Gloria Victis: Medieval MMORPG - KomaGV
Dear Community,

With a heavy heart, after detailed calculations and deep considerations, we have to share the news that the new Glory Season starting today will be the Final Season in Gloria Victis.

This marks the end of a decade-long history that started in February 2012. It was an awesome journey that took a big part of our lives. We can proudly say that we managed to run the servers of our game continuously for almost 11 years, and since the Steam release in 2016 we updated the game more than 370 times (plus 150 times before Steam).

Creating and maintaining an MMORPG is one of the hardest possible challenges in game development, and doing it as an indie team of around 15 developers makes it even harder, as the services need to work 24/7. But the awesome support of our Community and good souls from the Polish gamedev industry helped us overcome all the obstacles that we’ve encountered over all those years.

Running this project for so long against all odds was an extremely fruitful and memorable adventure. But also an exhausting one, especially for such a small team like ours – and our families who never ceased supporting us on this journey, which in the end required being active 24/7 by parts of our team. It was an extremely challenging undertaking from the very beginning, as we started this project without any budget or investor. Even with all the support we received, pushing it further and further required a lot of courage, focusing at maintaining the game day and night for more than 10 years and making tough decisions.

But nothing can last forever, and after thinking it through for countless times, we have to make the toughest decision ever.
Mostly due to financial reasons, as our game has always been a niche which we found extremely hard to expand without losing the game’s identity, and required more and more resources to progress and keep the pace, and due to continuous work without required rest for so long which eventually led to burnouts, we won't be able to provide required maintenance on the game much longer.

And, sadly, for that reason the new season will be the last in Gloria Victis. We want to invite all of you for the Final Season which will end with the servers closure on 31st October 2023.

Due to our game being fully MMORPG, it has a very wide and spread infrastructure, which basically means it has no chance to be hosted via Community which would be the best outcome of such a situation. We studied all potential scenarios and sadly, it would be impossible to create a version that would not require excessive infrastructure to host player-made servers.

We want to thank the entire Gloria Victis Community – without you, this project would never come true. We also want to thank everyone involved in the development, from ex-team members to outsourcing partners and every person who helped and supported us on this journey. It was a pleasure to meet and work with so many of you! And last but not least, we want to thank our families for their everlasting support, even when we took night shifts, or worked over countless weekends and on many holidays to keep the game running, for more than a decade.

We don’t know yet what the future will hold for us, but once we’ll finally recover after all the hardships of recent years, we hope to see you around somewhere. After all, we still love video games and game development.

Thank you once again – we love you all, we hope for your understanding, and we are sorry we won’t be able to keep the project of our dreams online much longer.

Gloria Victis Team

PS: In the end, this also means we will be closing the studio over the next few months. We will be doing everything in our power to support our team. We are now starting to reach out to our friends in the industry to find suitable new jobs for all Gloria Victis developers.

We know that many game developers were following our channels, so If you have open positions and would like to hire our amazing talents, please let us know via recruitment@gloriavictisgame.com.


The screenshot’s authors will be awarded. llenn7810, jvmmm and jorwet – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to vikingraivoso
https://www.youtube.com/watch?v=m5fa9WVT9Fw
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.4

Bandit camp rework
In today’s update, we are introducing improved Bandit NPCs to the non-loot zone. A few weeks ago we made a similar rework to the loot zone NPC Bandits and its camps and the rework brought better NPC combat AI, better loot drop from killed NPCs and better loot from the chest. Today’s update is doing exactly the same things but its suited for the non-loot zone standards and assumptions.

Also, with today’s update, we added a few more bandit camps to fulfill some areas of our world map and on top of that, we are Introducing a new daily achievement – Solo roam Bandits. Players are progressing in this achievement by killing NPC Bandits that are spread across the world but the level difference between a Player and NPC can not be so big.

For example, a Player level 100 for killing NPC Bandit with a level 100 to 70 will receive 2 points to achievement progress, by killing NPC below level 69 to 45 will receive 1 point, below 44 level player will not progress such achievement.



Night Ritual Rework
In today’s update, we are moving the Night Ritual from the non-loot zone to the loot zone and during this process, we decided to rework this event, refresh him and give a new touch that will provide a better and new player experience.

How will the event work
As mentioned, the event will take place in the loot zone and in the loot zone players will find 3 new locations – Altars. Altars are active all the time except for the cooldown if someone completed it already and the cooldown is 3 hours. Altars are not visible on the map but only on the minimap so in the case of, for example, Old Beasts, players have to be close to the Altar location to see if the Event is ready to start or not.

In order to start the event, players need to offer a sacrifice of meat, herbs and alcohol. When the event is started by someone, then the event icon will show up on the map. After the sacrifice players will have to light bonfires that are around the altar in order to prepare for summoning the Wraith which takes 3 minutes. In that time, players need to fend off groups of cultists while one player will have to focus on summoning the Wraith by interacting with the altar.

Wraith is the final boss that shows up after successful summoning and players will fight the Wraith with the last wave of cultists.

Rewards
Whole Event rewards are moved to the NPC loot drop, this way this event will be not Zerg-friendly but for small groups.



Decoration – Houses
We are happy to announce that today we are introducing a new in-game decoration that may significantly improve the visual aspects of your Guild Castle and your whole Guild Island. This decoration can bring a life to your Guild Castle and may help you make a stunning Guild Castle concept that may become a City. Today with excitement we are introducing houses. It's a placeable decoration that can be placed on Guild Island and on the mainland.

In the game, we have decorations, such as tables, chairs, benches and you can use them to decorate the inside of your house.

Additional information:
– To be able to make and place such a House Decoration, the player has to learn a recipe Decoration: House that can obtain by 12,000 Contribution Points in Glory Vendor.
– Each player can place up to 10 decorations on the Guild Island and 5 on the mainland.
– Decorations disappear after 7 days of player inactivity, which means the player was not playing for 7 days or longer.
– Player decoration can be destroyed in the loot zone and non loot zone.
– Also, the enemy player can destroy the decoration no matter where the decoration is, which means the decorations are not safe in loot zone, non loot zone, one side loot zone and safe zone.

Siege Points Rework
Changed the way nations are generating Siege Points in the sieged locations. Locations have to be on the front line of given nations if a nation wants to generate Siege Points.

For example, if Midland decides to siege Aquitania controlled by Sangmar without capturing Audunstede and Greatfall, then Aquitania will not be on the front line with Midland but will be only with Ismir and only Ismirs and Sang will be generating Siege Points allowing them to spawn siege engines.

Quality of life
– Introduced Coat of Arm that is displayed on the loot zone location flags on the map.
– Introduced to Bandit camps at non loot zone chests with better loot. The number of chests will depend on the Bandit size camp.
– Updated statues in the arena that show 5v5 tournament winners.
– Lowered the amount of received Fief Points from crafting activities.
– Today we are tweaking the Guild Technology packs that the tech labs are generating. From now on the tech lab spawn packs each two hours, this pack adds 4,000 Technology points instead of 2,000 and the tech lab stores up to 10 packs instead of 20.

Fixes
– Fix related to tents that the player couldn’t respawn on its tent if the tent was too close to the enemy location.
– Fixed notification related to Siege Camp progression in the loot zone.
– Fixed a case where a player could jump out of the arena.
– Fixed a case with Wagon despawn.
Gloria Victis: Medieval MMORPG - KomaGV
Hello Community!

Today we would like to announce that the end of the current season and the servers merge will happen on August 31. Please read more information related to Season End and Server Merge below.

Also, today we are introducing a new system related to sieges - Siege Preparation that is implemented into loot-zone castles and is very similar to the old Guild Castle Tokening System. This system introduces Siege Camps that players have to build to be able to siege the enemy castles. Previously players after a successful Token had to wait 24 hours to be able to siege the enemy castle, right now players can siege immediately after the Siege Camp is successfully built.

End of the Glory Season
The New Glory season will start on Thursday, August 31. Also, we’d like to remind you that the last day of the season – Wednesday, August 30 – will be a dedicated day of the season's end. It will not be possible to earn or lose Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as Guild Points. When the new season starts, Nation Points collected by a player will be counted from 0..

A little explanation for new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current update schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get a Contribution Points bonus – an in-game currency used to purchase special items from the Glory Quartermasters. The CP bonus depends on your position on the leaderboard, so draw your weapons and fight your way to the top!

Server Merge
We would like to announce merging the Legacy with the New Beginning servers will happen on August 31. During the merge process everything that players have on the Legacy server will be merged into New Beginning.

FAQ
We saw your questions related to Server Merge that you asked on our Discord and we are preparing a FAQ related to Server Merge. Stay tuned.

