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

Gloria Victis

Weekly Update 226 – Improved Group Arena

Hello Warriors!

Another Weekly Update for you! This time, you receive several Quality of Life improvements, namely the ones for the Group Arena Skirmishes. And as always, there’re many other changes so every player will surely find something cool in this update.

Also, we’d like to give you an insight on the Fishing system which we’re working on – we hope to release it this month! Within Fishing, you can a mini-game, active and passive fishing, player-built fish traps to get some fish remotely, a variety of fish baits of different quality and even the ground bait. Also, the system will provide depletable resources – the fish population will depend on how much a specific spot is exploited on various servers!

Stay tuned, and see you in battle!

Changelog v.0.9.3.11





Group Arena Skirmishes:



– Improved the groups size balancing – now the numbers should be adjusted when some player leaves during the queue
– Unblocked moving to the arena when registered for a skirmish
– Improved creating the teams during the queue – now there is a higher chance for groups bigger than 4 players
– Improved notifications for players at the Skirmish and in the queue
– Added earning character experience for Skirmishes

Balance:



We updated the way of applying the Medical Assist buff, which affects the respawn time for the balance purposes. Our data analysis show it's a pretty effective balance safeguard which lets the outplayed nations stand against the enemy.

However, it used to happen from time to time that once the underdog faction finally grouped up with enough forces to stop the enemy players, it could push them back into their homegrounds (area around the capital city, ranging as far as the forts, i.e. Greenport, Ulfgard or Scarsdale). In such a case, the nation being able to push the enemy back into its own homeground definitely shouldn't have a respawn time buff.

For this reason, the Medical Assist buff does no longer have effect in the enemy nation's homeground.

Quality of Life:



– Added transparency to the players' markers – from now, the markers will be working the same way as using the text markers mode, which means fading out with the distance and angle from the camera; both modes have been improved to not disappear marker when another player was behind our character at the corner of the screen
– Merged the Valley of Death registration widget with the Objectives list
– From now on, Mounts are ready to ride right after taming
– Adjusted the number of spears required in the Crafting Order events – Warrior’s Spear from 20 to 7 and Short Warrior’s Spear from 15 to 8 – in response to the player-made suggestions and reports
– Several improvements to the Ismir starting questline
– Adjusted the head position for the NPC enemies – now it should be easier to hit them with a headshot
– The NPCs will no longer perfectly cancel their block when the player tries to kick them, since kicking a blocking NPC was really hard
– Clamped length of looting time to 30 seconds – the time was mostly connected with the balancing system. Lengthened respawn time was also increasing time when player could be looted. From now it is clamped, so even few minutes of the respawn time won’t let enemies loot you after so long time.
– Blocked displaying hints when the tutorial is turned on, since it lead to showing too much information on the screen

Fixes:



– Fixed an edge case bug causing that players couldn’t respawn properly
– Fixed the shop filters of some items which were displayed in the wrong categories
– Fixed the position of reported floating resources
– Fixed the positions of some badly placed colliders, such as the static non-looting zones, which caused that wrong ground quality at some farms – we found this issue thanks to the players reporting the farms balance issues

Weekly Update 225 – Group Arena Skirmishes!

Hello Warriors!

We have a pleasure to present you the promised first iteration for automated 5v5 tournaments – the Group Arena Skirmishes! This additional activity allows you to spend your time with other players while practicing the group combat in a controlled environment. There are also further improvements to the Notification Centre and several Quality of Life improvements based on the Community requests. Read below for details!

See you in battle!

Changelog v.0.9.3.10





Group Arena Skirmishes:



We have added the group arena skirmishes which allow you practice the group combat against different opponents using the enemy finder mechanics. It’ll allow new players to learn the ropes of group vs group combat in the controlled environment, and the veterans now have more options to help the newcomers. Details below:
  • To register, use a button near the 1v1 duel arena
  • The system will find you a group from your nation
  • The skirmishes last up to 5 minutes – after this time, a group with more total HP remaining wins
  • If no group from the enemy nation is already registered, the system will look for an opponent group from your nation
  • When you die, you will be moved to the place where you have registered to the skirmish – same as for the 1v1 arena duel
  • You can’t register for the ranked duel and group skirmish at once


Notification Centre:



– Added miniatures displayed over the Notifications Centre button to all remaining notifications which didn’t have them before
– Adjusted all notifications to display as a small note
– Moved the trade invitations to the Notification Centre
– Moved some notifications from tab Rewards to Info – They were not giving the rewards, and notifications from this tab have pretty big graphic informing about the reward
– From now when you open the Notification Centre it will open the tab with the most recent notification
– Moved some messages formerly displayed in the Combat Log to the Notification Centre

Quality of Life:



– From now, the siege events can also start during the server’s Nightlock
– Added disabling the crosshair for mounted archers when they rotate the camera to extreme angles – the mounted archer’s max shooting angle is already limited so displaying the crosshair all the time was misleading
– Added a keybind for dismounting – “T” key by default, the same as for calling your mount
– Updated the hint displayed after capturing a flag for the first time, adding information that the guild which captured the flag can open its gate doors during the siege, while other players can only be moved through the doors
– Added crafting bonus for Recruit's Light Helm and Nomad's Turban to Tailoring and Leatherworking Workshop
– Increased the chance to drawn “Classic mode” of the Valley of Death tournament
– Boosted the rewards for completing the “Secrets of Serai” event
– Added marking items appearing from change (like rotting or getting cold) also as a “new item”

Fixes:



– Removed the blacksmith NPC standing in the middle of nothing at swamps
– Removed wrong message “You have forced the trade to close.” appearing before starting the trade
– Removed “new item” icon from the Market
– Blocked possibility to call the mount when you are dead
– Fixed issue causing that first open of the inventory wasn’t displaying “new item” icons
– From now, bleeding, burning and other damaging buffs should be removed after the Valley of Death – there was an edge case where the player died just after moving to the capital and then his enemy get Nation Points
– Changed Barley and Wheat Grains from consumable item to material – it shouldn’t change the hunger anymore
– From now you can craft more than Leather Sack at once (using proper workshop)

Weekly Update 224 – Even More Improvements, WIP Insight & PVP Event Coming!

Hello warriors!

Another part of the Quality of Life improvements and bug fixes requested by the players is live! This time we focused on improving the interface of the Notification Centre, but you might also appreciate indicating the new items in your inventory Also, we’d like to give you an insight on our further plans – read below for details!

Also, don’t miss the PVP event this weekend! It will start at 9:30 PM GMT (Sunday, June 7th). Join us in the arena on [NorthAmerica] Aquilla 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!

Work in Progress Insight:



For the last 2 months, our Weekly Updates were mostly made of bug fixes, Quality of Life improvements, and optimization changes. We’re still following our plan for such tweaks – including further 25 combat improvements – but we also move some of our resources into implementation of features which were promised some time ago:

    <*>Fishing – that’s right, we start working on this feature. It means you’ll soon be able to take a sit by the river with a fishing rod and look for the biggest fish out thee!
    <*>Group vs Group matchmaking – the first step on the way to implement the planned automated 5v5 tournaments! The first iteration, aimed for next week, will allow you to create a group of at least 2 players and look for another group that you’ll face in a dedicated arena.

    See you in battle!

    Changelog v.0.9.3.9





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

    Notification Centre Interface:



    – Messages are now sorted by the message receiving date
    – Auto-opening tab with message when opening the Notification Centre
    – The current patch notes notification will no longer displayed at every single log in after getting closed by the player
    – Messages requiring interaction, such as rewards, are marked as unread until the player makes an interaction
    – Added new notifications to increase the awareness of existing rewards
    – The “OK” button in the messages has been changed into “Read” button which shows them in a pop-up and delete them from the Notification Centre

    Quality of Life:



    – Added a visual indicator of a new item – from now all new items in your inventory will be marked by a yellow icon helping you locate them in your bags
    – Updated the bow tutorial’s GIF
    – Updated the arena duels registration blocking system – if you’ll abandon 3 duels to which you’ve registered within 5 minutes, you won’t be able to register again for the next 5 minutes; the change was made because joining a duel can be canceled by mistake, which prevented some players from joining another duel for a while – now it should be more convenient
    – Updated the cooldown for calling a mount in response to Community requests, so you won’t be forced so often to wait for your mount in the capital – the cooldown is no longer applied at logging in to the game or when you die but if you had the cooldown before logging out, it will apply
    – Added protection to Duel Arenas from exploiters using siege engines to get inside the Arena and kill players dueling for the ranking

    Fixes:



    – Fixed using the “Unstuck to capital” command in the arena – due to a bug, the player was moved to the arena spawnpoint rather than to the capital
    – Fixed issue with missing resources nodes at the flags – there was an edge case causing related to upgrading the flag when resources weren’t spawned which caused that the couldn’t respawn until the server restart
    – Fixed the “Show on map” button in the objectives log
    – Fixed the dialogues of Dag and Yngvir in the Ismir starting questline – some players canceled their dialogues after taking rewards but before taking the next quest, so they had no clue what to do next

    Weekly Update 223 – Another round of Community-requested improvements!

