Gloria Victis: Medieval MMORPG - BartoldGV
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 all know, the previous patch was of great significance. We have completed yet another milestone before leaving Early Access and now we are hard at work to bring you the last big milestone we have announced in our devlog. While the majority of our team works already on the next big changes, we have taken our time to introduce a few fixes and polishes as well as new quests for the recently added Quest Board system!

Moreover, as you might know, 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!



The screenshot’s authors will be awarded. BlazeYemarys, Audemar, and mercenarykush – you’ll receive your reward soon!

Changelog v.0.9.9.6.1 Beta

New Glory Season

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

— Changed the Catacombs starter. From now on the event will not start during or just before events such as Sieges and Valley of Death Tournaments.
— Added 3 new quests to each nation’s Quest Boards. With this change, a total of 4 quests will appear on the boards, and players will be able to pick 3 of the quests at a single time.
— Moreover, the amount of “Traders Caravan” secret event has been increased for all the nations, making it even more beneficial to roam the lands around the Frontier area.
— Increased the chance of a Quest Board related event to spawn. From now on they will appear 4 times as frequently, but will have a timer of 30 minutes per stage to complete.
— Added the newly added spawning system to the Quest Board quests. This change should make killing the NPCs more convenient.
— Adjusted the shaders introduced in the previous update, making the reflections look better and less black.
— Polished the in-game dialogue system. From now on, dialogue options will be positioned based on the first option.
— Ferrymen have received new, cozy locations which make them more visible for the players to use.
— Renamed Adventurers Guild's Representative to Frontier Guard's Commander in order for him to more fit into the games’ world.
— Renamed Adventurers Guild's Token to Frontier Guard's Token to follow the above-mentioned change.
— Introduced a new, polished version of the icon for the Frontier Guard's Token.
— Removed the Nadir horse variant. Don’t be upset though! If you haven’t found one, as they will be back once Nadir achieves it’s 50k wishlist milestone!



Fixes

— Fixed a crafting minigame bug, where finishing the minigame too fast would result in interrupting the crafting queue.
— Fixed an edge case bug, where the number of pages in the Auction House would not show.
— Fixed a crafting minigame bug, if started from horseback.
— Fixed a bug, where players could not use the “Move to Quest” feature after a relog.
— Fixed an unmovable ram at the Sirius world event.
— Fixed a bug that caused the farming events to not show as often as they should.
— Fixed a few edge cases in the Quest Board system.
— Fixed the “With Iron and Fang” quest not showing properly in the game.
— Fixed the Vile Beggars attacking logic. From now on they will also apply bleed in order to prevent players from abusing the system with a high health regeneration value.
— Fixed a bug that enabled players with the Rite event buff to increase their food level by standing by a campfire.
— Fixed a bug making the campfire buff fade randomly.
— Fixed disappearing “Animal Fodder” recipe.
— Fixed the positions of treasures in the Treasure Hunting quests.
— A few fixes in the Level Design and floating objects on the newly added terrains.

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 three players with the main reward – 2000 ambers:

Crusato, for his version of the notorious scene from the Titanic movie:
https://www.youtube.com/watch?v=QQJ9P4Nvk0c
Boba, for his next Gloria Victis gameplay, this time featuring a night-time Valley of Death Tournament:
https://www.youtube.com/watch?v=lkMHJnkL-ms
And Epikkus, for showing how he battled his way to level 100:
https://www.youtube.com/watch?v=Zp8fIQ516dM
While checking out his channel, take a look at the satisfying video of destroying a castle with a single ballista shot: https://www.youtube.com/watch?v=DfcbSVhH4RA

Please reach Jesper#6555 and provide your in-game nickname to receive your reward!

Hashtags #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 - GV Daimon Frey
Greetings, warriors!

Our MMORPG just received a major map and graphical overhaul! We have addressed the overall picture of the game, greatly improving the skybox and light systems, and allowing us to make existing and new models and environments look much better.

The new graphics is a huge step for us, as it may put Gloria Victis comparable to standalone titles like Mount & Blade: Bannerlord or Witcher III. We hope you will be as amazed as we are, looking at the new visuals of our game. And it is not our final word on that matter!

Along with the visuals update, we are introducing a reshaped game world, which is the completion of the first milestone we announced earlier, and the penultimate significant task before we will be ready to leave the Early Access stage of development and finally introduce you to version 1.0 of our MMORPG!

