Gloria Victis: Medieval MMORPG - GV Daimon Frey
Hello warriors!

This week we are introducing changes related to guild rankings and balance of the servers, encouraging players to fight, an extension of the gathering system with new crafting quests and brand new skins for bows! Like always, there are also a lot of QoL improvements and fixes.

And don't miss the PVP event this weekend! It will start at 9:30 PM GMT (Saturday, October 17th). Join us in the arena on the [North America] Aquilla 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!

Read below for details, and see you in battle!


The screenshot's author has been awarded. Siegbert – check your Ambers!

Changelog v.0.9.4.5

Changes in Nation Points:

Nation Points – important resource gathered by players during gameplay, the base for Guild levelling, guild ranking and part of the balance algorithm. Players love to hoard them, hate to lose them, and just those two things led to specific issues: Players who had negative NP and players who had a lot of them were discouraged to fight because respectively they would need to grind they way back from below 0 or were scared to lose their hoarded NP in a fight. Such discouragement was very visible in cases of underdog nations – it was an achievement to gather enough NP to give them to the guild.

That's why we changed it so you can no longer go below 0 with your Nation Points and a minimum amount of NP that can be donated to the guild is now 1.

Regeneration of NP has been removed from the game since there is no need to keep it with that assumptions.

We also introduce the max cap for nation points, which is now 20 000. This will encourage players to donate their points to guilds frequently, preventing them to keep the donations for the last day of the season, which will greatly help in rankings clarity and transparency. It will also prevent “buying” Nation Points by guilds.

And last but not least, you will be able to gather NP and donate them only on your main server, which is a great change to prevent players from farming NP on other servers and impact their balance. [A reminder: you can change your main server anytime with one-week cooldown]

Resources Gathering and Crafting Quests:

From now on, you will not need to wait for the gathering or mining bar to go to the end to receive items – resources will be added to your inventory every now and then during the duration of the gathering or mining bar what is just more nice and convenient.

You will be also able to actively gather resources by using your weapons and mining tools. Hitting mineral nodes and fallen trees will be faster than automatic gathering, so it will be faster to actively hit the coal node with a pickaxe than using E on it. Just remember that old rules still apply – it will be faster when hitting mineral with a pickaxe instead of a sword, using an axe instead knife to gather trees etc.

In addition to that, we introduce crafting questlines – in today’s update for Midland – Sangmar and Ismir nations will receive their quests in the next weekly update. After the general introduction to the game and making a few first quests, you will be able to take Crafter Training. Those quests aim to introduce novice players to the world of crafting – showing how it works and necessary mechanics such as gathering resources, giving items to NPCs or disassembling them

Training has a plot outline, so it's not just about gathering 5 resources and producing 5 items.
Look for the markers in crafting zones of capital cities and let us know how you like the quests!

Known issue: Some quest require to deliver items through the special window (like this one when upgrading castle walls) and this window is not closing automatically after providing requested items - we are aware that it may be confusing.

Bow Skins:

Community asked. We provided. Just take a look: Aren’t those awesome? Be sure to check Supporter Shop in-game to take a closer look!



Three-way Sieges questionnaire:

One of the last ingame polls was related to the three-way sieges and their frequency. According to the Community choice (71% of players voted for "Rather Agree" or "Definitely Agree"), we are making a chance to roll that kind of event higher.

We’re very glad that you like to take part in those sieges and actively helping us by participating in polls!

Player Report tool improvement:

Reporting a player will now send to us detailed data about reported player stats, buffs and equipment.
That tool will be useful against players who may be suspected of exploits or breaking the game rules.

Quality of Life:

– Added a flicker animation on the button for giving quest items to NPC, which will improve a user experience while doing crafting quests
– Added a gate in Dunfen, leading from crafters area to port, as a part of changes related to new crafting questlines
– Improved collider position of underground entrance in one of the questlines near Dunfen

Fixes:

– Fixed an issue that was spawning some mobs and NPC’s on the server even when there were no players around, what will result in slightly better servers performance
– Fixed a collider issue allowing to leave one of the spawn points before the end of the countdown on Valley of Death tournament
– Fixed an issue causing wrong backstab calculations for mounted players fighting PVE mobs, which will rule out debatable cases of missing the backstab on a mob while mounted.
– Fixed an issue related to snaping plants to the ground after spawning them
– Fixed an issue of showing misleading notification about destroyed workstation (furnaces etc.) when workstation has been despawned due to inactivity. Be advised, that items from such workstations are moved to “collect” tab in Auction House
– Fixed despawn and removed all inactive workstations that could be used as part of the defence
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

This is a busy time for Gloria Victis. We just started a new Glory season a few days ago, players are already fighting hard for placements in rankings and to gain the titles and achievements. Thanks to the recent changes related to the Traitor mechanics, our analytics show that the occurrence of traitoring/spying/griefing has been greatly reduced. It’s a great news for us, and the players themselves – thank you for all your help!

And there is so much to come in the following weeks!



The screenshot's author has been awarded. KatyushaCHL – check your Ambers!

Work in Progress Insight:

Enhancing the player-driven economy

Gloria Victis is based on three pillars – open PVP, territory control, and player-driven economy. The proper balance and interpenetration between all of them results in great, and immersive gameplay shared between all types of players – fighters, gatherers, builders and crafters.

Recent updates were focused on the PVP aspect of the game, and now we would like to do some more to make a game economy better backup for the frontline fighters. Inspired by "Siege Survival" (check the free Prologue!) and the Community feedback, we found out that Gloria Victis would greatly benefit from crafters and builders being able to support their nation better in the territory control efforts and frontline battles.

On top of the extensive amount of collected data, we received a lot of feedback from you that you would like to be more active on the map and see other players more often outside the capital. We've been asked to make something that will encourage entire nations to be more supportive and united in a common task: to hold and extend your territory, and to make all the gameplay features more connected.

And that will be the Bastion feature! It will introduce the castle management system, offering better rewards for caring for the castles and their needs – both those controlled by nations and guilds. It’s also going to be an extension, or even completely another layer, of possibilities to support fighters on the walls actively with what part of our Community love to do in a game – crafting, building, and resource management.

