A few weeks ago, we added lovely, yet static farm animals to the game world. Thanks to that, players are able to use them to gather specific resources. At the time, we also forecasted the upcoming system of buying farm animals, looking after them, and getting all the benefits of owning a farm animal for yourselves. Today is the day when we are introducing the first iteration of our new animal husbandry system.
We are also sharing a sneak peek from behind the scenes, where we are working on new skybox and weather systems for Gloria Victis. Check the video below and see how good the game looks on it!
As always, we are filling today's weekly update with other quality improvements and fixes to reported issues. Check the details below, and see you in battle!
We are slowly finishing our work on the first iteration of the new skybox, day & night systems, which will significantly improve the visuals of the game. We are happy to show you a special sneak-peek of the work we have done, and you can expect these changes to land on global servers along with the reshaped game world, in about two weeks from now!
Changelog v.0.9.9.5.11 Beta
Animal Husbandry
The system introduces new NPCs located on farms assigned to Capital cities and claimable locations in game – Barn Managers. Players will be able to buy and safely store their animals in a Barn, similar to how the Stable works for horses.
Interacting with the Barn Manager opens a Barn window, where you can buy, inspect, and manage your animals. Each player starts with two empty slots for animals in their Barn, and the number of slots can be increased up to ten with special cards, purchasable for Contribution Points in Glory Shops and for Ambers in Supporter Shop.
There are five different animals you can have in the game now: Pigs, Sheep, Cows, Goats, and Chickens. By clicking a proper button in an empty barn slot, you can buy an animal for yourself to keep.
Each animal in your barn has three parameters:
Grooming – set to 50% as a base, its value informs us about the number of goods we will be able to gather from an animal. You can increase the grooming value by trading the animal energy during walking an animal (more about that below!). The grooming value diminishes by one percentage point for every hour without taking an animal for a walk after its energy reaches maximum.
Energy – this is a resource you can use to interact with the animal while walking it out. Energy replenishes over time (one point per five minutes) when an animal is staying in Barn.
Vitality – it is used to indicate the quantity and quality of materials obtained from the animal at its slaughter. Its value decreases with time (5% per day) and with the number of times in which we obtain raw materials from the animal (10% per collecting action). The low vitality value degrades the materials obtained at slaughter and ultimately leads to death.
Additionally, you can see the timer which tells you when you will be able to gather the raw materials from your animal: milk from cows and goats, eggs from chickens, and wool from sheep. Each animal, with an exception of pigs, can be “harvested” multiple times. Interacting with a pig after the time ends will slaughter it, and grant a lot of meat.
Walking out of an animal
You are able to place your animals around the Barn Manager in the open world, like horses, and they’ll wander around in a small area, giving you time to gather and tend to your lovely creatures. When in the Barn window, click the “Call” button next to the chosen animal, and it will spawn nearby. Animals need to have at least 5 energy to be walked out, and you can have only one animal outside of the Barn at a time.
Having the animal outside of the Barn automatically converts one energy point to one grooming point every minute, and also, once per minute, it is possible to perform an activity on the animal (interaction), which allows you to convert 5 points of energy into 5 points of grooming.
When the animal is out of the Barn, it is possible to slaughter the animal with a weapon swing (careful, one hit is enough!) or extract raw materials from it. When looking at the animal with your camera, you will be able to check the timer for the next harvest. We are aware that for now, your animal does not have an indicator above it (like horses) so you may have trouble finding your animal if there will be more than one walking out in the area. We will add it as soon as possible.
The personal farm animals will give much more resources than the current ones that can be met near every nation’s capital city, and by giving them proper care, you are able to improve your gain even further!
Quality of Life
Siege engines cooperation
Helping with moving the siege engine is a good example of cooperation, and players who do it are warmly treated by the community. To extend such possibilities, we are presenting an additional method of cooperation during the usage of siege engines - the possibility of loading the machine while it’s being moved with two operators. We also gave more meaning to moving siege engines with more players.
We now distinguish the main and supportive operators of the siege engines. We are showing the number of slots on the siege engine UI and also showing the slot that we occupy, and which ones are occupied by allies. Taking the first slot makes us the main operator, and taking slots from second to fourth, depending on the type of engine, makes us a supportive operator. The main operator has more power in controlling siege equipment, as he is now able to drive it, see the speed and damage of the machine, and load and launch an attack. Supportive operators can drive the machine and see its speed and damage.
Additionally, from now on, the main operator (and only him) is able to load the machine while it's being moved by another operator. When the main operator tries to lead and push the machine at the same time, pushing has priority over the loading. If there is only one person inside the machine, there won't be a possibility to move and load at the same time.