The screenshot’s authors will be awarded. jalcott, buzok888 and rambs1 – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to yotad
https://www.youtube.com/watch?v=zjStDgFF9ec
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.3.4

Siege Preparation
We are very happy to announce that today we are introducing a new system that will change the way and approach of how players siege loot zone castles. This new system will add another layer for castle sieges and will improve the player experience. Old players still remember the old State of Wars in the middle of the map where players from the whole nation cooperated with each other to capture the enemy castle. No matter if they liked each other, no matter what guild banner they had, and which alliance they were in. Everyone was participating in the State of War. The new Siege Preparation System gives the players a reason and possibility to rally the whole nation at a time they want to siege the enemy castle and defend themselves much like the old State of War did.

The Siege Preparation system is very similar to the old "Guild Castle Tokening System" and the only difference is that after successful Siege Preparation players can siege a castle immediately instead of waiting 24 Hours. And instead of killing enemy guards, players have to build a Siege Camp which will take some time.


Siege Camp
The Siege Preparation system is for Loot Zone castles only. In order to prepare to siege a castle in the loot zone, attackers must build a Siege Camp. Here’s how it works: First, capture a minor location. Then, an NPC called a “Siege Constructor” will spawn near the Farm, Mine, and Lumbermill buildings. Talk to that NPC to place the Siege Camp Scaffolding. Then, to construct the Siege Camp, carry Siege Tool packs to the Siege Camp Scaffolding. The tool packs are generated in the Lumbermill, Farm and Mine Warehouses. During this process, defenders can move to the location via the logistician until the camp is completed.

Because the Siege constructor and the packs spawn at the lumbermill, mine and farm, players will have wider access to Siege Tool packs and will have more creative options to siege the castle. The Siege Camp will contain a Small Battering Ram and Trebuchet, so for more siege engines players still have to use the Siege Engines Workshop to spawn catapults and mantlets.

– The Siege Constructors are marked on the minimap and close-zoomed map.
– Players can place a Siege Camp 200 units away from the Siege Constructor.
– Delivered Siege Tool packs are consumed by the Scaffolding at a rate of 1 every 10 seconds.. Players must deliver 50 packs. Therefore, preparing a siege will take at least 10 minutes if the players are well organized.
– Siege Camps can be used only by attackers.
– Recapturing a minor flag by defenders while the siege preparation is in progress will not stop it. To stop preparation, defenders have to push the attackers out of the castle area (siege collider), and then for each minute of the enemy's absence in the castle area they will lose 14% of the siege preparation, and the siege preparation will end when it reaches 0%.
– To defend a loot zone castle after the enemy successfully prepares a siege, the defenders will have to get rid of the Attackers from the castle area (siege collider) and maintain this for 3 minutes. Ending the siege is pretty much the same as with the non loot sieges. Siege camps despawn after the siege is over.
– Destroying the siege camp or other spawned siege tents does not end the siege. Only pushing attackers away from the castle will.
– It is possible for 2 nations to attack the same castle at the same time.
– Loot Zone locations owned by their homeland nation cannot be sieged after Nightlock. Sieges which are in progress at Nightlock can continue until they end.

Notifications
Castle owners will receive a notification that the enemy is preparing a siege and is building up the siege camp. The guild that owns the castle will receive notifications about the siege preparation progress every 30 seconds.

– Location cards on the map from the loot zone castles will display the siege preparation progress. All players will see the progress bar with the percentage value.
– Players can place a few siege camps around the castle, so the notifications and progress bar will always tell about the camp that is the most developed (i.e, the one that has the most Siege Tool Packs delivered).

Fast Travel
Players that use Fast Travel to a loot-zone location that is owned by their guild will not receive a cooldown to fast travel.

Work in Progress – Guild Banner on map
In the next update, the flags on the map from major locations in the loot zone will display a Guild Banner that owns a given location.

New Bow Skins
Today we are introducing a new Bow skin, one skin for each Bow type. Master Huntsman's Bow, Horde Warrior's Reflex Bow and Longbow of Honour.


Quality of life
– Tweaks related to battering ram collider to prevent players stuck between gatedoors and the machine collider.
– Added Announcement when a player from your nation enchants a Tier 5 item to +7. Notification is similar to the captured location, so you will have the option to congratulate someone by pressing the thumb icon.
– Adjusted the equipment durability indicator notification. From now the notification will always show information when your items are losing statistics. Also tweaked the slider values in the options.
– Added notification about Sirius and Ragi being started. The notification shows up after players deliver the keys.

Fixes
– Fixed issue with stealing money from Hordun Temple and Lordly heaven without getting inside location.

Gloria Victis: Medieval MMORPG - KomaGV
Hello Community!

Today we are introducing tweaks to our newly added system – Fief points. From now on the player will gain more fief points from all the activities besides sieging. Also, we are introducing a bunch of fixes and quality-of-life improvements such as adjusted overhead attacks from two-handed weapons and today we are presenting you a new Work in Progress and insight about what we will introduce in the next week.


The screenshot’s authors will be awarded. shinzzi, jesnek and rambs1 – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Kafflol#2827
https://www.youtube.com/watch?v=W0cay1lzm70
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.3.3

Fief point system – Tweaks
Today we are introducing tweaks in fief points gains. From now on players will generate more fiefs points from all activities besides fighting over locations. Gain from sieging activity stays the same for the major locations but minors will gain fewer fief points from such activity.

While we were introducing the Fief system, we wanted guilds to care about the location and to bond with them. Currently, we see that most of the locations are being controlled by big guilds just because they are constantly fighting over there, and based on that, they are gaining enough fief points to the locations even without caring about a given location. Today's tweaks are increasing gains from other activities to give smaller guilds an opportunity and chance to compete over a given location against big guilds.



Work in progress - Siege preparation
In the last few weeks, we were mentioning that we are going to add a new system – Siege Preparation where players will have to build a siege camp to be able to siege a loot zone location. Today, we would like to tell you that we are very close to finishing this system and there is a chance that in the next week, we will introduce the Siege Preparation system to the game.

How Siege Preparation works
Attackers after the capture of the minor flag connected with the major will have to build up a Siege Camp and to build it the players will have to use resource packages. There will not be possible to siege a given location without building such a siege camp.

The owners of the location where the siege camp is being prepared will be informed with proper notification that will contain the information about the siege camp build progress.

With a new siege preparation system, Defenders will have more time to gather their forces and at the same time, Attackers won't have to use expensive siege engines workshop to spawn siege engines.

Work in progress – Kick Animations
Currently, we are working on Kick Animations, focusing on making them more recognizable. Starting next week the player character will have additional animation tweaks to make kick animation better visible when it starts.



Quality of life
– Added tooltip with bastion needs to location cards on the map. From now, players can click on the card location to see the bastion needs and demand.
– Removed Morale demand from Supply Board UI and tooltip. This information has no use because we don’t have supply packs that increase that need.
– Siege Stone expansion - now players get them in boxes and after putting them into a slot it creates 3 stones.
– Wheelbarrow chassis is now repairable when it has 20% dura instead of 0 to allow it to evade receiving damage to the machine.
– Improvements of player character positioning while moving Siege Engines.
– Wagons have additional rotating drawbars while moving around for better immersion.
– Adjusted 2-handed overhead attack ray casts and now they are much more accurate.
– Renamed undeads. Right now they are known as Chort's Servants.

Fixes
– Fixed some visual issues with tech packs boxes.
– Fixed T3-5 wagon interaction colliders. In some cases, interaction was not possible even if a player was close to the container.
– Fixed missing ballista at second leaktown gatehouse.
– Fixed teleport positions for new Dungeon Events.
– Fixed sounds of Kanabo.
Gloria Victis: Medieval MMORPG - KomaGV
Hello Community!

In today's update we are bringing to you a new event – Dungeon that is dedicated to a group of players. This event adds another layer to our gameplay and will become a main factor in gaining Guild Activity Points. Besides a new event, today we are unlocking Technology Laboratory at the Guild Castles. Each Guild Island will have 3 static tech labs and players can place additional 7 tech labs on their own Guild Island.

As usual, we are introducing fixes, Quality of Life improvements and tweaks.


The screenshot’s authors will be awarded. jesnek, EVRA#1752 and rambs1 – Contact [GVMod] Koma via Discord to receive your ambers!

Questionnaire result
According to the Nightlock Questionnaire, 74% of players said "yes" to moving the night lock from 12a.m. to 1a.m. and shortening the nightlock from 9 to 8 hours. So, today’s update is changing the night lock timer.

Percent of players that said "yes" on a given server.
EU Wolfield: 76%, SEA Dunshire: 82%, NA Holmridge: 68%,

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to salame
https://www.youtube.com/watch?v=2qEwSuuYv3s&feature=youtu.be
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.3.2

Dungeons in the non loot zone
We are very excited about introducing a new in-game activity that will add another gameplay layer and will add incentives for roaming around the world map in searching for PvP clashes and this event will become a main factor in gaining Guild Activity Points.

