Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors!

A new update is live! It always brings tweaks to the various systems, enchanting you with the game experience, bringing some gameplay improvements, and fixing reported bugs. But on top of that, this time we’ve focused on several convenience–related improvements, such as the first iteration of advanced AI for PvE monsters and animals! We hope you’ll love the changes!

In the game, players with a level higher than 70 will receive access to a new ingame questionnaire, where we are following the topic of multiboxing – a record-breaking number of 83% of players agreed that it should be taken care of so we are asking you now about the cooldown of usage of alternative accounts to play in more than one nation.

We are also ready to officially announce a date of the new Glory Season start so the upcoming two weeks are the last days to ensure the best position in rankings for you. Climb up!


The screenshot’s authors have been awarded. TTV/garbearyt, ontuto, Opok and Beskarion
– check your Ambers!


We need your opinion

This week, we have a questionnaire for you, to gather your feedback about multi-accounting. Based on your requests and answers in one of the previous questionnaires, where a record-breaking number of 83% of players agreed that it should be taken care of, we took care of multiboxing - due to the numbers of potential exploits and bypassing the game balancing systems, we believe that this change was a necessary step forward for our game, and in-game questionnaire proved it best.

While working on lowering game toxicity, and balancing the population in-game, we found out that most of the issues on that matter are related to abusing alt accounts which are being used as tools to destabilize other nations and to play without honoring the game and fair play rules.

We want to address that, to make Gloria Victis MMO a better place for everyone, that is why we want to hear your opinion about introducing a cooldown on login when logging onto alt accounts that are in different nations. We believe it can greatly limit issues related to griefing, trolling, and spying and the system of course will not have a huge impact on players who are playing the game honoring its rules.
[Questionnaire has been sent to all accounts of level 70 and above]

New Glory Season

The New Glory Season will start on Thursday, the 1st of July. Also, we’d like to remind you that the last day of the season – Wednesday, the 30th of June – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.

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!



Changelog v.0.9.7.2 Beta

Quality of Life:

Safeguard related to tokening own nation Guild Castles

The first bigger change in terms of QoL will be the improvement of the Civil War feature, which allows players of one nation to fight for guild locations. It is not a common situation, but still a possible one, and it lacked some clarity and solutions.

From now on, defenders can defend the token interrupting the attackers' preparations. Attackers who are tokening their nation castle will receive a traitor status when they are in the targeted location, allowing killing and looting their nation members in exchange for their reputation, and allowing defenders to kill and loot attackers.

When the token will be placed, both sides of the conflict will receive proper notifications, explaining the details. When the attacker will leave the location, the traitor debuff will be removed, the same in the situation of ending preparations with success or failure. Remember, that traitor status will remain if you have a negative reputation, and attacking allies will result in losing reputation.

Improved mobs AI - first iteration

– Second thing worth mentioning is the improvement of mobs' AI. Mobs should more fluid movement on the closer range, should collide better with fighting players and two of mobs received their unique special moves:

Giants' attacks cannot be blocked without a shield, they can interrupt attacks and now are dealing splash damage. Scavengers can now make a rapid series of pecks or charge in a line dealing damage.

We believe those special moves and differences in fighting with different opponents in the game world will bring you a lot of joy and fun, as well introducing some more tactical and interesting approaches to counter the enemy action. We are aware there will be easy tactics to counters their special moves now, but both of those mobs, and all others will be iterated in the next updates.



Stone Bastion Gate

And the last significant change is about the bastion gates:

On Castles, we have fast respawning guards on the last layer of walls, just before bastion. Thanks to them, it was possible to hold some longer on that last line of defense. In the past, these guards gave a chance to win against severely outnumbered defenders. Now in a fight, we usually have a lot more people than back in the days, and they just rush into the bastion, destroying its gate within a few seconds then going to cap the flag so the respawn of these fast respawning guards doesn't matter. Only one thing that can stop such a rush is shieldwall, but this also doesn't live long enough, especially when attackers can bring a catapult, and there is not enough time to destroy it using a ballista.

If it was not possible to stop enemies on the last gate, and there was no way to stop them in bastion gates, people were forced to give up the fight, get looted, or move to the capital.

To fix this we will add the same hitpoints to stone bastion gates as we already have on normal gates but additionally, we will add the burning feature to them.

Thanks to this, for a small party there should be the same level of difficulty to cap this flag (they will burn the gate, then defend until the gate goes down instead of being forced to ax this gate for a long time with guards hitting them).

Other QoL changes:

– Added a satisfying animation of the counters notification. From now on, when you gain gold, contribution points, or banked nation points, the counter on a notification will flow to another notification with the player's summary value (ex. total gold).
– Changed the thickness of barricades - from now on characters who fell under the barricade will be reachable for medics.
– Training NPC’s on the global arena now have proper rotations.
– Reduced damage of quest mobs: Ageing giant (Sangmar Claretta questline) from 200 to 80, Biggie (Secrets of Dundrum/Ystad/Serai) from 150 to 100.



Fixes:

– Fixed Decius and Magistus dialogues in Sangmar questline, which were not working properly.
– Fixed the bugged colliders in the tower and corner tower on upgrades 4,5 and 6. The model allowed to jump through the solid wall between the windows. With a fixed model, it should be possible to jump outside the tower through the window, but it should not be possible to jump inside the tower the same way.
– Fixed the issue causing freebuilding gates missing the restriction to be placed next to towers. In addition to that, the main building description has been updated to give information that it cannot stand next to gates and towers too.
– Fixed the edge case issue causing it to have more than allowed players on the volcano and sea wraiths events.
– Fixed the issue causing some nodes in the golden pickaxe event could be spawned underground or outside the event area
Fixed the issue causing the online/offline status of the newly joined guild member shown on the guild members list incorrectly.
– Fixed the issue causing bosses in Ismirean questline to not spawn properly.
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors!

Nation Points are one of the most prestigious resources you can collect in Gloria Victis MMO, since those represent your activity and battle effectiveness, but also are a foundation of the rankings in which all players are competing. The system has changed a lot through years of development, and received many improvements and upgrades, becoming more clear, less punishing, and even more engaging.

Players love to fight and be rewarded for their efforts, love to climb ranking tables to the top, and are working hard to secure their NP’s for their guild development. We are aware that being and feeling rewarded are great additions to our game. The ranking system became one of the features holding a lot of dedicated players in the game, allowing them to be MVPs of the battles and prove their worth on the battlefields.

