Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, warriors!
We are continuing our work on the two biggest milestones that we need to achieve to release the 1.0 version of the game and leave Early Access – Reshaping the game world, and changes to Guild locations and SoWs.
Those tasks require a lot of commitment and are quite complex, but we can already tell that we are on a final stretch, so it should take us around one month to finish the new map. In the meantime, you can expect more SFXes, new minigames, an updated Stable window, and a Special system for breeding and managing farm animals!
The next big task will be significant changes to the approach to Guild Content and State of War Sieges, as we already forecasted that we are planning to give a possibility to have a guild location for all guilds.
We are talking about what needs to be done and what we achieved in our most recent video Devlog, available on our Youtube channel, so have fun watching, and leave some love in the comments!
As this week was shorter thanks to the holiday day in Poland tomorrow, we decided to merge the changes we already prepared with the next week's update to have more time to polish and test them. But we are happy to share the results of every-two-week video contest!
Every-two week Video contest
It is awesome that you are sharing more and more videos with our community every week! We are receiving epic battle footage, funny videos, and awesome cinematics! Like before, we are rewarding the best videos picked by the team with 2000 Ambers!
Today, we want to reward three players with the main reward – 2000 ambers:
Additionally, we would like to present a few honorable mentions, to encourage everyone to try their strength and record some nice footage of Gloria Victis!
Be sure to check the rest of the videos shared by our players – join our Discord and check the #media-streamers channel to find more awesome content!
And one final note. We would like to thank our awesome players who helped us to record the Devlog footage. Main actors: Komodor, LordInquisitor, Rinzetsu, Trouder, Gamover, Hugo_de_Payn, and Tyraha are receiving 1000 Ambers for their help and contributions! Other players who helped in the making of the video (OVER 50 players!) are receiving a neat gift of 300 ambers each. We cannot stress enough our gratitude for your help and how great it is to have you all. Thank you, from the bottom of our hearts. You are the best.
This will be all for today. Get ready for next week's update, and see you in the game!
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!
We still have a few weeks to enjoy the fact that the days are getting longer until the summer starts in the northern hemisphere. It is already quite hot in Lublin, Poland, where we are working hard on further updates to the game. Part of the team is already working on a much bigger task – reshaping the game world of Gloria Victis MMO, so others have some more time to introduce smaller, but neat updates and improvements. All that in the Sangmarian-like scorching sun…
Today, we are happy to introduce some Quality of Life improvements, like making days longer in comparison to the nights in the game, introducing minigames for gathering resources, a lot of fixes, and balance improvements.
Check the details below, and see you in the game!
The screenshot’s authors have been awarded. Siegbert, Chris, and Matt Kerrigan – you will receive your Ambers soon!
Changelog v.0.9.9.5.2 Beta
Quality of Life
Rebalance of fishing
– We added small chances for better fish at every bait after unlocking full mastery at the bait. Those chances cant be modified by lure or active fishing. – Fish traps get the chance bonuses from Character Development. This means mastery of baits is more important in terms of bait usage. (small chances for better fish from the mastery nodes are applied at fish traps too) – The time fish trap needs to catch a fish is modified by zone and fishery tier from now. It means the best results we'll achieve at lootzone + rich fishery, and the worst at non-loot + exploited fishery.
Iteration of fishing events
From now on, the event is not divided into several events with different fish. Fish can be given only fresh, you cannot deliver dishes. The amount of fish required per stage is 30. You can mix with each other different fish, there is no need to have one kind. When you click "donate materials" the fish are automatically delivered to the event, but take them starting from the lowest cost ones. The prizes for the event also change, from now you can get a box with spices, 12 worms, and 7 silver to choose from. They are commissioned in taverns on the links. Each order consists of 3 stages. Within 30 seconds after the completion of the stage, another event consisting of the same is started. After performing 3 such steps, a delay of 2h begins.
Valley of Death balance tweaks
The main direction of these changes was to balance points for capped flags on every map. This should make VoD events last longer and points by capturing flags and kills should be more balanced:
– The Middle Flag at Midland Map needs more time to be capped and gives more points. – Minor flag hunting gets a higher amount of max points to make it last longer. – Additionally, we brought back the good old “Classic” VoD affix.
