A new weekly update is live! From now on, you can challenge every ally player to a friendly duel everywhere in the world! Moreover, we doubled the area covered with snow in the Northern part of the world – the Volcano slopes look truly epic now! Also, be sure to check out the updated balance of weapons and their recipes!
On the other hand, we’d like to give you an insight into the incoming Freebuilding and Guild Castles update – read below for details!
Freebuilding & Guild Castles Work in Progress insight:
Guild Castles update:
First of all, the upcoming update will introduce an improved balance of the Guild Castles placement. We aim to provide equal access to each of the 3 tiers of Guild Castles to all nations, and for this reason, we have to add 2 new Guild Castles, so there will be 3 GCs per each tier.
All Guild Castles will be placed analogically for each faction, which means that the Castle Audunstede and Leaktown will have to be moved to new locations. In effect, we will gain space in the central area of the map for the endgame content which we’re going to add in the near future.
Freebuilding:
Each Guild Castle will have its own vast predefined area where freebuilding is allowed. Within this area, you will have complete freedom of building your dream castle. Place the fortifications and utility objects, such as workshops, taverns, NPC vendors’ stalls and practice arenas, as you wish to!
Each tier of Guild Castles has its own maximum pool of points to spend on fortifications and a separate pool for the utility objects. This way, there will be the place for variety and the Guild Castles will remain balanced. Get ready for a creative challenge!
A player permitted to manage the Guild Castle’s building plans will be able to start the construction by placing the main building. You will be able to place it freely place within the building area. Plan this step ahead – it might determine the further design of the fortifications layout!
Due to technical limitations of other systems, in the first iteration, some objects in the suburban areas of the Guild Castles will have to remain in the predefined places. It applies namely to the resource buildings, such as farms and lumbermills, to storehouses generating supplies and key environmental objects, such as bridges. However, you will be able to manually distribute the defensive devices on the tower tops and decide if they will be ballistas or pots with boiling oil!
Of course, we will be aiming to give as much building freedom as possible as the system’s development goes on. For this reason, we’ve already updated some of the walls segments used to build the fortifications to make them easier to use by players. Due to this change, we also have to do some tweaks to all nation-controlled locations. As a side effect, visuals of some of them has been updated – stay tuned!
And by the way, you can expect to see a developer from time to time running some tests on the global servers using a horse. ^^
Check the recent changes and see you in battle!
Changelog v.0.8.9.9.1
Balance:
– Updated the balance of Weaponforging crafting branch, standardizing the required materials, crafting levels of each recipe according to their tiers – In some cases, the amount of required fuel might be increased so the weapons crafting cost will increase along with the value of the items according to their tiers – The materials required to craft all weapons have been standardized in a similar way to the Armoursmithing, with specific types of metal alloys required to craft weapons of given tiers and the number of materials being dependent on the size of the weapons (i.e. knives will require less metal than swords) – Due to this change, the number of Steel Bars required in Weaponforging is lowered 2x on average while the crafting cost of weapons made of Bulat will be slightly higher than it used to be, making the weapons made of Dziwer more viable choice – Improved the the Weaponforging progression flow – there shouldn’t be any holes anymore where a player would be forced to grind a specific recipe over and over in order to advance in this crafting branch; this change includes ability to use materials already stocked for levelling up on given tiers of weapons after getting able to craft the higher-level recipes – Fixed some reported balance holes allowing to craft the high-tier weapons cheaper than intended, which will in effect increase the demand on high-tier Metallurgic materials, such as Siderite, Magnetite and Aqua Regia – Updated the balance of all weapons – some of the weapons had better or worse statistics than they should be according to their tier and required materials, namely in the Sangmarian weapons; now all sets – all nation-based and the “common” ones – have been standardized
Quality of Life:
– Introduced a possibility to challenge ally players to a friendly duel everywhere in the world without the risk of losing Nation Points; the further iteration will introduce the group duels as well – Doubled the area covered with snow in the Northern part of the world – the terrain and models inside the Volkvar Castle have been covered roughly, as this area will be updated soon due to some changes which have to be done for the incoming Freebuilding update – Updated the NPC archers mechanics – from now on, NPC enemies will use bows if they won’t be able to hit a player with a melee weapon or if the player continuously tries to avoid them – Increased the size of area counting the players score during sieges – its area is now the same size as the enemy activity detection area; as before, the siege score is being counted only if the flag is marked as besieged – Added displaying the time since the last logging of the guild’s leader on the tooltip of the “Take Over Guild” button – Improved the interface of the first step of character creation – Improved the visuals of the buff effects’ tooltips – Minor improvements to the “Troubles at Dunfen Farm” questline
Fixes:
– Fixed a bug causing that ballistas used to disappear at the beginning of nightlock or wouldn’t respawn after being destroyed during the nightlock – Fixed a bug causing that the block indicator was displayed wrong when blocking with a shield
Hotfix 2019-10-04:
Weaponforging balance tweaks:
These tweaks were done basing on both the players’ feedback and collected data in order to increase access to the Dziwer-based weapons and improve the Weaponforging progression flow.