But the system was still not perfect. Since the whole idea worked as a trade – the winner was taking points from the loser – it always created a big difference at the end of the fight, could be too punishing to losing nations and discourage players who lost some points to fight again or force winners to teleport back to the capital, where they could donate their points to their guild, and in this way, secure them.

Around the middle of May, we decided to present our Community with a list of ideas about improving the Nation Points system in the game on our official Discord server and started a discussion about them.

In this week’s update, we are introducing the New Nation Points system. We believe it will have a very positive impact on players' game experience, and the nation's balance. The new system is more rewarding, clear, and fair for players, and also encourages everyone to take part in the conquest and climb the rankings. Check the details below and see you in battle!


The screenshot’s authors have been awarded. Dravarol, Dziki_Goblin, Growsheak, Rei and Juanzet
– check your Ambers!


Changelog v.0.9.7.1 Beta

Known issues of the old NP system

If your nation started to lose fights, you personally gained fewer Nation Points, or worse, you went back to the capital with 0 Nation Points, no matter how good of a fighter you are. This was the main problem with our old NP system.

Individuals who are good at PvP kill lots of enemies, whether they are in an underdog nation or not. But the difference was, that in underdog a player might die, for example, 10 times with 5 assists (0 Nation Points), while in a non-underdog nation that same player might die 1 time with 20 assists (5k Nation Points). It was simply easier to stay alive when you are not in an underdog nation.

When someone loses their source of enjoyment, they are forced to find this somewhere else, so eventually, they will try to find it in another game or they will switch nations. So our old NP system had the unintended effect of stacking vets in one nation because those who do not quit want to have fun gaining Nation Points. Both of these actions resulted in already weak nations becoming semi-permanent underdogs because they could not retain vets or newbies.

We were not forcing people to be killers but encouraged them to be achievers. However, only about 10% of the game’s population are the sort of people who like to rack up various achievements, so the NP mechanics were not really helping everyone. It was just a little too hard to earn Nation Points as an underdog. And thanks to our community feedback, this issue was brought to our attention.



New Nation Points System

We gained a lot of feedback and data to gain confidence and prepare proper changes to the system. We wanted gathering Nation Points to be still competitive and show “who’s the boss”, but we want to remove the reasons that can lead to nation switching and help balance the game in the long term.

In the New Nation Point system, you will be rewarded for individual moments of action where you beat the enemy. The ranking will still be competitive. Good fighters will gain a lot more Nation Points than before, and they still will be on top, and the best guild/groups still will be on top, but others will also gain because they do more in the fight before each death. There also will be more incentive for vets to join underdog nations because their individual performance will be more accurately measured.



Secured and Unsecured Nation Points

The new addition to the system is the introduction of two pools of Nation Points players have, and we call them Secured, and Unsecured Nation Points.

Nation Points from the new Secured Pool cannot be lost in the fight. Players can lose only a fixed amount of up to 500 NP’s from Unsecured Pool with every death (respawn), which are not transferred to and shared between the players who killed you in battle. If you had 200 unsecured NP’s, you would lose 200, you cannot go below 0.

With every death (respawn) all left unsecured Nation Points will be “secured” when you respawn. You still lose 500 NP for dying, but if you had anything beyond that 500, you will keep that “banked” on your account until you turn it in. Those “banked” NP cannot be lost in later deaths. Thanks to that you don't have to run to the capital right away to turn your points in because each time you die, after removing 500 of them as a death penalty, the rest of your NP are secured and you can turn them in at any time. Also, keep in mind that you are losing NP only when you die – If you get revived, you will not lose any NP.

You will lose 500 Nation Points for any death in PvP or PvE. This means that swimming out to drown yourself or dying to mobs to avoid NP loss is no longer viable.

We know that until now, some players were going back to the capital after almost every death or anytime they reached some NP they wished to turn in, then they went back to fight – or just stayed on the capital. We want to reduce porting back to the capital. So that the most NP you ever have “on the line” will be 500, because that is how many you lose when you die. We think the new system reduces the potential of losing momentum from party members teleporting to the capital.

Rewards

Using the already introduced, and warmly welcomed new assist system you will be able to get Nation Points for dealing damage, tanking damage, knocking out enemies, and healing and reviving your allies. The Nation Points reward for assists will be distributed when your enemy will lose consciousness.

Rewards and Loses of Nation Points are now counted as two separate things. Players are not exchanging NP’s between them anyhow. Nation Points are still account-wide, and you will receive diminishing NP rewards for killing the same player repeatedly.



Quality of Life:

– Buff from having 2000 Nation Points that was decreasing respawn time from now on will be triggered if the player will have at least 1000 unsecured Nation Points
– Moved scripts that were starting new quests to a moment of taking reward for previous quests. Thanks to that, players won't miss the moment of taking a new quest so there are higher chances they will continue the whole questline
– Added a button on the Location Window allowing players to open guild recruitment announcements of the Guild owning the Location if the guild is recruiting
– Increased gathering bonus chance for the group to give more profit for gathering with friends. It is now more profitable and better in bigger groups
– Added Help Wiki buttons to the ESC menu, in the “gear” menu near the Hotbar, /wiki command available on chat and hyperlinks under “?” icon in many interfaces in-game, leading to the proper sites of Gloria Victis Official Wiki
– Changed the rewards for challenges (achievement window -> challenges, not daily!) from diluted wine, to Contribution Points
– Sir Frederick and Skal-Ar took the place of General Commanders in the locations they were assigned to, which meant they would not be additional guards anymore
– As the tent gives a possibility to respawn on it after death, and people used it as a teleport by suiciding themselves, to prevent them from burning their unsecured NP we added the possibility to teleport to your own tent. You can teleport to your tent and destroy it in the process using /tent command on chat or the icon of your tent on the world map. The teleport range is limited (around half of the world map size).
– The mount icon on the map will now be scaling properly when zooming the map in and out
– Known crafting recipes list is now scrollable
– Replaced Sangmar Capital City Building models since some of their versions shown on given distances were not consistent with their counterparts shown at other distances



Fixes:

– Fixed the pink material in some objects in the game world
– Fixed the position of a few levitating chests in the game world
– Fixed the issue causing the “Select Mentor” icon were missing after reaching level 40
– Fixed the issue causing players were able to teleport to the enemy flag by leaving siege event
– Fixed the Brother Tuck dialogue in Midland questline
– Fixed the issue causing calculations dependant on the durability of tools and weapons were processed incorrectly (i.e. it was more profitable to chop wood with a low durability tool when it should work the other way)
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors, gatherers, and crafters!