Other improvements
– Added minigames for mining and chopping trees. You may be familiar with this system from some other games: When you are hitting a node or fallen tree, from time to time you will see a glowing spot. Hitting that spot will triple the damage done to the resource, as well as the drop. – Added Valley of Death challenge, to encourage new players to take part in the tournament events. – Changed the Day & Night cycle. The cycle happens faster, and the day is longer in comparison to the night. This is a change dictated by the fact, that your artists are working on day/night and clouds system rework. In addition to that change, we will be changing the numeric clock on the interface to a graphic one, so it had to be temporarily removed for now. – Added SFX for breathing. When our character has low stamina, it will play a heavy breath sound, the lower the stamina is, the higher the volume of sound it has. Additionally, when the system starts playing that sound it checks if the character's HP is lower than 40%, and if it is, it will play a different "wounded" sound. We have added this feature because we do know that especially new players are in need of additional indications when their stamina is low, to clearly understand what is happening with their character. Please note, that this SFX is played only for your character. – Added SFX when the fishing minigame starts. – Added quality mod for randomboxes. – Updated further parts of the game interface: Siege scoreboard window, VoD scoreboard window, and Location cards. – Optimization changes related to teleporting to tournaments. Further optimization improvements are on the way!
Fixes
– Level design fixes to prevent bypassing walls at outposts (Saffa, Griffinclaw, Hogsten, Reksvald). Please notify us if there are any other places that would need to be improved to prevent such or similar situations in the future. – Fixed an issue allowing players to place gates clipping through the walls in guild-controlled locations. Please note that you have 7 days to remove fortifications placed that way. In a week we will check if such violations of the freebuilding rules are removed. Leaving them like that may result in wiping the fortifications of your guild location. – Fixed an issue where some of the humanoid mobs could have improper weapon length. For example, the Kargald champion had a range of the dagger and could draw a bow in melee or fall into a loop of never-ending feints. – Fixed an issue causing a visual sorting rollercoaster in the interface of Character Development trees rewards. – Fixed an issue where Lure was not giving % bonuses for Cod and Salmon at rich fisheries. – Fixed VoD “Invasion” affix. In some cases, it was not opening gates earlier for defenders. – Fixed VoD affix “Catch'em All!”. In some cases, it counted points improperly, which could lead to a very fast end of the tournament. – Fixed affix “One To Rule Them All” on midland map. Early capture of the main center flag is not finishing the tournament. – Fixed blurry background on texts that use bold+shadow (for an example: points in attributes) – Fixed ellipsis position when text is truncated – Fixed an issue causing server tooltips to flash on the login window. – Fixed an issue where there could be a skull icon shown on a map after participating in and returning from a tournament.
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!
We are extremely happy, same as our community, that Cross-server Tournaments introduced last week were such a successful and warmly welcomed feature. We are observing a huge increase in interest in these events, and it is awesome to see so many players participating in them! From all the regions we are receiving heartwarming feedback and players are happy to see their servers more active and populated.
This week, we dedicated ourselves to introducing quite a lot of various fixes and Quality of Life improvements, based on players' feedback and reports. Thank you for your continuous support and help, everyone!
Additionally, like every two weeks, we are sharing the best videos created by our community, so get some popcorn and ready up for a seance!
Check the details below, and see you on the battlefields!
If you see your screenshot, art, or video in today's changelog – please contact Daimon Frey#5854 on our official Discord to receive your reward – it is harder to track your ingame nicknames from Discord, so this time it would be much easier if you could simply apply for them. Thanks in advance!
Changelog v.0.9.9.5.1 Beta
Fixes, fixes, and more fixes!
– Technology buildings can be destroyed from now on. – Fixed the amount of experience gained in the Archeology Character Development tree. – Fixed an issue causing messages in Guild activity history to be shown in the wrong order. – Fixed an issue where the cosmetic skin of a two-handed weapon will be changed when equipped, and without changing the weapon player will open inventory preview, and the weapon will be floating on the preview. – Fixed the issue causing some of the reward titles for Character Development progressing were not added properly. – Fixed an issue causing static icons to disappear on the map when the player will get near them. – Fixed an issue causing local icons, that appear only after zooming the map in, to appear again after zooming out, when they shouldn't be visible. – Fixed an edge case error in Sir Edward's dialogue, preventing players to complete one of the quests. – Fixed the dialogue of the Excavation Overseer, where due to error players were unable to remove quest marks after completing the task. – Fixed an issue where opening a window in side panel mode, for example, stall panel, when we have a fullscreen window opened, could leave fullscreen window background until closing and opening again any fullscreen window. – Fixed an issue causing sorting orders in the Market could work improperly. – Fixed an issue where some of the tournament affixes could be missing in the voting window when joining tournaments on other servers. – Fixed an issue causing new applicants to not be shown in the recruitment application window. – Fixed an issue where rejecting a tournament invitation in Notification Center was still accepting it.