– Reduced 2x the amount of coal required by all Weaponforging recipes – Reduced the number of Dziwer bars required to craft the Dziwer-based weapons in order to increase the accessibility of these weapons – read below for other changes related to the access to Dziwer-based weapons – Added a possibility to use Dziwer Scraps as an alternative for Magnetite when crafting the Dziwer-based weapons without flooding the Market with Magnetite – Reduced the number of Calcite Crystals required to craft Dziwer Bars, as the demand for Dziwer Bars – and Calcite Crystals – has been increased; this change will positively affect the Armoursmithing processes as well – Reduced 2x the number of Siderite units required to craft steel weapons – the requirement of Siderite remains to maintain the slowly increasing learning curve rather than surprising the players with instant difficulty increase right after the steel stage; following this change, Siderite is easier to get now – read below for details – Expanded the Glory vendors’ assortment with Siderite (150CP, required Glory level 5) and Magnetite (500CP, required Glory level 10) in order to expand the possible ways to obtain these end-game resources, as demand on them is higher now, and to give more choice for players purchasing goods from the Glory vendors; as these resources are not available in the Supporter Shop, they can be purchased for CP and sold in the Market – Added Magnetite to the rewards obtained for defeating both main boss in the Sea Wraiths and the Abandoned Route events – each player of the 5-man large party can obtain 3 units of Magnetite for the first boss and 7 units for the second boss, which makes these events one of the most efficient ways to obtain Magnetite (much more efficient than hunting giants) – Expanded the loot table of NPC enemies in the Sea Wraiths event – which already drop Sulfur, Calcite and Bandages – with Siderite, allowing an organized party to collect significant amount of this resource – Increased the amount of Siderite obtained from each node of this resource to provide enough supply of this resource so its increased demand can be covered – Added Siderite to the loot obtained from shrines in the Volcano event as an optional way for a single player or a small group to obtain this resource without having to face the large enemy groups
Fixes:
– Fixed a bug causing that the attacks indicators weren’t visible during a duel – Fixed a bug causing that the last tick of the bleeding effect applied during a duel could kill the player and apply the traitor status on the other player – Fixed a bug causing that a player who lost the duel didn’t receive a system message about it
Although most of the team members are working hard on finishing the implementation of freebuilding for Guild Castles, along with the Guild Castles balance update, mounts and horseback combat, we have another weekly update for you! This week we focused on the balance between factions.
We’re focusing on it because it’s a crucial aspect of the game. Any long-term issues with the open PVP balance hurt all players – both the ones of outplayed nations, who might find it difficult to grow in numbers and strength, and the others from currently dominating nations, as the lack of challenge can lead to boredom, even if the players from leading nations can switch to the outplayed factions for free.
For this reason, most of the recent updates included improvements to the open PVP balance. This week’s update adds more of them, intended to give more space for smaller guilds to grow and eventually lead their nations in war, which will only add to the fun of epic open-world battles and massive castle sieges.
#NoMoreStagnation!
Changelog v.0.8.9.9
Open PVP Balance:
– From now on, if one nation heavily outbalances both of the other factions, guilds from this nation won’t receive the money spent by enemy guilds to prepare a siege on their guild provinces in case of a successful defense – The buff “Bonus for controlled locations” (which increases the looting chance, crafting chance and earned experience) is not applied now for a nation which heavily outbalances both of the other factions at the same time, domination over one of the nations won't trigger this effect. – The effect strength of the buff “Bonus for controlled locations” is now doubled if the nation controls at least 1 Guild Castle – the max value is still gained for controlling just a few locations closest to the nation’s capital city – From now on, guilds owning the Guild Castles don’t earn money from automatically starter Open State of Wars which end in successful defense – still, if any player-run guild will join the attack and pay the cost of joining a siege on such Guild Castle, the defenders will get back part of this cost if they’ll defend the province – Added a weekly gain of Guild Points, for players with the rank of officer and above, for all of the guild’s victorious Saturday’s Open State of War – the number of points assigned is 2x higher than the daily gain for controlled Guild Castles and, as well as the latter, added directly to the player’s contribution to the guild
Quality of Life:
– Added a new group event taking place in the Otton the Raubritter’s hideout between Rodrock Fort and Tenebrok which offers precious rewards for the level 60+ players – Improved snapping the Barricade’s preview object to other existing Barricades – Minor server-side optimization to the NPCs pathfinding – Introduced 2 remaining skins for 1-handed hammers which can be applied to the Karleonian Pick: Sons of War Hammer and Imperial Champion’s Hammer
Fixes:
– Fixed a bug causing that the burning oil could be visually used twice in a row and fixed the oil’s respawn time – if there would be any further issues, please report them and attach a video showing the problem – Fixed a bug causing that the guild’s recruitment offer was automatically removed from the recruitment board if the guild reached its maximum number of members – Fixed a bug causing that a player at Arena level 10 used to lose the Arena Points for lost ranked duels – Fixed completing the locations capturing Daily Challenge – Fixed a bug preventing the player from spawning new objects in the place of a previously destroyed Siege Engines Workshop – Fixed placement of the reported floating resources and interactive objects
Time for a little earthquake – here comes the Open State of War! From now on, every Saturday will be a global arena of guild fighting over territories on all servers. Say goodbye to stagnation and welcome more action – read below for details!