Combining Bastion with planned changes to the resource gathering system – and adding the dedicated crafting questlines! – which will make resources gathering more intuitive and player-friendly, this huge system will add a new gameplay layer and encourage players to be more active in the ultimate conquest.

Engine upgrade:

The core of the Devteam is focusing on a huge technological upgrade related to updating the game engine. The server side of the game is already updated and finally, we were able to run a test session of the upgraded client with our Community testers team. It is important to mention them (especially Veland!) who helped us greatly in testing the new client version on an upgraded engine and gave us a lot of constructive feedback and reports! Thank you for your help from the bottom of our hearts!

Other upcoming changes:
  • Freebuilding overhaul is under development for quite some time, and we are working hard on making it as good as possible.
  • Upcoming new questline for Ismirs - to make numbers of questlines for all nations even (Sangmar and Midland received theirs in the last weeks).
  • Halloween content (Spoooooooooooooky)
  • And a lot of fixes and quality of life improvements reported and suggested by our precious Community which part of you will be able to see in this very update!



Take a look how comfy it feels inside the new walls prepared for Freebuilding overhaul!

See you in battle!

Changelog v.0.9.4.4.2

Quality of Life:

– Improved Kargald Boss – his stats have been changed – from now he should be able to be killed by solo players. Also, he will use a bow when attacking players will be out of his range
– Increased range of using command /votespy and added more informative description – Remember! This system is used to force harmful players who do not have the status of a traitor to leave a location. For example, blocking passages or siege engines
– Adjusted chances for items dropped from Bald Scavengers' Chest
– Added range of the weapon displayed at its’ tooltip
– Adjusted chances for successfully reinforce an item and added the description to tell what are the chances to destroy the item in the process – from now, lower tiers are easier to upgrade, so there will be more use case for Common and Decent equipment reinforcements
– Improved the underdog tagging system to not include the inactive players into the player counters – even though the current player numbers are the lowest fracture of all the parameters analyzed by the balancing system, people were reporting that it potentially were tried to be abused, so we made sure it is being covered better now)
– Added possibility to copy Questionnaire and guild description from Guild Recruitment Board – to allow easily paste that to the translator or share information
– Added caching last chosen daily challenges – to put them at the top of the list for the future, so after few days of choosing them, you will have your favorite daily challenges always on top
– Added possibility to spawn quest bosses only when there is someone with that quest – what will allow us to create more interesting quests in the future

Fixes:

– Fixed issues with Hippo boss at “A tyrant and a convict” and “Absolute power” quests
– Fixed edge case with closing scoreboard after unfocusing game window – it was impossible to close it and needed restart of the game
– Fixed an issue causing that the fortification models at Dimar and Skogar weren’t visible until player got really close to them
– Fixed issue with placing player made workshops at Guild provinces – it not always used the item, so it was placed for free
– Fixed 4th upgrade of Norfolk – there were missing guards
– Fixed issue allowing to spawn the mount even while having the cooldown
– Fixed Wilga’s dialogue – there was a case of an old player, who didn’t make all of the new quests, but was in progress of the “For the motherland!” or “Meet me on the battlefield” quests
– Added possibility to scroll guild description at Guild Recruitment Board
– Fixed issue not allowing to use commands (default “X” button)
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

As always, we welcome the new Glory Season with a series of significant changes! It includes a brand new cyclic event that allows for smart and fun ambushes, as well as another round of changes to the Traitor mechanics requested by the Community. We hope you’ll love them!

More than that, we’d like to let you know that we’re doing steady progress with upgrading our game engine to the new version! All servers are already running on the upgraded build, and we’re coming closer and closer to finish the client-side upgrade. Stay tuned!

And of course, be ready to start the new Glory Season like a boss! The top players of the just-ended season have earned their rewards and titles, so it’s the 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 around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up!

See you in battle!

Changelog v.0.9.4.4.1



The screenshot's author has been rewarded. Veland – check your Ambers!

Traitor mechanics:

As you surely know, the latest update introduced several significant changes to the traitor mechanics. We made them because an overwhelming part of the users, who voted in the in-game questionnaire about the traitors mechanics, wanted us to make drastic changes.

They received a warm welcome from the Community, so this week we deliver another round of tweaks so the new season will be even better!

First of all, we introduced several long-requested restrictions for the noted lawbreakers – players with the Traitor and Wanted status, regardless if it was applied permanently due to low reputation, or as a time-limited penalty for recent actions. From now on, those players can’t:
– Loot the ally players who have positive reputation
– Capture enemy locations
– Use ally-controlled siege engines, defensive devices such as boiling oil, and gate doors in the ally-controlled locations
– Enter the duel arenas as a spectator or the large training arena

Other changes to the Traitor system:

– Killing ally players don’t grant the Nation Points anymore
– From now on, the players with Banished and Wanted status (received respectively: after a successful vote made by allies on exiling such a player from the current location, and after commiting a crime against ally players which is punished with a short penalty) can only spawn in, and unstuck to the capital city – respawning in, or unstucking to the capital will remove the Banished or Wanted status
– From now on, the players with Banished, Wanted, and Traitor status can’t respawn in their tents to prevent abusing the penalties
– Reputation loss on attacking the ally players is now increased along with the Crime Counter
– Improved informing the player about statuses related to the Traitor system
– From now on, the player initializing the vote over banishing another player from the current location must provide a reason for the vote, which will be send to the moderation team – so this feature will remain used for getting rid of players abusing the traitor mechanics, not for trolling legit players



Quality of Life:

– Introduced a new cyclic event “Supplies for the bold” which allows to make the best use of stealth mechanics and ambushes – the players can find a hidden chest in dozens of various places in the world, both in the central areas, and on the links, to collect helpful supplies or worthy treasures, although many chests are located in places which allow for an ambush or a quick raid by enemy party, and collecting them takes time too!
– Enabled one missing grid slot for Guild Castle Freebuilding in Castle Audunstede by the cliff in the mine, so now it will be possible to lock out the mine with walls more accurately – as in other tier 3 Guild Castles – and eliminate a possible defence weakspot
– From now on, the respawn time of ballistas during the State of War in Guild Castles (only ballistas, and only in GCs) depends on the number of attackers, allowing for more balanced gameplay regardless of the current population on a given server – the respawn time will by changed only if there will be very few attackers, which means they won’t possibly ever be able to overcome respawn of all ballistas, from our current data it should affect only Monteverde and Dukla SoW’s on average
– Added displaying the remaining respawn time by the name of the destroyed siege engines
– Balance tweaks to the Fisheries status to make them decrease a bit slower



Fixes:

– Fixed a bug which occured after the recent change to the NPCs feinting mechanics – prior to the mentioned change, the NPCs could perform an infinite number of feints before actually attacking. This issue has been fixed a couple of weeks ago but due to a miscalculation, the low-level NPCs weren’t feinting at all, so the new players couldn’t learn this mechanic in the safe environment, during the starting quests. In effect they would start PVPing without knowing this mechanic, in some cases it even caused false-positive exploiting reports – we’ve now fixed that specific issue
– Fixed a bug causing that some UI elements could occasionally be swapped incorrectly, causing further issues with the UI loading system
– Fixed the missing map icons of the Rite event starting stages
– Fixed a bug causing that boss in the Secrets of Serai event, Lupul, was invisible
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

This week we are introducing some big changes in response to our Community’s voice.
Being a niche game gives great opportunities of being close to our players, but still – we have been lacking a tool which would give us very wide, and so unbiased opinions.

Last month we added an in-game Questionnaires system, which we already used 5 times to ask you important questions about the way we shape the Gloria Victis game.

Read below for details, and see you in battle!

Changelog v.0.9.4.4



The screenshot's author has been rewarded. J U S T O V I A – check your Ambers!

Traitor system changes:

One of the last questionnaires was related to the players playing traitor characters. We knew that the very most of the traitor-like behaviors were done by players using their alt accounts – and those very toxic behaviours implified any potential balancing issues, since the underdog nations were the easiest prey to those players.

The Questionnaire question was:

Should we do everything we can to prevent people from griefing other players from the same nation, making the traitor life much harder and non-profitable, making sure there will still remain possibilities to use that system to get rid of trolls/griefers?

It was the most voted, and top rated poll so far. 82% of players answered that they want us to do that. And more than that, many of the players who voted against did it with feedback that they would vote yes if there would be additional voting system – like the one we’ve just implemented in this update.

We decided that if the Community wanted the change so urgent, we should do it as soon as possible, especially as we were burning so much time for moderating such users.

Traitor system tweaks:

We do know that the very most of “traitors” were playing the way when they were not tagged by the system as traitors. We did changes below to make such a gameplay much less viable, as this was our community will.

– Traitor, wanted and crime counter buffs are now account wide, if players will be using alts traitoring, on the moderators action all of the accounts of such users might get account wide semi-permanent traitor tags.
– Users below 40 level cannot trigger the Friendly Fire button now.
– Triggering the Friendly Fire button now will have a 30 seconds delay before Friendly Fire will enable. Meantime, all of the players nearby will see a new icon above that player indicator and get a chat message of that player turning Friendly Fire.
– Players reputation cap has been narrowed to from -10000 to 10000 Reputation (before it was -30000 to 30000), as it allowed the highly reputed traitor players to do lots of harm before getting below 0 reputation
– Modified reputation gained from capping flags related to the flag type
– Decreased daily reputation gain cap from 1500 into 150 (Cap still doesn’t trigger for negative reputation cases)
– Reputation received for outlaw island events decreased from 80 to 25
– Crime counter (the buff which increases further reputation losses of player, but doesn’t mean traitor status by itself) is now not only added for kills, but also for looting our nation players, except the traitors.



Voting system:

We do know that getting rid of players who are trolling around, while avoiding the traitor status, was the biggest pain for players, and our moderators couldn’t always settle those cases “live”. For that reason we have added an voting system – all of the votes will be logged out and additionally get to our moderators, and players who will be abusing that system will be receiving traitors themselves, lifetime voting block on their account and/or bans.

To proceed voting, players need to write “ /VoteSpy Nickname”, after that the system will ask about the reason, and send it directly to our mods and every nearby player will receive information about the potential voting start.

If at least 5 players, including the initiator, will agree for the voting, all of the players nearby will receive the option to vote for that player's guilt and the accused player will receive information that voting has started for his reason.

If 80% or more nearby players will agree to the voting (the percentage is subject to future change), the player will be informed that within 2 minutes he needs to leave the area or he will get the Wanted debuff, allowing ally players to kill that player without consequences (but not to loot).

Of course we will be closely observing how this feature is being used and adjusting it, if that won’t be enough to get rid of toxic behaviours of that kind.



Balance Change:

Balance between nations is the most important thing for us – in case of extreme disbalance, in the long term the dominating players leave the game due to boredom and lack of challenges, and those outplayed for a long time leave the game due to frustration.

During that year, we’ve done many deep changes related to balance. As a result, at this moment the players receive more than 15 different bonuses for joining and playing any underdog nation. But we have already seen a few times that almost every time when the servers’ balance improves, an “exodus” of players from the underdog nations happens as they’re being invited, or even given the Nation Change scrolls – which in the end is the worst case possible.

For that reason, we’ve decided to remove the Nation Change scrolls from our game, at least temporarily, and of course to refund them to everyone who has an unused one at their characters. Refunds – for the full price, even if the Nation Change scroll was bought with a discount – will take place at the moment of applying this update.

The free nation change to underdog nation of course stays in game (a reminder, to avoid exploits this option triggers off for players switching their main server, and is only available on their main server), also a free nation change for account with greenleaf status also stays in-game. Only way to change a nation other than underdog for “grown” accounts is to remove characters and recreate them in the other nation.

Season End:

Even though the results of our in-game Questionnaire show that the most of players are fine with postponing the Season End further to apply it in-game with Freebuilding overhaul together, we realized that we’ have to expand it a bit too long, and that would be a bad thing to happen. Finally we’ve come to an agreement that the Season should end by the end of this month, so the last day of this Ranking Season will be September 30th.

