Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!

A new update is live! It always brings tweaks to the various systems, enchanting your game experience, bringing some gameplay improvements, and fixing reported bugs. You are receiving a new minigame for progress bars, dedicated to farming and crafting, adding some more active layers to those activities.

You also can feast your eyes with a fully renewed Coat of Arms Editor, many new animations on playable characters and emotes for them!

On top of that, we’re introducing some balance improvements, such as tweaking the experience gain ratio, Siege Events continuations, and possibilities of nation change in the game. Check the details below and see you in the game!

Enjoy the ride!


The screenshot’s authors have been awarded. ALEMAN, tomfrana, 𝒮𝒽𝒶𝓁, and Kromkel – check your Ambers!

Changelog v.0.9.9.5.7 Beta

New minigame for progress bars

Have you ever wanted to shorten the progress bars of various activities in the game? Now you can! Crafting and farming progress bars now have a minigame to shorten their timers by actively participating.

Minigames are tools that have a positive impact on various aspects of the game, for example, they increase the feeling of being rewarded for your efforts, and give bonuses for more active gameplay. It is also a great help to train your reaction time and muscle memory, which is useful in combat. This is why you could find some similarities between combat and recently introduced minigames of fishing and mount taming.

How does the new minigame work?

After starting an interaction or crafting action, you will see a bar with a hovering indicator above the progress bar. The indicator will move from left to right, moving through the separated highlighted area. When the hovering indicator is over this area, press the interaction button (default [E]), and the time of the interaction will be shortened. The highlight zone can change its placement and size. Each press of the interaction button costs 100 stamina, and the correct ones will speed up the indicator movement. Please note, that this minigame only affects the time to craft, not the quality of the item created.



On the occasion of adding a new minigame here, we are balancing the timers of farming and crafting interactions. Most timers were not extended more than one second. Only queued, multiple crafting actions may feel slightly longer.

Crafting – each proper minigame click reduces total time by 20%:

– materials, 3 seconds interaction time (2 seconds before)
– foods and alchemy, 5 seconds interaction time (2 seconds before)
– weapons and armors of tier 3 or lower, 10 seconds interaction time (2 seconds before)
– weapons and armors of tier 4, 15 seconds interaction time (2 seconds before)
– weapons and armors of tier 4.5, 20 seconds interaction time (2 seconds before)
– weapons and armors of tier 5, 25 seconds interaction time (2 seconds before)

Farming: each proper minigame click reduces total time by 25%:

– Planting crops. Increased the interaction time from 3s to 5s
– Watering crops, 5 seconds interaction time (not changed)
– Fertilizing crops, 5 seconds interaction time (not changed)
– Gathering mushrooms, 3 seconds interaction time (1 second before)
– Gathering crops, timer depends on tool gathering multiplayer (not changed)
– Gathering wild herbs, timer depends on tool gathering multiplayer (not changed)

Other interactions: each proper minigame click reduces total time by 25%:

– Gathering water from a well, 3 seconds interaction time (2 seconds before)
– Reading treasure maps (not changed)
– Gathering beehives. We changed the gathering type from 2x2s to 1x5s interaction
– Gathering clay. We changed the gathering type from 4x3s to 1x15s interaction
– Use a water/fertilizer bucket. Increased the interaction time from 3s to 5s
– Upgrade location, 10 seconds interaction time (not changed)

On top of that, each click reduces the time left by a percentage of the max time, meaning that, for example, the crafting minigame reduces the crafting time by 20% per click, while crafting a tier 5 armor it reduces the time by 5s per click!



New animations

Our company acquired a professional mocap suit! Thanks to that we can make the world of Gloria Victis more alive and immersive. It is nice to have such a possibility in-house as most of the animations on the market are relatively modern, so it is better to record them from scratch with our setting and lore in mind. We started with easier animations, as we are slowly learning how to use the new tools and create a proper workflow. As we have to drag all the NPCs across the map to their new spawn points in replaced capital cities and questing areas, we are holding on to adding more animations to them on the current global servers, as it would be doubling the work. So, you can expect cities that will feel more lively along with the refreshed world map in the second half of August. There are over 100 animations already recorded and pushed on production for further processing.

But we are not leaving you empty-handed today! We were able to add a lot of new interaction animations and emotes to playable characters!

You can find new taunts, facepalms, bow downs and greetings in the emotes selection wheel. You will see new animations when you will be bandaging yourself or allies, reviving players, eating, drinking, calling horses, extinguishing a fire, or capturing a flag. There are also new idle animations for the drunken state, a few versions of sitting, and on top of that – we have improved the animation mixing and all should be more fluid now!



Tweaking the experience gain ratio

As you know, leveling in Gloria Victis is quite fast, as we want players to reach the endgame quickly and participate in the game's core features. Yet after observing the speed and ways to gain levels in the game, it became visible, that it should be toned down a little.

