trade Colonies.At the same time, we relocated some forts, fiefs and villages, thus changed distribution of some blocked zones and resource points in some regions.
(1) Changes in Ostaria
- We exchanged the location of Alter Westberg and Wildenhag and changed related resource points. We replaced Upper Ostar that blocked the west path of Augolia with the line formed by Edelsee, the mountain to its north and Alter Westberg, making Alter Westberg an even more important place to the southwest of Ostaria.- Moved Hunting Lodges, making it a bigger threat to fiefs to the west of Ostaria.
- Moved Saegespaene to the east exit of Ostaria, changed it into a fort and deleted its resource points, adding its strategic importance.
(2) Changes in Ungverija
•Added a bridge on the right of Borona for generals' convenience of marching to the north region of UngverijaChanged Herceg Vára into a city that connected the upper and lower east of Ungverija. We will see even intense battles in the region!
•Moved Vajkfalva to where Arany Pajzsok located and changed related resource points. Changed Arany Pajzsok into a fort by a river, increasing its strategic value.
(3) Changes in Maoyang
•Relocated Kieft's Commune, reducing the cost of harassing central fiefs of Maoyang.•Moved Desert's Edge to somewhere closer to Zaifu, making it a bigger threat to Zaifu.
Upgrade Hargana into a city, increasing its strategic value in central and bottom Maoyang. Moved its resources point to the range of Futao and Zancheng.
(4) Changes in Liangyun Fief
•Relocated Zhao's Manor to increase its threat to Gao Qiang and reduced geographic effects of Gao Qiang. Deleted the stone resource points and moved its station to reduce strategic value of Tiekuang, making the geographical position of Zhao's Manor less favorable.(5) Changes in The Borderlands
•Changed Ihlov into a fort that blocks the path connecting Old Prospect and Genseric•Changed Baruun into a river-side fort that blocks the path connecting Bixi and Fujian. Removed all resources points of Baruun.
•Change Schaken into a fief to clear the path leading to the capital on the north.
3、Improved Value of Cities and Fiefs
Cities and fiefs seemed valueless as they provided nothing but limited geographical advantages, dividend and resources points. That made fiefs in poor locations tasteless ribs as capturing them hardly changed the battle situation but came with a cost. To solved the problem, we figured out a few solutions:Adjusted Unit Armour
The rise of merchant guilds made lords realize the importance of forging unique equipment. In order to maximize the profits, every lord started to take back the forging technique they shared with the world. Very soon, it developed to the point that some equipment could only be found in a limited number of fiefs.Some fiefs made a lot from the diversity. Crafters able to forge unique equipment of Golden and Heroic Era began to gather in a few fiefs. If you want certain equipment, you must go to certain fiefs.
(1)Basic equipment is forged in eastern or western fiefs
Eastern equipment of Feudal, Chivalric and Silver Era can be forged in all fiefs in Maoyang and Liangyun while western equipment in Ostaria and Ungverija
(2)Advanced equipment can only be forged in a few fiefs
As crafters all ran to certain fiefs in the war, you could only find equipment of Golden and Heroic Era in a few fiefs. Since the Borderlands have crafters coming from all over the world, fiefs there are able to forge things others cannot.
(3)Migration of Equipment Crafters
The world will be at war when the new season beings. Equipment crafters will keep moving to safer places and every fief's ability to forge will change accordingly.
Optimized Food System
An army marches on its stomach. An armed force without food is defenseless at any time. It is important to move resources to the places they are needed. In the previous season, our food system had many problems:-To replenish food, players needed to take food out of wagons and interact with fiefs and wayside inns frequently. When food went low, players had to replenish manually every time they left their fiefs.
-The connection between food and faction was weak. As food could be replenished at any friendly fief, faction had no positive effects on it.
-Players could always continue by consuming 1 food each time, making the food system useless in most cases.
-Penalty caused by lacking food, instead of restricting players the way we expected, shackled players from doing what they were supposed to in World.
That's why we made these changes to the food system:
-First, we made food free. Yes, FREE! And it will be replenished automatically.
-But how well it is replenished is closely connected to where players are fighting. Troops will consume no food and get food replenished slowly when they move in Capital era and lands controlled by their alliances or houses.
-Troops will consume less food in friendly regions (Lands controlled by friendly families and alliances) since they are well supported there.
