When the core of our team is working on the rework of the Guild content we announced a few weeks ago, part of us was able to deliver some fixes for various systems and features, as well as introduce the first iteration of the Lore system, which will be a neat addition to the game, expanding its plot and adding some spice to the world we are creating.
As we forecasted recently on our Discord, we’re about to host a cyclic PVP event on EU Eaglewood server global arena this Saturday! Gather a team of five brave warriors and meet other competitors at 8:00 PM GMT to take part in the tournament and have chances to win extraordinary rewards!
After the recent game sale, we are welcoming all the newcomers and wishing them the best in their adventure. We hope our community will as always take good care of you and you’ll meet a lot of new friends here. You all are more than welcome to join our official Socials and say hello to other players and the Dev Team. We are always here to assist you with any need.
It will start at 20:00 GMT, 22:00 CEST (GMT+2) on Saturday, October 22nd. Join us in the arena on the [Europe] Eaglewood server and fight for fame in 5v5 battles. We invite everyone, especially our new players! The winners will be immortalized on the in-game monuments, and everyone who will come will receive rewards! Additionally, winners of the tournament will receive a commemorative sword.
Rules:
- We'll host 5v5 battles in elimination style. A group having at least one man standing at the end of a fight - wins it. The last two remaining groups will fight in the finals – a team that wins two rounds in the finals wins the event. - Reviving fallen players during a fight is forbidden. - Those are foot combat fights, so horses are not allowed. - Interrupting the event anyhow and bringing the siege engines into the arena may be sanctioned with a temporary account suspension
Team registration will start at 19:30 GMT (21:30 CEST). Stay in the arena through and after the event to receive rewards! Your hosts will be Daimon Frey and Kibsoon Resurrected
Organizing the event at this time allows players from all over the world to join, regardless of the server. We're aware that it may be a potential SoW time, so we are disabling the tokening possibility on Eaglewood on Friday, the 21st of October.
Changelog v.0.9.9.6.5 Beta
Updated Engine
After a few days of internal and external tests, we are transferring the game to an updated engine version. This change should improve the game's stability and allow us to scale the performance of the game better. We will continue our work on optimization of the new engine version, and as there are significant improvements in its core, we are happy to have such an opportunity. You can expect some more refinements of this matter in the near future!
Lore system
We would like to make exploring Stoneholm more fun and rewarding, adding a bit of lore to it at the same time. We can achieve it by scattering Lore pieces all over the world while rewarding people for finding them.
In the first iteration, we are adding the first lore collection. We plan to add three more of them soon. Nation-oriented ones will be stories, cut into pieces, and spread all over the nation’s territory. The one you are receiving today is considered “common” - made of pieces unrelated to national ones, and containing some data about animals and creatures living on Stoneholm Island.
Ride across the world and search for unique monuments, milestones, and runestones and interact with them to open a special interface and add a piece to one of the collections. Remember, that the lore system is separate for each character.
There will also be an option of finding some collectibles as loot. World bosses and boss creatures will have a chance of dropping unique collectible pages that are not possible to be found anywhere else. But this addition will be introduced in the following weeks.
Completing the collection will grant you a unique title, and give you a special quest with a great reward. We wish you a lot of fun while exploring the world!
Quality of life
– Improvements to camera vertical axis smoothness. We have fixed the unintentional stuttering when moving the camera up and down. This does not have any impact on the combat system. – Polishing touches to newly added Royal Horseman skins.
Tweaks in siege events start rules
The start of the siege (and thus also the continuation) is blocked for 30 minutes before the Valley of Death tournament dedicated to the given server. From the moment of blocking, no event should start until a post-tournament event starts on a given server (that is, the one that is connected to the tournament and starts automatically after it). Only the start of the post-tournament event unlocks the possibility of starting/continuing siege events. The VoD trigger overrides the last drawn time of the next Siege. That is, if, for example, the siege time was drawn at 12:00, and the tournament was at 11: 00. This post-tournament siege (e.g. at 11:20) will overwrite the time “12:00” so that the gap between the post-tournament siege and the random siege is larger.
