Territory/Patch History
- Patch list #183 : 09/03/21
- Added clear red warning when a faction is about to abandon its final territory.
- Added 72 hour cooldown to claim or war territory again after abandoning or losing final one.
- Patch list #177 : 26/01/21
- Added display of territory wall slot timer for the faction able to take it.
- Changed 'Full Territory View' on the City Map to default to off instead of on.
- Patch list #151 : 21/07/20
- Added 5 energy usage for joining an empty slot on a territory wall.
- Patch list #143 : 26/05/20
- Added Faction & Territory search tool to the City Map.
- Patch list #138 : 21/04/20
- Changed contested territories so they will not split the territorial integrity of a faction.
- Patch list #137 : 14/04/20
- Implemented new territory connections algorithm for better quality automated links.
- Patch list #135 : 31/03/20
- Added visible territory connections when blocks are selected on the City Map.
- Patch list #131 : 03/03/20
- Changed visibility of rackets on the city map to only show if the territory is also shown / loaded.
- Patch list #122 : 17/12/19
- Added territory cooldown data to the territory tooltip on the City Map
- Patch list #121 : 10/12/19
- Removed an old territory war cooldown (7 days) when claiming an available territory
- Patch list #119 : 26/11/19
- Added system to prevent members from joining a territory wall if they joined the faction after the war started
- [API] Added raid and territory war information to 'faction' > 'basic' selection
- Patch list #111 : 17/09/19
- Added exceptions to the bounty block for new players - if they are in a raid / on a territory war wall
- Patch list #110 : 10/09/19
- Added territories count & link to see them on the map to faction profiles
- Changed full map mode to become enabled when attempting to use the territory tools on the city map
- Patch list #109 : 03/09/19
- Patch list #84 : 05/03/19
- Changed territory wall removal to be upon receiving hospital time rather than defeat before selection option
- Patch list #78 : 22/01/19
- Changed territory war cooldown system to prevent 'deadlocks' new system
- Patch list #71 : 27/11/18
- [API] Added territorynews, chainnews and crimenews selections to faction category
- Patch list #48 : 19/06/18
- Added territory war 'assaulting / defending' icon
- Patch list #39 : 03/04/18
- Added ability to join territorial war from faction profile page
- Attacking respect & Chaining 2.0 released
- War attacks: Any war-related attack (such as removing a target during a territorial war) will yield a x2 bonus.
- Patch list #3 : 04/07/17
- Added territorial war arrow animation to the wall
- Patch list #2 : 27/06/17
- Released changes to territory warring system:
- No more energy cost simply for joining a wall.
- The two individual faction walls have been merged into a single one, fought over by both factions.
- All slots on the single wall are open to either faction involved.
- Successful attacks on opponents that are on the wall result in you replacing them.
- Removing opponents from the wall while you're on it will reserve that slot for your faction for 60 seconds.
- Outsider attacks result in a short slot cooldown of 60s, during which it can be reclaimed by faction.
- Territory wall view is now available to outside spectators again.
- The amount of available wall slots varies depending on territory size, between 5 and 30.
- Score requirement for winning depends on the number of slots (50,000 per slot).
- At the beginning of a war, the strongest available defenders will be auto-joined.
- Users on the wall now have their points gained during that session displayed.
- Users on the wall now have their icons displayed (on desktop).
- Slots now have a set order which doesn't change.
- Territories Beta - War mechanic changes
- Territories Beta - Challenge
- Conceding was disabled during the beta, due to an easy form of abuse, so once you're in a fight for territory there is no way to back out!
- Territorial Warfare & Upgrade trees - Details
- Details of the territory war to come
- Territory - Open beta
- Limited mechanics, primarily testing the map itself and the activity levels to follow