    Hello warriors!

    We keep focusing on improving Gloria Victis in response to your recent suggestions and turning them into reality, namely the most important factor of the game: the combat. According to your feedback, the last update greatly enhanced the player synchronization, so here’s another round of such improvements!

    On the other hand, there are numerous tweaks to recently added Temple of Doom world event, various gameplay improvements and fixes to reported bugs.

    Check the update on your own!

    Changelog v.0.9.3.8




    As always, the screenshot's author is rewarded. Sir Gus – check your Ambers after the next scheduled update!

    Combat:


    – Added a missing stagger when the mounted player hits the block with a light attack (green powerbar) – due to a bug, mounted players didn’t receive such a stagger, which allowed them to keep spamming with attacks without any risk when the mount stood still in place
    – Improved the Free Camera when mounted – holding the Free Camera key allows you to rotate the camera as you want, without rotating your character, the same way as it works for foot characters; before this change, it was rotating the character on the horse, so when you looked behind you you could get shot with an arrow even if you had a shield on your back
    – Fixed few edge cases connected with the movement prediction on the server, causing desynchronization of the players
    – Fixed edge case causing improper display of the movement state of the other players – sometimes player have stopped but others have seen him running
    – Updated the way the feints uses stamina – it wasn’t rare to see players feinting as many times as possible every single second (or up to 6 times per second due to the controller’s restrictions) to confuse the enemy with weirdly mixed animations; for this reason, such a move eats more Stamina now: cancelling the light attacks (green powerbar) costs 2x more Stamina than for regular attacks (yellow powerbar), while cancelling the full-power attacks consumes no Stamina
    – Updated the arrows ballistics to improve the archers’ experience and give it a more realistic feel, so now arrows fly faster at the beginning now, which also makes the aiming more reliable
    – Improved the player’s acceleration – it should be more dynamic now, especially when mounted
    – From now, being shot with arrows triggers the "Combat Mode” [a state when i.e. the character can’t sprint after being hit] only for strong shots (red powerbar), so spamming the enemy with minimal damage to just slow them down will be less viable; this change applies to both players and horses
    – Updated the algorithm of “body-bumping” when the player runs at another character, so now the player’s speed change it’s more accurate to the angle of contact

    Temple of Doom world event:


    – Updated the event’s rewards, increasing them a bit
    – Introduced an additional stage in the halfway of the event
    – Boosted the traps by increasing the damage they deal and reducing their cooldowns
    – From now on, the traps at the final boss stage launch regularly instead of a single activation
    – Increased the HP and damage reductions of the burning Drowned Maids
    – Increased the damage reductions of the Prioress, the main boss of the Temple of Doom event
    – Replaced the mini-boss with the Drowned Maids’ Queen

    Quality of Life:


    – Reduced number of guards at minor flags – as we upgraded the AI not so long ago, we have decided that minor flags do not need such many defenders
    – Added protection for packs and items from the Supporter Shop – from now you can’t loot packs of the skins and items like abilities reset etc.
    – Added tutorials for quests – they appear in a proper moment when progressing through the quests, hinting the players to equip a proper weapon or shield
    – Some UX upgrade of the tutorials, to not allow the situation when you can’t get rid of the tutorial
    – Disabled entering the First-Person view when displaying emotes since it allowed to look through buildings and fortifications and was used to spy the enemy players
    – Improved detection of the quick attacks in combat tutorial

    Fixes:


    – Fixed an edge case bug causing the State of War set to a past date – from now you can’t start the preparations on a province belonging to a guild which owns 2 guild castles during the ongoing State of War on the other one
    – Fixed bug causing that the corpses of Drowned Maids blocked access to their loot
    – Fixed arrows hanging in the air after shooting the animals
    – Fixed a bug causing that the cooldown on abilities started counting from the moment of the ability activation rather than the time of their end, which led to desynchronizing the cooldown on the interface
    – Fixed a bug causing that the effects indicating activated abilities and their cooldowns used to disappear from the interface after player’s death
    – Fixed a bug allowing to exploit the 1vs1 arena duels by leaving without any penalty using the siege event invitation mechanics
    – Fixed the found edge case bugs causing that players were stuck at some quests

    Weekly Update 222 – New world event added!