We noted some issues with the arena system, where players were able to join an arena duel basically naked, lose the fight quickly and still receive a lot of experience. It was not only kind of an exploit, but also reduced the fun and worth of the other contestants' efforts. From now on, experience from Arena duels is based on the time spent in the arena, and the gap between experience gained by the winner and loser is not too big if the duel was balanced and close.

We are also slightly reducing the experience gained in raids (Ragi/Sirius/Brandon, Catacombs, Sea Wraiths, Sorcerer’s Towers, Volcano, Frontier Pass), as it allowed very fast exping, but in the end, could lead to reaching the top level too fast, and it was unhealthy, especially for new players, who could lose one of the game goals quickly and find himself a little lost in the world before he learned combat and the territory control systems.

The last thing that we are addressing is experience from building locations: while upgrading buildings, the event was a significant part - whether it was a part of the Wall on level 1 or Keep to level 6, the event always gave the same amount of experience. From now on, donating materials to scaffoldings is boosted and will give two times more experience, and more for each upgrade level, but event exp was significantly reduced. This way, the reward will be much more proper and linked to the effort put into building and upgrading locations.



Nation Change Scrolls

Nation Change Scrolls were removed from the game in the past because of their impact on servers' balance and community. And yes, it helped us to balance the servers in the short run, but new issues emerged soon after. Tweaking the underdog system was too little to limit or block exploiting the nation change system. Sadly the situation started creating pressure on our players, which resulted in taking a break from the game and encouraging others to follow, sometimes trying to get Underdog status this way, so their friends could change the nation". We do not want players to feel trapped in the nation, especially in situations where guild or friends of a player transferred to Underdog nation, and someone was left due to inactivity or simply missing the opportunity.

So, okay - we are making a test, and we're bringing the nation change scrolls back in slightly changed form. Restoring them should help the world to shuffle and settle before the official release. There are some circumstances that are allowing us again to test such a feature. For example, guilds are not losing donated Nation Points when a player leaves a guild, so this will not have a negative impact on the guild's morale and position in server ranking.

You can acquire a Nation Change Scroll from the Supporter Shop for 2000 Ambers or 39 000 Contribution Points at the Glory Quartermaster. The Scroll can also be listed for gold at the Auction House, so there is also a way to buy them with a basic coin.



We are keeping the existing rules and adding the new ones regarding the Nation Change Scrolls:

You can change the nation once before you reach 70 lvl with any of your characters on the account from the character selection screen. (It means one per account, not per character) After that milestone, there are three ways to change your nation in the game:

1. Remove all characters from your account to be able to pick a new nation.
2. Use a dedicated NPC that spawns when another nation on the server receives a long-term underdog status. This NPC allows transferring to long-term underdog nations for free.
OR
3. Use a Nation Change Scroll, allowing players to move freely to any nation that is not dominant on the server.

Important notes:

– Items and gold stored in the depot are account-wide and are not lost when changing nations.
– All nation changes and main server changes trigger cooldowns on nation change and main server change.
– Changing the main server set proper cooldowns on nation change and main server change.
– Balance status data that is allowing or preventing transfer to a given nation. Check the Nation Change Card tooltip for exact information on which nations are currently available as a destination. This info is tied to data from the account's main server.
– It is possible to move between nations with Underdog status.
– It is not possible to move to the dominant nation (the strongest one – when the other two nations have Underdog status).
– Known issue: To move to another nation please fully restart the game after using the Nation Change Card. The change nation button will be available on the character selection screen. Moving to the character selection screen will not refresh the status of available nation change points.

The switching nation with a Guild:

Guilds no longer lose donated Nation Points when members leave them, so members should transfer using the available methods to change nations (delete characters/NPC/SCROLL).

The guild leader can ask us to help transfer his account along with the guild to another nation with a few restrictions:
– Mercenary Recruiter must be present on the server, allowing transfer to the desired nation, or the leader has a Nation Change Scroll and the destination nation is not marked as dominant.
– The leader has to be the only member of the guild.
– Leader's characters on the account cannot be in any other guild.
– The Guild cannot have any provinces.

We are working on an automated system that will allow guild leaders to transfer their accounts along with the guild if the conditions above are met, so it will not require our help to transfer guilds between nations in the future.

We hope you will be happy to have more freedom once again and restoring this feature will be warmly welcomed

Quality of Life

New Coat of Arms Editor

With a redesigned, convenient, clear, and intuitive editor, it will be a pleasure to design and admire your own creations of personal and guild heraldry. We have combined the old three-separated windows editor into a single, easy-to-use system, with graphical and technical upgrades. From now on, you can preview your designs on heraldry emblems, shield models of various shapes, and the flag banner. We have also added the most-wanted “undo-redo” functionality, which allows the system to remember the last 15 changes that you can navigate between by clicking back and forward. We are planning to continue work on this system later when we will polish the Interface after replacing all game windows with the new ones.



