Two days ago, on Tuesday, we celebrated national Independence Day in Poland. Other parts of the world have celebrated Veterans Day, Armistice Day, Remembrance Day or other important occasions in memory of historical moments. Looking into the past with pride and looking with courage into the future, we are happy to say that some historical moments are also coming in for Gloria Victis MMO and Black Eye Games Studio.
Being a small independent game studio is a blessing because it is giving us more freedom, and we can be closer to our players. But it also obligates us to work much harder than other studios, give our whole heart to the project, be here for our precious Community, and sometimes make tough decisions. We set the bar high, and since releasing the game as an Early Access title back in the June of 2016 we delivered 246 weekly updates in 225 weeks! (Yes, I know, more updates than weeks, but that is true!) We made over 500 server-side updates, and we are on the last straight to leave the alpha stage of the project, move to beta, and shortly after - leave Early Access. Do not be afraid - the game already is and will remain fully playable during the process, which is best proven by the players with thousands of hours in-game!
As you know, most of the dev team is working on Freebuilding overhaul. We are almost ready to show it to you, but we decided to postpone today’s update. We want to run more tests so we will be sure it works as intended, is polished as well as it is possible, and to do further preparations related to engine upgrade that have an impact on the mentioned feature. Freebuilding overhaul is going to be released next week if everything will go smoothly.
We received a lot of great captures related to the announced Hussar screenshot competition, and it is great to see our Community more and more active inside the game and around the project. It is heartwarming to see our players dressed in red and white, putting polish emblems on the shields, and Wings of Glory on their backs. Let me remind you that you can submit your screenshot and have a chance to be rewarded with Ambers till midnight, today!
The screenshot author has been awarded. DoomCakes – check your Ambers!
Work in Progress Insight:
Freebuilding overhaul
Freebuilding is one of the biggest and most impactful systems of the game. When we introduced it into the game it became another layer of gameplay and economy and gave players a lot of freedom on the field of creativity and tactical aspects of the game.
We received tons of feedback about the system and gathered enormous amounts of data to learn the potential issues of the feature and to improve it even more. A lot of changes has been introduced in weekly updates, fixing some bugs, improved the user experience and balance of the locations. Overhaul of the system is addressing those aspects of the system that were harder to improve and required more time to introduce needed solutions.
Changes in Freebuilding will be released in iterations, since like it was pointed before – it is an enormous system with a lot of relations to other game features. We want to gather feedback from you and adjust everything to find the best compromise between your comfort and satisfaction.
All models of third tier wooden wall pieces
Models and grid
One of the most important changes that will be introduced is a total rework of castle buildings and walls. We changed every piece that was introduced earlier and added new types of pieces which will allow you to make your castles well-looking and will give you more options to prepare defence layout with better usage of locations grids. This change is not related only to Guild Castles – Nation ones are also receiving a full renovation.
Top tier corner wall model - take a closer look at the moss on the wall - this detail is changing depending on terrain - castles will look more integrated with the land and look different placed on snow or on the tropical area
Models of walls are now filling the grid more accurately and intuitively, removing a lot of issues related to chokepoints and encouraging players to make their creations look more real and comfy. In later iterations, we will introduce a highly requested system that will show you the grid of your castle and will allow you to design your lines of defence and location layout according to what you would like to achieve. Renewed models are the great refreshment of the visual aspects of the game. Our designers and graphics team made an awesome work recreating the pieces with much more detail, integrity and optimization.
New grid usage of every buildable model. You can compare this one with the old system here
Tactical aspects of the game
Models are not covering only part and are not going out of the grid square. The previous system allowed to create very small chokepoints in the defences and in the new system it is impossible to make the passage narrower than half the diagonal of the grid, which is making the smallest possible chokepoint 13 times wider than currently.
The system will encourage you to build more realistic castles and spend your defence points equally around the grid. It is still possible to build more than one layer of the walls, but since the economical buildings will need more space and it will be not possible to clip them through other buildings – they will require some more space inside and it will be much better to upgrade the walls instead placing other lines of them. The terrain around the grid will allow enemies to walk around fortifications if defenders let them close enough, so it will be very important to make your defences well thought all around, instead of placing layers of walls only from one side.
