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

First, let us warmly welcome all the newcomers who joined our Community this week on the occasion of the Free Trial Event. We’re glad to see so many new players on the servers and we believe you’re having a good time in the game, and you’ll stay with us longer.

This week, we are introducing significant changes and improvements related to terrain in the game. Our level designers did an outstanding job, checking every part of the game world and fixing angles of the slopes and terrain unevenness, to ensure better controller handling and traveling across the Stoneholm without unnecessary stutters and slows. But there are more reasons to look under your feet now: The angled terrain is now properly “painted”, to show if the terrain can be accessed, and we added puddles to the game, to improve its visuals.

Thanks to our players' feedback we took a second look at playing outside the Main Server and prepared some changes on that matter, to help smaller servers to grow.

Tomorrow, in Poland, we will celebrate national Independence Day and other important memories of historical moments, so we are sending you the best for Veterans Day, Armistice Day, and Remembrance Day. On those occasions, in the game Supporter Shop, you will be able to find the Wings of Glory and Rotmaster’s cosmetic skin set and saber at discount. Promotion will be available just for a few days so do not miss the occasion and get yourself a nice skin to complete your collection!

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. Siegbert, Neqster, gawi200, and Arketipicos – check your Ambers!

New Glory Season

Remember, that this week is the last of the current Glory Season! New Glory Season will start on Thursday, the 18th of November. Also, we’d like to remind you that the last day of the season – Wednesday, the 17th of November – will be a dedicated day of the season's end. The top players on the ranking table will earn great rewards and nice titles, so it’s time to compete against the others and fight your way to the top of the ladder!

Changelog v.0.9.8.10 Beta

Terrain improvements

Movement in the game is crucial, so we looked at your feedback and reports related to it. We have found some things that could be improved, to make your travels pleasant and smooth. Our level designers took some time to fix the terrain unevenness and reduce the slopes of terrain across the game. Hundreds of those small fixes will greatly help to reduce any unnecessary slows and stutters that could be experienced during traveling the world.

We improved the visual aspects of the terrains, to better show their accessibility. From now on it will be easier to find out if the terrain slope will allow movement on it, or not. There were situations where the terrain texture was suggesting players can move on it, but the angle of the terrain was not allowing it. We have found and fixed all such inconsistencies.

Additionally, we are adding a puddle system to the game. Those are now not conjugated with the weather jet, but have some other nice features, like turning to the ice if they are placed on the snowy terrain.



Changes in server accessibility.

Thanks to our players' feedback we took a second look at playing outside the Main Server. From now on, if any server gets underpopulated (Aquilla case at this moment) players from other servers will be able to join that server with fewer penalties. That means, things which will be unlocked are: buffs for underdog nation, buff for having locations, enabled players looting, enabled gaining nation points, enabled deadly harvest buff and CP reward, enabled gathering CP's for events and VoD and overall joining those which were prohibited for players outside the main server, allowed robbing the Guild Castle workers storage. Also, we extended the number of players before servers will trigger "weakness debuff" if any nation will get too many players as on small servers those numbers can change too easily. We do hope that change will give more reason to join potential small servers and help them grow - while still not allowing players to use them as risk-free resource farms.



Quality of Life Improvements:

– Temperature drop in player-build workshops (bloomeries, campfires, furnaces), takes longer. For example, a workshop on heat level 6 will keep the temperature for more than 19 minutes, instead of almost 7.
– Added dedicated animation for spear throw.
– Added a second animation for shooting a bow, which has a 20% chance to be played.
– Throwing weapons by players now has a better impact on AI opponents' behavior: they will be more aggressive, and will not always try to block the throw without a shield.
– Moa won't bypass the player block if he is blocking with a weapon, with the exception of Moa Old Beast.
– Reworked the Escape Menu panel.
– Added icon next to dynamic events goals on HUD.
– Added clickable key binds icons on side panel HUD (quest log and Character Development)
– Added sorting tracked and hidden quests on side panel HUD
– Replaced Farms, Mines, and Lumber Mills map icons and colors
– All map icons will be now shown on top of the locations links visualization.
– Added dynamic margin while changing Character Development tree view scale.
– Safe zones on Catacombs spawns are bigger, and nation related now.
– Removed the Halloween event content. Spookbert will remain as Volcano event boss, and you can still trade your candies for rewards for one more week.



Fixes:

– Fixed an issue causing shields to not receive damage reduced with the distance from throwing weapons.
– Fixed an issue causing Protector's ability to not reduce damage from throwing weapons.
– Fixed an issue causing throwing weapons to hit the horse's head when throwing while mounted.
– Fixed an issue causing one-handed and bows branches in character development weapon tree could not be progressed.
– Multiple fixes of holes in the terrains and flying models.
– Fixed an issue causing it to be possible to place a tent at the Volcano event, and not possible to do that in its old position.
– Fixed an issue causing arrows models to be overscaled under specific circumstances.
– Fixed an issue causing unlocking smelting tree was required to use fishing baits.
– Fixed an issue causing surplus experience was not working properly in the Smelting and Roasting character development tree.
– Fixed an issue causing some icons in the character development Archeology tree could overlap with text on the node panel.
– Fixed an issue causing wrong UI positioning after clicking the Reset UI button in not native resolution windows, for example, 4K window on Full HD resolution.

