Are you ready to conquer new locations and push the frontier further into the enemy lands? Will you use your tactical and strategic knowledge to take advantage of the new opportunities?
This week we are introducing an important extension to the game world. Our designers added new locations extending the outer rings, to improve the PVP aspect of the game and make the territory control system more player-friendly and rewarding. The map received a slight rework, you can tell that when you find out that the Volcano mountain was moved. The size of the map has not increased yet, but further in the changelog, you will find the proper explanation of the current changes.
We are aware that we forecasted the Metallurgy and Disassembling changes for this week, but those require some more time to be introduced. Additionally, we want to remind you about the end of the current Glory Season. You have one more week to climb the rankings!
As always, we have some Quality Of Life improvements and fixes ready for you, so check the details below and see you in the game!
As you know, Gloria Victis MMORPG is based on three pillars. Two of them are related and are Open PVP and Territory Control. To improve the gameplay and the experience of players regarding those aspects of the game, we decided to add six new locations to the outer link ring. With the current number of flags, it was enough that our nation lost one small Fort to feel extremely dominated, especially when we didn't have a temple on the same link.
The difficulty difference of attacking and defending between the City and the Castle location types is too big, which often made warbands stop to capture the Fort and do not go further.
Placing new flags – Outposts – between the Castles and Forts creates a buffer between those two, pulling up the attack flow further and giving the defenders more tactical options, as well as giving a target to groups that don't feel strong enough to occupy the Castle, but have just taken over the Fort.
We hope you’ll like that change and it will encourage you to be more active on the global map. You should also remember that we’ve planned for increasing the map size in the near future, to create more space for our Community.
Quality of Life Improvements
– Added six new upgradable locations – Outposts – in the game world: Elmridge, Griffinclaw, Reksvald, Hogsten, Saffa and Quilium. – From now on, the map will show static icons (like deposits, logistician, stable master.) from any distance if we zoom in on the map close enough. Also, there are icons that will show only if we are close to them. It can be for example workshops or vendors at controlled locations. It will improve the player's orientation in the game world. – Polish of the Character development interface – added new tooltips and functionalities. – Increased the radius of the fishing events 4 times. – Added fishing event duration, it's active for 40 minutes, like a crafting event. – Added a new marker type on the legend for the fish delivery event. – Updated the fish bait descriptions.
Fixes
– Fixed an issue causing gaining experience in archeology during the treasure hunt only when the proper shovel was on the body – you had to have a shovel equipped to get experience from treasure interactive – Fixed an issue causing text to wrap in the quests side panel. – Multiple small fixes of game localization in all languages.
The world of Gloria Victis is growing every day, on every plane. New interesting systems and features are being added to the game, extending the activities list, and creating new layers of gameplay. We’re constantly welcoming new players, growing our Community, and populating the servers. The map of the Stoneholm conquest area changed and expanded in time, with new lands and isles rising from the seas.
All of that, taking into account that our game provides an open-world sandbox experience, and barely has any limitations regarding the size of the fights on the battlefields and under castle walls, with such detailed locations and models, requires a well-thought optimization.
This week is dedicated exactly to that. Our graphic artists did an outstanding job with the global optimization of static models, greatly improving the game client performance. The biggest changes you’ll be able to see in the most detailed and biggest locations like capital cities, but remember, that improvements have a very positive impact on every area of the world, so even in the most active battlefields you’d see better FPS ranges.
Additionally, we're delivering some fixes and improvements to the newly added Character Developments systems, and we can already forecast the next ones: Metallurgy and Disassembling, which should hit the global servers next week.
Before we move to the list of changes this week, we'd like to tell you a few words about the near future.
Glory Season
New Glory Season will start on Thursday, the 16th of September. The top players on the ranking table will earn great rewards and nice titles, so you have just two weeks to compete against the others and fight your way to the top of the ladder!
Character Development
As mentioned in the introduction, part of the dev team is working on the next systems of Character Development. Fishing, Archeology extension, and Treasure Hunting were warmly welcomed by the Community and we can already see that introducing more of such systems will have a positive impact on players, giving them more reasons to participate in creating the game economy, roam around map to find valuable items and resources and always have some rewarding activities in reserve.
The next trees of the Character Development will be the tree of Metallurgy, and the tree of Items Disassembling. We chose those two to increase the level of implementation complexity and also because those two should be introduced at one time since they are related and will have an impact on each other. We believe you'll have a lot of fun developing those!
World Extension
Our level designers are working on adding new lands and locations to the game! 6 new flags should appear around the end of September, creating new links and battlefields. Strategic placement of Outposts and their minor flags will open new ways of attack and allow you to develop new strategies.
The non-loot zones behind the Capital Cities will also be increased, to open some more space for players who prefer to focus on PVE aspects of the game or need some more time before moving to PVP. Gloria Victis is a place for all kinds of players, and we want to prepare even more space for everyone.
User Interface Rework
The User Interface rework is also being worked on, but we've to reserve some more time before showing the next part of it, since we're taking care of inventory, character, skills, and attributes windows, which are related and will be merged into one. One of the nicest features of the new Character interface is the live preview of your character, similar to the one from the character selection screen. Have you seen the design already? Here it is!
Changelog v.0.9.8.1 Beta
Quality of Life Improvements
– Global optimization of static models. An increase in client performance will be the most visible in the biggest, most detailed locations. – Added the possibility to open any User Interface window (with exception of the Map) while the respawn window is opened. – Renamed some ingame NPC’s and updated the dialogues related to them, to make them more fitting to the game setting and lore. – Updated some old, and implemented a few new NPC speeches. – Updated the icon of fishing quests. – Decreased base fishing exp of primeval seal (9k -> 3k) and changed ability to fish out worms to grubs. – Polish of the newly added Character Development interfaces, including showing the right panel on hover at the chosen node, closing the right panel after clicking outside of the node, opening the development tree on clicking on the side panel, and improving the responsiveness of the UI overall. – Surplus experience nodes are now properly shown on the interface. – Balance and improvements in all nations' third questlines. Objectives needed to complete the tasks have been changed, which should have a positive impact on players retention.
Fixes
– Fixes some issues causing minor bugs in the respawn window, including preventing the reset of the interface by using Party Finder, improving the responsiveness of the respawn buttons, and fixing the visuals of respawn buttons when we have a tent respawn available. – Fixed the issue causing map descriptions to not be translated correctly. – Fixed the issue causing combat log resorting after opening the full-screen interface window or resizing combat log. – Fixed an issue causing errors after the player used the free experience button on the finished node. – Fixed the issue causing Archeology nodes could not be progressed with any shovel. Conditions visible on the interface are now working properly. – Fixed an issue causing the surplus experience to keep going on User Interface even with fast experience toggle enabled – Fixed an issue causing it to be possible to enter the spawn area in the Rite of the One event location from the ground. – Fixed the issue causing dialogues in some Midland and Ismir questlines were not shown properly.
MMO RPG games are a genre that invites players to stay in their worlds with various activities, freedom of action, and sandbox experience. Like many MMOs out there, our game is social-based, even if it’s directed towards the endless war and global conquests. But most MMOs, if not all of them are equipped with different ways to develop players' avatars, ensuring a safe and fun place for all kinds of players. That is why the list of Gloria Victis MMO features is constantly growing, and we are introducing new reasons and goals that players can achieve in our game through various activities. And we want to make those paths more interesting and rewarding.
