- Tactics: New heroes and units. A new weapon every year Battlefield: New event maps for each season War: Constant changes to TW rules every season Situation: More global ecology and interconnected actions
- Territory war Mechanism: We will try to introduce unique mechanisms related to the season's theme into the territory battlefields, bringing more variables to the course of the battle and allowing warlords to experience more interesting gameplay. Open World Strategic Competition: We will work towards making the strategy more abundant and the competition deeper, building upon it season by season. Seasonal Resource Rules: We will also adjust the basic content, such as the open world resource output, in line with each season's theme. By doing so, we aim to connect the open world with the seasons.
1. Raise the requirement for opening and maintaining front (The following changes have already been implemented in the update maintenance on September 5)
- The number of players required to open a territory front


- During the territory war, when interacting with the fief in open world to open a front, the attacking side needs to have a queue of players that meets the fief's requirement for front to open. If the attacking side does not meet the required number of players to open the front, all participating attacking players will enter the siege queue and wait for the front to open. The number of players required to open a front is determined by the type of front, as follows: [list] Village, Field Camp, and Ruler's Flag: 1 attacking player can open the front City and Fort: 5 attacking players can open the front Region's capital, Gate of Conqueror's City, and Conqueror's City: 8 attacking players can open the front

- After the front is opened, the attacking side will have a morale value, initially set at 100%. When the morale value reaches 0, the attacking side is considered defeated, and the defending side wins. When the number of attacking players in a stage does not meet the requirements for opening a front, the morale value will decrease at a steady rate of 1% per second. When the attacking side has enough players, the morale value will stop decreasing and remain unchanged. [list] For example: In a battle for a city in open world, if there are only 3 attacking players left on the battlefield, the morale value of the attacking side will decrease according to the rules. It should be noted that if there are no attacking warlords on the battlefield in a battle for a village in open world, the morale value of the attacking side will still decrease according to the rules.