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

Gloria Victis

Weekly Update 237 – Controller improvements & 100+ events unlocked!

Hello Warriors!

A new update is live, and it includes the first changes made upon your votes in the just-added Questionnaires! We’re happy to see so many votes made, but we hope even more players will participate in them in the future!

As always, this week’s update includes dozens of gameplay improvements, balance tweaks and fixes to reported bugs. Namely, this update unlocks access to dozens of the in-game dynamic events to all characters and improved controller and synchronization.

Try it out, and see you in battle!

P.S. We're amazed by this roleplaying video made by our player Sorven – check your Ambers, please!

[previewyoutube="IQeKoTeRFpY;full"]

Changelog v.0.9.4.2.3



Controller/Synchro:



– We changed the approach for synchronizing the states of jumping, falling down and sliding – they used to be calculated separately on client and server, so even the slightest difference in the simulation on either side caused the client’s desynchronization. From now on, the client-side simulation of those states is executed using the data received from the server, so it’ll no longer be possible to desync at them
– Removed the safeguard preventing the player from initiating a jump while rotating, since it’s no longer required after the change described above, in order to improve the controller’s responsiveness
– Fixed a bug causing that after going out of the water while swimming on the mount, the client-side speed was already at maximum, so the server’s safeguard caused snapping the player back just a moment later
– Fixed displaying falling down and sliding of other players riding a mount – the horse would remain still at the beginning of the fall/slide, and then snap to the player after the fall/slide was over
– Fixed a bug causing that after dismounting a horse in the water, swimming wouldn’t drain the mount’s stamina and HP

Fishing:



After reading all the extensive feedback we’ve got from you, and after analyzing our data collected over the last few weeks, we’ve come to the conclusion that fishing actively with a rod wasn’t attractive enough when compared to using the passive fish trap. This update introduces several improvements to that matter, so we hope you’ll love them!

– The Fishing minigame’s stages are now much more dynamic, as the waiting time is greatly reduced and the minigame itself is much quicker
– From now on, completing the Fishing minigame without mistakes gives you better chances to catch a rare fish
– Reduced the time of waiting for a fish
– Fixed a bug allowing use the Fishing Lure on land – now it can only be used in water, the same as the Fishing Bait
– Added the dedicated description of the Fishing Rods

Quality of Life:



– Disabled displaying the Orange Leaf icons at the enemy nation players nameplates, as a result of the Community voting in our questionnaire – 79% of responses were “Definitely Agree” or “Rather Agree”
– Updated the dimensions of the inner bridge at Twinfall, similar to bridges in Order of the Original’s Faith and Leaktown – 67% of responses were “Definitely Agree” or “Rather Agree”, and 22% of voting users had no opinion on this matter
– Updated the bows' balance – the mid-tier bows were too similar in power to the top-tier bows, so now they’re balanced more like the other weapon types
– Due to the balance change described above, the top-tier bows (Karleonian Longbow, Black Guard’s Reflexive Bow, and Praetorian’s Reflexive Bow) are slightly more expensive now, to allow crafters make money on them, making them worth more
– From now on, you can see and complete all of the dynamic events in the world, which previously wouldn’t be available after reaching certain level – we’ve decided that preventing players from taking part in them locked some players out of a large part of the game’s content
– Added a confirmation box displayed when the player attempts to repair an item which was damaged so much that it can no longer be fully repaired
– From now on, the guild leader and vice leader can destroy furnaces and campfires built inside the Guild Castle
– Standardized and improved the messages displayed after destroying a player-built workshop
– From now on, every player can receive first aid for 30 seconds after falling down unconscious regardless of the respawn time

Fixes:



– Fixed several reported issues with NPC and resources placement
– Minor interface fixes
– Fixed an edge-case visual bug with displaying the proper repair cost for some items
– Fixed an issue causing that the loot windows for players in the party would automatically close when the draw on looting another item in the same party ended
– Fixed several misleading system chat messages
– Fixed a bug causing that some players couldn’t complete quests requiring them to deliver crafted items

Weekly Update 236 – Share your Feedback!

Hello Warriors!

A new update is live, and it introduces a long-awaited feature: the in-game Questionnaires! Thanks to it, we’ll be able to effectively collect your feedback regarding planned new features and possible changes. There are also numerous other Quality of Life improvements, fixes to reported bugs, and more!

Furthermore, we have a pleasure to present you the Free-To-Play Prologue version of Siege Survival: Gloria Victis – it's finally available for free on Steam!

We hope you'll love this game as much as we do! Also, we'd like to invite every player to join our official Discord where you can talk about the game with the developers, discuss the gameplay and share your thoughts, and learn the developers' plans for the full game.

Play the Prologue now!

https://store.steampowered.com/app/1362420/Siege_Survival_Gloria_Victis_Prologue/

See you in battle!

Changelog v.0.9.4.2.2



Share your Feedback!



This update introduces a new way for the players to shape the Gloria Victis development process: the Questionnaires system! As we receive multiple suggestions, and we’ve already got tons of plans and ideas for improving our game, we’ve felt for a long time that we should have a proper tool to ask our Community for opinions when needed.

So, we’ve just added it! Thanks to the Questionnaires, we’ll be able to share with you polls regarding the possible new features and potential changes. This tool will greatly increase the players’ contribution to the game’s development!

Quality of Life:



– Introduced the “Orangeleaf” player status – it’s the continuation of Greenleaf and we hope it will be warmly welcomed, just like the former status! From now, the newbie players are marked by an orange icon, until they reach 100 level at any character on their account. Thanks to that, the new players will get needed help, and also veterans will easily see if there is someone new who may be trained and recruited. From now every account may give reward 5 times through the chat (no matter if he is a newbie or not). Also, the “Orangeleaf” generates Mentor points for leveling in the party the same way as the “Greenleaf” does.
– Unified the jump height for running and standing – there were many false-positive reports about cheaters and exploiters at some hardly achievable places. From now, there will be no places where you can jump-in only when you run and perfectly use the jump – it was used mostly by archers as a “safe spot”.
– According to the change above, we have lowered the battlement of the wooden main building, to make it possible to jump through it.
– Increased the vendor price of some items – bags, wooden billets, and furnaces – so players will earn more while selling them to the vendors.
– Reduced the number of NPC enemies between Ulfgard and Seaclaw, and between Greenport and Scarsdale
– Extended a beach for some NPC enemies at the Dead Raven Inn quest location which used to “block” the way at the PVP areas.