As we announced a few weeks ago, our designers were working on the rework of an important part of the Gloria Victis MMO economy – resource availability and gathering systems. Looking at the data from the last months, it became clear that there are too few good gathering spots on the map and it limited the possibilities for gatherers and crafters to collect the resources.

That is why, after talking with the Community about the ideas to improve those aspects of the game and receiving your approval and feedback, we are happy to introduce a lot of changes that will make the resources system more interesting, rewarding, and conjugated with territory control.

We made the open world and nation castles resource spots more important and useful by introducing location specializations and made the gathering more clear and less random by exchanging random resource spawners to bigger and more efficient nodes and a new type of resource deposits – veins.

The user interface, the balance of the gathering tools, and the gathering system itself have changed greatly, and we are hoping that those improvements will be warmly welcomed.

As always, we are also delivering some Quality of Life improvements and fixes, so check the details below and see you in the game!


The screenshot’s authors have been awarded. Random, Juanzet, Pяσ. AқaczoV and Gawi200
– check your Ambers!


Changelog v.0.9.7 Beta

Flag specializations and resources balance on map:

We analyzed the map data looking at the spots where most of the resources in the game come from. The gathering was focused directly on just a few spots on the map – the biggest mines and biggest farms, which of course was leading to making other locations and resources spawns less important and visited much less often.

Since it would be great to make resources something worth fighting for, to encourage more fights for locations and important economical deposits, we are introducing location specializations. Thanks to that the game is getting more content for gatherers and provides a more sense of conquest and a reason to defend all these lower-tier flags. The placement of specializations and resource deposits is mirrored between all three nations, with slight differences dictated by the unique flavor of each nation's economy and crafting differences.

From now on, you will be able to find detailed descriptions of the economical aspects of the locations by hovering the mouse over their flag on the world map. This window will explain what resources you can find in the location area, the specialization of the given flag, and even more useful information, like the number of guards or inhabitants, available workshops, and Bastion data (Known issue - the guards counter is not accurate yet, there may be some guards that are not counted properly, but the numbers of guards on every flag in-game are same for every nation and fair.)



The most important locations will specialize in providing specified resources. It means that they will have a lot more of the given resources than other flags. It will be better to collect firewood on a dedicated flag (but not impossible on other locations) that is specialized in low-tier wood logs, and coal or siderite on another. To better indicate the specializations, you will be able to find a new type of resource deposits in the game – veins.

Veins

Veins are huge rock-type resource nodes containing even one hundred times more resources than the regular nodes, will require more time to be gathered, but are still more efficient and can be gathered by multiple players at once. To be precise, gathering them together with other players will give you a chance to receive bonus resources, and as a result and reward for cooperation - collect even more of them.

Regular nodes

The smallest, regular nodes will also contain about ten times more resources in them in comparison with old node spawners, which will lead to making open-world nodes more worthy of stopping by and collecting them. In exchange, their respawn time will be prolonged to balance the number of available resources in the game world. This means they will be exhausted sometimes, so gatherers can't just stand in one mine occupying it all day. They will need to go to another mine or start roaming to find the new nodes with 10x more looting resources in the open world.



Gathering system User Experience improvements

We are aware that having spawners that spawn random resource types instead of spawning the same material each time never had good UX and was hard to understand and predict. Because of this, we were receiving complaints that resources in other nations are unbalanced so we wanted to improve your experience and make the system much more clear and fair for everyone.

Random nodes spawners

The random spawners are gone. In exchange for them, we are introducing rare resources veins. These will make it possible to collect different rare resources from one deposit to ensure balanced access to all rare resources which will be much more convenient and rewarding.

Passive/active gathering tooltip

We are also changing the tooltip for gathering to inform players that we have two ways to gather resources – passive and active. From now on the tooltip will be “[E] or hit to gather”, which will clearly tell that there is a faster and more efficient way to gather resources by actively hitting them with your tools.

Nodes destruction system

The visuals of node gathering have been improved. A lot of players asked us for more informative feedback while gathering nodes, so we started the work on the system that will show destruction of the nodes and veins in real-time, which should be very pleasant for eyes and also will tell you in what part the node has been already gathered.



Other changes

There are also a lot of smaller changes regarding the economic overhaul, and here are the most important of them:

– Balanced the strength of the gathering tools, to reduce the difference between the worst and best tier tool
– Balance resource deposits on locations to allow use resources collected in one gathering run to upgrade at least one location element
– Updated the quest resources spawners (for example fallen trees) so they will not impact the game economy and have faster respawn
– Improved resources respawn system to remember the last interaction, instead of starting a respawn timer on the first touch. It will prevent respawning the node while gathering, what looked bad
– Balanced and unified farms size to be mirrored to their counterparts on the map
– Updated the Pickaxe events on the map to use new resource nodes and veins

Quality of Life

– Animated next part of equipment models. There are too many to list them one by one. :)
– Recreated two lost memorials in the game world



Fixes

– Fixed the issue causing input window for naming the horse were reopened on try to put too short horse name and that could lead to rolling horse stats exploit
– Fixed the issue causing learning the recipe from item disassembling required a relog to recipe to be added to the player known recipes list
– Fixed the issue causing players not to receive a notification when learned the recipe
– Fixed the issue causing infinite swimming animation bug after arming a weapon on the mount while in water
– Fixed the terrain in Blackrock, and many other terrain holes, texture bugs, and navmesh bugs
– Fixed the impassable archway in the church model
– Fixed the holes in a texture of Heavy Clan Shoes

Hotfix 28.05.2021

We are introducing a hotfix for yesterday update, addressing some more of your feedback and reports:

Quality of life:

– Experience for gathering is now given at the moment when the player gets a tick that gives items, not only when gathering has ended
– Veins are respawning quicker
– Regular resources respawn quicker but the respawn time can differ more now, since the timer is not fixed but drawn from a time range
– A little longer gathering time on regular resource nodes, to keep the number of resources collected in a given time balanced
– Adjusted the limonite drops in veins and regular nodes
– Improved showing citizens professions in the location preview window

Fixes:

– Fixed the issue causing the Volcano event could be started twice
– Fixed some minor localization bugs, including Sunflower description in polish language and \n instead of a new line in location others section
– Fixed an issue causing veins were dropping much less items than they should
– Fixed an issue causing experience and achievement for gathering resources progress were not counted properly
– Fixed an issue causing showing wrong icon over players character related to guild placements in rankings
– Removed the misleading non-loot icon on the Greatfall location preview window
– Fixed the issue causing limonite veins were not counted on the Dundrum Village location preview window
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, Warriors!