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

For the first time in our project history, we are happy to invite everyone to participate in the free trial event. Tell your family and call your friends - everyone can try out Gloria Victis MMORPG for free for the entire week!

This event is a milestone for our team, project, and community, preparing us for the stress tests before leaving the Early Access stage and continuing our amazing journey. After almost 300 weekly updates since Gloria Victis showed up on Steam and took Steam Greenlight by storm, reaching first place out of over 1500 other projects in less than 48 hours, we are coming to the phase of the development, where we feel confident and ready to invite more players to show them our game and love we have for it.

Don't hesitate! Invite your colleagues, and see you all in battle!



Frequently asked questions

We believe you may have some questions that would need answers, so we prepared a short FAQ, which should help you navigate through the event:

When I can start playing?
Right away! Simply use the "Join the free test" button on our Steam page and download the game.

Can I play with my friends during the free weekend?
Of course. You will be joining our regional servers, which are dedicated to each part of the world. You will be able to meet our Community, and take part in the global conquest.

I do like the game. Will my progress be saved if I decide to buy it after the free week event?
Yes. The whole data will be saved and you will be able to continue your progress after purchasing the game after the event.

Are there any limitations in content?
No. You are receiving access to the full version of the game. Without any limitations, you can test the game for the entire week!

When the event will end?
We are planning to end the free week on Monday, 15th of November 2021. Till then, enjoy the game!
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, Warriors!

This week, we’re happy to introduce something you've been waiting for – a brand new system of throwing weapons! This feature will create more possibilities and strategies on the battlefields, as well just looks and feels awesome.

The Halloween event is in full swing, and you have one more week to hunt Spookbert’s minions and the Halloween boss himself to collect candies tradeable for unique rewards.

We want to thank you for participating in the recent PVP event. We received some nice screenshots from the perspective of the audience and fighters. The best ones will be shared on our Socials and rewarded with Ambers. Same for the meme contest we had last week on our official Discord. We are happy that small amusement brightened your day and we hope you had a good laugh, as we had.

Find more details below, and see you in battle!


The screenshot’s authors have been awarded. smacznej kawusi, Neqster, and EssN – check your Ambers!

Changelog v.0.9.8.9 Beta

Throwing weapons

Rocks, knives, torches, one-handed axes, and one-handed spears. Those are weapons you are now able to throw at your enemy, to end your adversaries with a nice finishing move, counter ranged enemies more effectively, hurt hostile siege engines, or set destructive fires on the enemy buildings from a distance.

To throw a weapon, you need to use a special keybind, by default set up to the “X” key. Players who have "X" bind to any other action (for example commands wheel) need to set up a keybind suitable for them in the game options.

We are adding the possibility to throw a weapon to one-handed weapons since those have less kill records than two-handed ones. We believe it will have a positive impact on the balance and make one-handed weapons more attractive and useful.



Every player can throw a weapon, and everyone can load a red powerbar of throw with one exception, of the horse raider without the same ability, which blocks bow red powerbar while mounted. Each weapon has its unique speed, damage, flight path, and range. You need to equip a weapon of a given type to be able to throw it. The throws are limited, in the same way as in the arrows system, ammunition needs to be restored in time to allow throws. You are able to see the ammunition status on the left side of the screen, with corresponding icons. Ammunition percentage status is shared between all throwables and arrows, so archers who will use up all their ammunition to throw knives will need to wait for their arrows to restore.

Please, be notified, that abilities have an impact on throwables, so those can speed up the ammunition restoring, and increase the number of possible throws, but will not prolong the red powerbar hold and will not speed up the powerbar draw (Huntsman and Marksman abilities). The abilities description has been properly updated.

Red powerbar throw works the same as for arrows, is slowing down horses, and forces combat mode if you hit a player on his mount. Headshots with throwables do not deal extra damage (But we are considering that, so please share your feedback with us). Damage of the throwables is being reduced during the flight time, so those will be most useful in close and mid-range combat.

Disclaimer - we are still working on dedicated spear throw animation, but we did not want to delay the patch because of that.



Quality of Life Improvements:

– Reworked game options user interface, to match the new setting and visuals.
– Added new quest HUD animations. Quest side panel receives a set of animations, to be more engaging visually and rewarding for the eyes. Accepting, removing, completing, pinning, unpinning, hovering quests, and changes in hidden quest counters are covered with special animations.
– Removed checkboxes from tasks with just one progress point in quest log and side panel HUD.
– Removed chat activation with “/” key.
– For balance purposes, we reduced the base damage of torches but added bonus damage vs buildings for them.
– Reduced despawn time of fireplace from twenty to three seconds after it gets poured by a bucket of water.
– Changed the layer of shields, to make them visible from a greater distance.



Fixes:

– Fixed an issue causing shield resistance to not be restored after the arena duel.
– Fixed an issue causing fighter buff conditions to be wrong, and the buff was applied on 1001 unsecured nation points, instead of 1000, as it should have been.
Gloria Victis: Medieval MMORPG - GV Daimon Frey
🎃 Greetings, Warriors! 🎃

There's a night in the year when the wolves howl at the bright moon and the cold air gives you goosebumps. Long night, when strange things happen, ominous sounds can be heard on the edge of the dark forest, and small, moving lights float over the tall grass. One night when the unspoken comes out to eat. And he has a great appetite for candy and sweets.