We are aware that there is a big chunk of our playerbase that love our world and setting and prefer to support their nation from the second line, as builders, crafters, merchants, and gatherers, rather than in participating in territory control battles on the frontlines. Since our game is not limiting anything and you can be a respected fighter at the same time when you are a master crafter, cook, and dedicated gatherer or fisherman, the ultimate task is to make all the ways to develop character engaging and well reasoned.
This is why today we are introducing the first new character development systems, with extended fishing and newly added archeology and treasure hunting. You can expect even more systems of this kind in the very close future, and we are hoping you will like them and those will encourage you to play more and feel rewarded for your time spent in the world of Gloria Victis MMORPG.
Additionally, as always we are delivering a weekly dose of Quality of Life improvements and Fixes, as well as a new questline, last in the Ismirean Inn quests sets, mirrored with previously added quests for other nations.
We also would like to encourage you to join our official Discord and check the ongoing video contest. The topic of the event is the creation of a video that shows your ingame nation's power and might. You need to use the newly added music tracks, available on our Youtube channel!
We are already receiving first submissions and we were blown away by how creative and talented our community members are. Be sure to show us your talent too! You have time till the end of the month to take your chance to be memorized in-game!
From now on, the whole system will work differently and introduce some more challenges on the way to become the master fisherman. Each fishing action will give you special experience points in a dedicated fishing skill tree. Each tree is divided into special nodes, and you are getting experience in each node to fill it and unlock new baits, rods and get bonuses to catch specific types of fish.
As you will find out during progressing the fishing tree, you are getting free experience for each action and that experience can be used to speed up the progress of any other development tree in the game, and as forecasted earlier – there are many to come. When you fill up the experience needed to finish the last node in the tree tier, you will start collecting surplus experience that in the future will be possible to convert to free experience and use it in any other character development trees, using Ambers.
We are all starting from square one, so prepare your lures and be the first players on the servers who will be able to cook the best fish meals! We are planning to present you with free experience when we will be introducing some more important systems, like armor or weapons development trees to allow current players to unlock their current builds as soon as the character development system will expand to it, but now we have to see the full progress for testing and balancing purposes.
Archeology
We decided to create Archeology as a second system of character development because we wanted to bring in an expansion to the gameplay with new unique activity, and we wanted to test the idea and check if everything will be working properly on at least two different types of systems. You can progress this tree by digging up the excavation sites in-game and hunting for newly added treasures.
When you find a treasure map, you can use it to activate a special quest and the treasure will be shown on your map. Simply go to the marked area and dig it up. There are few tiers of treasures that can be found, and we believe you will be very happy with the rewards that can be found, especially in higher-tier chests! Overall, at this very exact moment, there are 100 new different small quest places to be found using the maps. Those quests will be polished and become more complex in time.
New Questline
The new questlines follow the rules that made a huge positive difference in player perception and gameplay experience. They are more story-rich, player-friendly, and will not require traveling to distant areas to complete them.
Today you are getting access to midgame, quite challenging questline placed between Sangmar and Ismir mainlands. We will not spoil the story, but we can tell that you will be able to meet one of the Devteam members there, and also need to fight Giants, Nightcrawlers, and the Devil himself to complete it. Venture onto the quest today – visit the Young Wolf Inn soon and happy hunting!
Quality of Life Improvements
– The Global Arena and Tournament area are now properly marked as non-loot zones. – Added a new chest drop that contains various spices. The chest can be acquired as a reward for newly added fishing quests. – All fishes have now extended rotting time, from 3 days to 7 days. – From now on, you can zoom out the map to see the whole Stoneholm Island. – Added new types of events in Crafting Inns to create demand for lower-tier fishes. – Treasure chests with randomized loot have been hidden in the whole game world. You need maps to find them! – Added a custom, subtle sound for getting stunned. – Spectre world boss now has stunning attacks and new SFX’s. – Non-humanoid NPC's had their animations tweaked, so the damage received animation won't override the attack animation which led to “ghost hits.” – Added new cyperus seeds to basic food vendors' stock. – New plant: Cyperus. It is a plant that can be used as fish bait. – New item: Mysterious scroll. Find out what it does by yourself. – New animals: Leopard and Black Leopard. – Hitting siege engines will now be indicated with proper sound.
Fixes
– Fixed the issue causing the combat log window to change size on opened fullscreen interface panels. – Fixed all known issues regarding new map icons. – Fixed an issue that caused AI to switch from the bow, to always switch into the one-handed weapon in terms of attack speeds. That led to animation desync in that case. – Fixed an issue where mobs were able to get into a blocking state while arming - that led to a feeling of NPCs blocking with a bow. – Fix an issue causing animator cases of 2H Spear not playing "stop attack" attack break animation, while hitting the blocking target. – Fixed an issue causing mobs attacking with the green attack instead of yellow which led to issues like boars receiving stun while hitting the shielding player. – Fixed an issue causing the repair icon to stay after the shop window was closed.
As our Developer team is working hard on upcoming character development systems and weekly improvements and fixes, we are delivering some work in progress insight to tell you what you get in the following weeks.
We had to reserve some more time before introducing the Fishing development progress tree to test and balance it properly. Next week we should be able to implement it into the game, and there are chances it will come accompanied with the next system in queue – archeology and treasure hunting!
Internal tests of the “Return to character selection screen” feature just began. You can expect this feature to hit the global servers soon!
Gloria Victis world is receiving three brand new pieces of music created by the world-class artists from Music Imaginary: Adam Skorupa, Krzysztof Wierzynkiewicz, and Michał Cielecki. On that occasion, we are opening a contest for video creators!
Throughout the development of any multiplayer / MMO game, player retention is perhaps the most important factor in developing a community. We are working on this all the time, carefully breaking down player activity as a factor - and while our retention at low levels is still quite decent, the players who reach the end game are the ones who very often stay in our game for thousands of hours. And this is what we are aiming for.
So what players and the game need are a system that will allow players to have smaller goals, in the pursuit of which they will be able to learn the new features, and gradually increase their skill and experience in them. A system that will reward the player for training specific skills - thanks to which he will be better and better at what a given person considers to be the most interesting in the Gloria Victis world.
By performing activities, in addition to experience points, the player will receive experience in a given profession or activity, which at various stages of development will allow for more advanced equipment and provide new opportunities or bonuses. We don't want to limit players in any way as a classless system and the possibility to be who you want to be in the game and change it anytime is a very valued aspect of our MMO. So you can become the master of every profession and activity.
Fishing is coming first, as forecasted earlier, but today we will spoil you some details regarding the next system which is being created in the background.
We want to create many different paths to develop characters in the game. One of them will be Archeology. Progressing in this activity will allow you to use better shovels, collect better loot from excavations sites, and also give access to a brand new feature: treasure hunting.
Treasure maps will be introduced into the game, and will be available among others as quest/events/daily rewards, and loot from excavation sites. Consuming a map will start a special quest and mark the treasure on the map so you would need to travel to the spot and dig it out. There will be few levels of maps and treasures, and to find the best ones you will need to gain experience in the Archeology tree, by searching for treasures and participating in excavations.
Along with extending the reasons list to roam the map and explore the game world, this activity should bring a lot of joy for adventurers, explorers, and achievement collectors. We believe it will be great fun to search for hidden treasures and you will warmly welcome the new activity in the game.
Of course, we are working not only on those systems. Our lead programmers are working on the “Return to character selection” option, and just today our dev team members will start testing that feature on global servers to ensure everything will work properly. Stay tuned!