Today we are introducing Dungeons that require a group of players to complete where they will fight NPCs and Bosses. The dungeon entrances are spread across the whole non-loot zone area (excluding one side non loot zone). There are 15 entrances in total. Only 3 are active at the same time, and only 1 entrance will be open on each war side (between Blackrock - Volkvar, Waterford - Dimar, Haddah - Skogar). Active doors will only be marked with an icon on the minimap if the player is close to them. Once a dungeon is completed on either of the war sides, a 30-minute cooldown will ensue on that particular side. Following this period, the next door will be designated, granting access to the event once more for completion.

Dungeon Event awards 2,000 Guild Activity points granting a vast amount of experience to Guild Level and to Weekly summary later distributed to Guild Technologies, 50 silver split among all participants and additional rewards we will leave to the players to discover.

In the near future we will remove the Guild Activity Points that players currently gain through Daily Challenges because they do not promote guild and group activities. Currently, we have events that provide Guild Activity rewards, and the list of the events will be increasing. On top of that, we are already rewarding players for doing things together with guild mates.


Technology laboratory
We are happy to announce that players can now build Technology Laboratories at their Guild Islands that generate “Technology packs” which contain Tech points to develop Guild Technologies. Each Technology laboratory costs 20 economic points and players can place up to seven additional Technology laboratories on the Guild Island.

Also, each Guild Island will have three static Technology laboratories placed on the Island. (You may have seen these buildings on your island already.) These do not consume any "economic points" unlike the Technology Laboratories placed by the players in Freebuild.

This means a guild can have up to 10 Tech labs in total.

After building a tech lab, the lab will be “preparing” to activate for 24 hours. After this time passes, the labs will generate special “Technology Packs” that players will need to transport to the bastion and place in a Bastion Supplied container to receive “Technology points”.

The technology laboratory generates one technology pack every hour, and the technology pack provides 2,000 technology points that are distributed among chosen Guild Technologies. The laboratories can generate and stock up to 20 packs, then they will be full and stop working and creating technology packs until players transport the packs to the container that is in the bastion.

Robbing tech labs
In the future when State of War is implemented and players will be able to siege enemy Guild castles, players will be able to rob the tech labs and take the technology packs and deliver them to a container that is placed near each Ship where attackers have a respawn.



Fix and Tweak for Kick
First is a fix related to “Kick in movement”. Player saw that the enemy was performing "Kick in Movement" but the enemy was not moving on the player side but only on the server. This was misleading players because it looked like the enemy player was performing basic kicks and the player felt like he received a kick from far distance due to the lack of displayed animation related to "Kick in movement". Today's fix is that players will see enemy animation related to “Kick in movement”.

Second is a tweak related to kick rotation and we add a limitation to it. In the first 500 milliseconds of the kick it will still be possible to rotate your character to have the possibility to "aim" and hit but after that time the rotation will freeze. With this change there will be no longer possible to perform a 180 degrees kick.

Quality of life
– Added map and minimap to Guild Islands.
– We are changing the siege points requirement for small battering ram on Guild Island. From now on the battering ram cost 0 points at Guild Island.
– Added new sound effects and particles to Giants. From now on, players will see the dust particles that come from under Giant steps and will hear his steps. Also, a specific attack that hits the ground will make a noise.

Fixes
– Fixed missing stone container at Greatfall gatehouse.
– Fixed event near Blackrock that was giving morale to the wrong castle.
– Implemented a few fixes related to model and terrain blending.
– Fixed cart container visuals after putting wood in them.
– Fixed parchments for scribes stored in wagon containers.
– Respawn fixes. Players were annoyed by the respawn choices during sieges of certain locations, for example, Twinfall.
Gloria Victis: Medieval MMORPG - KomaGV
Hello Community!

In today's update, we are bringing to you a lot of fixes and Quality of Life improvements related to wagons, the logistics system, guild castles and more. Also, we are happy to announce that today we are partially implementing new models of Cliffs and Rocks into the world that some of you have seen on Guild Island, and we are introducing Nation theme textures for stone walls, gatehouses, and towers.

Winners of the "Free Building Contest"
We would like to announce the winners of the "Free Building Contest" where players had to build their Guild Castle and present them in a video form. Also, we decided to start another contest “Community Award”. More information is below.

We are very thankful to every participant and everyone should be proud of its submission. For us, it was hard to choose the winners because all the videos were special in their own way, so we decided to make a special award for the video chosen by the community votes.

The grand winner is Gungans for winning the main reward which is 10,000 Ambers.
https://www.youtube.com/watch?v=TgtBl4RMzf8

The second place went to Reliquia and they will receive 5,000 Ambers.
https://www.youtube.com/watch?v=zJotBRPTKwk

The third place went to Mycenaean and they will receive 3,000 Ambers.
https://www.youtube.com/watch?v=u-ai0wV5fo4

“Community Award”
“Community Award” Takes place on our discord https://discord.gg/gloriavictis Our community has to choose which one of the below submissions should win the reward of 3,000 ambers. The voting will end Tomorrow at 16:00 (04:00 PM) of the Polish time zone.

1. Gungans: https://www.youtube.com/watch?v=t4FZXAPvSoU
2. ChallengerHouse: https://www.youtube.com/watch?v=kkC98itHgh8
3. SEADOGS: https://www.youtube.com/watch?v=hP7nDqXQ8o4
4. Mycenaean: https://www.youtube.com/watch?v=u-ai0wV5fo4
5. Oskoreia: https://www.youtube.com/watch?v=wrKVxQ0Mqbo
6. Avangard: https://www.youtube.com/watch?v=pgnvSKrrm1k
7. Gungans: https://www.youtube.com/watch?v=TgtBl4RMzf8
8. Gwardia: https://www.youtube.com/watch?v=9SrqADjN1m4
9. Tribulation: https://www.youtube.com/watch?v=xyODqkErs_0
10. Reliquia: https://www.youtube.com/watch?v=zJotBRPTKwk

To vote for the "Community Award" you have to join our discord https://discord.gg/gloriavictis and leave your vote right there.

Small information to all the winners and participants:
– "Please remember to write a game name in the title of the movie, pick the game correctly and use some hashtags for the best visibility of your movies"


The screenshot’s authors will be awarded. Rambs, jesnek and tyraha – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Kafflol#2827
https://youtu.be/0eMnxALzFFw
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

New Models of Cliffs and Rocks – 1st iteration
We are happy to announce that today we are implementing new models of Cliffs and Rocks that some of you have seen on Guild Island. These new models look pretty, provide better fidelity, and are optimized which will have a positive impact on the game's performance.

Replacing old models with new ones is really a big task for our Level Designers and today's first iteration focuses on replacing the old models at parts of the capital islands. We have to introduce these new models partially and we will be doing it gradually with every game update.

Click the below link to see the comparison:
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=d4a0fed2-3048-11ee-b5bd-6595d9b17862

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=a79d33fa-3049-11ee-b5bd-6595d9b17862

Graphics improvements
Added the terrain blending effect on some of the static wall models and bridges, so they fit the terrain better. We'll be continuously adding this effect to more models in the game.

Nation theme textures
Today we are introducing a Nation themed textures for stone walls, gatehouses and towers. As you may know, each nation has its own motherland castles and based on that designation the Nation theme texture will be distributed. Some castles are “neutral” and in this case, they will have the same textures as currently.



Messenger With Supplies
In today's update, we are changing the way of how this event is popping up. Currently, the event starts by itself but from now on, this event can be activated only by the players. A player has to bring 50 Champion Guild Tokens and give it to an NPC located in each “Crafting Quest” area and this NPC is marked by the below icon.



Crafting quests are located around each economic castle such as Skergard, Audunstede and Aquitania. Also, you can find it at the Pilgrims Rock.

For those who don't know about this event and are not familiar with it. This event is available only in the loot zone, in that zone a special mini-boss is spawned by a player and that boss is dropping a Tier 5 item. Once the mini-boss appears in the map, then he will be marked by the same icon as currently, which is a one-red sword icon.



Quality of life
– Introduced to the game new community made dialogues translations of the starting quests for Spanish, PT-BR and Russian language. This is just next part of the translations, which are in progress all the time. Big thanks for our volunteers that spend their time to make our game better!
– From now on now esc -> move to capital should teleport player to capital if he is at GC island.
– From now hovering at the greatest need at the Supply Order board gives info about all needs.
– Improved interaction detection with the wagon, in some cases it was very hard to interact with the wagon. From now on it will be easier.
– Improved Siege engine sound effects. Now its sounds are fading in and out when moving and stopping the siege engine to give a better feeling.
– Added custom sound effects for all the wheelbarrows and wagons.
– Changed the teleportation time from the mainland to the guild Island from 20 seconds to 30 seconds.
– Improved wheel speed rotation in all siege engines, wheelbarrows and wagons.
– Arrow packs from the Warehouse can be transported with wagons.
– Unused wheelbarrows and wagons will now despawn after 10 minutes instead of 5.
– Tweaks in Guild Activity notifications.
– Today we changed the way of how the Guild Activity is distributed for an enemy kill. From now on, a player from a given guild has to assist in the enemy kill and be in the 1000 radius of the killed enemy to gain the Guild Activity for his guild.