Siege Events tweaks

There were a few issues with Siege Events that required attention:

We are correcting wrong assumptions, causing the events to count their start timers from a fresh event timer (around 25 minutes), which resulted in event continuations not working properly. From now on, if the Siege Event is finished before 5 minutes to its end, the time left will be transferred to the continuation event, and an additional 5 minutes will be added to the timer.

We are adding continuation to three-way siege events. Earlier, when any nation capped the flag in just 3 minutes after the event started, a continuation event would not happen and everyone would be disappointed. From now on, in such cases, we start the continuation of this event, just by starting the event in the same location, but with a new defender, who just captured a flag. Additional 5 minutes are added to the event timer.

Lastly, when we had one nation that was a defender in a siege event that was much stronger and would push out attackers, we changed the Defense event to Attack or Linkwar event, adding 10 minutes to the timer. This time was too long and sometimes resulted in infinite siege events. As we would like to standardize all siege continuation cases, we are changing this added time from 10 to 5 minutes.

Other improvements

– Added confirmation window on Return to the character selection menu.
– Tweaked the big battering ram colliders so the player can get the right position to drive it without snaps and teleporting.
– Added input field in character development experience conversion window.
– From now on, NPCs won't walk underwater.

Fixes

– Fixed the issue where handicap limits in events were incorrectly blocking players' registration.
Handicaps should limit players only in certain cases:

1. If the nation is the underdog
2. If a nation attacks its native castle (mids attacking Waterford/Blackrock)
3. In the nation fight on the native non-loot zone (Dundrum fort for midland)

However, the bug was limiting players in additional few cases that were not in the design. It created many cases when forces were unbalanced in terms of numbers, especially when link-war took place at two native locations of one nation (Dimar - Scarsdale). The fix should reduce cases when forces are unequal without reason. Remember, that there are other systems that may limit players in events, for example, limiting defenders if there are not enough attackers. And thank you for your reports that helped us to find the source of that problem!

– Fixed an edge case in Fabia’s dialogue, preventing players from completing the quest.
– Fixed edge case issue where arrow particle trail was not turning off if arrow collided on the very first rendering frame on the client side
– Fixed a bug where crafting was continued after the next progressbar (i.e. interaction with something)
– Fixed Bear’s animations, and adjusted their attack speed.
– Fixed an issue making it possible to gain incorrect bonuses to deactivation points on servers other than the main one.



Community Breakdown

Every two weeks, we’re rewarding active content creators who spread the word about Gloria Victis, so we have some new videos to share with you! Click the links, subscribe to the channels of those awesome people, and leave some love in the comments!

Wintar created an awesome guide to the game, covering the basics:
https://youtu.be/KydQDZpseW4
Sonny once again delighted us with his neat and clear guides for various branches of the game economy. This time it is forestry and mining:
https://www.youtube.com/watch?v=SeAPIlG5KWY https://www.youtube.com/watch?v=fJvX3K2q0is
Boba recorded nice gameplay from the Valley of Death tournament, showing his combat skills:
https://youtu.be/z-ao9A1KYaY
Guys, reach Daimon via Discord to get your 2000 Ambers!

#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions, and share with us your creations on our official Discord.

Thank you for reading to the end, and see you on the battlefield!
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, Warriors!

We're focusing on two significant tasks: Reshaping the world map and recording new animations for the game. Both require a lot of work and are taking up most of our team workpower, so we would like to prepare a little insight into how we are doing and what changes in the game you can expect shortly.

We are postponing this week's update for a week as we would like to polish and process more of the new animations. We are telling you some more about that later in this note.

Additionally, we are hosting an "Ask me anything" event on our Discord, so you are more than welcome to join us there and leave some questions we will try to answer in the upcoming Devlog video.

Have a great day, and see you on the battlefield!


The screenshot’s authors have been awarded. Mormo - enjoy your Ambers!

AMA event, and new video Devlog

We've noticed how well you received the video Devlog we recorded recently. If you haven't had a chance to see it, >here's a link<. We start working on the next one, which will tell you more about our work from a backstage perspective. On this occasion, we would like to make something special for you:

We created a channel on our official >Discord< where you can drop your questions about Gloria Victis's development and future. In the upcoming Devlog video, we will answer some of them. Of course, we may not be able to feature all questions in the video, but we will do our best to choose the most interesting and constructive ones. As Devlogs are also reaching potential new players, it would be best if your questions would be open and help them to learn about the world of Gloria Victis MMORPG. Don't hesitate to share your curiosity with us!


