Gloria Victis cover
Gloria Victis screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Gloria Victis

Weekly Update 272 – Getting ready for the next week major update!

Greetings, Warriors!

As we are almost ready with the huge Economy overhaul we announced some time ago we are continuing our work on addressing some of the most recent feedback and reports. We have some fewer changes for you than usual this week, but there are some significant ones that should be much appreciated by the community. And of course, for the next week, we are planning to deliver a major update that will reshape the whole game economy!

We are also celebrating the release of Siege Survival: Gloria Victis – standalone survival resource manager game, created by our friends, who strengthened up the MMO team recently. The release of the second game set up in Gloria Victis world is already bringing a lot of new players to the MMO, so, please take good care of the newcomers!

Be sure to check our official Gloria Victis Wiki too! It contains a lot of explanations and answers regarding various game systems, to help you become more efficient and better prepared for upcoming challenges!


The screenshot’s authors have been awarded. Salty, Wilczycka and ontuto – check your Ambers!

Upcoming Economy overhaul:



The target of the upcoming changes is to make more gathering places and introduce some diversity in them, to create more dependency between economy and territory control. We also want to encourage players to roam more around the game world in search of resources.

Gathering resources will require more activity and action, and there will be a possibility to gather resources with friends and have benefit from that. Resources will be more accessible for all. Top-tier economic flags will still give the best earnings, but they won't have every material as they do now.

It will be a huge game-changer that will need to be adapted to. This will change the whole economy, prices, expenses, and demands on resources. The game will gain more content for gatherers and provide more sense of conquest and a reason to defend lower-tier flags.

So we will deliver flags specializations, changes in the methods of gathering, a new type of resources nodes, and rework of the user interface that will greatly improve user experience regarding the game economy. If you haven't seen the vision doc yet, be sure to check it here, and you are more than welcome to join our Discord and share your opinion on the dedicated nation-castles-resources channel.



Changelog v.0.9.6.14 Beta



Players Suggestions for Quality of Life improvements:



– Following community suggestions, players that have over 70% of assist participation in knocking out a given enemy have loot priority and can loot that enemy immediately. Other players have to wait 3 seconds to loot and if they try to do that sooner they are receiving a proper warning (“For 3 seconds priority to loot belongs to player with the highest participation in kill”)
– Based on players' requests, from now on, gained deactivation points are being shown on the guild members list in the guild window. It will help leaders and officers to track the activity of the guild members
– You can change your daily challenge if there is no progress in the already chosen one
– Added protection time to the warning message when someone tries to steal an enemy’s crops on the enemy location

To show our gratitude and pay respect to our friends from the Chinese translator's team, we raised an ingame memorial for Chen, a translator who recently passed away. We express our deepest condolences and our hearts go out to Chen’s family.



Fixes of issues reported by players:



– Fixed the issue causing the Giant Slayer Steam achievement to count only Old Giant. From now on, killing a Giant is also counted
– Fixed the problem with the pop-up window after removing an item from the workstation. From now on the pop-up will not occur but a confirmation window will show after each attempt to remove the item directly from the workstation. To remove an item, the player should move it to inventory, and then next remove, a proper error message has also been added

Weekly Update 271 – Addressing Players Feedback & Reshaping Rodrock

Greetings, warriors!

This week we are delivering promised rework of the Rodrock area and a lot of fixes and quality of life improvements requested by our precious community. Most of the changes we are introducing today are based on your suggestions and feedback, so we believe you will be very happy with them. The core of our team is still working on the upcoming resources and economy overhaul when our coders had some more time recently to address some of the issues reported by players and introduce a lot of convenient fixes and improvements in various systems.

And without further ado, let’s see the details!


The screenshot’s authors have been awarded. sCaRfaCe, 3,PzG DiPetro and Salty
– check your Ambers!


Changelog v.0.9.6.13 Beta



Reshaping Rodrock



As announced last week, our level designers took care of Rodrock's position on the map to mirror its counterpart's links better and ensure a fair and equal approach for both nations that are desired to attack and hold that part of the map.

We have seen that Rodrock has to be moved a little because the location was placed too close to Original Faith Order Keep, and because of that siege event on Rodrock is slightly getting on the guild castle area. To remove that issue our level designers reworked the terrain around that place and balanced the distances between locations to make them fair for Ismir and Midland. In the future, there are plans to add some more locations on the whole map, so you may be happy with some new battlegrounds that will ensure more balance on nation castle links and create new holding and attack points.

We need your feedback



On our official Discord, we just started a channel for a discussion about Nation Points and the Glory system. You will find there a document that explains the evolution of the Glory ranking and the Nation Points system over the years in order to discuss with you our ideas for changes to the Nation Points system. We are encouraging you to take part in the discussion and counting on your constructive feedback and suggestions!



Players Suggestions for Quality of Life improvements:



– Following your feedback, from now on, you will be able to invite to or request a party by using the right-click menu on the player nickname on chat
– As you asked, we reduced the amount of information on the combat log, to make it more clear. Some of the information that was doubled on the combat log and pop-up information will now only show on the mentioned pop-up. Damage logs of burning buildings will be shown less frequently
– Added training gates on Arena, requested by the community
– Following one of the suggestions, the third gate of Tenebrok has been exchanged to a tower, to preserve the same amount of possible attack directions as in this location counterparts on the map
– From now on, the price set for a given item on the stall will be remembered
– Party members' attack indicators on the arena have been hidden. Ally (party) damage should now work just like on the open world
– Disabled visibility of the gathering crops timer of another player (owner can still see the grow timer). The protection time that is preventing pillaging crops has been reduced from 2 hours to 30 minutes
– After receiving a suggestion about limiting the Volcano event for players that achieved at least 90th level in-game, our designers, taking into consideration that this is still a hard loot event and PVP event for most experienced players, decided to push the idea further and lock this event only for characters with max level (100)
– Changed some low-level item icons and models, re-equipped some NPC’s to refresh their visuals.