Fixes
Disclaimer: Fixes in the bold were implemented in the last week as daily hotfixes.
– Fix pallet positions for corner Walls.
– Fixed the Banished Crusade reward from the last boss.
– Fixed a few cases of pallet positioning which could lead to building pallets inside the wall.
– Fixed wrong information in the log window about the structure being marked for destruction. The information said that the destruction will happen on Audunstede Castle instead of on Guild Island.
– Fixed positions of NPCs that stayed too close to each other and they couldn't reach their waypoint. This was making some NPCs shake.
– Fixed position of resource palette for workshops.
– Fixed texture glitches of boxes that were placed on the wagon.
– Fixed one quest on the Midland questboard.
Fixed possibility to hit with ram at 30% of the load.
Logistics wagons were receiving damage at very shallow water - especially at Leaktown route.
Experience gained from driving a logistics vehicle is updated 3x often. In summary, it's the same amount per route, but this way players should get exp for minor routes done while building castles.
Fixed position of Bastion Supply chest at Mereley/Lobart/Onar/Basilea/Baalhammon farm.
Fixed case when there was still a possibility to repair the chassis of the wagon even if the Wagon was destroyed.
Fixed issue related to wild horse render distance. Horses were showing up only at close distances.
Fixed arena building at GC.
Fixed pallet position at diagonal and corner walls.
Fixed pallet position at workshop buildings, in some cases it could be inside the workshop.
Fixed the remaining underwater screen if a player was moved to the instance while diving.
Fixed case which could allow building a main building (bastion) without needed resources.
Gloria Victis: Medieval MMORPG - KomaGV
Hello Community!

We are happy and excited to announce that today we are introducing the first iteration of Guild Castles on Islands alongside Player Driven Logistics, our new core game feature where players will be transporting packs from one to another location to gain a reward and help to supply local bastion needs.

On the guild island players will have to build their own castle from scratch and we are really excited to see what our players will create with their imagination, so don’t forget to share screenshots of your castles in our social media.

Besides that, we are delivering weekly fixes and Quality of Life improvements.

Free building contest - 10,000 ambers for the winners
Today is an exciting day and we are happy to announce that from today to the end of the current month we are starting a new contest related to Guild Castles and Free building. Your goal is to build the best-looking castle so this means that decorations are allowed. Your creativity is the only limit. We prepared rewards for 3 guilds and the winners will receive ambers. The first place receives 10,000 ambers, the second and third 5,000 and 3,000 ambers.

Additional information:
- We are accepting only Videos presenting your guild castles that are shared via Youtube.
- You must submit your recordings on Steam on this topic: https://steamcommunity.com/app/327070/discussions/0/3800525761537836635/



The screenshot’s authors will be awarded. Rambs, brodacz_matejko and jesnek – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to yotad
https://youtu.be/nKoGkH6RkBI
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.3

Guild Castles
We are thrilled and excited to announce that the Guild Castles are back and are ready to build from scratch by the players. Starting today, every Guild owner that has a guild at level 10 or higher will be able to buy its own island by paying 10 gold by opening the guild panel under the “G” button, moving to the Politics tab and clicking a dedicated button allowing you to buy an Island.

Islands with Guild Castles are hosted on a separate and dedicated server, which means that the server and game performance will be greatly increased on the Islands and the Islands will not affect the server performance of the regular servers where players are fighting over the nation-controlled locations.

Today we are presenting to you the Guild Castles and Islands in their first iteration and at this moment players will be able to visit only Guild Castle owned by their guild. How to enter guild island? Open a guild panel under the “G” button and then you will see a button allowing you to teleport to guild island. The second way is type /home in the chat and then, after a few seconds, you will be teleported to the island. In the first iteration, players will be able to build defensive structures, workstations, place decorations and they will be able to farm plants and gather them but there will not be a dedicated farm soil. With the next update, each Guild Castle will have its own 3 basic technology laboratories that generate guild technology points, the buildings will be spread around the island and they will not be causing any problem while building a castle. Besides these 3 buildings, players will be able to build more tech labs and other buildings and they will decide where to place them.

We are really curious and excited to see your guild castles and what your imagination brings when it comes to building a castle. Don’t forget to share your photos of your castle on our social media.

Guild Castle – Free building
Free Building system allows players to pick up a structure from – let’s call it - the library and place it on a Grid if it’s a fortification or anywhere else if it's an economy structure or decoration. In the library, players will find defensive fortifications and economic buildings such as workstations and laboratories. The grid is always the same, no matter what castle preset you choose (economic or stronghold) but the preset impacts how many economic and fortification points you will have available to use. Also, there are a few more things that impact the max amount of these points: Guild level and the battle size.

In the first iteration of the Guild Castles, there will be no State of Wars, which means players will not be fighting over the castles yet. Keeping this in mind, players will be able to build structures max to level 4. Level 5 and 6 will be unlocked in the future with addition of a new special resource that will be required to build a structure to a higher level.

Let's go back to the building topic. On the guild island, structure will require much more resources than the national locations which means building a guild castle is not a job for one or two people but for the whole guild and the whole guild should be included in the castle building.

In the next update we are going to add houses as a decoration and each house will be accessible and can be decorated inside by the players.



Player driven logistics
We can't stress enough how excited we are by implementing a new core feature to our game - Player Driven Logistics. That's right, this means that the long awaited and many times asked feature is finally implemented in the game. Player Driven Logistics means that players can transport special packs by using wagons and bring them to the bastion of the primary location to fulfill the stronghold needs without spending their own gold and resources, just their time. This feature will bring more life to roaming and give many exciting gameplay possibilities for a very wide player base including PvP enjoyers and hunters or peaceful caravan masters and of course roleplayers. This is only the first iteration, and we are full of ideas on how to make it better and give it more value, but let’s not wait and check how it works.

How it works
At the last stand fort of every nation - Mereley, Serai, and Dunfen - the players will find Bastion Supplies Packs divided into four categories: Armaments, Tools, Food and Building Resources. These packs are located in a new building Supply Center and this building generates them infinitely and automatically. These packs are free and spawn very quickly to avoid bottlenecking players who wanted to complete the logistics caravan. Player can put the supply packs on the wagon or can walk with it in their hands. Players can still supply the bastion needs by using their own items, but that is a less profitable method - although useful if we need to supplement it urgently or when the player is leveling up his crafting.

Packs taken from the Supply Center have to be delivered to the bastion in another location to fulfill its needs. In each bastion near the construction table there is a wooden pallet where players have to place their packs. This pallet doesn't have a collision so it will not be disturbing the fights inside the bastion.

In case when someone has transported more packs to a location than is needed, they can store packs at a warehouse which is in all main locations and earn a guaranteed reward. In the warehouse, players will find a pallet for pack storage and that pallet is public, which means that everyone can use it and pick up or put down objects on it. For picking up the pack from the warehouse (not the Supply Center), the player will pay a deposit equal to the guaranteed reward, but he will still be able to make a profit on that pack by delivering it to another location that is poorly stocked. Also, a player can supply bastion in the same location from where he took the pack, in this case, a player will receive the deposit money back plus up to 50% of the deposit value depending on current bastion need level.

Rewards from delivered packs
The rewards from delivering packs to a given location bastions are personal and are based on the % of fulfilled needs. Players are rewarded with character experience, coins, and fief points (To earn fief points, a player has to be in a guild).

The reward increases with the Distance from each nation's last stand location - Mereley, Serai, and Dunfen - which means that the max value is at locations farther from the last stand on any nation. Also, it increases and depends on the location's zone and the percentage of fulfilled needs.

Planning your logistic route
In each warehouse and in the Supply Center, players will find a special board that gives the players information about each controlled location and their demand on needs. The list is sorted based on the demand, and to maximize earnings players should transport supplies from locations with lower demand, to locations with higher demand.

Wagon types
We are excited to announce that in today’s update, we are introducing different types of carrying wagons that players will be unlocking through a dedicated Character Development Tree – Logistics. Each wagon will be different and will carry a different amount of packages. Players can spawn the wagons for free by talking with a NPC called Siege Engineer, or they can craft it and spawn it in the same way as a barricade or tent. Players will not be able to spawn Tier 5 wagons from the NPC, they will have to craft it. Player can only spawn the wagons which the player has unlocked on the Logistics tree. Without unlocking better wagons by developing that tree, the player will not be able to spawn or use better wagons.