Traditionally, the capital cities received some event decorations, to ensure a spooky mood. In the game world, you will be able to find a Confectioner, who requires your help! As thanks, he will offer you special event items, including event food, cosmetic items, and two cosmetics skins. Collect sweets from the Halloween boss and his minions to trade them for mentioned goods. Be sure to join the Volcano event, meet the Spookbert himself, and have a chance to loot a unique weapon!

🎃 Have fun, and happy Halloween! 🎃

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

There's a night in the year when the wolves howl at the bright moon and the cold air gives you goosebumps. Long night, when strange things happen, ominous sounds can be heard on the edge of the dark forest, and small, moving lights float over the tall grass. One night when the unspoken comes out to eat. And he has a great appetite for candy and sweets.

Join us and take part in the new Halloween mini-event, to learn the story of the jittery Confectioner and put your hands on unique, limited rewards!

Additionally, our team has finished work on the forecasted progression system – Smelting and Roasting character development tree. The new system is taking the place of the Metallurgy craft and changes the approach to this part of the game economy.

As always, we are adding some quality of life improvements and fixes, thanks to Community reports and suggestions.

Read more details below, and enjoy the new system and event content!


The screenshot’s authors have been awarded. arketpicos, EssN, ontuto, and Vox – check your Ambers!

Changelog v.0.9.8.8 Beta

Halloween Event

Traditionally, the capital cities received some event decorations, to ensure a spooky mood. In the game world, you will be able to find a Confectioner, who requires your help! As thanks, he will offer you special event items, including event food, cosmetic items, and two cosmetics skins. Collect sweets from the Halloween boss and his minions to trade them for mentioned goods. Be sure to join the Volcano event, meet the Spookbert himself, and have a chance to loot a unique weapon!

Have fun, and happy Halloween!

Character Development: Smelting and Roasting

Crafting Districts

This week we are introducing the Smelting and Roasting progression system. It fully replaces the Metallurgy craft and changes the ways of creating various metal materials needed in crafting. Since it was inconvenient to waste a lot of time actively mass-crafting a supply of metal for personal use or guild, we decided it would be much better to use the full potential of player workstations and move that activity there, to allow players to do other things when their furnaces are roaring merrily in the background.

We created special zones in locations, similar to farm fields. Those – Metallurgic Districts – are dedicated to players' workstations. Guild castles received a new economical building, to be able to place such zones in their guild estates. Special zone is not blocking the possibility to place other economical buildings, for example, other crafts workstations or shops.

As farming in Gloria Victis is positively opinionated by our players, we believe a similar system for processing metals is a good move, having a lot of long-term benefits for the gameplay and world economy.

One of them is the territory control impact on the game. Various placements of your workstations will have different impacts on the furnaces' performance and thermal processing speed. That means you can place your workstation outside of the crafting zone, anywhere in the game world, but it will have an impact on smelting speed (100% speed in non-loot zones, 125% in loot zones, and on Metallurgic districts inside non-loot zones, 150% speed in Metallurgic districts on loot zones). The best outcome will be granted by placing your bloomeries on Metallurgic Districts, which is a fair risk vs reward mechanism.

Another thing is limiting the need to actively craft to collect valuable materials, earn on them or create nice equipment from them. Characters will not be forced to waste time on active craft anymore. It should be warmly welcomed, that you can do other things, or participate in combat, while your furnaces are working for you.



Due to those changes, we are removing all metallurgic workshops from the game, but as placing such workshops costs guilds privileges and gold, we are fairly compensating them, in relation to workstation level. For each deleted metallurgic workshop, guilds are receiving compensation to the guild bank directly:

For upgrade 0 – no gold,
for upgrade 1 – 0,07 gold,
for upgrade 2 – 1,10 gold,
for upgrade 3 – 3,15 gold,
for upgrade 4 – 6,30 gold.

Character Progression

As the former Metallurgy became a new, unique feature, it could be transformed to the next character development system. From now on, players will progress a Smelting and Roasting tree, to unlock nice bonuses to received materials and processing speed.

As before, we are unlocking the main nodes of the new tree for all active players, and additionally, we are adding experience in the progression nodes at the same time, based on your crafting level of former Mining and Metallurgy, so you are already receiving bonuses! Like before, knowing proper recipes will be a requirement to be able to create different metals.



Quality of Life Improvements:

– Notification for guild recruiters: Every officer and person with a higher guild rank will see information on the left of the screen and on chatlog, at the moment when someone applies to the guild.
– Added a tutorial to the Character Development window, explaining the system.
– Memorial texts are now copyable.
– Improved PvE loot windows, giving them visuals of the new user interface style.
– Added a new model of paintings, which can be used as memorials. Paintings are made with the usage of Community screenshots, so your contribution can become a part of the game! You can find the first ones in capitals and at Volcano event, honoring Siegbert - one of the best screenshot makers we have.
– Opening a workstation is opening inventory in the side mode, to help you move items in a more convenient way.
– Improved the transfer mechanics between inventory and workstations. Now it supports not only drag and drop, but also single-right and double-left clicks to move items to inventory, and traditional Shift+click mechanics.

Fixes:

– Fixed an issue causing invisible scoreboard User Interface elements could block cursor interaction and display score tooltips instead.
– Fixed an issue causing music to be incorrectly looped after killing mobs.



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

Today we deliver further improvements and fixes to recently added features, including reworked parts of the User Interface and character development systems. Our designers took some time to make the “Catacombs” event more player-friendly and engaging, and are preparing some nice additions to the game for the upcoming Halloween event!

