Conqueror's Blade : Three Kingdoms DLC Closed Playtest Day 1 Bug Summary
Dear Warlords,On the evening of July 17, we launched our first test. Thank you to all the players who participated. We received a lot of positive feedback regarding the scale and atmosphere of the 30v30 battlefield. At the same time, we clearly saw that severe lag, server crashes, and control issues severely impacted your gaming experience.We fully accept every single pain point you have reported. The very purpose of testing is to polish the quality. We will face these exposed flaws head-on and never use "beta" as an excuse. For the core experience issues exposed on the first day, the development team has conducted emergency diagnosis and fixes. The specific causes and fix progress of the current issues are as follows: I. Server Crashes and Network LatencyDuring the test, massive traffic caused gateway packet loss, leading to lag and desync. Meanwhile, a game server crashed.Cause Analysis: The server crash was caused by a null pointer error in the damage calculation code \[The system attempted to calculate damage for a target that had already disappeared].Fix Progress: This crash vulnerability was urgently fixed and reinforced before the second test. Regarding the gateway packet loss under heavy traffic, the technical team is continuously conducting emergency repairs and optimizations. II. Missing Mount Summon FeedbackMany players reported that their Mount took too long to arrive after pressing the "B" key, feeling as though the button was unresponsive.Mechanism Explanation: In the Conqueror's Blade DLC, we tried allowing players to summon their Mount while moving to maintain combat fluidity. However, to prevent "instant mounting" from making combat escape too easy, we added a summoning progress bar mechanism to balance the pursuit experience. Due to a UI bug, the progress bar did not display, leaving everyone waiting in place and mistakenly thinking the button had no response.Fixed Today:Fixed the issue where the Mount summon progress bar did not display correctly;The summoning process is now displayed after pressing the B key;Mounting is only possible after the progress bar is complete;Taking attacks during the progress bar will interrupt the summon. III. Character Movement Trigger and Logic IssuesWhen using the dodge and sprint features, two high-risk logic issues were exposed during the test:Incorrect dodge direction: Pressing "Shift+S" to dodge backward caused the Character to incorrectly step forward.Unrecoverable sprint state: When sprinting was interrupted by the Tab scoreboard, stamina depletion, or other situations, even if the player kept holding the Shift key, the underlying code failed to confirm the key status in time. This resulted in players having to release the W key and press it again for the Character to start running once more.Based on the feedback above, we have already preemptively handled the "sprint state transition" issue.At the same time, we will add two features in the official release on July 24:Double-tap a direction key to dodgeDouble-tap the W key to quickly trigger sprintAdditionally, the following issues will also be fixed in the official release:The correct direction detection issue for Shift dodgingShift dodge trigger response latency issueSkill combo control lag issue IV. Cluttered Visuals and Frame Rate DropsThe 30v30 mode brought immense on-screen rendering pressure, causing severe frame drops. Furthermore, the battlefield information was overly chaotic, making it difficult to distinguish friend from foe.Regarding the minimap, eagle-eye view, friend/foe identification, and on-screen pressure, the following fixes were implemented today:Adjusted minimap resources to reduce distracting elements and appropriately scaled it up;Adjusted the eagle-eye view to separate the observation angles for attackers and defenders;Adjusted the team colors for Units;Optimized the shadow display strategy for small objects to reduce performance overhead in complex scenes;Optimized the tree rendering strategy and the grass distribution and display strategy to improve running smoothness in scenes with high vegetation density;Adjusted the performance budget and reinforced identified crash points. V. Battlefield Stats and Balance AdjustmentsIn large-scale engagements, some skills yielded overwhelmingly high returns when hitting a large number of units simultaneously.Fixed Today: We added a "damage decay when hitting too many targets" mechanism. Meanwhile, we made slight stat adjustments to heroes including Lu Lingqi, Sun Jian, Sun Ce, Xiahou Yuan, and Hua Xiong, as well as Units like the Shu Palace Guards and Armor-Piercing Guards. Please refer to today's patch notes for specific changes.We will continue observing the balance in live combat and keep making improvements in the future. VI. Next StepsAs mentioned at the beginning, we will not shy away from the issues that arose yesterday.In the test on July 18, we focus on verifying server stability and the effectiveness of the control detail fixes
Dear Warlords,
On the evening of July 17, we launched our first test. Thank you to all the players who participated. We received a lot of positive feedback regarding the scale and atmosphere of the 30v30 battlefield. At the same time, we clearly saw that severe lag, server crashes, and control issues severely impacted your gaming experience.