New screenshots
We are happy to announce that the screenshots on our Steam page have been updated, thanks to the support of our awesome community. Creators of the featured captures are receiving Ambers! Thank you for your help, and remember to post your screenshots on Steam Community Hub or our Discord to have a chance to be rewarded!
Fixes
– Fixed an issue where sometimes, if a siege event ended with the defenders winning, a continuation would start that should not have taken place. – Fixed a problem where if a tournament ended before its base time, and the siege event started after that ended quickly with the capture of the flag, the continuation of the siege event would not start. – Fixed an issue where technology progress after weekly diminishing could be much lower than expected by indicator. – Fixed an unintentional behavior of AI NPCs running in circles while fighting against other AI. – Fixed an issue where joining the guild via the recruitment board could result in an error and not sending a proper notification about joining the guild. – Fixed an issue causing game options to be not saved when closing the window with the ESC key after making changes, for example in sound volume. – Fixed the issue that sometimes caused items with durability below 80% could not to be sold on the market. – Fixed a problem where siege events were continued in cases where they should not be. – Fixed the minimaps at Volcano, Frontier Pass, Sea Wraiths events, and Valley of Death maps. – Fixed the dialogue with Viator which could lock the questline progress.
We’ve noticed you like it when we show you the updates in the form of videos, so we decided to try and produce a short video summary of our recent work and today's patch. Today – among others – we are visually polishing the recently added Meteor event, adding an extension to the Pride Long Forgotten event, and introducing a brand new cosmetic skin!
Check out the most important details in the video below, and be sure to subscribe to Gloria Victis Games' YouTube channel, leave a like or comment if you want to see more of such videos, and follow us on our Social Media to be up to date!
VIDEO
Changelog v.0.9.9.6.4 Beta
Extension to event “Pride Long Forgotten”
As you know, lately we were focusing on some PVE aspects of the game and visuals, including quests, a new map layout, and polish to the above. As we are unable to focus on everything at one time, we are glad that now we can address some voices that were raised recently and put some love into the PVP aspect of the game.
We are greatly extending the Pride Long Forgotten event. It is one of the great locations on the map and enjoyable activity for players interested in some skirmishes while playing. The event receives a second part, taking place in dungeons beneath ruins. After you finish the first stage of the event, which stays as before with just some polish and small changes, three special entrances are unlocked, leading to the dungeon. Each of those three trapdoors leads to a different part of the dungeon – one to the Armory, filled with skeletons, one to the wine cellar, inhabited by spiders and their queen, and one to a Crypt, where players have to collect scattered documents. Clear all rooms to summon a mighty Butcher in a boss room in the middle of the dungeon!
We are already working on new event locations and new PVP-oriented events in the background, so stay tuned! More are coming soon!
Quality of Life
Sign from the Gods
The newly added “Sign from the Gods” event has been iterated and improved visually. The meteor is now lighting the area on its way down, and the impact itself is being shown as a bright blast followed by a shock wave.
Cosmetic skins
We are introducing a new cosmetic skin set to the game using medium glory items as its base. “Royal Horseman” armor cosmetics are available for you in the in-game Supporter Shop – hotkey [K]
None know the land or its people better than the Royal Horsemen, for they travel to the furthest corners of the world and fight in the retinues of kings and heroes. Prized for their versatility and speed, they bring chaos to enemy formations and cut down all in their way.
Other improvements
– Remastered 3D models of wooden towers, scaffolding, and some more wooden structures – Added quest boards in all locations of the frontier regions – Added markers for quest boards on the map and minimap – Improved optimization of loading models with particle systems included (so lighting mostly), scenes should load more efficiently with less performance overhead. – In the game options, moved My Constructions and Skins windows from Misc to Interface Settings – Added My Constructions window to Quick Menu Panel near Minimap – Added dynamic height to nation change message dropdown.
The screenshot’s authors were awarded. Jojo, and Gibbens – check your Ambers!!