We also introducing a lot of smaller changes like murder holes in gates and adjusting the model of the main building to prevent players from jumping on them from the walls. We addressed also every known bug, for an example with the wrong rotation of placed building in comparison to its ghost, but I will tell you more about that in the changelog next week. I hope you cannot wait to try the renewed system of Freebuilding and you will like the outcome of the changes!
One of the castles build during internal test sessions
Changelog v.9.4.X Alpha
An updated Client test session
Servers of Gloria Victis MMO are running on updated engine version for around a month. We are very happy with the outcome – we noticed performance boost and better stability. Now, we are starting a global test session of the game Client on a new engine, which will give us needed data to achieve better results in game optimization, performance and stability.
All you need to do to participate in the test session is to make few clicks in Steam options. Right-click Gloria Victis in your Steam library, move to options, choose the "BETAS" tab and pick Engine Update Test Version from the dropdown as it is shown on this gif.
From your side, the game will work as usual, but we would be thankful for keeping an eye and reporting to us anything that may be suspicious to you – any random crashes or other similar issues that have a slight possibility to occur. We are looking for any regression in any of the game systems, but we do hope that we covered everything in our internal tests. We are counting on your reports and feedback!
Test server for North and South Americas!
Since we are receiving a lot of feedback that players from North and South Americas would like to try playing on server covering both of those regions, we are launching new [NA/SA] Test Server. It should be able to ensure good ping rates to players from [NA] Aquilla and [SA] Monteverde servers that are currently running. For other testing purposes, we will host a PVP event on the new test server.
Important note: Ping indicator on server list WILL NOT represent the real ping rates on the new NA/SA test server. It may show that ping will be worse than on Aquilla for an example, but ping indicator on servers list it will not display a real, meaningful result. We need data directly from the game!
Be sure to note your ping on the servers you are currently playing (Aquilla and Monteverde), to be able to compare it with a ping on the new NA/SA test server. We need your feedback with that specified information and the more players will send us their feedback, the better we would be able to find the best possible server placement and routings. It is also crucial to send us with mentioned ping rates your whereabouts and your internet services provider name. Send your reports using the ingame feedback tool!
PVP Event on Saturday!
In addition to a few days long test session, we are preparing a PVP event this weekend! It will start at 10:30 PM GMT (Saturday, November 14th).
Join us in the arena on the new [NA/SA] Test Server and fight for fame in 5v5 battles. We are inviting everyone, especially our new players! The winners will be immortalized on the in-game monuments, and everyone that will come will be rewarded!
Last week we announced two features that will come in closest weeks – castle management system and overhauled Freebuilding. As we promised, today you will be able to try by yourself the newest layer of gameplay – the Bastion! From now on, you will be able to actively take care of your castles, both guild and nation ones. You will be able to improve the castle efficiency, increase castle crew morale and actively take part in the ultimate conquest assuming the role of castellan!
We are also adding some quest lines and events to catch up with other ingame nations. Making two changes (light armours adjustment and mounted melee in water) addressing results of the recent ingame polls and introducing some fixes and improvements for various game systems, including another set of changes for horses mechanics.
Read below the details and see you in battle!
Changelog v.9.4.6 Alpha
Bastion
In collaboration with the “Siege Survival” team, we are happy to introduce to Gloria Victis MMO long-awaited castle management system – the Bastion!
You received some introduction to the system last week, but let’s review the basics:
Each main building in the game will become Bastion. After opening the castle management window using Architect's Table, you will get access to a familiar upgrade window, but on the top of the screen, you will find a new button. Clicking it will show you a selection of information about the status and needs of the location.
Efficiency
The efficiency of the bastion expands the role of an earlier upgrade option, i.e. to have more guards, resources or better workshops, you need to have both, higher building tier and a higher level of efficiency. The maximum achievable efficiency level is dependent on castle upgrade and you need to upgrade the main building to level 3 to unlock the maximum level of efficiency. After meeting both conditions, each building works most efficiently.
