City Sieges: Difference between revisions
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=== General Information === | === General Information === | ||
City | City Sieges happen on a timer. While it runs, both realms fight to capture [[Fortresses]]. The realm that captures the most Fortresses gets to attack the opposing capital at the next scheduled City Siege. | ||
Most City Siege instances are 24 versus 24. If at least 12 players per side remain in the queue when a city begins, they may be added to a separate, scaling city of about 12 versus 12. | |||
City sieges will now last a maximum of 2 hours. | City sieges will now last a maximum of 2 hours. | ||
Defenders and Invaders will both have a chance at obtaining | Defenders and Invaders will both have a chance at obtaining large amounts of war crests. | ||
== <big>The Siege of Altdorf</big> == | == <big>The Siege of Altdorf</big> == | ||
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When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates. | When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates. | ||
Once the 5 minutes are up | Once the 5 minutes are up, Destruction will be able to swarm into the city and begin its assault. Destruction will have 15 minutes to take an objective. Each objective captured will add 5 minutes to the timer, up to a maximum of 45 minutes. | ||
Destruction | Destruction must capture either The Siege Workshop or The Armory before it can capture the Emperor's Circle. Once Destruction has captured the Emperor's Circle, it can capture the remaining objectives: The Library, The South Dock and The North Dock. | ||
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it. | In order to capture a battle objective, you must first destroy each of the three siege weapons that protect it. | ||
===== The North Dock & The Rock Lobbas ===== | ===== The North Dock & The Rock Lobbas ===== | ||
After Destruction captures The North Dock, Lobba Gits will spawn after a period of time and run towards the city gates, where they will operate the catapults that damage the palace door. If a Lobba Git is killed, that Lobba Git will respawn at The North Dock after a period of time and run again to operate a catapult. This is arguably the most valuable objective, as it will do the most damage to the palace door. | |||
===== The Library & The Lord of Change ===== | ===== The Library & The Lord of Change ===== | ||
Once Destruction | Once Destruction has captured The Library, a Chaos summoning portal will appear inside it. If Destruction can gather 6 players and perform a ritual at the portal, The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library. | ||
===== Winning Condition ===== | ===== Winning Condition ===== | ||
Order wins the round if it defends its palace door until the timer runs out. Destruction needs to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing an enemy player or being nearby when one is killed will add contribution. Other activities that award contribution include killing siege weapons, summoning The Lord of Change, capturing an objective, and burning or extinguishing things within the city. You do not need to complete the action yourself to receive contribution. | |||
At the end of | At the end of Stage 1, the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round. | ||
==== Stage 2 ==== | ==== Stage 2 ==== | ||
In Stage 2 your | In Stage 2, your realm's Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning by defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order wins, the battle will take place towards the entrance of the city. If Destruction wins, the battle will take place in the Palace. You will have 30 minutes to complete this round. | ||
==== Stage 3 ==== | ==== Stage 3 ==== | ||
This stage will last 30 minutes and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order | This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order wins, the battle will take place towards the entrance of the city. If Destruction wins, the battle will take place in the Palace. | ||
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive. | Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive. | ||
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions): | In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions): | ||
* Damage | * Damage dealt increases by 2%. | ||
* Healing | * Healing done increases by 2%. | ||
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win. | Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win. | ||
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When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates. | When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates. | ||
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective | Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective. Each objective captured will add 5 minutes to the timer, up to a maximum of 45 minutes. | ||
Order | Order must capture either Slaanesh chambers or Khorne War Quarters before it can capture the Emissary of the Changer. Once Order has captured the Emissary of the Changer, it can capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop. | ||
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it. | In order to capture a battle objective you must first destroy each of the three siege weapons that protect it. | ||
===== The Outcrop & The Cannoneers ===== | ===== The Outcrop & The Cannoneers ===== | ||
After Order captures The Outcrop, Cannoneers will spawn after a period of time and run towards the city gates, where they will operate the cannons that damage the palace door. If a Cannoneer is killed, that Cannoneer will respawn at The Outcrop after a period of time and run again to operate a cannon. This is arguably the most valuable objective, as it will do the most damage to the palace door. | |||
===== The Lyceum & The Sun Dragon ===== | ===== The Lyceum & The Sun Dragon ===== | ||
Once Order | Once Order has captured The Lyceum, the Sun Dragon will appear inside it. If Order can gather 6 players and perform a ritual, the Sun Dragon will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum. | ||
===== Winning Condition ===== | ===== Winning Condition ===== | ||
