Closed Development Notice
Please take a look at this important notice about the future development of Fractured Online.
Adventurers!
It is time to raise the banners of war, sharpen your blades, enchant your staves and elect your seconds in command: city conquests are back!
In today’s patch, conquests have undergone several changes, making them much more sophisticated and complex than they used to be. This creates a more diverse competitive scene for towns all over!
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.
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.
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.
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). |
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:
The following abilities that were previously silent or reused the sounds of other abilities now have their own sound effects:
The following monsters that were previously silent or reused the sounds of other creatures now have their own sound effects:
As always, we hope you enjoy the new changes, if you have any feedback, click the discuss button below and let us know!
Should you encounter any bug along your adventures, click here to submit us your bug reports!
Happy adventuring!
Your Fractured Online team
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