This week we are taking a short break before introducing one of the biggest features we are preparing for you in the background – Guild Technologies. This week in Poland was shorter, as we had two days cut off by a national holiday – so we decided it would be reasonable to exceptionally postpone the next update to the following week. Those who haven't left Lublin for the holiday met at the weekend and expanded our office. We needed more space, and we had to demolish a wall to get access to the next room. But we did it in style! One of our employees - you may know him for his work as a user interface programmer - put on armor (safety first!), and started hammering.
After hours, we are cleaning the new space up and doing a small renovation, to be able to work there, yet we still have some matters to discuss and share with you, so stick around and check the details below!
Remember, that this week is the last of the current Glory Season! The new season will start on Thursday, the 12th of May. Also, we’d like to remind you that the last day of the season – Wednesday, the 11th of May – will be a dedicated day of the season's end. You will not earn any Nation Points during that day, and it will be the last bell to donate the one you accumulated to your guild. 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!
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 it!
WIP insight – Guild Technologies
The next updates will bring the long-awaited, brand new system, introducing a number of new interesting mechanics, buffs, and challenges for guilds to enjoy! Yes, we can finally fully announce the upcoming Guild Technologies system!
We feel that it’s important to create new content for all guilds (especially the smaller ones) and we believe that introduction of the guild technologies will enable the smaller guilds to specialize in certain fields of Gloria Victis and have a chance to compete, or even excel in these fields against the big guilds, making them a valuable asset for the nation.
Guild technologies will be a new feature enabling guilds to build and research new types of structures, that will aid the guilds in their daily activities and give them a new way to specialize in a certain part of Gloria Victis content.
We aimed to design the technologies so that each of them is based on at least one of the 3 categories:
War technologies (i.e. longer potion buffs)
Social technologies (i.e. slower food drain)
Crafting technologies (i.e. smaller market taxes)
that will offer buffs and new mechanics aiding these aspects of the game for that guild.
Every guild will be able to invest their time and energy into any combination of the technologies, which will lead to a new type of meta for guilds to be born, a meta suiting the needs of the guilds’ members.
The guild technologies system is designed so that it will suit other upcoming changes to the game, thus evolving and growing in size and significance with time.
First iteration
In order not to blow away all of the fun things that are about to come in the next months, let’s first talk about the features of guild technologies that are about to hit the main server in the next few weeks.
Gain technology points...
Each guild will be able to gain the technology points needed to research technologies simply by doing daily activities and events around the map, the very same way it now works with leveling up a guild.
Another way to gain the technology points will be for now restricted only to the guilds that own a guild province. A new building will be available to build and generate the points.
However, don’t worry we will soon be adding other systems that will enable all guilds to place their own buildings of this kind! So, just do your daily quests, be active around the map in search for events and wait for your own generators to earn more points…
…or fight for them!
While the new buildings will be providing some additional technology points for the guilds owning the guild castles, it will also be possible to rob the technology points from these buildings during SoW! Wake up, there are some castles to ~~burn~~ rob!
Research technologies
Up until this point in reading, a question might come up — what do I need the points for? The answer is simple — the points can be used by the leader and his 2nd in command to research technologies for the guild. Each technology will be getting better with each level, but there is also a catch — after a technology reaches a certain level it will be starting to diminish, meaning that if a guild doesn’t deliver enough points, its level will drop!
Every-two week Video contest
We are extremely happy to see your contribution to the video contest. We are receiving a lot of nice gameplay videos and it was quite hard to pick a winner who gets 2000 Ambers! Yet, like before, we will have honorable mentions rewarded with 1000 Ambers too!
And this time the winner is *drumroll*: Audemar! With his gameplay video “Gloria Victis - They kept coming…” Enjoy your 2k Ambers!
Honorable mentions (1k Ambers each):
Traveller – greetings to the whole Bellatores guild, and good fight! https://www.youtube.com/watch?v=8AY4nYBiUqs And Yildaqiqiqi for “¡¡¡Captain, Captain Look – Enemis!!!” https://www.youtube.com/watch?v=hkzvvpxOrAM Leave some love in the comments and like the videos to help their creators grow. Be sure to leave your nickname in the comment to get 50 Ambers along with the new season start!
If you want to check the rest of the videos shared by our players – join our Discord and check the #media-streamers channel – there’s much more fun stuff to watch, subscribe and share!
As we are in the Community section already, we would like to show you something awesome. Players from the Polish guild "Gwardia Karleonu" met recently at their own small convention. If you would like to see the awesome banner they created and how they had fun, you can find their photos on our Discord. It is heartwarming to see that Gloria Victis is creating such bonds between players, and we are honored to create a space for you all, to meet new friends, and have fun together. But that’s not all! Those people created a playable card game, where the heroes on cards are represented by themselves! Breathtaking!
We would be delighted to get a copy of that game to play at our office, so… (call me – Daim). And kudos to all who contributed! We’re happy to have you!
We also cannot miss the fact that our game is constantly growing and inviting cool communities from around the world. Here 's one for Portugal 1º Batalhão de Caçadores! Welcome to the game and good luck on the battlefields! We are amazed at how many recruits you gathered and we cannot wait to see you grow! Vejo você na batalha!
That would be all for today. Next week will be awesome, so stay tuned! Thank you for sticking around, and see you in the game!
Today, we are sending some love to crafters and gatherers of Stoneholm. Thanks to your suggestions and support, we are introducing numerous improvements to the workstation User Interface and increasing the convenience of their use. We believe those well thought changes will greatly improve your experience as crafters and will be much appreciated.
The core of our team is still busy working on the bigger systems we are preparing for you – guild technologies, further part of Interface overhaul, and expanding cluster system to increase server performance and capacity. You can expect them in the upcoming weeks, but as always, we had some time to address your reports and make some other important changes and fixes.
Let’s jump straight to the details, and see you in the game!
The screenshot’s authors have been awarded. KHΞM, Salty, and PowerChopper – check your Ambers!
Changelog v.0.9.9.3.7 Beta
Workstations
Workstations are an important part of the ingame economy and relief from manual crafting. Those are in the game for a while and are helping us every day to process gathered or looted materials into tools of war. But their interface had some space for improvements, so we gathered players' and designers' feedback to introduce a small overhaul of interacting with that system. We want them to be convenient and intuitive, to make it easier to use them. This is why we are introducing what follows:
Get Materials button
We are adding a special button, which will allow you to put the materials required to craft a given recipe automatically from your inventory. No more searching for ingredients in your bags! After clicking the button next to the recipes library, a popup will be shown, allowing you to use the slider to indicate the number of products you want to create. The slider is capped on the least available item required to craft a given recipe. But we wanted it to be even smarter: If there are two or more materials that can be used as one of the ingredients, the system will firstly use the one that is primary for the recipe (shown by default). If you do not have primary resources in your bags, but you have two other ingredients that can be used instead, the system will pick the one that is cheaper, based on the items' market worth.