We have also tweaked the movement of the siege engines, and now, each additional operator is boosting the speed of the led machine. The best results you will notice by filling all available operator slots for each siege engine.
Additional events
We like how the players behave after completing Brandon's event, as they make their way through other events (Sorcerers Tower/Otton Lair/Cohorts) and their content is not cut suddenly. In the case of Ragi and Sirius, there is no such path, because there are simply no events nearby that would fit to it. That's why we want to replicate those positives on other lines. So we added an event “Devil’s Lair” on the link between Seaclaw and Ulfgard. It is the equivalent of the Otton event on the Midland link, and we plan to add a similar event for Sangmar soon.
Added the cohort known from the church near Greenport to two new locations on Sang-Ismir and Mid-Ismir links. Thanks to that, all nations have access to the “Cohorts” type of event, having unique enemies - Scouts from the South - which are challenging but yield good loot.
Other Improvements
– AI NPC mobs can now Cleave their attacks. We are adding such a thing to make NPC behavior more natural and player-alike, and also, to make PVE a more interesting challenge, instead of bashing the enemies in groups. – Adjusted the map zoom system. Changed the default zoom, and scale of focus to make the system more pleasant to use.
Fixes
– Fixed an issue where outpost enemy detection colliders were too small, allowing players to stay on outpost walls without triggering burning the flag. – Fixed an issue with the “kill or defend the spy” event at the Ismir-Midland link. Due to the issue, the event was not available as often as it should. – Fixed an issue causing it to be possible to move siege engines while riding the horse. – Fixed the issue where one of the melee Giant attacks was only stunning, while it should also deal damage. – Fixed the issue causing animations of our character to be unnatural while pushing siege engines. – Fixed an issue where a player on a horse's back was spawned in our area but behind an obstacle or us could have a weird pose until he moved.
Increasing the roaming aspect of the game
As you know, when introducing guild technology that has an impact on the range of teleport to tents, we were trying to lower the possibility of jumping around on the map with teleports, as those are having a negative impact on the map balance and negated the meaningfulness of roaming around the world. We have asked you about possible improvements on that matter in an ingame questionnaire, and 58% of players voted "Rather Agree" or "Definitely Agree," to the question if we should implement cooldowns for unstuck and “move to tent” mechanics, as well as shorten the moving distance for the tents and the respawn on them.
It is worth mentioning that the votes were very polarized for the smaller, less populated servers, where using tents had the biggest impact on the gameplay and thus we took some additional time to identify the main issues people pointed out to us. In order to clear out some of the problems, we listed received doubts and provided some more explanation and insight into why they might have risen. You can find the whole article on our official Discord.
We all would agree that tents are a useful part of the game and the option to move to them is a much-needed feature, and we don’t want to completely prevent players from moving to tents and respawning at their locations. Some tweaks still need to be done and we are hoping for your understanding and trust on this. Here are the further changes regarding the matter:
– We fixed an error where unstuck and respawn from events like Frontier Pass, Catacombs, Sea Wraiths, and Volcano were moving players to the closest spawn point. From now on, performing those actions will always move to the Capital. – Respawn to the tent is possible only when it is the nearest respawn point - regardless of its range. To get to your tent that is further away than the closest spawn, you need to respawn first and then teleport to the tent. – Teleport to the tent is still possible with respect to the teleport range (which can be increased by guild technology) but now has a cooldown of 45 minutes. Unstuck to the closest location is applying the cooldown too. Cooldown is shared for unstuck and to-tent teleportation. Respawn on the tent, unstuck to Capital, and unstuck from Arena do not trigger this cooldown.
The main purpose of the changes we are introducing today is to prevent bypassing the level design barriers that should limit the accessibility of one of the nations to a given area, to make skirmishes and sieges more balanced.
The tents made it easy to jump from the center of the map to the links, overcoming the barriers of mountains and water in a minute there and back. Usually in Europe, such actions did not happen on a large scale, so these features were rather perceived as an excuse to search for PvP, but on other servers or outside primetime, groups using this tactic could be literally everywhere in no time. If it was the strongest or the biggest group on the server, they were winning every fight and it was not possible to defeat them, break them, conduct diversions or simply find another opponent.
Such a case works against the design intentions and had a bad impact on PVP. This change is aimed at choosing a front on which we want to fight. It will still be possible to change the front quickly, but we are not allowed to be in several places at the same time. The stronger nation, wanting to hunt other nations, will be encouraged to divide, which will give a chance to counterattack to the weaker nations.