Fixes of issues reported by players:



– Fixed the design loophole for SoW preparations and changing SoW time by forcing changes of timers only on nightlock.
For example: if you set time change when the token is set, it will change the next nightlock (not the closest one). After that, the system will add tooltip info on the flag like "SoW time will change in 28 hours to 19:00". Change of the timer is not possible if there is a change already set and waiting for an application
– Fixed the backward token edge case issue, causing showing the information about upcoming SoW on castle if it was captured by the guild from the same nation
– Fixed the issue causing it to be possible to teleport through the open gate
– Fixed the issue causing the party window to be visible after leaving the party

Weekly Update 270 – Incoming!

Greetings, warriors!

This week, the core of the team is focusing on upcoming changes: rework of the area of Rodrock and the resources rebalance. Since those are both quite significant changes, we want to reserve more time to prepare and test them, but we can share some insight already. In the following weeks, we will prepare a new questionnaire for you, to gather your feedback about multi-accounting. Today, based on your requests and answers in one of the previous questionnaires, where a record-breaking number of 83% of players agreed that it should be taken care of, we are taking care of multiboxing - due to the numbers of potential exploits and bypassing the game balancing systems, we believe that this change is a necessary step forward for our game, and in-game questionnaire proved it best.

We are very happy to see how our community is helping and sharing their knowledge and experience with other players. Later in this changelog, you will find a new advanced combat guide, recorded by our community members – QueenJulia and Arakiel. Leave a like under video and some love in the comments section!

Like every week we have some quality of life improvements and fixes, so check the details below and see you in battle!


The screenshot’s authors have been awarded. Banokles, confederate pvt stone and sCaRfaCe
– check your Ambers!


Work in progress insights:



Resources rebalance



A few weeks ago we shared with you a vision doc of the upcoming changes in the game economy and the impact of territory control on it. We gathered a lot of valuable feedback and the presented ideas have been warmly received by the community.

We took the data from recent months and have seen that there are just a few frequently used resources gathering spots on top-tier economic flags like temples and guild provinces.

Long story short, the target of the upcoming changes is to make more gathering places and introduce some diversity on them, to create more dependency between economy and territory control. We also want to encourage players to roam more around the game world in search of resources.

It will be a huge game-changer that will need to be adapted to. This will change the whole economy, prices, expenses, and demands on resources. The game will gain more content for gatherers and provide more sense of conquest and a reason to defend lower-tier flags. Gathering resources will require more activity and action, and there will be a possibility to gather resources with friends and have benefit from that. Resources will be more accessible for all. Top-tier economic flags will still give the best earnings, but they won't have every material as they do now.

So we are currently working on announced flags specializations, changes in the methods of gathering, a new type of resources nodes, and rework of the user interface that will greatly improve user experience regarding the game economy. If you have not seen the vision doc, be sure to check it here, and you are more than welcome to join our Discord and share your opinion on the dedicated nation-castles-resources channel.



Rodrock area rework



Balancing the map and mirroring the links on the other counterparts of it is very important for the game and players. We can see that Rodrock has to be moved a little because the location is placed too close to Original Faith Order Keep, and because of that siege event on Rodrock is slightly getting on the guild castle area. To remove that issue our level designers are working on the terrain around that place and we will balance the distances between locations to make them fair for Ismir and Midland. In the future, there are plans to add some more locations on the whole map, so you may be happy with some new battlegrounds, that will ensure more balance on nation castles links and create new holding and attack points.

Changelog v.0.9.6.12 Beta



Multiboxing and Multi Accounting



Multiboxing allows, for example, "bypassing" the map by having a few alt accounts logged in at the same time at several castles to defend them without any risk of moving to them in the open world, or "alt-tabbing" to another character when the first character runs out of arrows or needs to regen, or simply to "spy" on different nations.

We asked you if we should disable the possibility of logging in to multiple accounts at the same moment to prevent the potential exploits mentioned above, and received a record-breaking number 83% of players voted for "Rather Agree" or "Definitely Agree". Because of that, we are blocking such possibilities from now on.

The next step in a related matter, to minimize the potential exploits and ensure a more safe and player-friendly environment in-game, we will prepare a questionnaire about multi-accounting, and if we should introduce a cooldown between switching to other accounts.

In recent weeks we observed that players are not trusting others, especially new ones, and it can lead to bad experiences on both sides. 96% of uses of votepsy command in last week has been used on new players, who had no relation to any other nation or account. The usage of the command in most cases lacks any description or evidence of voted player action. It is also visible that when one player has been accused of spying his whole guild has received the same tag and it led to a lot of false-positive reports and bad blood.

Please, read the rules of using the votespy command on our wiki and follow them. Keep in mind that using that command wrong may lead to losing a lot of new players and having overall a very bad impact on the playerbase and morale. Introducing a block to multiboxing and cooldown on switching accounts should greatly reduce the toxicity and bad emotions that can be caused by potential spies, and thanks to that players should feel safer in the game.