-When troops return to their fiefs (Capital era and lands controlled by their alliance or house), food will be fully replenished for the next conquest.
-If you think the amount of replenished food is not enough to support your troops, just get your wagons loaded. When you have no food in World, soldiers will eat food loaded on wagons to keep their combat power unreduced.
-When food runs out, troops will collect food from farmland (food resource points) if there is any around.
(1) Auto-Supply in Your Own Area
Troops fighting in Augolia, Turul Város, Daicheng, Anliang and lands controlled by the alliance of their house consume no food while marching and would get food automatically as they are supported by locals.
(2) Reduced Consumptions in Allies' Area
Marching in allies' area spends 50% less food.
(3) Food Replenished in Cities
When you enter Augolia, Turul Város, Daicheng, Anliang and lands controlled by the alliance of their house, your food is replenished at no cost of Bronze Coins.
(4) Optimized No Food Debuff
Troops may only collect food in World when they have no food at all;
Troops may not fight Territory War or pursue others when they have no food;
(5) Optimized Manual Food Replenishment
Each time you replenish food manually, you have to replenish at least 1500 food.
4、World Disconnection Penalty
If you leave World when you are pursued, half items in your wagon will be dropped and half of which may be picked up by other players. The dropped items remain for 10 min in World.12. Optimized Resource System
1、Added Resource Delivery Function
The rise of southern cities further boosts the development of commerce. A trade route is built for the flow of goods across borders. In this season, trading will play an even more important role.(1) Buy Resources Across Borders
You may check available resources of any fief and stronghold in Market and get it via the Delivery function. It is not necessary to fetch goods yourself anymore.How to Pick UP Goods:
Get goods delivered to your fortress
Go fetch goods yourself
Delivery Charges:
The delivery fee increases if the location of the goods is far away;
The larger the package, the higher the fee.
Limitations:
Materials purchased in World cannot be carried to wagons.
Resource over 200K cannot be delivered;
(2) Receipt Delivery
When the new season starts, you need to select a land again and it will be inconvenient to get back inventory from the market. Receipt Delivery will be open for a limited time for this reason.How it works:
Receipts will be generated when the resources expire in the market.
Find the coach driver in your fief, select Delivery and you will see a list of your inventory;
Select the part you want, pay the fee and have them transported to your current Fief.
Limitations:
This function only transports expired goods and the part purchased in the market.
(3) Optimized the Mechanism to Handle Expired Goods
In Resource Market, when resources expire, they will be removed from shelves and the 72hr Receipts are generated;When resources expire, you will get a mail containing a list of all your receipts.
Receipts generated automatically disappear in 72hr.
2、Optimized Resource System
Resources collected from World were designed to play a key role in making equipment and engines as well as finishing fief quests. In the previous season, resources were supposed to be one of those key factors that players fought over. We wanted resource points to be one of the reasons players came to World to play. But we kind of failed. Many factors made the resource mechanism in World not attractive enough:-Requisition Orders were designed for players to pillage resources in regions occupied by enemies. But its extra function allowed troops to collect resources when they had none. That meant infinite valueless food.
-Low-quality resources were almost useless. No one was interested in them.
-At the same time, there were too few horse ranches
(1) Resource Collection Rules
Resources collected from World play a key role in the fight as they are essential in making unit kits and engines, and finishing fief quests. To justify their value, we made some changes about rules concerning resource collection and respawn:
- Exhausted Resource Cannot be Requisitioned When a resource point is exhausted, Requisition Order can no longer be used on it.
- Collecting resources with Requisition Order increases resource output. Low quality means high boost.
(2) Optimized Resource Refinement Rules
Now basic green resources can be used to refine processed purple items.
(3) Low-Quality Resource Has a Chance to Grant Unique Things
White and green resources also have a chance to produce unique products.
(4) [Stud Farms] re-spawn on Ostaria, Maoyang, Ungverija and Liangyun.
As there is an increasing demand for purple mounts, merchants invested to build stud farms. This season, [Stud Farms] may respawn in any land.
3、Added Cumulative Login Reward - Novice Login Support
To help novice warlords grow strong quickly, we prepared this [Novice Login Support] event. Log in for the required time and unlock the units permanently.Rules
All players may join the event;
New players may claim Novice Login Support by pressing [O] in [Events]
Login for 7 days to get a permanent 3-star unit and a 21-day 4-star unit;
The reward of this login event is permanent;
13. Chat and Interaction
Auto Translation in ChannelsWe have added auto-translation in the game to facilitate communication between different languages.
