The last few weeks were really intense for us but we’re so happy and proud to see the world of Gloria Victis so populated and alive! We hope you enjoy the game as much as we do enjoy creating it.
We’re slowly getting back to our normal work schedule. Today we have for you the first regular update since the 1.0 launch. Besides the changes listed below, there are countless smaller fixes and improvements we made in the meantime – most of them were already applied to the servers.
At the same time, we continue working on other, larger tasks to solve the most urgent problems. Improving the servers’ performance and stability, and getting rid of the issues preventing players from enjoying the game remains our top priority.
– Several server-side optimization improvements – Introduced Questboards in the starting islands of each faction to offer a way of progression behind the starting quests within the safezones – As foretold, the Christmas-related items: Santa set chests - random box, and the set’s parts themselves, have been changed into the Recruit's items
Fixes:
– Fixed joining The Griffins Company event on a different server than the player’s main – only the event’ starter was visible for such users – Fixed the instantly respawning road block in The Griffins Company event – Several fixes to the reported issues with NPC dialogs – Fixed the clipping issues on all of the brigantine armors (male version) – Fixed one of the upgradable walls models which wasn’t lighted properly – Fixed an issue causing that Halloween heraldry symbols displayed in the “Supporter symbols” section – Fixed the culling settings of Praetorian's Cuirass (male version) – it caused that the character’s upper legs were invisible – Fixed the Treasure Map quest near Lordly Haven – the interactive object was misplaced under the ground and couldn’t be used
It’s been a week since the 1.0 launch! It was a busy and demanding time for our team, full of overnight work to provide you the best experience. But it was so rewarding to see our Community rise in numbers fast and newcomers receiving such a warm welcome from the returning players.
Thanks to you, the lands of Stoneholm have never been so alive!
What have we achieved over the last week?
The peak of concurrent players increased 10x compared to the pre-launch times.
The number of available New Beginning servers increased to meet the needs of growing player population.
It seems that we have fixed almost all of the most frequent cases of critical issues which started to happen after such an influx of new players, such as: “Steam authentication”, “Connecting to Steam”, infinite characters loading and corrupted characters’ data. Please remember to let us know if you will still have those issues for further investigation - our Support Team will help you as soon as possible!
Several server-side optimization improvements
Numerous improvements to prevent the progression data rollbacks in future
Fixes to reported issues in the quests, events and dialogs
Even though it was a tough time for us, we’re proud of what we – and you, the Community! – have achieved in such a short time. Despite being a team of less than 20 developers, we successfully addressed all the launch issues most frequently mentioned in the recent reviews.
Now that the all-time Steam reviews are back to “Mostly positive” ratio, we hope the same will soon happen to the last 30 days reviews. It helps us get better visibility and show the world the game that many of you came to love as much as we, the developers, do.
What we’re working on?
By the end of this week, we plan to: * Apply further improvements to the servers’ performance and stability, * Apply fixes to the remaining edge-case issues, * Launch the Valley of Death PvP Tournaments on all servers. (We have just started 300 players Valley of Death tests with you! :))
Thank you for all your support!
With all the love and regards for our Community, Black Eye Games
Important links and tips
In order to help out our new and returning players we have prepared a small compilation of useful links below:
We survived the first 2 days after the 1.0 Launch. For our small team, it’s truly been an intense time. But we’re finally able to catch some breath and inform you about our progress, as well as the plans for the next few days!
On the launch, we did expect a lot of newcomers and returning users. But even to us, it’s heartwarming to see so many players in-game! Each night the concurrent users count hits a new all-time peak. The world of Stoneholm is more alive than ever with the ongoing wars, and the economy is blooming as so many users are now crafting and trading equipment and supplies.
This wouldn’t be possible without you – the players! Your support and good words were and still are fueling our team as we work day and night, barely sleeping at all, to solve the most urgent issues that happened on launch. We’d like to thank you all for all your support, and special thanks go to the veterans helping new users in-game, on our Discord and in the Steam forums. You’re simply amazing!
Since the first 48 hours, we applied 6 hotfixes and now it’s time for another one. Read the details below!
Hotfix 2023-02-10
Connecting – the Firewall issue fix
We’d like to thank every player who helped our Community Managers and Support Team collect data on the most notable connecting issue – the “Firewall is blocking connection” error on the loading screen. Just as we initially suspected, this appeared to be a different issue displaying a wrong error message.
The problem has been resolved this morning on a daily restart. We still focus on solving all remaining issues with connecting so you can expect further hotfixes every day.
If you have further connecting issues, our Support Team is at your disposal via email: support@gloriavictisgame.com. And our Community Managers, Coragon, Veland and Bartold, do their best to answer your questions and assist you on Discord!
Performance improvements
We also focused on improving the performance and stability of the database and related infrastructure. Each hotfix includes fixes and improvements to this matter. In effect, we’re consequently reducing the loading times and occurrences of data loading issues.