Due to the next character development system, which will change the game economy a little, our level designers are creating special areas which will be dedicated crafting districts in locations. You will learn more about the upcoming changes in the Work in Progress section below. We are very excited about this since it will positively impact the prices and accessibility to some resources and crafting materials.

Next week, we will start a Halloween event, so prepare for some spooky things to do! As a part of the event, we will host a PVP 5v5 event on the [EU] Eaglewood server. It will start at 6:30 PM GMT, 8:30 PM CEST (GMT+2) (Sunday, October 31st).

Join us in the arena on the [EU] Eaglewood server and fight for fame in 5v5 battles. We invite everyone, especially our new players! The winners will be immortalized on the in-game monuments, and everyone who will come will be rewarded! Additionally, winners of the tournament will be awarded a special, unique item.

Check the new changes and have fun in the game!


The screenshot’s authors have been awarded. sh0tz, EssN and SEREZAKA – check your Ambers!

Work in progress insight

Character Developement: Metallurgy tree

We are preparing to introduce the Metallurgy tree, related to the heat processing of metals in the game. Due to that, players' workstations, for example, furnaces and bloomeries will be more popular and useful in the game. Placement of your workstations in the game world will have an impact on passive crafting speed, so territory control will be even more correlated with the game economy, introducing more reasons to fight and keep desired flags under your nation's control.

Metal processing will be fully moved to the workstation system, so we are preparing dedicated “Crafting districts” in locations that will give bonuses when you place your workstation on them. Guild castle owners will be able to place their crafting areas as they please, using a new economical building.

You will earn experience by processing metals in your furnaces. And each node will give you boosts to smelting speed, increase chances to make more items in one go, and reduce fuel usage. Players will need a proper recipe and to complete the main node on each tree level to unlock more advanced metals processing, but rest assured – we will unlock the main nodes for you looking at your metallurgy skill level.

Changelog v.0.9.8.7 Beta

Quality of Life Improvements:

Iteration of the Catacombs event

As a result of close observation of players' behavior during the Catacombs event, we decided to introduce some changes in the event to make it more interesting and dynamic. As it was troublesome to fight other nations invading the corridors dedicated for others, the possibility to do that was blocked by special gates. Players will not need to rush their spiders and will be able to progress through the event with less risk and more time before being invaded, lost in the maze, or getting separated from their colleagues. Without wandering around, the event will be faster and more dynamic. In the center, there will still be a PVP part where all nations can meet on the same bosses, and invades are still possible if the gates will be destroyed or, the enemy will approach you from behind.



Other changes

– Recently added Conversion Points are now allowing to convert experience directly from the nodes in Character Development trees. You can now reset your progress and convert experience in the node to free experience, with the same ratio as surplus experience conversion. Disclaimer: You will need to convert all experience stored in the node, it will be not possible to do it partially. Conversion can be made only on nodes that are last on the branch (You cannot convert nodes from the middle of the branch before you convert the ones that are progressed or completed after them).
– Items created from items disassembling are now displayed on the disassembling confirmation window.
– Disabled scaling on side mode user interface windows.
– Added a new icon for Recruitment Boards on the map.
– Guild Recruitment Announcements are sorted by activity. New guilds are segregated above “medium” activity.
– Guild Recruitment Announcement will be visible on the board as long as any Officer, Viceleader or Leader will be active in the last three days.
– Changed 4K icons filter mode to bilinear, to make them look smoother on lower resolutions.
– Added memorials for participants of Gloria Victis Video contest 2021 in capital cities of their nations.



Fixes:

– Fixed all known issues related to the tooltip's positions and behavior in the game.
– Fixed the issue causing the nearest location name tooltip to stay on screen.
– Fixed the issue causing the context menu to be shown outside of the screen while using a bigger User Interface scale.
– Fixed an issue causing holes for gate traps (oil/logs/stones) that could partially block arrows.
– Fixed an issue causing it was possible big rams could be stacked in one place.
– Fixed an issue causing it to be possible to stand on top of the mantlets and use them as transportation.
– Fixed an issue causing some farming objects (for example carrots) to not properly “stick” to each other.
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, Warriors!


This week we are happy to introduce the next part of the User Interface rework, along with weekly Quality of Life improvements and fixes.

The Character and Inventory screen has been recreated to match the new setting and visual style of the game interface. It kept all its functionalities, and few new features have been added to make it more player-friendly, intuitive, and better looking. We hope you will welcome it warmly and it will have a positive impact on your game experience.

Last week, we were happy to welcome a lot of new players, who shared their feedback and suggestions via the ingame feedback tool and in discussions on our official Discord. As we can agree that the game should provide better flexibility when it comes to learning the ropes and picking your gameplay style, we made some changes that should be appreciated.

Check the details below, and see you in battle!


The screenshot’s authors have been awarded. Giroux, and Tyrader – check your Ambers!

PVP event this weekend!

Reserve some time to join us at 12:30 GMT, 20:30 SGT (GMT+8) (Saturday, October 16th) on the global arena of the Dukla [SEA] server and fight for fame in 5v5 battles. We invite everyone, especially our new players! The winners will be immortalized on the in-game monuments, and everyone who will come will be rewarded! Additionally, winners of the tournament will receive a special, unique item, newly introduced to the game!