Choose fuel / finisher / bait
From now on you can also pick various “fuels” for your workstations more automatically. By clicking a proper button in the workstation window, you will get a list of available items – vary on the type of the workstation – and place it in the proper slot. It is also quite convenient to see all items of this type listed in the popup, then search for them in your bags. This system also has a nice automated sorting feature: Fuels are sorted by their burn temperature from the left if they are available. And those which have the same temperature are sorted by price to ensure you are using the cheapest fuel. If you decide to add some more of the already placed item, it will be stacked instead of taking another slot.
Fish trap
As players were not expecting that fish traps yet have a limit to caught items and find that out after his fish trap gets filled for the first time, we decided it will be better to show a live counter of the limit. So from now on, instead of “max 20” products, you’ll find for example a “7/20” indicator, which should give a better idea of how this workstation works.
Minimum temperature
We used to show the range of burn temperatures required to process a given recipe, but to be honest, the most important information is what minimum temperature needs to be kept to keep the workstation running. That’s why we are now showing only this information, as one digit.
Product slots
Product slots were locked and it was possible to only take items out of them. You could not place anything in them, so sometimes they could look unresponsive or broken. From now on, we are hiding empty slots, so it will not lead to such issues and you will not be tempted to try and place any materials or fuel in them.
Doubleclick on fuel items
Simple yet game-changing: items known and understood by the system as fuel/finisher/bait will be automatically moved to proper slots, not material slots like they used to work before. We believe this convenient change will greatly improve the ergonomics of using workstations.
Recipes sorting and highlighting
From now on, known recipes will be nicely sorted on their list. First and foremost, a recipe that is available to be processed, looking at the workstation and player inventory will be shown on the top of the list and highlighted in green color. Secondly, the recipe that is ready to be processed – the workstation has all requested ingredients in it – will be marked with a green tick icon on the list.
Quality of Life improvements
– For the game economy, it is important to maintain it accessible and reasonable for all players. As we want to prevent inflation from impacting the market prices, and ensure good possibilities to earn gold and sell your loot and crafted items with profit, we should take action to increase the currency value. It needs to be addressed, and we do not want to reduce the ways to farm gold, so instead of reducing it globally (especially at events like ragi/Brandon/Sirius), we are giving a choice between item reward and currency, and Contribution Points and currency, which still allows those who came strictly after gold to farm it, and those who do not need it will not help inflation of the market. As a counterweight to this change, currency rewards have been slightly increased in the most popular events. Thanks to that we can ensure lower inflation, which means cheaper prices on the market and more traffic on it. – We are changing how durability loss works. From now on, durability loss will not be counted on every hit, but it will have a 10% chance of happening for 10 times more value. This way the tempo of durability loss stays the same, but the game is sending ten times fewer updates about durability changes to the database and between player and server. Additionally, It will be much more visible than the amount of lost durability can be lowered thanks to character development tree perks. And on top of the above reasons, we do believe it is more reasonable from a player perspective for an item to be damaged only sometimes not on every single usage. – Improved character leg movement animation when rotating. This change does not have any impact on the controller, it is purely visual. – NPCs should not overshoot their waypoint. – The Minimap menu is now not expanded by default. – Added an animation of a drunken state and slight screen shaking for the first seconds of that state. To play it, your character needs to be in an unarmed idle state and under the influence of alcohol.
Fixes
– Retaking minor flags by major flag owners will not trigger a siege on major flags. – Fixed an issue in the loot priority system. From now on, the system should work as intended, and give loot priority for 3 seconds to the player who dealt 70%+ of the damage. – Fixed the issue where the combat log message about horse receiving damage was not displayed correctly. – Skill that decreases damage received by horses should now properly impact siege engine damage too. – Mobs should not be able to launch attacks in the very same frame they blocked which is impossible for players. – Fixed an issue where it was possible to bypass the “back to armed” state with interruble and stop it to get to block instantly after throwing
This week, as it was a little shorter due to the Easter holiday, and the team is currently working on bigger features and changes requiring more time to be delivered, the person responsible for creating changelogs (*Daim waving from afar*) decided to take a slightly different approach to the task. This week, we’d like to share with you some of our community work and invite you to join our socials, Discord, and help the game to grow. We have so much fun content, and we have very talented creators, so we want to dedicate today's changelog to their contribution.
Of course, as always we are introducing some fixes and improvements to various game systems, among others – issues with new “No entry for horses” Bastion rules, User interface, and players and NPCs animations!
And now: FOR THE MEMES! To battle!
Disclaimer: We will not use any Mitchorn_Torborn memes in this changelog, you are safe to scroll down.
If you see your screenshot, meme, or video in today's changelog – please contact Daimon Frey#5854 on our official Discord – it is harder to track your IGN nicknames from Discord, so this time it would be much easier if you could simply apply for the reward. Thanks in advance!
Gloria Victis Continuous Video Contest
We’ll start with an every-two-weeks video contest. We are watching videos on the #media-streamers channel on our Discord and observing other players' reactions. This time, one of the contributors swept the competition with a greatly edited video, and we were happy to boost this reach a little on our social media, along with rewarding him with 2000 Ambers! This man deserves your subs, likes, and comments, so if you haven’t had the chance to see his production: go send some love and help Komodor’s Youtube channel to grow!
Additionally, we would like to highlight two more videos. Both are kind-of reviews from the perspective of relatively new players, and we are very glad to hear their constructive and positive feedback! Both of you – Bushman and CpnCrunch, are receiving 1000 Ambers, and coverage on our Socials! https://www.youtube.com/watch?v=Kht7i2DvYZEhttps://www.youtube.com/watch?v=Co77ZkGdY70 As also announced everyone who left a comment under Komodor’s video is receiving some ambers for their help. Rewards should be distributed in the closest 48 hours. Don't miss the opportunity next time!
As we are getting closer to the release of Gloria Victis MMO and leaving Early Access, we are starting to focus more on marketing and spreading awareness about our game. It is quite a hard job to do with a very limited budget, so any organic retweets, reposts, or sharing ingame content in your spaces is a great help. If you have something worth showing our community or other people that may be interested, @ us on socials, post it on our Discord, or send it to our mods directly. We will be happy to share your memes, shorts, and artwork with our community!
