We're planting another sapling that will help the game economy to grow. By introducing a new character development tree today – Forestry, we're adding further goals and achievements to accomplish in the game. With the full rebalance of the wood resources around the map, and common usage of them in the ingame economy, this branch has an impact on multiple systems, so let's check what's hidden in the forest!
Additionally, thanks to your feedback and reports, we're delivering fixes and improvements to other features and systems. You can also find new cosmetics in the supporter Shop: Duke's Guardsman skin set, and two short spear skins, for Battleborn and Legion’s Legate sets.
Another profession is being redefined and updated! Our designers observed and analyzed the game economy, and it became clear that game economy focused around wood resources can be simplified, and at the same time improved to be more interesting, and have more meaning in the game.
Following the success of the most recent mining profession changes, we are introducing a new character development tree, along with significant changes and new features.
First, from now on you can progress in Forestry tree, which – as similar systems introduced earlier – will grant you significant bonuses during collecting and processing wood and create long-term goals for you to accomplish. The main nodes of the tree will be unlocked based on your level in the Forestry and Farming profession. First mastery will be granted to players with levels between 11-34 in the mentioned profession, second mastery for levels 35-59, third for levels 60-79, and all mastery nodes will be unlocked for players whose level in Forestry and Farming is between 80-100.
The left side of the new character development tree will be dedicated to tools used to harvest wood – axes, the right side will determine your mastery in harvesting types of the wood. Unlocking side nodes will give you bonuses, for example, increasing the amount of harvested resources, reducing the time of harvesting, and decreasing the durability burn of the tool while harvesting.
Changes in items and recipes
Wood spawners in the game will be now assigned with tiers and will change their names, respectively from tier I to V: Pine – Common Wood, Elm – Decent Wood, Ash – Quality Wood, Yew – Great Wood, and Oak – Excellent Wood.
We are removing planks, poles, and handles from the game. From now on, each tier of crafted item that required those will use its tier of wood respectively. This will simplify and make crafting faster, as you will not need to create semi-finished products, which were taking space in the inventory unnecessarily.
We have found that the economy is much more dynamic when the items have their terms of validity. It is a very good feature of the game, giving players more things to do in the game, and making the gatherer/crafter gameplay always viable. This is why wood will decay after 30 days, and after that time become Decayed Wood which can still be used as fuel, like Wood Billets. You can also preserve your resources as long as you want, by using a newly added player-placed workstation called…
...Carpentry table!
This new workstation will give you the ability to process your wood stocks to make them resistant to the passage of time. By finishing wood using oils and suet, you can finish acquired wood logs, which will, like said – prevent them from decaying, and also increase theirs’ worth, as the best items recipes will require finished wood, and lower-tier recipes will use it as a substitute to not finished wood, but in better ratio.
As this crafting will introduce new recipes to the game, here are the ways to obtain them: The recipe for Finished Common Wood will be unlocked for every existing and new character by default. Tier II recipe can be bought at the merchants in Capitals, Tier III can be found in Temples merchant stock, and tiers IV and V can be bought for Contribution points, or obtained from Misc recipes chests.
To prevent your wood stocks from decaying, all wood in your depots and inventories is being transformed to finished wood, with a ratio of 2:1, as finished wood is much more valuable. Same for poles and handles, those will be transformed into finished wood with a ratio of 5:1 rounding up. Planks are being transformed too, in ratio 4:1, with the exception of elm’s planks, which will be transformed in ratio 8:1.
Rebalance on the map and other changes.
– It seems players like the idea to automatically process resources, so we are introducing more and more player-placed workstations. We took some time to improve the UX of them and unify the windows and systems. From now on, the Fish trap is also a workstation, and will now require bait to be used to catch fish. – All wood spawners in the game were checked and some changes were made in the accessibility of top tier two wood resources. Great and Excellent wood should be understood similar to Siderite and Magnetite in Metallurgy – rare resources, giving access to the best items. – The resource cost of buildings and defensive structures was rebalanced and adjusted to the changes. Some of the buildings will now also require finished wood to be built. – Guild Castles’ storehouse chances and amounts of the created resources were adjusted. Great and Excellent wood will have the same chances to be added to storehouses as Saffron for the Farms. – We also adjusted all the chests, loot pools, and rewards that were granting wood resources to drop the new items.
Graphic improvements and new cosmetics
Our graphic artists were able to add more nice touches to the existing equipment in the game. More of the items will now be animated, and react to your movement and wind. We know that such small details are dramatically changing the visuals of the game for the better, and we appreciate that you like them!
In the Supporter Shop (hotkey [K]) you can find a new skin set for medium armor: Duke's Guardsman skin set. This armor was inspired by eastern Slavic warriors from the 10th to 12th centuries. Those armors were heavily influenced by southeast heavy mamluks, but we wanted to make it look better by adding some additional detail, and less overwhelming by adding more cloth instead of armor to it. We hope you will like it!
Additionally, we are introducing two brand new skins for short spears. Battleborn Short Spear and Legion’s Legat Pilum will add even more immersion to the battlefields, and complete the looks of two of the most popular cosmetic armor sets in the game.
Quality of life improvements and Fixes
– Quest where we had to kill some boars was too difficult in the early stage of the gameplay, as players were not sure if they should block animal attacks, which was obvious in the case of humanoid NPCs. The number of boars in the area was reduced, along with the requirements to complete the quest.