Quality of Life
– Changed the points required to win the tournament depending on map theme and tournament affix. From now on, they will be longer when needed! – Continuing the Game Interface overhaul, we are introducing further reworked parts of it: Login panel, Server selection window, Items delivery window, Questionnaires window, and architect table panel. – We have removed the requirement to have building points to start an upgrade of the location buildings and defenses. Therefore, placing a scaffolding will not take any money from now on. – NPCs will now have a chance to show a speech text above heads when players will bump them while sprinting – Several minor events reward balancing to make them fairer. – Added proper info of gained Technology Points in Guild progress weekly summary. – Added a Nightly ritual event on the map. – For his support and active help in spreading the word about Gloria Victis, we have added another player-related NPC. You can find “Undead Dan” in the capitals, and on his Twitch channel.
Balance buff for Valley of Death Tournament
We took data from the most popular character builds used in Tournaments, and created a system that will boost players with low levels to have better chances against experienced players, and easier usage of various weapons of their choice, to ensure more fair and engaging gameplay for all participants.
We are adding a buff with a percentage of the ‘change’ until level 100. The player should gain a buff equal to the level difference (100 — CurrentLevel) multiplied by each stat (flat value):
Health +0.81 per level difference between current level and 100 Health regen +0.017 per level difference between current level and 100 Stamina +1.46 per level difference between current level and 100 Stamina regen +0.134 per level difference between current level and 100 Damage +0.22 per level difference between current level and 100 Reduction +0.2025 per level difference between current level and 100
For example, after the equation for LVL 1 character: Health will be boosted from 600 to 681, Health Regen from 5 to 6.7, Stamina from 544 to 690, Stamina Regen from 15.3 to 28.7, damage modificators of mace/hammer/spear/ax and daggers will be increased from base average 15 to average 31, for bows from base 20 to average 41, and for swords from base average 30 to average 62. Piercing, slashing, and bludgeon reductions will be boosted from base 20 to 40.
Every-two week Video contest
We're extremely happy to see your contribution to the video contest. Like before, we are rewarding the best videos picked by the team with 2000 Ambers, and we have two honorable mentions as well, of which creators are receiving 500 ambers each!
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! See you there!
And quite an important note:
Lastly, we would like to address a situation that filled the hearts of our community with sadness. We have lost a dedicated, very kind, and helpful player. Sigurbaldur, who recently lost his battle with cancer, till his final days was finding the strength to battle the disease by participating in the life of our community, and actively playing the game.
You can find Sigurbaldur in-game, near Sangmar Capital. May the memory of him stay alive in our hearts.
As we know firsthand how difficult such situations can be for families and those affected, we support them wholeheartedly, and we have always supported them by dedicating our games to those who take up the fight and their families.
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!
This was a very productive week for our team, and we’re delighted to introduce the previously announced and exciting feature of Gloria Victis MMO: Cross-server Tournaments! Those global events always were popular among our players, unquestionably providing a lot of entertainment, so we are happy that we're allowing them to expand their reach and handle more players.
In addition to this change, which we will describe more broadly in the following section, we’ve taken the time to introduce improvements to a lot of smaller systems in the game; for example sound effects, siege engines controller, and - what may be very warmly welcomed - changes in wall-hitting which will have a positive impact on sieges balance, and remove one for the most frustrating aspects of fighting near walls or inside gatehouses.
Lastly, It is heartwarming to see that we’re receiving tons of constructive feedback and reports from you. Thank you for your opinions, suggestions, and reviews! We hope you will like what we prepared for you today and have a great time in the game!