We fully accept every single pain point you have reported. The very purpose of testing is to polish the quality. We will face these exposed flaws head-on and never use "beta" as an excuse. For the core experience issues exposed on the first day, the development team has conducted emergency diagnosis and fixes. The specific causes and fix progress of the current issues are as follows:
During the test, massive traffic caused gateway packet loss, leading to lag and desync. Meanwhile, a game server crashed.
Cause Analysis: The server crash was caused by a null pointer error in the damage calculation code \[The system attempted to calculate damage for a target that had already disappeared].
Fix Progress: This crash vulnerability was urgently fixed and reinforced before the second test. Regarding the gateway packet loss under heavy traffic, the technical team is continuously conducting emergency repairs and optimizations.
Many players reported that their Mount took too long to arrive after pressing the "B" key, feeling as though the button was unresponsive.
Mechanism Explanation: In the Conqueror's Blade DLC, we tried allowing players to summon their Mount while moving to maintain combat fluidity. However, to prevent "instant mounting" from making combat escape too easy, we added a summoning progress bar mechanism to balance the pursuit experience. Due to a UI bug, the progress bar did not display, leaving everyone waiting in place and mistakenly thinking the button had no response.
Fixed Today:
Fixed the issue where the Mount summon progress bar did not display correctly;
The summoning process is now displayed after pressing the B key;
Mounting is only possible after the progress bar is complete;
Taking attacks during the progress bar will interrupt the summon.

When using the dodge and sprint features, two high-risk logic issues were exposed during the test:
Incorrect dodge direction: Pressing "Shift+S" to dodge backward caused the Character to incorrectly step forward.
Unrecoverable sprint state: When sprinting was interrupted by the Tab scoreboard, stamina depletion, or other situations, even if the player kept holding the Shift key, the underlying code failed to confirm the key status in time. This resulted in players having to release the W key and press it again for the Character to start running once more.
Based on the feedback above, we have already preemptively handled the "sprint state transition" issue.
At the same time, we will add two features in the official release on July 24:
Double-tap a direction key to dodge
Double-tap the W key to quickly trigger sprint
Additionally, the following issues will also be fixed in the official release:
The correct direction detection issue for Shift dodging
Shift dodge trigger response latency issue
Skill combo control lag issue
The 30v30 mode brought immense on-screen rendering pressure, causing severe frame drops. Furthermore, the battlefield information was overly chaotic, making it difficult to distinguish friend from foe.
Regarding the minimap, eagle-eye view, friend/foe identification, and on-screen pressure, the following fixes were implemented today:
Adjusted minimap resources to reduce distracting elements and appropriately scaled it up;
Adjusted the eagle-eye view to separate the observation angles for attackers and defenders;
Adjusted the team colors for Units;
Optimized the shadow display strategy for small objects to reduce performance overhead in complex scenes;
Optimized the tree rendering strategy and the grass distribution and display strategy to improve running smoothness in scenes with high vegetation density;
Adjusted the performance budget and reinforced identified crash points.
In large-scale engagements, some skills yielded overwhelmingly high returns when hitting a large number of units simultaneously.
Fixed Today: We added a "damage decay when hitting too many targets" mechanism. Meanwhile, we made slight stat adjustments to heroes including Lu Lingqi, Sun Jian, Sun Ce, Xiahou Yuan, and Hua Xiong, as well as Units like the Shu Palace Guards and Armor-Piercing Guards. Please refer to today's patch notes for specific changes.
We will continue observing the balance in live combat and keep making improvements in the future.
As mentioned at the beginning, we will not shy away from the issues that arose yesterday.
In the test on July 18, we focus on verifying server stability and the effectiveness of the control detail fixes mentioned above. Your feedback is absolutely crucial to us. If you encounter lag or bugs in the tests, please do not hesitate to report them to us; providing specific trigger scenarios would be even better. Thank you all, Warlords, for your support and feedback. This is incredibly important to us.
Thank you for improving this battlefield alongside us.
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