As we are almost ready with the huge Economy overhaul we announced some time ago we are continuing our work on addressing some of the most recent feedback and reports. We have some fewer changes for you than usual this week, but there are some significant ones that should be much appreciated by the community. And of course, for the next week, we are planning to deliver a major update that will reshape the whole game economy!

We are also celebrating the release of Siege Survival: Gloria Victis – standalone survival resource manager game, created by our friends, who strengthened up the MMO team recently. The release of the second game set up in Gloria Victis world is already bringing a lot of new players to the MMO, so, please take good care of the newcomers!

Be sure to check our official Gloria Victis Wiki too! It contains a lot of explanations and answers regarding various game systems, to help you become more efficient and better prepared for upcoming challenges!


The screenshot’s authors have been awarded. Salty, Wilczycka and ontuto – check your Ambers!

Upcoming Economy overhaul:

The target of the upcoming changes is to make more gathering places and introduce some diversity in them, to create more dependency between economy and territory control. We also want to encourage players to roam more around the game world in search of resources.

Gathering resources will require more activity and action, and there will be a possibility to gather resources with friends and have benefit from that. Resources will be more accessible for all. Top-tier economic flags will still give the best earnings, but they won't have every material as they do now.

It will be a huge game-changer that will need to be adapted to. This will change the whole economy, prices, expenses, and demands on resources. The game will gain more content for gatherers and provide more sense of conquest and a reason to defend lower-tier flags.

So we will deliver flags specializations, changes in the methods of gathering, a new type of resources nodes, and rework of the user interface that will greatly improve user experience regarding the game economy. If you haven't seen the vision doc yet, be sure to check it here, and you are more than welcome to join our Discord and share your opinion on the dedicated nation-castles-resources channel.



Changelog v.0.9.6.14 Beta

Players Suggestions for Quality of Life improvements:

– Following community suggestions, players that have over 70% of assist participation in knocking out a given enemy have loot priority and can loot that enemy immediately. Other players have to wait 3 seconds to loot and if they try to do that sooner they are receiving a proper warning (“For 3 seconds priority to loot belongs to player with the highest participation in kill”)
– Based on players' requests, from now on, gained deactivation points are being shown on the guild members list in the guild window. It will help leaders and officers to track the activity of the guild members
– You can change your daily challenge if there is no progress in the already chosen one
– Added protection time to the warning message when someone tries to steal an enemy’s crops on the enemy location

To show our gratitude and pay respect to our friends from the Chinese translator's team, we raised an ingame memorial for Chen, a translator who recently passed away. We express our deepest condolences and our hearts go out to Chen’s family.



Fixes of issues reported by players:

– Fixed the issue causing the Giant Slayer Steam achievement to count only Old Giant. From now on, killing a Giant is also counted
– Fixed the problem with the pop-up window after removing an item from the workstation. From now on the pop-up will not occur but a confirmation window will show after each attempt to remove the item directly from the workstation. To remove an item, the player should move it to inventory, and then next remove, a proper error message has also been added
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors!

This week we are delivering promised rework of the Rodrock area and a lot of fixes and quality of life improvements requested by our precious community. Most of the changes we are introducing today are based on your suggestions and feedback, so we believe you will be very happy with them. The core of our team is still working on the upcoming resources and economy overhaul when our coders had some more time recently to address some of the issues reported by players and introduce a lot of convenient fixes and improvements in various systems.

And without further ado, let’s see the details!


The screenshot’s authors have been awarded. sCaRfaCe, 3,PzG DiPetro and Salty
– check your Ambers!


Changelog v.0.9.6.13 Beta

Reshaping Rodrock

As announced last week, our level designers took care of Rodrock's position on the map to mirror its counterpart's links better and ensure a fair and equal approach for both nations that are desired to attack and hold that part of the map.

We have seen that Rodrock has to be moved a little because the location was placed too close to Original Faith Order Keep, and because of that siege event on Rodrock is slightly getting on the guild castle area. To remove that issue our level designers reworked the terrain around that place and balanced the distances between locations to make them fair for Ismir and Midland. In the future, there are plans to add some more locations on the whole map, so you may be happy with some new battlegrounds that will ensure more balance on nation castle links and create new holding and attack points.

We need your feedback

On our official Discord, we just started a channel for a discussion about Nation Points and the Glory system. You will find there a document that explains the evolution of the Glory ranking and the Nation Points system over the years in order to discuss with you our ideas for changes to the Nation Points system. We are encouraging you to take part in the discussion and counting on your constructive feedback and suggestions!



Players Suggestions for Quality of Life improvements:

– Following your feedback, from now on, you will be able to invite to or request a party by using the right-click menu on the player nickname on chat
– As you asked, we reduced the amount of information on the combat log, to make it more clear. Some of the information that was doubled on the combat log and pop-up information will now only show on the mentioned pop-up. Damage logs of burning buildings will be shown less frequently
– Added training gates on Arena, requested by the community
– Following one of the suggestions, the third gate of Tenebrok has been exchanged to a tower, to preserve the same amount of possible attack directions as in this location counterparts on the map
– From now on, the price set for a given item on the stall will be remembered
– Party members' attack indicators on the arena have been hidden. Ally (party) damage should now work just like on the open world
– Disabled visibility of the gathering crops timer of another player (owner can still see the grow timer). The protection time that is preventing pillaging crops has been reduced from 2 hours to 30 minutes
– After receiving a suggestion about limiting the Volcano event for players that achieved at least 90th level in-game, our designers, taking into consideration that this is still a hard loot event and PVP event for most experienced players, decided to push the idea further and lock this event only for characters with max level (100)
– Changed some low-level item icons and models, re-equipped some NPC’s to refresh their visuals.

Fixes of issues reported by players:

– Fixed the design loophole for SoW preparations and changing SoW time by forcing changes of timers only on nightlock.
For example: if you set time change when the token is set, it will change the next nightlock (not the closest one). After that, the system will add tooltip info on the flag like "SoW time will change in 28 hours to 19:00". Change of the timer is not possible if there is a change already set and waiting for an application
– Fixed the backward token edge case issue, causing showing the information about upcoming SoW on castle if it was captured by the guild from the same nation
– Fixed the issue causing it to be possible to teleport through the open gate
– Fixed the issue causing the party window to be visible after leaving the party

Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors!