Fixes:



– Fixed bug about free nation change through the NPC Mercenaries Recruiter. The system created a cooldown for 60 days after changing the main server, however, due to the bug, the dialogue was still allowing to open the window of the free change – when used, it was causing other issues.
– Added Emperor's Flames to south siege camp of Dimar – due to the bug it wasn’t in the place
– Fixed multiple minor bugs reported by players – like flying rocks, woods, badly placed chests, etc.

Weekly Update 235 – Improving Combat Dynamics & Positioning!

Hello warriors!

Even though we're in the middle of the current ranking season, after having many discussions in our Discord regarding the planned changes to combat, we’ve decided to not wait to implement them for the end of the season. We’ve just introduced them in this update and gave you a free Ability Reset – read below for details!

See you in battle!

Changelog v.0.9.4.2





Combat Changes:



As some of you might have seen, lately there was a global test server open for everyone. We have been testing some changes widely discussed over our Discord channel. Very important part of the combat is having a responsive controller, but at the same time, as Gloria Victis is an MMORPG game, the timings need to be adjusted to fit the player reactions and average ping.

While blocking enemy attacks, we either do that with Shield or Weapon – weapon has its "power bar" while blocking which allows us to save stamina while blocking on Red power bar, but also inflict the longer "attack cooldown" on the enemy attack. The attack cooldown is the part of our game, without which it would be full spam-to-win, because it gives the blocking person time for a counter-attack.

Inside our team, we use the "Perfect Block and Imperfect Block" terms. The Perfect Block saves stamina and until now was putting 1.4 seconds of enemy attack cooldown, while Imperfect Block [blocked with a weapon, outside the red blocking power bar] until now was putting 1 second of enemy attack cooldown.

Every similar game, like Warband, Mordhau or even The Witcher, has the attack cooldown for those obvious counter attack reasons, but at the same time due to length of attack cooldown in our game [which is much longer than in any of above games], it makes much of the “clunky” feeling, same time making 1v1 battles much more stale – as you can successfully start blocking while having the attack cooldown.

The attack timers in Gloria Victis vary about 800-1300ms, depending on weapon type, attack side, power bar, etc. When we successfully block, if we want to counter-attack – there goes half of ping + frame time of both client and server (let's use 75ms as average amount) – we need to react (let's say its 250ms for average player) and after we do that we need to click the attack to the server to proceed (half of ping + frame time of both client and server so another 75ms as average amount).

In total, we already used 400ms, which is a reliable time at full focus, not including choosing the attack side or simply playing on the higher ping. So let's use 500ms for further calculations. Difference between fastest dagger attack and slowest two-handed spear attack is those 500ms – so it means that already we need to make sure the very minimal attack cooldown would need to be longer, at least 750ms, but it is still 250ms lower than what we have already.

For the reason of speeding up the combat, we set both Perfect and Imperfect Blocks attack delay’s into 750ms [which would make battles, especially 1v1 more dynamic].

At the same time, we knew that we needed to do further changes, as on the bigger scale battles could get a bit more spammy. After lots of chat with the community together we found potentially best further changes that should make combat more position related.

Those changes are:

– Hits which went through ally won't be interrupting further hits [which will require proper positioning of forces while fighting, and give some additional chances while fighting outnumbered and enemies hitting through their forces]
– Cleave hits through enemies were not interrupting them on the server-side at the global servers already, but we found out the client-side representation was bugged which led to ghost hits, as client-side animation was interrupting attack, which was not interrupted on the server. It was fixed now so it is consistent between client and server now.

In short words – if our attack will pass through the allies before hitting the enemy, or we already hit and interrupted the enemy with a cleave attack, and a further hit of this attack won’t be interrupting the attacks. For that reason, if you fight 2v1, this update makes the battle harder for those 2 only, because the only new thing is that they cannot interrupt if they hit trough the ally.


– Archers interrupting on the global version of the game was related only to shooting using full charged attack (“Red Power Bar”), it allowed non-archers to pick any bow and shoot interrupting the enemies fighting in melee, which many players felt was not fun.
– For that reason, we have added an additional requirement, except for the full charged attack, which is having unlocked top tier skills related to archers. The new skill has been added, and we will be giving a free Abilities Reset to the notification center for everyone which can be used within two weeks of this update.
– Moving backward is now 15% faster, which leads to more positioning during the battles combined with hits that don't interrupt while hitting through an ally.
– Some skills, like “You Shall Not Pass” due to recent changes in the above system should be much more usable, even though there were no direct changes in them.
– We have fixed the bug when the interrupted attacks didn't turn off the power bar interface on the client-side which was misleading players a lot.

We would like to thank everyone who participated in the test and chat about the changes with us, we do believe that the best possible way to improve our game is to directly speak with the players, for that reason we are finishing the in-game voting system where we will be asking you about changes like those. We are already doing that on Discord but we know doing that outside the game gives results only from a fracture of our player base.

Still – please feel invited to join our Discord channel, and after trying the latest changes, let us know what you think on the #combat-discussion channel.

Map Update:



Thanks “Siege Survival”, a game developed by FishTankStudio which is set in the Gloria Victis world, we have changed the visual display of our map! It is another feature we have received from this fruitful cooperation.

Also, it has opened new opportunities. Expect during the few weeks dedicated maps for the Valley of Death Tournament and arena – no more lacking of the location map!

The whole map is generated automatically but, in our opinion, it looks much better than before.
How do you find this change? Tell us in the comments!



Saturday State of War Deactivation:



As we want to create leaders and battle commanders, we have decided that we need to give players opportunities to take over the leadership. We have connected that with the deactivation of Saturday SoW – an activity for the big groups.

From now, if the leader of the party belongs to the Alliance, all party members get the bonus Deactivation progress for every player who is not from their Alliance. Sounds a bit complicated? Well, simply it is worth gathering as many players for events like Brandon, Ragi, Sirius, or SoW attacks as possible to faster achieve deactivation of the Saturday State of War. Also, we have changed the display of progression from percents to raw numbers due to user experience.

It is not the end. According to some players' suggestions, we are going to add the possibility to increase reward from Saturday SoW instead of deactivating it. Some players do not want to turn off that State of War so we have decided to reward them for such great activity!