We're happy to introduce the cross-servers tournament feature. We know that people like to visit other servers and participate in VoD tournaments despite having slightly worse ping, so we want them to be able to do that, for example – to help with balance and ensure more fun for everyone.
Of course, it's impossible to simply forget about the reality and distances between servers, so there will still be a priority to join for players from VoD host servers, and every server tournament will be hosted on the original region's server at the same time like currently.
Every tournament on every server will be visible in “Upcoming events” in the “regular” tab, and the event name will tell you what server hosts it. The registration process is a little different when we want to join another server VoD. You can register for the event using Notification Center or Upcoming Events list, but other server Tournament registration will not be shown directly on the game screen.
We are keeping the queue rules, allowing greenleafs to have priority to join the tournament. This decision will help us to introduce further iterations of the system, as when Tournaments will have enough players, it will be easier for us to split players into two events ongoing simultaneously and have one for less experienced players, and one for veterans. But this is something for the future – for now, we are increasing the limit of players in tournaments from 25 to 50 per nation, so you can expect much bigger and more engaging fights.
We are making an exception in the softlock for Contribution Points, and you are now able to collect them as a reward for participating in Tournaments that are hosted on servers different from your main one. We believe it will be neat to meet other server players more often and test their combat capabilities, so join the events and have fun!
Side note: Along with implementing this feature, we have fixed some minor issues, and ensured that players will have access to depots on Tournament spawns.
Quality of Life improvements
Wall hitting changes
As you may know, it was quite unbalanced to siege a location and fight in the gatehouses or near walls, as the attackers stop their attack on the walls, inflicting damage on them and not continuing their attack, while the defenders were able to pierce the walls with the message that they cannot attack their own building and deliver hits on attackers. This was leading to a lot of frustration and misunderstandings, as well as discouraging players from fighting under enemy walls.
The change was needed here, so from now on walls will not stop the attacks of the players - both the defenders and the attackers. Any attack with a melee weapon that will go through the wall will inflict damage on one wall and will continue on, searching for an opponent. If you are using a two-handed weapon, the wall will not "eat" Cleave stacks.
We believe this change will greatly help in siege balance, greatly reduce bad user experience, and encourage both sides of the siege to search for more unique tactics and solutions to conquer the enemy.
Further Siege Engines tweaks
The new Siege Engines controller is already much better than the old one but required some additional tweaks and fixes which we are happy to introduce in today's update. We have also found some errors regarding terrain and bridges in the game and took care of them so catapults and rams should try to colonize Mars less frequently. :)
– Machines should not climb vertical walls anymore – Machines should move slower when going uphill – Fixed the bridge at Rodrock, which was stopping Siege Engines in the middle when moving uphill on it.
SFX improvements
Background music and good SFX are very important to complete the experience of playing our game. It is good to have SFX feedback when we are performing an action, as we enjoy the game not only with our eyes but our ears too. This is why we are introducing some new custom sounds today:
– Added custom kick damage sound. – Added iddle sounds for chickens, gooses, wolves, and boars. – Added sounds for 1H + shield “Show–off” emote: shield hitting and weapon swings – Added body bump sound when player sprint into iddle and unarmed NPC or player
Other Quality of Life improvements
– Introduced new visuals of “My constructions” and “Stall” windows. – Fixes and polishes of the new Market User Interface. – changed the “Leave province” button to be better visible. – Performance improvement on block indicators displaying. – Boars received a new iddle animation. – Adjustments to crafting taxes and technologies. As you may know, queuing i.e. 100 crafting actions were taking only tax for one item. From now on, each crafting item will be properly taxed (excluding the ones that are crafted as a bonus due to technology, character development, or workshop bonuses), and we are reducing the minimum tax from 25c to 5c. Additionally, instead of 15% of tax return, keeping the Sangmarian Official technology on a max level will allow you to receive an astonishing 45% return from taxes! – As destroyed workstations bring back materials to market to “My offers” claiming their limit, we don't want to create an infinite deposit. we need to introduce security there. When our limit in the market is exceeded (eg. 21/20), we block the possibility to place new workstations. Trying to place a new workstation should show a proper error message. “My offers” limit still can be exceeded while the furnace gets destroyed – We are adding titles and rewards for completing nodes in Character Development trees. You can now get Contribution Points as a reward in the Achievements [H] window, and receive unique titles for your characters!