I lied, this is actually Mitch's meme.
Intermission:
https://www.youtube.com/shorts/GphqoR7gx7g Our Archer girl! <3 We need to get some more of such shorts, as we are about to start a GV Tik Tok account. This is one of the best marketing platforms around now, and it would be awesome if you could help us to fill it with awesomeness!
Because this is the best place to meet other players, talk with developers, and find interesting and engaging discussions about stuff related to our game! Just recently, we rewarded one of the most active community members with a unique rank on discord.
We have constructive topics, and channels where you can share your stuff and your suggestions, discuss your character build, find a guild, find a friend or laugh your ass off watching some fun videos or memes.
By the way, Neqster created a horse spawn map and posted it on our Discord. Now you can find a mount much easier! We have placed it on our official wiki too, so thanks, Neqs, for your work! https://i.imgur.com/cs9Arg7.jpg
Okay, and now let’s get to that important part of today's update:
Changelog v.0.9.9.3.6 Beta
Animations improvements
– Introducing further iteration of the AI movement, they should snap less and their movement is much more fluid. – Improved all block animations. – Polished animation details for proxy players and AI opponents, they now properly use “center pose”, which triggers while running without combat mode on. – Polished animations for proxy players, they now properly mix animations of holding attack with two-handed weapons or blocking with them, so the idle movement of the weapon will be now much better anchored to both hands.
Quality of life improvements
– The second iteration of the UI notifications system - added interactive boxes under the minimap.
Fixes
– Fixed the issues with players' visibility of skins and Coat of Arms after logging between servers, including transfers to VoD tournaments and back. – Fixed the issue where Lordly Heaven and Hordun Temple logisticians were incorrectly detecting which flag they belong to. – Fixed the issue causing the anti-horse Keep collider to stop incoming arrows. – Fixed an edge case issue where players were able to get inside the bastion while mounted. – Fixed the issue where players were not able to summon the mount outside of the Bastion.
Welp, that was fun. We should do it more often. 🙃 Be sure to join our official Discord server. Click the banner below!
This week, we are happy to introduce a significant change in one of the core PVP systems in the game. Sieges and battles for locations are the meat and potatoes of Gloria Victis and we all know how much fun and adrenaline they can bring. We are removing some negative aspects of certain possibilities related to Sieges in today's patch based on your feedback from an ingame questionnaire, so we hope you will be delighted to read the details of the new system below.
Additionally, we managed to continue our work on players' proxy optimization and from now on, servers' performance should be much better, especially in bigger fights. This is not the end of this task, and our programmers are constantly finding space for improvements on that matter, so you can expect further iterations of optimization changes in the following weeks.
Last but not least and as always, we are addressing some of your reports and feedback, introducing some Quality of Life improvements and fixes.
Check the details below!
The screenshot’s authors have been awarded. SHVAGIER, SODANK, Hawk, and Salty – check your Ambers!
Changelog v.0.9.9.3.5 Beta
Nation locations sieges changes
In order to improve the overall sieging experience, we are introducing a new mechanic for nation castles. We observed players' behavior regarding map movement, sieges tactics, and outcomes of performed actions. It became obvious that there are some aspects of the old system that could bring negative emotions, drag players from the actual gameplay, and be abused to bully other nations by, for example, keeping the location under constant siege status.
After asking you directly about possible solutions via ingame questionnaire, we received very positive feedback, where 79.7% of you voted "Rather Agree" or "Definitely Agree" to the question “Should capturing at least one small flag be required to begin a siege?”
This new system should make it impossible to mislead the defenders by keeping the location in a constant siege state, which was making it impossible to rebuild walls and other defenses, and in the long run, was quite overwhelming to deal with.
Our designers were searching for solutions to mentioned problems for quite some time, as it was crucial for us to deliver the least impactful and at the same time well-targeted change to limit only the actions that were causing trouble. The change aims to filter out enemies driving around the flags, with no intention of attacking, from those who actually want to attack. The entire iteration in general is designed to protect against trolls pulling the entire army out of the castle and escaping without the possibility of PvP.
From now on, to start a siege on the main location flag, it is required to capture at least one of the minor flags of this location.
Additionally, to counter lone raiders capturing the flags and running away to avoid combat, from now on, we'll dismount the horse to the stables while entering the bastion. Thus, it will be possible to protect yourself much more efficiently, and it will be easier to catch the player who is occupying the minor flag because he will have to recall his horse again to escape. Additionally, for further balance improvements, when the possibility to call the mount directly on spawn is being turned off, players who will decide to defend the flag and spawn on it, will receive a one minute buff allowing them to call out their mount outside of Bastion in 5 seconds, instead of 15 like before.
Minor flags have been added to all locations that did not have them yet. New flags for Temples and Outposts ( there are in total 9 new ones added) are purely strategic ones, they do not have any resources or vendors on them, as well do not provide access to Depot. Those flags will still have a proper amount of guards.
We believe those changes will greatly improve your gameplay, and lead to proper, engaging, and enjoyable fights for locations.
Quality of Life improvements
– Enabled preview for item sets in Supporter Shop. – Some weapons skins were not shown in the Supporters Shop preview window. From now on you can change the state of the preview character between armed/disarmed. Preview for weapons will be shown by default in an armed state, which ensures proper visualization of them in the preview window. – Fixed rotation of Fisherman’s Revenge two-handed hammer skin. – Unconscious players are fully unable to interact with the world, especially to talk to Siege Engineers and spawn siege equipment in their state. – Improved the proxy of mobs so they will not levitate just above the ground. – Tweaks to AI mobs maneuvers while in combat. Their movement should be more fluid and give a better feeling overall. – Added trails for throwable weapons – Added firecrackers and festive lanterns to the list of unlootable items. – Added notification stars to the top screen quick access menu. – Added a new icon for the Abandoned Mines event. – Improved rewards for the Abandoned Mines event. For completing an event you can get a reward chest, with a newly added elixir or its recipe: Gatherer's Decoction. – Optimization of player proxy. It results in noticeable improvement of the game performance and less CPU usage, especially in bigger battles. – New item: Bucket with Fertilizer. Use it on crops that require fertilizer to speed up their growth. Item works in the same way as Buckets of Water. It can extinguish fire too.