Also, today’s update also introduces a much better ranking exploit detection system, and we would like to remind that trying to abuse the rankings can lead to account suspensions.

Engine Upgrade:

For the last 5 days, the EU server has been using a new engine build without any regression reported. For that reason, we’ll finally be moving all of our servers to the new engine version which will help us a lot with increasing the servers performance in the long term. Same time, we are very close to bringing an upgraded test client version.
We are very happy about that, as it gives us a lot of new opportunities of improving the Gloria Victis further and faster.

Other Changes:



Market window filters:

– Due to many false-positive reports regarding issues with displaying the items available in the market, all filters automatically reset to default when the Market window is opened again
– Similarly, changing the tab resets the tag filter and search engine
– Limited the possibility of spamming the Market with requests sent by the client
– Advanced filters don’t filter the My Offers and Completed tabs
– Advanced filters don’t show the "Apply" button if the same filters are set (i.e. if, for example, you uncheck the prescription checkbox, it will show the button, but if you select it again, the button will disappear, because the new request would not differ from the last one sent)

New questline

We introduced a new questline for the Midland players – it adds 1.5 hour of quests gameplay to let new players better get known with Gloria Victis world and mechanics. It contains overall 51 tasks divided into 5 quests – 5 rewards to take!

The story begins inside the capital - Dunfen. As a known warrior, you get an offer to participate in the mission of regaining stolen royal treasure - but this time all need to happen unofficially. The whole action requires a group of specialized people, so your first task will base on gathering the members in the city. As always, not everything may go easily, so you meet many obstacles – during the questline, appear themes such as treason, imprisonment or duels to the death and life. Also, you will meet the side plot about preparing the wedding and missing bridegroom!

Soon we’ll add an adequate questline for Ismirs!

Also, along with the questline we've added a brand new event "Secrets of Dundrum", dedicated for the higher level players. The event asks you to infiltrate the bandit's hideout in the dungeon, clear the area of danger, and retrieve their loot. The event is designed for small, so it's a good way to take a break from the most intense action during the day.

Fixes:

– Fixed a bug causing displaying the date of sending the chat message above the other players’ heads
– Several fixes to the bugs reported by players using the in-game reporting system
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

A new update is live! As always it brings tweaks to the combat mechanics and gameplay improvements, as well as fixes to reported bugs. But on top of that, this time we’ve focused on several convenience-related improvements, such as advanced filters for the Market and more customizable interactions. We hope you’ll love them!

Also, as you probably already know, we’re working on a huge update which we plan to apply in October, along with the start of the new ranking season. It’s going to include several massive changes, such as the planned Freebuilding Overhaul which we’re working on for a few months.

Due to the nature of changes, it would be best to implement those changes with the season end, but that would mean exceeding the season a bit longer.

Here's our question: should we postpone the new season's start a bit, rather than ending it by the end of this month, so those changes would come to the game together with the new season?

Leave your vote in the in-game poll and help us make this decision together! Also, we’d like to remind you about the currently open questionnaire regarding the traitors, toxic behaviors and so on – we count on your opinion!

Try out the recent changes, and see you in battle!



Changelog v.0.9.4.3.1

The screenshots' authors has been rewarded. Paelar and Tex – check your Ambers!

Combat:

– Added dedicated chat messages, over-the-head quick notifications and sound effects for the recently introduced Chambering mechanics
– Improved the feints mechanics of NPC enemies – before they used to feint very often and multiple times before actually attacking; after this change, the top-level NPC enemies will be as much of a challenge as before, but now fighting the low-level NPCs won’t be so frustrating for the new players
– Fixed a bug causing that some attacks properly aimed at a blocking NPC enemy could completely miss the target



Quality of Life:

– Introduced advanced filters for the Market window so now you can narrow the search by item’s min/max price, tier, quality, durability and known recipes – those new filters should make using the Market much more convenient, so we wait for your feedback! (known issue – it’s currently possible to type tier 0 despite the fact the tier 0 doesn’t function in-game)
– Introduced the first iteration of translations of the NPC dialogs – to test the system, we translated the first part of the quest-related dialogs to Russian; more dialogs will be translated in near future, and to more languages as well
– User-experience improvements to the recently updated interactions with other players based on the received feedback – optional dedicated keybinds for bandaging and additional interactions, and better feedback regarding taking the action
– From now, the disbalance-related effect is split into 2 separate effects (time-limited and constant one), each with different description to explain the timer
– Added a possibility to display the time at which the chat messages have been received
– Added displaying the tier of the set to the tooltips of weapons and armors
– Improved formatting of the guild points in the rankings to make large numbers easier to read

Fixes:

– Fixed an edge-case bug causing weird formatting of the chat messages
– Fixed displaying other players through the windows of the stone keep model
– Several fixes to bugs reported with the in-game tool
– Fixed the long-range Level of Detail of the Barley nodes – they haven’t changed after collecting a node, so from distance, they still looked like fully-grown node ready to harvest
– Fixed a bug causing that possible interaction with a player was displayed even if the target player was actively fighting
– Fixed sound effects of NPC enemies blocking melee attacks with shields
– Fixed a bug allowing to burn other players inside the safezone using the flaming catapult projectiles or, in some cases, the Emperor’s Flames – it shouldn’t be possible anymore
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

This week brings a great addition to the Gloria Victis’ skill-based combat system: the Chambering feature! Now you can strike off the enemy hits by initiating your own attacks, which will add much more thrill to the duels and smaller skirmishes. We hope you love it!

On top of that, we’ve implemented another improvement based on the results of the in-game Questionnaire which will allow skilled players to stand a chance in 1v2, or even 1v3 encounters. There are also numerous gameplay improvements, balance tweaks and bug fixes, but we also want to share with you something extra: the progress of the Freebuilding Overhaul!

Read below for details, and see you in battle!

Work in progress – Freebuilding Overhaul:

It’s been a while since we’ve updated you with the progress of the Freebuilding overhaul. We’re doing pretty well, so it’s time for another sneak peek!