    Hello warriors!

    We would love to present to you a new world event: the Temple of Doom! You’ll face new dangers – and we don’t only mean the enemies, but the ruined sanctuary itself as well. Explore the new location, face the challenge and fight for loot and glory!

    Apart from that, also made some long-awaited changes to the siege preparations on Guild Castles which should help both reduce the occurrence of “troll tokens” and give smaller guilds more opportunities to fight for lands. Moreover, this update introduces improved tutorials for new players, so they’ll provide more details about the game’s basics. And, as always, we made some small UX changes and fixes which you’ll read about below.

    See you in battle!

    Changelog v.0.9.3.7




    As always, the screenshot's author is rewarded. RicharzBlood – check your Ambers after the next scheduled update!

    Siege Preparations on Guild Castles:


    The data we collect says clearly that tokening the Guild Castles takes place almost only if the attacking guild is completely sure of its strength. We also noticed that the majority of successful tokening happened around the State of War time frame, or at the end of Daylock.

    Knowing this, we decided for 2 changes: to allow the defenders to interrupt the siege preparations, and to reduce the tokening price.

    From now on, if the owners of a Guild Castle will push the attackers away, the activity will start to drop. After 5 minutes of no activity, the tokening will end with fail and the defenders will not be forced to stay at the guild castle all day long to prevent losing their province. Moreover, the time when you can start the preparations is now officially restricted to the window ranging from 2 hours before the province's State of War time, to 2 hours after.

    On the other hand, placing a token costs 2x less after this change, so smaller guilds will have more opportunities to fight for lands. We also hope it’ll create more opportunities for brave attacks, since now you risk much less.

    We believe these changes will bring more dynamics to the fights over Guild Castles!


    New World Event:


    The Temple of Doom is a brand new world event taking place in the cliff at the Wildfen swamps.
    This event introduces some new types of NPC enemies, as well as new mechanics and solutions which can only be found here. It launches after finishing one of the events in the middle of the map – Heathen Plague, The Griffins Company or Rogue Highlanders.

    Tutorials Update:


    The new tutorial will start for players who didn’t finish it or haven’t been logged in for last 3 months. Tutorial cannot be skipped, it is moved to the middle-top of the screen and contain tasks to do. We have focused mostly on combat to show things like possible attack directions – combat is most important part of our game, it keeps changing and we want players to know how to fight.

    Fixes:


    – Fixed gate to Black Sickle champion from quest Troubles at Dunfen Farm – sometimes it didn’t open after using the lever
    – Fixed issue causing that event Enclave of the Rejected wasn’t starting at all, which was also reducing number of events on the middle of the map
    – Fixed a bug in the movement system – slide or falling for very short time (shorter than 1 second) will no longer change the players state into running and consuming stamina

    Weekly Update 221 – New Glory Season & Synchro Update!



    Hello warriors!

    The new Glory season arrived! Kudos for every participant, and congratulations for the best players and guilds in the rankings. It’s our tradition that we publish something big with the start of new season – sometimes it was content, sometimes a new system, or important changes to rankings, like introduction of Glory per nation or seasons of guild ranking. This time we’ve got something special for you too, but it is different than before. Today we want to present you a huge synchro update!

    First of all, we want to thank all the players who sent us tons of movies with /showuidebug command. It gave us a lot of data to analyze and greatly helped us locate the current issues. The changes done to synchro, which you can find below, are just a first part so be encouraged to send us even more reports if you’d find any further issues – it helps us a lot!

    We were gathering lots of performance logs over the last few weeks so we could continuously improve the overall performance of our servers. We are satisfied with the results, especially when biggest battles happens the average server FPS increased significantly. Due to the performance improvements we recently had, we made a tweak increasing synchronization tickrate above normal numbers if the server holds target FPS.

    From the player perspective, though, the desync always feels like direct issue of server performance. Obviously, if there are issues with the server-side performance, desync is going to happen, but we’ve found out that this was way more often related to edge-case bugs, not the servers’ optimization.

    It wouldn’t be possible if not the players support showing us movies with exact issues reproduction. Once again, thank you all for your help!