This week, the core of the team is focusing on upcoming changes: rework of the area of Rodrock and the resources rebalance. Since those are both quite significant changes, we want to reserve more time to prepare and test them, but we can share some insight already. In the following weeks, we will prepare a new questionnaire for you, to gather your feedback about multi-accounting. Today, based on your requests and answers in one of the previous questionnaires, where a record-breaking number of 83% of players agreed that it should be taken care of, we are taking care of multiboxing - due to the numbers of potential exploits and bypassing the game balancing systems, we believe that this change is a necessary step forward for our game, and in-game questionnaire proved it best.

We are very happy to see how our community is helping and sharing their knowledge and experience with other players. Later in this changelog, you will find a new advanced combat guide, recorded by our community members – QueenJulia and Arakiel. Leave a like under video and some love in the comments section!

Like every week we have some quality of life improvements and fixes, so check the details below and see you in battle!


The screenshot’s authors have been awarded. Banokles, confederate pvt stone and sCaRfaCe
– check your Ambers!


Work in progress insights:

Resources rebalance

A few weeks ago we shared with you a vision doc of the upcoming changes in the game economy and the impact of territory control on it. We gathered a lot of valuable feedback and the presented ideas have been warmly received by the community.

We took the data from recent months and have seen that there are just a few frequently used resources gathering spots on top-tier economic flags like temples and guild provinces.

Long story short, the target of the upcoming changes is to make more gathering places and introduce some diversity on them, to create more dependency between economy and territory control. We also want to encourage players to roam more around the game world in search of resources.

It will be a huge game-changer that will need to be adapted to. This will change the whole economy, prices, expenses, and demands on resources. The game will gain more content for gatherers and provide more sense of conquest and a reason to defend lower-tier flags. Gathering resources will require more activity and action, and there will be a possibility to gather resources with friends and have benefit from that. Resources will be more accessible for all. Top-tier economic flags will still give the best earnings, but they won't have every material as they do now.

So we are currently working on announced flags specializations, changes in the methods of gathering, a new type of resources nodes, and rework of the user interface that will greatly improve user experience regarding the game economy. If you have not seen the vision doc, be sure to check it here, and you are more than welcome to join our Discord and share your opinion on the dedicated nation-castles-resources channel.



Rodrock area rework

Balancing the map and mirroring the links on the other counterparts of it is very important for the game and players. We can see that Rodrock has to be moved a little because the location is placed too close to Original Faith Order Keep, and because of that siege event on Rodrock is slightly getting on the guild castle area. To remove that issue our level designers are working on the terrain around that place and we will balance the distances between locations to make them fair for Ismir and Midland. In the future, there are plans to add some more locations on the whole map, so you may be happy with some new battlegrounds, that will ensure more balance on nation castles links and create new holding and attack points.

Changelog v.0.9.6.12 Beta

Multiboxing and Multi Accounting

Multiboxing allows, for example, "bypassing" the map by having a few alt accounts logged in at the same time at several castles to defend them without any risk of moving to them in the open world, or "alt-tabbing" to another character when the first character runs out of arrows or needs to regen, or simply to "spy" on different nations.

We asked you if we should disable the possibility of logging in to multiple accounts at the same moment to prevent the potential exploits mentioned above, and received a record-breaking number 83% of players voted for "Rather Agree" or "Definitely Agree". Because of that, we are blocking such possibilities from now on.

The next step in a related matter, to minimize the potential exploits and ensure a more safe and player-friendly environment in-game, we will prepare a questionnaire about multi-accounting, and if we should introduce a cooldown between switching to other accounts.

In recent weeks we observed that players are not trusting others, especially new ones, and it can lead to bad experiences on both sides. 96% of uses of votepsy command in last week has been used on new players, who had no relation to any other nation or account. The usage of the command in most cases lacks any description or evidence of voted player action. It is also visible that when one player has been accused of spying his whole guild has received the same tag and it led to a lot of false-positive reports and bad blood.

Please, read the rules of using the votespy command on our wiki and follow them. Keep in mind that using that command wrong may lead to losing a lot of new players and having overall a very bad impact on the playerbase and morale. Introducing a block to multiboxing and cooldown on switching accounts should greatly reduce the toxicity and bad emotions that can be caused by potential spies, and thanks to that players should feel safer in the game.



Quality of life

– Updated the animation while exiting the game. From now on the character will not sit on the ground right away
– Corrected CoA display on material for the stall, to remove the blur effect on them

Fixes

– Revive has been turned off on the Valley of Death Tournament, assists in that mode will be counted instant when the enemy will lose consciousness
– Players are no longer losing nation points if they die during the tournament and respawn in the capital after the tournament ends
– Fixed the issue causing wrong glory points / KDA scoreboards distribution when players lost consciousness on the tournament or siege event
– Fixed the issue that could block the login process after providing an invalid password
– Fixed the issue causing guild heraldry was not shown on the stall from the perspective of its owner
– Fixed the issue causing jumping on horse animation was pulling players back
– Fixed the issue causing the proxy player to have animations of the upper body not modified by horse-riding if he didn't pull out the weapon in the session of being in the Area of Interest of another player
– Fixed the issue causing the guaranteed pool of nation points for damage dealt (PvP) wasn't reduced by the last hit (other hits consume pool's points). This allowed them to receive more points from one player than the designer planned. From now guaranteed pool's points are properly decreased after the last hit
– Fixed the issue causing teleport confirmation windows could show under the map

And here is the promised advanced combat guide we can share with you thanks to the QueenJulia's initiative and commitment. Be sure to check the beginner's guide too and support our community content creators by leaving a like, sharing, and commenting on their awesome videos!
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings warriors!

This week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.

Last week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.

We hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!


The screenshot’s authors have been awarded. Siegbert, Apophys and THE PURIFIER
– check your Ambers!


Changelog v.0.9.6.11 Beta

Nation Points Gathering System Iteration

We are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.

We know that the community is divided into two camps right now. Players who feel confident and were able to risk their characters lives by flanking and spreading fear on the enemy backline or flank, who feel less rewarded for their efforts, and those who like the changes, because they can risk much fewer nations points and are losing less of them for getting unconscious in battle.

We can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.



From now on, we are adding “instant” Nation Points for dealing damage to enemies.

I believe the raw example will be the best to show how this system works:

Meet Bob. Bob is a frontline tank and likes his blue heavy champion gauntlets. By delivering damage to Bob, we can earn up to 250 EXTRA Nation Points. Bob is not losing his NP from that. This extra pool can be only earned by his enemies.