Destruction wins the round if it defends its palace door until the timer runs out. Order needs to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing an enemy player or being nearby when one is killed will add contribution. Other activities that award contribution include killing siege weapons, summoning The Sun Dragon, capturing an objective, and burning or extinguishing things within the city. You do not need to complete the action yourself to receive contribution. | |||
At the end of | At the end of Stage 1, the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round. | ||
==== Stage 2 ==== | ==== Stage 2 ==== | ||
In Stage 2 your | In Stage 2, your realm's Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning by defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction wins, the battle will take place towards the entrance of the city. If Order wins, the battle will take place in the Palace. You will have 30 minutes to complete this round. | ||
==== Stage 3 ==== | ==== Stage 3 ==== | ||
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction | This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction wins, the battle will take place towards the entrance of the city. If Order wins, the battle will take place in the Palace. | ||
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive. | Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive. | ||
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions): | In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions): | ||
* Damage | * Damage dealt increases by 2%. | ||
* Healing | * Healing done increases by 2%. | ||
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win. | Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win. | ||
== Rewards == | == Rewards == | ||
Rewards are now based on City Rating. | |||
- A city’s rating can now change. A city's rating will increase over the following time periods. | |||
1 -> 2 in 12 hours | |||
2 -> 3 in 16 hours | |||
3 -> 4 in 20 hours | |||
4 -> 5 in 24 hours | |||
- The time until the next city rating will be displayed when you hover over a city on the world map. | |||
- When all instances of a City Siege have finished, the winning realm will be decided by how many instances were won. If defenders win, the city will decrease by 2 ranks (e.g. 4 -> 2), if attackers win, the city will decrease to rank 1 regardless of its previous rank. | |||
- Base Crest rewards for City Sieges are now dependent on the city's rating: | |||
# If you are defending a city with a rating of 5 you will get a minimum of 2 x '''Royal Crest''' per stage (i.e. a loss). | |||
# If you are participating in a City Siege with a rating of 1, you will receive nothing for a stage loss. | |||
# If you win a city stage, the number of [War Crests] you receive depends on the City Rating, 10 crests per star for each stage win (10, 20, 30, 40, 50) and 4 Crests per star for each stage loss (4, 8, 12, 16, 20). | |||
=== Loot Bags === | === Loot Bags === | ||
'''Gold Bag''' | |||
* > 80 x '''War Crest''' | |||
'''Purple Bag''' | |||
* > 64 x '''War Crest''' | |||
'''Blue Bag''' | |||
* > 48 x '''War Crest''' | |||
'''Green Bag''' | |||
* > 32 x '''War Crest''' | |||
'''White Bag''' | |||
* > 16 x '''War Crest''' | |||
== Hotfixes == | |||
=== General === | |||
-Added better messaging to tell you that you might not get a fresh city when you're backfilling for scenarios. | |||
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin. | |||
-Fixed an issue where Stage 1 wins would be considered to have no winners. | |||
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time). | |||
- The lockout for a city siege has been lowered to 8 hours. | |||
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable) | |||
- You can no longer attack the Lords in the preparation of Stage 2. | |||
- Cannons around flags that are not open for capture can't be attacked anymore | |||
- Reduced health of Lobba Gits/Cannoneers | |||
- Increased health of Sun Dragon & Lord of Change | |||
- Increased health of cannons around objectives in Stage 1 | |||
- The range of an event in which you receive contribution has been increased. | |||
- There is now a 10 minute "transition period" before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period. | |||
- The City Refugee camps will now only be spawned once a City Siege is in the "startup stage" (when queue opens). | |||
- Guards have returned to the front gates of the city but are removed once the transition period begins. | |||
- City information on the pairing map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in. | |||
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed. | |||
- Warlords should no longer walk past the enemy warlord if there are no players nearby. | |||
- The Kings' Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realm's Warlord. | |||
- The Palace Door and the Citadel Gates have had their health increased. | |||
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number. | |||
- When choosing a hero the King will now choose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either. | |||
- When choosing a hero the King will now no longer only select the top Renown Rank players. | |||
- Fixed an issue which caused Stage 3 not to end when a King was killed. | |||
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College. | |||
- You can now click the Sun Dragon again to summon him. | |||
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated. | |||
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3. | |||
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before. | |||
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities. | |||
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS. | |||
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace. | |||
- Falling off the "bridge" outside of the gates in The Inevitable City will now punt you back up. | |||
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates. | |||
- Gold Chests have been moved in Stage 3 to the exit portals. | |||
- | |||
- | - You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal. | ||
- | - The Lord of Change and The Sun Dragon will now reach the gates slower. | ||
=== Contribution === | === Contribution === | ||
Latest revision as of 03:06, 16 October 2026
General Information
City Sieges happen on a timer. While it runs, both realms fight to capture Fortresses. The realm that captures the most Fortresses gets to attack the opposing capital at the next scheduled City Siege.