Fixes
– Fixed an issue with skins initialization after the spawn. After spawning to or out from Valley of Death Tournament were cases where skins were not shown properly on the client or proxy. – Fixed all known issues related to alliance membership. This change was introduced to global servers in a hotfix on 8.04.22 – Fixed an issue with quest Weaponsmisth’s dialogue. – Fixed an issue causing players to be able to teleport to an empty Frontier Pass event location via invitation which should be removed after the event's end. – Fixed the issue where the siege event randomizer was allowing only three-way sieges on outposts. From now on regular attack/defense events can occur in outposts locations. – Multiple fixes for resources positions and rotation, level design fixes across the game world.
In today’s update, we’re addressing a lot of recent players' reports and feedback, implementing fixes and improvements to various systems. Most of the changes are dedicated to the recently reworked Guild System, but also to optimization and quality of life improvements.
We're also reaching out to you in the form of an ingame questionnaire, with a question regarding the Tents and teleports system. The questionnaire has been sent to all accounts of level 95 and above, as the topic is related to the endgame. We’re curious about your opinion, so let us know what you think.
– Added new icons for seeds, and changed the names of two items related to farming: Inflorescence Fruit is now a Flowering Plant and Linseed Oil is Flax Oil. – Removed Sangmar level 50 guard from Lobart’s, Onar’s, Mereley, and Dunfen farms on Bastion level 3, to match the counterparts of guards' numbers and strengths between nations. – Improved the terrain around Waterford and Dimar Castles to prevent the possibility to bypass the defense and attack the last line of defenses and Keeps directly. – Added tail particles for ballista bolts to make them more visible. – Anchored the first amber purchase reward choice confirmation window to the middle of the screen to prevent it from being dragged outside of the screen anyhow. – Thanks to our Community Translators, Events and Quests translations are now fully complete in the Turkish language. Thank you for your support and cooperation!
Optimization
– Improved the games’ User Interface loading system. All loading times in the game should be noticeably shortened, as well it will have a positive impact on opening various interface windows in-game. – Optimization of players' proxy initialization.
Guild system
– If a guild leader will be kicked from a guild by a character from the leader's account, leadership is transferred to the character who performed the kick action. – If the guild leader leaves the guild, and there are still his characters in the guild, leadership is being transferred to his character with the highest rank. – If the guild leader leaves the guild and in the guild there are no more characters from his account, leadership is being transferred to the guild member with the highest rank. If there are more players in the guild who have the next highest rank, leadership is being granted to the one with more Guild Points. – Members' counter on the recruitment board shows the accounts counter now (like in other places after guild rework). – Added players' online status icon on guild applications list. – Added the automated sorting of guild members by last login time and online status. – Guild system now has a log of players' actions – gold deposit/withdrawal, province slot purchase. Logs are now kept for 7 days in system memory, not cleared out after the server session. – Guild members' and applicants' character level is now automatically refreshed and kept up to date in the guild window. – Guild and alliance members count is now automatically refreshed and kept up to date in the guild window.
Fixes
– Fixed floating siege machines spawn. – Fixed the issue where the Tournament balance system was not keeping equal numbers in teams at the beginning of the event. – Fixed Wilga’s dialogue. Players reported that have finished main quests but couldn't accept crafting quest. The issue was that Wilga's dialogue had one old mistake - a player could take the reward for the quest "Rightful Punishment" but don't do the task "Report to Gunnardotr". After that, the player also had a quest marker above Wilga's head. – Fixed the visual bug where the player was seeing his own rank from the previous guild instead of the recruit rank after guild change. – Fixed an issue where the first guild member who opened the guild window could see improper online guild members counter. – Fixed an issue where it was not possible to accept a character to a guild if the application was from the same account as the character accepting the application. – Fixed an issue causing guild level up notification to be shown after opening the guild window, not in the moment of leveling. – Fixed the issue where the ranking history was shown improperly. Seasons are now displayed from the newest to the oldest. History will be shown from season 14, as this was a season where we introduced rankings.
Video contest
We also want to remind you about a new way to get some Ambers for your support of the project!
Every two weeks, players we choose get 2,000 Amber (our in-game currency). For this kind of money, you can get a variety of skins for your armor and weapon. Also, we will promote your content on our social media with full credit to you as a player! If you want to participate in this draft, please post your work on YouTube and link your movie to our Discord #media-streamers channel.
This week's winner is Epikkus! Be sure to subscribe to his channel for more Gloria Victis comments, like and share his videos to help Gloria Victis with reach!
This week we are bringing to you some massive changes to the Guild system as well as some important combat fixes and… a new skin!
But before we begin, we have a short roadmap for you!
Roadmap: Farm animals
While the majority of our team is still hard at work to implement further additions to clusters, map changes, and other fun stuff to come before the release, we found some time to give more attention to our recently added new and lovely farm animals!
Take care of your animals…
In the weeks to come, every player will have a chance to buy farm animals, look after them and get all the benefits of owning a farm animal for themselves!
The system will introduce a new building located on farms – a barn. Players will be able to buy and safely store their animals in a barn, similar to how horses work. However, there is a catch! To gather resources from an animal, or take better care of it, a player will need to…
…and go for a walk
Yes, that’s not a joke. You’ll be able to place your animals in the open world, like siege equipment, and they’ll wander around in a small area, giving you time to gather and tend to your lovely creatures!
The personal farm animals will give much more resources than the current ones that can be met near every nation’s capital city, and by giving them proper care, players will be able to even further improve their gain!
Now, without any further wait, let’s jump to the meat and potatoes of this update!
As mentioned in the previous updates, we have been preparing for some big changes in the game to make Gloria Victis a more friendly environment for all types of players and guilds. Today’s update marks the first big part of the changes - guilds rework.
In the next weeks, we will be adding more of the teased features, including guild technologies that will then receive an even bigger expansion, when the map changes, and the introduction of clusters will give every guild a chance to have their place in the world of Gloria Victis.
New guild UI
This week marks the introduction of an overhauled guild window that, in our eyes, is much more informative and brings a lot of QoL improvements that all guild leaders and officers should enjoy!
The new UI has 3 separate tabs:
— General – Shows information about the current number of players in the guild, online, features a list of players (all alts of a player are grouped), shows guild applications, and enables leaders to edit recruitment announcements as well as guild announcements. — Guild progress – Shows information about SoW deactivation and extended current progression in the guild levelling system, including the rewards the guild will get after reaching the next level. This tab will also feature guild technologies once they will be implemented. — Diplomacy – Shows information about owned guild provinces and the alliance that the guild belongs to.