Fixes:
– Multiple fixes for various User Interface issues. – Fixed the issue causing gold to not be properly displayed in the trading window, along with the buttons Trade and Cancel. – Fixed the reported issue causing the possibility to receive ghost hits. – Fixed an issue, where animals were able to slow down mounted players. – Fixed found issues with NPC armors meshes and textures - some of them were broken, observed from different ranges.
We have great news for you today: We are happy to present refreshed visuals of the ingame HUD and further improvements and changes regarding interface overhaul, as well as, significant optimization changes, which should make the interface much more responsive and faster.
This is one of the biggest changes of the recent weeks and may require a few polishing touches here and there, so we are counting on your feedback. Let us know what you think!
Also, we would like to thank you for participating in the PVP event last weekend. It was great fun, we had hundreds of players on the tribunes, and 18 teams participating! The rewards will be delivered to the winners in the upcoming 24 hours. We are in the middle of the Glory Season, so we would like to encourage you to take part in global conquest and climb the ladders to receive great rewards at the season's end!
Last but not least, we are answering players' feedback regarding the balance mechanisms working between servers with different populations, and fixing some bugs, reported by our community.
First and foremost, as the visuals of the interface was changing for a few months already, we are introducing the rework divided into iterations, as it is the most convenient and reliable way to change such complex and vast systems of the game. The new windows’ visuals are warmly welcomed by our players, and thanks to your feedback, we were able to adjust our course to deliver what our community desires: Immersion, intuitiveness, and esthetic.
But despite the visuals changing upfront, the whole system was running on old backend machinery which also needed upgrading, to ensure the best performance of the new UI. Today is the day where our coders and testers were able to finish one of the most complicated tasks we had on our to-do list recently – full rework of the interface backend.
You should be able to feel significant improvement in the speed of loading interface parts, thanks to preloading them in the background, better impact on the game performance overall, and of course more responsive interaction with the game.
Minimap and quick access HUD
The ingame minimap was fully reworked and received so many fancy improvements. First, it was slimmed down, to be less heavy on the screen, and match the new interface visuals. The icon of the top right corner of the screen will show the zone status, so you will know if it is a safe zone or PVP zone. The events and quest markers are improved, and the closest event and quest will have a 30% bigger icon, to guide you even better. On the right side of the minimap, next to the zoom in and out buttons, you can find a new ping indicator and FPS counter below it, if you toggle showing FPS in the game options. The ingame time is shown on the top of the map. During the Deadly Harvest event, the time counter will be conveniently shown on the bottom of it.
On the top left side of the minimap, you will find a two squares icon, which is a new quick access list and will expand to the left when clicked. There, you will find all possible quick access windows and could see the keybinds that lead to opening them. This way, we are removing the huge button on the bottom of the screen, we can keep information in a better place, and we are planning some more convenient features for this part of the UI, like small notifications icons when there is something that requires players action.
New option: Inspect window
From now on, you can check your nation members and use an “inspect” option from the right click on the character menu. The window will show inspected player data, allegiance to guild, and achievements.
We believe that it is always nice to show off a little, and improving your “profiles” will become an additional small goal for our dedicated warriors, crafters, and adventurers.
Quick access bar
The "Hotbar" sometimes called a “Skillbar” received a new look. As we want to make the game interface more immersive, less impactful of the game visuals, but still intuitive and helpful, we removed the background of it and made it transparent. All information that the old version had is still there, so we have 10 quick access slots and the experience bar below. But reducing its opacity already made the game window much more cleaner and comfy.
Chat interface
The chat is receiving a visual rework. We want it to be more immersive and convenient, similar to Hotbar and minimap, as it is for some players an obligatory part of their interface. We are monitoring how players are interacting with each other through the chat, and we would like to test some changes which are aimed to improve the usefulness of ingame chat and support even better positive interactions between players, like teaching and helping newcomers, grouping up to play together or join the forces of a guild. As we are preparing the game to be released, and we expect a significant increase in players population, the chat form as we had it before could result in spreading potential toxicity on a greater number of players than it is reaching now, so we would like to focus on the strengths of the chat system, and reduce its flaws in upcoming iterations.
To make the system intuitive and convenient, we need to see how players are responding to changes on that matter and how quickly they can adapt to the new rules. So we are changing the chat tabs behavior and adding some other small changes. We are fully aware that some players may feel uncomfortable as they are used to the old chat system, so we are kindly asking you to give yourself some more time before getting back to us with your feedback and feelings. Please be notified, that a lot can change in the meantime and the current ingame chat form is not final. We will greatly appreciate your participation in the global testing session of the new chat features.
Other interface improvements
– Confirmation windows received a new look, fully adjusted to match the new Interface design. – Arena Duel windows received a new look, fully adjusted to match the new Interface design. – When you pick an item from any inventory via drag&drop, if it is equipable, the golden flashing frame on the right equipment slot will appear. – If you are playing a female character, from now on, as the inventory character silhouette, the model will be a woman, not a man. – Added a yellow/green leaf near the name in inventory, to remind players of their status. – Added a “Drop to delete” field on the left of the inventory, so cleaning up your inv will be more convenient. – Adjusted the background of items/nodes slots in inventory and character development trees to create a better contrast between empty/not completed and full/completed ones. – Added a simple “Delete” option in the friend's list - no need to use the dropdown anymore. – We updated the player reputation status icons, the ones that are shown over the player's head. – Upgrade window icons (architect table), are upscaled to 4k now, which is making them better looking. – Updated the first tutorial to be consistent with the new UI.