Changelog v.0.9.7.10 Beta
New Soundtrack
World-class artists from Music Imaginary: Adam Skorupa (The Witcher, Green Hell, Hatred, Ancestors: Legacy and more!), Krzysztof Wierzynkiewicz (The Witcher 2, Bulletstorm, Iron Harvest and more!) and Michał Cielecki (Shadow Warrior series and working with freakin’ Two Steps From Hell!), well known for their work in the AAA games industry, film, and TV, have composed new music for our game!
We have the pleasure to present you with a piece of art dedicated to our Community. Each nation receives a unique track recorded with usage of real instruments, and you can hear them respectively in nations capitals.
The soundtrack of Gloria Victis MMORPG is already a beautiful piece of art, and with new motives designed to fill the capital cities of our world, the pleasure of listening to it will be extended. We are amazed at how the tracks sound and we hope you will like them too!
On this occasion, we are opening a contest for video creators. Take one of the new Capital Themes, record your own ingame footage and create a video showing the power and might of your nation! We are waiting for your submissions by the end of the month. Winners and participants will be rewarded with ingame Memorials and spreading the word about their talent in the game Community and on our Socials!
Please upload your creations to YouTube, and share a link with us, posting your submission on the #media-streamers channel on our offical Discord server with a #videocontest hashtag. We are waiting for your submissions by the end of the month.
– Improved the smoothing of walking animation of proxy players and NPC opponents. – Added a new mass-production recipe for Bark, Available in Glory Shop. – Few recipes that should be available in Glory Shops for Contribution points have been removed from the Pilgrim Rock Quartermaster offers: Elite Tanned Leather recipe, Old Animal Tendon Bowstring recipe, and Impregnation for Tools recipe. – From now on, attacking buildings with siege engines from outside of the siege collider will put a building cooldown on location, like in the case where the flag is burning. – Balanced the difficulty of early game questlines by exchanging lvl 29 Bear to lvl 15 wounded bear. New players had too much trouble to defeat it. – Added Lure icon on the map and its legend. – Added dedicated music for the capital cities of each nation. – Added a confirmation window before turning on friendly fire. – Changed the maximum temperature of fishing baits from 6 to 2.
Fixes
– Fixed desynchro between animator and proxy on NPC opponents. It was an issue caused by the wrong creator and controller assigned to the NPCs – they could have animations of two-handed axes while using a spear creator. – Fixed the issue causing the “Show on a map” button in the task list and construction window to not work with the new map interface. – Fixed the position and loot drop place for boars. From now on both – boars and loot from them should be properly placed on the ground, not above the terrain. – Fixed the issue causing stairs colliders in smithy buildings blocking passage under some circumstances. – Fixed a lot of issues with the visibility system, for multiple small furniture and decorations models. – Fixed the lighting and visual of a short stone 45 wall model. – Fixed the visual issue of the ruins stairs model. – Fixed the colliders of the ruined midland keep. – Fixed an issue causing clipping of the equipment of some NPCs' enemies. – Fixed the issue causing Zander to be shown under dishes filter, not ingredient filter on market. – Fixed an issue causing NPCs to be sometimes shown in T-pose after their initiation.
This week we had to put our attention to further development of the new interface introduced before. The New Map and Party Finder interfaces are receiving many improvements, extensions, and fixes today. Part of the changes is based on your feedback and suggestions!
One of the biggest features implemented today is map regions. Map in-game received a new option with a dedicated filter. From now on, you will see all the various zones on the map: safe zone, non-loot zone, and all their derivatives. This useful and informative tool greatly helps players to mind their surroundings and plan their gameplay accordingly.
We are also happy to inform, that we managed to fix most of the reported issues with the new interface. Part of the fixes was introduced in hotfixes earlier, before today's update, to improve your game experience as soon as possible. Thank you for your attention, cooperation and patience.
As always, we are giving you some quality of life improvements and fixes, as well as three brand new cosmetic skins for two-handed axes!
Without further ado, let’s move to the changes list:
This is something our community asked about and wanted to have in the game. On the occasion of updating the game interface, we decided it is the best time to follow such a suggestion and introduce it to the game.
Additionally, we also updated the minimap and map renders to improve their visuals and added missing location names next to the minimap, in full-screen map mode, and in descriptions of parties created by the Party Finder system.
The way of informing players about his position on the map and what can be done around him has been improved with both – recent map overhaul and the Party Finder system introduced earlier. Still, there were a lot of places for improvements on those matters, so our team focused on introducing a convenient and intuitive system that will help players to plan their moves and be aware of the benefits or threats of various world areas.
From now on, the map is showing the borders of various zones.
As you can see, the Safe and Non-Loot zones will be now visible on the map!
– The War Zone is the area outside all other zones in the game. This is the place where players can kill and loot enemy players without any restrictions. It is not indicated by any special border and color.
– The Green Zone is the nation’s Safe Zone. Players who are in their safe zone cannot be killed and looted. This is the area dedicated for the new players, who are doing their quest lines to level up and learn the ropes of the combat and game features. Staying in this zone is indicated with the dove icon. The Safezone of another nation can be accessed by enemy players, but they can be killed and looted in it. Enemies staying in other nations' safe zones will be warned about that by a skull icon.
– The White Zone is the nation's Non-loot Zone. This is an area where given nation players can be killed, but cannot be looted. Proper icons shown for respective sides of the conflict are indicating staying in the zone.
Leaving and accessing the zones is being indicated on the game interface with a pop-up notification and a proper icon is being shown next to the location name. While accessing locations on the map – cities, castles, or event areas, players are also informed about that with proper notification on the side of the screen.
Press the attack!
Party Finder interface and system improvements
– From now on, in world events parties the “system” will become a leader. Until the event ends it will be not possible to take leadership and change party settings. This change is made to avoid putting responsibility and give power to players in such events because it could disturb their or other players' gameplay. Siege events, World events (Volcano, Rite, Sea Wraiths), Valley of Death tournament, and Group vs Group skirmishes will be event types that will use this system. – From now on, parties created by the Party Finder system during events will have event titles in the party description. – Added a glow effect on the public parties counter next to Minimap when the counter increases. It will help to see that a new party has been created in the area. – Replaced a few icon buttons in Social Window and added responsiveness indicated by scale and color changes on hover and click interactions. – Added tooltip info and error messages on disabled party buttons when the player is trying to use them anyway.
Glory to the fallen!
Quality of Life
– The jousting modificators have been improved. From now on, the power of the attack is better calculated and the block modificator (both weapon and shield ones) has been added to the equation. – Ballistas positions in Lord's Wrath Abbey have been improved: they were moved a little outside of the walls to prevent them from clipping with the battlements. – After receiving feedback from new players, we decided to give a little more strength to early game NPC enemies. They now hit harder (25-35 damage instead of 15) and have a little more Hitpoints. their reaction times have been also adjusted. – Additionally, based on new players' feedback we are balancing the early game weapons. First-tier weapons are now 20% weaker, second-tier 10% weaker, and third-tier 5% weaker. Those changes do not affect bows. The rebalance will make early questing a little more interesting and give a better progression feeling, at the same time creating a need of having better weapons. – Amount of experience earned in the early stages of the game has been balanced and reduced, to increase the user experience and ensure the feeling of progression and developing character. – From now on, tutorials and hints will be visible even when full-screen panels will be open. – The underdog experience buff has been set to 25%. The 50% gold bonus stays as before. This change is an answer to the most recent feedback and observations. New players, especially those who were joining the underdog nations were surprised that leveling is so quick, which had a negative impact on the progression feel. – From now, footman hitting horseman/horse who is not moving or moving slowly, will not have reduced dmg (before there was a loss of 5% from damage just because horseman stayed in idle) – Multiple adjustments of various interactives in-game, for example, clipping sabotage boxes, levitating resources, or interactives placed underwater. – Added two new memorials to the game world. – Skergard Guards Commander received a name and from now on will be known as Guards Commander Rothius. – Introduced three new cosmetic skins for two-handed axes: Griffin's Claw, Mercykiller's Long Axe, and Warbringer's Long Axe
New cosmetics are available in the Supporter Shop in the game! We hope you'll like them!