On top of that, as in every weekly update, we have a bunch of quality of life changes and bug fixes for you, including combat improvements.
Check them out and see you in battle!
Changelog v.0.8.9.8
Guild Castles & Open State of War:
Being a part of a strong guild owning a castle which isn’t attacked for weeks isn’t fun – the stagnation is a fun-killer, right? We know it too – for this reason, and in order to increase the dynamics of fights over Guild Castles, so the underdog nations will have more space to grow as challenging enemies, we decided to introduce the open State of War which will happen once a week:
– From now on, every Saturday the State of War will take place on every Guild Castle, on every server, according to the current State of War time set on each castle! #NoMoreStagnation – The open State of War will be triggered by storyline-based renegade guilds: Brandon guild attacking castles controlled by Midlanders, Ragi guild attacking Ismirs and Sirius guild sieging Sangmarian locations
Please remember that each of these State of War events can be ended easily within just a few minutes if the enemies won’t make enough progress or get pushed back by the defenders. Also, the State of War triggering works the same as before on other days of the week.
Other changes to Guild Castles:
– Due to reducing the number of available State of War time windows – 3 weeks ago already – from 3 down to 2, timers on all Guild Castles on which old SoW times still remain have been changed to the first available time for given server; of course, guild leaders can change it to the other time if preferred (this change was announced a while back in the Guilds Update patch notes: https://steamcommunity.com/games/327070/announcements/detail/1610521707067365905 – Added a system message displayed if the State of War has been triggered on a location controlled by the player’s guild, hinting about a possibility to counter-token enemy locations and spread the enemy forces during their attack
Combat Improvements:
– Slightly reduced the detection angle of backstabbing attacks – Fixed a bug causing that the player could get stuck in the weapon sheathing/unsheathing loop if the enemy would apply staggers on him if he is still stunned and stuns if he is still staggered – Fixed a bug causing that the player performing a shieldbash wouldn’t get staggered if the enemy blocked it with a weapon
Quality of Life:
– Introduced a set of special words for the “narrative languages” translations in the “Say” chat messages received from enemy players – from now on, there are specific groups of words which aren’t translated randomly, so enemies can understand the overall meaning of a message (although they won’t be posted publicly to prevent abusing them); this change, consulted with various experienced game developers, was made to let the players express their emotions instead of keeping them inside, which used to lead to increasing the overall toxicity among all nations – Introduced notifications about events in the locations controlled by the player’s guild, informing about the status of workers and supplies generated by them – Added a confirmation box displayed before moving to a Guild Castle by clicking on its flag on the map – Updated the models of Mercenary’s Trousers, Praetorian's Trousers, Recruit’s Trousers, Veles’ Trousers, Legionary’s Trousers and Scout’s Trousers – Minor improvements to the last stage of “The Disappearance of Claretta” questline and “Enclave of the Rejected” event – Improved the “Balancing System” buff’s description – Improved rounding the percentage values in some buffs’ descriptions – Minor improvements to the Player Reports, Bug Reports and Feedback windows interface
Fixes:
– Fixed a bug preventing player from respawning if he was killed quickly after receiving first aid – Fixed a bug causing that the non-looting zone in the siege event could be slightly smaller than the siege’s zone itself, causing that players close to the borders of the latter could be looted but still had 5-seconds respawn – now these areas are of the same size – Fixed a bug causing that the Arena Champion in “The Adventurous Four” questline didn’t always respawn after being killed – Fixed a bug causing that the Rejected Shaman in the final stage of “The Disappearance of Claretta” questline didn’t always respawn after being killed – Fixed a bug causing that the recipe for Battle Short Spear used to drop too often from the Loot of Brandon's Cohort chest
Another huge weekly update is live! First of all, it introduces the first iteration of a long-awaited feature: NPC archers! You can test this mechanic on various NPC enemies in the world, especially around the starting areas of each faction. In near future it will also be applied to the NPC guards in the player-controlled castles too, helping improve the territory control balance.
The NPC archery itself is a part of the preparations for another planned feature: horses and mounted combat, as they will serve for a countermeasure for mounted archers. The mounts themselves have to be postponed, though, as a majority of the Community demanded us to focus on improving the players' synchronization – so we shifted more manpower to this aspect. In effect, we just applied a huge synchronization update! Now, with improved synchronization, we hope we’ll be able to focus more on the mounts and horseback combat.
There are also further steps taken to finalize the Freebuilding and Guild Castles update, Quality of Life improvements for Alliances and Guilds and numerous balance tweaks, gameplay improvements and bug fixes – check them out!
See you in battle!