    Also, a little explanation about the new Glory season 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 about 2 months and the top players are rewarded with unique titles, achievements 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!

    Take your chances and climb up the ranking ladders over these last few days of this season. The fame and rewards await!

    See you in battle!

    Changelog v.0.9.3.6




    As always, the screenshot's author is rewarded. BeskarionYT – check your Ambers after the next scheduled restart!

    Synchro/Controller changes:


    We had a big run with the games comparable to Gloria Victis, and all of them had one common difference – you were either unable to achieve full movement speed with such a short time (in GV it was 0.3s, no matter if you were trying to switch from running backwards to
    sprinting forward, or getting from idle to walk speed). We have changed it, so now you can only gain or lose a specified value change of your speed within a set amount of time instead of constant 0.3s for changing the movement speed in any case, as its been before.

    Obviously, it will now take more time to get from idle to sprint, than it takes from idle to walk – which sounds pretty reasonable, and helps us to improve the synchronizations changes. The same thing happened to max rotations speed.

    Moreover, the double-tapping Shift feature was pretty unreliable for a long time. We even had an option to "Sprint while autorunning" for this reason, and it was even more misleading because when being unarmed, you didn't have to tap the Shift twice, because there was no difference between march and running state at being unarmed. Now, we have made some deep changes to the movement system, which make the controller less complicated and more reliable.

    For that reason:

    • When you don't press Shift – you run,
    • When you attack or get hit – you get into the march speed,
    • When you press Caps Lock – you walk,
    • When you press Shift – you sprint,
    • When you autorun – you need to click Shift once to start sprinting and continue sprinting until your Stamina goes out.


    Moreover, there’s a slight change to the Stamina regeneration. Most of you are aware that previously while standing idle, walking or marching, the stamina used to regenerate faster and faster each second, which was used by skilled players to regen their stamina in combat in no time. This is a part of our skilled gameplay, but you don’t need to press Shift to run anymore, and so you can't get into the march other way than getting into the "Combat mode" [indicated by two-swords icon between the HP and Stamina bars]. For that reason, we have expanded the faster stamina regen mod into the running state too, but with a smaller modificator each second compared to a slower moving player. It affects the mounts too, which also fix issue with Stamina regeneration on autorun when mounted.

    As after being hit, you will get into the march speed, which before you could leave immediately into running - the skill "Survival Instinct" doesn't really have sense anymore. For that reason, it was changed to shorten combat mode from 3 to 2 seconds. Thanks to that, you can earlier start sprinting or regenerate Health Points. According to that, we have given you free reskill which is available for the next 14 weeks – you can use that one time and reset your skills directly from the notification.

    Activities slowing down enemies like legshot, do not affect them anymore – the legshot mechanic will become just a normal attack.

    Detached camera from the character – from now, character follows the camera.

    Freebuilding:


    We have increased the space required to place economic buildings – many guilds were using them to block narrow walkways and build an additional line of defence with them. From now, they need more space to be built.

    This is just a first step of freebuilding changes. We are working on a fix of a bug allowing to build fortifications so they go through the economic buildings and it will be fixed very soon.

    Also, you can expect the improved fortifications models within the next few weeks: they will be adjusted to the grid, which will end the era of exploited guild castles!



    Quality of Life:


    – Updated the Light Praetorian's set with new models (only helmet didn’t change)
    – Models from Praetorian's Robe and Praetorian's Shoes have been moved to Legionary’s ones, because it was using the same model as Veles – thanks to that, you can visually distinguish the armours
    – Reduced the number of carcasses required to butcher the animals (not for old ones)
    – Added notifications about robbed or destroyed workstations
    – Added 4 new mass production recipes – Flax Threads, Flax Canvas, Thin Tanned Leather, Flour
    – Added possibility to set the Mentor until reaching the 100 level – after adding 2 more rewards, for reaching 60 and 100 level, thanks to players’ requests, we have decided that will be handy and give more motivation to help new players – even if they are not greenleaves anymore

    Fixes:


    – Fixed damage type of Raubritters before Brandon’s castle – they were dealing bludgeon damage instead of slashing
    – Fixed reductions of Styrborg Chainmail
    – Fixed drop rate of maps from Exiled Legion
    – Minor fixes of NPCs and resources position or rotation
    – Removed shop from Gunnar Nightroar – it was accessable due to the bug
    – Fixed issue with Ismirean quest, where you had to open again dialogue with Yngvir
    – Fixed rare bug, where there was no name initialised for the character
    – Fixed issue with CoA – due to this bug, some players couldn’t log in to next server restart

    Weekly Update 220 – [Lockdown] Party Time!