Quests fixes
We're continuously fixing all the reported issues with quests, including bugged bosses, impossible interactions with quest objects and so on. Thank you for reporting them!
Valley of Death Tournaments are turned on
We solved an issue which prevented players from enjoying the Valley of Death Tournaments and they are again available on all servers, both the New Beginning and Legacy ones. VoD is a special PvP tournament taking place on one of the dedicated maps with up to 50v50v50 players fighting against enemy factions. We already saw a full VoD today with 150 players involved! You can see the exact hours when VoD starts on your server in the Upcoming Events window ( key by default).
What we’re working on?
Even though the last few days have been intense for our team, we keep working as hard on further improvements. Our top priority is:
Fixing remaining connection issues This includes fixes to several different issues, such as being stuck in the main menu on Connecting to Steam” and “Steam authentication”. In both cases, it helps to simply restart the Steam client and the game but you can expect proper fixes in the following days.
Reducing the character loading times For several reasons, the character loading can take a few minutes longer at times. We’re optimizing this process to improve your experience and prevent unexpected data corruption.
Important links and tips
In order to help out our new and returning players we have prepared a small compilation of useful links below:
- Fixed an issue causing that corrupted some of the newly created characters - Fixed the corrupted characters (if they were level 1, they were just removed) - Optimized the connecting queues - Optimized loading characters
We are aware that currently, the gameplay experience in Gloria Victis might be unsatisfactory for some of you. We're doing our best to solve all the unexpected issues that happened on launch.
Since the release, we are working tirelessly on applying hotfixes to the game, to deal with the issues spotted on release. Currently, 24 hours after the release the game is already much smoother and we are planning to keep up hotfixing the game until it's back to its good state.
Below we have prepared a couple of useful links for you, that are answering the most crucial questions that might come you your mind:
We would like to thank all of you who are with us during this time, playing the game, reporting bugs, and keeping us greatly motivated with all the positive and encouraging messages we receive. We are extremely happy to see so many players playing the game and we promise to do our best to make Gloria Victis as enjoyable as possible.
We are very sorry for the inconvenience and thankful for your patience.
We are very happy to welcome you to Gloria Victis 1.0! It’s been a long journey to finally reach that moment, and we are happy you have accompanied us in that adventure.
Today, a new adventure begins, and with it come the New Beginning servers that you can now join and build your fame and glory!
However, New Beginning servers is not the only thing that this update brings, let's take a look!
Andi f you didn't have a chance to watch it yet, here's the just-released Launch Trailer!
Changelog v.1.0
Reworked Crafting Quests
Today, we are introducing reworked crafting quests. These quests have now been moved to the questboard system, making them more accessible for all players. Upon collecting a crafting quest from the questboard and completing it, there is a 8 hour cooldown until another quest can be taken. However, we have divided the crafting quest into three regions: Pilgrim’s Rock, Outer ring of the map, and Capital cities. Each region has its own cooldown, meaning that a player can take a total of three crafting quests (1 per region) before needing to wait through the cooldown. What's more, the Crafting Quests' rewards will also vary based on the risk factor of the area they are at!
Character Development bonuses and adjustments
We want the Character Development to be a rewarding system, where unlocking new stages should feel rewarding. This is why, we have decided to increased the bonuses that unlocking the nodes gives.
However, in order to balance out the system, we have adjusted the required experience points needed to unlock certain nodes in the top-tier part of the Character Development trees.
Quality of Life
Updated the Feedback UI to the new UI look
Improvements to UX in the Skills Window
Fixed the edge case that would cause the minigames to become desynchronized
Added the support of using Tab to change the input fields in the login screen
Added additional confirmation upon selecting a main server if it’s ping is not the lowest on the list
Adjusted the Supporter Shop prices, based on our data, we have adjusted the prices, mostly lowering them to make more skin variants accessible.
Further improvements and tweaks in the starting quests for all nations.
Fixes
Minor fixes in the terrains and models across the world map
Important links and tips
In order to help out our new and returning players we have prepared a small compilation of useful links below:
– The first part of fixes to logging-in issues. We're still working on solving the remaining problems. If you'll be stuck in any way during the logging-in process, please simply restart the game. – Bypass fix to the bug causing some quest bosses not respawning – these quests will be automatically completed after staying in their area for a while. It’s a temporary solution to allow players to continue the questline before we fix the problem completely. – Fix attempt to an edge-case issue causing that some players’ data doesn’t load completely and their overhead markers are empty or filled with skulls icons. This should reduce the occurrence of bugs in many systems, including the fast travel, capturing flags and registering for arena duels. – Fix to the Midland’s crafting quest in the capital city. – Enabling the Valley of Death Tournaments on the New Beginning servers. – Minor fixes to in-game texts.
We keep working on further fixes. Thanks for your patience!