Bastion is more effective the more its Need Bars are filled. Needs decrease much slower when a location is not on the front line with a different flag. Also, the decrease and increase in points are calculated by the average number of people on the server, thanks to which, on less active servers, the needs will drop slower, and will fill faster. Needs do not reset after capturing the flag. The decrease of needs that are dropping over time is recalculated approximately every 15 minutes, but there are also events that have an immediate effect.
Income
Except for the honour of helping the nation and unlocking better workshops and resources, Bastion pays in solid gold. The more particular thing is needed, the more gold you will receive. It will not beat the Market prices, but it enables immediate sale, more profitable than to a vendor. It is a place where you can donate medium or low-quality items while getting a good payout and helping your kingdom or guild at the same time. Donating items to Bastions will be the most attractive for players working on their crafting skills since it will allow them to even triple the potential income while fulfilling Bastion needs instead of selling crafted goods to vendors.
Needs
The needs on the bastion are weapons, tools, hunger and morale. Each flag in-game will have different needs and demands. Temples and Strongholds will focus more on food supplies and armament, where economical flags like mines – will have a higher demand for tools.
Weapon and Tool Bars require items to fill up, the better the tier of the donated thing, the higher it grows. The Tools Bar drops slowly over time, and when one of the workers dies, and likewise, the Weapon Bar drops over time and after guard's death.
Hunger drops over time and can be filled only with food of equal or higher quality to your current hunger level, so you will need to show your cooking skills to keep your food supply high.
Morale depends on the significant number of factors. First of all, from other needs - the more they are filled, the slower the morale drops (or doesn't drop at all).
Other factors are whether the flag is in the front line and the surrounding PvE threats that directly "threaten workers". When such a threat occurs, as indicated by a special sword icon with a green up arrow, morale will drop faster, but completing the mentioned event will raise morale up. There are more events, and they appear the more often they are closer to our safer regions and capital, thanks to which the events are less interfering with PvP, which happen more in the middle of the links, or deeper into the opponent's territory.
Another method to raise morale is filling the booze cellar. Donating beers or other alcoholic beverages will fill Morale Bar a little. The better the tier of alcohol, the more it will increase.
Summary
As you can see, Bastion is making gameplay features more connected, adds a rich gameplay layer and encourages players to be more active in the ultimate conquest. We cannot wait for your commentary and hope you will love the new system! Be sure to let us know what you think using the ingame feedback tool or drop your opinion on our official Discord server!
The screenshot's authors have been awarded. KatyushaCHL & Siegbert – check your Ambers!
New questline
We introduced a new questline for the Ismir players – it adds 1.5 hours of quests gameplay to let new players get known with Gloria Victis world and mechanics. It contains an overall 51 tasks divided into five quests – 5 rewards to take!
The story begins inside the capital - Mereley. 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 simple. You will 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!
Also, along with the questline we've added a brand new event "Secrets of Ystad", 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. As the event is created for smaller parties, it's an enjoyable way to take a break from the most intense action during the day.
Quality of Life:
– Added new Ismirean questlines, to match Sangmarian and Midlander ones. Prepare for treasure hunting! – Added Secrets of Ystad event for Ismirean nation to match Sangmarian and Midnalder versions of the event. Event is available for players with character level 60 or above. – According to results of ingame poll (74% of players voted for "Rather Agree" or "Definitely Agree"), light armours, except for tier V, will have very small negative damage multiplier and stamina regeneration modificator [the higher tier, the lower modifier will be] – According to results of ingame poll ( 65% of players voted for "Rather Agree" or "Definitely Agree") we enabled melee fighting while swimming on horseback, just like it is for players swimming without a horse. Due to horses attacks related to movement speed - mounted players won't be able to get further than green power bars while fighting in water. – Polish of the rotation on the horse, to eliminate the skidding effect, especially on higher ping. Now we linearly reduce the rotation speed of the horse with horse's momentum, which makes the movement smoother and more controlled.
Fixes
– Fixed an issue causing plants planted by players outside non-loot farms were not destroyable during growth time.
