Gloria Victis: Medieval MMORPG - BartoldGV


Hello warriors!

The last week was just prelude – today’s update introduces even more and even better balance improvements to provide the best gameplay and PVP experience possible. Ready your weapons, push the enemies back and claim the lands!

For the Motherland!



Balance:

After the extensive analysis, we’ve come up with several improvements to the game’s balance aimed to improve the experience for underdog nations players. These changes are vital to the game’s core – open-world PVP. While a year ago there were 2 underdog nations in every server, at this very exact moment only one server has just one nation tagged as underdog. Anyway, we keep working on improving the game’s balance all the time, as its the core of fair and fun PVP for everyone.

– From now on, only the underdog nation’s players will earn Glory Points when fighting in its homeground – this change was introduced to encourage searching for challenging battles and opponents in order to climb up the leaderboard and give some breath to the nations that were pushed back to their main city
– From now on killing an underdog nation player is rewarded with 100 Nation Points – that number will be the maximum nation points pool in that case and distributed between players with an assist system; still, the underdog nation players will lose 500 points for dying and will gain 500 for killing enemy players as before
– Disabled moving via Logistician to the minor flags of a location which is currently attacked during a siege event to solve an issue with the players bypassing the queueing system and disturbing the siege events balance – it is still possible to get to such areas on foot
– Updated joining the siege events and Valley of Death Tournament for overpopulated nations in order to increase the chances for underdog factions in these controlled-environment PVP scenarios – from now on, players with the lowest level have the highest priority to join them (taking the highest level of all characters of a given player); please remember that this change applies only to the nations which are clearly stronger than any other one on a given server
– From now on, the time to drop the activity during the State of War depends on the number of guild castles controlled by a nation – the more GCs a given nation controls, the slower the activity meter decreases; It will create more possibilities and give more time for underdog nation guilds to try to get into possession of a Guild Castle
– Introduced the respawn time modifiers causing that the respawn is shorter by the native players and longer for the others when fighting over:
  1. The native non-looting areas of any nation, to prevent breaking the nation's power and pushing it back to the capital
  2. A few closest homeground locations of an underdog nation, to allow such a nation to push the enemies back and mobilize



New players experience:

– Introduced a new questline for the Midland players, following the announced plan of adding new quests in order to improve the new players experience – the new questline is an extension of the storyline started with the recently updated starting Midland questline and it introduces a lot of brand new locations, as well as some new in-game tutorials which will be introduced for the other 2 nations too
– Updated the order of unlocking the Sangmarian starting quests – The Disappearance of Claretta is now available before enabling the quests at Basilea Farm and Baalhammon Farm, since the latter two are more difficult to complete and they used to push the players more into the central parts of the world before they were ready for it

Quality of Life:

– From now on, the gate doors are not respawning as long as the location is tagged as besieged – this change was heavily requested by the Community
– Improved the interface of announcements displayed in the main menu
– Boosted rewards for completing the Sorcerer’s Tower events that were placed in the distant areas, hence they weren’t visited as frequently as the others: near the Volcano, behind Hordun Temple and on the traitors island
– Added aa confirmation window appearing when a player tries to sell an item to an NPC vendor much cheaper than its average price in the market
– Introduced the bleeding effect applied by NPC enemies which are using daggers, or stabbing with one-handed swords
– Numerous minor optimization improvements in the code
– Numerous minor tweaks to the placement of NPC enemies



Siege engines:

– Pouring burning oil onto enemies will now count as the assist damage
– Fixed a bug causing that the siege engines were levitating after spawning
– Fixed a bug causing that the force applied to siege engines by multiple users was multiplied linearly, allowing to move them too fast and glitching them through gates or avoid damaging the chassis
– Fixed a bug that allowed shooting with catapult through the gate roof

Fixes:

– Fixed a bug causing that after a Guild Castle was captured by another guild, all structures tagged destroyable before State of War was still tagged after capturing the GC
– Fixed the Bullseye ability
– Fixed an issue causing not refreshing UI when leaving and joining back tournament queue
– Fixed an issue with main and glory arena teleports
– Some more fixes related to teleporting characters onto models of decorations, farming or player placed workshops

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Hotfix 2020-02-10

Balance:

Basing upon the Community feedback and the data collected after applying the latest update, we’ve made several tweaks to the recent balance changes. From now on, the rewards for fighting the players of an underdog nation are proportional to the balance differences – of course, the difference between nations needs to be high enough to even trigger these safeguards:

– From now on, strength of the “Balancing system” effect, which increases the number of earned gold and experience for the underdog nation’s players, is proportional to the balance system score difference between an underdog nation and the nation with the highest score at a given time
– Updated the Glory Points gain for besieging locations in the underdog nation’s homeground – the attackers get Glory again but it’s decreased proportionally to the balance system score difference between an underdog nation and the nation with the highest score at a given time
– Updated the Nation Points gain for killing the players of an underdog nation – although it’s still decreased, the number of Nation Points earned is now proportional to the balance system score difference between an underdog nation and the nation with the highest score at a given time, varying from 100 NP when the enemy nation is completely outplayed to 500 NP when the balance score difference doesn’t exceed the limit required to trigger the underdog status

Please remember that all these safeguards activate only if the balance score difference is high enough to actually tag a nation as an underdog – lowering the rewards won’t even happen until a long-term disbalance comes into place!

Fixes:

– Fixed a bug causing that attackers could lose Glory Points after losing a siege over the underdog nation’s homeground location with a negative personal Glory score (already applied on weekend)
– Fixed a bug causing that vertical doors didn’t open, especially in world events (already applied on weekend)
– Fixed a bug causing that players shooting a catapult or trebuchet at the allies, or using oil at them, received the traitor status (already applied on weekend)

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Hotfix 2020-02-11:

After closely checking the statistics of weapon usages at various places for the long time, we have decided to do some tweaks related to the bows. First, the PVE usage was close to being obsolete due to the nature of NPCs having much more HP than the players and in the end, a bit different nature of PVE gameplay. For that reason, the PVE damage for bows has been increased by 50% for better playing experience.