This time we are bringing another batch of changes that prepare us for the Gloria Victis 1.0 release that will take place... TOMORROW!
We would like to invite all of you to the New Beginning servers that will start tomorrow at 3 PM UTC! Join the new servers and start writing your history!
Even though this is the last day before that important date, be sure that for the next hours, we will be releasing a number of tweaks and improvements that will make us ready for the New Beginning! Be sure to join our Discord to receive the latest news and be a part of the daily discussions with other players and developers!
We would also like to present to you our Gloria Victis 1.0 Launch Trailer:
Be sure to like, comment and subscribe!
Today’s update brings a lot of important improvements and fixes as well as a new crafting UI, and a Guild Heraldry skin for horses!
Without any further delay, let’s see what this week’s update brings!
The New Glory season will start with the release of the game, on Tuesday, the 7th of February. Also, we’d like to remind you that the last day of the season – Monday, the 6th of February – 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 draw your weapons and fight your way to the top!
New Crafting UI
This week marks a significant improvement in the crafting system, as we have implemented a new crafting window UI filled with quality-of-life improvements, updated visuals, and better optimization.
From now on, the crafting UI will have two slots for recipes to be displayed at a time, making it easier to craft the components required to craft the final item. We have also added a better display of the chance to craft an item of a certain reinforcement level.
What's more, from now on, if there will be over 10 crafts of the same material queued, these materials will be crafted in a bulk of 10 in one craft. This bulk craft will take the same amount of time as the sum of 10 separate crafts and give the same amount of materials and experience.
Reworked Crafting Quests (soon)
This week, we wanted to introduce reworked crafting quests, however, due to an unexpected bug we need to postpone their implementation till tomorrow. Unfortunately, this means that the crafting quests will be disabled today. We believe, however, that these changes will be worthwhile to wait for, as they will greatly improve the feeling of these quests as well as enable more players to participate in this kind of activity. Below you can read more about what will change in the crafting quests with Gloria Victis 1.0:
The crafting quests will now be moved to the questboard system, making them more accessible for all players. Upon collecting a crafting quest from the questboard and completing it, there is an 8 hour cooldown until another quest can be taken. However, we have divided the crafting quest into three regions: Pilgrim’s Rock, the outer ring of the map, and Capital Cities. Each region has its own cooldown, meaning that a player can take a total of three crafting quests (1 per region) before needing to wait through the cooldown. What's more, the Crafting Quests' rewards will also vary based on the risk factor of the area they are at!
Waking up the game world
This week our artists and level designers took some time to bring more life to the capital cities of all three nations. From now on, NPCs in these important cities will have more options of animations to play, as we have implemented yet another batch of new animations to the game. On top of that, as we have mentioned in the previous patch, this week brings the extension of the ragdoll system to animals! From now on, not only human NPCs but also animals will have a full ragdoll system implemented. Be sure to check it out! We believe that these changes will improve the liveliness of the game world, making it even more interesting and immersive!
New Horse Skin
We are also introducing another Horse Skin. Based on the feedback of our Community, today we are adding a horse skin that will pick up the colors of the Coat of Arms that the player uses on the shield!
Every two-week video contest
We cannot stress enough our happiness and gratitude to see such nice videos posted by our active community! This week, we have chosen a few combat videos, that will be rewarded with the main reward of 2000 ambers:
Quartermasters on Temples spawn without the need to upgrade any part of the Temple.
Adjusted the guild level for door control to level 50 instead of 80.
Adjusted the Glory level requirements for top tier recipes at the Glory Shop: Bulat, Beast Leather and Old Animal Tendon Bowstring change the required level from 70 to 35, and Dziwer recipe changes from level 30 to 20.
Adjusted the loot tables of certain low-level NPCs.
Changed how top skill for horse archers triggers. From now on it will be triggered upon releasing the arrow.
Increased the ammo capacity of a trebuchet in the starting quest area.
Tweaks to the new combat tutorial quest.
Added a new tutorial quest to learn about the depot system.
From now on, hints will automatically close after 2 minutes.
Adjusted the Battle Point gain during sieges for destroying ballistas.
Added Battle Point gain during sieges for destroying doors.
Improved the quality of textures on the painting in the Pride Long Forgotten Event.
Added Discord invitation link to the main menu.
Fixes
Fixed the bug where a player cannot take daily challenges if the timer ends while a player is online.
Fixed a bug where the tent's position would show in an incorrect place on the map.
Fixed a bug that caused a tooltip from the achievements window to stay on screen after closing the window.
Fixed an incorrect fishing animation on Sigurbaldur NPC in Baalhammon.
Fixed the issue with the loot zone on some siege camps near Castles.
Fixed the amount of health of NPCs in the ballista tutorial quest. From now on the NPCs will be 1 shot killed by the ballista.
Fixed a bug that caused the indicators on scrolls to show as too big in the stall UI.