Guild progression system
Together with the reworked Guild Window, we have implemented a new guild progression system. From now on, the guild levelling system will be capped at level 100. All current guilds will have their level scaled to the new system, meaning that all guilds of level 7 will become level 100, while guilds with levels lower than 7 will get their new level based on the amount of experience they’ve managed to gather before the todays’ update.
From now on, not only Nation Points but also SoW deactivation will progress the guilds’ level, which will give players more incentive to roam around the map and take part in everyday activities in order to help their guilds prosper. This change will also mean that a guild will not lose Nation Points when a player leaves.
The new system will feature rewards for achieving certain levels — including guild capacity increase, improved quality of walls for GCs, and more. Below you can find a summary of rewards for guild levels. You can find this information and much more on the official Gloria Victis Wiki which has been already updated for today’s patch!
Summary of rewards for guild levels:
Guild level 80 – Unlock Veteran Rank or higher members can control doors at Nation-owned locations Guild Levels 10, 20, 40, 60, 80, 100 – Unlock Fortification Upgrades for walls, gatehouses, and towers Every 4th guild level – Unlock 1 Additional Membership Slot Guild levels 25, 50, 75, and 100 – Unlock Additional Economic Points
One guild, one account
One of the most significant changes brought by todays’ update is a new system that ties accounts to a guild. With this system in place, a player can only have characters in one guild at a time.
Now, after we introduced the new guild system, every player with characters in more than one guild will be prompted with a special window where one needs to decide which guild he wants to stay in. Confirming the choice will result in all other characters being automatically kicked from other guilds. Until choosing the main guild, a player will have all the guild features blocked (teleportation to the guild caste, Nation Points donations, etc.).
The introduction of this new system doesn’t mean that you have to have all characters in a guild though! You can still have guildless characters, though ;)
Changes in guild limits
The new guild limit is set to 25 accounts for a guild of level 1 and increases up to 50 slots for a guild of max level (100). As the new system counts all alt characters as 1, it means that every player in a guild can have as many alts as one desires without taking up any additional slots. This change means that now a guild can consist of up to 50 real people!
In order not to cause any trouble and rush decisions on the side of the guild leaders, we have come up with a solution to oversized guilds - the guilds that will be exceeding the limit of players after this update will keep their oversized player count, but will be unable to invite any additional members until dropping the number of Players.
New guild rankings
The current all-time guild leaderboard received a complete overhaul. From now on, it will show the top10 scores of the past seasons instead of one all-time record. The new system is separate for all the servers and enables players to place decoration statues presenting the rankings that open at the specified seasonal ranking!
New skin – The Pride of Karleon
Our designers and graphic artists were able to add another much-awaited skin set for the Karleonian heavy armor: The Pride of Karleon skin set. You can find the new heavy armor skin in our in-game Supporter Shop (hotkey: [K]).
This armor was inspired by the already available in-game skin for the helmet, as well as some actual designs from the European Middle Ages period. We hope you will like the new skin!
Quality of Life improvements
— From now on the GC teleportation cooldown will be given only to players that join a guild. Changes in alliances will not cause teleportation cooldowns. — From now on the GC cooldown for players who recently joined a guild will also prevent them from respawning inside GC. — From now on shields will lose durability from being hit by projectiles. — Some small adjustments were made to the combat controller that should prevent random, “uncontrolled” attacks from happening. — From now on, a player can mount his horse using the summon button (default [t]) if the horse is close enough. — Broken siege equipment should not “catch” players’ mouse input, thus making it easier to interact with players and mobs “inside” the broken siege equipment collider. — Added particles and effects for interaction between player and water. — Added relog button to ESC menu. — From now on, the relog window will automatically log in the character after the time runs out. — Added a new achievement for Nation Points donated.
Fixes
— AI enemies should stop being stuck in place in an endless cycle of walking toward players. — Fixed client-side animation of loading siege engines while moving. It was misleading as it is impossible to truly load it while in motion. — Fixed an AI bug where enemies would turn their back on the player while fighting, especially on sloped terrain. It should not happen anymore. — Fixed all known cases of random white attacks resulting in a stagger. — Fixed rewards in the tutorial crafting quest. Players now receive a grey pickaxe instead of the green one they couldn’t use yet. — Fixed a bug that caused weekly CP to be doubled. — Fixed incorrect positions of nameplates in certain cases. — Fixed a case resulting in white glowing player nameplates bug. — Fixed errors connected with VoD queue, resulting in players being sent out to VoD without party and instantly teleported back to the Capital. — Fixed a bug allowing to jump on the top of the market in Baalhammon. No power will now be enough to chop through the colliders ;)
Yet another weekly update has just hit the servers! This time we are focusing on bringing a bunch of fixes and QoL while preparing for the guild system update coming next week.
Having in our minds that this Saturday is the Open SoW time, we decided to postpone the introduction of the new guilds system for a week to let all the players fully focus on the upcoming event. The additional week will let both us and you, our Community, fully prepare for the new system.
In order to let you prepare for the system, we have prepared a short Q&A below that answers the most frequently asked questions:
What will be the new guild member limit?
The new guild limit will be set to 50 accounts for a guild of the highest level. Worry not though! As the new system counts all alt characters as 1, so the new limit would mean that guilds might consist of up to 50 unique Players (or 50 people in other words)! From the data we’ve gathered in the designing process, currently, the biggest guilds consist of around 40 - 45 accounts so the change should not bring too much organizational chaos for the guilds.
What will the new guilds look like?
Next week, we'll be introducing a new, reworked guild system, with a visually updated guild window, a new levelling system, and many rewards for the guilds that achieve level milestones!
The new level system will be capped at level 100 instead of 7 and will bring new methods of leveling up the guild that will enable players to gather guild exp during their favorite activities!
From now on, not only Nation Points but also SoW deactivation will progress the guilds’ level, which will give players more incentive to roam around the map and take part in everyday activities in order to help their guilds prosper. This change will also mean that a guild will not lose Nation Points when a player leaves.
We want the guilds to be the backbone of the entire nations system in the game and would love to enable all types of guilds to be born and prosper for the benefit of themselves and the nation they play in.
What will happen to guilds that have more accounts?
Even though, based on the data we had at the moment of designing the system, this shouldn’t be the case we are aware that the number of players in a guild might vary significantly in the course of a couple of weeks. So in order not to cause any troubles and rush decisions on the side of the guild leaders, we have come up with a solution to such case - the guilds that will be exceeding the limit will keep their oversized player count, but will be unable to invite any additional members until dropping the number of Players. This should give guilds the time they need to adjust to the new limits in the way they want.