    Hello warriors!

    Two weeks ago we have introduced extended party management allowing to adjust it to your needs. Today we want to give you more about the party! From now, the party leader can set one out of four looting types you can share your loot during the raids and a few more options.

    On the other hand,this update brings another round of improvements requested by the Community and introduces important Quality of Life changes and Fixes – like increasing the life of the mounts, improved chances for enchants or fixing damage type of the NPCs. Check the list below!

    New Glory season coming soon:


    We’d like to give you the date of the new Glory season’s start! The current season will end on Thursday, May. 14th. Also, we’d like to remind that the last day of the season – Wednesday – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points at 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 about 2 months and the top players are rewarded with unique titles, achievements, 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!

    Take your chances and climb up the ranking ladders over these last few days of this season. The fame and rewards await!

    Changelog v.0.9.3.5




    As always, the screenshot's author is rewarded. Veland – check your Ambers after the next scheduled restart!

    Party Looting Types:


    • Assist – Player with the highest participation in kill got priority to loot for a few seconds. – That’s the type you had for a longer time in our game.
    • Free – Every player can loot the victim without any priorities. This type supports cooperation with players out of our party.
    • Party Free – Every party member can loot without priority - looted items belong to a player who picks them up. Other players must wait until the party's looting priority is over.
    • Party – Coins are shared among team members in the same way as the earned experience. Looted items are drawn randomly - the player during looting chooses from two buttons "Need" or "Greed", later these items are drawn among those applying for items. Remember that this particular looting type requires players to actually interact with the victim if they want to take part in Draw for items – why? Because our game got many items. If we won’t do that, we expect spam of pop-ups during raids or had to implement a huge and complicated system of thresholds. We decided to keep it simple because it is good enough for raid bosses and the most important enemies.

    As for now, all the looting types work for PVE only. We want to observe if the system will get a warm welcome, so please give us a lot of feedback about that. When the system will be clear and out of the issues, we will talk with the Community about the next iterations. We're focused on the PVE aspects for now but, of course, we're open for any suggestions regarding possible future player-looting iterations.

    We had to separate loot from the NPC enemies – now it can respawn even if their loot is still on the ground. This was required by looting types that increase the lifetime of looting bags.

    Quality of Life:


    – According to many community requests, gates will no longer respawn during the siege – including the State of War
    – Increased the lifetime of the mounts from 90 to 180 days! – already possessed mounts, also will have their life lengthened
    – Increased chances for enchanting the equipment
    – Updated glory and PVP event memorials
    – Removed Herbalist vendors from the Stoneholm
    – Reduced the durability of static Siege Engines spawning in the quests/event areas
    – Balanced some quests and events on links – after AI changes, we keep working about numbers of enemies on the world, to adjust that to the new reality

    Fixes:


    – Fixed the damage type of NPCs – due to this bug, many NPCs deal bludgeoning damage. From now, their damage type will be suitable for main damage type of their weapon (Piercing – bows, spears; Slashing – swords, axes, knives; Bludgeoning – maces, hammers)
    – Fixed wrong displaying the animator of players with shield and 1h weapon – sometimes you could see an enemy with 1h weapon in hand and shield on their back, it was a visual bug
    – Fixed issue causing that sometimes trade requests weren’t displaying properly
    – Fixed aggro range of the Hordun Farm guards, which was way too short
    – Fixed technical issue with using non-existing items
    – Reduced the Captain Robert’s aggro range, to avoid pulling him out of the quest area
    – Fixed wrong display of quest indicator for Fabia – one of the first Sangmar quests

    Weekly Update 219 – AI & NPC Balance Updated!

    Hello Warriors!

    This week we’ve focused mostly on improving the AI of humanoid NPC enemies. The abilities of the NPC enemies couldn’t be even remotely compared to how the players fight – but no more! From now on, the NPCs are going to pose a real challenge. It also means that we could decrease the number of the NPC enemies in the world, which means improved server- and client-side optimization and, at the same time, improved ways to teach new players the combat basics. Read below for details!

    Moreover, we’ve updated the training PVP arena to adjust it to the current needs of the growing Community, and to prepare it for the planned automated and improved 5v5 tournaments. Check it on your own!

    See you in battle!