Same time, we do know that the difference between a "good shot" and "random shot" is simply huge. There are many factors in Gloria Victis which affect the final damage – not only related to weapon damage, player stats or skills but also to the power bar, weapon durability, picking a proper weapon to counter your enemy or aiming at the correct place.

It is all the part of the skilled gameplay, but it also creates a very huge, and often frustrating gap where a shooting player can be frustrated because he didn't hit another headshot or backstab – and a player receiving damage might feel that he was getting one of the “big” shots.

For that reason, we have removed the possibility of backstab with a bow for both PVE and PVP (which with the full dex character could mod the damage by x1.27) but at the same time we increased the base damage by 10% to adjust that removal. Thanks to this small change, while the archers will feel they’re more effective in different combat scenarios, the enemy players won’t be punished any longer for receiving shots they didn’t even have a chance to block, which should improve the balance in castle sieges too.

Please don't consider this change as the final one – we want to collect your feedback and iterate it quickly in the following few days. Thanks in advance!

At the same time, we are aware of NPC archers issues - while it requires lots of work, and we are focusing on horses mostly now, a quick solution to make the issues with the lower, same time keeping them in-game was to add less accuracy to their shots, especially for the lower level NPCs.

Moreover, we have updated the algorithm of the time required to drop the attackers’ activity during the State of War. The changes will be more smooth now, as the activity dropping speed is changed slightly for every Guild Castle controlled by a nation instead of doing it for larger thresholds.

Other than that, this hotfix introduces many further improvements to the recently updated Midlandic questline and a fix to the bug causing that attaching more players to the siege engines didn't increase their movement speed.

As always, we are open for the feedback on the changes!

---

Hotfix 2020-02-13:

The last week’s update added new balancing systems with effects scaling proportionally to the power of disbalance. We now decided to remove one of the old balance safeguards – a debuff causing that guilds of a nation which balance meter score outbalanced two other nations didn’t get the money spent by the enemies for tokening a Guild Castle after a successful defense, and that such a nation didn’t get any bonus for controlling Guild Castles.

The buff no more takes sense due to the latest changes which scales with the domination difference, and combined with the latest changes took too much reward for playing better. For that reason it was removed.

Also, the recent changes done to archery removed the backstab mechanics, which could increase the archer’s damage by 30%, at the same time compensating it with a slight (10%) increased overall damage. However, we noticed that the headshot damage can reach too high values, so it’s been reduced to compensate the the 10% damage increase done before.

An interesting fact: the only server which has any nation tagged as underdog at the moment is Monteverde, while the other servers have none.
Gloria Victis: Medieval MMORPG - BartoldGV


Hello warriors!

Check out the new weekly update which includes several balance improvements! We hope to see much more open PVP action now thanks to the new position of Seaclaw, the change of which greatly reduces the distance to Ulfgard, mirroring the other links.

Also, we’ve improved the spawn area in Baalhammon, the capital city of the Sangmar Empire, to solve the issue of players being spread too wide, which affected the perception of the nation’s population. The spawn area has been rebuilt in the fashion of the Midland and Ismir capital cities – we hope you’ll like it!

Of course, there are many other changes, most of them being directly requested by our Community. And we're happy to welcome TheLazyPeon back to Gloria Victis, and we're glad to see that our hard work put into updating Gloria Victis every single week is appreciated. Enjoy watching!


By the way, we’re going to run another round of the mounts tests today by spawning the mounts for some random players. Be sure to get in game to check the improved horseback combat with powerbar dependent on the mount’s speed!

See you in battle!

[[i]Screenshot at the top made by Slayer - you should've received some bonus for the screenshot, so check your Ambers![/i]]

Changelog v.0.9.1.3

Balance:

– Updated the position of Seaclaw and its minor flags – the distance between Seaclaw in the former position and Ulfgard had negative effects on the amount of PVP happening in this area; since the distance has been standardized with other links, we hope to see more action here
– Updated the positions of dynamic events, resources and NPC enemies in the Seaclaw area
– Updated the players’ spawn area in Baalhammon – due to our extensive analysis, the architecture of this city, it was hardest for the Sangmar players to see their allies in the capital, so the spawn area has been rebuilt in the fashion of the Midland and Ismir capital cities to allow for easier interaction between players
– Added safe zone protection to siege engines when they enter the safe zone for the controlling player’s nation, and when the controlling player has attached to a siege engine while being in a safe zone – this change will help warbands to mobilize for sieges and give them a chance to start an attack from the siege camp without being spawn-camped
– Updated the placement of tree nodes in the Sangmar area and added more of them – especially near the Basilea Farm and Basilea Mine – because with the already existing nodes in these locations, some players could have troubles to find enough wood, especially compared to similar locations for Midland and Ismirs

Quality of Life:

– Replaced the Raiders NPC enemies between Baalhammon Lumbermill and Scarsdale with Armoured Thugs because the former NPCs were too high level for this area
– Moved “Defend the Spy!” event from the Scarsdale siege camp area to the east, closer to the SIrius’ castle
– Updated the position of Mercenaries Recruiters, who offer an option to move to a dominated nation, to the central area of each capital city – by the Logistician
– Reduced the time required to roast meat in the player-built furnaces by 50% to tune down the recent changes which standardized the roasting time for all meals
– Removed the candies from the loot tables of the Team Rocket anti-bot NPCs
– Added possibility to collect water from fountains
– Updated the visuals of money earned in the notifications interface
– Updated the guild’s activity algorithm – it should now be easier to maintain a satisfying activity ratio for large guilds
– From now on, the guild’s announcement won't be automatically removed from the recruitment board after a week if the guild’s activity is higher than the lowest level
– Minor improvements to the first stage of the starting Midlandic questline

Fixes:

– Fixed an issue causing that the Arena Points used to reset when changing nations – it should only happen with the Glory Points, since the Arena Ranking is multi-nation, while in the Glory Ranking the players compete only with their allies
– Several fixes to reported level design bugs and glitches

P.S. Adventurer's Diary: the first tourists come to visit the renovated Baalhammon central square:

Gloria Victis: Medieval MMORPG - BartoldGV


Hello warriors!