We have finished the first 3 tiers – wooden upgrades – of every fortification asset and keep working on the remaining ones. This time we took care of the 6th, top-tier stone upgrade. Also, the fortifications models will be updated for every nation-controlled castle, so this change will globally improve the visuals of the game.

Also, we have very good information for you – this week we’ve made internal tests which have been passed!

Sneak Peek:
  • Upgrades 1-3 – models:



  • Higher upgrades – concept arts:



  • And the first in-game screenshot:

Other Planned Improvements:

– Fixing the possibility to place the economic buildings inside fortifications
– Fixing an edge-case bug causing wrong rotation of the building’s preview model, so they end placed not like intended by the players
– Fixing an edge-case bug causing that building may fail even though the preview model is white
– Solving the problems with changing the placement of main building – it’s colliding with itself
– Fixing the possibility to place buildings at the NPCs, causing them to be trapped there until the server’s restart
– Improving the interface, i.e. fixing the bug causing that the building window is not always closed after choosing the building, or making it easier to choose the last selected building again, and many more

Work in Progress – Unity3D engine upgrade:

We are currently working on switching to a much newer version of the game’s engine. We’ve already been using the upgraded server on the global version for a few days, observing huge performance improvements on those parts of code which were our biggest bottlenecks so far. We had to postpone the tests, since our users reported 2 bugs related to the updated PhysX version which we are taking care of now.

Stay tuned!

Changelog v.0.9.4.3



The screenshot's author has been rewarded. Nerhon – check your Ambers!

Combat Improvements:

  • Chambering:
    For the last entire week, our Community has had access to a test server where they could try out the Chambering feature. Since we’ve got very positive feedback, we are applying that system in-game, along with lots of tweaks and improvements based on the suggestions from our players.

    Chambering adds another skill level to the combat, mostly at duels and smaller skirmishes. When an enemy initiates an attack at you, you can block the strike by starting your own attack – to do that, you must choose a good attack direction, be at a good angle to the attacker and the contact of your weapons need to happen at the first part of the power bar (green) of the chambering player.

    Due to horse combat mechanics (power bar level related to horse speed) this feature has been disabled for horses fighters, depending on your feedback we will be taking a decision if it should be a part of horse combat too.

  • Cleave Changes (in-game Questionnaire-based change)
    The latest in-game questionnaire was:

    Please let us know if you agree that red cleave attacks should have the possibility to interrupt up to 3 enemy attacks if they have not passed through an allied player’s collider and are not blocked.

    It’s now over, and 76% of people who didn't vote for "I have no opinion", voted for "Rather Agree" or "Definitely Agree". For that reason, we will be implementing that feature for test in-game.

    We proposed making the red power bar cleave attacks interrupt the attack of each enemy that the damage connects with, if the cleave attack does not trigger ALLY debuff by swinging through an allied player. Blocking will still end the cleave swing as it does now.

    With good positioning, a player would be able to get up to 3 interrupts with 1 red cleave swing, if none of the enemy players block. Currently, a cleave attack only interrupts the attack of the first enemy hit by the player. This change means that red cleave attacks will become an effective counter-tactic for the outnumbered player.

    This new cleave interrupt will work on red attacks only. This should have no effect on 1v1 duels, but it should be effective in fighting against a large, tight group of enemies.

Improved interaction UX between players:

– From now, you need to hold for a while the interaction button (default “E” to start interaction with the player)
– Revive and looting will start automatically when using interaction on player on the ground
– Context menu will appear on player on the ground only when you have Friendly Fire turned on and interact with ally
– Improved collider of the body on the ground

Quality of Life:

– Added new event icons which replace blue circles on the map
– Increased min level of every single events by 20 – we keep adding the quests, so those events are not in use at such low level anymore, and thanks to that, the reward for them got increased
– Removed item “Olives” from the NPC shops – now you can find them in chests all around the world
– Added different types of fish as alternative material used to create Oil – this change creates additional use for all the fish types, especially low tiers like Zander, Carp and Herring
– Increased price of “Bucket of Water” to allow gatherers for low but simple earn in the Market – it can still be collected for free from the well, so it won’t be an issue, but still will open some possibilities for players

Fixes:

– Fixed an issue where player-made workshop markers remain permanently on the map until restart
– Fixed minor bugs with events which had a positive effect on server performance
– Increased HP and reduced respawn time of most important NPCs in the Capitals
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

Another weekly update is live! As always, it includes dozens of Quality of Life improvements, gameplay tweaks and fixes to reported bugs.

Try it out and see you in battle!

Changelog v.0.9.4.2.4



Also, the screenshot's author is rewarded. Siegbert – check your Ambers!

Controller/Synchro:

– Improved synchronizing the position of players with very unstable FPS or internet connection: they used to be desynchronized on the other users’ screens, which lasted for a split of a second and got instantly fixed once the connection was broken – potential exploiters could be using it defensively to mislead the enemies but now it shouldn’t be possible anymore
– Improved mounts movement feeling, there was an issue which led to “sliding” feeling while changing from diagonal movement into a horizontal one, it shouldn’t be happening anymore and people who were riding the horses should feel the improvement.
– Improved jumping and landing animations while armed – for every type of weapon, as the animations were basically missing the landing part which made the most of clunkiness feeling.
– We have made some changes to Siege Engines collision detection, it should make it much harder to stack the catapults at the one place. We know that there are still many issues around, but we feel that we should state every change in case any regression happens.

Economy & Fishing:

The player-driven economy is a huge part of Gloria Victis. There are many players playing as traders, crafters, farmers or cooks – but due to fish trap being “too good” almost no one was playing as Fisherman, as simply almost everyone was putting their fish traps which were gathering fish up to 40 hours depending on if they were doing it on the safe zone or not.
What we did last updates, and this one too is making the Fishing Rods more usable, making Lure more worth it, reducing the exploitation of Fisheries and increasing the fisheries regen.