Instant reward:

You are receiving a share of the extra NP pool for % of damage needed to put the player unconscious.

You will receive an instant reward and a message when you take 25% of Bob’s Health using melee (counting healing, so it may be higher than blunt 25% of his health if he is healing or being healed during tanking), or if you are an archer or siege engine operator after you remove half of his HP. This doesn't mean that YOU HAVE to deal at least 25% of the damage needed to kill Bob to get a reward. You will be rewarded for ANY % of damage, but you will understand that after reading the next paragraph:

Reward after making enemy unconscious:

If 10 enemies were hitting poor Bob and none of them dealt enough damage to reach the 25% threshold none of them will receive an instant reward just for damage, but they will get their share of reward when Bob would be knocked out (unconscious). All of the enemies who hit Bob and dealt % of the damage needed to knock him down each will receive a % from that 250 points pool, basing on their damage dealt to Bob – each will get some for himself. 10% of Damage needed to knock down Bob = 10% from 250 points pool = 25 Nation points.

Reward after death (respawn)

And here is the system we have already. 500 NP that can be earned and shared between players after ensuring their death (respawn). This is the moment when Bob is losing his Nation Points.

There are some restrictions, of course, to not make that system exploitable.

–Points pool is shared between all characters on the account. So if one got 250 points from one player, he will not get any more points from dealing damage to this player's other characters.
– Points pool is being reset once per day.
– You will not get any extra NP for dealing damage to greenleafs.
– You will not get any extra NP from dealing damage to traitors as well.
– Traitors will not get any NP for dealing damage to other players.
– You will not earn any points from that system on Tournament, Arena, or by participating in Duels.

So, as you can see, now you can earn 750 points on players, and you can lose only 500. This new layer and an additional pool of NP will instantly reward you for damaging enemies and making them unconscious, but will still keep the old, much more fair system of losing NP not on knockdown but death (respawn).



Quality of life

– Added animation to "like" button on notification informing about flag capture
– Added fade-out effect when mend actions counter is full (until now it just instantly disappeared)
– Animated equipment now is being impacted by the wind

Fixes

– Fixed an issue causing showing a misleading message about damage dealt on ally's guild castle on the combat log
– Fixed multiple issues causing bugs in multi canvases User Interface
– Fixed multiple issues in horses animations
- Fixed the issue causing horses were missing steps while moving backward
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors!

This week we were continuing our work on the assist system, and introducing a lot of improvements dedicated to our heroes of the backline – field medics. They are the ones who are treating your wounds, picking you up after you fell, and taking care of meds and food supplies for their fellow soldiers. Being a medic will now have some more meaning since the whole class has been rebalanced - to lower the cost of being a support for your frontline and increase your impact on the battlefield.

On the other hand, we are continuing our work on the assist system, and our graphic artist's animated next equipment parts. As always, we have prepared a load of fixes and quality of life improvements. Read the details below!


The screenshot’s authors have been awarded. ontuto, Wilczycka, Random and ScubAKinG
– check your Ambers!


Changelog v.0.9.6.10 Beta

Medic class iteration

Indispensable in every siege or long battle, the role of field medic is appreciated by experienced players and valued for their work on the battlefield. Those are people who are mending your wounds to help you get back on the frontline as quickly as possible, those are the ones who under enemy fire and while being focused by enemies will jump to the front to revive you or cover your retreat.

Being a medic costs a lot. To be reliable medics prefer to wear the heaviest and most expensive armor and are spending small fortunes in each battle mending their allies, because of the cost of the compresses and bandages. It definitely needs a lot of gold and experience to be efficient in that role.

That is why we want to make this class more accessible for players, to make it a viable choice for more players, make the class a little more casual, and encourage being a support role, which can be crucial for reaching victory.

Changes in medic skills

Medics have only four dedicated skills because they need to be durable and tanky to be the most efficient.

First Aid was making reviving fallen allies shorter.
Battle Medic increases the number of health points a revived ally will receive.
Great Comeback is giving AoE buff to everyone around after reviving an ally
And Focus skills were preventing interruption of the revive while receiving damage, not counting stun and stagger.

From now on First Aid skill will allow you to bandage allies. Without it, you will be able to bandage only yourself. To help your friends you will need to assign at least one skill point to that skill. It will help to make a medic class a separate role and allow for some more specialization.

Focus skill, which is the top on the skill tree will now additionally give access to free mend actions, which work like bandaging. If you will have some points added to this skill, you will receive a possibility to mend allies (you cannot use mending on yourself) without a need to spend a bandage or compress from your inventory. The amount of possible mending actions is regenerating over time, in a similar manner to arrows for archers, and will receive a special user interface indicator. When a medic will run out of mending actions granted by skill, they will be able to continue their work using the bandages from their inventory. This will help to keep your allies alive and will reduce the cost of bandaging, to make the gameplay of Medic's role more dynamic and more accessible for lower-level or less experienced players.

In addition to that when a medic will use a simple compress or bandage on himself he will receive a temporary buff and will heal more damage with their mending.

Because of the quite big changes in working of those skills, and remembering your feedback about recent updates, we are giving all players a special skill reset. Reset is available to use directly from Notification Center for the next two weeks. After that time, the notification will be removed. Keep in mind that clicking the right button in the notification will use the skill reset instantly. It cannot be kept for later.



In the look at the changes explained above, there are of course some countermeasures that need to be pointed out.

It is known that reviving frontline shielded tanks on the frontline endlessly is not healthy for the combat experience. Also, with the new assist system, which is counting assists not on players that fell and were revived but only on killed ones, medics could be able to greatly reduce the amount of earned Nation Points earned for kill or assist. Of course, we do not want that.

That is why we are introducing debuffs to revived players that will stack, reducing the number of health points retrieved after revive and prolonging the time of each next revive of that player.
Amount of stacks is unlimited, and it means that if we fell, and will be revived by a medic during the debuff, for each debuff stack we will have twice fewer health points after every revive (500/250/125/63/32/16/8/4/2/1 health points), and the time to revive us will be doubled with each next revive, up to a hard cap of 60 seconds (8s/16s/32s/60s/60s and so on). Debuff lasts for two minutes and if we fell during that time the next stack will be added and the timer will count down the next two minutes.

We do not want to make players wait to revive endlessly and this change will encourage you to keep your allies alive rather than relying on revives.