Fixes
– Fixes to edge case of doing shield bash without having this skill (only client-side visual) if the player had randomized alternative animation for bow right before switching weapons. – Fixed an issue causing shield bash animation not to be shown when the shield was equipped without any weapon in the other hand. – Fixed an issue where one of the siege camps characters could be thrown into the air when leaving spawn. – Fixed an issue that didn't allow horse stamina to be regenerated at stablemaster if horse health was full. – Fixed an edge case issue that allowed spawn "Vile Beggars" while interrupting resources gathering. – Fixed an issue where players could be spawned up to half-submerged in the ground in capitals. – Fixed an issue causing problems with removing nodes in the Forestry Character Development tree on the client-side.
We have great news for you today: We're happy to present refreshed visuals of the ingame Market and further improvements and changes regarding interface overhaul, as well as, some important fixes and improvements introduced thanks to your reports and support.
The new Market UI, as this is one of the most developed interfaces in our game, may require a few polishing touches here and there, so we're counting on your feedback. Let us know what you think!
Also, we'd like to thank you for participating in the every-two-week video contest. It was great fun, we had many videos posted on a dedicated channel on our Discord. The rewards will be delivered to the winners in the upcoming 24 hours, and check the details below who got the prize this time!
Last but not least, this is the end of the first week of the Glory Season, so we'd like to encourage you to take part in global conquest and climb the seasonal ladders to receive great rewards at its end.
Let’s check today's update details!
If you see your screenshot, art, or video in today's changelog – please contact Daimon Frey#5854 on our official Discord – it is harder to track your ingame nicknames from Discord, so this time it would be much easier if you could simply apply for the reward. Thanks in advance!
WiP insight: Cross-servers Valley of Death Tournaments
We're happy to announce that the cross-servers tournament feature is under production. We're aware that people like to sometimes jump to other servers and participate in VoD tournaments despite having slightly worse ping, so we want them to be able to do that, for example – to help with balance and ensure more fun for everyone.
Of course, it's impossible to simply forget about the reality and distances between servers, so there will still be a priority to join for players from VoD host servers, and every server tournament will be hosted on the original region's server at the same time like currently. There will be just a possibility to get some more players from other servers to participate in it if they would like to, and there will be a place for them.
We hope you’ll like such a possibility!
Changelog v.0.9.9.4.1 Beta
New Market User Interface
This week marks the introduction of an overhauled Market window that, in our eyes, is much more informative and brings a lot of QoL improvements for all players.
The new window is much more detailed and intuitive, yet keeping all the functionalities of the old one. We have added the possibility to put a sale offer directly from inventory, added a search tool in the sell tab, and greatly improved the responsiveness of the interface. We also extended the categories on Market, to make them unified with Character Development interfaces.
– Polished the Quest / Event panel interface, and improved the visuals of multiple small windows in User Interface, including the Log-out window, Guild Recruitment Board, Mount Panel, Bastion Interface, Memorial window, and Change Nation window. – Standardized and balanced the vendor prices for tier IV and V gear. From now on, armors parts of the same type and tier will have the same crafting taxes making the market of different sets more balanced and fair. This change, bringing a small increase on the taxes of certain armor sets should not be overly visible for the crafters, however, with the newly introduced technologies, guilds can gain more money from players using the crafting stations in Guild Castles. Changing the prices of items will also mean that putting items into the bastion will now become more beneficial than before. – Standardized the durations of ingame elixirs. Each elixir except for Purifying Drink and Cleansing Elixir has a base duration of either 10 or 20 minutes.
Fixes
– In a Hotfix introduced earlier this week, we fixed the issues with minimal taxes for items, interaction with gates, and gold from events. – Fixed an issue where the player tent position on the map could be shown improperly.
Every-two week Video contest
We're extremely happy to see your contribution to the video contest. We received even more gameplay videos than last time and it was even harder 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 Lokarn, for his gameplay video “Volkvar Defense Part VI”. Enjoy your 2k Ambers!