We have thought off and listed a short FAQ about those changes, and if anything seems unreasonable for you, we believe that those bullet points will clear it out:
Why are we implementing the cooldown for to-tent teleportation and unstuck? To limit jumping between links, and sides of the map, bypassing level design barriers and cutting other nations from content.
Why are we taking the possibility to choose a respawn point if the tent is in range, but not the closest spawn? Because then respawn in the tent would also have to hammer CD 45 min, which would make it a one-time mechanic, and that's not desired.
Why does a tent become a respawn point like a flag? Because in most cases it is used as it, and it is a desirable case, useful for SoWs, or fighting on the fronts. This will allow us not to implement the CD on respawn which will give us the ability to use it multiple times.
Why does unstuck to the nearest point get a cooldown? Because it was also used to bypass level design barriers and move from place to place very fast. Leaving unstuck without cooldown will be just half of the solution to something that badly impacts the balance of the game.
Why does unstuck to the Capital not have a cooldown? Because this is a form of retreat, there is no point in doing a cooldown there and punishing a player who got stuck somewhere. It would immediately force some kind of abuse in the style of jumping into the arena or would force in some cases logging out of the game.
Why unstuck to the nearest point from Arenas has no cooldown? Because someone who is focused on different parts of the game not having an impact on the game balance could accidentally apply a cooldown.
As we noted and carefully processed your feedback we already were able to find the most common doubts in your comments, and we are happy to explain them once again to prevent any misunderstandings:
The cooldown for /u and “move to tent” should not be implemented — Why this issue has arisen has two main sources. One of them was players who thought that moving to capital will result in the same cooldown as unstucking to a location — which is not how this would work in the proposed system. Moving to capital would still be free of any cooldown. The second source would be the players who just don’t like the idea of having a cooldown on unstuck command or moving to the tent. There is no direct answer for that second source, as the proposed tent cooldown mechanic needs at least a 30-minute cooldown in order to work properly because shorter times would still enable a well-organized group to jump back and forth between two events. However, it is important to remember that the cooldown will be counted from the moment the teleportation/unstuck occurred, thus it would be totally possible to roam around the map, and when the situation requires it, move to a tent at, for example, Pilgrim’s Rock, defend the location, replace a tent and go back to roaming to soon have the cooldown run out.
Implementing these changes will result in us “killing the PvP” — While it is true that some players are currently using tents as their main means of getting PvP, the overall PvP experience on the map is much more complex. The main thing that makes people want to join PvP is the feeling of power and the chance to win. If a group is constantly being wiped by the very same group of players that (in most cases) use tents to quickly move around the map to kill all the enemies, those players will become disheartened and lose their will to go out into the open to have some PvP. Giving this smaller, less skilled group a chance to start a siege against a smaller number of defenders will enable them to feel empowered and stay for longer, which would still enable everyone to get to the location. Either by mount (the time to travel to some key locations was tested some time ago by one of our Community members Shimmering: https://www.youtube.com/watch?v=VUPSsoLye3M thank you for your dedication!) or via the logistician.
Tents shouldn’t be nerfed directly, but rather by changing their price or materials — While we understand that for some players, increasing the price of a tent would lower their demand, thus lowering the overall tent usage on the map, but it doesn’t quite fix the problem. Such a change would only nerf tents for the ‘middle class of players, as they will be the ones experiencing the harshest effects of a price rise. For veterans and rich players, even doubling or tripling the cost of a tent would not pose a big economical threat, especially as the possible gain could be much greater. On the other hand, raising the price of a tent would absolutely restrict new players from using them, which is not a much-welcomed effect. This is one of the reasons why the changes need to be done to the tent mechanics themselves.
A new update is live! It always brings tweaks to the various systems, enriches your game experience, brings some gameplay improvements, and fixes reported bugs. But on top of that, this time we’ve focused on several convenience–related improvements. We hope you’ll love the changes!
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!
– We decided to improve the UX of the Catacombs event by giving icons of entrances for the whole time of the event in progress and give information when the event fails. – Improved synchronization when another player recently released input. Until now, the player would stop and be “teleported” a moment after stopping, which could lead to issues with desynchronization. This was an issue for both - mounted and not mounted players. – “Select challenges for today” mini notification now opens up directly on the daily challenges instead of on the main page of the Achievements window. — We unified the way in which progress percentage is being shown on UI. From now on both Quest Log and Notifications will show exactly the same percentage.
Fixes
– Fixed an issue causing initialization of various objectives in starting quests not to work correctly. – Fixed an issue where some spawners were unable to spawn a mob or boss, for example, an elephant on a Frontier Pass event. – Fixed an issue causing the Catacombs event to start much fewer times than before the last changes. — Fixed some edge cases in the Frontier Pass event that could lead to a not desirable gameplay experience.