Changes in the balance systems between servers
A few weeks ago we implemented a system, requested by our community, allowing players to “bypass” the Main Server system if the target server is small enough, to help it get more active, and so improve the gameplay on that server. That allowed players from other servers to get access to features like looting or gaining Nation Points on servers other than their main server, while playing with higher ping outside their region, and in the end giving more action and gameplay on those servers. Looking at the average numbers of players in each server this worked, yet it had its downsides, as the smallest servers have the biggest possibility of having balance issues.
After taking a closer look at the statistics and heatmaps of each server, we could clearly see that those smaller regions are being played very differently in terms of threatening new players and overall underdog nations by dominating nations. While on the bigger servers new players are not being looted for most of the time, we have found out that the ratio of camping and looting on new players from underdog nations is happening much more often on those smaller servers, the same time making a never-ending cycle of breaking the balance and fun for everyone (as the game gets boring for those who dominate, and frustrating to those who are being the underdog).
While those situations don't need to happen by any bad will of players, but due to servers being smaller which leads to less PvP action on average, we believe we have an idea how to help on that matter by iterating the above system, allowing players to join other servers which require help in terms of balance.
From now on, we won't be allowed to join a smaller server just based on the sheer server size, but we will also take into account whether there is a nation tagged as a "Long / Deep Underdog". Should there be such nation, this nations' players from other servers will be able to jump in and help this nation to fight against the bigger nations while having the option of gaining loot and Nation Points, as well as taking part in daily server activities (i.e. VoD, Volcano). This change should help make the server more alive, whilst helping it achieve balance.
To prevent abusing that mechanic, the debuff for having too many players from outside the server will still be triggered in case of any SoW.
Fixes
– Fixed an issue where after the tournament if the siege event could not start, the tournament counter was staying on “0 seconds left” status. – Fixed an issue where even turning off some icons on the map via filters, i.e. vendors, was not working if the player moved to another location. – Fixed an issue where the minimap arrow pointing to the player mark was not visible. – Fixed an issue where the Amber currency amount was incorrectly shown in the inventory. – Fixed an issue where it was possible to add development points to the mining and metallurgy profession, which was changed to a character development tree. This profession was removed from the professions available during character creation. – Fixed an issue where some players could not progress one of the questlines if they started it before the addition of the new quests placed between the old ones. – Fixed an issue where when a player joined a guild that already has an alliance, this player could not use alliance chat during this game session. – Fixed an issue causing the skins tutorial to have the wrong resolution.
For this weekly update, as we need to reserve some more time to introduce significant changes we talked about last week – the next part of the interface overhaul and new tournament map – we are dropping a weekly portion of bug fixes and various improvements, in noteworthy part thanks to your reports and suggestions! Thank you for your support!
As we forecasted last week, we’re about to host a cyclic PVP event on EU Eaglewood server global arena this Saturday! Gather a team of five brave warriors and meet other competitors at 9:30 PM GMT to take part in the tournament and have chances to win extraordinary rewards!
Gloria Victis is currently on 50%sale on Steam, so it is a perfect opportunity to get some of your friends to play! Thanks to that we’re already 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. We wish you a joyful journey through the Gloria Victis world!
The screenshot’s authors have been awarded. starijaj, and azure_g – check your Ambers!
Results of last week ingame questionnaire
Last week, in the 16th Community Questionnaire, we asked you about “Microtokening” for nation castles. If you missed it, check the full questionnaire and the results on our official Discord. 79.7% of players voted for "Rather Agree" or "Definitely Agree", for that reason, in the upcoming updates we will take a closer look at the improvement above and implement this solution.
As always, a big thank you to our Community, for the feedback we've received as it is valuable and much appreciated!
Changelog v.0.9.9.1.6 Beta
Quality of Life improvements
– Made some polishing touches on recently moved NPCs and quest objectives in sangmarian questlines to improve player retention. – Hired Team Rocket to finally catch the wild lynx interrupting players' dialogues with quest NPCs in the Sagmarian questline. From our sources, we know that the lynx is now living in a better place, closer to the Midland border. – Tweaked the system of ingame emotes, to limit their impact on chat logs and reduce their potential negative effects on players' morale. Among others, from now on, when a player is dead, he will not see emotes chat messages (To make it clear, nothing changed from the perspective of player using emoticons).
– Abandoned Mines events are getting some improvements. From now on, every spawner chooses randomly from a pool of 4 minerals, so events will be even more interesting, as each mine will have a more unique resource pool. – Our internal Bob Ross of Level Design beat the devil of his magical brush and fixed over 40 terrain/collision/model bugs across the game world. Remember, there are no mistakes, only happy accidents.
Here you can see the preview of the new minimap and hud, that should be in the game soon, along with the new tournament map!
Fixes
– Fixed an issue where it was possible to change the direction of the attack indicator during the attack. – Fixed an issue causing the second tournament affix to not be completely random. – Fixed an issue causing text overlapping over notification boxes. – Fixed an issue where it was not possible to open info windows on farm/lumber mill/mine buildings on guild castles. – Fixed an issue causing client animations to get bugged sometimes, after using bracing.
We’re now focusing on two bigger tasks that should be delivered next week: An additional tournament map, and the next part – one of the biggest so far – of the game interface rework. This is why, as those two need a lot of attention and testing, today we are introducing some smaller improvements and fixes, following your reports and suggestions.