As always, we also have for you many fixes and quality of life improvements, as well as good news about other projects we are publishing: “Nadir, the Grimdark Deckbuilder” just collected 40k wishlists, so as a promised reward, we are introducing a unique skeleton-painted mount breed, temporarily available to be found and tamed in the game. Find more about that at the end of today's changelog.

As we would like to show you as much as possible of the new graphics of the game, we are not using community screenshots in today's update. Next week, we will announce a screenshot contest where you will be able to show your best captures of the new game visuals, with Amber rewards and an opportunity to win a placement in our gallery on the main game page on Steam.

And now, let’s dive into the breathtaking world of Gloria Victis!

Check our new Devlog video that sums up the last months of our work, and read the details below!

Important message from the Devs, before we will move to the changes list:

We have reworked almost everything around the edges of the world map, without touching the middle of it, and the next updates for Gloria Victis MMORPG will be focused on that area and redefined the approach to State of War and guild content, creating more space and giving more meaning for smaller guilds. We will give you more detailed info about upcoming changes soon, so for now, enjoy today's patch and stay tuned for more.

It is worth mentioning that It is not our final word when it comes to visual upgrades. Our artists will continue their work to make Gloria even more beautiful. We are reworking a lot of environment models in the background, and some you will find in game today, and some more in the following weeks.

It took us over six months to complete those huge tasks described below, and we did our best to test and polish them as well as possible. Yet in the face of such significant and complex changes, we are aware that some details could slip through our Quality Assurance net, so we are counting on your feedback, reports, and patience. We plan to devote next week to continue our work on polishing everything and address your reports as soon as possible if any issues will occur. At the bottom of this changelog, you will find a list of known issues, so please, read it carefully and allow us some time to take care of them.

Thank you for your continuous support and understanding. We are delighted to have you around and work with and for you on our dream project.

We would also like to thank your external testers for their support and time invested in testing today's update. Your help was, as always, invaluable.

- Gloria Victis Team


Changelog v.0.9.9.6 Beta

Graphics update

When you log in to the game you’ll notice a huge step forward when it comes to the visuals. Gloria Victis received brand new, dynamic sky and cloud systems, with greater resolution and quality. We have improved the Sun path in the sky too! Thanks to all that changes, sunrises, sunsets, and clouds movement are now even more eye-catching than before, and the sky is something that can now easily draw your eyes and attention, just asking to be admired.



As you can see, the lighting systems in the game changed for the better, and thanks to that, we were able to make the nights in the game look much better, darker, and more immersive.
The nights are dark and full of terrors but fear not – we have reworked the eye adaptation system, and given a purpose to belt lanterns and torches that will light the area around you.



And you will also see more around your character during the days! We have greatly increased the view range and added special visual effects related to atmospheric mist and horizon. It is a pleasure to look in the distance and be able to see so many details of our marvelous world.



Other than that, we are adding reflection systems to deep water, like rivers and sea, and improving the visual effects of lightning flashes during storms. Our graphic artists have also renewed the most used environment models, for example, collectible fallen trees, mushrooms, and wooden structures like palisades and stairs – increasing their quality.



We are very happy that we decided to make those improvements and thanks to them, breathe a new life into Gloria Victis MMORPG. It was a pleasure to travel through the island of Stoneholm with you, and we believe you will be amused to retake your journeys just to absorb a refreshed world by eye when adventuring. The lands of Stoneholm await you!



Reshaped game world

When you open the world map in the game, you will find out that the map of Stoneholm – an island that is the theater for our three-nation conquest – has been restructured!

We have moved the Capital cities to the sides of the map and created starter areas for each nation on separate islands. This change is very important for various types of our players, both – PvP and PvE ones. Players will have more space on the map and will be able to manage their risks and rewards better.



We have combined quests so they do not have breaks for teleports through the capital or are separated with long mileages, until quite late in the game. Also, the existing quests are now extended by local quest boards available in different areas, expanding the new players' possibilities to level up while exploring the game. It will help players to reach level 60 in a relatively safer space and better prepare them for the challenges to come. It also creates a neat transition zone, where questing new players will be able to meet more experienced players participating in events and other activities, which should help in mentoring and recruitment to guilds.

In addition, placing quests in such an area – around raids, quests, and endgame activities will make a lot of traffic in the area. This region will create PvE content in which newcomers will be in the middle from the beginning and will be able to get to know and participate in it. While we made space for the new players to learn the game, when they'll be ready to move on to the open PVP areas, they'll find new locations to be conquered: one fort per faction, each surrounded by a couple of smaller locations.

