WikiDev BlogsAugust 6th 2026

August 6th 2026


I don’t know how long I’m going to do this but I thought it would be mildly interesting to keep a dev blog going about stuff Sky and I chat about for people to read. So if reading this type of stuff doesn’t interest you, then feel free to completely ignore it and re-ask the exact same questions on discord that this will probably answer.


Where’s 1st reborn?

We wanted to get 1st rb out for launch but we ended up getting distracted by some other rabbit holes that ended up taking up more time than intended so 1st rb was pushed back, I’ll document some of them here for fun. I also want to take this time to mention that CptSky and I both have full-time jobs that have priority over SCO along with families, so we never can work on SCO as much as we would want to.

Performance issues

If you played the beta you know about how shit performance was in large groups of monsters with hundreds of items on the ground. We ended up finding some reasons for that in the client, obviously due to its amazing coding. I’ll attach my amazingly shitty video of me stress testing the changes, before this would run at <10fps, now it runs 30-60fps.

This is my local test client which I have completely butchered, so ignore how the UI looks like garbage and the view distance is so small. These are both fixed in SCO.

Cookie stress test in BI

Custom Garments

First of all, shoutout to Yoni and LightSword for coming along this journey with us. It first started with custom coloured garments then turned into a whole editor/importer/exporter.

Our new tool speeds up our times massively, no longer do we need to open the client for every single edit to test.

Cookie Garment Tool 1

The tool makes creating custom garment edits stupidly easy and is very idiot proof. Completely handles all the conversion of PNG's and Conquer's stupid uncommon DDS format.

Cookie garment tool 2
Ignore the faceless big female... She's from my nightmares.

Thanks to Yoni, he was able to take this to the next level and get custom animations working. So these will eventually be making their way to SCO.


Why are there no earrings and why HP on warrior shields?

We felt like one of the biggest issues of Conquer PvP comes from the lack of classes to counter other classes. The balance is completely off for almost everything.

Warrior was meant to be a tank but never actually was due to the fact +3000 defense does next to nothing when a trojan has 30,000 damage. They lack the damage to kill a trojan because for some odd reason trojans have more HP than the tank class? So this is where the additional HP from shields come into play.

Archers can fly to avoid all damage, but a tao’s can still hit them. But what’s the point in an archer wearing a helmet when the added 500 defense does nothing because everything kills them in 1 shot, so they all just wear earrings to heavily reduce the only type of damage that can actually hit them (ignore archer vs archer… read below). Archer’s armour also had the highest magical defense which ruins the ability for tao’s to counter them well. This is the main reason for making earrings tao specific.

It also makes the most sense when you think about it. Warriors have helmets and headbands to show hair, archers have helmets and plumes to show hair, trojans always show their hair with coronets. Tao’s now have helmets and earrings to show their hair. You can’t say this wasn’t the original intention when earrings also give magic attack which is only useful for one class…


Why do archers have daggers?

Archer vs archer was an absolute joke before. Archers also had no method to PvP except to kill noobs. Giving them daggers allows them to actually compete without having to reset their attribute points. We also want to expand their use of daggers, but more to come later.


What’s next?

We’re currently working on getting everything finished for 1st reborn as fast as possible. This includes some changes to the client (sky’s most hated work) due to warriors being able to wear a 2h+shield which is not native to our client version. This update will come with a new map that has higher level monsters to help with the 125-130 grind, but will not allow teaming up on this map, so you’re on your own to level here.

We also are looking deeply at WaterLord to make sure it’s not just a pheasant that spawns and dies in 5 seconds that everyone is sitting around waiting for the next spawn. We want to encourage killing around the boss, causing people to fight for the loot, and it will be hard to sit when there’s things trying to kill you at the same time.

If you haven't checked out the new reborn paths, click here to see them.

Tro-Tro is the biggest “wtf do we do” that we have. Our current ideas (probably will change) are to give them a passive to reduce stamina usage, or allow them to regen stamina on successful hits, or really anything that gives them slightly more utility.

Archer-Archer getting Advanced Scatter is an interesting one. Scatter currently has a limit of 40 targets (retail limit) that CptSky has figured out how to bypass so we took that change and bundled it into a new skill. Giving it slightly more damage and range allows it to be the best pick for monsters with higher HP over tro-archer.

Water-Water has a whole bunch of ideas on what could be added, the problem is Sky knows I would give them too many good skills and he has to limit me. But at the minimum we have move fire-fire’s dodge magic to water-water because that just makes sense, right?

Fire-Fire is getting Advanced Fire Meteor, and let me officially say it here that this skill is 100% going to be changed after launch because my math is on the edge of “oh shit this is extremely strong”. So don’t get mad if you choose this skill and it gets slightly worse later on.

War-war we know everyone hates reflect... except for the person who is using reflect. After looking into it and wondering how do we plan for 2nd rb and keeping the reflect meta as far away as possible, we figured that giving warriors 2H+Shield is actually less powerful than giving them reflect, but feels just as good for the warrior. They still get an increase in “tankiness” and damage but removes the annoyance of complete damage negation. It also leaves it for war-war-war if we ever get there.


What about the future?

I’ll attach a lovely AI created photo below that has a bunch of ideas in a somewhat unofficial order of things we’re going to do. To answer the question of “Why isn’t this added yet?” because a lot of these things required tools to make our life easier to add. Now that we have the tools created, we can work on them. Most of them are self explanatory, if not, just wait for a future dev blog to explain it.

Obviously none of this is set in stone, but it's a general idea of where we're headed. Don't assume this image means everything here is happening and in this specific order, this is just us getting our thoughts down on paper.


If you actually read this whole thing, I want to say thanks! It’s actually fun to write. I just don’t know what type of info people want to see? Let me know if you like the breakdown of our thoughts! Do you like the slightly “behind the scenes” videos? Do you want to see more of this type of thing? Or should I just never write another one of these and just pull a Nyo?

- Cookie