A small preview of the newly created location that is placed somewhere on the reshaped map. More spoilers >here!<

WIP Insight: Making the game world more alive

We've acquired a mocap suit! This tool allows us to create new animations for our characters and NPCs in the game, to make the world of Gloria Victis more alive and immersive. It is nice to have such a possibility in-house as most of the animations on the market are relatively modern, so it is better to record them from scratch with our setting and lore in mind.



We're excited to learn how to use this new possibility and create pipelines speeding up the workflow of animation creation. We started with easier ones, for example, idle animations for NPCs. Thanks to that, guards will now look like guards, citizens will talk with each other, merchants will praise their goods, and here or there, someone will be working on something. In the gifs below, you can see what unique tool we used to play the role of the sword resting on the shoulder of the guard and how it looked after recording. It is impossible to use a real metal sword while recording a mocap session, as metal may interfere with the operation of suit sensors. :)


MOP-CAP! :D


And it looks much better than the current guard's behavior, don't you think?

We will do our best to introduce new work animations not only for NPCs but also for playable characters, as it would be nice to see how our avatars hammer something, pick berries, or sow the wood. We are recording a lot of new interaction animations too. We have a few new sitting animations, drinking, eating, player looting, reviving, or chest opening. You will also get new emotes, taunts, and even dances.


How cool will it be that our characters will react to equipment changes in character preview?

Yet, recording an animation is not the only thing that needs to be done to have it in-game. Each animation needs to be cleaned by our animators, adjusted to our character model, and ultimately added to the behaviors list of characters. It takes time, and that is why we decided to introduce what we have prepared next week to increase the visibility of this addition to the game world. Yet this is still a huge step, having the possibility to record animations by ourselves and be more independent on that matter.

Thank you for reading till the end, and see you in the game!


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

We are 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!

As you already know, we are working on reshaping a game world map, and we are happy to share the first preview of the new capital cities layout. We will say some more about that down below, in a short Work in Progress section.

Other than that, we are introducing a new minigame for taming horses and adding some fixes to the recently updated fishing minigame. In the meantime, the majority of our team works on long-term tasks which we describe below.

We also acquired a mocap suit, and recorded a few easy animations, for example, a new stall and sitting animation, already implemented in the game, and animation for horse taming, that you are receiving today. We are learning quickly, and soon we will be able to add many more dedicated animations, emotes, and moves.

Every two weeks, we are also making a small community breakdown, rewarding our content creators and active members of the community with Ambers, and promoting their content on our social media hubs. Thank you for spreading the word about Gloria Victis, and helping our community to grow!

As always, we are adding a few fixes and improvements, so check the details below, and good luck in the new Glory Season!


The screenshot’s authors have been awarded. Neqster, tomfrana, and T.Baggins – enjoy your Ambers!

Work in Progress Insight

Reshaping the game world

We are slowly moving to the end of one of the biggest tasks that we decided to complete this year: moving capital cities to the edges of the map and introducing more space for PVP and PVE in the middle of the map. As we said earlier, we also want to introduce some changes in guild content, create new layers of zones, and give more players possibilities to play as they want.



As it may be already visible, we do not want to push new players to those dangerous zones. This is why we are creating Starting Islands around capital cities, linking the initial questlines with the ones from lumber mills, mines, and farms. Thanks to such a solution, and separating starting quest areas from the rest of the game world, we will also be able to introduce a very convenient “Teleport to Quest” feature. It was impossible with the current map layout, as players would use such a feature to have an additional teleport bypassing the fast travel limits. Having a separate island for quests is giving us more freedom and possibilities to increase new player retention, prepare newcomers better for the global conquest, and ultimately – open PVP in loot zones.

As we know how important it is to have someone around to help, guide or simply talk to while questing, we will create special PVE zones on the quests island. People who want to safely farm resources, recipes, or gold, will be able to spend time on these Starting Islands, doing various raids or events, intertwined around the questline of new players (in the style of bandage quest, i.e. "secrets of ..."). This will allow you not only to earn something but also to interact with, help, or recruit new players.

As we already have the ability to host the biggest events on separate machines (VoD tournaments!) – we will be able to greatly increase the server's performance, by dividing the game world of each server into three clusters. This way the starting islands, tournaments, and the rest of the game world will become separate areas, between which players will be able to transfer with a short loading screen, like when fast traveling or unstucking.

Overall, we believe those changes will positively impact various aspects of the game, ensure better player experience and retention, and allow our community to grow. Later we will tell you some more about how we want to improve State of War Events and Guild content, so stick with us and stay tuned!