Quality of Life:



– Added ballistas all around the main building’s roof
– Implemented debuff dealt from Emperor's Flames to players from you nation
– Increased charging time of Emperor's Flames from 10 to 15 seconds
– Improved sounds of jumping horses, shooting and landing of stones from catapults and trebuchets
– Improved horse rig – in some animations, the rider was clipping with the saddle. Now it should look better
– Increased number of Daily Challenges to choose from 2 to 3
– Reduced HP of Workshops and Inns – as it was sometimes used as an additional defence at Guild Provinces and its hp was close to the palisade, we have decided to make it more vulnerable
– Increased cooling downtime of some meals from 2 to 4 hours – due to the introduction of Gout debuff, we have observed that cooking gets much harder. We have decided to make it a bit easier to keep it interesting without doing hardcore mode from some additional feature
– Changed name of the Skeleton to Undead – as Story says about “souls who have come back from the Realm of the Dead via foul pagan rituals”, we have changed their names to more adequate to the situation and their look
– Added decoration recipes as a reward to some quests from the Raven Inn, Happy Rams Inn, and also Mines and Lumbermills
– Added Journeyman's Fishing Rod and 50 Fishing baits – Worms as a reward for third chain quests (Claretta, Bjorn and Allan quests)
– Introduced special battle effects to bosses: Brandon, Ragi, Sirius, Bernie, Glutton and Spectre from the catacombs – from now expect burn or bleeding when they have more or less HP!



Fixes:



– Fixed visuals of Metallurgist's Workshop – one model wasn’t displaying
– Fixed Gunnhild dialogue – there was edge case not allowing Ismirs to continue their quests
– Fixed issue causing that sounds of blocking by hands wasn’t playing
– Fixed more than 130 Level Design bugs reported by players – issues with terrains, levitating benches, holes, and places where you could get stuck
– Fixed collisions of Stalls and Inns – some objects had collisions but couldn’t be damaged
– Blocked dealing dmg to friendly NPCs by Emperor's Flames
– Fixed collider of trebuchets – from now it can be damaged by archers and ballista

Minor Update 2020-08-17:



– Added bonus rewards for the active players, connected with Saturday’s State of Wars – some players have pointed that they want to play actively but they don’t want to deactivate the SoW. According to that, we have added “Saturday’s State of War (Challenge)”; it may be enabled at the guild window, after filling the progress bar. After that, Saturday State of War will start in time, but defenders and attackers will earn some extra rewards for active participation!
– Added character titles, achievements and 6 new Steam achievements connected to Saturday’s State of War (Challenge) – achieve 100% activity as an attacker or do not let the enemy achieve full activity during this special State of War to earn them!
– Around 20 minor fixes to terrains and models reported by the players
– Few events will also give deactivation points to the Alliances from now – Black Sickle, The Griffins Company, Rogue Highlanders, Enclave of the Rejected, Outlumbered, Heathen Plague, The Grey Company, Temple of Doom, Catacombs, Volcano, and Sea Wraiths

Weekly Update 234 – Burn them to the ground!

Hello Warriors!

A new update is live, and we've got something big: a brand new Siege Engine! We hope you'll like it and bring hell down on the enemies. Burn them to the ground!



Other than that, there are 16 new different types of Daily Challenges to choose from! We also have for you a new questline for the Midland players, dozens of other improvements and fixes, and... the reveal of the Prologue of Siege Survival: Gloria Victis! In this Free-To-Play standalone version of the game developed by FishTankStudio, you will learn the origin of the story of the citizens of Edring.

The game will be released within this month, so add it to your Steam Wishlist to be there where it launches!

https://store.steampowered.com/app/1362420

By the way, we’ve been stunned by this gameplay footage uploaded by Nehron’s Gaming Antics on Youtube. Please contact us to receive 1,000 Ambers as a reward for having us using your video in this news!

https://www.youtube.com/watch?v=mVFmO0Xx1iQ

See you in battle!

Changelog v.0.9.4.1.3



Siege Changes:



That’s big: we’ve added the “Emperor’s Flame”, a new Siege Engine weapon which has been inspired by the Greek Fire!



This special “short-ranged splash & static” weapon is introduced to help the groups pushed back to their Siege Camps defend themselves against the enemy forces. This weapon is fully static and the distance from the Siege Camps is limited.

The first of the 2 use-cases are the Siege Camps at the nation-controlled flags. Many times in the past, the underdog faction players have been pushed to their spawn point and haven’t had the power to break through the enemies camping next to their spawn area. Those machines shall give some additional power to break through the attackers line and move forward.

Second case is the State of War. The player-built Siege Camps will now by default spawn with this new weapon placed, and will allow players spawn more of them instead of offensive weapons if they wanted to improve the safety of their Siege Camp if they expect the enemy push coming. The short range of fire excludes this weapon as an assault weapon at SoW.

Other than that, we’ve increased the terrain flatness tolerance while spawning Siege Tents by players. It will increase potential places where they can be spawned, for example close to Skergard.

Get ready to burn them – to the ground!



Daily Challenges:



We’ve added 16 new Daily Challenges to let you adjust them to fit your playstyle. It means that there are already 20 different Daily Challenges to choose from!

The currently available Daily Challenges are:
  • Actively caught fish
  • Mount rides
  • Looted guild storehouse chests
  • Killed Kargald Champions
  • Upgraded buildings
  • Dice games played
  • Loot Points spent
  • Objects destroyed with the siege engines
  • Siege event: Damage blocked with a shield
  • Siege engines brought by the walls
  • Siege event: Health Points healed
  • Events completed: Sorcerer's Tower
  • Events completed: Sabotage
  • Gathering: Wood Logs
  • Gathering: Mining and Excavations
  • Earned Mentor Points
  • Kills and deaths out of the non-looting zones
  • Enemies and allies matched in the arena duels
  • Buildings set on fire
  • Hunted rare animals – Old cave bear, Old Darkhound, Old aurochs, Spider Queen, Bernie (Bear), Glutton (Hippo)


New Questline:



We’ve introduced a new complete questline for Midland, which is enabled after completing the first 2 quest chains. This new questline resembles similar content for the Ismir and Sangmar players: “Disappearance of Claretta” and “Where’s my husband?”

Also, its final stage takes place in the area of the recently added event “The Grey Company” – there are a lot of new locations to be explored!

Quality of Life Improvements:



As always, there’re many improvements done upon your suggestions:

– Standardized the World Events for daily events purposes, to make them count on finishing it instead on in the middle of event
– Changes in redistribution of gold for new players for doing quests – since creating new characters was one of best gold-making methods in game (which obviously was not intended), we reduced some gold for doing beginners questlines, and moved that gold to the boosted account-wide rewards (such as feedback) and added some starting silver at new players depo.
– due to players suggestion we have made parties stay after the Siege Events end, it helps to push the party further the battles
– Added progress bar for leaving the events via button, which was used before as an exploit to avoid death as instant teleport
– Many Level Design improvements at the farming fields next to the flags, unifying their sizes for the flags of the same tiers and, therefore, improving the nations balance

Fixes:



– Fixed an edge case for Catacombs event when player moving inside the dungeon would be stuck on the wall
– Fixed an case of where activity of State Of War change was shown twice
– Fixed an edge case allowing to load the character selection twice, which led to characters not loading at all.
– Fixed a bug allowing traitor to ride the Siege Machine which led to enemy nation not being able to hit that machine at all.
– Fixed an issue with saving default chat colour
– Fixed an issue which using water by hotbar to water up the plans used too many water buckets
– Fixes the edge-case bug with the Gunnhild’s dialog which could make the player stuck with quest
– Fixed a bug allowing looting the workshops at the safe zone, built at previous server session. We found out that this bug was introduced a few months ago, luckily it was fixed in no time after being reported by a players today. The first player who reported it to us received reward for reporting critical issues.