Changelog v.0.8.9.7
Balance:
– Added including the sum of looting points spent by all players of each nation into the balance safeguard mechanics – Increased the State of War duration to 1 hour 15 minutes, as due to the introduction of siege engines, which can be destroyed by the defenders and bring the siege to a halt until the attackers replace destroyed siege engines with new ones, the time required to break through all the gates is much longer than before – Updated the buff for playing an underdog faction – due to the recent changes for buff for the underdog nations, which gives more gold and experience for playing such faction, it’s reasonable that this buff shouldn’t apply to only new players [like the exp buff before] but to all players of such a nation; for that reason, from now the buff is given to all players across the dominated nation when they play on their main server instead of new characters only; once the nation grows and exceeds the threshold to lose the underdog status, everyone will keep the same buff for the next 12 hours of playtime (unless a player changes his main server over this time – then the buff will be removed, as it already was) – Tweaks to the balancing safeguard calculations determining dominating and dominated nations
Quality of Life:
– Huge improvements to the players’ position synchronization – special thanks to Mightykitten and Bermax for sending us videos with exact reproductions of significant problems and possible exploits; of course we couldn’t test all cases, such as large-scale battles with hundreds of players, in the internal testing environment, but from our tests the overall synchronization looks much better now – Introduced the first iteration of the NPC archers – the first archers can be met along the starting quests of each nation and we’ll be adding more of them following the development of this feature, so this mechanic will be eventually be applied to some of the NPC guards in the player-controlled castles too, helping improve the territory control balance – Added a possibility to move to all of the Guild Castles controlled by the player’s Alliance using the /home command, so joining an Alliances will be more useful now – Added a 48 hours-long cooldown on using the Alliance home command for guilds which just joined an Alliance and 48-hours long cooldown on using the /home command or respawning in a guild castle for players who just joined a guild, in order to reduce the benefits of introducing spies into enemy guilds – Added a possibility to move to the castles controlled by the player’s guild or alliance by clicking its icon on the map – Updated the position of “Disappearance of Claretta” questline following the plan for Guild Castles and Freebuilding update, as its former position collided with the planned location of one of the upcoming new Guild Castles; we also took the opportunity to improve these quests and refresh their locations – Disabled placing new player-spawned objects in the arenas on the Sangmarian and Midlandic starting areas (Ismirean arena didn’t have such a problem; the fix won’t affect the already existing objects in these areas) – Minor improvements to the respawn window’s interface – Minor improvements to the main tab of the Guild window
Fixes:
– Fixed a bug preventing players from switching from FPP to TPP camera mode if it was set to FPP while driving a battering ram – Fixed a bug causing that the materials chests in the Skergard Castle’s storehouses could be used twice in a row – Fixed a potential reason for a bug preventing players from capturing flags – Fixed a bug with synchronizing the event’s start time (countdown to lifting the colliders at the spawnpoint) in the Sea Wraiths and Volcano events – Fixed a bug causing displaying the wrong number of players in the invitations to Sea Wraiths and Volcano events – Fixed all reported cases of the static (not the upgradeable ones) models of wells which couldn’t be interacted with – Fixed a bug causing that NPC guards couldn’t reach the main building in Tenebrok
Check out the newest update packed with gameplay improvements, balance tweaks and bug fixes requested by the Community! The number of changes is pretty impressive despite the fact that a large part of the team is now working hard on introducing the freebuilding system for Guild Castles. Speaking of the latter – as only leaders and vice-leaders will be able to build castles, be sure your guild has the vice-leader role assigned! Closer to the final implementation we will announce the date and make sure that you will have 3-days period free from the State of War so you’ll be able to fortify your castles. Stay tuned!
Also, join us for a PVP event! It will start at 9:00 PM GMT (Saturday, September 7th). Join us in the arena on [SouthAmerica] Monteverde server and fight for fame in 5v5 battles. The winners will be immortalized on the in-game monuments and every participant will be rewarded – to arms!