We're also reaching out to you in the form of an ingame questionnaire, with a question regarding the game flags tokening system. We'd love to know your opinion, so let us know what you think!
Also, we’re happy to forecast an upcoming 5v5 PVP Event hosted by developers.
Check the details below, and see you on the battlefield!
The screenshot’s authors have been awarded. XTO YA, and Wintar – check your Ambers!
Changelog v.0.9.9.1.5 Beta
Work in progress insight:
Our graphics and programmers are working hard on the next part of the Interface Overhaul. This time, the whole new interface will receive significant backend improvements to increase its responsiveness and reduce loading times, as well, you can expect a fully reworked minimap, along with many more polishing touches in existing interfaces.
As we see that you like some diversity when it comes to world events, and the instanced tournaments maps are the best way to deliver just that, we are slowly finishing our work before introducing the third map for this event. The last map was warmly welcomed and praised for its visuals, so we’re very happy with the outcome. As we now have snowy ismirean and exotic sangmarian maps, you may guess right, that the upcoming one will be placed in a muddy midlandic setting. :)
In-game questionnaire
This time we would like to ask you about "Microtokening" for nation castles. The proposed change would enable the defending nation to prevent the attackers from keeping the location in a constant siege state just by standing close to the location. If the defenders are able to repel the attackers and re-capture the small flags, the siege event will end, enabling the defenders to rebuild the locations’ defenses.
What is more, this change would bring more variety to open-world combat, as it would be possible to counter the sieging by fighting against the attackers on the small flags instead!
So, we want to hear your opinion on that! If you own a character with a level above 70 – check the details of the questionnaire in-game and share your feedback with us!
PVP event!
Reserve some time to join us at 09:30 PM GMT, (Saturday, February 12th) on the global arena of the Europe [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 receive a special, commemorative item!
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. Be sure to stay in the arena after the event to receive rewards! See you there!
Quality of Life improvements
– Changed the hitpoints pool of freebuilding arena buildings from 54k to 10k, as it was used as a defensive structure to block siege engines. – Added more treasure hunting spots nearby new Abandoned Mines locations. – Added more depot chests in the game world, for example at Volcano, Sea Wraiths, Tournament events, and at Siege Camps. – Improved the character preview rendering on the character interface. The model's textures will now have more details. – Reduced the burning tents interaction time from 15 to 5 seconds in sangmarian questlines. – Replaced starter spots of the second quest lines towards other quests, to improve player retention.
Fixes
– Fixed an issue causing bonuses from “stomach buff” not being shown on the statistics interface. – Fixed an issue where it was possible to loot furnaces while being unconscious. – Fixed an issue where the mining character development tree was adding bonuses to gathering other resources, from other professions, for example, farming. – Fixed an issue where hunger tutorials could show up when a character was not starving, hiding some crucial information on the screen, for example, the “Cursor mode” hint. – Fixed reported bugged treasure spots. – Fixed an issue where Renderers had incorrect pivots causing models to blink unexpectedly. – Fixed an issue causing Garlands decoration to not be destroyed. – Fixed the issue where it was possible to exploit the giant at the Volcano event by getting on the top of the gate.
The new Character Development tree has been added to the game! This time, it covers one of the most profitable branches of the game economy – mining. Additionally, new interesting locations and events were added to the game world. Around the lands of Stoneholm, you will find abandoned mines full of resources, which have chances to spawn the rarest crafting materials, including magnetite.
As we always wanted to make some more events in the game, and create something special for different occasions, we are starting the upcoming New Lunar Year celebrations in Gloria Victis today. On that occasion, we are adding Festive Firecrackers and Sky Lanterns, which will add a festive atmosphere to our game. Additionally, new weapon and shield skins, inspired with eastern realms history and traditions will complete the Dynasty Protector’s Set cosmetics.
Check the details below, and we wish you all, and in particular Dukla server players, a happy Year Of a Tiger!
The screenshot’s authors have been awarded. BattleBrother, and Shtrix – check your Ambers!
Changelog v.0.9.9.1.4 Beta
Character Development – Mining
We are implementing a new Character Development Tree to the game related to mining. We are happy to see that this feature works as intended, giving players some more short and long-term tasks and targets, as well, decreasing the entry threshold to various game systems.
As in previous professions covered by this solution, you are now able to develop your skill and unlock higher-tier mining tools – pickaxes, and the ability to mine rarer resources. Unlocking further nodes in the mining tree will grant special bonuses, including bonuses to the amount of mined resources, mining time reduction, or tool durability burn reduction.
Like in the past, we are unlocking the main nodes of the tree based on the player's level in Mining and Metallurgy. Characters with this profession levels between 11-34 will have Mastery 1 unlocked, between 35-59 will have Masteries 1 and 2 unlocked, between 60-79 will have Masteries 1, 2, and 3 unlocked, and characters above level 80 will have all masteries unlocked. Main nodes are unlocked for every character created before today's update.
This system will add more depth to mining, and give players more opportunities to check the newly added…
…Abandoned Mines!
We’re adding new events and locations to the game world. While exploring, you will find abandoned mines full of resources, which have chances to spawn the rarest crafting materials, including magnetite.
The importance of magnetite in the game economy slightly decreased after reworking the resources gathering and introducing resource veins, as it allowed to gather higher tier resources faster and more efficiently. So the demand on the top tier resources was lower than the supply, resulting in a drop in the value of magnetite and siderite.