What will happen to players that have characters in many guilds now?
After we introduce the new guild system, every player with characters in more than one guild will be prompted with a special window where one needs to decide which guild he wants to stay in. Confirming the choice will result in all other characters being automatically kicked from other guilds. Until choosing the main guild, a player will have all the guild features blocked (teleportation to the guild caste, Nation Points donations, etc.).
Does it mean that now all my characters will belong to one guild?
No, the change means that a Player can join just one guild per account but will still leave an option of having a guildless character.
When will the guild technologies be introduced?
Guild technologies will be another big step for the revamped guilds system and will be introduced in the weeks to follow.
Now, having discussed all the important parts of the upcoming guilds rework, let’s take a look at what’s coming in today's update!
As always, this update brings improvements and fixes that we have managed to implement based on our community feedback and reports over the last few days. We would like to thank all of our community members for their constant support and help with improving Gloria Victis!
– Added effects reducing hunger drain by 50% for campfire rest buffs based on our Community’s suggestion. – Party window has been adjusted to not overlap with inv in the ⅓ mode anymore. – Reduced limit on chats from 5 to 3 minutes. We are still taking a close look at how the system works, and are planning on further adjustments based on the data and feedback we’ve gathered.
Fixes
– Partial fix to tournaments on calendar event window, now tournaments times works and shows when are in progress, but they are not sorted in proper order. We are aware of how important that is for the new players to see the proper timers of certain events, so even though we are aware it’s not perfect, we decided to implement it this way while working on a better fix. – Fixed a bug where carpentry workstation couldn't be destroyed by enemy – Fixed an issue allowing to switch melee attack to throw at the beginning of attempt time, which allowed to throw weapons with melee animation. – Fixed a case where players were unable to leave a party after the VoD tournament. – Fixed not working hotkey bar when the player moves to the tournament and back from tournament to the main server. – Fixed issue with titles dropdown showing up when the player started to type on chat. – Mouse scroll is now working properly in the daily achievements window. – Recipes color is now displayed correctly based on the level of profession and recipe. – Fast travel window will now display its correct name.
We have another weekly update for you! Before we begin, though, sit down by the fireplace, pour some mead into a mug and listen to the story of what is about to come to Gloria Victis!
Roadmap: Guilds
Before Gloria Victis leaves the Early Access stage, we’re hard at work in order to prepare for that important milestone. With the first portion of instanced content – VoD being just around the corner, we’re continuing the development of the next big changes. Whilst more content is on its way to being moved to instances, we’re working on other important changes that should bring new and unique possibilities for our players to enjoy!
New guild leveling system
In the coming weeks, we'll be introducing a new, reworked guild system, with a visually updated guild window, a new levelling system, and many rewards for the guilds that achieve level milestones!
The new level system will be capped at level 100 instead of 7 and will bring new methods of levelling up the guild that will enable players to gather guild exp during their favorite activities!
From now on, not only Nation Points but also SoW deactivation will progress the guilds’ level, which will give players more incentive to roam around the map and take part in everyday activities in order to help their guilds prosper. This change will also mean that a guild will not lose Nation Points when a player leaves.
We want the guilds to be the backbone of the entire nation system in the game, and would love to enable all types of guilds to be born and prosper for the benefit of themselves and the nation they play in.
Guild leaderboards overhaul
The current all-time guild leaderboard will receive a complete overhaul. From now on, it will show the top10 scores of the past seasons instead of one all-time record. The new system will be separate for all the servers and will enable players to place decoration statues presenting the rankings that will open at the specified seasonal ranking!
One guild to rule them all
With the previously mentioned change, we want guilds and alliances to become a more important part of the gameplay. In order to give guilds and alliances more meaning, we'll be introducing a new system, where your account can be only tied to one guild at a time.
This change will also introduce new guild size limits. From now on, all characters in a guild that are connected to a single account will be merged on the list to make it easier to manage the guild members. This won’t mean that you will have to have all characters in a guild though, as you will still have an option of staying guildless on any character you like.
With the next updates, we'll be slowly converting our current character limit to account limit (it will be previously announced and go step by step with a couple of updates in order for all the guilds to have time to adjust and prepare for that significant change). The new limits will not make anyone get kicked from the guild as once the limit will be placed, it will just soft-lock the ability to invite new players to the guild until the guild member count gets lowered to the desired number. It’s also worth mentioning that currently, every player takes up a few slots in a guild with all the alts (alternative characters) he has in that certain guild. After the change, even though the limit will be lower (in terms of the number) in fact, it might even free up more slots in certain guilds as now we'll be counting all alts from one account as just 1 slot, making it possible to have as many alts in a guild as you want!
This change should bring a lot of new meaning to how guilds and alliances are organized and we cannot wait to see how this will affect nation and server politics!
Guild technologies
All the above-mentioned changes will be topped with a brand new system, introducing a number of new interesting mechanics, buffs and challenges for guilds to enjoy!
We feel that it’s important to create new content for all guilds (especially the smaller ones) and we believe that introduction of the guild technologies will enable the smaller guilds to specialize in certain fields of Gloria Victis and have a chance to compete, or even excel in these fields against the big guilds, making them a valuable asset for the nation.
Guild technologies will be a new feature enabling guilds to build and research new types of structures, that will aid the guilds in their daily activities and give them a new way to specialize in a certain part of Gloria Victis content.
The technologies will be divided into 3 categories: War technologies (i.e. longer potion buffs) Social technologies (i.e. longer food drain) Crafting technologies (i.e. smaller market taxes) that will offer buffs and new mechanics aiding these aspects of the game for that guild.
Every guild will be able to invest their time and energy into any combination of the technologies, which will lead to a new type of meta for guilds to be born, a meta suiting the needs of the guilds’ members.
Without any further ado, let’s jump directly into the fun stuff of this update – optimized nameplates and new UI for the medics!
The screenshot’s authors have been awarded.𝕾𝖍𝖙𝖗𝖎𝖝, DISS, and Neqster – check your Ambers!
Changelog v.0.9.9.3.1 Beta
Optimized nameplates
While introducing new features that get us closer to the main goal of leaving Early Access, we also take our time to improve and optimize already implemented features. I’m very happy to be able to announce to you the new, optimized nameplates! Even though they will look exactly the same way as they did before, they should now be visibly more performant, especially when the amount of players on screen exceeds 50. Please note, that the performance change will not affect the ‘full player markers’ (the ones with the text) and will only improve the performance of the ‘shield nameplates’.