Most City Siege instances are 24 versus 24. If at least 12 players per side remain in the queue when a city begins, they may be added to a separate, scaling city of about 12 versus 12.
City sieges will now last a maximum of 2 hours.
Defenders and Invaders will both have a chance at obtaining large amounts of war crests.
The Siege of Altdorf
"Defenders of Order, Altdorf counts on you in this dark hour. The city gates have been breached and corruption spills forth onto our streets. Ride out in this hour of glory and show no mercy to the invaders! - Karl Franz"
Stages
Stage 1
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Order may roam the city and organise defences whilst Destruction prepare at the city gates.
Once the 5 minutes are up, Destruction will be able to swarm into the city and begin its assault. Destruction will have 15 minutes to take an objective. Each objective captured will add 5 minutes to the timer, up to a maximum of 45 minutes.
Destruction must capture either The Siege Workshop or The Armory before it can capture the Emperor's Circle. Once Destruction has captured the Emperor's Circle, it can capture the remaining objectives: The Library, The South Dock and The North Dock.
In order to capture a battle objective, you must first destroy each of the three siege weapons that protect it.
The North Dock & The Rock Lobbas
After Destruction captures The North Dock, Lobba Gits will spawn after a period of time and run towards the city gates, where they will operate the catapults that damage the palace door. If a Lobba Git is killed, that Lobba Git will respawn at The North Dock after a period of time and run again to operate a catapult. This is arguably the most valuable objective, as it will do the most damage to the palace door.
The Library & The Lord of Change
Once Destruction has captured The Library, a Chaos summoning portal will appear inside it. If Destruction can gather 6 players and perform a ritual at the portal, The Lord of Change will fight for them. He will fly from the outside of the library towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the library.
Winning Condition
Order wins the round if it defends its palace door until the timer runs out. Destruction needs to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing an enemy player or being nearby when one is killed will add contribution. Other activities that award contribution include killing siege weapons, summoning The Lord of Change, capturing an objective, and burning or extinguishing things within the city. You do not need to complete the action yourself to receive contribution.
At the end of Stage 1, the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.
Stage 2
In Stage 2, your realm's Lords will be sent out to assist in battle. The Order Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated you can still prevent the enemy realm from winning by defeating their lords before they reach the end. The Lords will engage in combat only with another lord, however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Order wins, the battle will take place towards the entrance of the city. If Destruction wins, the battle will take place in the Palace. You will have 30 minutes to complete this round.
Stage 3
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Order wins, the battle will take place towards the entrance of the city. If Destruction wins, the battle will take place in the Palace.
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):
- Damage dealt increases by 2%.
- Healing done increases by 2%.
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.
The Siege of The Inevitable City
"The enemy seeks to purify our city, but they do not know how deeply Chaos is rooted in the stones of this city. Join my generals in casting back pious louts into the Chaos Wastes! - Tchar'Zanek"
Stages
Stage 1
When a city battle begins, both Realms will enter into a gated area for 5 minutes in order to allow both Realms to gather reinforcements. Destruction may roam the city and organise defences whilst Order prepare at the city gates.
