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Blood War - technical issues

Posted: Mon May 04, 2026 9:19 am
by Support
Thanks to those who reported through e-mail.
I’ve had several reports about Blood War behaviour, including concerns around alliance movement, PPT, lifers, and Blood Curse outcomes. These issues are mainly historic and resurface now. The 'direct training of lifers' also impacts this.

I'm looking into it. Some of what’s being reported appears to be enabled by how the current system calculates and records Blood War state, so this is going onto the active roadmap for review rather than being considered normal play.

I don’t want to overpromise a specific fix before I finish mapping the mechanics, but the concern is understood and I’ll address it.
Player feedback like this matters, especially when it comes from people trying to keep the game active and fair.

Re: Blood War - technical issues

Posted: Sun May 10, 2026 6:53 am
by Support

Re: Blood War - technical issues

Posted: Fri May 15, 2026 7:23 am
by Support
Tweaks this week based on relevant feedback:

- Tuned 'when does a new alliance member count' from 5 days to ~1 day. This avoids alliances becoming 'stale'. This applies to new alliance members regardless of whether they were a lone wolf or joined from another (or the same) alliance.
- Fixed a 'freeze' issue where a single alliance member being new would lock the war meter down for the entire alliance.
- Fixed an issue with Bloodwar state being unnecessarily relevant to other actions.