Fixes
– Fixed the issue causing the armor type modificator to be calculated incorrectly in the jousting equation. – Fixed the issue causing wrong sorting of the chat after each resize of the new interface windows. – Fixed an issue causing stone and logs gate defenses could deal damage multiple times if players were leaving and getting into the damage area again. From now on logs and stones are dealing damage to players only once, and their particles fall more synchronized with the debuff collider. – Fixed the issue causing cost per attribute point was not refreshed properly on mounts statistics window.
As we announced a few weeks ago, the User Interface of Gloria Victis MMORPG is being redesigned and improved part after part. It is a very important task to make the game better looking and more player-friendly. Our artists and coders are working hard to improve the visual aspects of the interface and to make it more immersive and convenient. The Social tab, introduced recently along with the Party Finder feature received very positive feedback, so we know that we are going in the right direction.
This week, we are proud to present a reworked Map window, adjusted to the new interface design. We believe that this milestone will be warmly welcomed especially when not only visuals have been improved, but also the layout and utility of the system. In addition to that, the respawn window has also been upgraded to the new layout and design. In the following week, we are planning to extend the map with additional data, for example, by marking safe zones on it directly.
Additionally, we are introducing some more polish of the Party finder window, some balance changes to the items and Glory Quartermasters, regarding Contribution points, as well, a lot of fixes and Quality of Life improvements. In the upcoming weeks, you can also expect first Character Development systems, and also a possibility to return to the character selection window.
The map is a very important and informative tool to observe the global conquest and plan your actions and gameplay. In combination with the Party Finder and Party system, the Map is helping players to group up, communicate and learn a lot about the game world.
With the new interface, it is more convenient to use the map, since players now can use it in two modes: Fullscreen mode is showing the map on the whole screen, improving its clarity and navigation in the interface. Exploration mode is anchored to the side of the screen, allowing playing with an open map. Players can switch between interface models using the [F5] key.
Both modes are equipped with all recently added systems of informative location tooltips and adjustable filters.
Since the respawn window is using the map feature, we counted its rework as a part of the Map overhaul task. The new window opens on the side of the screen and provides the same functionalities as before with the new visuals. There are small known issues that require some more time and work, for example when the respawn window is active, you cannot open any other window, for example, inventory or event stats table. The chat boxes also may temporarily not work correctly. We will do our best to resolve those bugs as soon as possible, and we are counting on your indulgence and patience regarding those.
Venture onto the adventure today!
Changes related to Contribution Points and Glory Shops
Contribution points are an ingame currency players are earning while participating in various events and activities in-game. Those points can be spent on useful items, recipes, and materials in Glory Quartermasters Shops. Some of the items to be available to be purchased require a proper Glory Level, and thanks to that, the whole system is helping players reach given goals and develop their characters. As we are currently working on further character development systems, one of the first and most important tasks was to balance the economy around Contribution Points. After checking the data from recent months, comparing the number of points earned and on what players are spending them, we decided to make some changes which will improve the game economy, by creating more ways to use Glory Quartermasters supplies and differ the costs/value and usage of various items available there.
To make it easier to spend your CP, Glory Quartermasters has been placed in the capital cities of each nation. From now on you will be able to find more items in their shops. Some of them have been added, some have been moved from regular shops or loot pools and become exclusive CP items.
Both crafters and fighters now can benefit more from spending their Contribution Points!
For example and among others, recipes for bulat, dziwer, and tanned beast leather have been removed from regular shops and greatly reduced in loot pools. Those are now available for Contribution Points in Glory Shops, with proper Glory Level requirements. The chances to find various meal recipes have also been reduced, and it will be more convenient to buy them for Contribution Points.
Recipes for old beasts butchering have been separated and added to Glory Shops supplies. In addition to that, you can now find a new old beast in the game world – Old Scavenger, which received its own butchering recipe (and is dropping some more beast blood!)
Prices of various items have been changed, for example, magnetite and siderite costs are now reduced: from 500 to 150 CP for magnetite and from 150 to 50 CP for siderite.
And last but not least, as we want to make Champion Armours a viable and accessible choice for players who earned the right to get their recipes, we are balancing their crafting cost, reducing it a little. This change should be warmly welcomed by crafters and players who like to stand out on the battlefield, as those armors will soon receive nation coloring, as you can see in the screenshot below.
Champion sets will receive nation coloring soon!
Addressing Community feedback
It is great to have such helpful and active community members that are helping us by reporting any issues, reproducing bugs, and sharing their suggestions and opinions. Today we are addressing your feedback and introducing some Quality of Life improvements and fixes based on your reports.
Quality of life
– From now on, after losing part of speed because of running uphill, horses will not regenerate it immediately but in time, to make speeding up progress natural and logical. At the same time, while running down from a high angle, the horse will also lose part of its speed (70% less in comparison to moving upward). – The first Ismir questline has been improved and balanced, to meet other nation counterparts, improve players retention, and lead the player better.
Fixes
– Fixed the issue causing it to be possible to hit friendly horses with ballista without friendly fire turned on. – Fixed the issue causing horses to receive normal damage while getting kicked, instead of kick damage. – Fixed a visual issue causing players in the party without party leader rank to see loot type change options, despite not being able to use them. – Fixed a visual issue, causing Notifications to show up one on top of another. – Fixed an issue causing labels in Party Finder to not change depending on party status. – Fixed an issue causing all dagger-wielding AI NPC enemies to use green powerbar timers on all attacks, which made them much stronger than they should be. – Fixed the issue causing the arch model in Balhammon to be moved to the side, which impacted the location's visual integrity. – Fixed the issue causing players to be able to get stuck into red and green interactive chest colliders after interaction with them. – Fixed the issue causing State of War timer could change if the token was placed during the State of War – Fixed the issue causing death in the Valley of Death tournament could be counted twice if the player got killed by one enemy while being stunned by another.
This week we are happy to introduce a lot of combat system improvements and changes, which were proposed some time ago and discussed with you on Discord. As you liked the propositions, we are looking forward to even warmer welcoming them to the game! We are honored to have such an active and helpful community, and it shows the best when we are able to additionally deliver a huge set of terrain, collision, and model fixes and improvements we made based on your feedback, reports, and suggestions!
While we are working hard on improving the game balance, new User Interface, and new systems of character development, some friendly, talented people are helping us to make Gloria Victis MMO a feast for your senses. World-class artists from MusicImaginary: Adam Skorupa (The Witcher, Green Hell, Hatred, Ancestors: Legacy and more!), Krzysztof Wierzynkiewicz (The Witcher 2, Bulletstorm, Iron Harvest and more!) and Michał Cielecki ( Shadow Warrior series and working with freakin’ Two Steps From Hell!), well known for their work in the AAA games industry, film and TV are working on new music for our game. The soundtrack of Gloria Victis MMORPG is already a beautiful piece of art, and with new motives designed to fill the capital cities of our world, the pleasure of listening to it will be extended. We may prepare some sneak peeks of their work soon, so stay tuned!