Hotfix 2020-11-09
Bastion:
– Added a colour indicator around Bastion Armament and Tool Needs level to give information about what is the lowest tier of items needed and can be given to Bastion – Added a character experience reward for fulfilling Bastion needs – Increased the multiplier of items value to Bastion - Weapons, Armor and Tools will fill more of their Need Bars – Reduced the Armament and Tool Need Bars drop in time by half – Morale points gained on fulfilling other Needs increased from 10% to 30% – Added a new possible to choose daily challenge based on fulfilling Bastion Needs – Fixed an issue causing wrong Needs drop in time on Guild Castles – in some edge cases Needs were dropping during night lock and were not dropping outside of it
Quality of Life:
– Added respawn points in recently added Ismir quest lines
This week we are continuing the changes related to horse mechanics, introducing another set of Quality of Life changes and fixes, and laying foundations to two huge game-changers – the Bastion Feature that we are going to introduce next week, and the long-awaited Freebuilding overhaul!
Read below for details!
-50% Halloween Sale is on!
Spread the word - tell your family and friends that they can get Gloria Victis MMO just for half the price for the next few days!
We prepared something special for our players - during the sale, each day you can get different skins and items from in-game Supporter Shop (K hotkey) in special deals! Check the Shop every day, complete your collection and get the new look!
Work in Progress Insight:
Bastion
According to Community feedback, 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.
Inspired by the Bastion feature from Siege Survival: Gloria Victis, we will introduce the castle management system, offering better rewards for caring for the castles and their needs – both those controlled by nations and guilds. Combining Bastion with the recently introduced resource gathering system will add a brand new rich gameplay layer and encourage players to be more active in the ultimate conquest.
Each main building in the game will become Bastion. After opening the Bastion window you will see some more information and relations than before:
The efficiency of Bastion, depending on the satisfaction of needs, will be a very important part of the castle management and overall efficiency of the buildings, for an example: guardhouse – will depend on this variable.
You will be able to increase castle efficiency by filling the castle needs bars:
Armament – Weapons and armour donated to the castle
Tools – items much needed in mines, farms and lumber mills
Food – provision supplies for citizens and guards
And Morale – which will depend on the amount and taking care of dangers around the castle and filling the booze cellar :)
Each flag in-game will have different needs and demands. Temples and Strongholds will focus more on food supplies and armament, where economical flags like mines – will have a higher demand for tools.
On your pursuit for mastery of the craftsmanship, you have work on your skills through practice. Surely, there are times where your work brings fruits - crafting products - which don't have much market value, but rather help you improve. Because of that, the Bastion will be a good alternative, always rewarding better than, for example, selling crafted goods to an NPC.
Overall, the Bastion feature will add a new gameplay layer, encourage players to be more active on frontlines and will be another important part of the balance improvements. We hope you will like it and actively help your nations grow!
Stay tuned, and see you in battle!
Changelog v.9.4.5.2 Alpha
The screenshot's authors have been awarded. Esadur & Yurtin– check your Ambers!
Freebuilding
A part of the changes required to introduce upgraded and the extended Freebuilding feature can and need to be implemented before the main improvements are applied. That is why we are already changing some aspects of it, fixing the core to give you some crucial improvements earlier:
– Fixed an issue causing players to be unable to rebuild the main building of guild castle in range of current main building placement. It was really hard to move the main building, especially after building the rest of the castle infrastructure and walls. From now on, you will be able to move the main building and adjust its position without having to place it on the other side of the grid first. – Fixed an issue causing that building constructions at the ends of the grid could not have been executed despite showing the model’s preview as a confirmation that the building can be placed there.
Horses
We are continuing the fixes and improvements related to horses mechanics. We are thankful for your feedback and suggestions regarding that system. Be sure to check our official Discord server and reach us on the #horses-feedback channel or send your opinion via ingame tool!