Another weekly update just hit the servers! Besides of numerous gameplay improvements and fixes to reported bugs, this week’s update includes the updated look of the Ismir top-tier medium armor, which was requested by so many players. We hope you’ll like it, as well as the other changes!

Also, a Steam sale is going to start today. It’s a great opportunity for our Community to get a nice influx of new players! Remember that you can earn Contribution Points and Mentor Points for helping the new players on chat, and helping them levelling their toons.

We have high hopes that our Community will grow in numbers during the Steam sale – for a small indie team, such as ours, it would mean a direct boost for the game’s development. Thus we hope you’ll give a hearty welcome to the newcomers!



We are happy to invite every new player. Together, we can create a truly unique open-world MMORPG experience. Join the battle now and start your own medieval journey now!

For your first steps, you might find it very helpful to get a read through the guides made by our players: https://steamcommunity.com/app/327070/guides/

Also, be sure to watch out this combat video tutorial from which you will quickly learn both the basics and advanced combat mechanics. Knowledge is the key to wage a successful war!

https://youtu.be/FOsaO3FtKC0
If you’d like to talk to our team, you will find us both in the Steam forums and on our official Discord channel.
You can also contact us via this email to reach technical support: support@gloriavictisgame.com

See you in battle and have fun in the game!
[[i]Screenshot at the top made by Siegbert[/i]]

Changelog v.0.9.1.2.1



Quality of Life:

– Updated the look of the Ismir top-tier medium armor – replaced it with completely new models, since the former set is used by a few lower tiers already
– Updated one of the central locations of the Midland’s starting questline, improving the hunting stage and making it easier to start the “Fire and blood” quest
– Updated the display range of quest markers indicating specific distant targets: travel target, siege engines and destructible objects – their markers should now be visible from a much larger distance
– Slightly increased the Midland’s safezone to cover the final area of the starting questline
– Updated the duration of buffs applied by alchemic potions to standardize them and eliminate issues occurring when a potion applies more than 1 buff
– Added tooltips with descriptions of the guild ranks



Fixes:

– Fixed an edge-case bug causing that the nation’s rewards for Deadly Harvest event could vanish after a server’s restart
– Fixed a bug causing that tokens put on neutral Guild Castle were set on a previous State of War which led to the SoW date issues
– Fixed an edge-case bug in Benton’s dialog preventing players to start the “Fire and blood” quest in the Midland’s starting questline
– Fixed a bug preventing players to respawn during the Valley of Death tournament with “Regroup” mode active if the player died right when the respawn counter reached 0
– Fixed remaining cases of food (roasted meat and fish) which used to be crafted instantly on the player-built campfire
– Fixed a bug preventing the guild’s Viceleader from placing tokens on the guild provinces
– Fixed a bug causing earning the “Pretender” Steam Achievement for earning the in-game “Gladiator” player title – now such a player should properly earn the “Gladiator” achievement
– Fixed a bug causing that if an item put into the player-built furnace couldn’t stand the current temperature of the furnace, it was being burnt almost instantly
– Fixed a bug causing that a player would gather a resource while not being in the interaction state
– Fixed a bug causing that the vignette indicating a tier of an item used to disappear after moving an item to the depot and re-opening it
– Fixed displaying the guild’s Viceleader rank in the rank change dropdown
Gloria Victis: Medieval MMORPG - BartoldGV


Hello wariors!

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 against 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 about 2 months 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 climb up!

As always, the update also includes a lot of quality of life improvements and fixes to reported bugs. Check them on your own!

See you in battle!



Mounts Progress:

We’re making steady progress with implementation of the mounts system. We’re heavily iterating on the mounted combat, since its core has already been implemented, to provide you the best possible experience. However, it’s a huge – most probably the largest in the entire history of Gloria Victis – and multi-layered feature, requiring many additional mechanics. We’d like to give you an insight on one of them: the mounts progression!

We feel that the implementation of mounts will be a perfect moment to expand the progression-related content. For this reason, we’re going to give you more freedom and let you become a tamer! Each player will be able to own a number of different mounts at a given time, although only one will be available at the given time, until a player visits the stables to select another mount as the active one.

It will be important to select the right mount depending on a situation, as you will be able to train them within a variety of builds. Your mounts will be described by a set of statistics – it means that you will be able to train a mount into various builds suitable for specific scenarios: open-field combat, scouting and chasing or simply a way to travel – all within the potential of your current mount. But to let this happen, a mount will have to earn experience – not only for combat but also for riding. Since this mechanic will allow the tamers to search for many mount’s builds and make a living on trading the well-trained horses, it will also add the end-game progression after reaching level 100!

Also, it will have a great positive impact on the game’s player-driven economy. We’re going to create a dedicated market for mounts, which will be accessed from the stables, so skilled tamers and mounts vendors will have a chance to get famous and rich doing their trade.

We’re excited to see the mounts system coming closer and closer to the final shape!


[[url=https://steamcommunity.com/sharedfiles/filedetails/?id=1966225773]Screenshot by xDevos[/url]]

Changelog v.0.9.1.2

Rankings & Achievements:

As it was announced several times, yesterday was the last day of the previous Glory season – a day where gaining Nation Points is not possible and the scoreboards of other season-based rankings (Glory and Arena) are frozen, except for the Guild ranking as players donate their NP to the guilds on this last day, helping their guild climb up the rank table. For this reason, as in the beginning of the former season, by the start of each new season each player’s Nation Points are wiped, giving each guild equal chances to win the new season and encouraging guild members to donate NP to their guilds.

Moreover, we’ve updated the mechanics of titles earned in the rankings. The titles for performance in Arena and Weekly rankings are being disabled after the following season’s end, which increases their value but we felt that the player’s progression should be more permanent.