User Interface Rework

We are still working on the UI overhaul, and slowly completing the checklist of windows. We can show you some of the upcoming changes, the new Coat of Arms creator, and the Supporter Shop preview:




Changelog v.0.9.9.5.6 Beta

New Glory Season

The new Glory Season starts now! Each player who became Arena Master or earned the God of War title in the ending season will receive unique, signed swords as a souvenir. Additionally, players from the top of the ranking list receive proper gold rewards and titles. Beyond 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!



Quality of Life & Fixes:

Mount Taming Minigame

Along with the new Mount Taming animation, we are introducing the next minigame in Gloria Victis, dedicated to this activity. The newly introduced minigame for horse taming is a variation of the minigame known from fishing. Players will be able to click the correct direction as fast as they can in order to boost their chances to find a decent mount. You have 20 seconds to build as high combo as possible, but be aware that a wrong click resets it! We can't wait to see the high scores achieved by our Community!



Other:

– Fixed unique chests on Valley of Death events and added them to the Midland theme VoD map.
– Fixed wrong filter setting for Knights long ax.
– Fixed an issue causing desynchro in fishing minigames.
– Fixed the issue where fishing minigame UI could stay on the screen when the minigame was active during transfer to Valley of Death Tournament.
– Fixed an issue causing burning banners in questlines to have displaced fire and smoke particles
– [QoL] Added grubs and beetles as possible rewards for completing Fishing Stock events.



Every-two week Video contest

We cannot stress enough our happiness and gratitude to see such nice videos posted almost every day by our active community!

Today, we want to reward 3 players with the main reward – 2000 ambers:

Sonny, for his neat fishing guide in long and short from: https://youtu.be/5D4HGshXjHY https://youtu.be/LOSwiPUU8lQ
Neqster, for showing how team cooperation can bring win even when outnumbered: https://youtu.be/aLsNYOPIkK8
And Lokarn, for dynamic fights under the Waterford walls: https://youtu.be/zJS9dlLAnW0
#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions!

Visit our >>TikTok<< profile where we’re working on reaching potential new players by showing the awesomeness of Gloria Victis in short video forms. We are happy that you are following the trend! Leave some love in the comments section too!
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!

Today, we are announcing the end of the current Glory Season, introducing some changes in combat, and a lot of fixes, thanks to your feedback and reports.

When developers 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, our moderation team is preparing some changes and improvements in our rules and penalty system, and how you can access them.

We also put our hands on a professional mocap suit, so we will be able to create new animations for Gloria Victis in-house. This is a nice addition that will make our game much more detailed, and introduce more life to the game world and NPC behavior.

Check the details below, and see you in battle!


The screenshot’s authors have been awarded. tomfrana, Erikson, tdues, and alhak – enjoy your Ambers!

Changelog v.0.9.9.5.5 Beta

Glory Season

Remember, that this week is the last of the current Glory Season! The New Season will start on Thursday, the 14th of July. Also, we’d like to remind you that the last day of the season – Wednesday, the 13th of July – 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!



Combat changes

Unnatural feints spam

After long and constructive conversations with our community on our Discord and Social Media, and after processing a lot of the ingame feedback messages, we decided to take a closer look at some aspects of our combat system. Feinting spam, what was the topic of the discussion, proven to be troublesome in some cases.

Our aim is to have a combat system as clear and intuitive as it is possible, so any unnatural feelings should be addressed. It simply looks weird when a player was able to change the attack direction indicator repeatedly and very fast, especially in the eyes of less experienced players. On the other hand, such maneuvers were not really effective in combat, simply burning stamina, and being easily countered by combat veterans.

Our combat designers came up with a few solutions that will reduce the usability of the feint spam tactic and make it easy to counter:

We are slowing down attack attempt time after some quick feints spam, so a player who will spam feints in a short window of time will release his next attack slower, which will give his opponent a window to land a strike. It seems obvious that making such a fast series of moves should make our hands tired or throw us out of balance a little, and make the next strike slower.

Quick math: When we start holding an attack and we will stop this attack, making a feint (by block or feint button) in the first 300ms of the attack attempt, the system counts a special counter. Max counter cap is 5, and when our counter is higher or equal to 2 (so not on the first feint), the system adds 50ms for every counter point to the next attack attempt time. The full spectrum of possible delay is then from 0 to 200ms. The counter is being reset after we hit the enemy, block his strike, or get hit by him, or after one second (1s) from the last count. This way, players will still be able to make fast feints but be encouraged to mix them with slower ones and other actions. A fluid mix of strikes, slower and faster feints can still keep the use case for feinitng.

Feinting intends to deceive the opponent and create an opening in his defense, yet in real combat, it is also some kind of opening for an enemy that experienced duelists can take advantage of if they read the moves properly. With the changes explained above, we wanted to simulate that, and we hope it will greatly reduce the unnatural feint spam, by making it overall better balanced with more risk. Players who were not using that strategy will not feel any difference.