– Fixed an issue causing snapping mounts while sprinting in cases where ping to the server was higher than normal. – Introduced a system of losing speed after hitting an obstacle. Till now, going at full speed at the wall and stopping your mount at it was not removing the speed bonus to mounted player attacks and could be exploited that way. – Increased damage per second that horse is getting while drowning. Since the time of drowning on the horse is not related to armour that the player is wearing, it led to undesirable and disputable situations. Horses were used basically as boats and were giving too much field to escape. – Added a health regeneration delay to horses after being hit, to match the system working like that on players. Time of regeneration delay is the same as it is on the players' characters. – Decreased the percentage of the lost speed of mount after being hit – from now on, mounts will be slowed down a little less after getting hit, from the feedback, the last week change was a bit too harsh, we have partially lowered it.
Hey, you! Yes, you. Wanna buy some bulat?
Forefathers' Eve
We want to remind you that by fishing or farming, you can gather a special item – the Primeval Seal. Get some of them, and meet Pellar in your capital – after giving him the appropriate number of seals, he will for a short time summon the Wraith to the capital, which will allow you and your nation members to exchange the Seals for fireplace and furnace skins. For food and drink, it will give you new unique elixirs with powerful buffs, and known and loved Halloween items like masks and lanterns.
Be sure to take part in the event and exchange your Primaeval Seals for great rewards!
Quality of Life:
– Added tiers to alcohol beverages. This change will be very useful for Bastion feature because the addition of Morale in the castle will be related to the tier of the donated item – Adjusted the durability drop on tools during the active gathering system. From now on, durability will be taken in the same way as in the passive gathering: at the moment when we gather resources, rather than with every tool hit. This is making durability loss equal for both systems per resource – Adjusted the range of long axes – the real reach of those weapons was a little longer than their models – From now on, decorations placed in the game world will be removed after 7 days of owners inactivity. This rule does not apply to Guild castles grid. Removed decorations are being transferred to the “My offers” tab in the Auction House – Increased duration of event elixir "Hooch" from 5 to 7 seconds
Fixes:
– Fixed an issue causing a blocking controller while getting into the water with a drawn bow. From now on the arrow will be automatically released in such case – Multiple fixes of issues in the revive system preventing players to be able to be revived instantly after falling the second time. While being revived by multiple players, extra attempts will be interrupted after one of them will end with a success
We are happy to introduce the first set of changes in horse mechanics long-awaited and highly requested by Community! Battles involving cavalry will be fairer for both mounted and on foot fighters and horses movement has been improved and optimized. Check the details below!
We are also launching a new Halloween event that will allow you to earn some nice fireplace and furnace skins and unique Halloween items!
In addition to the two above, we are introducing crafting quests for Ismir and Sangmar nations (Midland received theirs last week), some fixes and improvements reported and suggested by our Community.
See you in battle!
The screenshot's authors have been awarded. Tarrocan & KatyushaCHL – check your Ambers!
Changelog v.0.9.4.5.1
Horses improvements and balance
Horses are with us for some time already, becoming an awesome way to explore and learn the world of Gloria Victis, but also became viable tools and support in battles and sieges. We were gathering feedback and suggestions from the moment we introduced them to the game and now, having a good view on found issues and suggested improvements we are addressing them.
Movement of the horse on the client-side has been changed, not to emulate, but to extrapolate the server movement. We were able to do that in another way which the player moves because a player can rotate very quickly and that would give the bad feeling on its case, while horses feel much more stable now. Reported desynchronization issues between client and server should not be happening anymore, and so user experience while riding and fighting on the back of the horse is more reliable now. (Please be aware, that those changes won't affect how the client will see other players horses, we will be working to that part within next updates).
Development of dynamics attribute shortened the speed changes including slowing down of the horse - so the lower the dynamics of the horse was, the slower it slowed down after receiving the blow that should slow it, which resulted in losing less speed than should be lost and avoiding attacks.
It should work the opposite way, so we fixed that. Now you have to develop horse dynamics to have better chances to recover after your horse will receive a slowing blow.
And one more thing. Spears have received unique ability. When the horse is accelerated above the running speed and gets hit directly from the front on the red power bar with a spear, the horse will be stopped and will rear. So, you can now play as anti-cavalry pikemen!