Quality of life



– Updated the animation while exiting the game. From now on the character will not sit on the ground right away
– Corrected CoA display on material for the stall, to remove the blur effect on them

Fixes



– Revive has been turned off on the Valley of Death Tournament, assists in that mode will be counted instant when the enemy will lose consciousness
– Players are no longer losing nation points if they die during the tournament and respawn in the capital after the tournament ends
– Fixed the issue causing wrong glory points / KDA scoreboards distribution when players lost consciousness on the tournament or siege event
– Fixed the issue that could block the login process after providing an invalid password
– Fixed the issue causing guild heraldry was not shown on the stall from the perspective of its owner
– Fixed the issue causing jumping on horse animation was pulling players back
– Fixed the issue causing the proxy player to have animations of the upper body not modified by horse-riding if he didn't pull out the weapon in the session of being in the Area of Interest of another player
– Fixed the issue causing the guaranteed pool of nation points for damage dealt (PvP) wasn't reduced by the last hit (other hits consume pool's points). This allowed them to receive more points from one player than the designer planned. From now guaranteed pool's points are properly decreased after the last hit
– Fixed the issue causing teleport confirmation windows could show under the map

[previewyoutube="i-LbmI1gSCc;full"]And here is the promised advanced combat guide we can share with you thanks to the QueenJulia's initiative and commitment. Be sure to check the beginner's guide too and support our community content creators by leaving a like, sharing, and commenting on their awesome videos!

Weekly Update 269 – Feel rewarded!

Greetings warriors!

This week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.

Last week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.

We hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!


The screenshot’s authors have been awarded. Siegbert, Apophys and THE PURIFIER
– check your Ambers!


Changelog v.0.9.6.11 Beta



Nation Points Gathering System Iteration



We are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.

We know that the community is divided into two camps right now. Players who feel confident and were able to risk their characters lives by flanking and spreading fear on the enemy backline or flank, who feel less rewarded for their efforts, and those who like the changes, because they can risk much fewer nations points and are losing less of them for getting unconscious in battle.

We can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.



From now on, we are adding “instant” Nation Points for dealing damage to enemies.



I believe the raw example will be the best to show how this system works:

Meet Bob. Bob is a frontline tank and likes his blue heavy champion gauntlets. By delivering damage to Bob, we can earn up to 250 EXTRA Nation Points. Bob is not losing his NP from that. This extra pool can be only earned by his enemies.

Instant reward:

You are receiving a share of the extra NP pool for % of damage needed to put the player unconscious.

You will receive an instant reward and a message when you take 25% of Bob’s Health using melee (counting healing, so it may be higher than blunt 25% of his health if he is healing or being healed during tanking), or if you are an archer or siege engine operator after you remove half of his HP. This doesn't mean that YOU HAVE to deal at least 25% of the damage needed to kill Bob to get a reward. You will be rewarded for ANY % of damage, but you will understand that after reading the next paragraph:

Reward after making enemy unconscious:

If 10 enemies were hitting poor Bob and none of them dealt enough damage to reach the 25% threshold none of them will receive an instant reward just for damage, but they will get their share of reward when Bob would be knocked out (unconscious). All of the enemies who hit Bob and dealt % of the damage needed to knock him down each will receive a % from that 250 points pool, basing on their damage dealt to Bob – each will get some for himself. 10% of Damage needed to knock down Bob = 10% from 250 points pool = 25 Nation points.

Reward after death (respawn)

And here is the system we have already. 500 NP that can be earned and shared between players after ensuring their death (respawn). This is the moment when Bob is losing his Nation Points.

There are some restrictions, of course, to not make that system exploitable.

–Points pool is shared between all characters on the account. So if one got 250 points from one player, he will not get any more points from dealing damage to this player's other characters.
– Points pool is being reset once per day.
– You will not get any extra NP for dealing damage to greenleafs.
– You will not get any extra NP from dealing damage to traitors as well.
– Traitors will not get any NP for dealing damage to other players.
– You will not earn any points from that system on Tournament, Arena, or by participating in Duels.

So, as you can see, now you can earn 750 points on players, and you can lose only 500. This new layer and an additional pool of NP will instantly reward you for damaging enemies and making them unconscious, but will still keep the old, much more fair system of losing NP not on knockdown but death (respawn).



Quality of life



– Added animation to "like" button on notification informing about flag capture
– Added fade-out effect when mend actions counter is full (until now it just instantly disappeared)
– Animated equipment now is being impacted by the wind

Fixes



– Fixed an issue causing showing a misleading message about damage dealt on ally's guild castle on the combat log
– Fixed multiple issues causing bugs in multi canvases User Interface
– Fixed multiple issues in horses animations
- Fixed the issue causing horses were missing steps while moving backward

Weekly Update 268 – Heroes of the backline

Greetings, warriors!

This week we were continuing our work on the assist system, and introducing a lot of improvements dedicated to our heroes of the backline – field medics. They are the ones who are treating your wounds, picking you up after you fell, and taking care of meds and food supplies for their fellow soldiers. Being a medic will now have some more meaning since the whole class has been rebalanced - to lower the cost of being a support for your frontline and increase your impact on the battlefield.

On the other hand, we are continuing our work on the assist system, and our graphic artist's animated next equipment parts. As always, we have prepared a load of fixes and quality of life improvements. Read the details below!


The screenshot’s authors have been awarded. ontuto, Wilczycka, Random and ScubAKinG
– check your Ambers!


Changelog v.0.9.6.10 Beta



Medic class iteration



Indispensable in every siege or long battle, the role of field medic is appreciated by experienced players and valued for their work on the battlefield. Those are people who are mending your wounds to help you get back on the frontline as quickly as possible, those are the ones who under enemy fire and while being focused by enemies will jump to the front to revive you or cover your retreat.

Being a medic costs a lot. To be reliable medics prefer to wear the heaviest and most expensive armor and are spending small fortunes in each battle mending their allies, because of the cost of the compresses and bandages. It definitely needs a lot of gold and experience to be efficient in that role.

That is why we want to make this class more accessible for players, to make it a viable choice for more players, make the class a little more casual, and encourage being a support role, which can be crucial for reaching victory.

Changes in medic skills



Medics have only four dedicated skills because they need to be durable and tanky to be the most efficient.

First Aid was making reviving fallen allies shorter.
Battle Medic increases the number of health points a revived ally will receive.
Great Comeback is giving AoE buff to everyone around after reviving an ally
And Focus skills were preventing interruption of the revive while receiving damage, not counting stun and stagger.