Once the 5 minutes are up Order will be able to swarm into the city and begin their assault. Order will have 15 minutes to take an objective. Each objective captured will add 5 minutes to the timer, up to a maximum of 45 minutes.
Order must capture either Slaanesh chambers or Khorne War Quarters before it can capture the Emissary of the Changer. Once Order has captured the Emissary of the Changer, it can capture the remaining objectives: The Lyceum, The Temple of the Damned and The Outcrop.
In order to capture a battle objective you must first destroy each of the three siege weapons that protect it.
The Outcrop & The Cannoneers
After Order captures The Outcrop, Cannoneers will spawn after a period of time and run towards the city gates, where they will operate the cannons that damage the palace door. If a Cannoneer is killed, that Cannoneer will respawn at The Outcrop after a period of time and run again to operate a cannon. This is arguably the most valuable objective, as it will do the most damage to the palace door.
The Lyceum & The Sun Dragon
Once Order has captured The Lyceum, the Sun Dragon will appear inside it. If Order can gather 6 players and perform a ritual, the Sun Dragon will fight for them. He will fly from the outside of the lyceum towards the palace door and destroy it. He must be defended otherwise he will need to be re-summoned from the lyceum.
Winning Condition
Destruction wins the round if it defends its palace door until the timer runs out. Order needs to destroy the palace door before the timer runs out. Contribution is awarded per player for their activities in the stage. Killing an enemy player or being nearby when one is killed will add contribution. Other activities that award contribution include killing siege weapons, summoning The Sun Dragon, capturing an objective, and burning or extinguishing things within the city. You do not need to complete the action yourself to receive contribution.
At the end of Stage 1, the chests will be located at the respawn points where the rewards can be collected. Use the Recall granted ability to quickly teleport there, otherwise you will automatically be teleported there 30 seconds before the next round.
Stage 2
In Stage 2, your realm's Lords will be sent out to assist in battle. The Destruction Lords will attempt to recapture lost battle objectives from the first round. You must escort these lords to the opposite side of the map in order to be victorious. If your Lords are both defeated, you can still prevent the enemy realm from winning by defeating their lords before they reach the end. The Lords will engage in combat only with another lord; however they will not do damage to one another and require assistance from players. The winner of this stage determines where Stage 3 will take place. If Destruction wins, the battle will take place towards the entrance of the city. If Order wins, the battle will take place in the Palace. You will have 30 minutes to complete this round.
Stage 3
This stage will last 30 minutes, and you must defeat the enemy King. This is the final stage of the 100% RvR-driven city. Depending on which Realm won the previous Stage, this final battle may occur at one of two locations: If Destruction wins, the battle will take place towards the entrance of the city. If Order wins, the battle will take place in the Palace.
Once this Stage begins, all players will be called to the side of their Realm leader (e.g. teleported) and given a brief period to recover from the disorienting effects of teleportation as well as observe the role-play event of their Realm leader. During this role-play event, each Realm leader will select four players and declare them his Champions. Both Kings will be completely immune to all hostile effects so long as any of their respective Champions are alive.
In addition, while Control Points are no longer able to be captured in this Stage, each Control Point owned by a Realm provides the following additive bonuses to all players of the Realm (including those chosen as Champions):
- Damage dealt increases by 2%.
- Healing done increases by 2%.
Once the final Champion of a Realm dies, his or her allied King will become vulnerable to damage. Defeating the enemy King results in a win.
Rewards
Rewards are now based on City Rating.
- A city’s rating can now change. A city's rating will increase over the following time periods.
1 -> 2 in 12 hours
2 -> 3 in 16 hours
3 -> 4 in 20 hours
4 -> 5 in 24 hours
- The time until the next city rating will be displayed when you hover over a city on the world map.
- When all instances of a City Siege have finished, the winning realm will be decided by how many instances were won. If defenders win, the city will decrease by 2 ranks (e.g. 4 -> 2), if attackers win, the city will decrease to rank 1 regardless of its previous rank.