Changelog v. 0.8.9.6
Balance:
– Increased the cooldown on spawning further siege engines, while decreasing damage done by battering rams to the gates – thanks to these changes capturing the flags quickly with small groups, before the defenders can react, won’t be as effective as before, but the attackers will be able to replace siege engines destroyed by defenders easier – Updated the balancing debuff for players of the nation with largest numbers logging to other server than their main one (which can’t be done under normal circumstances, unless the native players let the ones from another server log in using an exploit) – the basic debuff is -30% to such player’s HP, stamina and dealt damage, but if a nation would clearly dominate one of the other nations, it will change to -50% – Updated the buff for new characters and Greenleaf players joining an underdog nation – now it gives 30% bonus to both gained experience and gold earned from quests, dynamic events, looting NPC enemies, Daily Rewards and Challenges – Updated the Valley of Death Tournament party-making system – from now on, players will be added to the ongoing tournament if there is at least 2 nations have players in the queue – Updated the Recruit’s Glaive, changing it into the Recruit’s Long Axe, because the glaive’s model gave an unfair advantage of range over similar weapons, and added its recipe to the assortment of a basic Sangmarian weaponsmith vendor
Quality of Life:
– Updated the respawn window, adding displaying the location of the player’s death, marking the distance between death place and selected respawn and hiding the optional buttons when respawning during the Valley of Death Tournament – Introduced fading the screen after death, when the respawn counter goes to 0 – Added message about receiving First Aid in the respawn window – From now on, it takes 1 minute to leave the Sea Wraiths and Volcano events – receiving damage resets the countdown; this change was done to prevent players from leaving such events instantly so they would avoid being looted – Introduced the first iteration of sound effects changing dynamically as the player moves to different regions of the game’s world, including wind sound effects of different strength which are synchronized with the trees animations and particles (this change doesn’t affect the sound effects of rivers or waterfalls) – Added weaponsmith NPCs in the training arena so you’ll be able to purchase training weapons and repair your equipment in there – Removed a non-looting zone which remained in a position of the former siege camp near Twinfall – Several minor UI/UX improvements – Added 4 new skins from the top-tier 1-handed bludgeoning weapons: Karleonian Pick and Karleonian Mace
Fixes:
– Fixed a bug causing that the looting window could close itself a few seconds before the looting timer went to 0 – Fixed an exploit allowing players to get inside the player-built objects models, such as upgradeable walls, by standing in the area of such object before it was built – from now on such player will be moved to the closest available spawnpoint – Fixed an edge-case bug allowing players to hit other players through some buildings models – Further improvements to the jumping system in order to prevent exploiting this mechanic – Fixed a bug causing that the Ismirean spawnpoint chamber’s guardsman in Blackrock Castle was placed in the middle courtyard – Fixed placement of many reported floating resources – Fixed the Glory Quartermaster’s minimap tooltip
A new update is live! In response to the Community requests, we’ve added a new, season-based guilds ranking, which will let you and your friends compete for the title of the most active guild of a season! There are also important quality of life changes to the Guilds, Alliances and Guild Castles management – read below for deatils!
Also, we’ve made a lot of user experience improvements, such as possibility to choose one of the nearby respawn points, and balance changes – with Waterford Castle and Greenport positions updated, which will allow for much more PVP action in that area!
Moreover, let us welcome you to the new Glory season! The top players of the just ended season have earned their rewards and titles, so time to compete the others and fight your way to the top of the ladder! 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 2 months and are rewarded with unique titles, as well as 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 climb up it!
See you in battle!
Changelog v.0.8.9.5
Rankings:
This update introduces the first season of a new, season-based guilds ranking. The former, persistent guild ranking remains in-game – its leaderboard can now be accessed by interacting with special monuments in the capital cities and guilds can still advance in it, while “Guild ranking” tab in the Rankings window now displays the scoreboard of a season-based ranking.
In contrary to the original persistent ranking, the new one is not cross-server. Thanks to this, local guilds from less-populated servers won’t be locked out of the competition. Also, the new ranking only counts Guild Points gained by a guild during a given season, helping to indicate the most active guilds of the current season.
The last day of each season will be dedicated to finally donate the Guild Points to your guilds, and a day after the Nation Points collected by a player will count from 0 as the new season will begin. Since it's the first season with a new ranking, we didn't want to wipe your current Nation Point without a warning. For this reason, this season starts without wiping NP stacked on your characters. It's still to be decided when will the new season end - we consider an option to end it earlier than standard 2 months-long seasons, as it's the first season with new guild ranking.
The last day of a season will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points at this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then to let you see the rank tables before the season ends. However, it will be the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.
We believe that these changes, frequently requested by our Community, will allow for more rivalry between the guilds and create more competition possibilities!
Other changes to the existing rankings:
– Introduced diminishing the gain of Glory Points for players defending the same location again shortly after it has been captured by the enemy lose a location or if the defence lasted for at least 10 minutes and Glory Points for it were already distributed, in order to prevent a potential exploit – Updated the arena duels matchmaking algorithm, solving an issue of the top players having to wait too long to find an opponent – from now on, after 5 minutes they will get the first found free opponent with highest arena level available at a moment
Guilds & Alliances:
– From now on, there are 2 available times for State of War on each server instead of 3, set on 7PM and 10PM of the server’s local time: CEST (UTC +2) for Europe, CT (UTC -6) for North America, BRT (UTC -3) for South America and SGT (UTC +8) for South East Asia. The available times have been selected to be most comfortable for players from different time zones who play on a given server. It’s a welcome change, since strong groups of players split into alliances of 3 guilds from one nation could control even 6 Guild Castles on their server, which was obviously bad for the game's balance. Please keep in mind that your current time for State of War, which you’ve set before the update, will remain until Monday – if you will not select it manually until this time, it will automatically set to the 1st available time. – From now on, each guild belonging to an Alliance can set the State of War time separately for the Guild Castles under its control in order to increase the meaning of Alliances – From now on, the debuff for players of a nation dominating on its server logging from other servers applies all the time instead of the State of War time only – in normal cases players would want to affect the other server’s balance usually couldn’t log in to it anyway, but it has been exploited by native players logging out to let the foreign players in, so this change will counter it