Just quick math – within an hour of Active Fishing on the full Fishery, using a good Fishing Rod and a Lure should give on average 25 units of Cod already. We know that a few players already calculated that and makes good use of it, while many players only use fishing traps which works way slower and less efficient.

And remember that Fishing Rods have a much greater chance for catching a good fish, even at the exploited fisheries!

Fishing:

– From now, fishery boosted by Lure have reduced exploiting of it – if you use the Lure, you can fish much more until it gets lowered
– Increased regen of the fisheries by 25%
– Reduced capacity of fish traps from 100 to 10 – traps are meant to be an additional way to earn more. Before that change, players set them for the whole days to catch enough fish, which was making the fishing using Fishing Rod almost obsolete, practically removing the “Fisherman” role from the market.

Economy:

– Slightly increased the cost of training mounts in the stable
– Slightly increased the use cost of crafting workshops
– Slightly increased the Market fee

These economy tweaks are pretty subtle but, for the scale of the whole Community, they’ll have a significant impact on the game and help combat the gold inflation, which helps create more market opportunities for all players, especially those who aren’t the very richest ones.

Quality of Life:

– Adjusted system of notifications about locations (like “Tenebrok is under attack”) – players will see notifications only about locations from their nation – so HUD will get cleaner without “not really important” messages
– From now Greenleafs (players below 40 level) will not see notifications mentioned above, to let them focus on quests
– From now, only one blue arrow will be displayed on the minimap – that’s arrow lead to the closest event
– Added tooltips to achievements and challenges – now everything there should be clear
– From now, guilds listed at the Guild Recruitment Board are sorted by their activity
– Added scaling of notification push windows – sometimes update title was too long
– Updated the interface of login through Steam when the game copy isn't linked to the Gloria Victis account – from now it will be easier to register to our game and start playing
– Server-side optimization of the Party system – from now, huge parties will be using less of the server’s resources
– Set the Poultry meat as the default material to the Broth

Fixes:

– Fixed a bug causing that when guild’s leader changed nation, the guild remained with no leader
– Fixed removing the player from the 1v1 duel queue once reaching the time limit – the player who waited for 10 minutes wasn’t removed from the queue, couldn’t exit it and was unable to join the Valley of Death tournament
– Fixed a bug preventing the players from respawning if the respawn time was too short – it could happen during the Valley of Death tournament with Regroup mode, if the player died right before the mass respawn happened
– Fixed an edge-case bug preventing players from using a siege engine because it was supposed to be controlled by the enemy, even if there was no player actually driving it
– Fixed “Kill the Deserters” event in the center of the map which didn’t count progress properly
– Numerous fixes of minor bugs reported by the players
– Fixes to issues with “Steam Authentication” which was happening to some IP ranges of players, a big thanks to our players “Akbar_Allaha” and “Odin_Himself" for spending hours with us helping with tests
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

A new update is live, and it includes the first changes made upon your votes in the just-added Questionnaires! We’re happy to see so many votes made, but we hope even more players will participate in them in the future!

As always, this week’s update includes dozens of gameplay improvements, balance tweaks and fixes to reported bugs. Namely, this update unlocks access to dozens of the in-game dynamic events to all characters and improved controller and synchronization.

Try it out, and see you in battle!

P.S. We're amazed by this roleplaying video made by our player Sorven – check your Ambers, please!



Changelog v.0.9.4.2.3

Controller/Synchro:

– We changed the approach for synchronizing the states of jumping, falling down and sliding – they used to be calculated separately on client and server, so even the slightest difference in the simulation on either side caused the client’s desynchronization. From now on, the client-side simulation of those states is executed using the data received from the server, so it’ll no longer be possible to desync at them
– Removed the safeguard preventing the player from initiating a jump while rotating, since it’s no longer required after the change described above, in order to improve the controller’s responsiveness
– Fixed a bug causing that after going out of the water while swimming on the mount, the client-side speed was already at maximum, so the server’s safeguard caused snapping the player back just a moment later
– Fixed displaying falling down and sliding of other players riding a mount – the horse would remain still at the beginning of the fall/slide, and then snap to the player after the fall/slide was over
– Fixed a bug causing that after dismounting a horse in the water, swimming wouldn’t drain the mount’s stamina and HP

Fishing:

After reading all the extensive feedback we’ve got from you, and after analyzing our data collected over the last few weeks, we’ve come to the conclusion that fishing actively with a rod wasn’t attractive enough when compared to using the passive fish trap. This update introduces several improvements to that matter, so we hope you’ll love them!

– The Fishing minigame’s stages are now much more dynamic, as the waiting time is greatly reduced and the minigame itself is much quicker
– From now on, completing the Fishing minigame without mistakes gives you better chances to catch a rare fish
– Reduced the time of waiting for a fish
– Fixed a bug allowing use the Fishing Lure on land – now it can only be used in water, the same as the Fishing Bait
– Added the dedicated description of the Fishing Rods

Quality of Life:

– Disabled displaying the Orange Leaf icons at the enemy nation players nameplates, as a result of the Community voting in our questionnaire – 79% of responses were “Definitely Agree” or “Rather Agree”
– Updated the dimensions of the inner bridge at Twinfall, similar to bridges in Order of the Original’s Faith and Leaktown – 67% of responses were “Definitely Agree” or “Rather Agree”, and 22% of voting users had no opinion on this matter
– Updated the bows' balance – the mid-tier bows were too similar in power to the top-tier bows, so now they’re balanced more like the other weapon types
– Due to the balance change described above, the top-tier bows (Karleonian Longbow, Black Guard’s Reflexive Bow, and Praetorian’s Reflexive Bow) are slightly more expensive now, to allow crafters make money on them, making them worth more
– From now on, you can see and complete all of the dynamic events in the world, which previously wouldn’t be available after reaching certain level – we’ve decided that preventing players from taking part in them locked some players out of a large part of the game’s content
– Added a confirmation box displayed when the player attempts to repair an item which was damaged so much that it can no longer be fully repaired
– From now on, the guild leader and vice leader can destroy furnaces and campfires built inside the Guild Castle
– Standardized and improved the messages displayed after destroying a player-built workshop
– From now on, every player can receive first aid for 30 seconds after falling down unconscious regardless of the respawn time

Fixes:

– Fixed several reported issues with NPC and resources placement
– Minor interface fixes
– Fixed an edge-case visual bug with displaying the proper repair cost for some items
– Fixed an issue causing that the loot windows for players in the party would automatically close when the draw on looting another item in the same party ended
– Fixed several misleading system chat messages
– Fixed a bug causing that some players couldn’t complete quests requiring them to deliver crafted items
Gloria Victis: Medieval MMORPG - BartoldGV
Hello Warriors!