Honorable mentions (1k Ambers each): Rogno – for an awesome Audunstede State of War video: learn some tactics, everyone! https://youtu.be/_XsLQVsju1Q And Geronimodds, for showing us how to BONK a player with three perfectly timed overheads https://youtu.be/zn1gbkLWS_c Leave some love in the comments and like the videos to help their creators grow. Every player who will leave a comment with his ingame nickname under one of those three videos will receive 50 Ambers next Thursday!
Bonus: We are delighted to see some nice shorts made out of Gloria Victis gameplay, so we would like to also reward Kae and Sorven for their contributions: https://youtu.be/aMv7FPkyGdkhttps://youtu.be/UNPomQA-wYc Great job, everyone!
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!
We’re happy to introduce a complex, brand new system, full of interesting mechanics, buffs, and challenges for guilds to enjoy. The Guild Technologies system is live!
Guild technologies is a new feature enabling guilds to specialize in a certain part of Gloria Victis's content. We feel that it is important to create new content for all guilds (especially the smaller ones) and we believe that introduction of the guild technologies will create a chance to compete, making even smaller guilds a valuable asset for the nation.
Additionally, there are many more significant improvements delivered in today's update. Among others we can mention: reworked siege engine code to improve their behavior, removing furnace looting, and impactful NPC and animal AI improvements.
Along with the new Glory Season, our designers decided to rebalance the weapons a little, putting more worth on craftable items and making non-craftable ones even more unique. We are also updating the game rules and moderation systems, and adding a brand new skin set to the game!
Find all the details below, and good luck in the 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!
Guild Technologies
From now on after hitting the [G] key on your keyboard, you will find a new section of Guild Panel – Guild Technologies.
It is a new feature enabling guilds to research new things that will aid the guilds in their daily activities and give them a new way to specialize in a certain part of Gloria Victis's content. 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.
Each member of the guild can inspect the technologies in Guild Panel, yet only Leaders and Vice Leaders have the power to set them up.
Players 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 special new building is available to build and generate the points. It is also possible to rob the technology points from these buildings during the State of War, so you have more reasons to bring a siege under other guilds' walls.
Technologies
Each of them is based on at least one of the 3 categories: War, Social, and Crafting technologies. In the first iteration, you are receiving access to 7 different technologies, yet we are already preparing more of them for the future.
Here’s the impact on each implemented technology you can level up now:
Training Square – Leveling this technology will increase the percentage of experience coming from combat activities, both PvE and PvP.
Inn – The inn will slow down hunger, depending on the level of expansion. In addition, it increases the maximum amount of food that the player can eat.
Wenedian Witch – The Witch will extend the time of action of all positive tinctures and potions.
Sangmarian Official – Without an official, the use of workshops will simply sink gold. The official will make sure that part of the tax will begin to move to the guild bank, the greater the level of expansion.
Azebian Horse Master – Horse Master will allow you to level up your horse faster and increase the chance of finding a good horse.
Nordheim Smith – The higher the level of the blacksmith, the greater the chance of successfully enhancing the item.
Imperial Camp Master – Leveling Camp Master allows you to teleport to the tent from a greater distance.
How to level and use your technologies
Guilds are getting points from various sources: Performing deactivation missions, using a special points generator building (for now limited for guilds who own a guild location), and stealing points from other guild generators during State of War battles.
Technology points that we have earned, we immediately give to individual technologies. The leader or vice-leader of the guild chooses how to divide the points into individual technologies, determining how many percent they get for a particular technology, by controlling the sliders.
At the time, you can have three technologies active, and there are short cooldowns between switching between them. Yet this convenient feature will allow you to pick dedicated buffs for various content you and your guild would like to participate in at the time.
Technologies level diminishing
Any technology after a certain level will begin to require constant maintenance. Without activity, its level will gradually fall to this impassable limit. The technology drop will be calculated at the end of the week, along with the technology points. In every technology details window, you will be able to find a proper indicator showing how many points will be dropped from the technology level progress bar.
Quality of Life improvements
AI improvements
Improved movement of mobs. Issues like mobs getting into players or snapping around should be happening much less often which should lead to much more fluid combat. Also, most of the animals will now be stopping while attacking which should make it much easier for players to run from them. Thanks to that, accidentally aggroing animals will be much less irritating.