Fixed an edge case that would cause stall UI buttons to duplicate in certain situations.
Fixed an issue with the new Guild Activity Rewards System not giving rewards to some guilds.
Fixed an issue that could cause one of the bosses in the Ismir questline not to respawn after being killed.
Fixed looting treasure chests with fast double click E not closing the looted box.
Fixed the visual bug that would sometimes make buffs not show on the UI properly.
With this update, we are bringing in one of the very last changes before the final release of Gloria Victis 1.0. We have taken our time to fix, improve and adjust the changes we have introduced in the past few weeks, as well we are bringing a reworked combat tutorial quest and introducing the core for a new feature of guild activity rewards — Guild Events!
We would also like to once again officially announce that Gloria Victis is going to leave Early Access on the February 7th! It has been a long journey, and we would like to thank all of you for your continuous support throughout these years, and we hope that you will stay with us for the new and thrilling episode of the journey after the release!
Without the goal of deactivating the weekly State of War, we knew that we needed to add an additional goal for guilds to achieve their weekly activity. Until now, the amount of deactivation points reached was converted to Guild Technology progression, but based on our Community feedback, we wanted to give the guilds an additional reward that gives a reward to guild members as well as a good way to gather all the guild members at one time to perform some fun activities.
With this in mind, we have introduced Guild Activity Tokens. These will be delivered to the Notification Center of the guild’s leader each week based on the guild's activity levels. These tokens will enable the leaders to launch special events on the map with better rewards!
Currently, the guilds will be rewarded with 2 types of tokens (“Key to Griffins Camp” and “Siege Token”), each one letting the guild start a different event:
Reward for 50% and 100% guild activity — a token granting access to a Griffin Company event with better rewards (3 new bosses with top-tier loot, additional chests, and crates with top-tier materials). This event is mostly dedicated to the smaller guilds. Deliver the token to a special event marked on the map to start the guild event.
Reward for 150% and 200% guild activity — a token granting access to a new “Show of Strength” event that is started by delivering the token to the siege camp of an enemy nation’s homelands’ castles (i.e Blackrock, Waterford for Midland)
A guild will receive all the tokens for their activity level and below, meaning that a guild with 200% activity will receive a total of 2 tokens for the Griffin Company and 2 tokens for the “Show of Strength” event.
We believe that this system will better reward guilds for their activity as well as make them an essential part of nation gameplay, as it gives guilds more chances to provide “content” for entire nations, even though these events can be started by guilds, whole nations can participate in them.
We would like to extend that system in the future by adding more events to it. We think that moving some of the events currently available on the map to this system could be a good idea, however, adding such events to this system would require us to disable them from being started in other ways. We were thinking about events like Catacombs of Temple of Doom, but decided not to implement them, as we would like to know your view and your suggestions for the future improvement of this system!
Redesigned Treasure Map locations
Another important to note change this week is the redesign of the treasure map’s treasure locations. From now on:
Tier 1 maps have treasures located on the capital island
Tier 2 maps have treasures located in the frontier region (on-sided non-loots)
Tier 3 maps have treasures located in the outside ring of the map
Tier 4 maps have treasures located in the middle of the map (loot zone)
Tier 5 maps are located in places far away from players’ homeland and away from any transportation links, making these expensive chests riskier to obtain.
We believe that this change will better fit the use case of the maps, enabling players to choose a region they play in and while doing other activities in that area, they can also look for the hidden treasures!
New Combat Tutorial Quest
We have taken another look at the starting quests for all three nations, with the aim of improving our combat tutorial. From now on, the first quest for each nation has been changed to a combat tutorial that lets new players learn the basics whilst fighting combat dummies instead of throwing them straight into the fight.
Quality of Life
Reduced the required Glory Level for Glory Shop rewards. From now on the max required level is 100 instead of 120. Items with lower level requirements have also been adjusted, to match the change in the max level requirement.
Some adjustments to armor’s damage reductions, especially lower-tier medium armor. This change should improve the survivability of newer players after the recent increase in weapon damage.
Increased the number of points that can be gained by performing PvE activities during a siege. From now on killing guards or destroying siege engines will award more points to the scoreboard.
Fixed the Guild Activity UI progress bar to now scale properly and show the entire progress from 0% to a max of 200%.
Fixes
Fixed a bug that caused ChD medium armor nodes of T3 and T4 not giving proper bonuses after unlocking mastery nodes.
Fixed an edge case in Abandoned Outpost events in the middle of the map that could result in fewer waves of enemies spawning than was intended.
Fixed the “Swamp Herbs” Questboard quest in the middle of the map. Herbs should be properly gatherable now.
Fixed an issue causing joining a Valley of Death tournament to duplicate tutorials.
Fixed a bug that prevented players from respawning in the nearest location to their death if a siege even was active nearby.