Another thing worth notifying is that we started work on additional translations of quest dialogues. As you know, as we officially support English and Polish languages, the game is being translated with help of our community to sixteen(!) others so far, and the only part that lacks proper translations is the quest dialogues. At first, we will focus on the languages we can do alone thanks to having a multinational team, so you can expect Russian, Turkish and Chinese translations of dialogues coming first and more after!
Check the details below and as always - see you on the battlefields!
And now the most interesting part of todays’ changelog for most of you. Combat extensions, changes, and balance! Most of the changes were already discussed with you earlier, and are partially based on your feedback and suggestions. It went pretty well in our opinion, especially when we know those changes will have an impact on the most reported issues our Community was reporting recently. Let's explain them one by one, starting with mounted and anti-cavalry systems!
Because we are changing a lot of combat aspects, including gear, systems, and skills, we are providing the free resets of character attributes and passive skills. each character in-game will receive one of each. You can find the options to reset those using the proper button in the Notification Center. Reset points will be available only for two weeks and will be removed after that time from the notifications.
Jousting
You read right. From now on, you can dismount the raider with a melee stab hit.
In the first iteration, jousting will be a simple dismount with a stun (2.5s). It can be done from a foot or while mounted with a stabbing attack with any weapon if you hit the raider properly. Three variables are counted into the equation – the angle of hit, resultant speed, and the modificator of armor type of hit player (counted using armor stamina modification and average tier of armor set). The heavier and higher-tier armored raider will be harder to dismount. The balance and further iterations of that system will be done after we gather some feedback from a bigger test group, so get on your horses, have fun and be sure to share your opinion with us!
Castle defenses versus mounts
Raiders were never designed to fight inside or under the castle walls. It is known that few raiders can also act as scouts and keep the location lit, and it is quite hard to chase them away or catch them. That is why we are balancing some systems in the game to help defenders fight back.
Ballistas will now be more useful against raiders. When the mount or a raider is hit by a ballista projectile, the horse will receive a stun effect and rear, in the same way as if the horse were hit with a spear from the front. Additionally, if the projectile hits the horse, it will deal double damage (600).
Terrain impact on mounts movement
As you know, the terrain angle on which footmen players are moving has an impact on the movement speed. This modificator related to terrain slope was not working for mounts, so we are finally implementing it. From now on, the angle of the terrain will have an impact on horse speed.
We also received a suggestion to increase slowing down after hitting the obstacle and adding animation/sound to such events. The slowdown had to be increased to make it more reliable, visible, and justified.
Mounts-related Skills
The first would be the balance of horse hitpoints regeneration. It was quite high, and the capacity of the horse hitpoints pool is big, so it was not needed to use stablemaster and his regeneration services, and even when the mount got hurt, raiders were able to return with full horse hitpoints after a very short time. The only way to chase away the lone raider was to kill his horse, and it was a really tough task. So we are changing some passive skills which had such negative impact:
Hitpoints regen buff from “Will to survive '' passive skill has been reduced, changing regen boost effect from 0,1% to 0,02% per point. Horse stamina regen from “Vigour” passive has been reduced, changing regen boost effect from skill from 0,3% to 0,1% per point. The cooldown for calling a horse after its death from the “Bound” passive skill has been changed. Each point in this skill now grants 10, instead 20 seconds cooldown reduction.
Stabs stopping the horse
We, and players, agreed that the 20 angle on the front is too low for stopping the horse with the spear stab, so after researching a similar mechanic in other games with medieval combat, we are extending it to 45 angle. Speed requirements to make such action possible have also been adjusted, and it will be possible to rear (stun) the enemy horse which is moving at a slightly slower speed than before.
Powerbar on foot and while mounted
We are changing the way attack power works in the game. From now on each attack while on foot, and if we have the stamina to perform it, will start on a yellow power bar, instead of a green one. If we are holding the powerbar loaded too long it will go back through the yellow to the green bar as before. If you are mounted, when the horse is in an idle state (not walking), the raider can load his powerbar only to green, but if the horse is not idle, he will be able to load a yellow powerbar. So, not staying in one place can ensure better battle efficiency.
This seems like a huge change, and let us stop for a moment to explain it. There are two variables clamping the potential of dealing with a certain number of attacks in time. The first is Power Bar, second is Animation Time. The setting of those both variables after lots of combat tweaks led to the situation, where Animation Time was always longer than the green power bar – which means that using the green power bar never led to faster attacks – and basically every potential usage of that power bar was debuffing attack greatly, without giving any positive to the attacker. That led to a situation, where beginner players not knowing were always in the worse position thinking they could attack more frequently with Green Power Bars, but that was not a situation with any of the weapons or attacks. For that reason keeping Green Power Bar in the game made no other use than increasing the difference between new and veteran players and we decided to remove them.
Just to make it clear – it won’t make combat any more “spammy” because animation timers will still be clamping the speed of attacks.
Due to recent changes to horses, we have allowed them to use Yellow Power Bar with much lower speed, to give heavy cavalry much more meaning and a possibility to fight.
Balance changes
Group fights balance
To prevent spamming swings left and right in group fights, damage that will interrupt the attack will from now put an attack cooldown on the hit player, as it works for blocking damage. It will create a time window between attacks so it will be possible to stop any attack spam much easier.
The system of limiting the damage, if an attack went through the ally was implemented to encourage players to be mindful of their surroundings and players around them. This system was working differently concerning cleave because it was not reducing the damage to 30% like in most weapon types cases. The damage while using cleave with two-handed swords was reduced to 60% at first and later to 30%, which lead to dealing still quite significant damage, and it was not working well enough to make players respect the ally system.
As we want more weapons types to be efficient in various scenarios, and we want to make group fights more balanced, changing the cleave mechanic to limit the damage delivered by it is needed and will have a very positive impact on the combat.
Damage delivered by second-line fighters by swinging through allies will be reduced compared to times before the change. It will be easier to fight bigger numbers, and one-handed weapons will become more efficient in fights since it is easier to deliver full damage hit with them, while not swinging through allies. The first line of the forces will have more to say, which gives better defensive options, as well more space for reasonable pushing.
Weapon changes and balance
Two-handed axes have been unified to a range of 8.2 units. Stamina cost for light axes has been adjusted to be the same as two-handed swords one, regular axes have it one point higher, and bardiches the highest, with 2 points difference.
Damage of bardiches has been balanced and put between halberd and axes ranges. It means they have slightly lower damage than before.
Two-handed swords now have their range capped at 7.56 units for the top ones, and lower tiers of this weapon type have lower range, with the lowest on the first tier – 6 units.
Spears balance
The recent spear changes worked well in regard to limiting their space control by holding attacks of those, and are still a viable choice in group positioning fights in chokepoints and buildings. We hear your feedback, that current spear mechanics feel too sloppy in the group fights, and we do not want them to lead to such feelings, at the same time not destroying the game balance. We are balancing the timers of attempt time of side attacks, back to armed and stab attacks so the weapon will faster “charging” the attacks. We are keeping the current release time, but the feelings should be much better with those changes.
Other combat changes
Stamina regeneration was possible to be sped up with entering walk mode. From now on the regeneration in walk mode will have a regeneration speed between run and iddle (so basically it won't be as fast as middle state, but faster in comparison to regen state). The part of the reasoning is because most veteran players ignore buffs for stamina regeneration, just because they can regenerate most of their stamina within less than 5 seconds just using walk during combat. Another part of the reasoning for that change is also done because so many players who play in our game for very long are not aware that they were able to regen with the same speed while staying in place and walking, once more, creating a huge gap between the part of users using that mechanic and most of the players without knowledge of that mechanic. We do understand that this change has a deep effect on the meta-gaming level, this is why we do hope to hear your feedback after trying it for a few days and how it affects the gameplay. Please also remember that part of equipment got their stamina usage decreased within this update.