Weekly Update 233 – New Daily Challenges!

Hello warriors!

A new update is live! This week we’ve focused on improving the Daily Challenges – now you can choose the ones you’re going to complete to earn increased rewards, and there are 2x more Daily Challenges to choose from. Read below for details! And as always, the update includes numerous Quality of Life improvements and fixes.

See you in battle!

Changelog v.0.9.4.1.2





Daily Challenges:



– From now on, you’ll manually select up to 2 Daily Challenges you’d like to do at given day, rather than having 4 Daily Challenges active all of the time
– Added 4 new Daily Challenges to choose from: Actively caught fish, Mount rides, Looted guild chests, Killed Kargald Champions
– Boosted rewards for completing the Daily Challenges
– Updated the hint explaining Daily Challenges

Fishing:



We’ve made some tweaks to make active fishing with a rod more rewarding, and to encourage you to explore better fisheries. List of tweaks:

– The Fishing minigame is now 50% longer but it now gives 50% larger boost, so active Fishing will be more rewarding compared to idle Fishing
– From now on, fishing using the Fish Trap takes 2x more time, and additionally 2x more time if it’s placed in the safezone – placing them at rich fisheries will give much better effects
– Boosted the Lure’s effect – from now it reduces the time of waiting for fish 2x more than before!
– Improved the Fish Trap model’s rotation to make it looking more accurate

Quality of Life:



– Further improvements to the quality of the sound effects
– Updated the Field of View to improve the game’s dynamics
– From now on, it is possible to place workstations, decorations, fireplaces and tents inside Pilgrim’s Rock
– From now on, the Quartermasters at the Holy Temples (Lord’s Wrath Abbey, Hordun Temple and Lordly Haven) will spawn on every level of the Guardhouse in the part of the location they spawn in, although gaining access to full assortment requires upgrading the Guardhouse to level 3
– Introduced a new event chain “The Grey Company” taking place East of Dunfen, similar to existing events “Outlumbered” and “Enclave of the Rejected”

Fixes:



– Fixed a bug causing showing “Experience for distance traveled” message after horse reached max level and should not be able to receive more experience
– Fixed a bug causing some chests could not be opened with “E” interaction and players were forced to use mouse click on them
– Fixed a bug causing sound bars in options were not working properly
– Fixed displaying an on-screen message informing about the attack cooldown when the player attempts to perform attacks quicker than possible – previously it displayed information about being staggered
– Fixed a bug causing displaying wrong draw time in Need/Greed party loot distribution
– Fixed a bug that made possible stacking health with buffs and using temporary amount of health to compute different buff power
– Minor fixes to translations

Oh, also we have some nerdy graphic stats from our heatmap. It shows how the latest changes have influenced the PvP kill spots:

Weekly Update 231 – Boosting Stealth & Pilgrim’s Rock Castle!

Hello warriors!

A new weekly update is live! We’ve focused on polishing the Crouching feature and Pilgrim’s Rock Castle, which both have been introduced last week. Thank you all for your extensive feedback! It helped us improve those additions, although, as every week, there are many other tweaks and improvements as well. Try them out!

Also, we’d like to remind you that the upcoming Saturday will be the last of this month, so it won’t be possible to avoid the Open State of War this weekend. However, you can already disable it for the next week by just playing actively!

See you in battle!



Changelog v.0.9.4.1.1



Crouching:



The Crouching feature introduced last week, has received such a warm welcome! We’d like to thank you for your extensive feedback, and in response to your suggestions, we’ve made several tweaks to this system.

First of all, it’ll now be easier to remain unnoticed by the NPC enemies, since they used to discover the player’s presence too often. From now, the NPCs will be unlikely to see you unless you’re in front of them.

Second, we decreased the visibility of the player’s marker seen from distance. Now it won’t be enough to just look at the characters far from you to expose them, so the stealth mechanics should become much more viable.

Moreover, everyone’s invited to join our poll on whether should we add the possibility to fight and shoot bow while crouching. Hop in our official Discord and leave your vote too!

Pilgrim’s Rock:



We’re happy to see such positive feedback about the newest castle added in the center of the game’s world! However, the most frequent suggestion about it was to add more content inside Pilgrim’s Rock. Here we go!

– Added the specialized Glory vendors inside PR – 1 at the time – rotating them over a short period of time, so you’ll have access not only to the recipes of different crafting professions but also of the other nations if you aim to complete them!
– Added +3 workshops for all crafting professions inside Pilgrim’s Rock
– Added a hunting event requiring delivering the corpses of scavengers to earn money and exchange them for tanned skins
– Added a nighttime hunting event requiring delivering dead wolves
– Added a dedicated farming event available all the time (it’s placed right behind the castle’s walls, so its accessible for everyone) where players can sell their surplus supplies of crops – while it allows to sell only products which are currently demanded and for a lower price than the average Market price, it lets you sell more supplies than would normally be demanded in the Market, so the dedicated farmers can make regular profits on that
– Added a high-level crafting event – the centrally-placed crafting order event which has been requested for quite a while, and since there are deposit, workshops and Glory vendors in this location, it might be quite a profitable activity for dedicated crafters who want to become the next Wolf of Stoneholm
– Added the Castle Keeper NPC who allows donating your Nation Points to your guild
– Moved the deposit to the first floor of the keep tower

Quality of Life:



– Server-side micro-optimization
– Disabled placing any player-spawned objects on farms other than plants
– Further improvements to the SFX, especially the combat ones, including better positioning of those sounds, dividing each hit sound between different weapon and armor types, and the weapon swing sound has been updated for most of the weapon types (so for example, hitting the chainmail armor with axe will sound differently than hitting the plate armor, etc – overall, almost 200 new sounds has been added within this update)
– Minor improvements to the rewards notifications interface
– Added an option to minimize the tutorial windows (minimize, not disable)
– Improved the starting tutorials for the new players below level 5

Fixes:


-Fixed a bug causing that guild members were teleporting through gates on the castles captured by their guild instead of opening them during the siege
– Fixed a bug causing that players could respawn in the enemy siege camp when the attacked flag was neutral
– Fixed a bug causing that the combat tutorial used to restart at level up, unless it was completed before it would happen
– Fixed displaying the proper tier number of challenges in the Challenges window
– Fixed a bug causing that players moving to the ally Guild Castle not owned by their guild had a message about longer cooldown displayed after using /home, despite the fact the cooldown is always increased for players not belonging to the owner guild
– Fixed changing the music volume in the character selection menu
– Fixed a bug causing randomly disabling ballistas at Pilgrim’s Rock
– Fixed a bug causing that notification with the combat tutorial video wasn’t displayed

Weekly Update 230 – Three-way Update!