We’ll have 5v5 battles in elimination style. A group that has at least 1 man standing at the end of a fight, wins it. The last 2 remaining groups will fight in the finals – a team that wins 2 rounds in the finals wins the event.

After the finals, there will be a bonus round, and every participant will be rewarded after it. Be sure to stay in the arena after the event to receive rewards! See you there!

Disclaimer: We are already reserving the space for the next event, which will take place on Eaglewood [EU] server soon!



Changelog v.0.9.8.6 Beta

Quality of Life Improvements:

– New User Interface for Character/Inventory screen, with character preview, side, and fullscreen modes.
– New User Interface for Depot and PVP loot window.
– Introduced an option to abandon a treasure hunting quest. This option will allow you to use the next map and find a treasure placed in a more attractive or available place on the map.
– Greenleaf's accounts can now use abilities and attributes resets without limits. Greenleaf status is now removed on reaching 50 level with any character on the account. (It was 40 level before)
– Ingame icons resolution has been increased to meet the 4K standard.
– Improvements of the Quest Log and side panel: Different makers have been introduced for solo and group objectives. Added checkbox-like progress indicator.
– Updated tutorial GIF for a step explaining how to check quests on the map.
– Improvement to Combat Log: Added information about melee damage reduced by ally hits.
– Improvement to Hit indicators: Added information when the released arrow hit an ally.
– Spawnpoint gates leavers in the Sea Wraiths event were moved away from the gate and their interaction range has been reduced to prevent enemies from opening them.
– Boars are placed more widely on starting quest areas, which will reduce situations where players are forced to fight multiple animals at once.
– Increased the time between boars' attacks and speed up their animation to ensure better feeling and easier block of their attack sequence.



Fixes:

– Fixed an issue allowing people to jump in and out of the buildable walls and towers through their windows. To cover all possible problematic edge cases, for example, prevent the attackers from bypassing whole layouts of fortifications, jumping through windows will not be available.
– Fixed an issue causing arrows to be detected and blocked by a Gatetower collider in front of them which was meant to prevent building anything by the gates.
– Fixed an issue causing a message in the rankings window to show outdated information about Nation Points cap (Cap was increased from 20k to 30k last week).

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

First, let us warmly welcome all the newcomers who joined our Community this week. We’re glad to see so many new players on the servers and we believe you’re having a good time in the game! We wish you the best in your new journey through the world of Gloria Victis MMORPG!

As we’re working on some bigger changes that require some more time to be completed and introduced, we are continuing the tasks of game interface rework in the meantime. Our coders are also working hard on some technical aspects of the engine, servers, and client to improve the game performance and servers capacity. Today, like always, we have for you a weekly dose of convenient quality of life improvements and fixes.

The coolest part of this update can be the first iteration of the reworked quest log – fully adjusted to the new interface and visuals of the game. Crafting quests were also slightly improved, so they will now be triggered by dialogue, which is much more player-friendly and standardized. The oldest capital city in the game – Midland’s Dunfen – received some love and will now cherish your eyes with some new layout and visuals. There are more very nice changes you’ll find extremely helpful, so we cannot wait for your opinion and feedback.

We should also mention that our Dev Team is preparing an event for the upcoming weekend – we will be hosting a 5v5 tournament – with great rewards for participants and viewers, and this time, with extra, unique rewards for the winners!

Find more details below, and see you in the game!


The screenshot’s authors have been awarded. Siegbert, Neqster, and Essn – check your Ambers!

Changelog v.0.9.8.5 Beta

PVP event this weekend!

Reserve some time to join us at 09:30 PM GMT, 4:30 PM CT (Saturday, October 9th) on the global arena of the America [NA/SA] Aquilla server and fight for fame in 5v5 battles. We invite everyone, especially our new players! The winners will be immortalized on the in-game monuments, and everyone who will come will be rewarded! Additionally, winners of the tournament will receive a special, unique item, newly introduced to the game!

We’ll have 5v5 battles in elimination style. A group that has at least 1 man standing at the end of a fight, wins it. The last 2 remaining groups will fight in the finals – a team that wins 2 rounds in the finals wins the event.

After the finals, there will be a bonus round, and every participant will be rewarded after it. Be sure to stay in the arena after the event to receive rewards! See you there!



Quality of Life Improvements:

New Quest Log

We are delighted to show you the first iteration of further User Interface rework. Today, you are receiving a renewed quest log and objectives panel, which will greatly increase the convenience of using them and guide you better through your journeys. There will be further improvements made on those matters, as there are some more things that are planned to make those refreshed parts of the interface even more player-friendly and useful.



Way to convert your surplus experience in Character Development (ChD) systems:

As we received a lot of questions from our Community, and many requests to add such features, we are introducing a way to use the surplus experience gathered in Character Development systems. Newly added Conversion Points Cards will give you special Conversion Points, which can be used to convert Surplus ChD Experience to Free ChD Experience. One conversion point can convert two surplus experience points to one free experience point. Cards can be acquired in Glory Shops for Contribution Points that you are collecting while playing the game, and in Supporter Shop, if you would like to help the project by purchasing some Ambers.

As many of you asked for such an opportunity, we are working on cards that will allow the reset of the ChD tree's progress and reuse the experience. You can expect them in the following weeks.