Longer attack cooldown after hitting the block

We would like to introduce a change that aims to give more possibilities in 1vX scenarios of fights, create more openings and give more meaning to blocks in group combat.

We are adding 100ms to the attack cooldown which is strictly connected to the ability to do the next attack after the previous attack was blocked. It is not a huge change from the value it already had before that change, but it seems healthy for the balance to increase it a bit.

This change should make tanks a little more important, give new players more time to react or back out in outnumbered combat, and create more openings in combat, which is always a good thing to have, to make it more interesting, and skill-based.

Two-handed sword swings

Based on many discussions with players and their opinions, for which we thank you very much, we decided to introduce a slight tweak in two-handed swords. We want this decision to give swords a clear use case in their strengths. The versatility of two-handed swords is their advantage, but their damage (not counting expensive unique items) seems a little too low to be popularized among players. We decided to reduce the “BackToArmed” time by 50ms, after hitting with the sword from the side (the time after the overhead was not changed, so the style of the game using the Crusher Sword will not change at all). Backtoarmed time specifies the time at which a character can move to the next action after performing an unblocked attack. This means that by using a two-handed sword, at the expense of damage, we gain more combat dynamics if we focus on side attacks.


Have a good day! ✌️😗

Quality of Life

– Server optimizations, change of the flow of bug reports, and player reports.
– Balance of the Night Ritual event: Changed the event time from 30 to 10 minutes, changed the alchemy chest reward to a misc recipe box, and increased the silver reward from 8 to 25 silver.
– Updated the visuals of the Upcoming Events window, to match it with the new User Interface style.

Fixes

– Fixed an issue where when killing the enemy, the game could lag spike due to the update of the Character Development equipment nodes progress.
– Fixed client-server colliders synchronization on the architect tables in the upgradable keeps.
– Fixed the issue where it was possible to glitch a siege engine on bridges leading to Tenebrok.
– Fixed blurry fonts in multiple places in User Interface, for example, progress points, and mount window.
– Additional fixes to AI edge cases snapping while moving to waypoints.
– Fixed the issue where Abilities Window could throw client error on spawning player during first loading screen and during moving to or out from Valley of Death Tournament.
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!

We know that you are hyped for the redesigned map as much as we are. Our level designers are working hard in the background to deliver it in the following weeks, but as always, part of the team had some time to introduce some improvements, fixes, and new cosmetics to the game, and we are happy to introduce it all today.

We are also excited to announce that we are increasing our efforts regarding the marketing of our project. We are starting to reach potential new players using new social media platforms and assets, so you can find Gloria Victis on TikTok, and (for our Chinese playerbase) Weibo.

The cosmetic skins pool is being extended with six new weapons skins, inspired by the arms of the ancient Land of the Rising Sun, and a new skin set of armor taken from a faraway country where the cherries bloom.

Every two weeks, we are also making a small community breakdown, rewarding our content creators and active members of the community with Ambers, and promoting their content on our social media hubs. Thank you for spreading the word about Gloria Victis, and helping our community to grow!

Work in progress insight

Part of the task of redefining the world map is also improving the visual aspects of the game. Our artists are working on a new skybox system in the background and prepared a small WIP insight to show you the comparison of current and upcoming clouds, weather, and day/night cycle systems.

Please, notice increased render range and much less fog:

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=798299b8-f861-11ec-b5bb-6595d9b17862
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=14e0c7d6-f862-11ec-b5bb-6595d9b17862
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=4d5c382e-f863-11ec-b5bb-6595d9b17862

One of the coolest things that are possible with the new system is forecasting the weather - we want to make it possible to see the storm or rain coming on the horizon, so you will know when and for which one the weather will change!

And now, let's check the details of today's update, and see you in-game!


The screenshot’s authors have been awarded. Siegbert, tomfrana, and Phobia0666 – you will receive 1000 Ambers each soon!

Changelog v.0.9.9.5.4 Beta

Quality of Life

– Added multiline edit support to guild recruitment message. Text will not be shown as one line, go over the border of the window, and you can use Enter that will not open the chat.
– Reworked the Party side panel to match its visuals with the new User Interface.
– Added sorting friends list by online status on open party window.
– UI polishes: replaced scrollbars on chat panels and decreased notification center icon size.
– Eased up low-level small animals.

Tweaks to fishing minigame:

– Added randomized time gaps between direction indicators showing.
– Each 5 correct direction indicator clicks have a chance to reward the player with a special indicator that, when clicked properly, gives 5 times more minigame bar completion.
– Amount of time that is deducted for the minigame is based on current stamina. It means that if you manage your stamina properly and will keep it high, our direction indicator clicks will reward you with more mini-game completion time than clicks while on low stamina.