Balance improvements:
– Updated placement of the Waterford Castle and Greenport with their minor flags in order so the distances from them to Lordly Haven are now as from Dimar Castle and Seaclaw and to make more opportunities for open world PVP in this area; moreover, this change was required to progress with the planned Guild Castles placement and freebuilding update – Further adjustment to the player looting balance – slightly increased the cost of looting points for all times, while at the same time we added indicating the tier of items, so it will be easier for looters to select worthy reward while not punishing the looted players more than needed - Due to the fact that players will loose less items now because of being looted by other players, durability of the top-tier items has been reduced a bit to maintain the proper level of demand on the market
Quality of Life:
– Another part of the client-side optimization of the upgradeable walls – Updated the respawn window, replacing the current “closest spawnpoint” option with the possibility to select one of the nearby respawn points – Introduced the priority for looting a killed NPC for the first 5 seconds for the player who has dealt the most damage to the target in order to reduce the occurrence of the loot-stealing problem – Added displaying the name of used emote in the chat for nearby users who can see actually the player performing an emote – Updated the levels of events taking place in the areas of starting quests – Minor improvements to the starting quests – Removed the impact of armor’s weight on the resource gathering duration – it now depends only on the equipped tool – Updated the exemplary equipment sets of each nation in the first step of character creation – Improved the Nation Change’s interface – Improved the slider in Heraldic symbols list, Skins and Supporter Shop windows – Added a notification about firewall blocking the connection on the loading screen after selecting a character – Logging into another character makes the character respawn in the capital city, this long-awaited feature was made to prevent meta game of creating as many alts as possible to teleport around the cities which overall greatly decreased open-world combat - Logged in at the burning location will make character login on the closest non-attacking location both while logging at nation and guild castles. As normally player can respawn close to the burning flag if he was inside it radius within last 15 minutes, relog works the same - we save the castles which player was close to for 15 minutes in case player crashes or needs to relog to allow him to log back in the city he was defending.
Fixes:
– Fixed permissions on gates in Guild Castles – from now on, if any set of permission (guild, alliance or nation) allows the player to do a given action, he will be able to perform it – Fixed a bug causing enabling the cursor mode while performing any action using a progress bar – Fixes to reported bugs in Sangmarian quests – Fixed getting stuck when trying to walk up one of the stairs model – Fixed the door’s durability in Mereley Lumbermill – Fixed a bug causing that the free heraldic symbol of a bow was displayed as Fleur-de-lis after applying it – Fixed updating the nation’s color on some equipment models – it used to bug if the player changed nation after changing gender
Another Weekly Update to Gloria Victis just hit the servers! Among others, there are improved players’ synchronization, client-side optimization and many user experience improvements. Check these changes on your own!
Also, we’d like to remind that the huge update is coming soon – you’ll get a chance to get on your own mount and prove your blade wielding skills! Also, with the Freebuilding feature, you’ll be able to become a real lord of your own castle, with your guild’s banner weaving on it. The guilds themselves will be updated too, along with Alliances – read below for details!
Work in Progress – Guilds & Alliances:
1. /Home for Alliances
Soon you will be able to move to all castles controlled by the Alliance to which your guild belongs. It will greatly increase the meaning of Alliances and expand the game’s tactical layer!
2. Free State of War time setting for Alliances
After the Alliances update, every guild belonging to an Alliance will be able to set the time of State of War on its Guild Castles independently of the Alliance leader. With this change, Alliances will get more meaning!
3. Cooldown on /home and respawn in Guild Castles for new guild members
This Community-requested improvement will help the guild avoid abusing its benefits by new players, reducing the risk of being spied by enemy nation players using alternative accounts and, in effect, increasing chances to push the attackers back during the State of War.
4. Season-based Guilds Ranking
This new ranking will let the guild compete over the title of the strongest active guild! But fear not – the current ranking will remain and be displayed on a monument in the capital cities.
We’re excited to see these changes coming soon to the game – hope you too!
See you in battle!
P.S. One of our players was kind enough to make a detailed tutorial video explaining the game's basics - enjoy watching!
– Improved synchronizing the players’ position – Implemented the very first iteration of client and server side optimizing system which triggers when a player has large overhead and very low frames – overall, it should help having a few frames more in the biggest battles and it is the place where players could feel the change, especially if they have weaker CPU – Added counting the quests progress for many players in one party at the same time – they must have the same active objectives to increase the progress of their friends’ quests, it should help beginner players experience a lot. – Updated the sound effects in combat and when shooting a catapult, in combat changes are gore sounds depending on the hit strength and body drop sounds on humanoid characters – Updated the rewards obtained for all of the starting quests – Added a confirmation box on leaving a guild to prevent accidental removal of the Nation Points contributed by a player to the guild – Added in-game markers on the siege engines in Sangmarian starting quests – Improved the particles of boiling oil – Improved some NPC speeches in the Ismirean starting area
Fixes:
– Fixed a bug allowing to shoot through walls with ballistas – Fixed a bug causing that each usage of the boiling oil near a player during a single session decreased the chance to play its sound effects – Fixed a bug causing interrupting the flag capturing – Fixed a recent bug with the arrows scale happening much more often due to using arrow pooling and reuse of damaged arrow – Fixed reported NPCs with missing cloths textures – Fixed a bug causing that points in the “Infinity War” Weekly Ranking couldn’t be gained if there was no dominating nation – from now on, players of every nation will gain points in such a situation – Fixed reported bugs causing that the outline of heraldic symbols was transparent even though the color was set – Fixed a bug causing that the catapult projectile’s hit sound could be heard from large distance – Fixed the duration time of effects applied by consuming any herbal potion – from now on they last 1 hour and can be stacked up to 2 hours – Fixed the hitboxes of a Dying Giant in the last stage of Midlandic starting questline – Fixed a bug preventing player from taking a reward from Horik if he closed the dialog before collecting it
Check out the new Gloria Victis update! It adds another part of the weekly optimization improvements for both the client- and server-side performance. We’ve also updated the archery – it was required to proceed with the planned horseback archery, and we believe that this change greatly improves the bow shooting feeling.