A new update is live, and it introduces a long-awaited feature: the in-game Questionnaires! Thanks to it, we’ll be able to effectively collect your feedback regarding planned new features and possible changes. There are also numerous other Quality of Life improvements, fixes to reported bugs, and more!

Furthermore, we have a pleasure to present you the Free-To-Play Prologue version of Siege Survival: Gloria Victis – it's finally available for free on Steam!

We hope you'll love this game as much as we do! Also, we'd like to invite every player to join our official Discord where you can talk about the game with the developers, discuss the gameplay and share your thoughts, and learn the developers' plans for the full game.

Play the Prologue now!

https://store.steampowered.com/app/1362420/Siege_Survival_Gloria_Victis_Prologue/

See you in battle!

Changelog v.0.9.4.2.2

Share your Feedback!

This update introduces a new way for the players to shape the Gloria Victis development process: the Questionnaires system! As we receive multiple suggestions, and we’ve already got tons of plans and ideas for improving our game, we’ve felt for a long time that we should have a proper tool to ask our Community for opinions when needed.

So, we’ve just added it! Thanks to the Questionnaires, we’ll be able to share with you polls regarding the possible new features and potential changes. This tool will greatly increase the players’ contribution to the game’s development!

Quality of Life:

– Introduced the “Orangeleaf” player status – it’s the continuation of Greenleaf and we hope it will be warmly welcomed, just like the former status! From now, the newbie players are marked by an orange icon, until they reach 100 level at any character on their account. Thanks to that, the new players will get needed help, and also veterans will easily see if there is someone new who may be trained and recruited. From now every account may give reward 5 times through the chat (no matter if he is a newbie or not). Also, the “Orangeleaf” generates Mentor points for leveling in the party the same way as the “Greenleaf” does.
– Unified the jump height for running and standing – there were many false-positive reports about cheaters and exploiters at some hardly achievable places. From now, there will be no places where you can jump-in only when you run and perfectly use the jump – it was used mostly by archers as a “safe spot”.
– According to the change above, we have lowered the battlement of the wooden main building, to make it possible to jump through it.
– Increased the vendor price of some items – bags, wooden billets, and furnaces – so players will earn more while selling them to the vendors.
– Reduced the number of NPC enemies between Ulfgard and Seaclaw, and between Greenport and Scarsdale
– Extended a beach for some NPC enemies at the Dead Raven Inn quest location which used to “block” the way at the PVP areas.

Fixes:

– Fixed bug about free nation change through the NPC Mercenaries Recruiter. The system created a cooldown for 60 days after changing the main server, however, due to the bug, the dialogue was still allowing to open the window of the free change – when used, it was causing other issues.
– Added Emperor's Flames to south siege camp of Dimar – due to the bug it wasn’t in the place
– Fixed multiple minor bugs reported by players – like flying rocks, woods, badly placed chests, etc.
Gloria Victis: Medieval MMORPG - BartoldGV
Hello warriors!

Even though we're in the middle of the current ranking season, after having many discussions in our Discord regarding the planned changes to combat, we’ve decided to not wait to implement them for the end of the season. We’ve just introduced them in this update and gave you a free Ability Reset – read below for details!

See you in battle!

Changelog v.0.9.4.2



Combat Changes:

As some of you might have seen, lately there was a global test server open for everyone. We have been testing some changes widely discussed over our Discord channel. Very important part of the combat is having a responsive controller, but at the same time, as Gloria Victis is an MMORPG game, the timings need to be adjusted to fit the player reactions and average ping.

While blocking enemy attacks, we either do that with Shield or Weapon – weapon has its "power bar" while blocking which allows us to save stamina while blocking on Red power bar, but also inflict the longer "attack cooldown" on the enemy attack. The attack cooldown is the part of our game, without which it would be full spam-to-win, because it gives the blocking person time for a counter-attack.

Inside our team, we use the "Perfect Block and Imperfect Block" terms. The Perfect Block saves stamina and until now was putting 1.4 seconds of enemy attack cooldown, while Imperfect Block [blocked with a weapon, outside the red blocking power bar] until now was putting 1 second of enemy attack cooldown.

Every similar game, like Warband, Mordhau or even The Witcher, has the attack cooldown for those obvious counter attack reasons, but at the same time due to length of attack cooldown in our game [which is much longer than in any of above games], it makes much of the “clunky” feeling, same time making 1v1 battles much more stale – as you can successfully start blocking while having the attack cooldown.

The attack timers in Gloria Victis vary about 800-1300ms, depending on weapon type, attack side, power bar, etc. When we successfully block, if we want to counter-attack – there goes half of ping + frame time of both client and server (let's use 75ms as average amount) – we need to react (let's say its 250ms for average player) and after we do that we need to click the attack to the server to proceed (half of ping + frame time of both client and server so another 75ms as average amount).

In total, we already used 400ms, which is a reliable time at full focus, not including choosing the attack side or simply playing on the higher ping. So let's use 500ms for further calculations. Difference between fastest dagger attack and slowest two-handed spear attack is those 500ms – so it means that already we need to make sure the very minimal attack cooldown would need to be longer, at least 750ms, but it is still 250ms lower than what we have already.

For the reason of speeding up the combat, we set both Perfect and Imperfect Blocks attack delay’s into 750ms [which would make battles, especially 1v1 more dynamic].

At the same time, we knew that we needed to do further changes, as on the bigger scale battles could get a bit more spammy. After lots of chat with the community together we found potentially best further changes that should make combat more position related.