Other QoL improvements:

– Increased the Nation Points Cap from 20 000 to 30 000, both - for secured and not-secured points.
– Decreased the level requirement to unlock additional inventory slots from level 10 to level 5.
– Quest icons and markers have been updated. They are now yellow, to be better visible on various terrain, including snow.
– Reworked the Items Delivery Quests so they can be completed via dialogues.
– Dunfen capital received a slight rework. Due to the refreshed layout and visuals of Midland capital, the deposit placement was changed.
– Increased the drop chance of higher tier treasure maps from Mysterious Scrolls.
– Tweaked the experience values needed to unlock the nodes in the Archeology ChD tree to make it more unified with other trees and quadrupled the experience values gathered while excavating and treasure hunting. The Player's experience will be scaled to keep the same % of your progress.
– Change in Gate Control System, following the Community suggestion, we are adding the possibility to open gates for players with rank Veteran and above from 5+ level guilds.
– As we noticed, that there was a way to exploit combat with AI opponents using kicks, improvements have been made in the mob's actions system, so they will evade player kicks better. This ability is scaling with their level.
– The terrain under the gates at Outposts was leveled up to prevent siege engines to fall under the ground there. We believe it will partially fix mentioned issue, but if you ever experience such a problem, please let us know.
– Introduced three new, unique swords to the game. Those can be obtained from cyclical PVP events hosted by developers (Be there this Saturday!), and as season rewards for top place in the Arena and Glory Rankings.
– Support for Traditional Chinese language and font.



Fixes:

– Fixed an issue causing keybinds to be not properly initialized on Quick Menu after relog.
– Fixed an issue causing the Coat of Arms to be not properly shown on some shields.
– Fixed an issue causing "Hardened" achievement to show after login to the game each time.
– Fixed a bug causing that the skins for light shoulderguards didn’t work with the tier 4 items.
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, warriors!

This week we’re introducing probably the most important part of the Character Development system: Equipment! From now on you can progress your way through mastering various armors and weapons in the game to earn nice bonuses! Rest assured, as we promised, you are receiving a new tree properly unlocked in relation to your character level, and each character receives a proper amount of free experience to be able to master the equipment they are using.

Additionally, we are addressing a lot of recent players' reports and feedback, implementing a lot of fixes and improvements to the game. Disassembling the character development tree received a lot of love, including nice touches to the interface and fixes for reported issues. We are thankful for your help in finding reproductions of bugs and sharing with us important details which helped us to find the problems and remove them.

Our graphic artists were also able to get over the problem that prevented us from introducing nation-colored Glory Armors before, so you can finally enjoy their new visuals.

Check the details below and see you in battle!


The screenshot’s authors have been awarded. Siegbert, Lil' Tyrader, and glyuki – check your Ambers!

Changelog v.0.9.8.4 Beta

Character Development: Equipement

In accordance with the introduced Character Development systems, we are visualizing the skill of using armors and weapons to the tree of character development. Like the systems introduced before, this will give a better sense of progression to new players and create smaller goals to achieve, along with helping the ingame economy to be more variable and interesting.

In the beginning, the character can use weapons or armors of the lowest tier and with time in the game develops his abilities to become a master of them.
DISCLAIMER:
If you are a current player - you will have free experience and/or main trees unlocked already depending on your character levels!

Initial weapon tiers do not have narrow specializations due to the fact that this type of weapon offers slightly worse statistics and is not late-game. We would like the main hubs (marked with a larger square) to be unlocked without specializing in the previous tier, allowing a straight path to the best armament or armor.

Specialization in a particular field will be associated with bonuses, which, of course, will not be a game-changer, but will slightly strengthen the player who unlocked the full branch of specialization.

For example, rewards for mastering a given weapon can be:

For weapons:
– Additional % to damage dealt
– Reduced stamina per attack
– Slower durability loss

For Armor:
– Additional % to all damage reduction
– Slower durability loss

For shields:
– Additional % to all shield resistance
– Reduced durability loss on block



You can earn the experience by killing mobs or participating in PVP in the open world as well as in solo and group arena duels!

As we forecasted earlier, we decided to give you free experience with the introduction of these trees. We are unlocking the main nodes of the trees of weapons and armor based on the character level. So you can wear any weapon or armor right away if you are on level 80 or above.

Everyone who already has logged into the game since the introduction of the first Character Development system will get Equipment main nodes unlocked and additionally 5.5 million free experience, scaled with levels (The value of the free experience given to level 100 is equal to 5500000. Lower levels scale down linearly so that 10th level gets 550 000 experience).

– Levels 1-19: No masteries unlocked
– Levels 20-39: Unlocked Main Nodes: Tier 2 Armor, Tier 2 Weapons
– Levels 40-59: Unlocked Main Nodes: Tier 3 Armor, Tier 3 weapons
– Levels 60-79: Unlocked Main Nodes: Tier 4 armor, Tier 4 Weapons
– Levels 80-100: Unlocked Main Nodes: Tier5 Heavy Armor, Tier 5 medium armor, Tier 5 light armor, Tier 5 Two-handed Weapons, Tier 5 One-handed Weapons, Tier 5 Bows

Players returning to the game, that is, those who have not logged in since the introduction of Character Development systems will also receive a proper free experience amount to progress their trees, but they will need to complete their masteries manually.



Addressing Players Feedback and Reports:

Thanks to our precious Community feedback and reports we are introducing numerous improvements and fixes. Just in the most recent month, over 30 of players' suggestions and feedback were introduced to the game! Thank you for your help and cooperation in making Gloria Victis an even better game!