Hello Warriors!

Let us welcome you to the new Glory season! As always, we have something special for you on this occasion. However, this week we’ve prepared not just 1 feature but... 3 at once!


  • First of all – and that’s a pretty long-awaited change – the owners of the Guild Castles now have the power to avoid the Open State of War on Saturdays!
  • Second, we’ve added a brand new epic castle in the centre of the world! It’s a truly unique location with a custom set of rules, innovative layout and a lot of potential for the massive PVP battles. Will you be worth ruling the Pilgrim’s Rock?
  • And third, the great comeback of the three-way Siege Events. Those who remember them from the past know what you’re up to, and the newer players… get ready for a real carnage!

Read about all those changes, and many more, below, and be ready to start the new Glory Season like a boss! The top players of the just-ended season have earned their rewards and titles, so time to compete against the others and fight your way to the top of the ladder!

A little explanation for the new players: Glory is a season-based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last 2 months 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!

See you in battle!

Changelog v.0.9.4.1





Open State of War:



The Open SOW feature was introduced to fight the stagnation occurring in the game. At the moment when this feature was introduced, there was already not a single SoW taking place on any server for longer than 3 weeks, and every single server had 1 nation which had no Guild Castle at all.

But from now on, all guilds holding Guild Castles and being in the alliance have the possibility to evade Saturday’s SoW (Ragi, Brandon, or Sirius tokens) by actively playing the game over the week! To do so, players will have to perform some activities, such as attacking enemy Guild Castles or taking part in open-world events like Ragi/Brandon/Sirius or killing Kargald Champion.

It is strongly recommended for guilds that own Guild Castle and are not united with others to create or join the alliance.

We avoid to make that very "grindy", as we don’t want to create a chore for players, but rather fight the potential stagnation of Guild Castles being held by guilds playing only at the SoW, not allowing the active players of other factions to capture them, and thus preventing the smaller factions from growing.

Still, there will be 1 guaranteed Open SoW every month which won’t be able to be avoided, to prevent full stagnation. It will most probably take place on the last weekend of each month.



New Unique Castle – Pilgrim’s Rock:



As we announced last week, we’ve added a new unique castle set right in the centre of the game world, which will be a nation castle with a specific ruleset – the Pilgrim’s Rock. Get ready for some intense PVP action in the area!

We do believe that such a location will bring lots of action to the center of the map, and will give all the nations many opportunities to get into the fight. Although the underdog factions can experience difficulties to stand the enemies when fighting at the links, this will be a place of 3-way faction v faction fights, where every faction has its chances.

Also, we want to prevent the underdog factions being outplayed if a stronger faction would capture the central castle and use it to quickly assault locations on all links, as it happened with distant Guild Castles in the past. For the balance reasons, this castle isn’t linked to the capitals and thus it doesn’t have Fast Travel. It’s not possible to respawn inside this castle, and there will be no NPC guards.

However, the players of the nation controlling the central castle will have access to the deposit and economy-related NPCs, such as Market, Glory Quartermaster, Market etc. Moreover, there are hidden entrances for the owners next to the castle.



Three-way Siege Events:



Thanks to the massive improvement of the servers’ performance made over the last few months, we’re able to bring back the 3-way Siege events! They will be starting the same way as the regular Siege events, so be ready for some intense battles over the links! Chance to trigger this kind of event will be higher until the next update to let you taste it and will be decreased later.

Archery Combat Balance:



Last season we did many changes to archery, making it easier to land the shots on the moving enemies. Before those changes, archers' power was adjusted to quite high input delay, lower speed of projectiles, and more parabolic flight path of arrows. It was not that easy to hit a moving target. When we flattened arrows' flight path and increased their speed – it became very efficient to use bows in close combat in events and sieges and archers started to deal cards from the safe spots on walls.

We are adjusting the bows’ power reducing archers damage output to lightly armored targets. Medium armor users will feel the difference the most. Changes are made not only by changing damage but also by adjusting penetration values for different types of bows in exchange. Too wide colliders of shields while wearing them on the back have been adjusted. Same time, the issue where bows durability was decreasing only while hitting a target with an arrow and so making bows durability drop much less than it should have been fixed.

Please remember that the balance is not written in stone – we’d love to hear your opinions after some battles! Then, after analyzing your feedback, we will tweak the system to achieve the best possible outcomes in in-game experience and balance.

Crouching:



Hearing the Community suggestions, we are introducing the crouching feature, with some additional improvements to disappearing player tags with distance/behind obstacles. It will bring more possibilities for making traps for your enemies and reactive gameplay. Now, every bush can hide enemy scouts and war parties. Stay cautious!



Free Barricade Skin!



As you probably already know it, our friends from Fish Tank Studio are making Gloria Victis: Siege which will be set in the Gloria Victis world, and they just hit 20.000 on Steam Wishlist!

It means that every player who logged to Gloria Victis in the last week, as well as those who will log in before the next scheduled restart at 9:20 AM GMT, will get a free barricade skin made by the FishTankers which you can obtain from the Notification Center!

You can also check the Supporter Shop for some more skins for barricades! Pick one of your choices!