From now on First Aid skill will allow you to bandage allies. Without it, you will be able to bandage only yourself. To help your friends you will need to assign at least one skill point to that skill. It will help to make a medic class a separate role and allow for some more specialization.

Focus skill, which is the top on the skill tree will now additionally give access to free mend actions, which work like bandaging. If you will have some points added to this skill, you will receive a possibility to mend allies (you cannot use mending on yourself) without a need to spend a bandage or compress from your inventory. The amount of possible mending actions is regenerating over time, in a similar manner to arrows for archers, and will receive a special user interface indicator. When a medic will run out of mending actions granted by skill, they will be able to continue their work using the bandages from their inventory. This will help to keep your allies alive and will reduce the cost of bandaging, to make the gameplay of Medic's role more dynamic and more accessible for lower-level or less experienced players.

In addition to that when a medic will use a simple compress or bandage on himself he will receive a temporary buff and will heal more damage with their mending.

Because of the quite big changes in working of those skills, and remembering your feedback about recent updates, we are giving all players a special skill reset. Reset is available to use directly from Notification Center for the next two weeks. After that time, the notification will be removed. Keep in mind that clicking the right button in the notification will use the skill reset instantly. It cannot be kept for later.



In the look at the changes explained above, there are of course some countermeasures that need to be pointed out.



It is known that reviving frontline shielded tanks on the frontline endlessly is not healthy for the combat experience. Also, with the new assist system, which is counting assists not on players that fell and were revived but only on killed ones, medics could be able to greatly reduce the amount of earned Nation Points earned for kill or assist. Of course, we do not want that.

That is why we are introducing debuffs to revived players that will stack, reducing the number of health points retrieved after revive and prolonging the time of each next revive of that player.
Amount of stacks is unlimited, and it means that if we fell, and will be revived by a medic during the debuff, for each debuff stack we will have twice fewer health points after every revive (500/250/125/63/32/16/8/4/2/1 health points), and the time to revive us will be doubled with each next revive, up to a hard cap of 60 seconds (8s/16s/32s/60s/60s and so on). Debuff lasts for two minutes and if we fell during that time the next stack will be added and the timer will count down the next two minutes.

We do not want to make players wait to revive endlessly and this change will encourage you to keep your allies alive rather than relying on revives.

User interface feedback improvements



While we are bandaged or mended, new indicators and information will be shown to let us know that we are being helped. From now on you will clearly see that you are being bandaged, who is bandaging you, how many health points are being recovered and you will also receive proper information if you leave the reach of the medic that was helping you.

The death screen window is quite big and is cutting fallen players' vision that could help them decide if they should respawn already or if there is any chance to be revived. This is why if you unfocus the death screen it will now become transparent, so you will be able to see if anyone is trying to help you. If help will not come in time and the screen will turn black the death window will become opaque again.

Assist system changes and Nation Points collection



From now on, the assists will be counted on the death of the player, when it will be not possible to revive him, or on the moment when the fallen player will choose to respawn. Players that can be revived are not counted as dead and will not grant instant NP reward for kill and assists. In the previous system, it was possible to lose a lot of points by being knocked out and revived many times during the battle. The new system is fairer and encourages a more strategic approach, giving medics the ability to prevent their teammates from losing NP by healing and reviving them and encouraging enemies to ensure fallen players will not be revived.

To make the system clear and simple, we are adding new combat log information. From now on you will receive information about knocking down and assisting in knocking down an enemy. The message will contain a tip, explaining the need to protect the body from medics and that rewards and statistics will be counted after the unconscious character will die.



Quality of life



– Changed the player context menu on the party side window to make it identical with the unconscious player context menu (Give First Aid on top and only two options instead of 4)
– Added notification when someone protects us from looting (when we are unconscious)
– From now Notifications about someone capturing an enemy flag can be "liked" by clicking the thumbs up button near the notification. After that player who captures the flag will receive notification that allies like it.
– Moved the NPC and their waypoints to the proper position around Twinfall after last level design changes
– Blocked the bridge near Twinfall to not let siege machines cross it. Any SoW and Guild Castle shouldn't involve siege engines from Nation Siege Camps
– Removed some trees from the mountain next to Twinfall to make shooting ballista easier
– Siege Engines chassis is now taking a modded damage while running on the very slope terrains, making pushing the machines outside the roads less viable. It should only be visibly damaging it more on edge cases of terrain
– Sitting on benches have now 3 seconds progress bar to avoid players “teleporting” to them during combat
– Animated further items in-game: Emissary's Turban, Legion Legate's Lion Helmet, Storm Guard's Sallet, Mercykiller's Armour, Horde Warrior's Light Helmet, Mordr Gunnarsson's Helm, Speartip's Helm, Royal champion's helm, Clan Nightroar's Gambeson, Work Apron, and Servant's Apron. You can see how the equipment behaves before and after the implementation of this system!
– Added missing sangamar workers on nation castles (just for visual purposes, they are not doing anything important)

Fixes



– Fixed the description of Battle Medic skill. It increases health after reviving by 3% per level and an extra 20% on level 10
– Fixed the position of beehives at Aquitania Farm
– Fixed the issue causing the old bear model has been shown on very low settings
– Divided the biggest Ismir non-loot zone into two separate squares because it was too close to Ulfgard castle
– Fixed the issue causing dialog box which asks you “Do you want to receive first aid from player #?” were not automatically closing after the timeout
– Fixed the issue causing proxy player animations were showing one tier of movement lower (only animation, position synchronization was right), so when the player was sprinting it was showing running for other players and if the player were running it appeared as walking for others



Hotfix 23.04.21



We are introducing a hotfix for Gloria Victis, addressing some more of your feedback and reports after yesterdays update:

Instead of prolonging the time to revive an unconscious player, we are limiting the amount of possible revives based on stacks introduced yesterday. From now on, the time to revive a player will be the same as before the update, but the debuff stack given to a revived player will still lower his health points after each revives. After reaching four stacks of the debuff, reviving will be not possible until the end of the debuff, which lasts two minutes.