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:
Please reach Daimon Frey#5854 on Discord and provide your in-game nickname to receive your reward!
#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions!
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!
This week we are delivering further polishes of recently introduced systems and a lot of fixes and quality of life improvements requested by our precious community. Most of the changes we are introducing today are based on your suggestions, reports, and feedback, so we believe you will be very happy with them.
The core of our team is still working on the world map rework when our artists had some more time recently to finish the work on a brand new cosmetic set for heavy/medium mix armor – Eaglefury set, along with a dedicated heavy shield, one-handed spear, and mighty two-handed hammer named "Skysplitter".
Additionally, we have hellish news for you all and a small competition where you all can win the possibility to have a unique “skeleton painted” horse breed in the game available to tame!
The Catacombs event has been adjusted and improved a little. After the announcement is shown on-screen, there is a 5-minute-long event on the map, before a player can enter the catacombs. The first stage of the Catacombs, as well as the entrances, have a 20 minutes timer. If the first goal will be failed, the event closes and ends after that timer. The spider gates are open after the event ends and a new way of teleporting out of the dungeon is available behind the altar in the final boss room. Lastly, the gate leading to the sword room is now possible to be axed down.
Cosmetic skins
We are introducing a new cosmetic skin set to the game using heavy items with an exception of a medium chest as its base. “Eaglefury” armor cosmetics, two new weapons skins, and a new shield skin are available for you in the in-game Supporter Shop – hotkey [K].
According to sagas, one of Gautyr’s forms is a great eagle with wingtips that touch the horizons. It was at the Styrhale temple in Styrborg where shamans first presented eagle feathers to worthy warriors as a mark of honor. Now on Stoneholm, great warriors charge into battle with expertly made scale armor, feathered mantles, furs, and sweeping wings extending from their enclosed helms, glorifying the savagery of a predator diving for its prey.
Valley of Death
We are adjusting the timers of Valley of Death tournament events on all servers. On the NA/SA Aquilla server, we are moving the VoD from 9 AM to 1 PM, and the one from 5 PM to 6 PM, and we are adding an additional VoD event on the SEA Dukla server, time for 3 PM.
AI improvements
We have fully redesigned NPC aggro mechanics. From now on it should be impossible to take aggro of a huge group of NPCs by one player. It will help to avoid any possible exploits related to such maneuvers. Enemies will now distribute their aggro between players better and attack more targets if one player is already focused by two NPCs.
Other improvements
– Torch and Lantern will now be a light source on our player when “show additional lights” is set up in the game graphic options, and by default on graphic presets “medium” and above. Please note, that we won’t be able to see light from other players to prevent performance issues. – As fighting scavengers is much more interesting when players need to actively move away from their attack line, old scavenger attacks cannot be blocked without shields from now on. – Improved player on horseback animations. Blocks attacks and throws should be more fluent and show better what is happening on the server side. We have not changed the value of the attack tilts on the server, so the range of attacks stays the same. – If there are multiple crafts queued, they have the same minigame UI - once one craft finishes, the next one will start from the place where the last has ended, which is much more fluid and intuitive.
Fixes
– Fixed the issue causing players to be invisible, and optimized the proxy initialization to prevent such issues in the future. – Fixed an issue with wrongly assigned tags for some Coat of Arms symbols. – Fixed an error allowing players to enter and teleport to the arena while being unconscious or dead. – Fixed an issue where taping space when the crafting window was opened could start crafting and lead to various issues with interactions later. – Fixed an error that prevented players from spawning at siege camps during the 3-way siege event continuation. – Fixed an issue where the system holding player on the server after relog or alt+F4 was working incorrectly. During relogging or quitting on the loot zone, there should be an extra 30s time before the character will disappear after getting hit. This won't work on non-loot zones and an extra time is being added once. Additional time (the 30s) from being knocked down and opening the loot window still exists. This should prevent avoiding being looted by force-quitting the game or cutting the connection.
Descend to Hell and get a unique mount in Gloria Victis MMORPG!
While releasing Gloria Victis a few years ago, we’ve been only a team of 7 developers but we’ve been steadily growing in numbers since then. Last year, thanks to the release of Siege Survival: Gloria Victis, we’ve been able to secure more funds to keep working and improving our MMORPG game, doing those few big steps before finally leaving Early Access.
As you may know, we are providing publisher support for a group of young, talented developers working on a unique card roguelike game called “Nadir”. Clearly, it is a totally different game than Gloria Victis or Siege Survival, and it doesn't share the Gloria Victis IP, yet those guys are strongly connected to our team and are working next to us in our office.