User interface feedback improvements

While we are bandaged or mended, new indicators and information will be shown to let us know that we are being helped. From now on you will clearly see that you are being bandaged, who is bandaging you, how many health points are being recovered and you will also receive proper information if you leave the reach of the medic that was helping you.

The death screen window is quite big and is cutting fallen players' vision that could help them decide if they should respawn already or if there is any chance to be revived. This is why if you unfocus the death screen it will now become transparent, so you will be able to see if anyone is trying to help you. If help will not come in time and the screen will turn black the death window will become opaque again.

Assist system changes and Nation Points collection

From now on, the assists will be counted on the death of the player, when it will be not possible to revive him, or on the moment when the fallen player will choose to respawn. Players that can be revived are not counted as dead and will not grant instant NP reward for kill and assists. In the previous system, it was possible to lose a lot of points by being knocked out and revived many times during the battle. The new system is fairer and encourages a more strategic approach, giving medics the ability to prevent their teammates from losing NP by healing and reviving them and encouraging enemies to ensure fallen players will not be revived.

To make the system clear and simple, we are adding new combat log information. From now on you will receive information about knocking down and assisting in knocking down an enemy. The message will contain a tip, explaining the need to protect the body from medics and that rewards and statistics will be counted after the unconscious character will die.



Quality of life

– Changed the player context menu on the party side window to make it identical with the unconscious player context menu (Give First Aid on top and only two options instead of 4)
– Added notification when someone protects us from looting (when we are unconscious)
– From now Notifications about someone capturing an enemy flag can be "liked" by clicking the thumbs up button near the notification. After that player who captures the flag will receive notification that allies like it.
– Moved the NPC and their waypoints to the proper position around Twinfall after last level design changes
– Blocked the bridge near Twinfall to not let siege machines cross it. Any SoW and Guild Castle shouldn't involve siege engines from Nation Siege Camps
– Removed some trees from the mountain next to Twinfall to make shooting ballista easier
– Siege Engines chassis is now taking a modded damage while running on the very slope terrains, making pushing the machines outside the roads less viable. It should only be visibly damaging it more on edge cases of terrain
– Sitting on benches have now 3 seconds progress bar to avoid players “teleporting” to them during combat
– Animated further items in-game: Emissary's Turban, Legion Legate's Lion Helmet, Storm Guard's Sallet, Mercykiller's Armour, Horde Warrior's Light Helmet, Mordr Gunnarsson's Helm, Speartip's Helm, Royal champion's helm, Clan Nightroar's Gambeson, Work Apron, and Servant's Apron. You can see how the equipment behaves before and after the implementation of this system!
– Added missing sangamar workers on nation castles (just for visual purposes, they are not doing anything important)

Fixes

– Fixed the description of Battle Medic skill. It increases health after reviving by 3% per level and an extra 20% on level 10
– Fixed the position of beehives at Aquitania Farm
– Fixed the issue causing the old bear model has been shown on very low settings
– Divided the biggest Ismir non-loot zone into two separate squares because it was too close to Ulfgard castle
– Fixed the issue causing dialog box which asks you “Do you want to receive first aid from player #?” were not automatically closing after the timeout
– Fixed the issue causing proxy player animations were showing one tier of movement lower (only animation, position synchronization was right), so when the player was sprinting it was showing running for other players and if the player were running it appeared as walking for others



Hotfix 23.04.21

We are introducing a hotfix for Gloria Victis, addressing some more of your feedback and reports after yesterdays update:

Instead of prolonging the time to revive an unconscious player, we are limiting the amount of possible revives based on stacks introduced yesterday. From now on, the time to revive a player will be the same as before the update, but the debuff stack given to a revived player will still lower his health points after each revives. After reaching four stacks of the debuff, reviving will be not possible until the end of the debuff, which lasts two minutes.

For example: After the first/second/third/fourth revive player will have 500/250/125/63 HP, revive time will be the same for each revive and there will be no option to revive given player for the fifth time if he still has 4 stacks of the debuff.

– Add 5% instant arrows quiver regain on the last hit that will make the player unconscious (if the player have appropriate skill ofc)
– Blocked possibility to mend enemies (with error notification)
- Added the information on the combat log about how many health points have been healed to us or ally after we mend or bandage
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors!

This week you are receiving an additional update, dedicated to world map balance and the next part of reworked questlines. We are moving a world boss Ragi the Renegade to the new spot, to mirror his placement with other nations' world bosses. Due to that change, the terrain around Twinfall and surrounding lands have been reworked to have a similar layout to its counterparts on the other sides of the map. As a bonus, we are adding a few terrain and equipment model fixes.

Changelog v.0.9,6.9f1 Beta

Reshaping the world

– Ragi the Renegade world boss has been moved to the proper spot on the map. From now on, all three world bosses are in dedicated spots, with fair and unified placement on the map for every nation. The event that leads to the fight with the boss has also been improved, you will be able to find some differences in the huskarl’s part of the event.

– Terrain between Twinfall, Ulfgard, Seaclaw, and Hordun Temple has been redesigned to provide similar gameplay purposes like terrain on those links counterparts on other nations sides of the map. You can see the changes on this picture:


Removing part of the terrain, adding some in another place, and adding a water obstacle will encourage players to move on the main link between locations, and prevent roaming from and to the middle of the map, like on every other counterpart of such link in the game world.
We also turned the Twinfall underpass to move it more towards the middle of the map and balance the layout of the castle.

For this reason, the terrain next to the Twinfall changed a bit, we will give additional time for the owners of this castle to adjust if necessary. We don't want to stop SoW's around the map, so every token which will be put into Twinfall, and only Twinfall, will be taken down on the maintenance until Wednesday maintenance. Thanks to that, the first possible attack on Twinfall will be possible by Thursday.

– Mereley Lumbermill and Basilea Mine’s questlines have been reworked. The new questlines follow the new rules that made a huge positive difference in player perception and gameplay experience. The old ones were stretched over a large area and even guided players to enemy lands. From now on, “The Lords of the Trees” (Ismir) and “The Plague of Wolves” (Sangmar) questlines are more story-rich, player-friendly, and will not require traveling to distant areas to complete them. The rework introduces some changes in the terrain in the quest area, new locations with new enemies, and new challenges. Have fun!