For example: After the first/second/third/fourth revive player will have 500/250/125/63 HP, revive time will be the same for each revive and there will be no option to revive given player for the fifth time if he still has 4 stacks of the debuff.

– Add 5% instant arrows quiver regain on the last hit that will make the player unconscious (if the player have appropriate skill ofc)
– Blocked possibility to mend enemies (with error notification)
- Added the information on the combat log about how many health points have been healed to us or ally after we mend or bandage

Extra Update – world map iteration and updated questlines

Greetings, warriors!

This week you are receiving an additional update, dedicated to world map balance and the next part of reworked questlines. We are moving a world boss Ragi the Renegade to the new spot, to mirror his placement with other nations' world bosses. Due to that change, the terrain around Twinfall and surrounding lands have been reworked to have a similar layout to its counterparts on the other sides of the map. As a bonus, we are adding a few terrain and equipment model fixes.

Changelog v.0.9,6.9f1 Beta



Reshaping the world



– Ragi the Renegade world boss has been moved to the proper spot on the map. From now on, all three world bosses are in dedicated spots, with fair and unified placement on the map for every nation. The event that leads to the fight with the boss has also been improved, you will be able to find some differences in the huskarl’s part of the event.

– Terrain between Twinfall, Ulfgard, Seaclaw, and Hordun Temple has been redesigned to provide similar gameplay purposes like terrain on those links counterparts on other nations sides of the map. You can see the changes on this picture:


Removing part of the terrain, adding some in another place, and adding a water obstacle will encourage players to move on the main link between locations, and prevent roaming from and to the middle of the map, like on every other counterpart of such link in the game world.
We also turned the Twinfall underpass to move it more towards the middle of the map and balance the layout of the castle.

For this reason, the terrain next to the Twinfall changed a bit, we will give additional time for the owners of this castle to adjust if necessary. We don't want to stop SoW's around the map, so every token which will be put into Twinfall, and only Twinfall, will be taken down on the maintenance until Wednesday maintenance. Thanks to that, the first possible attack on Twinfall will be possible by Thursday.

– Mereley Lumbermill and Basilea Mine’s questlines have been reworked. The new questlines follow the new rules that made a huge positive difference in player perception and gameplay experience. The old ones were stretched over a large area and even guided players to enemy lands. From now on, “The Lords of the Trees” (Ismir) and “The Plague of Wolves” (Sangmar) questlines are more story-rich, player-friendly, and will not require traveling to distant areas to complete them. The rework introduces some changes in the terrain in the quest area, new locations with new enemies, and new challenges. Have fun!

– Hearing our community voice, we are also adding the possibility to collect SoW deactivation points in events on the middle of the map:

[Group event] Black Sickle – the Chief
[Group event] Temple of Doom – Prioress
[Group event] The Griffins Company – the Chief
[Group event] The Grey Company – Chief
[Group event] Rogue Highlanders – the Chief
[Group event] Outlumbered – the Chief
[Group event] Heathen Plague – Butcher
[Group event] Enclave of the Rejected – King of the Damned

Other changes and fixes



– Added support for equipment animation to weapon prefabs. Thanks to that we will be able to use the new system in various equipment in the future.
– Fixed the issue causing some equipment materials were one-sided what could lead to some visual errors
- Fixed the issue causing female characters were unnecessarily unsheathing two-handed weapons on the character creation screen
– Fixed the issue causing some bridges textures were not shown properly
– Multiple terrain fixes across the game world

By the way, we have finally given out the 'Fireborn' title to everyone who should receive it!

Weekly Update 267 – Welcome to the new Glory Season!

Hello Warriors!

Welcome to the new Glory Season! As always at the turn of seasons, we are introducing many significant and interesting changes improving the gameplay based on players’ feedback! This week we are improving the assists system in the game, balancing one-handed swords a little, improving the combat with AI opponents, and introducing new cosmetic skins, inspired by the most famous polish cavalry.

The top players of the just-ended season have earned their rewards and titles, so it’s time to compete against the others and fight your way to the top of the ladder! See you in battle!

A little explanation for the new players: Glory is a season–based ranking which 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 in the leaderboard, so climb up!


The screenshot’s authors have been awarded. [Vzla]-Caos, KatyushaCHL, Erikson and Smookeen
– check your Ambers!


Changelog v.0.9.6.9 Beta



Updated assist system



We were observing the assist systems for quite a long time and prepared an overhaul that will be much fairer and rewarding for all players and types of activities you can perform on the battlefield. The assist has been counted only on the damage delivery and resurrecting allies. There was also a chance for the assists while blocking enemy damage - however, it was really hard to achieve. Also, the system allowed to earn a lot of Nation Points by delivering finishing blows on low HP players and was not rewarding well tanking, which could have a huge impact on the situation on the battlefield and ensuring kills for your side.

After today's update since the equations that are distributing Nation Points based on the assists will count tanking the damage, which will be more rewarding for players who protect their damage dealers and are the most vulnerable on the battlefield.

In addition to that, we removed resetting assists after death. From now on even if you fell in the fight, and your team will be able to kill an enemy player, you will receive your part of the reward.

Last but not least, we are changing the mechanics related to overkill damage. Till today, the system was counting damage dealt to players as a whole, so when someone dealt 300 damage to a player that had 1 HP the number of damage counted to assist was 300 instead of 1. It was not fair, despite the system always counting a killing blow as a fixed percentage of the assist.