For this reason, the titles earned for the player’s performance in these ranking will now also be additionally rewarded with achievements counting the number of times the player earned a given title, including the already earned ones!

Moreover, the same system has been applied to the titles for position in the Glory ranking. The exception is the God of War/Goddess of War title – besides of an achievement, a player will also earn a permanent title (Primaeval God of War/Primaeval Goddess of War), as well as the God of War's Hood skin, so earning the top place in the Glory ranking in the past will be additionally rewarded. Moreover, the skin has been finally added to every player who has ever earned this title in the past but hasn’t received the skin yet due to the bug.

Thanks to these changes, you will be able to track your achievements more precisely and their value will increase, as now they will be counting how many times you’ve earned a given title. Good luck on your way to glory!



New achievements:

– Performance in the Glory ranking:
  • God/Goddess of War – Make 1st place in the Glory rank table at the end of the previous season
  • Warlord/Warlady – Make the 2nd place in the Glory rank table at the end of the previous season
  • Champion – Reach the 3% of top players in the Glory rank table at the end of the previous season
  • Veteran – Reach the 7% of top players in the Glory rank table at the end of the previous season
  • Pretender – Reach the 15% of top players in the Glory rank table at the end of the previous season
  • Gladiator – Reach the 35% of top players in the Glory rank table at the end of the previous season
  • Highest Glory level – the highest Glory level ever earned by a given character
– Performance in the Arena ranking:
  • Arena Master – Take 1st place in the Arena rank table
  • Duel Master – Take 2nd place in the Arena rank table
  • Duel Veteran – Take 3rd place in the Arena rank table
  • Duelist – Reach the top 10% of players in the Arena rank table
  • Highest Arena level – the highest Arena level ever earned by a given character
– Character progression:
  • Earn max level
  • Earn max level in any craft
  • Earn max level in all crafts
  • Number of crafted top-tier items
  • Number of items reinforced to +7
– World events:
  • ”Valley of Death” tournament victories
  • Number of the nation’s MVP earned in the ”Valley of Death” tournament
– Open-world activities:
  • State of War victories
  • Number of looted enemy players
  • Number of revived players


Gold for positions in the rankings:

Since Glory has recently become a nation-based ranking, we had to adjust the rewards to prevent over-inflating the market with gold. However, we didn't want to reduce the values of individual rewards too much. For this reason, we decided to change the number of players of rewarded with gold – from now on, its given to the top 30 players of each nation (the previous limit was top 100 players, but it counted players of all nations from a given server. Moreover, rewards for the top 3 positions in the Arena ranking have been increased to equalize them with the values for Glory.

Current rewards in gold:
  • 1st place – 50 gold
  • 2nd place – 20 gold
  • 3rd place – 15 gold
  • Top 10 – 4 gold
  • Top 20 – 2 gold
  • Top 30 – 1 gold
Quality of Life:

– Updated the automatic State of War triggering (tokens placed by guilds Brandon, Ragi and Sirius) mechanic to prevent an edge-case when the Open SoW would start on Sunday instead of Saturday
– Optimization improvement related to calculating the current modifiers coming from equipped armor
– Updated the NPCs aggro mechanics
– Several Improvements to the recently updated starting Midlandic questline
– Improved the text formatting in the effects’ tooltips
– Improved scaling various tooltips in the game to the text
– Several minor improvements to the tooltips' interface
– Improved the date formatting in Notifications Center



Fixes:

– Fixed a bug causing that vice-leaders of guilds didn’t earn Guild Points for controlled guild castles
– Fixed an edge-case bug preventing Midland players from taking reward for the starting questline
– Fixed a bug causing that some Midland players couldn’t start the quests at Dunfen Farm and O’Nar’s Farm after completing the starting questline
– Fixed an edge-case bug preventing players from purchasing goods from the Glory vendors despite having enough Contribution Points
– Fixed a bug causing that the NPC guards of the spawn chambers/platforms in main buildings of player-controlled castles aggroed on enemy players from far distance, despite not being able to reach them
– Fixed replacing the enemy chat messages with words from the lore-based languages – it’s now case-sensitive
Gloria Victis: Medieval MMORPG - BartoldGV


Hello warriors!

This weekly update introduces a massive improvement to the starting quests of Midlanders nation. An epic story of war and vengeance, taking place in new breathtaking locations, awaits you! The changes done to these quests are a part of the planned updates which will introduce a group of new quests – read below for details!

Moreover, we’d like to give you the date of the new Glory season’s start! The current season will end on Thursday, Jan. 16th. We’re finishing the work on many improvements to the rankings system, including the rewards and their UX and other aspects related to the seasons themselves. For this reason, the end of the current season had to be postponed a bit so we can finish the implementation of all the planned improvements – but we're on the final straight!

See you in battle!

Changelog v.0.9.1.1



Quests:

We’re following the plan of adding new questlines for Midlanders and Ismirs so they will have as much available quests as Sangmarian players do now. For this reason, we had to update the existing starting Midlanders’ questline to make space for new quests in their starting areas, the same way as the Sangmarian quests have been implemented and as we did for Ismirs recently.

Moreover, we took the opportunity to improve the overall flow of this questline. Since only a few mechanics were available when this questline was originally implemented, we now added much more variety to it. We also updated the locations these quests take place at. Since it was a complete overhaul, we had to reset the progress of these quests for all players who have started but not completed them, to avoid potential technical issues.

However, we believe that these quests will be much more enjoyable now, so these players can get the best possible experience when playing them. Now we will work on adding a brand new questline for Midlanders, and then do the same for Ismirs.