Fixed an improper rewards label for treasure maps
Fixed lists of lore and friends being duplicated after joining the Valley of Death Tournament
Today we’d like to share some big news with you. After months of hard and intense preparations, we can finally announce the date of the 1.0 launch!
It will be the most important moment in our company's history and in the history of your – and our – dream game! This wouldn’t ever be possible without the awesome support of our Community. We want to send you a big “thank you”!
Gloria Victis has been a passion-driven project from the very beginning when a team of ambitious folks assembled to create a game unlike any other.
Back then, we didn’t have any funds, investors or publishers. Those of us who founded the company had to find extra jobs so we could afford to officially register the company. Can you imagine a more rocky start to developing the hardest type of a video game possible?
Yet here we are – a small yet self-sufficient studio that created and released an open-world MMORPG! Now, after years of hard work, we can proudly share the great news:
Gloria Victis will officially leave Early Access on February 7th!
It’s been a long and difficult journey, but being passionate developers, we continued to support and develop the game together with our Community. Only thanks to you did we survive our Early Access launch back in 2016. A troubled headstart, issues with the Steam authentication (so dumb and annoying!), barely enough funds to set the required architecture and literally no marketing budget – and on top of that we were developing the game live, where all the players can see and react. We barely slept for about a week... But it was totally worth it!
Since then we applied almost 350 weekly updates (and we made a PDF of the first 300 updates which you can download here), about 3 times more small hotfixes and server-side patches. We did our best to prove that we love our game and that we have the deepest respect for those who supported us during the EA stage. We also tripled the size of our team and set up an office!
(Yes, this really happened in our office)
Gloria Victis has changed massively since the EA launch, evolving from a game similar to 64-player battlers with just a few locations to fight for, into a full-fledged MMORPG with open-world battles of hundreds of players fighting at the same time.
A lot of new features and content - click the image to display full size:
3x larger world,
Hundreds of new weapons and armors,
10x bigger server capacity,
10x more locations to capture
and much, much more!
We’d like to stop here for a moment to show you how Gloria Victis evolved over those years:
World map
Battles
Locations
Interface
For all this time, our Community was always the most important part of the game development. We’re gamers too, and it’s our philosophy to develop games with gamers and for gamers. Remember: it’s YOU who helped bring this game to life!
But can YOU contribute to Gloria Victis’ future success? Yes, you can! Spread the word, tell your friends, guild members, and family that your favorite game has reached its long-awaited 1.0 release! And be sure to tell us your feelings in your Steam review – it’s a great help to us as developers and great insight for potential new players interested in the game.
Or maybe you have an eye for great screenshots? Upload them to your Steam account, or share them on our Discord – if we use them in one of our weekly updates, you’ll be rewarded! And if recording gameplay is your thing, be sure to use always use #gloriavictis and #playgloriavictis hashtags in your video descriptions – once every two weeks we reward authors of the best videos!
And last but not least – be sure to follow us on our Social Media to stay informed about the development and updates of Gloria Victis!
In the upcoming weeks, our entire team will continue the final preparations for the launch. We’re working on setting up the infrastructure and the server solutions that will work for both current players and the new ones who will come on the 1.0 release.
Because Gloria Victis has been in Early Access for a few years, and we promised to not wipe player accounts or inventories unless something critical happened (and luckily, nothing critical happened), we decided that creating New Beginning servers at launch is the best solution. This gives players a clean slate and a chance to experience the rush of launch on a level playing field.
Players will be able to choose between the existing Legacy Servers and the New Beginning Servers anytime.
On the Legacy servers, we will not wipe any progress, and we will keep all characters and inventories untouched.
On the New beginning servers, we will create a different, fresh database allowing everyone to have a new start. Existing characters will not be able to play on New Beginning servers.
Current players do not need to create any additional account to play on either server type, but you will need to create a new character if you wish to play on the New Beginning servers.
Our game has a cross-server database. This gives players the opportunity to trade between servers, play on other servers of the same type (Legacy or New Beginning) to support underdog nations or do cross-server events like the Valley of Death Tournament.
New Beginning Servers and Legacy Servers do have some shared databases including: – Character names – Guild names – Alliances names – Unlocked skins and heraldry symbols – Ambers
This will allow us to add new servers or merge New Beginning Servers and Legacy Servers databases seamlessly based on population needs in the distant future.
With the release of Gloria Victis getting closer every day, our team is hard at work to bring changes that will make the game more enjoyable and rewarding. This week we are presenting you with a batch of changes in the economy and quality of life connected to economic systems that will bring more meaning to activities found in Gloria Victis.
We would also want to announce, that this week, on Saturday at 20:30 UTC +1, we will be recording a release trailer for Gloria Victis, thanks to the help of our Community member Komodor. Please join us on this day on a special server that will be launched for the purpose of recording the trailer. For more information please contact Coragon#2441 via Discord.
Without any further delay, let’s take a look at today’s changelog!