Fixes

– Fixed the issue causing enemies to not switch their agro target even when the attacker's limit is reached.
– Fixed edge case issue where mobs and players' body parts are invisible, rendering only their weapons and shields. We are not 100% sure if there's no other reproduction for it, so if it will happen please make sure to report it and send us a log file.
– Fixed an issue where it was possible to jump onto the Keep from the Guardhouse at Tenebrok.
– Fixed the issue with pyrite on the steel bar recipe that was not added to the workstation when using the “Add materials” button.
– Fixed issue causing that player couldn't start a fire in the furnace on recipes that require a higher level of temperature than the max temperature of worst fuel.
– Fixed an issue with the Bulat bar recipe that was not turning green when the player had tektite instead of quartz.
– Fixed an issue where the game could show an unnecessary window informing about non-existing loot zones.
– Fixed an issue causing the Valley of Death Scoreboard title to not be translated to some languages.
– Fixed the invisible table in Tailoring and Leatherworking workshop models.
– Fixed the issue causing the “Originlogres” tag over the player's head to be not translated.
– Fixed unclickable category buttons in Map legend interface.
– Fixed an issue preventing people from interacting with monuments in an armed state.
– Removed the placeholder text in the “deliver items” quest window launched from dialogues.
– Fixed an issue causing “Dove” and “Handshake” Coat of Arms symbols unable to be set and used.
– Fixed the issue with the apprentice axe recipe – it was using tier 3 wood instead of tier 2, like its counterparts.

New Cosmetic Skins

We are introducing a new cosmetic skin set to the game using heavy & medium glory items as its base. “Honor” heavy/medium armor mix and six new weapons skins are available for you in the in-game Supporter Shop – hotkey [K].




Every-two week Video contest

We cannot stress enough our happiness and gratitude to see such nice videos posted almost every day by our active community!

Today, we want to reward four players with the main reward – 2000 ambers:

Ser Medieval, for his new guide video, shows us how to get some bandages easily: https://youtu.be/HN0f8R1APCA
Wintar, for nice footage of team duels: https://youtu.be/BCRgF8atRmk
And Brudna Ryba, for showing everyone how to take a castle: https://youtu.be/yrOeTYU6kqI
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! Each author of the videos below will receive 500 ambers:

Lyrik Maestro – that’s how you train your PVE skills: https://youtu.be/nSicxINI_s8
Gundozer – Archer 3-way combat, 1356, colorized: https://youtu.be/tGISMbe33-E
Lokarn – showing a nice PVP battle between Tenebrok and Rodrock: https://youtu.be/rFm-qwUMGt4
Gloria Victis on TikTok

#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. We just started our own TikTok profile and are working on reaching potential new players by showing the awesomeness of Gloria Victis in short video forms. We are happy that you are following the trend! :)

Check out Gloria Victis TikTok's profile, leave a follow and some love in the comments section!

https://www.tiktok.com/@playgloriavictis

And here are some fun videos from our players! Keep them coming!

“Midland-bestland” by gund0zer
https://www.tiktok.com/@gund0zer/video/7114410467811937541?_t=8TY4nssyWxx&_r=1
“Butchergang” by gund0zer
https://www.tiktok.com/@gund0zer/video/7114315908453092614?_t=8TXdq7hDoow&_r=1
“Duel” by bobatheman
https://www.tiktok.com/@bobatheman/video/7114294937537039662?_t=8TXXtoy7O5G&_r=1



Thank you for sticking with us til the end. :)
Have a good day, and see you in battle!
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, warriors!

Thank you for watching and liking our recent Devlog video on our official Youtube channel! We are happy to see such a warm welcome for video updates of this kind, and every like and positive comment encourages us to work even harder. Who has not yet had a chance to see it, we are inviting you to check it out!

This week, we are making some changes, which new, but also old players will be happy for. Among others, you are receiving a reworked fishing minigame, a reworked Stable window (with mount preview!!!), refreshed Notification center, the first iteration of SFX’es for throwable weapons and arrows, and more!

Check the details below, and see you in battle!


The screenshot’s authors have been awarded. Lawless, NICK ALTMAN, and Phobia0666 – you will receive 1000 Ambers each soon!