Move to Quest & Fast Travel to Quest location features

Thanks to reworking the questlines and separating them from the open world and PVP features, we are able to introduce a “Move to quest” feature, which will greatly increase players retention and allow you to save time if you would need to approach your early game in separate sessions, or would like to continue your questline after participating in other activities on the map.

Move to quest button is located on the quest side panel. After pressing it, a progressbar appears, and at its end, you are teleported to the quest location. Progressbar lasts for 30 seconds when in the lootzone/non-loot zone and 5 seconds when we are in the safezone. The feature is available when the player is progressing the main questline chain and is far from his quest.

Additionally, we are introducing a possibility to travel to quest locations after the main questline chain is completed. This feature will help experienced players to teleport to locations where various raids are placed in quest zones. Teleports are available from the map (on high zoom) and logistician window, progressbar lasts for 30 seconds when in the lootzone/non-loot zone and 5 seconds, and teleport costs 3 silver.

In general, both teleport methods will only allow you to move to the location of questzones, so they should not have a negative impact on the balance of PvP.



Questlines overhaul

On the occasion of moving the whole questlines to their new destination, we have reworked a significant part of them, especially the oldest, grindy ones, which strongly weaned the quality from the starting quests. Starting quests during the transfer were polished and received improved flow.

In regard to the above, we are completely removing all players' progress in quests - we want all of you to be able to experience the new layout of them and we are looking forward to your feedback. Additionally, we are taking this opportunity to perform the first stress test of the quest areas, as gathering data and feedback about them will be very important before the release of the game and the influx of new players.

In addition, we have balanced the experience coming from completing quests. We found out that leveling up too fast in quests makes too much information noise that it was a bad experience, not allowing the player to properly progress with his gameplay. We were doing some outsourced playtests and everyone indicated the same thing. This is why we made it a bit slower to not spam players with levels at their first session. We have also prolonged the solo and group content by introducing questboards, and smoothly showing dynamic events to players. As a result, the possibilities to gain experience are better and clearer, but there is no such noise at the very start.

New feature – Questboards

We are adding a new feature to the game – we added them initially only in the areas where the former Capitals stood. There are several quests to choose from, we can accept, execute them, and return for the reward. You can do these tasks endlessly, and more boards and quests will be introduced in the future. For the tokens you will receive for completing the tasks you will be able to get a brand new item: Tier V Spiked Mace – a unique one-handed weapon that attacks deliver piercing damage! Ask the NPC standing by the questboard to check the list of the available rewards!

Additionally, if you complete a few quests from the questboards, you may trigger some new events in the area, with boosted rewards!

Spawner control system

You must know that feeling where a quest boss has been snatched by another player right before your eyes and you need to wait for it to respawn. Say no more.

Quest spawners in our game have a very fast respawn time, to ensure that no player will wait for mobs to spawn while questing. But this can create another issue – a player questing alone can be overwhelmed by the enemies' spawn rate and being attacked by them over and over. So, for one player it was too fast, for groups of players too slow. It was not giving the feeling of the reward when you were supposed to clear the camp from bandits, since they were already spawned back when you turn to take one more look behind.

To address all those inconveniences, we are introducing a respawn controller system. Most enemies in the game are receiving quite a long respawn time, so it will allow us to not spawn them right away and save some performance. If a player is doing a quest and needs a given NPC to be spawned to progress his task – they will spawn. This will also work for groups of players, spawning quest enemies as long as they are needed.



Ferryman's

Starting islands are separated from the mainland with a natural water barrier. On the edges of each capital city island near the crossing, you will find a Ferryman NPC and a few boats, which will transfer you to the other shore. It is still possible to swim across the water, but that may be risky, due to stamina consumption and the distance. Of course, the fast travel system allows you to teleport to the destined locations linked with your place of residence as usual.

Borders

We want tour players to be able to differentiate between safe and risk zones across the map. We want the risky zones to be better visible and separated from the safer zones. It is reasonable to prevent situations where an unaware player leaves the non-loot zone and is putting himself at risk of losing his equipment. We are placing a temporary mountain range separating non-loot from the loot zone on the mainland. We plan to make it visually more wall-alike and add new passes between zones in the future.

New locations

In the areas where former Capital cities for each nation stood, we are placing three new locations. Ravenskull for Midland, Ironwolf for Ismir, and Blacklion for Sangmar Empire are brand new nation-controlled flags on the map. Each of those locations has three flags: Hold, Clay Pit, and Pass allowing the transfer between non-loot and loot zones.