    Changelog v.0.9.3.4




    As always, the screenshot's author is rewarded. Ensiheiluja – check your Ambers after the next scheduled restart!

    AI Update & NPCs Balance:


    The changes done to the AI of NPC enemies in melee combat will be especially helpful for new players, who will be able to learn the necessary reactions through practice, and quicker enter the world of PvP as worthy opponents for the experienced players.

    Secondly, the experienced players used to the existing mechanics should be aware that the NPCs will now use blocks and feints more efficiently – you might need a while to adjust to this change but, finally, you will have any challenge in PVE combat.

    At the end of the day, the changes allowed us to reduce the number of NPC enemies in the world, which led to improving the game’s optimization, both client- and server-side. The new changes will be tweaked in the following updates, i.e. we’ll be implementing some “mistakes” to be made by the NPCs. List of changes done to the AI:

    – NPC enemies will react faster and attack faster – higher the level, faster and smarter they now get in combat (reactions of the level 1-10 NPCs are additionally slowed down to help new players learn the ropes)
    – Higher the level, better the chances that the NPC will block from the correct direction and that the block will come right in time
    – NPC enemies use kicks more often now, except for NPCs below level 20
    – NPCs can now effectively feint, except for NPCs below level 20 – higher the level, more chances that the NPC will feint from time to time
    – The NPC enemy’s attacks can’t be interrupted with yellow powerbar attacks any longer, so now it works the same as against players
    – Kicking the NPCs will no longer stun them unless they were actually blocking, so now it works the same as against players
    – Fixed staggering an NPC when the player successfully blocks a shieldbash
    – Updated the statistics and placement of numerous NPC enemies and guards in the world

    Servers’ Optimization:


    Thanks to many videos which we’ve received from our players, showing exactly specific issues, we were able to find many areas where we can improve the servers’ performance. Moreover, we’ve already applied numerous fixes in this update, which should help reduce the lags happening when the current population of a server reaches its’ max capacity, as well as in the largest battles.

    Thanks to those videos we’ll be able to apply more improvements over the next few weeks, so every developer at Black Eye Games who can contribute to this aspect will fully focus on it. We’ll still be profiling the servers at large battles and State of War and, of course, further videos from such events with /showuidebug command enabled will help use even more.

    Thank you for your help!

    Arena Update:




    [The first tourists visiting the construction site of a new Arena complex]

    We’ve updated the training PVP arena to adjust it to the current needs of the growing Community, and to prepare it for the planned automated and improved 5v5 tournaments. What’s changed?
    – The arena stands are now closer to the combat area
    – The inner square is now visibly separated from the other parts of the arena
    – Places where players could get blocked by each other have been reworked
    – Added 6 new 1v1 ranked duel arenas (there are 9 in total now) to prevent players from waiting for a free spot in the duel arenas, and added additional stands for the spectators

    Quality of Life:


    – Several optimization improvements – thanks to many videos from our players, showing exactly specific issues, we were able to find many areas to improve, and already applied numerous fixes which should reduce the lags happening when the current population of a server reaches its’ max capacity, as well as in the largest battles
    – From now on, the recently added skins for 1-handed axes (Black Coats' Tomahawk, Battleborn's Axe and Strithox) can be applied to the Black Guard’s Battle Axe too
    – Slightly increased the blades of the Black Coats' Tomahawk, Battleborn's Axe and Strithox axes skins
    – From now on, all skins for longswords can be applied to the Karleonian Longsword too
    – Removed some buttons in the Party window aren’t needed any longer after the recent update of the Party system
    – Added the option to change the Party type to the Party list panel displayed on the game’s HUD
    – Updated the wood billets delivering stage in the Florin’s Lute quest to make it more intuitive
    – Improved the detail of the Kargald Champion’s Helm skin
    – Minor improvements to the starting tutorials

    Fixes:


    – Fixed a bug causing that a player could get false-positive marked as a traitor because of assists
    – Fixed updating the damage multiplier value when equipping the parts of armor
    – Fixed a visual bug causing that the cooldown on using the /home command, which lasts for 2 days after joining a guild – could get shortened (only visually) down to 10 minutes after moving to the Guild Castle via Logistician
    – Fixed a bug causing that blacksmith Eligius didn’t open his shop after completing the starting Sangmarian quests
    – Fixed displaying colors on the lowest Level of Detail meshes of the Black Guard’s Armour
    – Fixed several equipment clipping issues

    Weekly Update 218 – Free Skin & Party System Overhaul!