- Base Crest rewards for City Sieges are now dependent on the city's rating:
- If you are defending a city with a rating of 5 you will get a minimum of 2 x Royal Crest per stage (i.e. a loss).
- If you are participating in a City Siege with a rating of 1, you will receive nothing for a stage loss.
- If you win a city stage, the number of [War Crests] you receive depends on the City Rating, 10 crests per star for each stage win (10, 20, 30, 40, 50) and 4 Crests per star for each stage loss (4, 8, 12, 16, 20).
Loot Bags
Gold Bag
- > 80 x War Crest
Purple Bag
- > 64 x War Crest
Blue Bag
- > 48 x War Crest
Green Bag
- > 32 x War Crest
White Bag
- > 16 x War Crest
Hotfixes
General
-Added better messaging to tell you that you might not get a fresh city when you're backfilling for scenarios.
-Fixed an issue where city sieges would attempt to backfill with solo-queued players when a player is pending rejoin.
-Fixed an issue where Stage 1 wins would be considered to have no winners.
- Altdorf and The Inevitable City have been set to a rating of 3 which will increase at 6pm (Altdorf/Server Time).
- The lockout for a city siege has been lowered to 8 hours.
- Gear Pieces will no longer drop from gold bags. (at least until we ensure contribution is stable)
- You can no longer attack the Lords in the preparation of Stage 2.
- Cannons around flags that are not open for capture can't be attacked anymore
- Reduced health of Lobba Gits/Cannoneers
- Increased health of Sun Dragon & Lord of Change
- Increased health of cannons around objectives in Stage 1
- The range of an event in which you receive contribution has been increased.
- There is now a 10 minute "transition period" before a City Siege starts in which you will have time to form warbands. You will not be able to queue during this period.
- The City Refugee camps will now only be spawned once a City Siege is in the "startup stage" (when queue opens).
- Guards have returned to the front gates of the city but are removed once the transition period begins.
- City information on the pairing map timers have been fixed. Additionally we have added more accurate descriptions of what state the city is in.
- When using a small flag to teleport to an objective, the time will be increased to 10 seconds if the point has lost one Siege Weapon and will increase to 15 seconds when all Siege Weapons are destroyed.
- Warlords should no longer walk past the enemy warlord if there are no players nearby.
- The Kings' Warlords have been slowed down in Stage 2. You will need to be more tactical when defending your own realm's Warlord.
- The Palace Door and the Citadel Gates have had their health increased.
- When joining a city siege as a warband, you are placed in the same scenario group number as your warband party number.
- When choosing a hero the King will now choose 1 Ranged DPS and 1 Melee DPS instead of sometimes 2 of either.
- When choosing a hero the King will now no longer only select the top Renown Rank players.
- Fixed an issue which caused Stage 3 not to end when a King was killed.
- The Portal in the Palace of Altdorf no longer teleports you to the Bright Wizard College.
- You can now click the Sun Dragon again to summon him.
- Arno, Sturm the Hunter, Seer Uresha and Jona Silentsoul are first to arrive after a city is evacuated.
- Each stage won now rewards you with renown. 10k for Stage 1 or Stage 2, 20k for winning Stage 3.
- Heroes will now be selected 2 minutes before Stage 3 starts instead of 30 seconds before.
- NPCs in city sieges will no longer grant morale. This includes warlords. PVP combat will be the only way to gain morale in cities.
- DPS Warrior Priests and Disciple of Khaine are now classified as melee DPS for hero selection, not ranged DPS.
- You should no longer be able to be punted off the bridge in Stage 3 in The Inevitable City Palace.
- Falling off the "bridge" outside of the gates in The Inevitable City will now punt you back up.
- After a City Siege has ended barriers will now spawn around the exit portal at the back of the city and the exit portal at the city gates.
- Gold Chests have been moved in Stage 3 to the exit portals.
- You will now be granted Recall at the end of the City Siege which will teleport you to your realms exit portal.
- The Lord of Change and The Sun Dragon will now reach the gates slower.
Contribution
-Contribution values slightly adjusted.
-The beginning of a stage of a city siege will now reset your total contribution. Previously, contribution rolled over between stages.