– Hearing our community voice, we are also adding the possibility to collect SoW deactivation points in events on the middle of the map:

[Group event] Black Sickle – the Chief
[Group event] Temple of Doom – Prioress
[Group event] The Griffins Company – the Chief
[Group event] The Grey Company – Chief
[Group event] Rogue Highlanders – the Chief
[Group event] Outlumbered – the Chief
[Group event] Heathen Plague – Butcher
[Group event] Enclave of the Rejected – King of the Damned

Other changes and fixes

– Added support for equipment animation to weapon prefabs. Thanks to that we will be able to use the new system in various equipment in the future.
– Fixed the issue causing some equipment materials were one-sided what could lead to some visual errors
- Fixed the issue causing female characters were unnecessarily unsheathing two-handed weapons on the character creation screen
– Fixed the issue causing some bridges textures were not shown properly
– Multiple terrain fixes across the game world

By the way, we have finally given out the 'Fireborn' title to everyone who should receive it!
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Hello Warriors!

Welcome to the new Glory Season! As always at the turn of seasons, we are introducing many significant and interesting changes improving the gameplay based on players’ feedback! This week we are improving the assists system in the game, balancing one-handed swords a little, improving the combat with AI opponents, and introducing new cosmetic skins, inspired by the most famous polish cavalry.

The top players of the just-ended season have earned their rewards and titles, so it’s time to compete against the others and fight your way to the top of the ladder! See you in battle!

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!


The screenshot’s authors have been awarded. [Vzla]-Caos, KatyushaCHL, Erikson and Smookeen
– check your Ambers!


Changelog v.0.9.6.9 Beta

Updated assist system

We were observing the assist systems for quite a long time and prepared an overhaul that will be much fairer and rewarding for all players and types of activities you can perform on the battlefield. The assist has been counted only on the damage delivery and resurrecting allies. There was also a chance for the assists while blocking enemy damage - however, it was really hard to achieve. Also, the system allowed to earn a lot of Nation Points by delivering finishing blows on low HP players and was not rewarding well tanking, which could have a huge impact on the situation on the battlefield and ensuring kills for your side.

After today's update since the equations that are distributing Nation Points based on the assists will count tanking the damage, which will be more rewarding for players who protect their damage dealers and are the most vulnerable on the battlefield.

In addition to that, we removed resetting assists after death. From now on even if you fell in the fight, and your team will be able to kill an enemy player, you will receive your part of the reward.

Last but not least, we are changing the mechanics related to overkill damage. Till today, the system was counting damage dealt to players as a whole, so when someone dealt 300 damage to a player that had 1 HP the number of damage counted to assist was 300 instead of 1. It was not fair, despite the system always counting a killing blow as a fixed percentage of the assist.

Weapons rebalance

One-handed swords are a good weapon for archers, but for tanks and bruisers were definitely underpowered. To make it more useful we increase all the one-handed swords' base damage by 15 points. Also to keep the game balanced, we have increased base damage of one-handed axes by 5 (they have armor penetration at overhead damage). According to formulas counting attributes to the damage, maces still will be the best weapon versus heavy gear (still having heavy stamina use and short-range). All those changes will open the possibilities to use one-handed swords more often on the battlefield, for more build types.

In addition to that, we changed the prices of swords buyable from NPC because those had a bad impact on the craftable swords prices. Sword of Lord's Wrath Brotherhood price has been changed from 20 silver to 1g (top tier 1h sword), Longsword of Lord's Wrath Brotherhood from 30 silver to 1g (top tier 2h sword), and Claymore of Lord's Wrath Brotherhood from 25 silver to 95s (top tier 2h sword but a little lighter and weaker).



AI opponents combat improvements

We gathered your feedback and bug reports related to NPC enemies and decided to address all of them at the turn of the season. The improvements are countless, but we will try to point the most important and visible of them. We believe that those changes will make fighting AI enemies more fun and educational, and good training, especially for the new players.

– Reaction times of NPC opponents have been reworked, allowing them to make more mistakes in combat depending on their level
– NPC opponents, during their attack hold and at the beginning of their attack release will now react to players attack and will have a chance to move to block
– NPC opponents will now have a chance to make a mistake in a fight and block a player's kick. The higher the level of the AI opponent the lower the chance to block a kick
– NPC opponents will not change melee weapons to bow instantly, from now on it will take the same time as it takes players to change a weapon



Quality of life

We are happy to announce the official Gloria Victis Wiki. We hope it will be a useful resource to new and experienced players alike. It will be maintained and updated as the game develops.

After recent changes with the red Powerbar needed to slow down the horseman, some issues with open-world fights showed. It was too easy to avoid fighting and just run away on the mount. Following the community suggestion, we are adding a possibility to slow down the horseman with a yellow Powerbar if the target player does not have raider specialization top passive skill “Momentum”. This should encourage people to be more active in PVP and mindful about their position, decreasing the possibility to avoid possible skirmish or duel.

– We implemented a system to animate parts of the equipment. From now, we will be working on many equipment parts receiving these details! Please, have in mind that those are not visible on the lowest possible graphic settings
– Unification of the currency system display – from now on all coins will be shown to give a better understanding of the price
– Added a more precise slider to set wanted durability and minimal tolerated expiration date of items in buy-up offer creator on player-made stalls.
– Added missing information about a signed item (green hammer overlay and tooltip info) in the stall window
– Added additional tooltips, errors, and button color on mount offer preview window from a customer perspective
– Placed the "show stall" option on the top of the context menu
– Added a new cosmetic skin set for Midland medium armor: Rotmaster’s six Skins Set
– Added a new cosmetic skin for one-handed swords: Rotmaster’s Sabre


The Rotmaster is an equivalent of a Captain rank in cavalry formations. This officer is in charge of a Rota, takes care of his soldiers, and takes full responsibility to the ruler for his subordinates. It's the Rotmaster's duty to lead the charge and inspire his troops with exceptional courage and prowess – but also to keep the cold blood in the heat of battle.

Fixes

– Fixed the issue causing Gregorius dialogue had no option to end it and process the Sangmar questline
– Fixed the issue causing player-made stall’s offer limits were not affecting mounts offers
– Fixed the issue causing translations in party dropdowns were not displayed correctly
– Fixed the floating elbow part in karleonian chainmail armor
– Fixed the issue causing mounts with very long names could not be deleted due to the recently implemented reduction of characters available in their names
– Fixed the issue causing party leadership was not possible to claim after the party type has been changed to “No leader” one
– Fixed the issue causing a reset of character rotation when the character used emoticons that are blocking movement for the first time in the given client session
– Fixed the issue causing gondolas on one of Main Building tiers had different positions on client and server
– Fixed the issue causing scrollbar on questionnaire window were not appearing if the questionnaire text were too long
...