Character development - logistic
By developing Logistics, players will unlock better wagons and the possibility to use them, and they will be able to move with higher speed and repair the chassis of their vehicles faster. By implementation of the Logistics tree, we are adding 4 new wagons, which means that we have 5 wagons in total and the best wagon can carry up to 21 objects. All the wagons can carry resource packages, technology packs and supply bastion packs.

Leveling logistic
Players earn experience in the Logistics tree by driving a wagon and not only to the Tree, but also players are receiving a character experience which means you can level up your character just by driving a wagon. Players earn experience for the distance traveled while driving the vehicle, like a mount. Players earn additional experience for each completed repair of the wagon chassis.

An alternative way of developing the Logistics tree is by using free experience gathered through their play or using Conversion Cards. These Conversion Cards exchange surplus experience to free experience which could then be put into Logistics.



New decoration – Light source
We are happy to announce that today we are introducing a new type of decoration – Light sources - to the game. The light sources will come from different types of torches that can be used to decorate your Guild Castle by adding more light.


Quality of life
– Added Materials Warehouses to Holds, locations in the one-sided non-loot zone, and castles in the loot zone but without forts (Lublin, Norfolk, Greatfall). At these locations, the containers for arrows and stones will appear.
– Guild Activity - Changed logs on the left of the screen and combat log to points instead of %.
– Added a tooltip on hovering over player activity % in guild UI to show how many points he has.
– Expanded area of guild activity tooltip on guild UI.
– Secured the entrance to all the siege camps. It was possible to walk on the wall and jump directly to the siege camp respawn.
– Added several paths for wagons near the main locations.
– When the wagon which was carrying objects disappeared due to player action (in the “my construction” player can delete spawned objects), the objects will be dropped on the ground.

Fixes
– Improved workshop positions in Eaglenest Fort.
– Fixed walls in the old beast hideout near Skergard. Due to a lack of colliders, players were falling under the ground.
– Fixes related to Level Design.
– Fix related to AI blocking behaviours and block possibility
– Fixed a case where if the player was placing on the ground or to the container a package and it was interrupted by for example uneven terrain, that package disappeared.
Gloria Victis: Medieval MMORPG - KomaGV
Hello community!

In today's update, we are introducing the first iteration of changes related to Guild Activity, Guild Technology, and Guild Experience. Besides that, we have a new, remarkable skin for horses – the Myrmidon's Mount Skin, updated map icons for events, and as usual, we have a bunch of fixes and quality of life improvements.

Today we would like to share with you and encourage you to watch our new dev log video that includes information about Guild Castles and presents how it will look like. In the dev log we will summarize recent changes and tell a bit more about some of the plans mentioned in the June 2023 Roadmap! Remember to subscribe to our channel to be always up to date with GV news.
https://youtu.be/rbtUhpzJa14

News about Guild Castle
Our developers are working really hard on bringing Guild Castles to our game. As we stated a few times in the past, the Guild Islands are our priority right now. At this moment we are polishing the system and finalizing tests. According to that, you can expect them to be implemented very soon – with a bit of luck and your support, we will try to publish Guild Castles with the patch next week.

5v5 Tournament
We would like to announce that we are preparing a 5v5 tournament in the big open arena. That event will be held on the NA/SA Holmridge server this Sunday UTC+2 22:00

Everyone can expect to receive rewards, whether you will be participating in the 5v5 fights or will be cheering on your friends and guild mates from the stands.

On top of that, the winners of the whole tournament will receive a unique Sword that will be signed with their in-game names, and their names will be written on the in-game monument that is placed in the arena.


The screenshot’s authors will be awarded. Rambs, Jesnek and LORNE – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to SunriseQQ
https://www.youtube.com/watch?v=UDYqyAP4NUw
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.2.3

Rework – Guild Activity – 1st iteration
We've identified an opportunity for improvement in our current guild activity system. We noticed that the guild activities focus more on the individuals activity than on group and playing together with the guildmates. We want to change it. We want the guild to be a natural place for a community that is playing together and together is developing their guild, especially, as Guild Castles are incoming very, very soon! The current system was doing the opposite because most of the guild activity points were farmed by solo activities.

Presented changes will have a positive impact on the members of the guild. They will have more reasons to hang out together because they will have more things to do that can help develop their guild further. Every guild leader wants to have active members that sit together on voice comms, talk and enjoy the game together. Today's changes are aiming in this direction. We want to give members more things and reasons to do so.

Source of the guild activity points
Currently, the main source of the guild activity points are daily challenges that are done alone. In order for the guild activity points to be genuinely connected to guild activity, in the near future, we will replace gaining these points through daily challenges and we will introduce various events that will reward guild activity points.

Today, in the first iteration, we are introducing a new bunch of guild group activities and events that will reward the guild in the guild activity points.

Group Activitis
For being rewarded by doing the below activities, there is a requirement of being in a party with at least one member of the same guild.

– Group Arenas – By participating in a group arena, the guild will receive 100 guild activity points. If there is a 5v5 fight among the same guild member, each player will receive 10 points. That being said, the points are spread among all the participants. If in the fight participate more than one guild, then the points are spread among all the guilds.

– Mining – Guild mates gathering a given resource together and depleting it, will be rewarded in guild activity points. Points depend on the tier resource. For a Tier 1 resource, the guild will receive 3 points. For a Tier 5 resource, 15 points. The math is Guild Points = 3 x resource tier. The sum of the points is spread among all the participants.

– Capturing Locations – If a guild member captures a location, his guild will be rewarded with 100 guild activity points. If there are for example 5 members of the same guild in the location collider, then the sum of the points is spread among all the participants. If in the location collider are two parties of different guilds, then each guild party will gain 50 guild activity points. This activity is not counted during the events such as System Generated Siege events.

– Killing Enemy Players – For each enemy kill, a guild will be rewarded with 10 guild activity points if and only if at least 1 guildmate is also in the party and less than 1000 units away from the victim. If in this range are players from the other guilds, then the points will spread among the guilds.

Events
List of events that provide Activity Points:
– The Griffins Company, Banished Crusade, Werewolf, Show of Strength, Foreign Technology, Enemy Farm: Sabotage, Abandoned Outpost, Defend and Kill the Spy, Raubritter’s Lair, Devil's Lair, Hound's Lair.



Rework – Guild Technology – 1st iteration
Guild Technologies have become a big and important part of guild gameplay. They offer important boosts as well as some additional “Quality of Life” technologies that may be less vital, but provide a good improvement for select players such as higher chance to tame a better horse, or more guild technology tokens. However, we noticed there are not enough activities for the guild to gather the technology points. In order to change that, we are going to introduce a few more ways of getting the technology points.

For now, there was only one event that gives the Guild Technology Points – The Foreign Technology event. While it’s a good event for big groups of players, we are lacking some smaller events that could be done daily by smaller groups of players and not entire guilds.

In today’s update, we are introducing a new event that lets players gather guild technology points and a new item: a Guild Technology Deposit Map.

New Guild Technology Event
This new event is similar to how Kargalds work. This event spawns at several possible locations in the world without a marker, so it requires roaming to find the spots with a new event.

At the spot of the event, there will be a cart with 3 technology packs near it. The event takes place in the bandit camps scattered around the map. The cart will be guarded by NPCs and the goal for the players is to deliver the technology packs to the closest Scribe in a castle. The player can either manually take or spawn a craftable cart, fill it with the tech packs, and drive it to any castle in the loot zone or to castles and temples in non-loot zone.

This event will appear in the loot zone and in the non-loot zone. In order for the event to be doable in the non-loot zone, we added the Scribe NPC in each Castle (Volkvar, Blackrock, Skogar, Haddah, Dimar, Waterford) and in each temple (Hordun, Lordly, Abbey).

The packs delivered in the non-loot zone are less beneficial than those in the loot zone. In the non-loot zone, they will give 20,000 technology points per pack instead of 80,000 as it is in the loot zone.

The event lasts for 60 minutes and after that time he is despawned and reappears in another location. Yet taken technology packs won't despawn so the player will have time to deliver them to the castle.

Guild Technology Deposit Maps
Another way of obtaining guild technology points is connected with the guild events of The Griffins Company and Banished Crusade. While completing these events, the players will be able to get a Guild Technology Deposit Map through NPC loot drops and chest loot. These maps come in 3 different tiers.

– Minor Technology Deposit Map – locations always in the frontier region, 1 technology pack
– Decent Technology Deposit Map – locations in the non-loot ring, 2 technology packs
– Grand Technology Deposit Map – locations in the loot zone, 3 technology packs

The goal for the player is to use the map, go to the indicated area on the map, dig up the technology pack by using the shovel and bring it to the Scribe in the non-loot zone or the loot zone to receive Guild Technology points.

The packs delivered in the non-loot areas give 20,000 technology points per pack, and 80,000 in the loot zone.