Quality of Life:



– Improvements in Erendi’s quest: There were cases when Erendi was not spawning After killing Koenrad and was spawning without killing the mentioned spider. From now on, Erendi will not disappear after killing Koenrad and will not be able to be farmed in another case.
– Introducing debuff from a meat diet: Eating too many fatty meals will lead to receiving a debuff of disease – Gout. This change was introduced to make fish meals more important because meat meals pushed them off the market – good fish require more work to be gathered. A balanced meal will be much better for your characters. You can find information relating to whether a meal is hard or easy to digest in meals descriptions.
– Introduced three-way siege events: To break free from monotony, we are bringing back three-way sieges – it will add extra spice to siege events and will allow for more interaction between swords axes and shields of players. Combined with a new crouching mechanic it may develop new and unique tactics for different locations!
– Reduced an area of a block by shield on the character's back – an area of the block was not perfectly scaled to the exact model of the shield. In some cases, shield on the back was too powerful and was better than shield in arms without losing durability. This change is a part of the combat balance of archers – they will land likely some more hits, but they will deal less damage.
– The lure is modifying chances to catch a fish. And on top of that, after Community feedback, it will now improve chances to catch higher tier fish and decrease chances to catch lower-tier ones.
– Numerous improvements of the farm system and upgrade of the first-tier farm in Guild Castles: Since it was hard to use whole farm area to grow flax on some small fields and it was even harder to let more than one person use them, we are extending fields to be more flax and grain friendly. An overhaul is not finished yet, there may be some disproportions between locations, but we will unify that properly in upcoming weeks.
– Introduced crouching mechanics. This change allows players to decrease their nameplate visibility [it works only if target player is enemy], move quieter and improves immersion of PVE aspect of the game – when moving silently around the AI target, the AI will aggro the player at much lower range depending also on our way of approach. (Get behind them!)
– Added sound of the horn when an invitation to siege is being shown and extra sounds for hitting a building with slashing attacks. We are preparing bigger sound improvements in the next few weeks.
– Fishtrap recipe added to Temples and Pilgrims’ Rock quartermasters assortment.
– Delayed combat tutorial until reaching character level 5 and option to skip tasks that were done before it shows.
– Added three skins for player placed barricades: Last Stand Barricade (temporarily free thanks to Gloria Victis: Siege wishlist challenge), Night Watch's Barricade and Speartip's Barricade available to buy in Supporter Shop.



Fixes:



– Fixed issue causing durability of bows decreasing only after hitting enemy, instead of releasing an arrow
– Fixed an issue causing product slots in workstations could be filled with items from inventory
– Fixed an issue causing materials stall cart was unbreakable and could be used to block access to some parts of the Guild Castles
– Fixes of user interface elements that could end outside of the game screen after using the “Reset UI” option
– Fixed an issue causing respawn window was not showing when a character died right after being revived
– Fixed an issue causing showing wrong information when the player reviving character was too far to proceed. Instead of “Player already Dead” it is now “Too far away”

Hotfix 2020-07-17:



– Fixed the keybinds window – its content wasn’t displayed properly since the latest update
– Fixed a bug allowing the player to attempt to respawn at Pilgrim’s Rock, despite the fact respawning there is not possible, so it ended in dying repeatedly
– Fixed synchronizing the client- and server-side position of the boiling oil in the keep and gates at Pilgrim’s Rock
– Added the Castle Keeper NPC, who lets you donate your Nation Points to the guild, at Pilgrim’s Rock
– Fixes to the names and shops of NPCs at Pilgrim’s Rock
– Numeric tweaks to the bows penetration changes made yesterday
– Fixed a bug allowing to get on some environment objects in the duel arenas and avoid being attacked by the enemy

Weekly Update 229 – Cooking Update and WIP Insight!

Hello Warriors and Fishers!

It’s the last week of the current Glory Season – get ready for the massive amount of changes!

The next week will bring the end of the current Glory Season. We plan to launch the new season on July 16th.

As always, we want to start the new Glory Season with some important changes, great majority of them inspired by the most positively voted suggestions at our Discord (even if some of them had to be slightly adjusted to work in Gloria Victis).



What can you expect to come in the next update?



A new, unique castle set right in the centre of the game world, which will be a nation castle with a specific ruleset

We do believe that such a location will bring lots of action to the centre of the map, and will give all the nations many opportunities to get into the fight. Although the underdog factions can experience difficulties to stand the enemies when fighting at the links, this will be a place of 3-way faction v faction fights, where every faction has its chances.

Also, we want to prevent the underdog factions being outplayed if a stronger faction would capture the central castle and use it to quickly assault locations on all links, as it happened with distant Guild Castles in the past. For the balance reasons, this castle will not be linked to the capitals and thus it won’t have Fast Travel. The players won’t be able to respawn inside this castle, and there will be no NPC guards.

However, the players of the nation controlling the central castle will have access to the deposit and economy-related NPCs, such as Market, Glory Quartermaster, Market etc. Moreover, there will be hidden entrances for the owners next to the castle.

Ready yourself for the epic 3-way battles in the centre of the world!

3-way Siege Events are coming back!

Thanks to the massive improvement of the servers’ performance made over the last few months, we’re able to bring back the 3-way Siege events! They will be starting the same way as the regular Siege events, so be ready for some intense battles over the links!

Open SoW changes

The Open SOW feature was introduced to fight the stagnation occurring in the game. At the moment when this feature has been introduced, there was already not a single SoW taking place on any server for longer than 3 weeks, and every single server had 1 nation which had no Guild Castle at all.

For that reason, the Open SOW formula was necessary for the game, but still, we know it’s exhausting for the players in the long run. We’re working on a solution for it – an automated 5v5 tournament system which will allow replacing every second SoW with a 5v5 tournament, but it’ll take some more time to introduce it. To not make you wait so long, we’ll add another solution quicker.

All guilds holding Guild Castles will have the possibility to evade Open SoW by actively playing the game over the week. To do so, the guild will have to perform some activities, such as attacking enemy Guild Castles, or taking part in the events like Ragi/Brandon/Sirius/Kargald Champion – any member of the guild will be able to contribute.

Obviously, we won’t be making it very grindy, as we don’t want to create a chore for players, but rather fight the potential stagnation of Guild Castles being held by guilds playing only at the SoW, not allowing the active players of other factions to capture them, and thus preventing the smaller factions from growing.

Still, there will be 1 guaranteed Open SoW every month which won’t be able to be avoided, to prevent full stagnation. It will most probably take place on the last weekend of each month.

Crouching!

We will introduce the crouching feature, with some additional improvements to disappearing player tags with distance / behind obstacles. This, combined with a new castle in the centre of the world, should bring more possibilities for making traps for your enemies and reactive gameplay.

And as always – combat tweaks!

Just like every season, we will introduce some combat tweaks based on your suggestions and our ongoing analysis of the collected data.

Take your chances – use this last week of the current Season to climb up the rankings and win precious rewards!

Gloria Victis: Siege – Wishlist Challenge





Moreover, we’re close to reaching another tier of the Wishlist Challenge for Gloria Victis: Siege! Just a bit more, and we’ll unlock a free skin of the siege barricade for the active Gloria Victis players.

Help us reach this goal, and obtain this epic skin for free!

https://store.steampowered.com/app/1167140/Gloria_Victis_Siege_Survival/

Check this update on your own, and see you in battle!