Weapons rebalance



One-handed swords are a good weapon for archers, but for tanks and bruisers were definitely underpowered. To make it more useful we increase all the one-handed swords' base damage by 15 points. Also to keep the game balanced, we have increased base damage of one-handed axes by 5 (they have armor penetration at overhead damage). According to formulas counting attributes to the damage, maces still will be the best weapon versus heavy gear (still having heavy stamina use and short-range). All those changes will open the possibilities to use one-handed swords more often on the battlefield, for more build types.

In addition to that, we changed the prices of swords buyable from NPC because those had a bad impact on the craftable swords prices. Sword of Lord's Wrath Brotherhood price has been changed from 20 silver to 1g (top tier 1h sword), Longsword of Lord's Wrath Brotherhood from 30 silver to 1g (top tier 2h sword), and Claymore of Lord's Wrath Brotherhood from 25 silver to 95s (top tier 2h sword but a little lighter and weaker).



AI opponents combat improvements



We gathered your feedback and bug reports related to NPC enemies and decided to address all of them at the turn of the season. The improvements are countless, but we will try to point the most important and visible of them. We believe that those changes will make fighting AI enemies more fun and educational, and good training, especially for the new players.

– Reaction times of NPC opponents have been reworked, allowing them to make more mistakes in combat depending on their level
– NPC opponents, during their attack hold and at the beginning of their attack release will now react to players attack and will have a chance to move to block
– NPC opponents will now have a chance to make a mistake in a fight and block a player's kick. The higher the level of the AI opponent the lower the chance to block a kick
– NPC opponents will not change melee weapons to bow instantly, from now on it will take the same time as it takes players to change a weapon



Quality of life



We are happy to announce the official Gloria Victis Wiki. We hope it will be a useful resource to new and experienced players alike. It will be maintained and updated as the game develops.

After recent changes with the red Powerbar needed to slow down the horseman, some issues with open-world fights showed. It was too easy to avoid fighting and just run away on the mount. Following the community suggestion, we are adding a possibility to slow down the horseman with a yellow Powerbar if the target player does not have raider specialization top passive skill “Momentum”. This should encourage people to be more active in PVP and mindful about their position, decreasing the possibility to avoid possible skirmish or duel.

– We implemented a system to animate parts of the equipment. From now, we will be working on many equipment parts receiving these details! Please, have in mind that those are not visible on the lowest possible graphic settings
– Unification of the currency system display – from now on all coins will be shown to give a better understanding of the price
– Added a more precise slider to set wanted durability and minimal tolerated expiration date of items in buy-up offer creator on player-made stalls.
– Added missing information about a signed item (green hammer overlay and tooltip info) in the stall window
– Added additional tooltips, errors, and button color on mount offer preview window from a customer perspective
– Placed the "show stall" option on the top of the context menu
– Added a new cosmetic skin set for Midland medium armor: Rotmaster’s six Skins Set
– Added a new cosmetic skin for one-handed swords: Rotmaster’s Sabre


The Rotmaster is an equivalent of a Captain rank in cavalry formations. This officer is in charge of a Rota, takes care of his soldiers, and takes full responsibility to the ruler for his subordinates. It's the Rotmaster's duty to lead the charge and inspire his troops with exceptional courage and prowess – but also to keep the cold blood in the heat of battle.

Fixes



– Fixed the issue causing Gregorius dialogue had no option to end it and process the Sangmar questline
– Fixed the issue causing player-made stall’s offer limits were not affecting mounts offers
– Fixed the issue causing translations in party dropdowns were not displayed correctly
– Fixed the floating elbow part in karleonian chainmail armor
– Fixed the issue causing mounts with very long names could not be deleted due to the recently implemented reduction of characters available in their names
– Fixed the issue causing party leadership was not possible to claim after the party type has been changed to “No leader” one
– Fixed the issue causing a reset of character rotation when the character used emoticons that are blocking movement for the first time in the given client session
– Fixed the issue causing gondolas on one of Main Building tiers had different positions on client and server
– Fixed the issue causing scrollbar on questionnaire window were not appearing if the questionnaire text were too long

Weekly Update 266 – Glory Season news, and customizable crosshairs!

Greetings, warriors!

Spring is already in the full swing! The trade flourishes around the capital cities, bloodstains are blooming under the walls of your strongholds and we are about to take you to the magic of the moment, where the warriors of tomorrow dream away in the wind of change.

It is the perfect time to take a breath of fresh air and double your efforts to reach the highest positions in the seasonal rankings because the current Glory Season is about to end!

As always, we have for you some fixes and improvements, including customization of crosshairs! From now on you will be able to choose from ten different ones and pick a color you prefer, same as in the system of attack indicators.

Start preparing for the new season and see you in battle!


The screenshot’s authors have been awarded. glyuki, Siegbert and Vox – check your Ambers!

Changelog v.0.9.6.8 Beta



New Glory Season



The New Glory season will start on Thursday, the 15th of April. Also, we’d like to remind you that the last day of the season – Wednesday, the 14th of April – 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 which 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 in the leaderboard, so climb up!


Mounts slowdown iteration



After last week's changes in mounts mechanics, we are making another iteration related to mounts slowdown. Till now, each melee attack and yellow Powerbar ranged attack was slowing down the horse. Because of that, it was relatively easy to spam attacks to stop cavalry. Animals and beasts, which were chasing and slowing down raiders were other annoying issues, and we want to address all above to increase the skill cap present in infantry versus cavalry fights in various situations.

From now on, only red Powerbar attacks will slow the mount and put raiders in combat mode. As a result of that change, we expect better balance and a more player-friendly, intuitive gameplay experience.