New medic UI
Based on the feedback of our Community, we have implemented a new part of the medic UI! From now on, the nameplates of the fallen players’ characters will indicate whether or not the player is being revived or is the player’s character dead.
The leftmost icon indicates that the character is being revived, while the rightmost one additionally informs, that the character is being revived by a dedicated medic (10 points invested in ‘Battle medic’ ability).
Quality of Life improvements
This update brings a lot of improvements and fixes that we have managed to implement based on our community feedback and reports over the last few days. We would like to thank all of our active precious community members for constant support and help with improving Gloria Victis! – Font optimization, from now on all European letters are in basic font, which removes fonts glitching and boosts performance. – New progressbar UI, not only will it look nicer but will not disappear after opening other windows! – After being hit, the enemy attack marker will disappear in order to declutter the screen from outdated information. – Improvement on spawning Vile Beggar (previously known as Team Rocket), they should be much less likely to spawn inside objects and thus be unreachable. – Added reputation status to Inspect panel… – … and removed it from player nametags, additionally optimizing them. – Horses should no longer run when players try to tame them. – Reduced time of setting the barricade from 10 to 5 seconds. – Dove of peace will be visible to all players now. – Adjusted some colors on armors to match the color palettes for different nations.
Fixes
– Fixed vendor prices for wood and finished wood - it also affects the queue of taking them automatically to upgrades. – Fixed Auction House search in languages other than English, Russian and Polish. – Closing ‘Siege Window’ will not close the ‘World Events’ window. – Titles dropdown in inventory is now correctly closed when inventory is closed. – Bernie feels safer in his pit, as he cannot be hit through the grate… – …feeling safer he also feels less likely to randomly blink ;) – Fixed edge case of autorun not working while clicking R happening right after getting into the horse. – Fixed gates at Pilgrim’s Rock - 2nd doors at gates and keep doors didn't change mesh when – destroyed. – Fixed the issue with time not being refreshed properly in the calendar events window. – Fixed an issue where the Auction House would not open on the ‘Buy tab’ properly, listing player’s own offers at the top. – Fixed some more issues with UI not saving their positions properly.
The time has come to show you the first iteration of one of the biggest coding tasks that our programmers were working on in recent months. Gloria Victis is receiving a dedicated system of clustering, which will ensure an enormous performance boost, and opens countless new possibilities: Private guild areas, dungeons, unique events, and more!
First global tests of this new system are starting now, as the system was used to rework the backend on the Valley of Death Tournament. VoD itself receives a long-awaited third map!
We are also welcoming you to the new Glory Season! The top players of last season have earned their rewards and titles, so it's time to once again start the cyclic competition and fight your way to the top of the new season’s ladder!
And yes – we increased the worm's drop from weeds. And fixed looting players in crops. And the horse indicator position reset after relog. Among others. :)
Let’s read the details!
The screenshot’s authors have been awarded. Drainthar, Yilda, and YoYoo – check your Ambers!
Changelog v.0.9.9.3 Beta
Cluster system
Our main goal to leave Early Access is to make sure we are able to scale up our servers and keep many more players concurrently playing on them. Today, we are doing the first huge step which we were working on for a few months already.
The Valley of Death tournament will be put at a different cluster, which means it will work on different applications server-wise, and so it won't affect the main map of the game, and the main map of the game won't affect VoD performance.
This is very important, as we are already hosting servers that can handle around 600 players, a few thousand AI enemies, and more than 10k other network objects like walls or resources at the same time. This is a huge number for a single application of such a dynamic game, and dividing the world into clusters will allow us to increase this capacity greatly.
From the player perspective, nothing should change in terms of gameplay mechanics, but after some initial tests and expanding this system, we will be able to handle much more playerbase with much better server performance. Please be aware that such a huge change, even if it was tested by our testers for weeks can have some regression on some edge cases, especially while moving from the main world to the Valley of Death event and returning back, please report any regression you will find and we will be fixing it as soon as possible.
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! We’re planning to deliver all rewards in the next 48 hours, so please, stay patient.
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!
New tournament map
The third unique map for the Valley of Death PVP tournament has come! Having a Midland theme, it is completing our maps trio – each one dedicated to a different playable nation. Join the event and prove your worth in combat!
Quality of Life Improvements
We had a little more time to address our precious community feedback and reports over the last few days. We’re happy to introduce the following changes and fixes and would like to thank you for your support and patience.
– Increased Worms drop rate in weeds farming event. We also cut the price of the Worms in Glory Shops from 30 to 15 Contribution points. – We have replaced the icons that are indicating Greenleaf and Orangeleaf status: As players with orange indicators over their heads were sometimes mistaken for NPC’s, we made two green ones, but with different numbers of leaves on them. The change is purely visual, no related systems have changed. – Changed the name of Cleansing Drink to Purifying drink to prevent mistaking it for a different elixir. – Added scavenger eggs as an alternative to eggs in Traveler’s Cheese recipe. – Improved mouse detection in places like wells, farms. It was one of the most annoying issues: you are now able to target (and so loot) your enemy, mobs, interact with your horse while standing in the middle of a field of flax. – Removed hundreds of not-needed colliders that could have a negative impact on players and siege engines movement. – The horse status indicator position is now properly saved and restored between game sessions. – Removed old, unused recipes connected with forestry changes. – From now, a quickly finished siege event will not trigger the next siege event if the VoD tournament is coming soon. – Increased colliders for interaction with quest corpses, and replaced some mercenaries in midland “Menace in the Mist” quest, to improve the questline flow. – Increased the visibility of icons informing on which area type are we in the game world. – Changed the drop from interactive chests to exchange planks to wood in it. – The context menu (right-click on player or chat) received a new look, fully adjusted to match the new Interface design. – Added interface scaling to resolutions with other ratios than 16:9 – Added tiers indicators to Wood, Finished Wood, Fishes, and Fishing Baits. – Increased the size of the upgrade panel, to make it more convenient and show more slots for items at one time. – We nerfed boars again. They were still OP. – Added two new Coat of Arms symbols to the base symbols pool: Peace Dove and Handshake. – Added a new player title “No More War”, every existing and new character can use it. – Added a new interactive item “Peace Dove”, which allows players to play a special emote. This special item is obtainable only as a reward for the Catacombs world event.