Changelog v.0.9.4.0.2



As always, the screenshot's author is rewarded. Siegbert – check your Ambers!

Fishing:



This update introduces the final planned iteration for the Fishing system. Of course, we’ll still be watching this feature and there are possible tweaks or additions in the future.

The new changes are:

– Introduced the Fish Trap – a new item allowing you to catch the fish remotely, similar to how the player-built passive workstations work
– Increased the chances for obtaining Cod and Salmon at every type of the fishery – especially at Rich fisheries
– Increased the respawn time of the fisheries – according to our data, at every server, only 30% of the fisheries were being used because they respawned so fast, so the players didn’t have an incentive to explore the fisheries in the wild
– Improved the Fishing interface – changed the position of the notifications about the found and caught fish, moving it closer to the other elements of the Fishing interface, where it doesn’t disturb the player

Cooking & Alchemy:



This update adds the first part of the changes in Cooking and Alchemy which introduces the wider use for the caught fish. We’ve added new recipes and improved some of the existing ones. We hope that this and next updates will take this part of crafting to the next level!

– Updated the Fish Soup recipe – instead of any of the 5 types of fish, now it requires 2 Carps, 2 Zanders, and 2 Herrings
– Updated the Fasting Poultry, turning it into the Fasting Dish – from now you can cook it using a fish too
– Updated the Broth recipe – added fish as an alternate ingredient
– Boosted the Roasted Zander – from now it has 4 Food Quality
– Added a new recipe Braised Zander – cheap and easy alternative to the roasted one, with 4.9 Food Quality
– Added a new recipe Spiced Carp – still simple and easily accessible recipe with 5.5 Food Quality
– Added a new recipe Fish Mix – an advanced recipe for an 8 Food Quality meal, requiring some low-tier fish
– Boosted Grilled Salmon Recipe – now there’s a chance to craft 4 units at once
– Added a recipe for the Marauder's Bread elixir (from now, this recipe is automatically learned by every existing character)
– Added a recipe for Wisent elixir – it may be looted from Black Sickle Shaman and Rejected Shaman
– Added a recipe for Cuckoo elixir – it may be looted from Black Sickles, Highlanders and Rejecteds, and can be bought from the Quartermasters in the Holy Temples
– Added a recipe for Geliand's Blood – it may be looted from Raiders, Raubritters and Exiled Legion
– Added Erendi's Elixir – both elixir and its recipe can only be dropped from Erendi – a wizard hiding in one of his towers; this potion adds 50 hp and increase health regen by 20% but decreases the stamina regeneration

Quality of Life:



– Adjusted upgrade cost of Guild Provinces Stalls and Mercenaries at every location – it base more at food. It begins from basic meat and ends at basic dishes.
– Improved UX of feedback request from developers – now it stay at the screen until you click that. We have observed many videos and seen players who didn’t see this notification
– Increased minimum speed that character may be slowed down, for example after rotation – thanks to that fights should get more dynamic
– Reduced cooldown for sending feedback, bug report and player report
– Expanded the content of Supporter Pack (and the rewards for owners of higher bundles from the official website – Baron and higher) with 3 new unique heraldic symbols, which can be only obtained this way
– Added a new heraldic symbol to be purchased in the Supporter Shop: Chains

Fixes:



– Fixed displaying the crafting experience – sometimes the value displayed in the crafting window was different than the real amount of gained experience
– Fixed an edge-case allowing to obtain a stack of up to 15 recipes from a chest
– Fixed positions of a few resources floating near the Seaclaw Mine
– Increased the crafting cost of the Champion's Heavy Gauntlets – thanks to that, the nation-themed heavy gauntlets of the same tier should be more useful
– Increased the crafting level required to craft Guardsman's Shield
– Fixed an edge case where one of the Raubritters was dealing big damage using a shield
– Fixed an issue causing wrongly displayed weapon damage on its tooltip
– Fixed an edge-case of the Rite of Trinity event where a random nation wasn't receiving invitations to the event
– Fixed the gate at the Black Sickle camp – sometimes the players couldn’t leave the boss area
– Deleted a few NPCs from the old quests who had misleading quest markers above their heads
– Fixed the placement of Skergard resources – players have reported that few of them was under the ground

Weekly Update 228 – Fishing Expansion and Quality of Life Improvements!

Ahoy Fishers!

In the last update, we've introduced the Fishing system, so now you can catch the dinner by yourself. Take a look for some global statistics, what happened last week:
  • You've already caught almost 50k of fish!
  • Daily average use of fish have increased more than 3 times! From 1700 to more than 5000
  • Still you have more than 150.000 fishing baits at your inventories (16.000 of worms – best bait)
  • Players have more than 2.000 fishing rods (300 of master tier)
  • Almost half of the fisheries are already depleted, they will regen over time, but meantime fishes might get more valuable, remember that the more rich fishery is the better one you might catch!

Check out the newest improvements and see you in battle!

Changelog v.0.9.4.0.1



As always, the screenshot's author is rewarded. Beskarion – check your Ambers!



Fishing – Another Iteration:


  • Added Lure item which significantly reduces the waiting time for catching a fish for the next 30 minutes. It works for the area, so many players may benefit from that. Use of this item is visible on the map and minimap for everyone near to this place – with timer in the tooltip
  • Added small exp and crafting exp bonus for fishing, similar for digging
  • Adjusted drop chances during fishing
  • Updated the algorithms responsible for depleting the fishery

Quality of Life:


  • Improvements to some combat blocking sounds and movement sounds depending on armor [those were wrongly set for some armor sets, like light armors sounding like a chainmail etc]
  • Restored to a setting of AI same time aggro of two enemies at once [it was 1 now], but due to having AI fighting overall better across last months updates the second AI enemy fighting the player will have some special conditions to not make such a battles impossible to win.
  • Added missing memorials texts
  • Added some new death animations and some new test 1h iddles
  • As we have added an fishing, to balance the map out we have added an river next to the Sangmar Capital as it was the only nation missing one.
  • Further recipes drop balancing to improve accessibility of some rarest recipes.
  • Changed the time of the daily server maintenance from 9:30 AM to 10:30 AM [CEST]

Fixes:


  • Fixed disassembling of stackable items not working properly [bread exactly]
  • Fixed a weird horse sound happening from time to time when another player's proxy spawned next to us
  • Fixed fist missing stab animation and issue which led fists to deal full armor penetration making it overpowered.
  • Fixed an issue which led to controller block if we would not have set at least two of main keys [like movement] on the controller option until the default keys have been reloaded
  • Fixed an edge case at Dundrum not spawning Knight Guards
  • Fixed issues with one of the central castle gates not playing sounds while being hit
  • Due to the bug, eggs weren’t spawning at the Audunstede farm
  • Moved levers at Sea Wraiths – some players were using then through the gate to open them from the outside

Weekly Update 227 – Fishing & Steam Summer Sale

Hello Warriors and Fishers!