Quality of Life

Shorter Crafting and improved Minigames

We have reduced the crafting time for tier 3 or lower weapons and armor from 10 to 4 seconds, on tier 4 from 15 to 6 seconds, on tier 4.5 from 20 to 8 seconds, and on tier 5 from 25 to 10 seconds.

Additionally, we have improved the power of the proper minigame interaction, and now, using minigames will usually result in finishing the interaction in most cases.

Crafting materials - from 20% of the progress bar to 50%
Planting Crops - from 25% of the progress bar to 50%
Watering crops (from 25% to 50%)
Fertilizing crops (from 30% to 50%)
Gathering crops (from 25% to 100%)
Gathering wild herbs and mushrooms (from 25% to 50%)
Gathering beehives (from 25% to 50%)
Gathering clay (from 25% to 50%)
Using a water/fertilizer bucket (from 30% to 50%)

Changes in crafting bonus buff after conquering locations

Extended buff for caping enemy homeland non-loot fort to enemy homeland castles. One location gives 5 stacks of the buff, clamped to 20 stacks. On the max clamp, it gives 20% exp, 20% craft chances, and 20% looting chance. It used to be 14% for conquering two locations of enemy nations, now you can conquer up to 6 locations (3 per enemy nation) to receive a stack of that buff.

– AI Shout attacks will now equate aggro for all nearby players. This means after shouting the enemy will attack the closest enemy unless someone will hit him in the meantime. Also, "chain shouts" should not happen anymore as mobs should not shout twice in a row.
– Moved misleading tooltips from carpentry and brewery User Interface to workstations using burning fuel.
– From now on nation change will wipe all quest progress.
– Polishes for animal husbandry system: fixed tags, interaction logic, and added the recipe for fodder to the game. From now on, there are three different “care” interaction types – feeding (requiring fodder), cleaning (requiring a bucket of water), and repelling insects.
– Tiles with event invitations can be closed by pressing RMB on them.
– Added the “release mount [X]’ button on the mount details panel.
– The mount status panel has been updated to be properly sized in 4K resolution.
– Added a new weapon: Spiked Mace
– For a week, added a chance to spawn a unique, skeleton-painted horse on black horse spawners.
– Improved tooltips for Brewery and Carpentry Table
– Tweaked collectible wood colliders and changed the minigame glowing spot disappear time from 3 to 30 seconds.
– Reduced the experience needed to unlock the main green character development node for weapons and armor from 2500 to 500 points.
– "Local" icons on the map are visible on lesser zoom.

Fixes

– Fixed an edge case issue where killing the guard in a tournament could block the ability to use the bow in an ongoing game session.
– Fixed event invitation feature - after closing the invitation now you should be able to join the event via the Upcoming Events panel if the event is still available.
– Fixed an issue where some NPC enemies could use their weapon as a different type of weapon, for example, hir players with a bow in melee.
– Fixed an error allowing to collect Character Development experience in a party without assists.
– Fixed the issue where it was possible to open the Building Details Window from a quite far range.

Known issues regarding today's update:

– Translations are incomplete in various languages, as a lot of them have changed, and some still need to be polished and updated in that regard.
– Titles and descriptions of the quests in the quest log may be outdated.
– Workstation placement was not changed, so some may be standing in the old capital city area.
– Monuments are temporarily not working properly.

We are sorry for those inconveniences and those will be addressed as soon as possible.



New Glory Season

The New Glory season will start on Thursday, the 22nd of September. Also, we’d like to remind you that the last day of the season – Wednesday, the 21st of September – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.

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 around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and 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!

Find a special mount in the game!

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.

We asked you a few weeks ago 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.

We have reached 40 000 wishlists for Nadir so as promised, we are adding to our MMO a unique “skeleton” horse breed inspired by Nadir’s setting and lore. Horse spawners in Gloria Victis are receiving a slight chance to spawn a horse painted as a skeleton. You have one week to find a special mount for yourself, and the next chance to tame one you will get when we reach 50k of wishlists for Nadir.



How fun would it be to raid Catacombs on a such hellish steed, or spread fear and doubt in the enemy ranks with its scary look, huh?! Click the link below, add the game to your wishlist and share it with others!

https://store.steampowered.com/app/1535100?utm_source=discord&utm_campaign=mmo
Gloria Victis: Medieval MMORPG - GV Daimon Frey
Greetings, Warriors!

This week we are making a special update regarding the upcoming graphical and world map overhaul. We are almost ready with everything we have prepared for completing this milestone, yet we believe that a task that took half a year and the focus of practically the whole devteam in the making deserves some more time to be tested, and what’s more important – deserves to be tested by more people, especially our awesome and supportive players.