Fixes
– Fixed terrain controller. Cases, when players are getting stuck on the loading screen during the game, should be fixed. Due to the issue being very much edge case and hardware related we would be more than happy to hear your feedback if it’s not happening to you anymore. – Fixed the issue with renovation/meteoric reinforcement that could bug out processed items. – Fixed the issue where the animation and progress bar of the milking minigame was not interrupted when animals died during the interaction. – Fixed a problem where ally animals were attacking players that tried to hit them. – Fixed an issue where some stairs in the Catacombs and Serai were placed too high to use without a need to jump on them. – Fixed the damaged models of wooden stairs in Siege Camps. – Replaced "ItemFilterTagArmors" to "ItemFilterTagArmor" in requirements and consequences of Character Development Disassembling tree side panels to translate it properly.
Hold your head high and look into the sky so that the grace of the Forefather may fall upon you, Warrior! Signs began to appear in the night sky, and the earth trembled at times, torn with Gods anger. Columns of thick smoke mark the place where you can look for treasures from another world, so go brave one. Bring us shining iron from the heavens.
Greetings, Warriors!
This week, we are introducing the first of a few new events to be added to the game. “A sign from the Gods” is a new, repetitive event that takes place in the middle area of the map. During the event, you will be able to fight with other players for unique and limited resources, newly added to the game.
As always, we are delivering some Quality of Life improvements and Fixes in response to your feedback and reports. Among others, we have extended the time of day & night cycle, slowed down clouds, added water/waves SFXes across the shores, and made some optimization changes in various systems.
Find the details below, and please be careful with those meteorites.
We’d like to take this opportunity here to thank our External Testers from across the community for their help in testing the “Brave New World” update and participating in its few days-long session on the Test Server. With a slight delay, but as we promised, we are rewarding over 15 players who contributed the most and helped us to polish the update before its release. Enjoy your ambers, and once again – thank you all for your support.
If you would like to become an external tester and take part in the test sessions of various new mechanics and changes, please join our official Discord and follow the general channels to get notified about the new test session.
Changelog v.0.9.9.6.3 Beta
New Event: “A sign from the Gods”
A sign from the Gods is a new roaming event suitable for small PVP groups of experienced players and an attractive, albeit risky, option for crafters. It encourages players to take part in hardcore PVP inside the lootzone.
When the event is about to start, a meteorite shows and flies through the sky, to fall somewhere on the center area of the map. The meteorite flies for 10 minutes, slowly reaching its destination, which can be determined by its flight path shortly before the impact.
After the meteorite hits the ground, a pillar of smoke rises from the impact site, indicating its position. In the middle of the impact site, a special vein is being spawned, containing new material – Meteorite Iron. Around 150-200 shards of it can be mined from the vein. Please note that you need to have unlocked the purple main node in the Mining Character Development Tree to mine the new vein.
Meteoric Iron is a unique material that can be used to craft brand-new items: Renovation Kits and Meteoric Reinforcement.
Renovation Kits
Renovation Kits are new tools that give you the opportunity to regain some of the max and current durability of an item. By using them, it will be possible to repair an item to its full base durability.
There are three Renovation kits: Common, Decent, and Master. Recipes for them can be bought respectively for 800,1200 and 2400 Frontier Tokens at the Frontier Token Exchange NPC. Renovation kits can be crafted from:
Renovation should work the same way as reinforcement does in terms of User Experience — you need to click the renovation item in inventory, select the item to renovate and open the renovation/reinforcement window.
In order to renovate the item, the item needs to have current durability equal to the current max durability. If the item doesn’t meet this requirement, an error should be shown. If the durability possible for replenishment is lower than what the renovation kit has, a popup should appear where the player has to accept that he understands that he will repair less than what the renovation kit has to offer.
Each successful renovation attempt will result in adding 20% of the base durability to the current durability of an item. For example, if we have 3000/3000 item with 4500 base durability, after successful renovation it will have 3000 + 20% * 4500, so 3900/3900(4500), next successful renovation will reach its base durability, so it will be 4500/4500(4500).
A failed renovation will not destroy an item! It has a chance of success based on the item’s tier and reinforcement level. Higher the tier and higher the upgrade of an item, the harder it will be to renovate it.
Meteoric Reinforcement
100 shards of Meteoric Iron can be put into craft with a Master’s Reinforcement in order to craft Meteoric Reinforcement (recipe lvl 90, engineering), which has a guarantee to not destroy the item on a failed attempt of reinforcement, and the same chances for the upgrade like the master’s reinforcement. The recipe can be bought for 2400 Frontier Tokens at the Frontier Token Exchange NPC.