We've got a huge update for you – the long-awaited fishing update! Grab your fishing rod in hands and prove your skills when chilling out in between fights. Read below for details!

Also, the Steam Summer Sale has just started! It’s a great opportunity for our Community to get a nice influx of new players! Remember that you can earn Contribution Points and Mentor Points for helping the new players on chat, and helping them levelling their toons.

We have high hopes that our Community will grow in numbers during the Steam sale – for a small indie team, such as ours, it would mean a direct boost for the game’s development. Thus we hope you’ll give a hearty welcome to the newcomers!

And don't miss the VP event this weekend! It will start at 9:30 PM GMT (Friday, June 26st). Join us in the arena on the [Europe] Eaglewood server and fight for fame in 5v5 battles. The winners will be immortalized on the in-game monuments and every participant will be rewarded – to arms!

See you in battle!

Changelog v.0.9.4



As always, the screenshot's author is rewarded. Kchance13 – check your Ambers!



Fishing:



Relax:

Even if our game is PvP centric, there are times when players want to slow down the pace - simply chat with their guild, or watch some new Netflix series meantime. The excessive fighting and high tempo of the game fatigue people who log out after such actions to rest – here comes another alternative (e.g. beyond dice or farming).



Mechanics:

  • Ability to catch fishes away from keyboard – if you have a supply of lures you can leave the AFK character while fishing and it will go around in circles.
  • Mini-game - you have to follow instructions to speed up fishing
  • Antibot (team rocket) – if you are actively fishing, then now and then an anti-bot will appear (AFK fishing does not conquer this, so you can easily fish).
  • 4 fishing tiers – Rich, Average, Poor, Exploited. The better tier, the better the chance of fish.


Fish economics:

Until now, it has been all about the shops. All you had to do was find a good shop and you could buy the best fish. Now the fish are disappearing from the shops and you have to catch them – there is a place for the fish trade, more room for crafters or explorers to show off and add some depth to the game.

Around-fishing economy

  • 5 types of fishing rods with recipes. All recipes and 1 weakest fishing rod are available in shops. The fishing rods shorten the fishing time. Rod with low durability significantly lengthens waiting time for fish.
  • 3 types of lures, the weakest available in food and materials stores, the middle one available at quartermasters, and along with best one available to get from dig sites and weeds in farming. you can also get the best bait from fishing. :)
  • Bread can be spread (disassemble) to get some of the weakest bait: bread balls.
  • Still, fish is an important part of meals (a combination of 4 activities fishing, digging, farming, cooking)


Continuous exploration:

The fishing grounds become depleted and regenerate over time. So there is no permanent best place to fish. The more depleted spot, the lower the chance of good fish. Fishing on servers outside the main is unprofitable.

We are testing a new system based on the number of players on the server, analysis of fish stocks and so on-that will have an impact on the rate of fishery consumption and recovery. We need feedback on how it works so we are counting on you!

Rankings and achievements:

Fishing is added to the weekly ranking – the quality of the fish also counts, so searching for a better fishery gives you an advantage. Of course, a passerby's skin of a gold Rod also appears.
The award is the most prestigious title in the world – fishing fanatic

What's planned for the next update?

<*>Fish trap
A tool somewhat similar to a stove – you put a fish trap in the water, which catches the fish itself. It does this slower than fishing with a rod, but the character can go where he wants and then go back to it – it will generate fish to the max cap of the trap. The rules of looting and destruction are to be the same as the stoves.

<*>Lure
The item, which lasts 30 minutes, significantly reduces waiting time for a fish – so many people can use it. However, when it works, it is visible on the map and minimap in a certain area, so the enemy can spot us too!

<*>Node
Special places where there will be significantly reduced fishing time, however, this will only be enough for a few tries and then regenerate for some time.

<*>Economy
We are looking for suitable sites for additional economic elements. We analyze medieval books to find recipes with fish oil and so on. Then we'll add new alchemy recipes (new fish, perhaps?) to add other economic layers.



Balance:



– Updated the “Away from home” debuff which consecutively increases the player’s respawn time after dying several times – now it won’t be stacking if the player dies inside a non-looting zone, i.e. during a siege event, because it could be discouraging for the attackers when it stacked to the maximum values of 80 seconds (up to 2 minutes when taking other buffs into calculations); the buff for an underdog faction which reduces the respawn time – depending on the buff stack – down to 25, 22, 19, and 16 seconds, if we count the -5 seconds buff for maximum reputation – still remains in-game, so this change won’t affect the game’s balance but will enhance the fun in such battles
– After a deep analysis of the recipe scrolls obtained and learned by the players over time, we realized that some of the top-tier recipes were almost impossible to obtain for the new crafters – we’ve adjusted the drop chances and distribution in the loot tables of the world bosses and their cohorts, especially in the world events such as Brandon, Ragi and Sirius; while they will still be rare, it won’t be impossible to learn them anymore



Quality of Life:



– Introduced additional Valley of Death tournaments in response to the Community requests – the new VoD launches in the morning and at night of each server’s timezone, giving players more activities to do outside of the server’s Daylock
– Slightly improved the recently changed player markers according to the players’ feedback – they are now visible from larger distance when in the center of the screen
– From now on, the tamed horses without riders receive 2x more damage to make them less viable as protection against, for instance, the enemy archers during castle sieges
– Introduced a new questline for Ismirs, mirroring the Sangmarian “Disappearance of Claretta” questline – soon, a similar questline will be added for Midlanders
– From now on, the players registered for a group arena skirmish are assigned to a party right after being moved to the arena instead of waiting 60 seconds for a group, and leaving the party means being moved back out of the arena
– From now on, the group arena skirmish automatically ends if there are 0 players remaining in one of the groups
– Further improvements to the anti-cheating system – if anyone would receive the false-positive results, please contact us to solve it
– Minor server-side optimization of the fortifications spawners and AI detection scripts
– Improved the sliding detection system – it should eliminate most of the accidental slides
– Added the missing feedback message when a traitor tries to open the door in the nation-controlled location
– Updated the PVP events memorials in the arena
– Added a new set of skins for the Praetorian’s light armor – the Horde Warrior’s armor

Fixes:



– Fixed a bug causing that some of the contextual gameplay hints could be hidden beneath the other ones and never displayed again
– Several fixes to the reported level design glitches