As we want to keep those as top-tier resources, we are balancing their drop around the world, and moving a significant part of it to mentioned abandoned mines events. Those events are risk-reward ones, requiring some more activity and work to be rewarded with high-tier resources. You can expect PVP action around those spots, so, be careful!
Adding such events will greatly help regain the stability of the metallurgic resources market and increase the worth of magnetite and siderite. There are 12 mines scattered around the world, so best of luck in finding them all!
Quality of Life Improvements:
– Added unique reinforcement chests to VoD maps and newly added Abandoned Mines. Happy treasure hunting! – Introduced three new cosmetic skins: Dynasty Protector's Tiger Sword for one-handed swords, Dynasty Protector's Guan Dao for two-handed axes, and Dynasty Protector's Dragon Shield for light shields. – Introduced festive consumables: Firecrackers and Sky Lanterns. Those consumables will spawn special, temporary festive effects. – In the Supporter Shop, you can find special discounts on all Dynasty Protector’s cosmetic skins.
Fixes:
– Fixed an edge case issue where further events were not starting after any previous siege event that was completed before the five minutes mark.
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 the new season’s ladder!
We are also happy to share some insight about our work in the background. New interesting features are being prepared to be added to the game, regarding character development, tournament systems, and interface.
This week, we were focused on addressing some visual changes and delivering some fun to our players. So you are receiving a special jousting field to organize some tournaments, we’re introducing the damage decals of stone-throwing siege engines, and – as always – delivering some bug fixes and optimization improvements.
Good luck in the New Glory Season!
The screenshot’s authors have been awarded. ꒦ꋬꋊ꒻ꋬ꓄ꁝꌦꋪꋬ,, and bourbon – check your Ambers!
Changelog v.0.9.9.1.3 Beta
New Glory Season
The new Glory Season starts now! Each player who became Arena Master or earned the God of War title in the ending season will receive unique, signed swords as a souvenir. Additionally, players from the top of the ranking list receive proper gold rewards and titles. Beyond the fame and respect, there are many reasons to push your way to the top!
A little explanation for the new players: Glory is a season-based ranking that 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!
Jousting field on Arena
As we implemented lances and lance bracing features recently, we thought it would be great to have a place to test your skills using this kind of weapon. Especially, when back in the days, knights would stake out a traveled spot, such as a bridge or city gate, and challenge every other warrior who wished to pass to duel or be disgraced. This tradition was named “pas d'armes”, and as it may be a great immersion and lore addition to the game, we still should take precautions and allow you to fight in a safe, dedicated spot, instead of holding a bridge like a thoroughbred Troll. :)
On the global arena, you can now find a special place where you can train and compete against other players in classic jousting competitions. We hope it will be a place used for breathtaking community festivities. As a bonus, you can now stand out from the crowd by using one of the newly added lances cosmetic skins.
Quality of Life Improvements:
– Optimized the initialization of player proxy, optimizing the forwarding of player Coat of Arms on shields. – Added special bleachers and jousting field on the global arena, improving the area visually. Additionally, the arena spawners have been reworked, and all players are now sharing the same spawn zone. – Introduced two new cosmetic skins for lances: Tournament Lance and Rotmaster’s Lance. – After a collision of catapult/trebuchet stone projectile and terrain or upgradeable castle walls it will now leave a mark (decal), indicating that damage has been dealt to this surface/structure. – Sent Santa back to the North Pole, and officially finished the festive event in Gloria Victis.
Fixes:
– Fixed an edge case issue where players could be looted right after the end of the siege event. (Thank you for reporting that!) – Fixed an issue where a treasure hunting quest near Volkvar castle had its map marker in another place than the treasure spot really was. – Fixed an issue causing the title of a mysterious scroll event to show “Exchange seals for a weapon”, instead of map fragments for a scroll. – Fixed an issue where the capslock tooltip in the login menu was working improperly after its state was changed outside of the game window.
The second update of 2022 brings some important information about the current Glory Season as well as the Christmas Event ends. Following the community suggestions and reports, we’re delivering fixes and improvements, including some that were reported some time ago, but requested some more digging and testing.
New Glory Season will start on Thursday, the 20th of January. The top players on the ranking table will earn great rewards and nice titles, so you have just another week to compete against the others and fight your way to the top of the ladder!
The ongoing Christmas Event ends today but you have one more extra week (till 20.01) to exchange your gingerbread and sweets for unique rewards. Thank you for your participation, standing against the evil Grinch, and helping Santa!
Supporter Shop also receives some new content, as we are adding two new weapon skins for two-handed hammers – Fisherman’s Revenge, and Black Knight’s Hammer.
– Player jumps will now be much smoother. We are not changing the height or reach of jumping, but the animation and movement in the air have been improved to give a much better feeling. – “Objects destroyed with siege engines” daily challenge now counts more objects (ballistas, doors), and the number of destroyed objects to complete the first step in the challenge was reduced to 1. Additionally, not only last hit on the object counts but assists as well. – Reworked the Building Upgrade Panel Interface window to match it with the new User Interface system. – Humanoid death sfx’es are now more synchronized with the killing blow. – Sorting guild members have been improved and from now on it will show online members on the top of the list, then offline ones, sorted by last login time.