Siege Engines code rework
Reworked Siege Engines movement code, which is making it much harder to make them fall below the ground. Also, machines are now rotating on every axis which makes them fit the terrain they move better. Please remember that when a machine is moving on an unnatural axis it will start getting more damage while moving, and quickly destroy in the edge case (for example flipping up). Also while shooting with machines, it takes their rotation into consideration allowing for more dynamic shooting angles (shooting from an unnatural angle will also lead to receiving more self-damage to the shooting machine). Siege machines now use more physics, should drive more naturally, and don't turn themselves in random directions while driving on uneven terrain. There were also a few other fixes around Siege Engines like Mantlets colliders are now turning off while destroyed to not catch arrows passing by.
Furnaces Looting removed
From now on, furnaces cannot be looted, and if a furnace is destroyed, all materials from inside the furnace are being transferred to the marketplace tab, in the very same way it happens now when a furnace disappears from inactivity.
Almost all recent incidents of looted furnaces were made only as a result of gates left wide open. As it could have been frustrating for players, the only sane option we are left with is to fully prevent looting the furnaces, and ensure that the items will not be lost after destroying the furnace. We are allowing the destruction of furnaces outside of SoW’s by other nation players, the leader of the guild that owns the guild castle where the furnace is placed (only after he triggers the demolition mode in the architect's table view), and of course by player owning the furnace, through the “my buildings” window [J].
Weapons Balance
It caught our attention that two-handed craftable swords are a little underrated. The blame for this is largely borne by "unique" swords, which have become too common and easy to get. From now on, craftable swords will dominate unique ones with their versatility. We are nerfing unique swords piercing damage modificator (from 0.8 to 0.7), and buffing their craftable equivalents in the same area (from 0.8 to 0.9).
Boost applies only to the top tier of weapons; these lower tiers remain at a multiplier of 0.8, as do not have their non-craft counterparts, so they do not need additional benefits.
The ancient longsword is removed from the Spectre loot at the frontier pass event and from now on the only method of looting it is the Spectre from the catacombs, the catacombs chest, and Champion’s Treasure chest, which will make it more unique. Its monstrously large dmg was just throwing use-cases of craftable swords to the side. We hope that its current form will make it more of a weapon for “occasions” such as tournaments, ranking duels, or other important clashes.
The Cusher Sword has become too popular too, and its massive overhead damage makes the craft swords look like toys. Because of this, the chances of its acquisition are reduced to make it more unique and reduce the fear it’s spreading among – but not only – archers.
Additionally, we are reducing the stamina attack cost of one-handed blunts. They still remain the heaviest one-handed option, but we want them to be closer to one-handed axes, which should make them more popular, and also convenient to use.
Full list of tweaks:
– Black Guard's Claymore: Dmg From 143 to 144, stamina usage from 16 to 15, Stabb mod from 0,8x to 0.9x – Praetorians Longsword: stamina usage from 16 to 15, Stabb mod from 0,8x to 0.9x – Karleonian War Sword: Dmg From 145 to 146, Stabb mod from 0,8x to 0.9x – Karleonian Longsword: stamina usage from 17 to 15, Stabb mod from 0,8x to 0.9x – Ancient Longsword: Stabb mod from 0,8x to 0,7x – Longsword of Lord's Wrath Brotherhood: Dmg From 145 to 146, stamina usage from 18 to 16, – Stabb mod from 0,8x to 0,7x – Claymore of Lord's Wrath Brotherhood: stamina usage from 17 to 15, Stabb mod from 0,8x to 0,7x – Reaper: Stabb mod from 0,8x to 0,7x – Sir Landry’s Greatsword: Stabb mod from 0,8x to 0,7x – Slicie: Dmg From 145 to 146, Stabb mod from 0,8x to 0.9x – The Moonstar: Stabb mod from 0,8x to 0,7x – Arena Master's Sword: Stabb mod from 0,8x to 0.9x – God Of War's Sword: stamina usage from 16 to 15, Stabb mod from 0,8x to 0.9x – Tournament Winner's Sword: stamina usage from 16 to 15, Stabb mod from 0,8x to 0.9x – Club: stamina usage from 11 to 10 – Servant's Club: stamina usage from 12 to 10 – Ferruled Staff: stamina usage from 12 to 11 – Warden's Mace: stamina usage from 13 to 11 – Peasant's Hammer: stamina usage from 13 to 11 – Deserter's Pick: stamina usage from 14 to 11 – Brigand's Hammer: stamina usage from 15 to 12 – Marauder's Pick: stamina usage from 15 to 12 – Bandit's Hammer: stamina usage from 16 to 13 – Mercenary's Pick: stamina usage from 16 to 13 – Warrior's Hammer: stamina usage from 17 to 14
Other QoL improvements & Fixes
– Added proper information on dynamic events tooltips telling that currency rewards can be scaled to group size. – Improved the formatting of text in the chat window. – Adjusted the currency rewards in-game events: The Grey Company, Outlumbered, Black Sickle, Enclave of the Rejected, Rogue Highlanders, The Griffins Company, Frontier Pass, Heathen Plague, Temple of Doom. – Fixed triggers of some tutorials, as they were doubled in some cases. – Fixed last issues with skins loading after login, relog, and transfer to the tournament. There is a known edge case where skins may not be visible for us but will be visible for other players. – Fixed windows positions of Supporter Shop and its popups. – Fixed description of character removal confirmation window.