– Updated the Midlandic starting questline (“The first day on duty”) and its locations
– Wiped the progress of the Midlandic starting quests for the players who have started but not completed them, to avoid potential technical issues
– Updated the position of Great Hunt events in the Midland’s starting areas



Quality of Life:

– Improved and re-introduced the “One To Rule Them All” mode for Valley of Death tournament; from now on, the central flag will appear at a random time after the tournament starts, and capturing it will end the tournament before the regular time ends
– Increased the Nation Points regeneration when playing a dice game against another player
– Improved the farming system – from now on, removing weeds and watering plants shortens the growth time
– Updated the Valley of Death tournament’s interface displayed right after the tournament’s end
– Added a confirmation box when removing a player from a guild
– Improved switching between different level of details of the player-built Bloomery
– Improved the quest markers’ visibility on the minimap
– Added 15 new voice SFX sets for humanoid characters
– Added an SFX for clicking a dialog option
– Added displaying a combat tutorial notification after dying in PVP to help new players improve the combat skills
– Added a name prefix to all the recipe scrolls
– Improved the placement of the NPC enemies in the Ismirean starting areas
– Numerous minor interface improvements
– The Christmas content has been disabled



Fixes:

– Fixed a bug causing that the current main server didn’t refresh in the same session in which it was changed
– Fixed a bug causing that players could obtain Nation Points in the Valley of Death tournament which could lead to balance issues
– Fixed an edge-case bug causing that the season-based guild ranking could display only part of the data
– Fixed a bug causing that the Sangmarian players couldn’t earn 3 stars in the “Rite of the One” world event
– Fixed a bug allowing to upgrade various structures above the main building’s current upgrade level
– Fixed an edge-case issue causing that character could be damaged while unlocking the inventory/deposit slots, either when spamming the button or when playing with high ping
– Fixed a bug causing that stackable items (i.e. crafting materials and food) had the quality affix displayed
– Fixed a bug causing that destroying a decoration removed one of the existing workshops, if a player has built one
– Fixed a bug causing that some resources belonging to the player-controlled locations didn’t spawn properly at the server’s start
– Fixed an edge-case bug preventing players from taking reward for a dynamic event
– Fixed assigning rewards for the Valley of Death tournament: Glory Points and Contribution Points magnified by the score and player titles for achievements during a tournament
– Fixed a bug causing that a player standing on the rooftop of a respawn chamber in wooden keep, upgraded up to level 1-3, would not be lootable
– Fixed a bug causing that NPCs could walk through the player-built Lumbermill upgraded to level 3
– Fixed a bug causing that the nation assignment of a siege engine remained after its respawn
– Fixed a bug allowing players of different nations to control a siege engine at the same time
Gloria Victis: Medieval MMORPG - BartoldGV

Ho ho ho, warriors!

The Christmas time has come but Santa Claus has lost all the gifts and needs your help to find them. He’s generous though, and your efforts will be paid well – you can obtain some new skins for free!

Moreover, among many other changes, this update introduces a long-awaited feature: player-built decorations! Check them on your own and have fun decorating your favorite places – including the Guild Castles!

P.S. In response to the request made by our players, placing the tokens on Guild Castles will be disabled from December 22nd to January 2nd. This way you’ll have a chance to spend this special time with your families and friends without worrying that your Guild Castle will be burned to the ground. :)

Merry Christmas, Happy New Year and see you in battle!



Christmas:

– Added a Christmas quest which allows you to obtain a new Christmas skin for “Stand” decoration, as well as its base version which you can build and material required to craft more decorations – the quest can be started in the capital city of each nation
– Added 4 Christmas events which allow you to obtain several precious rewards: a recipe for Christmas Gingerbread, good or top quality food and potions, several Christmas-only consumables, Decent equipment reinforcement, mid- to high-tier equipment and one of the top-tier Longswords or Master equipment reinforcement
– Added 2 Christmas skin for the just-introduced player-built decorations (read below for details): Christmas Sleigh and Christmas Training Target

Have fun with the Christmas content – ho ho ho!



Player-Built Decorations:

Always wanted to fill your guild’s castle with all the pretty things like fountains, garlands, statues, park benches and a proper Christmas tree? Now you can – with the player-built decorations!

– The decorations can be placed everywhere except for the major nation-controlled locations (castles, forts and temples), the central areas of the capital cities, world events areas or the building areas of enemy Guild Castles
– Decorations placed inside the ally Guild Castles building area will be protected from destroying by an enemy, except for the time of a launched State of War
– There are 6 categories of decorations: Furniture Large, Furniture Small, Garden, Special, Special Small and Stand
– To place a decoration, you have to own its item which can be crafted using Decorative Materials or Supporter’s Decorative Materials – the former can be purchased for Contribution Points from Glory Shop, while the latter one is available at the Supporter’s Shop
– Recipes for the decorations are available at Glory Shop
– Every character has received a bunch of free skins for all categories of the decoration
– For the optimization purposes, there’s a limit of decorations that can be placed at a given area and a limit of up to 5 decorations per character that can be placed at the same time

Time to get creative!



Valley of Death Tournament:

– Increased chances to select the recently added tournament modes compared to the chance of launching a classic VoD
– Introduced a new tournament mode: “Reinforcements”, where the losing nation gets help from the NPC soldiers once every minute
– Improvements to the tournament’s interface
– Updated the descriptions of tournament modes
– Temporarily disabled the “One To Rule Them All” because ending the tournament so quick was taken for a bug by the players – it will be restored once it’s improved



Quality of Life:

– We have learned from your feedback that getting no Nation Points as a reward for killing most of the players was pretty much frustrating. For that reason we added a system which guarantees the nation points, even if the defeated player had none, for the first kill on that player in the server session. It might seem a pretty small change but it should greatly improve the overall Quality of Life.
– Increased the number of NPC enemies using bows if they won’t be able to reach the player – it will be triggering mostly in the cases of players trying to attack them from the places they couldn’t reach. [Reminder: there are different types of NPC enemies, including those which prefer to use bows – we have increased the number of those who prefer to use melee but switch to bows only if they can’t reach the player.]
– Damage from the boiling oil no longer breaks the stuns, (it now works just like the bleeding effect regarding the stuns)
– Introduced additional tooltips and UI improvements for the crafting window
– As we received a few reports of players not seeing what hits them, while they were actually hit by an arrow, we have added a slightly different chat message while being hit by archers
– Improved detecting the diving depending on the camera angle to reduce starting diving randomly; at the same time, the player can use Spacebar to swim upwards
– Added prefixes for the names of items such as skins or decorations to make it clear to understand what those items are for.



