In this update8
Full notes
Full War of Banners update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone
What changed
- Gameplay
- UI and audio
- Balance
- Maps
- Events
- Fixes
War of Banners changes
In this update, the character interaction system has been grandly expanded, alongside the newly introduced Religion System and Equipment Modifier System.
You can check out the detailed patch notes below.
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▣ Introduction of Religion & Faith
A Religion System has been introduced to deepen your immersion in the world. Characters' religious tendencies will now be a crucial variable in interactions.
You can now convert a chosen character to the religion of any temple. However, upon conversion, all existing Faith EXP will be reset.
A dedicated UI to check religion-related information and a new currency,'Piety Points', have been added. Piety Points can be earned by adhering to Doctrines.
A Doctrine system unique to each religion has been implemented; complying with these Doctrines grants Faith EXP and Piety Points.
Compliance with Doctrines is checked every day before dawn.
The Faith Level can be increased by earning Faith EXP.
The amount of Piety Points gained increases based on the Faith Level.
▣ Socializing Actions & Abduction Battles
Socializing actions have been added, allowing you to form deeper relationships and interact with characters in the world.
A dedicated UI for selecting interaction actions has been added, and each action has an individual cooldown.
Sparring
Sparring battles have been added, allowing you to test your skills against various characters.
Sparring requires 10 Honor, and winning increases that character's Affinity.
Characters cannot die during a spar, and you cannot retreat during battle.
Religious Activities
Engaging in religious activities with characters is now possible. Performing a religious activity will increase either the character's Faith Level or their Affinity.
Piety Points are required to perform religious activities. Piety Points can be earned by adhering to Doctrines.
Religious activities are only possible when sharing the same religion, and once performed, can be done again after 1 day.
The increase in Affinity scales significantly based on the target character's Faith Level.
Present Gift
You can present a gift to any character you want. Each character has different item preferences, and gifting their preferred items will increase Affinity even more.
Once performed, this action can be done again after 7 days.
Abduction System
'Abduction', a powerful criminal interaction that is active only during the Nighttime, has been implemented.
A maximum of 2 characters can participate in an Abduction battle.
Horses cannot be used upon entering an Abduction battle, and exclusive weapons and helmets will be provided.
Targets defeated in an Abduction battle will be captured as prisoners.
You cannot retreat from an Abduction battle, so you must choose wisely.
Changes to the Existing Relationship System
The currency required to form bonds has been changed from Honor to Piety Points. Piety Points can be earned by adhering to Doctrines.
The sorting feature has been improved so that characters who meet the requirements and are available for Marriage/Sworn Brother relations appear at the very top of the list.
The Affinity impact caused by the existing 'Same/Different Culture' factor in character relationships has been completely removed.
Replacing the culture element, the formula has been redesigned so that religious factors now have a much greater impact on all Affinity interactions.
▣ Equipment & Item System Overhaul
A new system has been added to make looting items more enjoyable.
Introduction of Random Equipment Modifiers
Random modifiers are applied when equipment drops.
The equipment's weight, price, and stats will vary depending on the type of modifier.
Starting default equipment equipped at the beginning of the game will not have any modifiers.
Equipment Drop Adjustments
Equipment drop rates have been significantly increased across all stages.
Now, Imperfect Equipment drops with a high probability. By introducing Imperfect Equipment, we aimed to alleviate the issue where defeating high-level enemies sometimes yielded fewer rewards than defeating low-level ones.
Following the system changes, the selling price of equipment has been slightly adjusted upward.
▣ Gameplay & Combat Balance Adjustments
Combat & Formula Fixes
Ranged obstacle detection thresholds have been eased, and the obstacle detection logic itself has been optimized.
The HP threshold for capturing Prisoners has been changed from 10 to 15, tightening the requirement.
The siege waiting time for bandit settlements has been significantly reduced, allowing for faster combat.
A feature to save up to 5 types of combat-related settings has been added.
Fixed an issue where enemy numbers would spike drastically immediately after recruiting initial companions.
World Map & Background System Changes
The update cycle for the player's movement path on the world map has been changed to be faster.
The starting location for all character backgrounds has been unified to a Small Town.
▣ UI/UX Convenience & Sound Polishing
- Combat Stamina PreviewA feature has been added that previews the stamina consumed when moving or using skills during combat.
- Retreat Restrictions & Hotkey ChangesThe retreat hotkey has been changed from X to L . Additionally, the retreat button will be disabled during Arena, Sparring, and Abduction battles.
Updated the visibility of trait acquisitions to make them easier to recognize.
- Visual & Audio EffectsOutlines have been added to character and equipment icons to improve visibility. Dedicated sounds that play when Honor and Faith currencies change have been added, and the excessively loud character footstep volume has been turned down.
▣ Major Bug Fixes
Armor HP bars in combat are now unified into a single display. (1 for armor, 1 for helmet)
Fixed an issue where items were priced abnormally when a fief's prosperity dropped below the minimum threshold.
Fixed a bug where the prisoner persuasion probability was displayed abnormally high in the UI, and improved its randomness.
Fixed an issue where the level increased every time experience points were gained after reaching the maximum level.
Fixed an issue where town merchants also provided caravan defeat rewards.
Fixed a bug where nameplates were not updating in real-time.
Fixed an issue where the appearance of some characters did not display properly under certain circumstances.
Closing Thoughts
If you encounter any issues while running the game, please share your feedback through Discord or the community, and we will look into it promptly. Thank you.
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Source
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