Improvements and balance of Disassembling:

– Armor nodes have proper description now.
– Main armor nodes for purple/blue have now 50% mod for disassembling light/medium/heavy.
– Main weapon nodes for purple/blue have now 50% mod for disassembling 1h/2h/bows.
– Items that do not have recipes now will be giving experience when disassembled.
– Updated the icons of Heavy Armors, Weapons, and Bows in Disassembling Character Development tree
– Balanced the experience values for Disassembling: Tier 4 Armors and Tier 4 Bows nodes require 30k of experience instead of 50k to be completed.

Quality of Life Improvements:
– Brandon, Ragi, Sirius Treasure Quests were replaced. They are now near those events, not inside them.
– Final battle colliders are expanded to the whole guild castle area, to prevent some edge case issues.
– Added old Scavenger to the elite animal's list which is used to complete “Kill Rare Animals” Daily Challenge
– Left Mouse Button cannot be bonded to non-fighting actions anymore
– Balanced workstation production to be less randomized.
– Added nation colors onto Glory Armors.
– Smoothed out the reflections rendering.
– Removed ChD User Interface snap after opening Node’s detail panel.
– Improved the visuals of the Character Development nodes and side panels.
– Added new filters on the Map for icons shown on close zoom, for example, Dice poker, Logistician, Stablemaster
– Progress tracker of character Development has been reworked, it will be merged and unified with the upcoming quest tracker in the following weeks.
– Implementation of a system that increases the respawn time of guards on the smaller servers - to dynamically balance the gamer's experience based on the current server population. This change excludes respawn time of guards of Holy Temples outside the Daytime, the same as they don't generate Siege Points outside Daytime now.



Fixes:
– Fixed the issue where Rite events could be triggered twice at one time, which had an impact on spawn points, sometimes sharing them between different nations.
– Fixed an issue causing there was a possibility to have two different State of War timers for one guild in a specified edge case when the guild had two castles and the SoW timer was changed by owners during the completion of the token on their other castle.
– Fixed an issue causing map locations names to be missing on Rodrock Lumbermill and Dirmar Farm
– Thanks to Community Reports, we fixed the issues causing some items to not be disassemblable.
– Fixed an issue causing Campfires to be named as “Bonfire” on the player constructions window.
– Fixed an issue where the buffs User interface position wasn't saved if you drag it holding the icon.
– Fixed the issue causing colliders on the Guardhouse, used to detect hits from siege engines, were also blocking arrows shot by enemy players.
– Fixed the visual issue causing Hitpoints and Stamina bars to overlap with buffs UI after opening fullscreen mode of User Interface.
– Thanks to Community Reports and aid with reproduction, we fixed the trade system bug causing part of traded items to be lost during a trade when the same stackable items were traded back and forth with different quantities in one trade.
– Fixed the issue where colliders of old ruins were still working on the original Volcano location.
– Fixed an issue causing rebinding to use old bind while rebinding action.
– Fixed an issue causing unlocking tier 3 weapons were not unlocking disassembling of one-handed blunts and one-handed spears.
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Hello, Warriors!

Let us welcome you to the new Glory Season! The top players of last season have earned their rewards and titles, so it's time to compete against the others and fight your way to the top of this season’s ladder!

A little explanation for the new players: Glory is a season-based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last 2 months and are rewarded with unique titles, as well as 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 on the leaderboard, so climb up it!

As always, we start the new season with bigger changes. This time we have another – after the warmly welcomed Fishing and Archaeology, as well as the updated Treasure Hunting – Character Development tree: Disassembling! We also took the chance to improve this economy branch by giving you, the players, even more means to gain wealth and, most importantly, to co-create the game’s economy. We’d also like to remind you that with the introduction of every further Character Development tree, we’ll be giving free experience in amounts depending on your character’s level.

We are also happy to open the global test for the highly demanded "Return to Character Screen" feature. You can use a /relog command on chat to test the functionality and help us gather information and surety, that everything works correctly.

Check the new changes and have fun in the game!


The screenshot’s authors have been awarded. ontuto, glyuki, Dmce20, and Elielepro – check your Ambers!

Changelog v.0.9.8.3 Beta

Disassembling & Crafting Update:

From now on, Disassembling is an activity that you can develop in the same way it’s already done for Fishing and Archeology. This time, though, you receive a much more massive tree than before:



On top of that, we updated the Disassembling flow itself. Until today, it was nothing more than an additional activity used to level up the crafting professions. The salvaged items were not attractive enough to meet players’ expectations, and, except for the very first tiers, Disassembling didn’t really allow creating other items using the salvaged materials.

Starting today, by disassembling items you will gain the most salvaged materials in the form of scraps and in quantities depending directly on the number of materials required to craft those items. Also, there are now modifiers for the amount of salvaged materials to account for the disassembled item’s quality and durability, as well as the player’s progress in the Disassembling tree of Character Development.

Since with a fully developed Disassembling tree you will be able to get from full durability and highly enchanted items almost all resources back, is now a very viable choice, allowing to recycle a lot of the resources, and at the same time helping to develop players characters and supporting the ingame economy and trading. It will be also a great opportunity for PvP players, who would be able to disassemble the looted items for much more reward than previously, and put the resources on market anytime or reforge them into valuable gear.