The Nadir Team supports us on a daily basis, and part of them has been outsourcing things for Gloria Victis for years already. Also, we are learning so much from publishing Nadir, and this experience is helping us prepare much better for leaving Early Access with Gloria Victis.
And this will be the best example of our cooperation: Michał, the lead designer of Nadir, is also an outstanding graphic artist, and the one who is responsible for most of Gloria Victis's cosmetic skin concepts. Some of the recent animations implemented in our MMO were also recorded with his help!
And as it is visible those guys are doing so many nice things for us and our community, we decided to ask you to help Nadir get more wishlists on Steam. Boosting the visibility of Nadir on the Steam platform is directly helping our MMO to get more attention too, so it is a win-win for everyone.
To encourage you to help us even more, we are creating a special wishlist goal, exclusively for our MMORPG players:
If we get 10000 more wishlists for Nadir with your help, we will add to our MMO a unique “skeleton” horse breed inspired by Nadir’s setting and lore. Horse spawners in Gloria Victis will receive a slight chance to spawn a horse painted as a skeleton. How fun would it be to raid Catacombs on such a mount, huh?! So click the link below, add the game to your wishlist and share it with others!
Go to the Nadir Steam page, and add the game to your wishlist now!
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, Warriors!
This week we’re introducing a few changes in response to our Community voice. We are tweaking and polishing recently added minigames, adding a few mass production recipes to the game, and dropping a lot of Quality of Life improvements and fixes.
The task of reshaping the game world and moving capital cities to the sides of the map is still in progress in the background, and we should be ready to show you the results later this month.
In the meantime, please accept our invitation to join and follow our Social Media hubs, as we are working hard to grow them before the game release, and you can help there!
Check the details below, and see you in battle!
The screenshot’s authors have been awarded. ZEX, Chris, and Siegbert – expect some Ambers soon!
Changelog v.0.9.9.5.8 Beta
Quality of Life
Mass Production Recipes
The player-driven economy is one of the three pillars of our game, and it is visible that players have an impact on the market, prices, demand, and supply. As developing your crafting skills is a serious thing, especially when you see the number of various crafting professions available in our game, it is always nice to have the possibility to prepare some of the needed materials faster and in larger quantities.
We are introducing further mass production recipes, which will help you prepare some crafting materials quicker, giving you more time to participate in other activities.
We are introducing six new scrolls with mass-production recipes. A player can find them in the glory shop and misc recipes random box.
The recipes are:
– Mass Production - Tannin – Mass Production - Long Nails – Mass Production - Quilted Canvas from Scraps – Mass Production - Thick Tanned Leather from Scraps And as one scroll with two recipes: – Mass Production - Decatized Canvas – Mass Production - Decatized Canvas from Scraps And – Mass Production - Tanned Leather – Mass Production - Tanned Leather from Scraps
We are already working on refreshing some of the crafting aspects, for example, changing the system for crafting beers and alcoholic beverages. You will soon get a new workshop dedicated to that crafting branch, saving your time and preparing your drinks passively in the background.
Other QoL improvements
Tweaks to fisheries regen
Fisheries regen are related to the server size, but we found that getting fish on the biggest server was much easier on the global scale, basically having fisheries full even next to capital cities. We have tweaked the calculations to make them regen faster on smaller servers and a bit slower on the biggest server.
Progress bar minigame polish
– Removed progress bar minigame from planting crops. Reduced time of planting from 5 to 3 seconds. – Removed progress bar from reading treasure maps and opening treasure chests. – The next target area cannot spawn underneath the pointer. Added a gap of 200ms distance in the pointer movement until it reaches the next trigger area.
New animations
Added new emotes: Rock, Paper, Scissors. This emote is randomized between those three symbols and sends a chat message on play, showing the outcome. You can now settle all disputes with this ancient method. :) Additionally, we added "Salute" and "Nope" emotes and capturing flag animation on VoD flags.
Fixes
– Clamped continuation time for siege events only when the new continuation time is greater than the default. – Fixed the issue where progress bar minigame UI could stay on the screen when the minigame was active during transfer to Valley of Death Tournament. – Fixed an issue with the UI of emotes which was not highlighting the icons if player FPS were below 30.
Join our Social Media
Last but not least, be sure to join our Reddit, follow our Facebook and Twitter, and say hello on our official Discord! We are happy to see our social media hubs growing, creating space for your contributions, questions, and opinions!
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!
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!
#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!
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!
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/5D4HGshXjHYhttps://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:
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:
#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!
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).