We have also added minimal cost of feint (5 stamina) to prevent some builds not using stamina while feinting at all.
NPC opponents AI changes
Players fighting the NPC enemies, for example during questlines, were showing the tendency to ignore the incoming damage because the damage of their opponents is just small. Such an attitude was not helping to teach new players how to block or counter enemy attacks, which could lead to not preparing new players to transition to the PVP combat well enough. This is why we are changing the NPC enemies' behavior and making them hit players on red powerbars more often, which will encourage players to use block and other features of the combat, instead of smashing the attack button in uneven hitpoints trade.
Due to that change, NPC enemies will be able to interrupt our attacks, which will require more tactics and skill in fighting them.
Sword drop changes
Following the community feedback, we are limiting the access to Ancient Longsword and Crusher’s Sword. We want those two swords to be more unique and less popular.
Chances to find Ancient Longswords while excavating or in the crypt chests have been greatly reduced. The best place to get this sword will be loot from the Catacombs boss.
Chances to find the crushers sword in loot from Kargald NPC enemies has been halved. It is a very powerful weapon because of its improved overhead attack, and should not be that common. Rusted version of Crusher’s Sword has been removed from the game. This sword, like its regular version – could be too powerful with too little risk of losing it.
Quality of Life
– Description of the recommended nation in the character creation panel (when picking nation of the beginning of the journey in the game, so for the new players mostly) has been extended and improved, to show more details regarding the pros and cons of joining it, which in most cases is the nation that needs more numbers the most. Players are now notified that it may be more challenging to join such a nation and they can switch it once until a certain level. – Feinting with light weapons will from now work properly, since the minimal cost of feint has been added. – Adjusted some small interactives positions on the map that were partially overlapped over other models or terrain. – Improved the visuals of moss on the swamp tree models. – Improved the terrain in Basilea farm, which allowed people to jump behind the main building, which could prevent getting attacked and looted. Additionally, adjusted the position of resources spawns in this location. – Added the LOD group components to mostly used 3D meshes to improve the visuals of the game.
Fixes
– Fixed the issue causing players to not teleport back to the proper place after leaving the arena duel if they attended Sea Wraiths global event earlier. – Fixed over 60 minor terrain, colliders, and models bugs and issues reported by players around the whole game world. – Fixed the issue causing colliders of models in the Rite global event were not working properly, which led to being able to get under the models' textures. – Fixed the issue causing colliders of Ismir capitol building to not work correctly, which led to issues while moving to the higher floors of the building. – Fixed the issue causing one of the guards in Dunfen Lumbermill to be spawned as a Midlander when the location was in Sangmar or Ismir control. – Fixed the issue causing the wood logs and stone gatehouse traps to deal ten times the damage than they should (200 vs 20). – Fixed the issue causing the floor in the corner tower to be invisible for players with the lowest graphic settings. – Fixed the issue causing watchtower textures materials to be wrong. – Fixed the issue causing some NPCs around Seaclaw farm to have wrong waypoints and were traveling on the sea bottom to other locations. – Fixed the issue causing achievement “Items looted from enemy players' was counting for looted, not for the looting players. – Fixed the issue causing part of the trees in-game (mostly on marshes around Audunstede) to have inappropriate colliders, which lead to snapping characters when colliding with them. – Fixed the issue causing blocking the possibility of closing the report window with the Esc key if the player used it during filling the report.
This week the game receives an improved models visibility system, which will greatly increase the range of sight and fill the horizon with more detail. The system already has and ultimately will have an even bigger positive impact on the game performance, ensuring the same or better behavior of the game systems and at the same time - greatly enhancing the game visuals.
We are also making some tweaks and improvements regarding newly added horse colors. We are very happy that those were so warmly welcomed and you are so pleased to find and train the mount you always desired! Speaking of training, new Mount Experience Boost Cards will for sure help you enjoy fully trained mounts longer since you are now able to reduce the training time!
Additionally, we want to tell you more about some of the upcoming features our team members are working on while the new game interface is being developed in the background. “Character development” is a work-in-progress name for a vast system that is being designed to give players more goals during the gameplay and extend the list of activities players can take part in the game.
As always, we deliver a weekly dose of Quality of Life improvements and introduce some fixes, reported and requested by the Community, so check out the details below and…
Throughout the development of any multiplayer / MMO game, player retention is perhaps the most important factor in developing a community. We are working on this all the time, carefully breaking down player activity as a factor - and while our retention at low levels is still quite decent, the players who reach the end game are the ones who very often stay in our game for thousands of hours. And this is what we are aiming for.
While reaching the "Midgame", when the players run out of quests (level 50-60), or simply just want to do something else, they can realize the difference in experience between them and other players. The depth of the combat system and amount of activities and features which players are exploring during their journey is being opened before them quite too fast and it may lead to overflowing players with information, discouraging or confusing them before they reach the endgame.
A very large part of the content of the Mid and End Game is defined by global politics, the current situation on the map, or even the hours in which we play - because it requires close cooperation with our guild or nation.
So what players and the game need is a system that will allow players to have smaller goals, in the pursuit of which they will be able to learn the new features, and gradually increase their skill and experience in them. A system that will reward the player for training specific skills - thanks to which he will be better and better at what a given person considers to be the most interesting in the Gloria Victis world.
The most important thing is that the player should be able to do it alone or in a smaller group. So thanks to that that, when finishing the previous game session, the player has a detailed plan in mind of what he will do the next day, and that he knows his plans cannot be disturbed simply by the fact that today his nation is losing on the world map or most of his guilds do not play during the hours convenient for him.
We want to divide the player's development into several trees (forestry, farming, fishing, etc.). By performing activities, in addition to experience points, the player will receive experience in a given profession or activity, which at various stages of development will allow for more advanced equipment and provide new opportunities or bonuses. We don't want to limit players in any way as a classless system and the possibility to be who you want to be in the game and change it anytime is a very valued aspect of our MMO. So you can become the master of every profession and activity.
We want to introduce such a large system gradually. This means that we will start with smaller systems such as Fishing and we will gradually change the next parts of the game based on players' feedback and data we will gather. We are counting on your support!
To sum up - we would like to introduce many character development activities that provide solo content regardless of whether our nation wins, or whether other guild members are active. In addition, by introducing such modifications in individual systems, we are getting ready for further development in areas such as forestry and archeology. We feel very certain that those changes are the lacking gameplay loop of our game, and every analytics we track for a long time seems to confirm that.
Cavalry changes
Additionally, our designers are working on some ideas regarding cavalry gameplay and balance. There are a lot of interesting ideas regarding those matters, including some provided by our Community in your feedback and suggestions. We are warmly inviting you to the discussion on our official Discord server!
Supporter Shop - look into the past
(And huge items sale!)
Gloria Victis MMO is a project created by a small independent team of Developers from Poland. At the beginning, the original team was working on their dream game overtime, as volunteers, and without any budget. In 2014, after months of hard work and reforging their unstoppable will into the project, Gloria Victis was introduced to a new system that allowed independent developers and creators to show their projects to the world – Steam Greenlight.