The screenshot’s authors were awarded. Komodor, Jorwet and Profeta – check your Ambers!
Changelog v.0.9.9.9.0 Beta
Contribution Points from Nation Points
We have added a feature that will reward players with additional Contribution Points for donating their Nation Points to a guild. This change should make taking up PvP activities more rewarding, and let PvP-oriented players earn by doing their favorite activities. We hope this change will also encourage players to join guilds to gain the full benefits of the Nation Points system, and get to see how being a part of a guild enriches the experience of playing Gloria Victis.
Reworked Glory System
The Glory System has been reworked, granting better rewards for sieges and fighting for locations. The new system will also reward players with scoreboard points in a more intuitive way similar to the Nation Points system and will reward them for more activities that help the nation during the siege like destroying siege equipment or killing NPCs.
Moreover, this change will encourage players to fight to the very last second, as the defeated side will also have a chance of getting a good reward for putting up a heroic defense or an attack!
The points gained for killing NPCs, and destroying siege equipment and buildings have diminishing added to them, in order to make sure that players don’t exploit them to achieve higher places in the siege scoreboards.
New Rewards for the Sieges!
With the introduction of the new Glory and siege scoreboard systems, we are also adding a Contribution Points reward for scoring during a siege. From now on, at the end of a siege players will receive a reward based on their efficiency on the battlefield, as the reward will be increased based on the score. We believe, that this change will make sieges more worthwhile not only for the winners but also for the losing side, as good performance on a lost siege can still be rewarding to these players.
Together with this change, we are upgrading the rewards for siege events. From now on, the rewards for active participation will be changed as follows: 3 stars: from 40 to 100 CP 2 stars: from 15 to 40 CP
Changes in the Auction House
This week we are changing the rules of listing items for sale at the Auction House. From now on, the market fee will be paid only if an item is sold. This change should make putting up expensive items for sale less risky as if an item fails to sell the owner will not be charged. Together with this change, we are also unifying the duration of all auctions to 30 days. We believe that these changes will make the Auction House more accessible for players, bringing more offers and better pricing of items!
We are also bringing back the option of selling damaged items on the market, as the recent changes made this type of auction viable again and safe for the games’ economy. The damaged equipment will charge a doubled fee, which makes sure that the games’ economy will not be broken, while still offering an easier way to sell looted items.
Reworked rewards for Valley of Death Tournament
We have replaced Contribution Points rewards with a new exclusive currency — Valley of Death Tokens as a reward for the Valley of Death Tournaments. This change enables us to provide better rewards and offer unique deals that can be only bought using the new currency. We believe that this change will make Valley of Death Tournaments an even more important part of the gameplay for all skill groups bringing more skillful and competitive gameplay to these events!
The new currency can be used to buy items from a Valley of Death Merchant that can be found at the centers of Baalhammon, Mereley, and Dunfen.
Ragdolls!
In order to make the combat feel more rewarding, we are adding the ragdoll effect to slain enemies. This change should improve the visual aspect of combat and increase the immersion of the game.
This week ragdolls have been added to players and human NPCs, while we are working on applying this system to animals and monsters. We believe that this feature will improve the feeling of reward upon killing enemies in battle!
Make sure to share your best ragdoll finisher gifs and videos with us!
Changes in the "Away from home" debuff
Based on the feedback from our Community, we have changed the "Away from home” debuff. From now on it will stack to a max of 73 seconds instead of 118 seconds. This change should let for more dynamic fights to happen even if a nation is attacking locations far from its homeland territory.
But, because of "Away from home" being nerfed, from now on extended stays at other nations’ one-sided non-loot will result in a “Lion’s Den” debuff being applied. This debuff will slowly reduce max health, max stamina, and total damage by 0.5% over time ticking each minute giving more stacks the longer players can stay in the one-sided non-loot of another Nation. The maximum value of the debuff is 30%, which is achieved after staying in the enemy's one-sided non-loot for an hour.
Leaving the one-sided non-loot zone of the enemy Nation will automatically disable the debuff, however, coming back to this zone after a short period of time will result in the debuff being enabled again with the appropriate amount of stacks.
While our Underdog system works with the margin of days of imbalance, we believe there's a need to make sure extended "camping" on the last zones of weaker Nations' needs to come with a risk that expands over time.
We believe that this change won't block such content, but make sure it will get harder for attackers over time, giving the weaker nation a chance to fight back. We will be monitoring the situation on the map and apply changes to this new system in the following weeks based on our Community feedback.
Changes in the cost of using the logistician
We are introducing back the gold sink connected with using the logistician’s transport feature. We have adjusted the values based on the feedback we have received in recent days and made them significantly lower than it was in their previous form.
Here you can see the comparison of the values between the first iteration, the current value, and the new value, that we are going to introduce today:
Price for “jumping” 4 links: — 1st iteration: 5 silver 20 iron — Currently on the server: 2 silver 60 iron — After today’s patch: 3 silver 40 iron
We believe that this change is important for the overall economy of the game, as the increase in rewards that we have implemented in recent weeks will fully compensate for this change.