Changelog v.0.9.9.5.3 Beta

Quality of Life

– Fully reworked Stable window, to match its visuals with the new User Interface. From now on, you can preview your mounts look in there! The new window is also much more convenient to use, and much more clear. The window used to pick a mount for sale on Stall has also been updated. We hope you’ll like it!
– Notification Center received updated visuals as well, to match the new UI style.
– Following community feedback and suggestions, we are expanding the possibility to use UNLIMITED reskill and restat points until level 90, instead of giving one reset of each kind. Orangeleaf status will now be removed from the account at level 90 instead of 100 and that's the unlimited reskill/restat level cap.
– We are introducing a reworked Fishing minigame. We want it to be more dynamic, so we removed the cooldown between clicks and sped up the animations. You can also guess what fish quality you have on your hook by looking at the direction indicator fade speed! Please notice, that active fishing will now use stamina, so do not forget a bag of beer, as befits a true angler! :) We are preparing other minigames in the background and you can expect them in the following weeks.
– Added depots on the Midland-themed Tournament map.
– We have added the possibility to trade bags with a drag & drop method.
– Added new SFX'es and the ability to stick into things like terrain or models for arrows and throwable weapons. For performance reasons any throwable will not stick if the collision happens at a long distance from our player.
– We have decided to add simple categories for skins in the market. It is not as detailed as item categories but should help find the desired skin if any player decides to put it on sale for gold. Conversion cards were also moved to the proper category.
– We have also made several server optimizations in various systems.



Fixes

– Fixed an issue causing NPCs to snap while running to target for a few seconds.
– Fixed an issue causing Rodrock and Mereley farms guards to stand into Bastion textures
– Fixed an issue where the status of guild members could be shown incorrectly when they are participating in a Tournament
– Fixed the issue with an unproportional well collider that could block arrows.
– Fixed an issue where audio mixers could work incorrectly, and cause playing sounds even with muted audio layers in-game.
– Fixed an issue where while trading it was possible to snatch items from other players without paying in some edge cases.
– Fixed an issue in a fishing minigame failing if the player has "keys determine attack direction" bool on.
– Fixed an issue causing fishing minigame error on creating reward in some cases.
– Fixed the issue with the Heavy Soldier's Shield which had very low basic shield resistance in some cases.
– Fixed an issue causing all Character Development trees to be displayed on game start.
– Fixed an issue where some nodes in Character development trees were not working properly even while completed. Mainly, the problem was noticeable in disassembling.



Hotfix 24.06.2022

Fishing minigame:

After receiving your feedback regarding the updated fishing game, we would like to introduce some polishing changes that will improve its reception and enjoyment. Overall, we are addressing some user experience issues, making the game more intuitive, and fish are being caught faster.

– Changed the fade times of pull indicators for different fish types to make the higher-tier fishes a little easier to catch.
– Reduced the base fishing timers for each rod tier, so the fish can be caught faster.
– Fish will land in inventory faster - three seconds after the minigame finish.
– The fishing minigame interface is moved closer to the stamina bar and is now movable for players.
– After clicking a proper pull direction, a text will appear showing the number of seconds received as a reward for the correct click.
– When a direction is clicked properly, an instant green line on the circular progress bar is shown, indicating how much progress has been done, and then the progress bar leaps to this line.
– If the direction indicator disappears without being clicked, it is simply vanishing instead of blinking red.
– If there is not enough stamina, the direction indicator is not shown to prevent trying to click it if the player is unable to due to depleted stamina.

Other fixes:

– Fixed an issue where throwable stone and stone skins splash VFXes were not shown while hitting allies.
– Fixed textures of medium glory armor ( champion set).
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:

Wintar – for proving that playing the game with a controller is not only possible but quite effective! https://youtu.be/eWUWjHXfSIs
CTpaX – for his awesome skills in throwing weapons: https://youtu.be/GMTVCrrX4tI
And last but not least– Boba, for showing his archery mastery in the tournament! https://youtu.be/QheFtEAF1QA

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!

A video showing Neqster duels and solo actions: https://youtu.be/gvCRfjiS7SE
Battle on the causeway by Lokarn: https://youtu.be/zKeT-YMwmQg
“Target rich environment”, by Gundozer! https://youtu.be/u1ePDwYsL04
Gloria Victis Saga – The Last Castle, delivered by kilbo jilbo: https://youtu.be/YvM4MglpmTY
And Knights of Hilead guild promo video: https://youtu.be/d_yCmYwn7qA
Each author of the above videos receives 500 Ambers! Be sure to contact Daimon Frey#5854 on our official Discord and send him your ingame nickname to get your reward!

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!

And this time the winners are Goonaxe, for his gameplay video “First week in Gungnirr, tremendous fights!”, and once again, irreplaceable Lokarn, for his Aquitania Castle State of War video! https://www.youtube.com/watch?v=gM40auv1OhE https://www.youtube.com/watch?v=lH3l918OIhU
Honorable mentions (500 Ambers each):
Ghostickles & Komodor – for the memes! https://www.youtube.com/watch?v=h7oogVGxPiE
And this one: https://streamable.com/zzwg3v

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!


The screenshot’s authors have been awarded. Erikson, X-Deep, NeoLuso*, and Meatskin Wagon – enjoy your Ambers!

Changelog v.0.9.9.5 Beta

Cross-server Tournaments

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.
...