– “-showuidebug” command in Steam Launch Options will start the game with /showuidebug turned on. This option may be helpful if you are recording any issue or bug in the game – it will grant us some more important information. – Added environment farm districts to capital cities, to improve the area's level design and visuals. Those are purely visual/environment additions, although those areas have some resources and low-level workshops scattered around. – Removed Christmas quests and decorations. Santa will stay with us till the next update, so you can exchange your sweets and gingerbread with him for one more week. – Introduced two new cosmetic skins for two-handed hammers: Fisherman’s Revenge and Black Knight’s Hammer.
Fixes:
– Fixed an issue where players sometimes could not be looted twice in one battle, when their proxy stayed in AOI range. It was a well-hidden system error, not dependent on player action. This should remove inconveniences related to an inability to loot players. – Fixed an issue where players could wait and accept revive on respawn after the flag was capped by another nation. – Fixed an issue where rewards on Frontier Pass Event were not working properly. – Fixed an issue causing completing Frontier Pass Event was not counted into Completed World Events Daily Challenge counter. – Fixed an issue causing Coat of Arms to not be properly shown on Tents skins. – Fixed an issue causing RMB clicks on some Vendors could open empty Vendor Shop windows. – Fixed an issue where Daily achievement “Kill Elite Animals” had the wrong number of kills needed to complete the achievement. – Fixed an issue causing siege points to be counted on UI at Temples during nightlock. – Fixed a few typos in polish localization.
The holiday is over! We hope all of you rested well, spent some time with your families and friends, and are as positive as us about the beginning of the new year and about what’s to come in it to your favorite game.
After filling our bellies with grandma's pierogi, eating two buckets of gingerbread per human being, and compulsory viewing of “Home Alone”, the Development team reports back on full duty, and we – as always – counting on fruitful cooperation with our beloved Community.
This week, we are starting to get back on track with the withheld tasks, and diving into the new year with some significant fixes and Quality of Life improvements. Additionally, we are improving the newly added Frontier Pass event, to make it more clear, intuitive, and fun.
The ongoing Christmas Event will end on the 13th of January, so you have one more week to help Santa and defeat the Grinch. You will have one more extra week (till 20.01) to exchange your gingerbread and sweets for – among others – unique weapons or snowball throwable skin!
And now, let’s see what changes today’s update brings:
– Siege engines are a useful and efficient part of every siege in the game. But the system of generating siege points to spawn the machines had some issues and inconveniences, like forcing players to move to siege camp to even check the number of available points. It takes a while and draws players from the fight on the frontline.
That’s why we are improving this system to be more intuitive and show clear and useful information. From now on, on the proper icon indicating being in the siege area, the icon itself and its tooltip will tell how many siege points are available and how many points we are generating per minute.
Combat log communicates will now tell you when and how many siege points you generated, and show a proper warning, when your points will be reset, due to siege end.
We believe those improvements will greatly improve the convenience of using siege engines in battle, save a lot of time for players participating in sieges, and make the system much clearer.
Other QoL improvements:
– Following the Community request, we reduced the chase radius for guards on Valley of Death and The Games tournament maps by half, Guards are now defending only respawn areas and their close neighborhood. – Tweaks in the daily challenge of Dice Poker: reduced the requirements to complete the daily challenge, and added a special, stackable (up to 5 times) buff which gives 1% to loot chance and bonus experience in-game. Buff lasts for a maximum of 60 minutes, playing with Innkeeper gives one stack of the buff, playing with player gives two stacks. A game shorter than three minutes is not giving any buff stack. – Reworked the Feedback, Bug Report, and Player Report Interface windows to match it with the new User Interface system. – Reworked the Rewards Interface window to match it with the new User Interface system. – Disabled “Join” button in recruitment board if a player is already a member of a guild.
Fixes:
– Fixed an issue causing that when leaving the game during the ongoing 1v1 glory arena duel, the leaving player could not lose any points. From now on, leaving the game during a duel will count as a loss and arena points will be removed properly. – Fixed an issue allowing players to exploit the 1v1 glory arena to escape events. – Fixed an issue causing a situation where players were unable to change nations through the balance system Mercenary NPC (0 days wait time). – Fixed an issue where underdog temporary buffs could be brought on the main server from another server. – Fixed an issue causing Quest Log to not support multiple groups of “rewards to choose”. – Fixed an issue where during fishing players with the “Display the cursor movement tracker" option disabled were unable to see the cursor for the active pull side. – Fixed an issue where the traitor status timer could be over but renewed continuously. – Fixed an issue where at first opening the party interface by requesting the player to party, Party type tag was not translated. – Fixed an issue where Kargald Champion Helm's skin was improperly cutting long beards.
The holidays are coming, and we only have one occasion to release an update no. 300! It means this week we have something really special for you:
A new world event unlike any other
A new map for the PVP tournament (sic!)
An elephant
Snowball skin for throwing weapons
An exceptionally good-looking skin set for the Champion’s Medium Armour
Did we mention an elephant?
…and a lot more. Read below for details!
Also, same as the previous year, today is the last day of the current year when tokening was allowed, which means that tomorrow will be the last day to participate in prepared SoW’s! You will be able to token Guild Castles again after the Christmas truce, on Jan. 3rd 2022.
Today's update will be the last regular one for this year. Part of the team will take some time off to spend a while with their families and friends between the Christmas and the New Year. We want to thank you all for accompanying us for another year during our great journey, and for your cheering and support. We wish you Merry Christmas and all the best for the upcoming year!