We are couniting of your feedback regarding the above changes, be sure to check our official Discord server and reach us on the #horses-feedback channel or send your opinion via ingame tool!
Guild and Nation Castles siege detection changes
According to Community feedback and suggestions, it was quite uncomfortable to receive information about single players in a range of Guild or Nation Castle. It led to unnecessary stress and misleads. That is why we changed conditions that are triggering those communicates.
Guild Castles:
From now on, communicate about enemies in the Guild Castle area and the red border on the flag will be shown when the base condition and at least one of the additional conditions are met:
Base condition - have to be met to check additional conditions:
Tokening is being in progress or it is less than one hour to the upcoming State of War.
Additional conditions:
An enemy players that happen to be in castle range is leading a siege engine or
Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server) or
The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)
Nation castles:
From now on, communicate about enemies in nation castle area and the red border on the flag will be shown when at least one condition is met:
An enemy players that happen to be in castle range is leading a siege engine or
Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server) or
The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)
Those changes, highly requested by the Community will allow for better defence preparations and management of forces, but as well will add another layer of tactics for enemy scouts and small guerilla groups.
We received a postcard from some Templars having a vacation in Baalhammon. Say "Crusaaaade"
Forefathers' Eve
Haloween is near, and on that occasion, we are adding to the game an event with awesome rewards! This year it will be a little different because we are referring to the Slavic tradition of Forefathers' Eve.
By fishing or farming, you will be able to gather a special item – Primeaveal Seal. Get some of them, and meet Pellar in your capital – after giving him the appropriate number of seals, he will for short time summon the Wraith to the capital, which will allow you and your nation members to exchange the Seals for fireplace and furnace skins. For food and drink, it will give you new unique elixirs with powerful buffs, and known and loved Haloween items like masks and lanterns.
Crafting quests
We are adding announced last week crafting quests for Ismir and Sangmar nation to match Midland ones introduced last week.
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!
Quality of Life:
– Buff “Fighter” that is reducing respawn time and is related to the number of gathered and held Nation points on a character will be applied when a player has 2000 NP. Until recently, before we removed negative NP from the game it was added to players who had positive NP, so it is working like before – rewarding players who were able to keep positive NP on their accounts before – and now, when a player has over 2000 NP on the character – Digestion Tincture was not working properly. Because tinctures have long-lasting effects and after fixing the issue we found using digestion buff could swap with important and probably more useful buffs, we changed it to be an elixir. We removed that buff from players who had it and compensated that by adding for them Digestion Elixir to be picked up from Auction house collect tab because otherwise, it could swap with a more important tincture or elixir buff – Multiple optimization changes related to NPC spawners, players characters and terrain – Adjusted position of Ismirean quest "For the motherland!"
Fixes:
– Fixed an issue that prevented to use quick access bar after respawn properly if a player tried to wear or remove part of the equipment while being dead – Fixed an issue that caused interaction and status bar of the planted crops and greens was not visible until player pressed Esc button – Fixed reach of Sir Landry’s sword skin. Due to a bug, the effective range of that sword was 25% shorter than its model and counterparts. – Fixed an issue causing stablemaster showing logistician dialogue – Added missing description of Leather Sack
Hotfix 2020-10-26
Tweaks:
– Boosted Crusher's Sword – reduced stamina cost from 21 to 18 and changed side swing damage modifier from 0,9 to 1 – Changed Rusted Crusher's Sword – reduced stamina cost from 21 to 19, changed stab damage modifier from 0,8 to 0,4, and boosted side swing damage modifier from 0,8 to 0,9
Halloween:
– Reduced cost of summoning the Wraith from 10 to 1 Primaeval Seal – Reduced cost of the elixirs from 10 to 5 Primaeval Seals (other resources didn't change) – Added info that event gives 20 elixirs for 1 event (it was like that but there was lack of the info) – Reduced cost of the campfire skin from 100 to 80 Primaeval Seals – Reduced cost of the furnace skin from 200 to 150 Primaeval Seals – Added new event - exchange 60 Primaeval Seals for Crusher's Sword +3
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
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)
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
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
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
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