Gloria Victis MMORPG rushed to the first place of the top-voted projects, leaving behind over 1500 other games in less than 48 hours, and according to our knowledge, it is still an unbeaten Steam and world record. Two years later, with the original team of seven people onboard, Gloria Victis became available for players as one of the most unique and ambitious projects on Steam. After a successful Early Access Release, the team was able to establish an office and work together in one place, against all odds.
Game development since the beginning was covered only by game sales. We never had any investors or publishers. The game was always earning just enough to keep the current team and all extra money was pushed back into the project – buying or creating tools, assets, and expanding the team.
In 2018, partially because of community demand, and as a way to earn some money to expand the team and speed up the development, we implemented Supporter Shop in the game, which allowed small game monetization by introducing cosmetic variants of the top-tier gear, so players were able to customize their looks a little.
After introducing Supporter Shop, thanks to your help, we were able to double our team size which allowed us to improve our game much faster than previously. A great fact of our game growth is that within 3 years we have implemented more than 150 updates, and we are able to communicate with you on a daily basis. Enough said, without the Supporter Shop it couldn’t be possible, as our team is still at least a few times smaller than the very most MMO studios around the world, and most probably the smallest, but still one of most communicative and dedicated..
We are the only MMORPG of such scale that achieved what we did with the great help of our community. We cannot thank you enough for your assistance in this journey and you will always be the most important part of our team.
As a thank you for your support and help, we are throwing out a weekly sale for all non-skin items in the Supporter Shop! Following week is the best time to take advantage of the occasion and get some useful scrolls, cards, and packages! Re-customize your characters, get some experience boosters, and stock up on spare attributes and skills resets!
Changelog v.0.9.7.6 Beta
Quality of Life
Our graphic artists reduced the blinking of models observed from afar with the new visibility system and introduced the fading in and out systems for some light sources. This task will be continued and improvements will be extended to more models, characters, and light sources in further game updates. You can see the difference in how the same views looked before and after the implementation of this system on those examples: here and here.
Other improvements:
- Arrows in the quiver are from now on being fully restored after the end of the Valley of Death tournament. - Added a short interaction bar before opening Architect’s Table, because interaction with the table was not stopping the character movement and it could be opened by accident. - Reworked Ismir quests “Let Sleeping Wolves Die” and “Sea Invaders”, to match its counterparts in other nations and improve players' experience and retention. - Dunfen Mine has been transformed into Dunfen Lumbermill, to match the location counterparts in other nations' lands on the global map. - Changed the loading/firing on siege engines to recognize any attack and any block input, including directional attacks and blocks keybinds. - Added Mount Experience Boost Cards, available for purchase for Contribution Points in Glory Quartermasters Shops and for Ambers in Supporter Shop - Tweaked the spawners of the horses, balancing the rarity of some colors, and adjusted the color pools and timers. - Improved the sound of the horse's steps and the frequency of their playback.
Fixes
- Fixed an issue causing the message “Player protected you from looting your equipment” to be shown multiple times on the combat log after the looting was interrupted. - Fixed an issue that allowed progressing “Block damage with a shield during a siege” daily challenge with blocking by using two-handed weapons. - Fixed an issue causing empty parties to stay on the Party Finder list after the end of the Volcano and Sea Wraiths events. - Fixed an issue causing coins to be shown in the new line on the item tooltip window. - Fixed an issue causing one of the Wooden Main building floors to be transparent. - Fixed an issue causing some of the smallest buildings (i.e. henhouse) to have wrong models or shapes while observed from afar. - Fixed an issue causing the character controller to stop responding if the character teleported while holding the block. - Fixed an issue allowing players to keep sprinting without using stamina if their horse died during autorunning and under circumstance they had a skill “Will to Survive '' active. - Fixed an issue causing typing in the chat/bug reports text fields while using the Architect's Table were also controlling the camera. - Fixed an issue causing notification about leveling up was telling wrong numbers of Contribution Points granted for leveling up. - Fixed an issue causing the daily challenge rewards notification to be not removed after picking the rewards.
You already had the chance to test the first part of it in the Party Finder system which you can find in the ingame Social tab through the recent week. We received very positive feedback about both - the grouping system and the interface, so we are very happy with the outcome and your opinions ensured that we are going in the right direction and encouraged us to continue our hard work.
Today we are introducing further iteration of the Party Finder, which will be an automated system of invites and requests to help players find the party and participate in events and battles around them more often and intuitively.
Additionally, we are happy to introduce some more color and diversity into the game. From now on, you can find and catch in the game world 11 different breeds of horses, and have the mount of your desire!
Raiders and horse tamers, ready up! From now on, you can find in the game world fully reworked spawners of the horses, allowing you to tame a horse with different stats and colors! Different areas (mirrored for every nation) are giving access to different horse colors and manes. Overall there are so far 11 different colors and 5 different manes, which are slightly randomized and can sum up to over 30 color and mane combinations! We are also planning to make horse customization possible, and it will be done as a part of a user interface overhaul.
Party Finder: Further improvements
The new system to help in the search for warbands or parties has been very warmly received by the community. We are very glad to see that and we’re adding further improvements to the Party Finder introduced to the game last week.
When something is going on in a location - there is a siege in progress, an event is ongoing, or someone is doing a quest nearby, which we have active too, the system will suggest players create or join a party and group up. The system will automatically create it after at least one player joins it. In further iterations we want the system to be a leader of the party during the event it was created for, to make the party more automated and intuitive.
If there are few parties in the area, the system will invite players to the open parties. If there are only closed parties, it will automatically send a request to the party leader. If there are few parties of the same type, the system will encourage players to join the biggest one.
Quality of Life:
Following community suggestions, we added a horse icon over the player's mount to make it easier to find your mount between others.
Slow of the mount is now shown on the Horse HUD
Disabled the navigation triggers on mounts window that could lead to opening it while jumping while mounted
Improvement of swimming detection code, which should help with all the issues were walking under the water was possible.
Adjusted the number of enemies in the sangmarian event “Kill the traitors”.
Fixes:
Fixed the issue causing players to be able to get into one of the spawns on the Valley of Death tournament.
Fixed the issue causing players to be able to bug the giant in the Volcano event using the ruins nearby. From now on the Giant can get inside them.
Fixed an issue causing mobs dealing damage multiple times per attack were dealing two or three times lower damage than they should.
Fixed an issue causing blocking crafting on foot if the player opened the crafting window at least once on some workshop and did not have enough money to craft the given item.
Fixed an issue causing the marksman skill to not refresh until the equipped weapon was switched.
Fixed an issue causing the stable window not to close even if the player would get away from it, which allowed the player to regenerate mount anywhere on the world.
Fixed the small visual issue, which was showing the guild leader/vice leader “SoW frametime updated” notification every time they opened the architects' table.
Multiple level design fixes, including among others places where players can walk under the water and some holes in the terrain.
Fixed an issue causing players were unable to change party type using the dropdown on the side party window.
We are delighted to introduce a feature we were working on for the last few weeks. Desired by many, helpful to everyone – Party Finder is finally implemented! From now on it will be much easier to find game content suitable for you, and group up to take part in the common activities or global conquest. That great addition to the game allows you to create and manage your party and friends list a lot easier, as well as increases the activity of players in all aspects of the game.
At the same time, to improve the game balance and prevent toxicity, we are addressing the Community voice after a record-breaking in-game questionnaire, in which 89% of active players agreed to the implementation of a cooldown on logging into different nations accounts from the same PC.
Additionally, we are improving our automated moderation systems, and delivering a lot of Quality of life changes and fixes, thanks to our precious Community feedback, reports, and suggestions!