Quality of Life
The day & Night cycle has been extended to 45 minutes and reduced the speed of clouds' movement in the sky. Those were one of the most upvoted community suggestions, so we hope you will like those changes.
Aditionally:
– Added waves SFXes on all sea shores. – Performance improvements on flags, tents, and similar cloth psychics systems. – User Interface backend optimization. – Added a new, optional minigame for milking cows and goats. Players can participate in minigames to increase their yield.
Fixes
– Fixed known workstation issues that allowed players to refresh items ' corruption status and prevent them from spoiling. It had a very bad impact on the game economy and needed to be addressed. – Fixed an issue with Morris's dialogue, which could lock players' progress if they closed the reward window and returned for it later. – Fixed the issue where some learned recipes could not show in the crafting window list, but were available if using the search tool.
We are continuing our work on addressing some of the most recent feedback and reports and polishing the recent major update for Gloria Victis. Today's changelog contains quite a few Quality of Life improvements and fixes, noted and addressed thanks to your continuous support.
We are happy to announce that in the background, some new events are being prepared for our precious players. We hear your voice and are aware that some refreshments on that field will be beneficial for the game and community. At least two new events will be added to the game in the near future, but it is a task that will take up to a few weeks, as we need to create a brand new level design. A new raid for hardcore PVP players, and a special world event that may find its fans among players who like both – fighting and crafting will be a nice addition to the activities pool that you can participate in.
But for now, let’s get back to the changes we have already prepared and implemented. Check the details below, and see you on the battlefield!
We have greatly improved ingame visuals and graphics, so it is a great time to refresh the assets on our Steam page. Later in the day, on our official Discord, you will find a dedicated channel where you will be able to drop your best screenshots - we will handpick the greatest ones and place them on our Gloria Victis Steam page, and reward you with a neat pouch full of Ambers! Show us your best captures!
Changelog v.0.9.9.6.2 Beta
Quality of Life
We have added an indicator in the top left corner of recipe icons, that are saying if a recipe is known or can be learned. This will greatly help to manage your recipe collection and be much more convenient than checking the tooltips for each scroll.
– Added “Not enough materials” error when we are clicking “add materials” in the workstation UI while not having materials. – Updated the visuals of the Enhancement window, to match it with the new User Interface style. – Added missing marker to the “Uninvited Guests” quest, when we need to talk with Aston. – Added a progressbar minigame to dig up treasures. Digging lasts for 30 seconds, each proper minigame click grants a bonus of 5% of the timer progress. – We have finished setting all Ismir and East Sangmarian Ferrymen.
Fixes
– Fixed an issue with respawn window borders. – Fixed the problem causing respawn points to disappear while opening Map fullscreen window while in respawn mode. – Fixed an error that was causing a reset of tinctures' duration to the base value after participating in the Valley of Death tournament. – Fixed an issue where elixir's duration could be increased after each relog if players guild had a Wenedian Witch Technology active. – Fixed the tooltip behavior when hovering on a recipe in the workstation recipe list. – Fixed errors in Nur’s dialogue which could lead players to get stuck with their quest lines if they had full inventory and could not take the reward. – Fixed the position of buildings in Ystad Village and Gate position in Fort Mereley. – Fixed an issue that caused faster mount summon buffs to be cleared if a player got a campfire buff. – Fixed in “stop the fire” quests: “Sanctuary Profaned,” “Fire & Blood” and “Race Against Time.” Event interaction timers were not working properly. – Fixed the memorial's position and interaction after map changes. – Fixed the small arena located nearby every capital. – Fixed an issue where the next siege event cooldown was not impacted by the “after-VoD” siege event where it should be. – Fixed a problem with not expanding the dropdown of the fortifications layer in the architect table window. – Fixed an issue with female Eaglefury Pauldron's skin. The model was warping while the character was sitting. – Fixed the problem with the missing image on the Abbey Mirador location card.
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 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:
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!
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!
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!
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:
– 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.
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!