Raiders will have the possibility to escape bad situations, and infantry will still be able to stop them, it will just require some more skill and coordination. Random shots from enemy horse archers will not slow down mounts, because only specialized horse archers can do red Powerbar shots from horseback (nothing changed on that matter). Frontline infantry option to use a bow to slow down raiders will be reduced since performing red Powerbar attack takes them longer than with specialized archers.

Cavalry duels will become also more skillful because it will not be possible to get on someone's back and spam his horse with fast attacks. Right now, to slow another horseman a raider will need a red Powerbar attack, so they need to be on full speed.

Last but not least, animals and beasts will not slow down the attacked horse, which will make traveling much better. On the other hand, AI humanoid NPC's, like guards despite they do not attack with red attacks to not interrupt players attacks, will put a slow on raiders like they would use red attack.


Quality of life:



– Customisable bow crosshair. You can set one of many different crosshairs and change its color in gameplay settings
– Added the possibility to damage Stone Keep main building by fortifications destroyed in its direct neighborhood
– From now on, water will able to gather only from wells, will not be possible to buy from NPC traders, and the price of water has been reduced
– Added average market price to stall’s offers tooltips
– From now on, empty mount slots from the customer perspective are not shown
– Added stall’s support for mount offers drag & drop
– Increased number of fishing baits that can be collected during excavations

Fixes



– Fixed an issue causing incorrect player controller state caused by removing mount during ride
– Fixed the issue causing small desynchronization of horse rider bend on client and server. This was mostly felt while stabbing the target, as the server was hitting slightly above what the animation showed
– Updated the height of the gates on Sea Wraiths event to prevent players from blocking on them while they were open
– Fixed the issue causing wrong position calculations when checking whether it was possible to activate stall in a given place by checking the player's position instead of stall position.
– Fixed the issue causing fallen trees were not detected when checking whether it is possible to activate stall in a given place

Weekly Update 265 – Mounted combat improvements and horse trading

Greetings, warriors!

This week we are happy to introduce a further extension of the player stalls system, which will become the first steps to implement a new branch of ingame economy, fully related to mounts. From now on, you will trade your horses using a stall and make some coin out of horse catching and training.

There are also a lot of changes and improvements for mounted combat, especially horse movement, hit detection, and related animations. The ways of fighting while mounted and versus mounted players will change, and become fairer between players on foot and mounted ones.

Earlier this week, we also officially moved to an updated client engine version globally. Our next focus is addressing your feedback and reports to find and remove any issues or bugs that the engine upgrade could reveal. But we have not found any critical regressions yet and are already receiving very positive feedback. Your reports and help are much appreciated!

And now, let’s move to the details of our weekly update:


The screenshot’s authors have been awarded. Vox, Apophys, Yurtin and Siegbert – check your Ambers!

Changelog v.0.9.6.7 Beta



Horse trading



From now on, you can sell horses via player-made stalls introduced in recent weeks. Stalls are receiving additional special slots where you can put your horses for sale. It will create a new branch of the ingame economy designated to create a horse catcher and breeder profession.
With the upcoming changes to mounts, where they will receive additional colors and customization, the possibility to sell horses will be a great thing to have, especially when some types and colors of horses will be much more unique and harder to find in-game. Who would not want to have a black stallion, dotted gray mare, or massive Arabian horse with a black mane?

Please have in mind that you cannot sell a horse whose aging reached 100% and that the system needs good external testing, so we are hoping for your cooperation!

Mounted combat improvements



Regarding mounted combat, we have been observing it for a long time, and are still receiving quite contradictory feedback. Horses were able to bypass slows using jumps, desync a little or use strange and non-expected moves like running backward or changing movement vectors in air.

No slowing down related to hitting the horse was changed. Horses are being slowed down by every melee attack, like it was since the introduction of the horses.

Jump!



One of the most unexpected and problematic things in horses' movement was their ability to jump (Literally). Horses were able to spam jumping, jump backward, change direction in flight, and that just opened many ways to bypass the assumptions of the combat system and any tweaks that were introduced to balance the mounted and infantry combat.

From now on, we are blocking the possibility to spam jump while mounted, and introducing 3 seconds cooldown to jump (the same thing as in shield bash). Additionally, it was possible to bypass received slow when horses would jump downhill. Horses can jump longer than infantry, so they would beat longer-range faster and run away, bypassing the slow from hit and after combat mode expires during flight time. To fix that problem, mounts will now receive a slow after landing. Jumps should be used to beat any obstacles, not to be faster.

Horses used jumps and turn to do a small desynchro and instantly changed the vector of movement in flight, which made their movement unpredictable. Because of this, people were able to miss jumping horses, so we blocked the possibility of turning the horse while jumping.

Running backward while mounted will no longer be possible. Moving backward speed will be clamped to walking speed. We also blocked the ability to jump while moving backward, so while the horseman will try to jump back he will receive an error message on the screen.


Siege engines to the frontline!

Further Changes




Players had to aim to the horse collider or to the player on the horse depending on what they wanted to trigger. To deal damage to or stop horseman attack, players have to aim at horseman collider, while to slow the horse they need to hit the horse. While they will hit the player instead of the horse, he could run away. This isn't good, especially that aiming the swing on a third-person camera is not absolutely precise and our game is an open-world MMO, which is a reason that our colliders have to be better optimized and less complicated like for example arena or dueling games. So, right now when the horseman will get damage, he will be slowed the same as the horse will get damage.

The hit detection pivot was in the same place as for melee. Because of this, our hits start on the "boots" level and this gives some differences for gameplay. New players, while riding horses were aiming down to hit any target on the ground - leaning out their characters, like most of us were taught in Mount & Blade - and this was only cutting their range, while experienced players were slashing horizontally maximizing their weapon reach.