The Party Finder is live! You can find it in the game under the “Socials' tab and test its functionalities already.
The system is a lobby, where players can create or join a Warband or party and manage their friends' list, and blocked/mute players!
Players who want to create a party can do it in a new way, using a dedicated button in the socials tab. During creation, we will be able to name it, provide information about the goal of the group, choose the party type, and mark if the number of players in the party should be public or not.
All the systems that allow you to create parties in the old way by inviting players by /request command or right-clicking on them are staying in the game, but you will be able to add parties created in those ways to the lobby list too!
From now on it will be much easier to know that something is going nearby and you can join the fight or event, players will not need to plead on the chat to find a group or request help. It will be much easier and convenient to find something to do in the game and be more united in the common conquest.
The minimap received a dedicated button, which will be showing the number of active parties in the area. Clicking the button or proper shortcut on the keyboard will open the socials tab with the lobby and friends list.
We hope you will find the new system helpful and it will be a great tool to share and improve your game experience with others. Please note that the system will be polished and iterated because there are still some parts of it that need to be polished and implemented. For example, when players will be in a nearby location where an event is ongoing or players who are participating in the same quest or event, they will receive a suggestion to join or request access to the biggest open party around or be encouraged to group up.
We will be thankful for your constructive feedback and opinions about it!
Automated login cooldown system:
While working on lowering game toxicity, and balancing the population in-game, we found out that almost all of the issues on that matter are related to abusing alt accounts that are being used for spying or trolling. While of course there are lots of players honoring the game rules, having fun, and not abusing the potential of having accounts in different nations, all you need is to have a group of players doing their worst to disturb other players' gameplay and make their game experience worse.
Almost all of the toxicity reports we receive are related to players using alt accounts in other nations, trying to unstabilize them. While it is technically impossible to moderate every case due to the scale of the game, and all moderation is a reaction after the action - we needed to find out the solution that will be fair for everyone, will not impact the honest and fair players gameplay, and will reduce the possibility of using the alternative accounts to disturb other players.
This is why, hearing the community voice, where 89% of players voted for "Rather Agree" or "Definitely Agree" when we asked if we should implement a cooldown on logging into different nation accounts from the same PC, we are delivering the automated system which will take care of that.
From now on, the game may not allow players to log in to other in-game nation accounts without a cooldown between logins, based on some circumstances.
Meet Michael, Robert, and Josh.
Michael has 2 accounts, both in one nation in the game. He owns his guild poster over his bed and he is playing on his accounts every day.
Robert is a casual, friendly, and helpful player, who is playing on all three of his accounts, each one placed in a different in-game nation, but he is respecting the game rules and favor fair play. He never received any warning or penalty for breaking the game or chat rules.
Josh also has three accounts. But he is a player who was using his alternative accounts to troll other nations and insults them using nation chat. He is suspected of violating the game rules, reported by other players, and has received warnings and short-term punishments so far, but the moderator does not have enough evidence against him to ban him from the game.
So what will happen when they will now switch between their accounts?
Michael is free to switch his accounts as he wants. Nothing will stop him from logging onto the same nation accounts. There will be no warnings and no cooldowns. The other two players are also free to switch between the same nation accounts.
When Robert, who was never flagged by any penalty, will login onto another nation, he will receive a kind warning, that system detects switching nations and he will need to play for at least 30 minutes on the currently chosen nation or wait one hour outside the game before he will be able to log in on another nation (so get back on the account he played before too). After confirming that he understands the information, he can play the chosen - different - nation right away.
That means players who are following the game rules will rarely be prevented from switching accounts and playing on them in different nations right away because according to game data, the average gameplay session lasts around two hours. They will be able to switch right away and get back or pick another nation after a very short time. Remember, that players can switch their nations following the general rules, so moving to a long-term underdog nation or removing their characters.
Josh, on the other hand, is a player who broke the game rules, got punished, and is suspected of griefing other players using his alternative accounts. He can also switch between his accounts, and he will also receive a kind warning, but the cooldowns for him will be longer. If he logs on to another nation account now, he will not be able to move back or play on another nation account before he spends 12 hours in-game on the chosen nation, or 24 hours outside of the game.
This will greatly reduce the possibility of account hopping and encourage players who are not respecting the game and chat rules to rethink their behavior and mind their actions in-game.
All accounts which had a penalty or are related to the one with a penalty are automatically a subject of longer cooldowns, and all players who were openly playing on alternative accounts using them against their nation were automatically tagged for longer cooldowns. Penalty tracker that was updated to help automate this feature, a new penalty table that is being prepared in the background, as well the karma system, which login cooldowns are part of, may impact many more aspects of the game in the future, and we believe those are good moves to improve the game balance and prevent toxicity.
Disclaimer 1: As developers, we are not encouraging players to have alternative accounts in different nations. We are not preventing players to have them, but we want to remind you that using alternative accounts to violate game and chat rules will lead to penalties shared between all punished player's accounts and can lead to all their account suspensions.
Disclaimer 2: The story, all names, characters, and incidents portrayed in this explanation are fictitious. No identification with actual players, guilds, and nations is intended or should be inferred. No chickens were harmed in the making of this changelog.
Quality of Life:
– Clicking a register to the Valley of Death tournament from now on puts the player into an interruptible state for 5 seconds before sending the request, and we have disabled the registration while the player is dead to prevent players abusing registration in the middle of the fight or while dead to prevent looting. – Reworked the global map legend. The legend is a list of clickable filters which players can use to show only the information and icons they want to see on the map. This is making the map adjustable, more clear, and convenient in use. It is still a work in progress, yet we decided it is much better than the previous one so we didn’t want to delay it. – Tweaks to mobs AI: Giants and Moas (scavengers) attack animations will not break on hit, but will be properly mixed up. The mobs will not be slowing down their movement while being close to the target, as they stop while attacking. Giants received two additional attack animations. – Update to resource node disintegration system. From now on all nodes have a solid, unbreakable core, which will indicate the exact place of the given node spawn. – The experience and coins buff for the underdog is not any more related to the depth of underdog status. From now on, the buff is fixed, to prevent players from exploiting and manipulating the game balance by observing the buff stacks. – Blockade for building on the castles now triggers on destroying the building, not hitting it, because of abusers shooting at the castles from afar to deny content and disturb other players' gameplay. Other building blocking variables did not change. – Balanced the materials required to craft Karleonian Pick and Karleonian Mace, to show more clearly, that mace is stronger than pick and unify the complexity of their recipes.
Fixes:
– Fixed the issue causing 4 events in the Basilea sector were not possible to complete. – Fixes for quests: The final touch, Blessing of the gods, Unexpected danger, and Sanctuary profaned. – Fixed the loot table of Veteran from South NPC. It still drops decent items, but no top-tier ones anymore. – Fixed the possibility to open a player context menu by clicking on his nickname on chat. – Fixed the issue causing siege engines rotation to reset after their spawn. – Fixed the issue causing old highlander miniboss to walk to the ocean and suicide after the spawn, which was preventing players to finish the global map event. – Fixed the issue causing raubritters to do the same thing as above in some global events. – Fixed the issue causing one of the windmills in the area north of Dunfen to have no colliders, so players were able to walk through its walls. – Fixed the issue where some NPC characters were misplaced around Lobart’s Farm, Greenport, and Seaclaw. – Fixed the issue causing one of the location guards on Basilea farm to spawn under the stairs. – Fixed the small text issue on the Nation selection screen.