Of course, there are dozens of other gameplay improvements, balance tweaks and bug fixes too, as well as improved anti-cheat security. Also, we'd like to inform you that the current Glory season will last till the end of August – that’s when the planned massive updates will come. Because the season has been prolonged, you can expect increased rewards for it!
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 winners of each season are rewarded with unique titles, as well as 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 it’s a great moment to climb up the current season’s leaderboard!
Moreover, we’d love to give you an insight into our current work – read below for details!
See you in battle!
Work in Progress:
1. Freebuilding for Guild Castles
Your guild will be able to build its own fortifications layouts in Guild Castles soon! This feature is expected to come within 2 next weeks – stay tuned!
2. Guild Castles and Alliances update
In order to improve the game’s balance, the number and placement Guild Castles will be updated soon. After this change, there will be 3 Guild Castles per each of 3 tiers and they’ll be placed symmetrically, with equal access to castles of a given tier for all nations. There will also be improvements to the State of War, GC management and Alliances mechanics – more info coming soon!
3. Horses and mounted combat
Although the mounts feature and, following it, the horseback combat are huge tasks, we’re continuously getting closer to complete them. This update introduced the first iteration of the archery update which was required to implement mounted combat – it will help us preserve the proper balance for horseback archery and finish implementing the NPC archers who will counter the mounted players!
Changelog v.0.8.9.3
Screenshot by Lepaige
Optimization:
– Optimized the servers performance – minor lags should have been greatly reduced and less visible – Optimized displaying the other players and NPCs – Optimized instantiating the NPCs and toggling the objects’ visibility – Optimized loading the crafting recipes in the Crafting window
Quality of Life:
– Archery update: optimized the archery system, improved the shooting experience, added dependency between the shot’s power and arrow’s range and eliminated some potential security holes; also, this change will let us introduce the NPC archers soon – Improved the anti-cheat security systems – Added a new event in the Outlumbered camp called “Outlumber them!” for players with level 40 or higher, similar to an event in the Gold Griffins fort – Updated the list of available heraldic colors – the change from colors slider into specific colors was accidentally applied prematurely, with limited number of colors to choose from but now you have wider choice; the change itself was made to prevent setting extreme colors which looked like a graphical glitch – Added a possibility to not set any color for the heraldic symbol’s outline – From now on, joining the Volcano world event is possible only before the Old Giant spawns – Updated rewards for completing quests in the Dead Raven Inn and Happy Rams Inn – in total, each questline should give in total about 1 gold and 200.000 experience per each quest which player reports to an NPC – Updated rewards for killing bosses in the recently added dungeon event on Sangmarian lands – From now on, the dungeon event between Baalhammon and Serai is displayed on the map for all players who are in the Sangmarian area and can be completed by players of all nations – Reduced the amount of Elite Flax Canvas obtained from Brandon, Ragi and Sirius world events because these events allowed to obtain too much of them – Slightly increased the cooldown for starting Brandon, Ragi and Sirius world events – Disabled spawning any player-built objects in the Volcano world event’s area – Increased the cooldown for crafting events in the capital cities and inns because they were inflating some materials – this way they can still have precious rewards but not affect the economy so much – Updated drop chances of the top-tier recipes and items and increased the amount of money looted from NPC enemies which used to drop the top-tier items/recipes – Added a map marker displaying position of the Glory vendors for players with level 60 or higher – Updated the balance of Exiled Legion’s common soldiers, reducing their strength and increasing their respawn time, to adjust the Sirius world event’s difficulty according to collected data – Improved balance in the starting Midlandic quests – the bridge outpost defense stage – Improvements to texts in the new Sangmarian quests – Improved balance of the NPC enemies in the starting Sangmarian quests to provide better experience for archers – Several minor improvements to the starting quests – Updated the Scout’s Robe’s model – Moved a unique treasure chest from below the Rodrock’s bridge slightly so it can now be accessed easier
Fixes:
– Fixed a bugged shield model which caused the FPS drops – Fixed a bug causing that recipes for Karleonian Chainmail, Styrborg Chainmail and Black Guard’s Chainmail were displayed in wrong category in the Market window – Fixed a bug causing that the Brandon world event used to start twice in a row – Fixed the Lord’s Wrath Abbey upgrading event – Fixed reported instances of NPCs respawning too fast – Fixed a bug causing that heraldic shapes always had 2 colors to set – they should vary from 1 to 2 different colors depending on a specific symbol – Fixed several reported issues with equipment of specific NPC enemies – Fixed a bug causing that Aldus (questgiver) was being killed by NPC enemies in the Midlandic starting quests – Fixed displaying the NPC names in the dialog’s window – some of them used to have untranslated strings displayed instead of actual names – Fixed a bug causing displaying wrong text in one of the Sea Wraiths world event’s stages – Fixed displaying the Hangover effect’s name
A new update is live! Among many changes, it introduces a significant client-side optimization of the upgradeable objects! The player-built towns and castles take now 90% less time to load – it’s a side effect of our current work on the freebuilding feature for guild castles.