Fixes:

– Lots of fixes on mobs/resources spawn places based on players in-game bug reports
– Fixed the issues Servant's Helm recipe
– Fixed an edge-case bug causing that players could get stuck at the spawnpoint for new players in the Midlanders capital city
– Improvements on mobs respawn times and places at Ismir Quests
– Improvements on AI shooting distance checking, previously they haven'tt been making any correction on the distance so on the longer distance they were shooting too low to hit the target
– Fixed an issue allowing to kick the main building object, while it should only be targettable via Siege Engines [fix was put live a few days ago to prevent exploiting ASAP]
– Fixed an issue which made player shooting at the full range without loading power bar if the arrow was shot without any loading at all
– Fixed an issue where “kill mobs” events/quests could be misplaced around the world not allowing players to calculate their kills and proceed the quest in some edge cases
– Temporarily turned off Valley of Death “One To Rule Them All” affix for further improvements and tests on our end
– Fixed an exploit which allowed to run around instead of following Siege Machine while using it
– Fixed an issue with a wall section in Dunfen which had different heigth on server and client, preventing players to go through a nearby tower
– Changes around the Twinfall which players reported as a potential exploit for jumping over the walls
– Fixed an issue where the players were snapped back because the server was finding some objects without collision [such as small benches] as potential colliders and pushing players back
– Fixed an issue allowing players to jump from the bench to bench without standing up
– Fixed a bug preventing players from opening the “Hearth” workshop by clicking on the static campfires
– Fixed a bug allowing the players to “eat” the “Privilege” item used to upgrade workshops in Guild Castles



Supporter Shop and Contribution Points balance changes:

As you may, or may not know our team doesn’t have and never had any budget or investor different than our very own personal money and the support of our awesome Community. After introducing Supporter Shop thanks to your help, we were able to double our team size which allowed us to improve our game much faster than previously. A great fact of our game growth is that within 2 years we have implemented more than 100 updates, and we are able to communicate with you on a daily basis. Another thing which makes us happy is that, in comparison to 2017, our average player numbers increased more than 4 times, and twice in comparison to 2018!



It is awesome and gives us the strength to work hard every single day for you!

Enough said, without the Supporter Shop it couldn’t be possible, as our team is still at least a few times smaller than the very most MMO studios around the world. Within the last few months, we have added a few new places where players gain CP, including levelling up your characters, or those which set your account as a mentor which gives up to 5000 CP for one single levelled up account. In the end, it made quite a disbalance between Ambers to CP prices ratio, and we had to do some tweaks on that matter.

The exact changes are:

– Prefixes: We have added 3 prefixes “Skin”, “Heraldic”, “Decoration” to proper item names. We made that to keep it clear those are just visual cosmetics and player can’t buy the weapon or the armour for real money.
– Market Limit Increase: From now, the increase of the limit is done by 1 (instead of 5 like before). Price in CP reduced from 5000 to 1990. Amber price reduced from 700 to 140. Gold price changed from 5 to 2. Players who had those cards not used will get them multiplied by 5.
– Unlocking slots: Reduced gold price of unlocking some of the last slots – both deposit and inventory. Overall unlocking all the slots is cheaper by 96 gold! Removed unlocking cards from the Glory shop. Changed mechanics of cards to unlock slots – from now, using the card won't increase the price of unlocking further slots. We have changed this mechanic to not let new players make mistake and “waste” the card for slot worth 1 silver.
– Experience boost cards: Effect time increased from 2 to 4 hours of logged in time. Reduced Amber prices from 100 to 50 and from 200 to 100. Changed CP price from 600 to 800 and from 1100 to 1475.
– Traveller's Pack: Reduced Amber price from 1100 to 800
– Sign Crafted Item: Reduced CP price from 400 to 365. Reduced Amber price from 60 to 20. Increased quantity of items in bundle from 15 to 50. We want to encourage you to show everyone your crafting skills!
– Attributes and Abilities Reset Reduced Amber price from 700 to 600. Changed CP price from 3200 to 7275.
– Fresh Start: Reduced Amber price from 1300 to 1000.
– Re-customization: Reduced Amber price from 1250 to 600. Changed CP price from 5600 to 7275. Updated description to ensure players that contains also gender change.
– New Life: Reduced Amber price from 4000 to 3500.
– Nation Change: Changed CP price from 10000 to 15620. Since we added this item, there appeared a single nation change for greenleafs and free nation change to the dominated nation.
– Character Cap Increase: Reduced Amber price from 1600 to 1100. Changed CP price from 12000 to 12560.
– Character Name Change: Changed CP price from 12000 to 10610.
– Guild Name Change: Reduced Amber price from 10000 to 7500. Changed CP price from 30000 to 37350.
– Introduction of items required to craft Decoration Item spawners both for CP and Ambers.
– Implementing skins for Decoration Items [all players have part of them unlocked by default]
Gloria Victis: Medieval MMORPG - BartoldGV


Hello warriors!

A new weekly update is live! One of the biggest changes is the long-awaited improvement to the “Valley of Death” Tournament formula. From now on, every tourney will be different thanks to the several new game modes added to reduce the repetition – read below for details!

Also, there are further improvements to the combat system and controller, balance tweaks, quality of life improvements and various bug fixes. Check them out!

See you in battle!



Changelog v.0.9.0.6

“Valley of Death” Tournament:

From now on, every single VoD will be different – thanks to the new game modes! At the beginning of each tournament, a game mode will be selected randomly, preventing repetition. Each modifier has its own set of additional rules which will have impact on viable tactics, i.e. bonus points for controlling the central flag – or no central flag at all! Or modified respawning rules, or… many more, so check them on your own!