The map is reshaped, the graphics are renewed and questlines are fully reworked. And to test those and many more complex and significant changes, we need all hands to assure the quality of the upcoming update and less stress for us and our precious players, if anything would go sideways. We decided to open a temporary test server, with all the planned changes on it, and ask you for your help.

It is much safer to give us and our community just some time over the weekend to get used to the new world and to help us test the new features, reworked questlines, and graphics. We will be able to fix all the reported issues and address any bugs that may occur before we upload the new version of Gloria Victis to public servers. Depending on the test's outcome, we plan to deliver the update globally on Tuesday.



How to join the test

On our official Discord server, you will find a special “major-update-external-test” channel, where you will be able to request access to the test server. We have 100 keys to give you access to the test session, and we are kindly asking to join us only if you will for sure have time and will to help us with the testing.

On the Discord channel, you will also find the changelog, to give you more insight into the changes we prepared, and point you to the place where you can leave your feedback and bug reports. We plan to reward the most active and helpful testers with a significant amount of Ambers, so we are counting on your dedication!



What we should focus on during testing

In exchange for getting access to the separate game version with the new map and graphics, we will ask you to complete questlines (solo or in groups) and provide feedback about all differences between the new and old versions of the game. There will be one, global server and you will need to start your journey from the scratch, as it is launched with a separate database.

The most important task will be completing the questlines for your nation, and let us know if there are any bugs or regression. We will be extremely happy if you could check other features, like NPC placement, event starters, and all things you can think of during the regular gameplay. You will find more details and suggestions on our Discord. We will also provide a list of known issues, so please follow us carefully.



Thank you for your goodwill and patience, and see you on the Test Server!

08.09.2022 14:01 GMT
Important note: Please be advised that we have already run out of Beta keys. Please wait for the next batch.
Gloria Victis: Medieval MMORPG - Black Eye Games Comm Manager
Greetings, warriors!

This week, we are introducing the redesigned system of alcoholic beverages, creating use cases for various drinks, and increasing the meaning of this crafting branch. You are getting two brand new workstations – Distillation Apparatus, allowing you to passively craft Moonshine, and Brewery, where you will brew Beer.

Along with the above, comes cleaning and rebalance of production processes. So wait no more, let’s raise a toast!

Additionally, we are delivering a lot of Quality of life changes and fixes, thanks to our precious Community feedback, reports, and suggestions!

We are on the home straight to finish our work on the redefined world map, and we plan to deliver it to global servers with next week's weekly update! It will be a huge step for us, greatly improving the graphical aspects of the game, and significantly changing the world rules for the better. Stay tuned, and check the totally secret sneak peek here!

And now, check the details below, and see you in battle!


The screenshot’s authors have been awarded. EssN, Meralious, Dojima Family, and tomfrana – check your Ambers!

Changelog v.0.9.9.5.12 Beta

Alcohol production

In short, there are now three tiers of beverages for fighting, gathering, and for potions.
We remove unnecessary production processes and the production itself is transferred to the workshops set up by the players, which will allow you to produce alcohol “in the background”.

Simple division of alcohols will allow players to memorize the dependencies, that Beer is the best for gathering, Wine will grant hitpoints regeneration, Mead will increase your max stamina, and Moonshine can be used to produce potions and add slight stamina regeneration.

We're taking a slightly different approach to making Beers. Recipes are changed, eliminating unnecessary processes that ended with a long-standing at the workshop. We moved crafting Beer to workstations, so the whole process will be based on the collection of materials and setting of the brewing process in the workstation. We want to make the craft of Beer with no dead ends, so the lower tier of Beer is needed to craft the higher tier. This way each item will have its own use case.



Beverages for crafters

Alcohol intended strictly for collectors, crafters, farmers and the whole community that will acquire or process materials will be Beers and products of similar origin. Their effect will be based on reducing the cost of stamina for interacting with minigames hastening interactions, gathering, and production. They also reduce the cost of using tools. so it will be easier to get wood or fossil resources, so this alcohol will be very much desired by the players.

Beers now have bonuses that will greatly help to play craft minigames, which will allow for faster processing of materials and save time. Beers of inferior quality will also be suitable for throwing in the bastion.

We are also moving away from the division of cereals into Barley and Wheat. They are converted into one material: Cereal. In this way, the players can save more equipment slots. We got rid of the names of types of grain, and we deleted all twin recipes for Beer.