Changing this pivot to the right place (on player arms level) will be more intuitive, but also there will be a little harder to hit targets on the ground (or impossible to kill a chicken with a short-ranged weapon) because the reach of the weapon will feel slightly lowered.

No collider size for horse nor horseman was changed

Horseman Archers



One of the best choices for solo roaming players and guild spotters, horse archers are still one of the most difficult classes to play in-game, but experienced players can ensure relatively good damage output with very good mobility and agility in open field skirmishes. On the other hand, they have trouble adjusting their gameplay to sieges or events in closed areas. We believe it is worth it to give horse archers some additional tools, but not making the class much stronger.

To shoot someone, mounted archers sometimes had to stop and turn before aiming, because of turn angle limits. This was quite irritating, so we gave them the possibility to turn 15 more degrees on the left turn. Angled shots from horseback were also missing a lot because of wrong crosshair behavior: The crosshair was disappearing too slowly and it was possible to aim with it to the place where our shot angle was not reaching, which led to arrows moving far to the side while shooting over the edge of maximum turn angle. Right now the crosshair will disappear faster to give the proper information about the clamp.

Horsehead collider which is blocking the shots is something immersive for players who play in the first-person mode. But most of the players use third-person mode and in this mode, it is not even well visible if we are aiming through the horse head or not. We received some reports about disappearing arrows and similar issues and we found out that all of them were related to arrows being blocked by the mount head. Because of this, the horse head will no longer block shots, as it is not blocking melee attacks.



Mounted archery skills



As you know, it is impossible to make this class run&gun one like in most of the other games because it could lead to breaking the game meta completely. We need to find a perfect place in the game for mounted archery and limit it a little, to balance the very good mobility and ability to deal damage from the relatively safe spot on horseback. As mentioned before, horse archers already have to slow down while shooting, and of course have a similar system of arrows regeneration like classic archers. But regarding passive abilities, it was possible to create a hybrid build of an archer, that was moderate on foot and not that strong on the horseback because some of the abilities were working only in one of the scenarios and were wasted if the player chose to change his archer from foot to mount or otherwise.

Due to that, mounted archers were almost useless in any siege battles, especially on the defenders' side. Their passive skills forced them to stay on the horseback on the walls because of their small number of available shots while dismounted. It was strange and uncomfortable for them and for other players too.

To fix that problem, we decided to divide the skills related to archery and change the ways of counting the bonuses. From now on, when we have a passive skill that grants more arrows cap in our quiver from the classic archer skill tree, and we will be mounted, we will still have more arrows thanks to this skill if it grant's better bonus than the one in the mounted skill tree, but when we will add two skills from classic archer and mount tree, they will not stack. The system will check which one is giving you the better bonus and ignore the one that is giving less. Thanks to that, mounted archers will be more useful on the walls and this will create a new possibility to make a hybrid. But have in mind, that only one of the top skills can be added, so still - hybrid archers will never be as good as fully specialized, infantry and mounted ones.

And there is one more important change to the skills of mounted archers. Steady Hand passive skill will add a - 15 seconds, two minutes cooldown (like battle rage and other skills) - buff to the mounted archer, which will allow them to shoot without slowing the horse. Of course, this change is introduced to balance other changes explained earlier.

Changes summary



Those fixes and improvements should fix the possibility to bypass some combat mechanics related to horses and will for sure make the mounted archer builds more player-friendly and viable in other types of gameplay. After those changes, we will observe how this will work and as always, we are open to your feedback to find further ways to improve the balance.



Quality of life:



Tweaks to Crafting quests (all nations):



– Reduced the number of fishes needed to catch
– Fisher is giving the materials needed to craft a fishing rod
– Fixes to herb markers - some of them were not displayed correctly
– Reduced the number of herbs needed to collect and given to herbalists
– Moved the woodcutter closer to the herbalist at Dunfen
– Moved herbalist closer to the woodcutter at Baalhammon
– Updated dialogues

Party:



– Sorting party members works on the UI party window and the party settings window [P]
– Battle commands window has been moved to the relative center of the screen
– New icon for party leader
– Fixed the refreshing of the icon at the map legend

Abilities changes:



– Added a possibility to have more arrows, adding to mounted passive skills playing as infantry, but the effect from infantry and mounted skills is not cumulative
– Descriptions of passive skills impacted by the changes have been updated

Other Quality of life improvements:



– Added the visible model of the player-made stall
– removed the “tools” tag from Giant’s Club and Heavy Giant’s Club
– Max characters limit for players and mount nicknames reduced from 32 to 21
– Disabled step-navigation by right/left arrows on character creation while input field is focused

Fixes



– Fixed the issue causing missing guards on 4th Skergard’s Keep upgrade
– Fixed the issue causing some Sangmar guards at Skergard were lower level than they should be
– Fixed the issue causing siege engines to have default rotation on the client after being deployed unless someone started controlling it
– Fixed the issue in some edge cases causing mounted players to have rotating animation due to not saving certain transitions
– Fixed the issue causing the Wings of Glory skin model to act weird
– Fixed the issue causing bushes movement glitch


Spring is in the full swing at our place, so from that position we want to wish you a happy Easter! We will be back after a short holiday after the weekend! Stay safe!

Game client upgraded to the new engine version!

Dear players,

Today, after a few months of running two versions of the game simultaneously we are officially switching to an upgraded engine version of the game on the client-side.

Many players are already playing on the upgraded version for some time, and thanks to their feedback and reports, we know that especially at the biggest battles the stability and FPS are much better. We are not aware of any regressions at this moment, but if you will find any, please let us know as soon as possible either via Discord or the in-game bug report tool.

Moving to an upgraded engine version allows us to improve the game both, graphically and stability-based, so keep your fingers crossed and we are counting on your cooperation!

Disclaimer: Due to the engine upgrade, some players may get their settings set to default. We are sorry for the inconvenience.