– Introduced new tournament modes – besides a classic tournament, there are 12 new modes which modify some of the tournament rules or add new ones, so every tournament will promote different tactics and playstyle; the mode is selected randomly at the beginning of each tournament from the following ones:
1. Classic: the good old classic set of tournament rules
2. Minor Flags Hunting: minor flags generate 2x more points
3. Killing House: Flags generate only 1 point but kills generate 5x more points for the nation
4. Tie Break: gain 200 points more than enemies to win before the time ends
5. Hold The Flag!: Flags generate points only if the defender is nearby but the maximum score is decreased to 300
6. King Of The Hill: Each nation's top-score player generates 3x more points for the nation for kills, killing the enemy top-score player generates 10x more points for the nation and the maximum score is increased to 500
7. Catch'em All!: capture all the flags to win before the time ends
8. Regroup!: all killed participants respawn at the same time, once every 30 seconds
9. One To Rule Them All: capture the central flag to win before the time ends but capturing time of the middle flag is increased by 30 seconds
10. Invasion: a random nation controls all flags from the beginning and receives 2x more points from them, plus this nation can move on the map before opening the ways but this nation can't re-capture any flags
11. Blood Bath: no health regeneration, bandaging or first aid – prove your real skills or die!
12. Wingman – there is no central flag but all the minor flags generate 1.5x more points

Other changes related to the “Valley of Death” tournament:

– Updated the tournament registration interface
– Updated one of the tournament respawn points, since it allowed players to leave the spawn area before the tournament has started



Controller & Combat:

– Introduced diving – when diving, stamina drain is doubled and movement is 25% slower
– From now on, the stacks of cleave effect are diminishing when hitting the friendly players, until having only the last one of them – thanks to this change, the combat will become more tactical and fighting in one big so called "zerg blob" will be less efficient
– Updated the damage values dealt by the NPCs when shooting bows



Quality of Life:

– Updated the player looting system in order to solve the reported problems causing that the looting time used to end sooner than displayed on the interface, which was caused by the multi-layer security preventing from exploiting this system – the scale of the problem used to increase greatly with the ping spikes on the player’s end; the entire system has been significantly optimized, so we hope to hear back from you that these problems are gone!
– Updated the collisions of player-built furnaces to prevent players from getting on top of them, which could be used to reach elevated areas
– Updated the resources available in the mines of Guild Castles, so GCs of the same tiers now have comparable mining resources (Leaktown, Twinfall and Order of the Original Faith’s Keep for tier 2, and castles Audunstede, Skergard and Aquitania for tier 3), which improves the Guild Castles balance
– From now on, the crafting events in the capital cities are available after reaching level 40 to reduce the information spam for new players who usually aren’t ready to complete such events
– From now on, the crafting events in the PVP areas are available after reaching level 90 to prevent a situation when a player would reach the high-risk areas before getting ready for it, and to eliminate an exploit when a player would reach the event area right as it starts with a character from an alternative account – this shouldn’t be a problem for actual crafters, since it’s an end-game content and most of the dedicated crafters have already leveled up their characters
– Improved the training arena by adding a path between the main arena and the stands at the 1v1 small arenas
– Restored the missing Guild Recruitment Board in Mereley
– Added the basic Food and Herbs Merchants to all nation-controlled farms and added the Novice’s Sickle to their assortment, so you won’t have to go back to the capital for seeds and basic tools when farming
– Removed the Bucket of Water from the assortment of Food and Herbs Merchants
– Increased the vendor price of the Bucket of Water to make collecting water from wells equally effective to purchasing them from vendors
– Minor server-side optimization improvements



Fixes:

– Fixed the reported bugs causing the quest markers being displayed wrong or not being displayed at all
– Fixed displaying the name and description of the player-build pots with boiling oil
– Fixed an edge-case bug which could prevent players from logging it
– Fixed a bug causing that a player hit by a battering ram received double damage
– Fixed a bug causing that unstucking wasn’t interrupted if it was started on autorun
– Fixed an edge-case bug which could prevent players from taking the quest reward from Haldor in the Ismirean starting quests
– Improvements to switching to the underwater effect
– FIxed displaying the informations about player-built barricades
Gloria Victis: Medieval MMORPG - BartoldGV


Hello warriors!

This weekly update introduces massive improvements to the starting quests of Ismir nation. A brand new epic tale of war and vengeance, taking place in breathtaking locations, awaits you! The changes done to these quests are a part of the planned updates which will introduce a group of new quests – read below for details!

Also, this update introduces several significant improvements to the combat and controller which were requested by the players, and many other quality of life improvements. Check them on your own!

See you in battle!

Changelog v.0.9.0.5

Quests:

We’re following the plan of adding new questlines for Ismirs and Midlanders so they will have as many available quests as Sangmarian players do now. For this reason, we had to update the existing starting Ismirs’ questline to make space for new quests in their starting areas, the same way as the Sangmarian quests have been implemented.

Moreover, we took the opportunity to improve the overall flow of this questline and add, since it was the very first questline implemented with very little mechanics available back then, to add more variety to these quests. We also updated the locations these quests take place at. Since it was a complete overhaul, we had to reset the progress of these quests for all players who have started but not completed them to avoid potential technical issues.

However, we believe that these quests will be much more enjoyable now, so these players can get the best possible experience when playing them. Now we will work on adding a brand new questline for Midlanders, and then do the same for Ismirs.

– Updated the Ismirean starting questline (“Enemy at the gates”) and its locations
– Wiped the progress of the Ismirean starting quests for the players who have started but not completed them to avoid potential technical issues
– Updated the position of Ismirs’ training arena in the capital city, excavation site and Great Hunt events



Combat/controller:

This update introduces the improved detecting the blocks direction for keybinds. First of all, it solves the bug causing that the block wouldn't proceed while holding one keybind, then clicking another one and releasing the first key. It was making the clunky feeling which was not happening at any other part of the controller.