Fixes:
– Fixed an issue where the map was displayed in side mode after respawn even if it was opened in fullscreen mode earlier. – Fixed an issue, where different nations' Aquitania guards could have ununified levels. – Fixed an issue causing trouble with the proper behavior of two flags on the Sangmar-themed Valley of Death tournament map. – Fixed an edge case issue where the Ismir players couldn't progress the crafting questline. – Fixed an issue allowing players to gather milk/wool without cooldown. – Fixed an issue where Volkvar guards could get stuck on the beginning of the bridge at Volkvar castle. – Fixed an issue causing Elite Guard NPC’s on Sangmar-themed VoD map to have improper waypoints. – Fixed an issue where event notifications could get stuck on the side events panel, not giving a reward, and not being able to be removed. – Fixed an issue causing daily tasks to not show on the screen, when the task was completed with a side interface (f.e. Map or Inventory) opened at the time. – Fixed the missing tag in the Golden Griffins Champion event. – Fixed an issue where it was possible to open Inventory and Map side panels at the same time.
Hotfix 16.03.22
– Fixed the issue where siege events were able to start during the Valley of Death tournament. – Fixed the issue causing attribute points for gaining level to be not visible until relog after participation in Valley of Death tournament. – Fixed the issue where players were unable to leave the Valley of Death tournament party and join another one. Fixed the party User Interface issues related to that bug. – Fixed the issue causing the party user interface to show improper information about the player status. – Fixed the automatic registration to the next Valley of Death tournament if we joined the queue but were not allowed to join the event. – Fixed the issue where players could have been spawned at the wrong spot after leaving the Valley of Death tournament instance. – Fixed the issue causing it to be possible to join the Valley of Death tournament with traitor status. – Fixed the issue where when a player died at the end of the Valley of Death tournament, could not join the next tournament, and was wrongly respawned on nearest spawn, not Capital. – Fixed the issue causing tournament mode information to be looped in edge cases. – Fixed the issue where leaving the Valley of Death tournament was respawning players on the last global map position, instead of Capital, like it was supposed to be.
The first update of March brings some important information about the end of the current Glory Season. Additionally, following the community suggestions and reports, we’re delivering some balance changes between roles on the battlefield, which will have an impact on archers and tanks.
We’re also implementing new farm animals, and some of them will already have quite some usability in the game economy. As we would like to have a breeding system in the game one day, you can count that as the first step in that direction.
As always, we are delivering some fixes and improvements based on community feedback and reports, so thank you very much for your help and cooperation!
And now, let’s check the details of today's update:
As we are closely monitoring the popularity of different builds and classes created by our players in the game, as well observing the balance between various roles on the battlefield, we can see, the combat iteration which increased the combat speed in the long run pushed tanks to the defense. As it is known that they are a viable force on the battlefield, and we want to encourage players to become an unbreakable shield for their allies and be rewarded well for this important task, we are updating the assist system.
We are extending the time when assists for blocking are counted (from 250 to 750ms). Damage inflicted on an opponent by an ally will give the blocker 40% of the collected Nation Points.
This should make tanks' gameplay more rewarding, and more attractive to players who prefer to play more defensively.
Another change is dedicated to the best anti-archer protection systems for attackers – mantlets. We observed that those are not used widely, as players tend to spawn other machines more often, so we decided to make them spawnable even if there are zero engines ready to deploy in a siege camp. Those will now be not counted at all to the ready-to-deploy counter. Now, you can spawn as many mantlets as you please, having in mind your own siege points.
This change should make mantlets more popular and useful, even though we know how epic a brave charge under a heavy arrow barrage can be...
...we’re recommending using a mantlet. They're free now ;)
Farm animals
We are happy to introduce some new companions that you will be able to meet in the world of Gloria Victis. Farm animals will make the world much more alive and fun, as along with them we are introducing new activities and options to gather various resources. We are planning to create a dedicated system of animal breeding, which will help us to unify and standardize meat usability in the game and expand the cooking and crafting systems with new meals and resources.
For now, we had to implement the animals as static spawners, which can be interacted with by players. Later we would like to change that to a minigame of some sort. You can find all four kinds of new livestock in the recently added farm areas near capital cities.
– Goats and Cows will grant milk – new nourishment in the game, highly useful in cooking, as it was added to some existing recipes and will be an important component of a new high tier Cleansing Drink which will allow you to remove the poison debuff from overusing various elixirs, tinctures, or alcohol. You can find this new recipe in Temple quartermaster's stock and buy them for Contribution points at Glory Shops. Thanks to those cute beasts and their milk, we are also introducing a new q7.5 meal – Travelers cheese: long-lasting and nutritious food, which recipe can be bought at the capital cities at food vendors.
– Sheep are granting wool - we want to unify linen and wool threads, so we are unifying those to simple – threads, canvases and exchanging the word linen to “cloth” or “rag” in some item names.
– Among other animals, we are adding pigs, but interaction with them will be available from the next game update.
Later in time, we are planning to introduce a special building, which will allow you to breed your own animals, take care of them, feed them and gather resources they produce. We hope you will like this new addition to the game world, and breeding animals will become a nice feature for players who want to try themselves as shepherds.
New Glory Season
New Glory Season will start on Thursday, the 10th of March. 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!
We had to make the current season one week shorter than usual, as we are preparing for very big changes in the backend systems of the game, and we want to be fully focused on them when they arrive.
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 it!
Quality of life improvements and Fixes
– We are filtering all emoticons messages and removing them from dedicated chats, leaving them only on the general tab - named "All." Additionally, you are now able to adjust allies and enemy emotes visibility for your liking - from a dropdown in-game options you can choose if you want to see the emoticon messages, animation on characters only, or even disable both. – Implemented a new type of compression used on mob/NPC equipment models. After compression, those models should take approximately 35% RAM/VRAM less, which should help with performance on machines with lower RAM/VRAM. – Removed some overlooked plank drops, for example, green chests in sabotage events. – Removed unused items and recipe scrolls (planks, handles, and poles). – We renamed Team Rocket into Vile Beggar. (Away with you vile beggar!) – Added firecrackers bundles as an additional reward in wedding preparation quests of every nation. – Added Finished Wood variants to Wood Billets/Bark/Charcoal recipes. – Renamed the Smelting and Roasting area into Crafting District, and updated its information board. – Updated memorials of the PVP events. – Fixed an issue causing NPC’s proxy icons to not show properly on the map. – Fixed all reported issues with the workstations. From now on, as we polished them too, there should be no issues with using them, including Fish Trap. – Multiple fixes and polishes for the most recently introduced User Interface.