Territory Control Workshops – Work In Progress
This event is still in progress and will be introduced in the near future. Each nation will have one “Technology Library” in the castles and in the motherland fort (Ysatd, Eaglenest, Dundrum).

These “Technology Libraries” can be looted during an attack on a location containing a library. Each Library will have 3 bookshelves inside that can be axed down to create technology packs. Each bookshelf will contain 2 technology packs. The players goal will be to carry these technology packs to the Scribe that will award the players with Guild Technology points.

The packs delivered to the Scribe in the non-loot zone will reward 20,000 technology points per pack instead of 80,000 as it is in the loot zone.



Rework – Guild Experience
Guild experience holds a fundamental role in every guild, serving as a cornerstone of the guild's development. As we embark on reworking the guild activity and guild technology point acquisition, it is crucial that we also address the guild experience. We acknowledge that the current system has certain shortcomings, as it lacks intuitiveness and fails to provide the optimal user experience. One particular issue lies in the majority of guild points being awarded solely during the weekly summary, which can be confusing and unclear for our users. Today, we are thrilled to announce significant improvements to enhance the user experience surrounding guild experience points. Our aim is to make the process more transparent, ensuring that members can easily understand and track how these points are earned. This positive update will contribute to a more enjoyable and engaging guild experience for all members.

Guild experience from guild activity
The experience points from guild activities are immediately added to the guild upon receiving them instead of cumulating into the weekly summary and being distributed during the summary. With today's update, the players and the guild will be immediately rewarded for their activity. From now on, players will be better informed about their contribution. This means that we are disabling the system that adds experience points upon the weekly summary.

Guild experience – how to gain
Guild experience is gained by doing the same events and activities that reward Guild Activity points. The list of events and activities will be greatly increased with the next updates.

Events:
– The Griffins Company, Banished Crusade, Werewolf, Show of Strength, Foreign Technology, Enemy Farm: Sabotage, Abandoned Outpost, Defend and Kill the Spy, Raubritter’s Lair, Devil's Lair, Hound's Lair.

Activities:
Group Arenas, Mining, Capturing Locations, Killing Enemy Players.

New skin – Myrmidon's Mount Skin
Today we are Introducing the remarkable "Myrmidon Mount Skin". Prepare to ride into battle on a mount that exudes power, style, and prestige.

The Myrmidon Mount Skin embodies the essence of courage, strength, and prowess. With its intricately designed armor and majestic appearance, this mount skin makes you the epitome of a fearless warrior.



Updated event icons
Today we are introducing updated event icons that will provide more information about their difficulty and any special rewards, including for example, increasing Morale in a nearby location.

- Group event that rewards guild experience.
- Event that rewards guild experience and can be done alone.
- Event that increases Bastion Morale in a close location.

In the near future, we will introduce more variations of icons.

Follow the Content Creators
We are very happy to see so many new content creators join our Community, as well as to see how the content creators we’ve already had grown in numbers! We encourage all of you to visit the channels of these amazing creators and hopefully find some content for you:

https://www.twitch.tv/blaze_yemaryss
https://www.youtube.com/@lokarn1965
https://www.youtube.com/@kaedyia/shorts
https://www.youtube.com/@skrytamodliszka

Quality of life
– Removed the possibility of storing the items in the workstations that can’t be used on a given workstation. For example, you can't put Meteoric Iron in the campfire or any other workstation.
– Added the possibility to repair the chassis for carts. It’s just a simple interaction with the cart.
– Added Longsword of Lord's Wrath Brotherhood and Claymore of Lord's Wrath Brotherhood as a base for Longsword skins.
– Added wagons as a usable item. From now on you can craft a wagon and spawn it in the same way as a barricade or tent. You can buy a recipe for a wagon in the Glory vendor for contribution points.
– A new use case for wagons. From now on, you can use them to transport scrolls related to Foreign Technology events and more.
– Doubled the amount of Technology Packs in Foreign Technology Guild Event.

Fixes
– Fixes related to animation speed of animals.
– Fixed collider related to crafting stations area at The Order of the Original Feith. Players were not able to place a workstation in this area.
– Fixed well in the Twinfall Village.
– Fixed weapon forging quest near Sangmar capital. One quest required the wrong item.
– Fixed coins text formatting in guild history: withdraw and deposit coins.
Gloria Victis: Medieval MMORPG - KomaGV
Hello community!

Today we are bringing to you tweaks related to resource looting. From now on, the amount of resources that players can loot is dependent on the resource Tier and the average price on the market. Also, we would like to announce that we are expanding our Supporter Pack DLC that you can buy on Steam. This pack will contain a character model that is ready to be 3D printed. Besides that, we are bringing fixes, Quality of life improvements and in game questionnaire about the server merges, the Legacy with the New Beginning. Now, almost half of the year after launching the New Beginning world, we feel like it is a good time to start a discussion about merging the Legacy server with the New Beginning servers.


The screenshot’s authors will be awarded. l0rne., tarzanmoist and braxtin – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to i3roox
https://youtu.be/j15DRRjIcIc
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.2.2

Loot tweaks
Currently, while looting it is possible to take up to 100 pieces of a single material up to 5 times to spend their 10 total loot points. This means a player can be looted for 500 wood billets, which is a minor annoyance, or 500 Dziwer bars, which are a vastly more valuable high tier material. For veteran players who know to split their material stacks into smaller quantities to avoid this, this type of looting is rare, but it regularly happens to new players who don’t know about it. In today’s update, we are introducing two changes in resource looting.

– First: Currently players can loot 100 pieces of resources for 2 loot points no matter the resource tier. Today, we are introducing a cap for items looted per tier. The higher the tier of resource, a lower number of resources players will be able to loot.

Players can loot 500 Tier 1 resources, 400 Tier 2 resources, 300 Tier 3 resources, 200 Tier 4 resources or 100 Tier 5 resources for 10 loot points.

– Second – Financial cap: The amount of looted resources will not only depend on its tier, but also on the market price for that item. The value of the looted resource will be capped at 1 gold per 2 loot points. Meaning that if the market value of the looted resource is greater than the cap, only the amount of resources that are within the cap can be looted.

Example: A player has a stack of 100 Tier 5 resources of avg price: 11s From the First loot rule listed above, it would be possible to loot 20 resources for 2 points. However, this would mean that the value of the looted items would be 2.2 gold. Due to the market price cap, the player is able to loot a max of 10 resources for 2 points because 11 silver x 10 resources = 1.1 gold. The player is looting 10 resources instead of 9 because 9 is below 1 gold value, which means that the cap was not exceeded, so the looting system is adding one more resource.

In further updates, the next thing that we will change is the fireplace. Players are abusing them to store their items inside the fireplace so that it is not possible to loot the items that are inside it.



Supporter Pack DLC expansion
Are you a fan of immersive gaming experiences? Imagine bringing video game characters to life in the physical world. We have an exciting piece of information for you. We have expanded our Supporter Pack DLC offering a unique item, a character model ready to be 3D printed!

This character model comes in the widely supported .stl format, making it compatible with a wide range of 3D printers. Whether you're an avid collector, a hobbyist, or simply looking to personalize your gaming space, this character model is the perfect addition.

By purchasing this Supporter Pack DLC on Steam, you gain access to an exclusive, high-quality, and meticulously designed character model. The level of detail and accuracy in this model ensures that your printed version will faithfully replicate the virtual character that we represent below. Display it proudly on your desk, showcase it among your gaming memorabilia, or even use it as a centerpiece for tabletop gaming sessions.

Not only does this offer cater to gaming enthusiasts, but it also appeals to those with an interest in 3D printing technology. It presents a unique opportunity to combine the worlds of gaming and creativity.



Work in progress - Siege preparation
We hear the community voices saying that losing a location in the span of a few minutes is a real problem and that we should address it, especially in the loot zone, because in some cases, it’s hard to ride on time to the castle and defend it.

In the closest weeks, we are going to introduce a new system that will longer the siege preparation on the major loot zone locations. Attackers after the capture of the minor flag connected with the major will have to build up a Siege Camp and to build it the players will have to use resource packages. There will not be possible to siege a given location without building such a siege camp.

The owners of the location where the siege camp is being prepared will be informed with proper notification that will contain the information about the siege camp build progress.

With a new siege preparation system, Defenders will have more time to gather their forces and at the same time, Attackers won't have to use expensive siege engines workshop to spawn siege engines.