Also, we have a special surprise Christmas present for you. We thought some of you would like to hop on for a short journey back in time, and take a look on how the game evolved over the years, starting from before the Steam release, when Gloria Victis was still nothing more but a dream of a bunch of ambitious nerds who wanted an MMORPG unlike any other so desperately, they decided to make it on their own (don't do that at home).
Have fun reading, and as always: see you in battle!
The screenshot’s authors have been awarded. gawi200 and Wintar – check your Ambers!
Snow is falling*
Changelog v.0.9.9.1 Beta
Let it be Christmas!
Save the Christmas and help Santa to find his broken sleigh and retrieve a list of good players, or they may never get their presents!
All around me*
Take part in holiday events, collect and bake Gingerbread to exchange it for unique rewards, including a snowball skin for throwing weapons, an exclusive event weapon – Moonstar, festive Santa sleigh decoration skin, and many more interesting rewards! We hope that you and yours will have a wonderful Christmas and get everything you wish for!
Children playing*
New world event, and new PVP Tournament map
This update introduces a world event unlike any other. Ready yourself for a heroic defence in the no-man’s land, defending a caravan transporting precious wares to save Christmas! Be sure to make the best use of all available war devices, including not only the good old catapult and ballista, but also the Emperor’s Flames.
Tactics and teamwork are crucial here, as you’ll face the mightiest beasts the Southern tribes have at their command. And here’s the trick: contrary to any other activity, you’ll have to cooperate with enemy players!
Having fun*
We all wanted it for so long – a new map for the Valley of Death PVP tournament! Welcome to The Games, an isolated province where warriors from all around the world fight for glory and wealth, even though they pay the highest price. The location varies from dense urban areas to vast open space savannah, but in the end, all roads lead to the Colosseum. Prove yourself!
It's the season*
Daily Challenges Update
– Catching fish with a rod can now be progressed with both active and passive fishing – The rare animals hunting challenge can now be progressed by hunting all animals above level 50, but hunting the rare beasts give 10x more points – Looting the storehouses at enemy guild castles will now progress the daily challenge for all ally players around, so it can now be progressed by groups
Love and understanding*
Quality of Life Improvements
– Added a new set of armor skins for the Champion’s medium armor, which comes together with a unique spear skin too – we hope you’ll love it as much as we do! – Party Finder will now display a suggestion to join a nearby non-public party – before it only suggested joining an open party – Server-side optimization which dynamically adjusts the priority for calculating the enemies AI when the server tickrate gets lower due to so many players fighting around
Fixes
– Fixed a bug that could prevent the players from swapping items using the hotbar, which was most often experienced by medics – Fixed a bug causing that workshop could disappear in guild castles after the Bastion efficiency dropped by 2 levels and then risen up by 1 level fix for using interactive objects when they has been destroyed – Fix a visual bug causing that the progress bar of gathering resources like stones (using interaction keybind) didn’t get cancelled if another player started gathering the same resource node with a tool – Fixed a bug in calculations of Saturday State of War deactivation system, in some cases it was giving too many points – still, even after fixing it, the deactivation should be overall easier than in the past – Fixed the missing “Starving” buff effects values and added different stomach fill color depends of hunger level (green and yellow) – Fixed “Add friend to party” button in the Social window – Fixed the Auction House slider's handle which used to disappear when selling a stackable item – Fixed spawning markers for player which join an already existing party – Fixed a bug causing that a quest boss Fenrir could be killed without progressing the quest – Fix a minor exploit allowing to produce money in dice games
Last week, we forecasted some significant changes to the Gloria Victis combat system. We were collecting your feedback and analyzing the combat data for quite a long time before we decided to make them, as the proper solutions and improvements had to be thoughtful.
As during testing we have found implemented solutions more intuitive and better, we are aware that you will need some time to get used to the new combat interface and rules, and we will be happy to gather your constructive opinions after you check and try the changes for a few days. The new system removes some UX flaws the old system had, speeds up the combat, and makes it more dynamic, thanks to changes in the weapon block system.
It is heartwarming to see our playerbase grow once again, and that we are reaching the highest peaks in player numbers recently, so we are welcoming all the newcomers and wishing them the best in their adventure. You all are more than welcome to join our official Discord and say hello to other players and Dev Team :)
And now, let’s get to the details and explanations of today's update. See you in battle!
For quite some time, we could observe situations, where the fights could stall when one of the players refused to uncover and blocked endlessly with a weapon. Skill cap in weapon block – easy to achieve – and the lack of flaws in the style of the turtle made the fight unnecessarily prolonged. And it needed to be addressed.
As there is a counter to shield blocks, and shield blocks have their resistance, we are not changing them. We are adding similar solutions to weapon blocks.
From now on, weapon blocking also has its resistance, as does shield blocking. But there’s a twist. Our strikes on the enemy regenerate our block strength bar for weapons. This makes the fight more dynamic because we are encouraged to try to hit the enemy, instead of only blocking. The strength of the block with the weapon and the shield are two separate statistics. After the shield strength is depleted, we can still block with the weapon, and similarly, when our weapon cannot block anymore, we can use the shield and defend with it.
You will be able to test the new combat on the new Valley of Death tournament map soon!
Each weapon has 600 block resistance, which regenerates 6 points per second and 90 points with each hit landed on the opponent, regardless of whether it dealt damage or got blocked/chambered (hitting 3 opponents at a time using a two-handed weapon gives us three times the number of regenerated strength points of the block).