-There will be a [Translate] button at the end of every message in channels.
-Tap the [Translate] button, and the system will translate the message to your language on the chat channel.
14. Optimized System
1、Optimized Main UIs of the Season
Optimized Season Homepage
Visualized Wild Hunt tiers iconVisualized Rank/Military Titles
Visualized seasonal EXP. When seasonal level increases, you need to claim the Rank EXP reward manually.
Season Challenge Pages Migration
Moved Weekly Challenge and Unit Challenges to the Season Challenge pageAdded War Hammer Hero Challenges to Season Challenges
Added Season Glory page
You may check glory, faction and conquest data of the previous season here.You may check level, rank, Wild Hunt Tier and nobility of the last season here.
2、More Leaderboard Contents
To highlight your moments of glory, we added more types of the leaderboards and separated the data by season.- Added Freedom Union - Nobility Leaderboard
- Added Empire Guardians - Military Title Leaderboard
- You may check data by season in Leaderboard.
3、Optimized Weapon Attire Equipping Mechanism
When you choose to use the attire of a weapon, the choice is saved and won't be removed when you change weapons.When you have a weapon attire equipped, your choice will be remembered even if you switch your weapon.
4、Land Selection Restriction
The invasion of Khan, followed by the fall of the empire, destroyed the world along with its orders. The long suppressed southern cities finally had a chance to rise and rebuild the civilized world.A mysterious force took control of Ungverija and Liangyun. It locked up those areas that lords with armies cannot enter.
If you have characters on your account, you will not be able to select Ungverija and Liangyun to join when the season starts.
The restriction will be lifted when Border Posts open.
At the same time, the mysterious faction is recruiting new generals, encouraged them to start their military career in Ungverija and Liangyun.
If you have just created characters, at the start of the season, you may choose any lands, including Ungverija and Liangyun, for a better chance to develop.
5、Optimized Battlefield Statistics
(1) Points for Providing EnginesProviding engines for others also awards points now. This is to encourage generals to work together to fight the strong.
Detailed Rules:
When a general uses someone else's engines and earns points, the provider will get 30% score.
The engine user will get the remaining 70% points.
Provider may earn up to 75 points.
(2) Points for Rushing Engines
When a general destroys newly deployed engines, he will get extra score.
Detailed Rules: Destroy an engine deployed in 10s to win 25 points. Up to 50 points may be gained each time.
(3) Damage Dealt to Allies
Damage dealt to allies will be recorded
The record won't affect your current score
15. Adjusted and Optimized Stages
1、Optimized stages on the field battle maps
(1) We found that cavalry has been almost unstoppable on the field battle maps and made these changes:Added brace weapons and shelters around fiefs to weaken cavalry's advantage;
To make it more challenging and cavalry less aggressive in the environment, we added more infantry friendly elements to diversify the map.



(2) Fixed the cases that the respawn points were too far away in the large maps:
Capture the middle flags on the two wings and you will get respawn points closer to the front line:
When a side captured Flag A or C on two wings, it will activate a "forward respawn point" on their route to this flag. That allows the side to get to the front line quickly.
The side failed to capture either flag has to respawn from the default point in their base.
The default respawn points remain activated and can still be selected when Flag A or C is not captured.

(3) Fixed cases that players could not make it out of respawn points on some Field Battle maps:
You may select multiple respawn points:
We found that some players were killed repeatedly in a short time near the respawn points in some Field Battle maps. We are now added several respawn points for players to choose from.
2、Optimized Siege Battle
(1) Fixed cases where heroes could climb to rooftop:In the previous version, Heroes could jump to rooftop of open buildings from the ground or when mounted and reach corners where they obtained unfair advantages. That was very annoying to experience and affected the balance of these stages. We made some changes to address these cases:
We have sealed the rooftops that can't be accessed through regular ways, especially that of buildings near flag points, supply points and main crosses. Heroes will not able to get there anymore.
(Illustration)
As to sealed areas adjacent to accessible walls, obstacles will be placed by the boarders of the sealed area to indicate no entrance is allowed.
(Illustration)
Changed files in this update