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These are the official patch notes for Conquest Update released by Dynamight Studios.[1]

This version is part of Closed Beta.

Major Changes

City conquests

The aim of this major rework is to make conquering a city much harder than before for the attackers, while putting the latter in danger as well in case the aggression fails.

This rework was prompted by a very strong community feedback, as losing a city from a single attack was deemed too punishing and was likely to make the defeated group quit the game.


NEW SYSTEM: Loyality

Each city now has a loyalty counter that goes from 0% to 100%.

This counter is set to 100% when the city is claimed or conquered.

The city passively regenerates loyalty over time, at a rate of 1% every 6 hours, and it needs 80% loyalty to launch a conquest against another city.

During a city conquest, the loyalties of both the attacking and the defending city are at stake and could be lost.

If the attackers win a city conquest and manage to lower the loyalty of the defending city to 0, they are allowed to take control of the defeated city.


LOYALTY BANNERS

Both the attacker and the defender can build up to three loyalty banners, respectively in the sieging area around the attacked city and within the city walls.

The banners of the defender can be built at any time (they’re a new “regular” city building, like walls), while those of the attacker can be built during the siege preparation phase (as usual, this is unchanged).

All loyalty banners must be destroyed by one of the parties to be allowed to destroy the main banner and win the event.

The main banner is the one connected to the siege tent (for the attackers) or to the town hall (for the defenders).

The latter is spawned automatically when a siege is declared, while the former is part of the siege tent.


HOW LOYALTY IS LOST

The following table shows the results of different scenarios at the end of a city conquest event.

SCENARIO RESULT
The attackers win the event by destroying

the defenders’ main banner (town hall banner).

60% loyalty loss for the defenders.

If the defender’s current loyalty is 0%, the

attackers can take control of the city.

The defenders win the event by destroying the

attackers’ main banner (siege tent banner).

30% loyalty loss for the attackers.
The event ends before either party managed to

destroy the opposing team main banner

10% loyalty loss for the defenders for each

loyalty banner they lost during the event (up to

30% if they lost all 3 of them).

If the defender’s current loyalty is 0%, the

attackers can take control of the city

5% loyalty loss for the attackers for each loyalty

banner they lost during the event (up to 15% if

they lost all 3 of them).


ADDITIONAL CHANGES

During the first 24 hours after a conquest siege is over, only the former attacking city can declare another conquest attempt against the defeated city.

After a city has been conquered, it can no longer be claimed immediately by the attackers. Defenders now have a 48 hours period to vacate the city, during which they can’t delete any building, but can remove their goods from the city.


GIVE AERHEN EVEN MORE LOVE!

The very last piece of the Aerhen puzzle is live: the Northern continent now has its own pins for Points of Interest on the world map, that award Knowledge Points when discovered!

They are distributed as follows:

  • 3 on Mount Ember
  • 3 on Dawn Island
  • 3 in the Storm Islands
  • 3 on the Whistling Peak
  • 7 in the Raider’s Den
  • 5 in the Red Reef
  • 7 in the Coppery Range
  • 9 in the Booming Hills

Minor Update

SPELL AUDIO

The following abilities that were previously silent or reused the sounds of other abilities now have their own sound effects:


MONSTER AUDIO

The following monsters that were previously silent or reused the sounds of other creatures now have their own sound effects:

Bugfixes

  • When a siege starts, be it a raid or a conquest, all players who aren’t defenders are now correctly kicked out of the city area (i.e. out of the walls).

References

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