Quality of life
– Added Materials Warehouse, building with stones and arrows depots, to every main location (castle, outpost, temple, and fortress) in the non loot zone.
– Added stones and arrow containers at every non loot zone castle, outpost, temple, and fortress. You can find them at gates, towers and at wooden keep buildings
– Carrying Wagon – From now on Carrying Wagon has 3 spots that have a space for 5 resource packages. The first resource package determines what kind of resources the spot will be carrying. So from today, wagons are able to carry only one type of resource if you need it with a capacity max of 15 resource packages. Note that when the spot will be emptied, you will be able to assign him different resources to carry.
– Minor client-side optimizations for multiple characters movement calculations.
– Throwing stone damage adds assist to the player who put the stone in the container. This system is more rewarding for players that are carrying and placing stones in the container. Also, the player is receiving the assist as long as he is in the game, so that being said, if someone used your stone and the damaged enemy died, you will receive the assist, which means you will also receive the nation points.
– We have translated the first 2 questlines for Russian, Portuguese (PT-BR), Spanish, and Chinese. Hope to soon add more translations!
– Added to memorials Winners of the two last 5v5 tournaments.

Fixes
– Fixed scroll for Recruiter’s reflex bow.
– Fixed siege collider at Mereley Lumber Mill.
– Fixed the possibility to start Siege on major locations without capturing the minor flag.
– Fixes related to the paper Lore fragments. Fixed positions of some of them.
– Fixed event near Rodrock. It was boosting morale at Volkvar instead of at Blackrock.
– Fixed collider at wooden gatehouses. In some cases, the camera could move through the floor and limit visibility during the fight.
Gloria Victis: Medieval MMORPG - KomaGV
Hello community and welcome to the new glory season that just started last week. Today we are bringing you various adjustments to systems, fixes, and quality of life improvements. Besides that, we moved the Crafting Orders from the non-loot-zone to loot-zone and we introduced new NPCs to the loot-zone.

In the following weeks, we will introduce huge stuff like the logistic system, ladders, guild technologies expansion and guild island that is currently in the test phase.


The screenshot’s authors will be awarded. Liutbert, lordcyrion and tallcandle – Contact [GVMod] Koma via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to sonnybear
https://youtu.be/5BWYYN3U0Ps
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.2.1

New locations for Crafting Order
A huge amount of bulat bars created in GV comes from crafting quests. Right now, most of these quests are in the non-loot zone and some are in the safe zone. Since the resource rebalances, there is no place for Crafting Orders in the non-loot and safe zones because they are providing tier 4 and tier 5 resources. In today’s update, we are moving Crafting Orders from the non-loot zone to the loot zone behind each economic castle and we are removing Crafting orders from the capital.

– Increased Bulat bar reward. From now on you will get one more Bulat as a reward.

New NPCs at quests and events in loot zone
In the previous update, in some areas in the loot zone, which were not related to any quest or event, we introduced new NPCs with upgraded combat AI and better rewards. In today’s update, we are introducing new NPCs with improved combat AI to the quests and events in the loot zone. NPCs at the quests and events have better combat AI which will make them more challenging and fun.



Humanoid combat AI Improvements
In the previous and today’s update, we improved humanoid combat AI. These changes will make the NPCs more challenging, fun to fight against, will teach players good behaviors and will better prepare new players for the real fight with the players. Today we would like to explain what exactly we did with the NPCs. The below changes apply to all NPCs. The higher level of the NPC is, the better his combat AI will be.

– Beginning NPCs that players meet during the first hours of the playthrough will be not so slow and unresponsive. Their attacks will become more dynamic and will be more challenging for the new players but still, they will not be able to kill new players as long as he is not AFK. From our observations, previous NPCs that were slow and unresponsive, instead of teaching new players the basics of our combat, were teaching them bad habits and the NPCs just looked silly.

– All NPCs have changed the algorithm related to kicks. Instead of kicking a player that is holding his block too long, NPCs will be randomly using kicks during the fight before launching an attack. With this change we want NPCs to be closer to the players in terms of mechanics and the way how the combat with a real player looks like. This should accustom and teach players proper combat behavior, which in turn will make new players better at PvP fights.

Additionally, the fight with the NPCs will be more natural. The number of kicks that are being used by the NPCs scales with their level and difficulty.

– Until today, the faints against the NPC have no use. AI immediately were charging an attack after he detected that the player dropped (did not release) his attack and the NPC took the initiative. Because of that, feints against NPC were risky and unsuccessful.From now on, NPCs will have a short attack delay after performing a feint, meaning that they will no longer release their next attacks faster than players would in PvP. Thanks to this change, feints will be more reasonable and more rewarding and the fights with higher level NPC will be more natural and will be closer to real PvP fights, which will make that new players will be learning proper behaviors and their personal skills in PvP will be higher and better.

– From now on, players can destroy shields that the NPCs are wielding. When the shield is destroyed, the NPC will be blocking side attacks by using his weapon.

– Decreased the time that NPCs spend during the block stance and this will scale with the NPC level. NPC with higher levels will be more patient and will wait until the players release their attack or until his power bar drops down. On the opposite, NPCs with lower levels will be less patient and will be more often attacking players. This change will make the fights more dynamic, fighting NPC will be more challenging and will be more educational.

– We get rid of the abuse that experienced players were using while fighting with the NPCs. The abuse was related to the players that were turning their characters by 180 degrees to show the NPC his back. NPC by detecting the fact that the player is showing him his back, the NPC thought that the player is running away and instead of being prepared for blocking, he was trying to hit the player to stop him. That was leading to situations where the player by immediately turning his character face to face with the NPC was hitting the unprepared NPC. Through this abuse, players were learning bad behaviors.



Quality of life
– Fiefs system – Added a new column “today’s points” that shows how many points a guild gathered in a session.
– Fiefs system – Added guild history entries about received and robbed gold from a given location.
– Fiefs system – Guilds with less than 2% of the current leader’s points will be removed from location ranking once per week (at weekly ranking reset).
– Fiefs system – From now on, fief points from crafting will be generated properly. Fief points from crafting are generated based on the gold that the player spends on crafting. Owners have a discount on crafting in owned locations, and fief points were generated based on the discounted prices, so the owner was generating fewer fief points than was intended. From now on, fief points are generated based on the full crafting price.
– Optimizations related to notifications showing up, for example, after each location capture.
– Improved the combat music, from now the music will stop more smoothly. It will not stop immediately when combat ends, but 5 seconds after.
– Added shield to guards on the location.

Fixes
– Fiefs system – Fixed bug that caused the ranking table couldn’t be opened after relogging.
– Adjusted the size of the Midlander One Side Non-loot zone at the pass. From now on it is the same size as Sangmar and Ismir.
– Fixes related to Coat of Arms on NPCs Shields at Castles.
– Fixed the safe zone for Catacombs upon leaving the catacombs via teleport which happens by interacting with the statue in the boss room. From now on, there should be a safe zone lasting 5 minutes.
– Fixed Unarmed combat diagonal movement.
– Fixed visual bug of disappearing carriage hangings.
– Fixed two edge cases which made the building nonupgradable after repair.
Gloria Victis: Medieval MMORPG - KomaGV
Hello warriors and welcome to the new Glory Season that will bring a lot of new and interesting features for the players to enjoy. The top players of the just-ended season have earned their rewards and titles, so it’s time to compete against the others and fight your way to the top of the ladder! See you in battle!

In today’s update, we are bringing you a new feature that is letting the guilds own a national location and get profits and discounts from owning it. The owner of a given location is determined by the Fief points that the guild is getting from defending a given location and from caring. With the introduction of the above system, we are reintroducing a Guild technology Sangmarian Official that is increasing the profits and discounts from the owned location.

On top of the introduction of a new system, we are making combat tweaks and improvements in Humanoid AI and today we are introducing a first iteration of changes related to NPC and chest loot drop. In today's update, NPC and chests in the loot zone are dropping better loot. We want to make killing NPCs more profitable and make hunting them a good way of earning income.

Today we are introducing a new system, that is letting players build and repair some structures during the ongoing siege and today we are delivering a lot of fixes and quality of life improvements.

Also, we'd like to show you the updated roadmap!



A little explanation for the new players: Glory is a season–based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in–game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so get to the fight!


The screenshot’s authors will be awarded. Rambs, DarkShin and Kai Havertz – Contact Koma#4247 via Discord to receive your ambers!

Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Skryta Modliszka
https://youtu.be/6m9vnTNJYgU
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.2

Location owned by Guild
In today’s update, we are introducing our new system allowing Guilds to own nation locations. Guilds owning nation locations will earn money from taxes from crafted items in the workshops and will get discounts for using the logistician.

Determining the owner
Up until now, the person who captured a location captures that location for the nation they belong to and the player is set as the owner of that location. If the player was in a guild, then the guild owns that location and their guild heraldry shows on the location banner.

Now, the captured location will be assigned to the nation that captured it, and Fief Points will determine the owner of that location. What does that mean? A guild that works around a location generates Fief Points which accumulate as guild members actively participate in various activities at the location. Fighting with enemies and defeating them, building structures, supplying the Bastion with resources, doing quests and events in the area, or crafting in that location all generate Fief Points. The location window card on the map will display tabel of location challengers - guilds competing for location.