Beverages for warriors

Taking away the use of Beer as a cheap substitute for increasing stamina will create a gap in the alcohol used to assist in the fight. Therefore, we need to take care of the alcohol that will serve mainly for combat. All combat spirits are non-craft but can be purchased through the shop/loot and rewards.

From now on, you can find three tiers of Wine and meads that will gradually increase your maximum hitpoints and stamina on the second and top tiers.

Alcohol for the manufacture of potions and tinctures

Moonshine does not change its use case and continues to be used for the production of tinctures. It receives the old Beer bonuses for stamina regeneration since beers get a new use case.

Moonshine recipes are updated and transferred to workstations. The production of Moonshine will also be based on refinement, in the way of distillation of lower-tier Moonshine with some additives.

New Workstations

We are adding two new workstations to the game: Distillation Apparatus and Brewery. Both workstations cannot be acquired in another way than crafting. Item recipes are available from the Merchants.

Both workstations work in a similar way as furnaces because they run on very similar mechanics.



Changes in items

As we removed Barley from the game, items related to Barley that are already ingame are converted to their neutral counterparts in given proportions:

1 Poor barley beer = 1 Weak beer
1 Poor wheat beer = 1 Weak beer
1 Barley beer = 1 Beer
1 Good barley beer = 1 Monastic beer
1 Barley wort = 1 Wort
1 Wheat wort = 1 Wort
1 Sheaf of barley = 1 Sheaf of cereal
1 Barley grains = 1 Cereal grains
1 Wheat grains = 1 Cereal grains
1 Barley beer brewing = 1 Beer brewing
1 Wheat beer brewing = 1 Beer brewing
1 Brewing Sludge = 1 Sheaf of cereal
1 Spent Grains = 1 Sheaf of cereal
1 Styrborg = 1 Beer

Quality of Life

– Humanoid NPC bosses will have the possibility to perform a special “Shout attack”, and a special two-hit combo attack if they have shields. We are adding such a thing to differ NPC behavior and also, to make PVE a more interesting challenge.
– Updated the visuals of the World, Party, and Siege Events invitation window, to match it with the new User Interface style. Invitations to sieges and events are transferred from their windows to notifications near the minimap. The notifications will contain key information, a link to the events tab, and a button to join the event.
– From now on, Siege Survival and Nadir banners in Notification Center will open those game sites in the Steam overlay. Be sure to check those titles created in cooperation with the Gloria Victis Team!
– Improved the rewards for completing whole groups of achievements. You can now get fine chests with valuable equipment or materials, master reinforcements, and good recipes for your dedication!
– Added Ragi's Companions with 2h axes to the Ragi world event. This will make the event much more interesting!
– Ragi's model size was increased to make him better visible among his horde.
– Otton the Raubritter will now be using a 1h sword + shield. So he learned a few new tricks!
– Barn animals' stats value will now be better indicated with colors (green/white/red).



Fixes

– Fixed an issue causing resource generation on Guild Castles farms to not work properly.
– Fixed edge case when mobs following its target were snapping around because they were unable to find the navigation mesh to the point.
– Fixed an issue where the animal icon stayed on screen after the animal had been called back to the barn.
– Fixed carpentry table workstation collider. Due to an error, it had no server collider and it was indestructible.

Gloria Victis: Medieval MMORPG - GV Daimon Frey
Howdy, fellow warriors!

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!



The screenshot’s authors will be awarded. Esadur, Dojima Family, and Giroux – enjoy your Ambers!!

WIP insight – New skybox!

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.
Gloria Victis: Medieval MMORPG - BartoldGV
Greetings, Warriors!

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!



The screenshot’s authors will be awarded. kchance, Chris, and [UHHH] Glampstron – you’ll receive your reward soon!

Changelog v.0.9.9.5.10 Beta

Quality of Life

– 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:

For The Boyz, for his great idea to do some interviews with our veterans:
https://youtu.be/SkIulH5OMjw
https://youtu.be/qq3gTQN16Wk
Komodor, for his next story from the Gloria Victis world: https://youtu.be/SFFmIulHzrw
And Doonsides, for proving that sometimes you need only your fists to knockdown the enemy: https://youtu.be/zFAzhyBmrVw

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!

Check the details below, and enjoy!



The screenshot’s authors have been awarded. Dojima Family, Siegbert, and Mormo – check your Ambers!

Changelog v.0.9.9.5.9 Beta

Quality of Life

Catacombs

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!

https://store.steampowered.com/app/1535100?utm_source=discord&utm_campaign=mmo
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!

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!


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