Those changes are:

– Hits which went through ally won't be interrupting further hits [which will require proper positioning of forces while fighting, and give some additional chances while fighting outnumbered and enemies hitting through their forces]
– Cleave hits through enemies were not interrupting them on the server-side at the global servers already, but we found out the client-side representation was bugged which led to ghost hits, as client-side animation was interrupting attack, which was not interrupted on the server. It was fixed now so it is consistent between client and server now.

In short words – if our attack will pass through the allies before hitting the enemy, or we already hit and interrupted the enemy with a cleave attack, and a further hit of this attack won’t be interrupting the attacks. For that reason, if you fight 2v1, this update makes the battle harder for those 2 only, because the only new thing is that they cannot interrupt if they hit trough the ally.


– Archers interrupting on the global version of the game was related only to shooting using full charged attack (“Red Power Bar”), it allowed non-archers to pick any bow and shoot interrupting the enemies fighting in melee, which many players felt was not fun.
– For that reason, we have added an additional requirement, except for the full charged attack, which is having unlocked top tier skills related to archers. The new skill has been added, and we will be giving a free Abilities Reset to the notification center for everyone which can be used within two weeks of this update.
– Moving backward is now 15% faster, which leads to more positioning during the battles combined with hits that don't interrupt while hitting through an ally.
– Some skills, like “You Shall Not Pass” due to recent changes in the above system should be much more usable, even though there were no direct changes in them.
– We have fixed the bug when the interrupted attacks didn't turn off the power bar interface on the client-side which was misleading players a lot.

We would like to thank everyone who participated in the test and chat about the changes with us, we do believe that the best possible way to improve our game is to directly speak with the players, for that reason we are finishing the in-game voting system where we will be asking you about changes like those. We are already doing that on Discord but we know doing that outside the game gives results only from a fracture of our player base.

Still – please feel invited to join our Discord channel, and after trying the latest changes, let us know what you think on the #combat-discussion channel.

Map Update:

Thanks “Siege Survival”, a game developed by FishTankStudio which is set in the Gloria Victis world, we have changed the visual display of our map! It is another feature we have received from this fruitful cooperation.

Also, it has opened new opportunities. Expect during the few weeks dedicated maps for the Valley of Death Tournament and arena – no more lacking of the location map!

The whole map is generated automatically but, in our opinion, it looks much better than before.
How do you find this change? Tell us in the comments!



Saturday State of War Deactivation:

As we want to create leaders and battle commanders, we have decided that we need to give players opportunities to take over the leadership. We have connected that with the deactivation of Saturday SoW – an activity for the big groups.

From now, if the leader of the party belongs to the Alliance, all party members get the bonus Deactivation progress for every player who is not from their Alliance. Sounds a bit complicated? Well, simply it is worth gathering as many players for events like Brandon, Ragi, Sirius, or SoW attacks as possible to faster achieve deactivation of the Saturday State of War. Also, we have changed the display of progression from percents to raw numbers due to user experience.

It is not the end. According to some players' suggestions, we are going to add the possibility to increase reward from Saturday SoW instead of deactivating it. Some players do not want to turn off that State of War so we have decided to reward them for such great activity!



Quality of Life:

– Added ballistas all around the main building’s roof
– Implemented debuff dealt from Emperor's Flames to players from you nation
– Increased charging time of Emperor's Flames from 10 to 15 seconds
– Improved sounds of jumping horses, shooting and landing of stones from catapults and trebuchets
– Improved horse rig – in some animations, the rider was clipping with the saddle. Now it should look better
– Increased number of Daily Challenges to choose from 2 to 3
– Reduced HP of Workshops and Inns – as it was sometimes used as an additional defence at Guild Provinces and its hp was close to the palisade, we have decided to make it more vulnerable
– Increased cooling downtime of some meals from 2 to 4 hours – due to the introduction of Gout debuff, we have observed that cooking gets much harder. We have decided to make it a bit easier to keep it interesting without doing hardcore mode from some additional feature
– Changed name of the Skeleton to Undead – as Story says about “souls who have come back from the Realm of the Dead via foul pagan rituals”, we have changed their names to more adequate to the situation and their look
– Added decoration recipes as a reward to some quests from the Raven Inn, Happy Rams Inn, and also Mines and Lumbermills
– Added Journeyman's Fishing Rod and 50 Fishing baits – Worms as a reward for third chain quests (Claretta, Bjorn and Allan quests)
– Introduced special battle effects to bosses: Brandon, Ragi, Sirius, Bernie, Glutton and Spectre from the catacombs – from now expect burn or bleeding when they have more or less HP!



Fixes:

– Fixed visuals of Metallurgist's Workshop – one model wasn’t displaying
– Fixed Gunnhild dialogue – there was edge case not allowing Ismirs to continue their quests
– Fixed issue causing that sounds of blocking by hands wasn’t playing
– Fixed more than 130 Level Design bugs reported by players – issues with terrains, levitating benches, holes, and places where you could get stuck
– Fixed collisions of Stalls and Inns – some objects had collisions but couldn’t be damaged
– Blocked dealing dmg to friendly NPCs by Emperor's Flames
– Fixed collider of trebuchets – from now it can be damaged by archers and ballista

Minor Update 2020-08-17:

– Added bonus rewards for the active players, connected with Saturday’s State of Wars – some players have pointed that they want to play actively but they don’t want to deactivate the SoW. According to that, we have added “Saturday’s State of War (Challenge)”; it may be enabled at the guild window, after filling the progress bar. After that, Saturday State of War will start in time, but defenders and attackers will earn some extra rewards for active participation!
– Added character titles, achievements and 6 new Steam achievements connected to Saturday’s State of War (Challenge) – achieve 100% activity as an attacker or do not let the enemy achieve full activity during this special State of War to earn them!
– Around 20 minor fixes to terrains and models reported by the players
– Few events will also give deactivation points to the Alliances from now – Black Sickle, The Griffins Company, Rogue Highlanders, Enclave of the Rejected, Outlumbered, Heathen Plague, The Grey Company, Temple of Doom, Catacombs, Volcano, and Sea Wraiths
...