Changes in Contribution Points gain from events
With today’s patch, as mentioned above, we have reworked the Glory and Contribution Systems. From now on, Contribution Points are more of a PvP currency, therefore, we have decided to adjust their gain from events around the map.
From now on: — Fully PvE events (i.e Frontier Pass) will no longer reward players with Contribution Points — PvE/PvP events (i.e Catacombs) will still reward players with Contribution Points but the amount has been reduced.
This change was much needed in order to balance out the Contribution Points system, and we believe that gaining more Contribution Points from PvP activities will enable PvP-oriented players to earn while performing their favorite activities.
Video Showcase
In recent weeks we have been making many changes in the combat system of Gloria Victis. We are happy to see many great fights taking place all over the map and decided to share some of them with all of you. We would like to thank the authors of the videos and reward them, as usual, with 2000 Ambers:
— Added new sounds that will play once a player opens or closes a chest — Added a new level design path around Norfolk, that should make running around the castle much more convenient. — Adjusted health and reductions of NPCs in order to prevent them from being one-hit after the damage changes made in the last week’s update. — Adjusted the damage of bows against NPCs to balance it with the changes in NPC’s health and reductions. — Added +0 crafting stations to the centers of Mereley, Dunfen, and Baalhammon in order to make it easier for players to craft basic items. — Increased the limit of Contribution Points and adjusted the Glory Shop prices to the changes from today’s update. — Contribution Points owned by players have been multiplied by 1.25 to adjust them to the new Glory Shop prices. — We have added blood of the beast, bandages, and monastic wine/mead to the Glory Shop — The drop rate of magnetite and blood of the beast from animals and monsters has been adjusted. From now on magnetite will only drop from Old Giants. — Adjusted the Glory Level requirements for certain items in the Glory Shop, to adjust the level requirements to the new system. — Frontier Guards’ and Champion Guilds’ Token exchange events have been converted into a shop. Talk to the representatives that stand by the Questboards to exchange the tokens for rewards. — Added a “Champions Guild Messenger” event that will show in a few places in the middle of the map. This event lets players refresh their Champions Guild Tokens decay timers. — Added new interactive training dummies to certain locations in the Capitals and arena. The new dummies will move accordingly to the damage strength and direction of the attack.
Fixes
— From now on if nobody finishes the interaction with the last chest in the Frontier Pass event in one minute, the event will automatically end, granting the rewards to all the participants. — Fixed the height of spawns on the Valley of Death Tournament map in order for players not to take damage after jumping down from the spawn. — Fixed issue causing the Supporter's Shop to not load properly in some cases. — Fixed issues with horse riding animations — Fixed a memory leak connected to the guilds’ UI — Fixed bug of powerbar that could lead to a false calculation of hold time and unwanted light/strong attacks — Adjusted the tags of the guild deactivation to guild activity.
Winners of the “Tell Your Story” Discord Contest
First of all, we would like to thank all the Community members that have submitted a story for the contest. We had a lot of fun reading the stories and it’s been really hard to pick the ones that will become a part of the game as lore monuments!
Please be sure, that even if your story has not been selected to become an in-game monument there will still be a chance of winning a prize of Ambers if we decide to quote them in a changelog or as a part of our Facebook/Twitter posts!
This week we are coming to you with the next batch of changes related to combat, the introduction of the questboard feature to the middle of the map, changes in the Nation Points system, a new and interesting recipe, as well as a few more skins for horses!
Without a longer wait, let’s see what today’s update brings!
Changes in the damage of the orange (red) powerbar attacks
We are happy that the changes in movement that we have implemented thanks to our Community feedback were warmly welcomed, and following your feedback we are now moving to another important topic - TTK (Time to kill) and the "green attack spam".
Decreasing the TTK is a very important change that decreases the advantage of a “zerg” against a smaller group of players. Not only does it prevent the zerg from “spamming” down their opponent with green attacks, as the smaller group can respond with fully charged attacks that will not only cancel the spam attacks but also deal significant damage.
What is more, with the TTK being lower, a smaller group of players will be able to win fights against bigger groups of less skilled, making the number advantage less important than the skill of the players. This will help a small, but skilled group to defend themselves against the zerg, as it gives a chance to kill one group of enemies before another part of the zerg arrives.
As these are very important topics, we didn't want to completely rework the rules of our combat in order not to destabilize the balance. We want the green attack to still be a viable part of the gameplay, letting players deal a quick final blow or perform a very quick attack to catch the opponent off guard, however, we also want to make it a less viable tactic for everyday use. This is why we have decided to significantly increase the damage dealt with the red (orange) powerbar. This change required us also to change damage values and some modifiers of certain weapons, as well as the armor reductions, as without these changes weapons that are already dealing big damage would become too strong.