Accumulated Fief Points are saved, and they do not reset to 0 when the enemy nation captures your location, so even if you lose the location and it is taken back, you can still be the owner of it, even if you do not participate in this siege. But, the guild that captures the location receives a chunk of Fief Points for capping, so in some cases another guild might over jump your total Fief Points and become the owner of that location. The owner of a location changes dynamically, so this means that if another guild gathers more points than the current owner, then they will immediately become the location owner.

Each location will have its own ranking, so everyone will see how many Fief Points each guild has in a location.

Fief Points explanation
The owner of a location has a bonus that increases the number of fief points by 20%. This means that a guild that has earned for example 100k points will actually have 120k points. This bonus is intended to ensure that the owner of a particular location does not change every few minutes but requires time to acquire.

With each server restart, guilds will lose 25% of their points in all locations, and guild owners will lose the total number of points earned without considering the bonus. So, if they have for example 120k points with the bonus, and 100k points without the bonus, after the restart, the 100k points will be reduced to 75k, and the 20% bonus will be applied, resulting in 90k points after the restart.

Profits
The guild controlling a location will receive a base of 5% of the money from the workshop usage fee, and they will also receive a base of 5% of the costs incurred by players for using the logistician to that location. These values will be modified and increased by the Sangmarian Official guild technology.

The money accumulated from taxes will not be transferred to the guild's account but will instead go into a special chest located in each bastion. Guild members will have to interact with this chest to transfer the money to the guild's account. Players of the same nation will not be able to interact with this chest to prevent theft within the nation. Guild members cannot take this coin for themselves, it only goes directly to the guild treasury.

These chests can be plundered during sieges. This means that guilds will have to defend their castles to prevent enemies from looting their chests containing the money because the owners can’t transfer the money from the chest to the guild bank during an ongoing siege.

Sangmarian Official
With the introduction of the guild-controlled national castle mechanic, the guild technology known as the Sangmarian Official will be reintroduced. This technology will increase the amount of money from taxes from the usage of craft workshops and logistician fees.

Developing this technology will significantly impact the amount of money acquired from taxes. For instance, reaching the tenth level in this technology will provide a whopping 50% of the money allocated for crafts or fast travel.

Discounts
Guild members who transfer to a castle controlled by their guild will pay less money, allowing more funds to remain in the player's pocket. However, the money spent on moving to the controlled location will not be taxed.

How significant will the discounts be? They will depend on the level of the Sangmarian Official technology. The basic discount value is 5%. With technology at level 5, it will be 25%, and with technology at level 10, it will be a 50% discount.

Allied guilds will also enjoy discounts for teleporting to allied castles, but this discount will be 50% of what guild members have and the remaining 50% will go to the account of the guild controlling the castle. Here's an example.

1. Fast travel Cost 4 silver. Owning guild has technology level 1 (5% logistician discount).
– Guild member pays 3.8 silver, and of that 0 goes to the treasury
– Member from an allied guild pays 3.9 silver, and 0.1 of that goes to the treasury
– Other players pay 4 silver, and 0.2 go to the treasury
2. Fast travel Cost 4 silver. Owning guild has technology level 10 (50% logistician discount).
– Guild member pays 2 silver, and 0 of that goes to the treasury
– Member from the allied guild pays 3 silver, and 1 of that goes to the treasury
– Other players pay 4 silver, and 2 of that goes go to the treasury

Guild members and allies will see discounts by hovering over the castle.

Nightlock
Some locations in the looting zone will be protected from takeover during the Nightlock. This rule applies only for major locations, near the guild’s homeland – check the list below.

For Sangmar: Greatfall, Audunstede, Aquitania.
For Midland: Lublin, Skergard, Audunstede.
For Ismir: Norfolk, Skergard, Aquitania.

Examples:
Sangmar captured Skergard –> it can be besieged all the time.
Midland or Ismir captured Skergard –> siege can’t be started during the server night time.

Motherland castles
The motherland castle, which is shared by both nations, such as Aquitania for Ismir and Sangmar, will be protected during Nightlock as long as it is controlled by Ismir or Sangmar. However, if the castle is controlled by Midland, Ismir and Sangmar will be able to attack and capture it.

The start of Nightlock will not immediately block the ability to attack and take over a castle that is currently under siege. Ongoing sieges must come to end and then the castle will be safe in Nightlock. During Nightlock, it will not be possible to initiate a new siege on a location that serves as the parent castle for any nation.



Coat of Arms
With the introduction of the above system, NPC’s that wield shields will display the Guild heraldry of the location owner and we added banners to gatehouses and towers that are displaying guild heraldry. Banners will be displayed on level 1-6 gatehouses and level 3-6 towers.

Building repairing during the ongoing siege
From now on, players will be able to repair some buildings during an ongoing siege. We are introducing this system to give defenders more tasks during the siege and to give players more ways of supporting and helping their own nation during the location defense.

We have divided the buildings into two categories. Fortifications and Civilian Buildings. Only Civilian Buildings will be repairable during an ongoing siege.

Civilian Buildings
– Houses, Barracks, Warehouse, Inn, Workshop, Well, and other less significant buildings.

Fortifications
– Walls, Gates, Towers, Bastion

Better rewards from NPC and loot chests
We found that loot drops from human NPCs were not satisfactory, and this is going to change with today and the next updates. This is just the first iteration of the changes that we are planning, and the first iteration is touching the loot zone but not the whole. We want to make killing NPCs more profitable and make hunting them a good way of earning income. Also, we are adding more loot chests to the NPC camps, and we are changing the loot in the loot chests to match the zone where they are, so from now on, clearing NPC camps will be more profitable, and people should feel more encouraged to clear NPC camps which they are just passing by.

We made new NPCs and assigned them to proper zones depending on the NPC level. From now on, NPCs will drop things related to the zones where they are. As the first iteration is touching the loot zone, from now on in the loot zone you will meet human NPCs from level 60 to level 100 but in some areas, you might find NPCs with lower levels and they will be changed in the next updates.

Resource adjustments
– Added more pyrite nodes to the open world and increased the total yield of pyrite nodes in the open world.
– Added more quartz and tektite nodes to the open world.
– Added more good wood nodes to the open world and increased its drop rate from open world nodes and deposit versions.
– Added more decent wood nodes to the open world and increased the drop rate from the deposit version.



New burning effects
We are introducing a new burning effect in today's update. These new effects will bring a new look to the burning structures, making them look fresh and greater. Besides the new look, we take care of the performance side of the burning effects making them less performance consuming. The next reworked effect will be related to the smoke of burning structures.



Quality of life
– We implemented tweaks to the reinforcement window. From now on players will receive more precise information.
– The way your crafting level impacts the chance of success of getting a successful reinforcement has changed. From now on, players don't need to have 100 levels in a crafting profession to get the max chance. The max chance will be calculated based on the item recipe max crafting level. In other words, if an item requires crafting level 0-7 and the player reaches the max crafting level of that item (level 7 in this case), then the max bonus chance from crafting for the reinforcement of that item will be achieved. While this change doesn't affect the overall balance of the reinforcement kits, it offers a better chance for adept crafters to further enhance their newly crafted items.
– Humanoid AI combat tweaks and improvements.
– Reworked inner second gatehouse at Twinfall.
– Added mistletoe to the loot zone.
– From now on players walk much smoother while using siege engines.
– Debuff “Far from Home” is no longer given during Siege Events.
– Lowered the ground under the last gate in the Pilgrims Rock. It was too high and the door went into the ground when opened.
– Howl elixir no longer regenerates health during arena duels.
– Humanoid NPC can have their shields broken.
– Completed events that are nearby a location will give morale boosts to that location.

Fixes
– Fixed Character Development node related to the Tier 4 bows.
– Fixed some of the level requirements at Character development to make it equal for all armors.
– Fixed a notification related to the mentor reward. That notification was displaying the wrong level, 40 instead of 50.
– Fixed edge case where guards from a bow were shooting players through the gate walls.
– Fixed edge case that was making players invisible if the player was using a machine and was not moving.
– Fixed local issue with invisible players in the Siege VoD.
– Fixed issue which made oil particles not visible at one of Bastion models.
– Fixed remaining collision on a destroyed wagon.
– Fixed edge case when player leaving a siege machine would snapto a position far away on another player’s screen.
– Fixed edge case with holding a banner and starting waving animation being blocked when receiving a heavy hit.
– The Heal effect that comes from Guild Banners should be working correctly.
– Fixed an issue with plants at the Crafting quest for becoming.
– Fixed issue with an infinite loop of opening and closing doors.
– Fixed Wooden bridge between Waterford Castle and Dundrum Fort.
– Fixed glitched textures in hideouts.
– Bunch of fixes related to level design.
...

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