Also, there is a new Sangmarian questline which extends the PVE content and allows us to test some brand new quests mechanics. We will now closely observe the impact these quests have for player retention and keep polishing them, and of course we’ll add similar quests for other nations too in the near future. There are also numerous improvements to the existing content and several balance tweaks for the new players. Check these changes on your own!
See you in battle!
Changelog v.0.8.9.2
Quality of Life:
– Optimized the locations upgrading system, which effects in an impressive optimization change: reducing the time it takes to load the upgradeable towns (not capital cities) by 90%; this change is a by-product of our current work on the freebuilding system for guild castles – Optimized the models of upgradeable objects and collectible resources – Added autostarting the Sea Wraiths and Volcano events every few hours without completing the starter in order to increase their accessibility – they can still be started manually by players anyway – Added the Blood of the Beast to the drop-tables of Old Hippopotamus and some chests containing Dziwer in the hippopotamuses stage of Abandoned Route event’s area in order to increase this event’s rewards, as it’s significantly harder to complete than the previous stages – Improved the balance of Sirius the Exile world event – its difficulty should now be similar to the Brandon and Ragi world events – Updated the NPC enemies placement in the Sirius world event’s starter’s area so completing the quests from a nearby inn won’t be as hard as before – Increased the respawn time of gates in the Sirius world event from 10 to 30 minutes – Moved back the colliders preventing players from leaving the cave spawn at the Valley of Death tournament too early, closer the actual spawnpoint to prevent gaining advantage over other nations by moving to the collider itself before the counter goes to zero – Improved rewards for quests in the inns on links between Ismirs and Midlanders and between Midlanders and Sangmarians – Added a new questline for Sangmar so some of the already existing locations in the less utilized part of the world will be used now – we want to test how will it affect the player retention, which is a very important factor for us; of course, we're going to add more quests for other nations too in the near future – Numerous fixes to the recently introduced events taking place in the Erendi’s towers – From now on, any interaction will be interrupted when the character jumps or starts falling/sliding down – Updated the resources placement in the starting areas to prevent overloading the new player’s inventory with too many types of different resources – Updated the drop-tables of low-level NPC enemies to prevent overloading the new player’s inventory with too many types of different resources – from now on, they drop money or basic materials which can be used in most of the starting crafting recipes – Updated some of the starting recipes so they now can be crafted using the basic materials looted from low-level NPC enemies – From now on, the “Alchemy materials” box gives enough potions to activate the best buff for using them – Added some more boar spawners near the inn in the Ismirean quest area because there could be not enough boars if a few players tried to complete this quest at the same time – Improvements to the market area in the first Midlandic questline – Added the third full set of armor skins – after introducing the sets for Midlandic and Ismirean top-tier heavy armors, we’ve finally added the full set for Praetorian’s Heavy Armor: Battleborn; the set parts can be purchased separately or as a whole with a 10% discount – Updated the Battleborn’s Helm’s visuals to meet the standards of the new skins set – Added the last 2 missing planned skins for the top-tier shields: The Noiseless Ones' Shield for light shields (Deserter’s, Clan and Scout’s Shield) and Battleborn's Shield for heavy shields (Karleonian, Black Guard’s and Praetorian’s shields)
Fixes:
– Fixed a recently found issue causing the character to be snapped back in various places of the world where the loot crates can be found due to collision issues with them – Fixed a bug causing that burning tents in the Ragi world event still required level 80, even though the entire event is for characters above level 60 for some time already – Fixed displaying destroyed version of the green Supply Crates which are used in sabotage events and the new events in Erendi’s towers – Fixed a bug causing that Erendi and Dark Knights used to drop mostly only money instead of the items from their drop-tables – Fixed a bug causing that the Jagged Chieftain used to drop Dziwer instead of Steel – Fixed disassembling Clan Heavy Gauntlets – Fixed displaying the quest markers over fallen trees in one of the starting Ismirean quests – Fixed the waterfalls water flow direction – Fixed an issue which allowed players to hit through the buildings/gates of his nation to the enemies on the other side – if there will be any further cases of that issue, please report them with as many details as possible so we’ll be able to fix them too - Fixed a bug allowing to get moved to the upper floor of the upgradeable Guardhouse