Current and upcoming improvements in-game moderation
After hearing your feedback, and thanks to cooperation with other competitive online games community managers from other games and companies, we are introducing severe changes in our rules and penalty system.
We are removing the division between chat and game rules violations. As intended in the beginning, we want players to understand that both those types of violations are equal, are counted in the penalty system as one and both can lead to Permanent Ban. We are also removing the division between light and severe violations, understanding them now as regular ones, but keeping the current status for unforgivable violations, which leads to permanent bans instantly.
The thing that needs addressing, is the fact that our players are not always aware of the rules and the results of breaking them. This is why our moderators are creating a simple and clear Rules of Conduct infographic in the form of a table with violations and related sanctions. This Infographic will be linked to all warning and penalty messages, as well as accessible anytime from the game itself.
We are introducing a new penalty – gameplay softban, which should help moderate our community better. Players can receive a status (debuff), that will limit their access to various features which can be anyhow used against other players. This status will be always added to the temporary ban penalty and may be added to the mute penalty too, according to the GM initiative.
Softban is not allowing to:
– Spawning and operating siege engines, including joining the siege engine crew as a passenger. – Kicking players from the party – Turning on Friendly Fire – Using the Votespy feature – Opening second doors in gates – Using interactive defenses (i.e. oil, logs)
As we have and want to keep our system simple, we are keeping the four tiers of sanctions, expanding over time with each next violation. The first, second, and third offenses to rules will be sanctioned with temporary mutes or bans, supported by gameplay softlock. The fourth one will still lead to a permanent penalty. To give you a better idea, here’s a list:
Regular rules violations:
The first rules offense results in 3-days Ban/Mute and 7-days Softlock The second rules offense results in 7-days Ban/Mute and 30-days Softlock The third rules offense results in a 14-days Ban/Mute and 60-days Softlock The fourth rules offense results in a Permanent Ban or Definitive Mute
* We also reserve the right to pardon a player and exchange the first rules offense penalty for a warning, according to the GM initiative. ** If the last penalty on a player was placed over a year ago, the last penalty may be repeated, instead of extended, according to the GM initiative. *** Based on the action that you have taken, the period of punishment might be extended or your account might be blocked permanently, according to the GM initiative.
Unforgivable violations: Players can receive an instant Permanent Ban for some rule violations. This includes sharing players’ private data (i.e. names, images, social media accounts, addresses), threats of any kind, and more, as will be explained in the Rules of Conduct Table.
We also want our players to be aware of how many violations they have in their history. As we already have a penalty tracker in our moderation systems, we will show how many and what penalties players have in-game, so it will be easier for you to know what may be the result of further rules violations, and will for sure reduce the number of issues and misunderstandings between community and the system.
We would like to kindly ask you to use ingame report systems and official ways to contact game support. Our moderators are available for you under the official email: support@gloriavictisgame.com
We believe that together with you – our community, we can continue creating a safe and enjoyable space for everyone in our game.
We are introducing a new cosmetic skin set to the game using heavy glory items as its base. “Valour” heavy armor, heavy shield, and two-handed mace “Bonebreaker” are available for you in the in-game Supporter Shop – hotkey [K].
Thank you for reading to the end, and once again – good luck on the battlefields!
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.