Please note, that the above-mentioned changes will affect solely the melee combat, as the damage of the red (orange) powerbar attack for bows and throwables will not change.
Changes: — Changed the formula for the damage done with red (orange) powerbar attacks. This change should significantly increase the damage gap between green and red (orange) attacks. — Changed the overhead damage modifier for the Crusher's Sword from 1.3 to 1.25, as its damage would be too big compared to other weapons. — Changed the damage modifier of axes from 1.2 to 1.15, due to the damage balance between weapon types. — Slightly increased the slashing and piercing reductions for light armor. These changes will not make light armor users more "tanky", but rather adjust their reductions to the new damage model.
We believe that our solution will fix the issue with the "green attack spam" better than the old staggering mechanics, as the old solution was not user-friendly as the not-loaded attack that caused a stagger was actually of the same duration as a light attack that did not cause it. What is more, the old system caused random staggers to happen when players’ ping or fps worsened for a moment while charging the attack. The new solution is free of these problems and solves the “green attack spam” caused by removing the old system.
We would also want to thank all the players who participated in the testing session of this feature. Your help and feedback are very important to us.
More Nation Points in the loot zone
With the recent changes in loot and non-loot zones, we want to further improve the risk vs reward for fighting in the loot zone. In order to achieve that, from now on kills in the loot zone will grant 3 times more Nation Points than kills in the non-loot zone. But there is a small twist — you will also lose 3 times more Nation Points for dying in the loot zone.
Minor flags for new National Castles
Hearing the feedback from our Community, we are introducing minor flags to the former Guild Castles that have become the new National Castles. From now on, Norfolk, Lublin, Greatfall, Aquitania, Skergard, Audunstede, Leaktown, Twinfall and Order of the Original Faith’s Keep have their minor flags that need to be captured before being able to siege the main locations. This change also makes the area that makes these castles start "burning" on the map smaller, enabling the players to roam more freely without showing their activity on the map.
Questboards in the middle of the map
This week brings another portion of solo/small group content for the middle of the map — questboards. This newly added feature comes with a new type of token that can be exchanged for important recipes for renovation kits and the meteoric reinforcement, as well as exclusive rewards available only in the middle of the map — a recipe for crafting an Elite Quilted Canvas from scraps!
The newly added tokens will be different than their Frontier counterparts, as they will have a decay of 30 days, meaning that it will be important to refresh them by doing quests and events in the loot zone. We will be also adding special events that will let players exchange their tokens to their refreshed version in a 1:1 ratio. The catch will be that these events will be located outside of the safety of castle walls, making it a risky, yet rewarding deal.
The introduction of the new recipe comes together with a change in disassembling of the top tier armors, as from now on, items that used Elite Quilted Canvas in their recipe will give Elite Quilted Canvas scraps instead of the Quilted Canvas scraps.
The questboards in the middle of the map come with 18 new quests that change daily, as well as new events and adding the option to loot the newly added tokens from certain already existing events in the middle of the map!
Be sure to grab the new recipe and check out the new quests and events!
Tabard horse skin
Following the last weeks’ introduction of the horse skins system, today we are introducing 3 new skins. Be sure to check out these cool-looking tabard skins and ride to battle like a knight templar!
Every-two week Video contest
We cannot stress enough our happiness and gratitude to see such fantastic videos posted by our active community! This week, we have chosen a few combat videos that will be rewarded with the main reward of 2000 ambers:
Be sure to use always use #gloriavictis and #playgloriavictis hashtags in your video descriptions. It greatly helps us and others to find content based on our game, and increases your visibility!
Quality of Life
— Added safe zone at keeps’ upgrade 0 to prevent spawn killing. — In order to improve visibility, the SSAO feature now automatically enables Eye adaptation. — Stopping the player's regeneration after being hit by a horseman’s melee attack. — Tweaked walk speed when staggered. — From now on animals will not be attacking with the same attack twice in a row. This change will prevent i.e. giants from performing a staggering shout couple of times in a row. — From now on NPCs' damage output will not be affected by the RNG modifier. — Removed the Christmas event from the Capitals. — Added a button in the Stable UI window to remove the cooldown for calling the mount in exchange for a fee of 10 silver. — Added more variety of trees around Quilum Outpost to improve the visuals of the area. — Tweaked rewards for Questboard quests in the Frontier area from 3 to 5, and decreased the number of NPCs to kill in these quests.
Fixes
— Fixed issue with the player’s CoA not being visible on horse skins. — Fix NPCs walking from Lublin to Norfolk. Also other locations: Lublin, Skergard, Audun, Aquitania, OFO, Leaktown. — Fixed the broken icon for the “Return from arena” button. — Fixed Waterford's last courtyard terrain to prevent a direct attack on the keep. — Fixed positions of boss in the event "Challenge for the bold"