In this system we are adding a benefit for perfect weapon blocks (blocking incoming attacks with a weapon in the first 300ms of our block duration), which will increase skill cap and be more rewarding for hitting the perfect timings:
– Performing a perfect block will take up to a maximum of 50 points from our weapon block resistance. – Performing imperfect block, so blocking attack between 300ms to 3 seconds of our block duration will take up to a maximum of 70 points from our weapon block resistance. – If we block longer than 3 seconds, each blocked attack will take up to a maximum of 100 points from our weapon block resistance.
Remember that like before, the number of resistance points taken is also related to damage and strength of the blocked attack, that is why we are giving the maximum cap that can be taken out of the resistance when blocking, but the numbers may be lower in real combat.
And at the end, some other important information:
– You can now block attacks without having any stamina. Before the changes, you were unable to block. Now, you can still block attacks, but those will take more of your weapon block resistance – up to 100 points (same as blocking for longer than 3 seconds with stamina.). Shield blocks resistance loss remains the same as before. – Chambering with the weapon is not taking our weapon block resistance. Using that mechanic will be even more effective and meaningful. – Hammers and axes aren't more effective against weapon blocks, as is the case with these weapons against shields. – Perks buffering the strength of the shield do not affect the strength of the weapon.
We believe changes in the weapon block system will make the combat more dynamic, faster, and interesting. We have already seen some opinions that introducing such a thing to the game would be nice, so we hope you will be satisfied with it.
Combat improvements – Increasing attacks speed
The change in attack times was motivated by the fact that it is now very difficult to deal damage to a player who has reached at least an average level in combat. The blocking skill cap was at a really low level which makes some fights very long and tedious. Thus, we facilitate dealing damage, but at the same time, we are not increasing the possibility of spamming attacks.
This goal will be achieved by reducing the time from the execution of the attack action to dealing damage. So, when you release an attack, the swing will be faster. But no attack we've changed will be faster than left swing with a single-handed weapon.
It may seem that faster attacks are associated with potential attacks spam, so to avoid this, we need to make sure that after a failed attack, the opponent has a larger time window to start his attack sequence again and give us an opening for a counter. Increased attack speed applies to all weapons except Lances and knives. At the same time, the ability to deal more blows in the time scale is given to two-handed weapons except for two-handed swords, and lances. Two-handed swords are still powerful enough to be one of the best weapons for group fights.
Changes in attack speeds and damage capabilities mean that weapon damage and armor reductions also need to be changed to maintain the right balance in the game.
Armors
Two-handed hammers have the greatest popularity among weapons, and with the changes explained above, they get a boost through the ability to deal damage faster. Therefore, in order to prevent creating an overpowered type of weapon, we raise the blunt damage reduction on armors. Light armor gains the largest buff, medium armor gets an average one, and heavy armor the smallest one. These changes are in the range of 15-5%
One-handed weapons
One-handed weapons receive a significant bonus to the damage. As two-handed weapons will be now closer in terms of speed, and one-handers are not allowing to hit multiple targets with one attack, we believe it is needed to maintain their usefulness in combat. Those weapons are being used in tank builds, which do not have bonuses to damage from abilities or attributes, and have the lowest kill and damage ratio across all weapon types, so it is reasonable to increase their efficiency. As a side bonus, as you can throw those weapons, it will be also more viable.
Spears, Guisarmes and Lances
Recently we brought back faster versions of two-handed spears and guisarmes, and after reducing their range, they deserve a slight damage buff too, to match their damage output with berdiches. Lances – slower sisters of two-handed spears are also receiving damage buff.
Berdiches
Berdiches themselves have long deserved to be distinguished more from two-handed axes. Therefore, their stab attack receives a type of piercing damage (until now it was blunt damage, although the models of weapons indicated that they should be able to stab.)
Combat improvements – Interface improvements
We changed the combat interface a little. The old system forced players to look at different parts of the screen, and it was causing misunderstandings and was unintuitive. So, looking at the other games with similar combat, we decided to put information related to combat in the middle of the screen, on which players are focused during the fighting. Veteran players may not need such parts of the UI as indicators of the direction of their attacks and blocks, this is because their muscle memory and knowledge of timings mean that they do not need feedback when they attack or block, so our goal was to create a UI that would not interfere with the gameplay for veterans, but at the same time will be intuitive and helpful in learning for new players. Those who feel experienced enough have the possibility to fully turn off the attack indicators.
Placing information in the center of the screen on which they are focused, should make it easier to understand the mechanics of the fight, and make the learning curve smoother for them, which should have a positive impact on players' retention.
Quality of Life:
– Throwables like eggs and tomatoes now leave decals on surfaces after the collision. Decals stay for 5 minutes and after that fade away. For now, you can see them on terrain, static objects (environment), and dynamic objects (i.e. castle walls, doors, gates). Sadly, due to technical limitations, we are unable to show them on players. – Saturday State of War deactivation system has been improved. Players will now see a percentage of the completion instead of points, gathered points are now scaled with balance systems, server activity, and population, and we added new events and activities to the pool of things you can do, to contribute to SoW deactivation.
Fixes
– Fixed an issue causing the angle for mounted attackers fighting with AI opponents to prevent the player from hitting the AI enemy unless it was placed in front of the mount. – Fixed an issue where snow footsteps were appearing on the terrain under walkable models (wooden fortifications, bridges). – Fixed an issue where top cavalry perk Momentum was causing mount slow when receiving a red powerbar hit from an animal. – Fixed an issue that allowed it to perform full attack animation without doing damage while using the feint button.