Second – there are two ways to start the block in our game, by mouse movement and by keybinds. The mouse movement requires moving the mouse at least a little bit to change the side of a block and clicking the block button. Because many users used to click the block button first, then move the mouse, it caused a misleading and confusing feeling. For that reason, since a very long time (literally forever) there is a slight delay (exactly 40ms) before applying the block with the mouse movement, so the mouse button input can be received before the mouse movement.

However, the keybinds haven’t had that delay, which made them a bit faster and – as many players have reported – a slightly better option in the end for that reason. The keybinds blocks will now also have a slight delay – a bit longer than the 40ms for mouse movement, to compensate the difference coming from the time it takes to move the mouse and balance the chances of players using both ways of blocking. The very most of players won't find any difference, but it will bring more balance between those two methods of blocking. Also, we have added another layer of the anticheat measurements in terms of trying to create any kind of an auto-block.

Another change which we will be testing [we tried to put it this update, but due to finding some issue its not in-game already], will be burning down the stacks of cleave effect on friendly targets, until having only the last one of them. Thanks to this change, the combat will become more tactical and fighting in one big so called "zerg blob" will be less efficient. We hope this change will be introduced in the very next update to be tested by everyone.

Quality of Life:

– Improved detecting the blocks direction for keybinds – first of all, switching between different blocks works better but what’s also important, this change improves the balance between blocking with keybinds and mouse movements
– Minor server-side optimization improvements
– Added the /socialmedia chat command which enables a notification with links to the Gloria Victis social media
– Improved the interaction detection when targeting various interactive objects



Fixes:

– Fixed a bug causing problems with detecting bow shots into the practicing targets – only the first few arrows during a game session were detected correctly
– Fixed an edge-case bug preventing players from collecting the daily activity rewards
– Fixed a bug causing displaying the Assists points as Deaths in the siege scoreboard window
Gloria Victis: Medieval MMORPG - BartoldGV

Hello, warriors!

A new weekly update is live – from this day, you can build pots with boiling oil on the walls of your guild’s castle to fry the enemies! This update also expands the means of tanks and medics to gain Glory Points and adds several quality of life improvements, as well as bug fixes. Check them out!

See you in battle!

Changelog v.0.9.0.4



Quality of Life:

– Added a possibility to place the pots with boiling oil on maximally upgraded long versions of straight walls and outer diagonal walls in Guild Castles in order to give the defenders more variety, to diversify the viable castle layouts and to increase the variety of the Fortification Points distribution [known issue: the button to build the pot with oil is displayed on all upgrade levels, while it should only be visible on level 6]
– Increased the ballistas respawn time from 5 to 10 minutes to tweak the recent changes done to ballistas, which were required to allow defenders of the Guild Castles to place enough ballistas on walls to cover most of the deadspots, where attackers could easily break through walls and destroy the main building without any opposition, as Guild Castles can now be attacked from multiple directions
– Added the Glory assists for tanks and medics, recently introduced to PVP, when fighting against NPCs
– Updated stopping the fire on burning buildings and fortifications – from now on, stopping the fire is unified and requires buckets with water and now you can stop fire on every burning object
– Balanced the damage dealt by NPC enemies with shield bash to make it comparable to damage a player would deal
– Added a new tutorial explaining the dependencies between heavy armor and different weapon types and updated the NPC enemies at the starting quests to present this tutorial in practice
– Added increased regeneration of the Nation Points (if they are negative) when playing the dice game and updated displaying system messages during a game
– Improved the guild’s history messages
– Added displaying English names of locations on the flags tooltips on the map below the names in selected language to improve communication between players from different parts of the world
– From now on, notifications of the same type displayed on the left side of the screen are being stacked in order to improve the notifications UX
– Replaced the Olive Seeds currently owned by players, which were added to the game accidentally, with Olives (at 1:1 ratio) which will have 3 months-long expiration time
– Minor improvements to various interface texts and their translations
– Minor improvements to resources placement



Fixes:

– Fixed a bug causing display issues of some equipment models on lower graphics settings
– Fixed displaying the imposters of equipment models on video cards with Shader Model lower than 4.5
– Fixed a bug allowing players to get into the spawn chamber of stone main building in the Guild Castles
– Fixed collisions of the stone main building’s brackets
– Fixed a bug causing spawning a Sangmarian NPC guard in Castle Audunstede if it was controlled by an Ismirean guild
– Fixed a bug allowing to survive a few attacks from NPC enemies while having 0 HP when using specific potions
– Fixed a bug allowing a player to use the siege engines while displaying an emote
– Fixed the camera position when detaching from a siege engine
– Fixed a bug causing that arrows could go through specific models
– Fixed a bug causing that the church model had a slightly different scale depending on the currently displayed level of detail
Gloria Victis: Medieval MMORPG - contact@rockpapershotgun.com (Sin Vega)

One of the things I appreciate most in an MMO is the ability to wander off and do my own thing. It might seem contrarian (and it is), but putting aside my awkward, antisocial nature, there’s real value in a busily populated world where you can opt out of the ratkilling race. Some argue that being able to play solo in an MMO defeats the point of the whole format. But then, arguing this relies on the assumption that if you play an MMO, you’re going to try to complete the game – that you’ll do whatever’s necessary to have the biggest numbers.

However, it’s exactly because of the fact that this assumption is> true, for crowds of people, that stepping off the path to pick your favourite flowers is so appealing. Personally, I play MMOs because I want to live in a world a bit. I usually don’t want to become the all-powerful hero. I just want to wander about. See the bits someone else has made, maybe poke some of those bits to see what they do. I’ll probably specialise in something everyone else scoffs at. Gloria Victis is an MMO that seems to enable people like me. I’ve only played a bit, so it’s far too early for me to judge it fully, but you can usually tell right away if an MMO is going to fight you. Given that within mere moments of creating a character, GV let me run into its outskirts, where I began shooting pickpockets in the face and staring confusedly at diggers, I think it might be my sort of thing.

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