Other improvements to Disassembling and crafting:

– From now on, you can disassemble items easier, using a special key combination by holding Alt and clicking on the item with Left Mouse Button. Disassembling will be more convenient that way, and more player-friendly. Also, we did an additional bool to switch the on/off confirmation window during disassembling many items in one equipment window session. However, a confirmation window will pop up always if items that we want to disassemble has an average market price of more than 1 gold.
– As a part of the preparations for this week’s update – and the upcoming Metallurgy Character Development – Mining and Metallurgy will be changed into Metallurgy Character Development. As a part of the preparations for this update, the smelting processes are now only possible using the player-built furnaces, and the other remaining recipes from the Mining and Metallurgy have been distributed between the Weaponforging and Armoursmithing professions. In effect, there are no remaining recipes available in the Mining and Metallurgy profession, so it’s not visible in the crafting window anymore.
– We also addressed the issue with leveling up crafting professions by disassembling low-tier items. Simply stated, it was never our intention to reward such unsatisfying gameplay by crafting tens of thousands of low-level items just to disassemble them with a significant waste of resources, and then repeat the process over and over again.

From this update, once the level difference between the player’s crafting level and the recipe’s recommended level reaches a threshold, crafting such items will no longer grant experience. On the other hand, you’ll salvage much more from disassembling, so you’ll be able to craft further items more conveniently, and in effect have a smoother progression, but still, you will require better materials to progress your crafting.



Additionally, the recipes are now better color-coded in the crafting window to show the possibilities of craft and mark the amount of experience that can be earned by crafting them with the current crafting level:

Gray – the recipe level is too low, earning no experience for crafting this item.
Green – low recipe level, earning a low amount of experience.
Yellow – normal level, earning a good amount of experience.
Orange – high recipe level. These are the recipes you can craft that will give you a lot of experience, but you can’t bet on high-quality results, and they might not be as effective as yellow recipes.
Red – the recipe level is too high to craft this item; you must level up first.

– Added new types of scraps – there were scraps for only some materials so far, and they weren’t as useful as one could hope for. Now, there are scraps of most types of the main materials like metal bars, different types of leather, and canvases (except for the Elite Canvas which still can’t be crafted or disassembled)
– From now on, when disassembling items that are crafted using Elite Canvases, the player receives Quilted Canvases Scraps as a salvaged material.
– Added some more Quilted Canvases to the top tier recipes to increase demand for this item and compensate for the upcoming influx of Quilted Canvases.
– Adjusted the market value of Quilted Canvases by editing their recipe and adding additional suet to their crafting requirements.
– Added new recipes for crafting materials from scraps.
– Added the possibility to disassemble the top-tier tools and champion armors.
– Added the possibility to disassemble bags.
– Added new items and recipes for light tier 4 shoulders.
– From now on, recipes displayed in the crafting window are sorted by their level.



Quality of Life Improvements:

– Updated the Abilities interface – from now on it’s not a separate window but a part of the fullscreen UI and also contains the character’s other statistics.
– Updated the rewards for the fishing quests and some later-stage questlines.
– Implemented the first iteration of UI scaling – since it’s a large and complex task and might have some edge-case issues, we’d like to ask you to report all the problems you encounter so we’ll be able to fix them.
– Expanded the Character Development window navigation so it now supports zooming and moving the window’s content for big trees, which don’t fit the window’s size.
– Added new NPC shops and market filter types: "Guisarmes" and "Bardiches."
– The heavy and light shields now have 5 tiers each, like the other types of equipment. New items and recipes have been added to the game.
– Added a new item to the game: Old Bottle, which contains a random treasure map and can be obtained by fishing.
– Added new events for exchanging Map Fragments for Mysterious Scrolls, which are dropping random maps on use.



Combat & Balance:

– Blocking now guarantees that the durability of the shield or weapon used to block will decrease (previously it damaged a randomly selected part of the player’s equipment).
– Decreased weapon durability loss while attacking to compensate for the new durability loss while blocking with a weapon (except bows, because you can’t block with them).
– Shield handling endurance is now related to shield durability like any other shield stat.
– Shield can be raised to block on 100 instead of 125 shield handling endurance.
– Low shield durability reduces shield handling endurance.
– The durability cost of using equipment has been adjusted.
– Fuel requirements to craft top-tier heavy armors have been unified and balanced.
- Added some clay spawners in the Sangmar area (near Fort Eaglenest and on the quest lines), to balance the accessibility of the resources and unify it for all nations.
– Moved light shield skins from tier 2 to new tier 5 and tier 4. Heavy shields skins are now compatible with tier 4 shields.



Fixes:

– Fixed an edge case bug that caused defensive siege engines (oil, stones, or logs) to not deal damage. Yes, the Pilgrim's Rock oil should work properly now. Thank you for your reports and commitment that helped us to find the source of the problem.
– Fixed a bug that caused the equipment tier on item tooltips to be displayed as untranslated color coding instead of the actual tier numbers (1-5).
– Fixed an edge case issue that caused the character to move slightly faster while being in combat mode while moving in a certain direction and with a certain attack type.
– Fixed an issue in which the horseman ability "Battle Horse" [increasing damage] did not work against the NPC enemies.
– Fixed a bug that caused that the fishing events were permanently disabled until the next server restart if they ended with failure.
– Fixed an issue that caused only 1 user to receive a reward for a treasure if two players were doing the very same treasure quest while being in a party together.
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