    Hello warriors!

    First things first – you've got a free skin! As you probably already know it, that our friends from Fish Tank Studio are making Gloria Victis: Siege which will be set in the Gloria Victis world, and they just hit 10.000 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 the Ismir Leader Helm from the trailer for free!
    • Every player who logged within the last 7 days received an in-game notification which lets you claim the badass Kargald Champion Helm skin
    • Moreover, every player who logs until the next scheduled restart (Apr 24th, 9:20 AM GMT+2) will get the skin too, right at the restart
    • Next goal – the public reveal of the first soundtrack made by famous Marcin Przybyłowicz and Magda Urbańska!
    • We will reveal another goal next week, so stay tuned!

    On the other hand, a new weekly update has arrived – and we've overhauled the party system! With the addition of customizable player icons on the map, toggleable visibility of such, new types of the party which you can choose from, and numerous smaller or bigger improvements, this system will be much more convenient from now. Besides that, there are several optimization changes, various gameplay improvements and some new crazy looking skins to choose from.

    Try out the update and claim your own Kargald Helm skin for free, and see you in battle!



    Changelog v.0.9.3.3


    Party System:


    – Introduced the party management panel allowing the party leader to:
    • Set the party type
    • Toggle the map position visibility for each player
    • Set the detailed permissions for party members
    • Set the displayed symbol for each player’s position marker

    – Introduced various party types, besides the standard one:
    • Hidden – allows to hide the position of party members and give permissions to see them to selected players, so you can i.e. hide your scouts from the spies or hide everyone, or show only leaders, and so on
    • Open – every player can invite new members and accept them, although still there is a leader who can change the party settings, kick players, hide their positions and so on
    • No leader – a common party which doesn't require preparations; by default, no player takes the rulership and all members are equal but any member can become the leader at any time

    Quality of Life:




    – Several server-side optimization improvements
    – Updated placement of the NPC enemies to improve the server-side performance and reduce the number of NPC enemies encountered in the PVP areas, i.e. in the central part of the world
    – Numerous minor improvements to the players synchronization, such as fix to the bug causing that the first step made by the player’s character seen by another player was made in the same direction where the character was moving when in stopped, or that the character seen by another player didn’t immediately stop when running at another character, even though it actually stopped on the player’s PC and on the server
    – Updated the crafting chance calculation due to a recent fix to a bug causing that the Mentor Points used to give way too much bonus chance, which was additionally hidden by the fact that, by design, the bonuses from Mentor Points are not visible so even if the interface displayed i.e. 84% chance for +4 item, it was actually 100%; we don't want to bring back the wrong calculations for Mentor Points but we increased the base chance for using +4 workshop, so instead of the former 84% chance for +4 items you used to get with all bonuses except cards, it will now be 90% (plus the hidden “luck factor” from the number of your Mentor Points), so while creating a +3 item at the top workshop will theoretically be possible, it’s not going to happen frequently
    – Added the [Group event] prefix to the names of dynamic events which are designed for groups
    – Several minor improvements to various quests and dynamic events
    – Addeda new set of skins for the Black Guard medium armor, fitting to the Mercykiller’s Helm
    – Added 3 skins for one-handed axes



    Fixes:


    – Fixed the arena button’s tooltip and progress bar texts when moving to/from the arena
    – Fixed displaying the interaction labels when hovering the cursor over the mount
    – Fixed a bug causing that the player’s attack could get false-positive registered as an ally hit
    – Fixed a bug causing small client-side desynchronization of the mount’s disappearing
    – Fixed the clipping issues for several shoes models
    – Fixed the Midland nation’s name Chinese translation – it’s been changed from 中土 to 米德兰

    Weekly Update 217 – Commands system just added!

    Hello warriors!

    Another update filled with Quality of Life improvements is live! This week we’ve added a long-requested feature: quick chat commands selected from the roulette that let you give orders to your allies!

    Moreover, from this update, you’ll be rewarded for being active in the State of War! Either a defender or attacker, join the siege to get your effort paid back. Check down below for details!

    Also, we’re thinking about a satisfying solution for the Open State of War which takes place on Saturdays. We’re aware it might be inconvenient to be forced to come for it every week, even though the addition of Open SoW has been welcomed warmly since it created a lot of open-world PVP opportunities, and that’s why most of us play Gloria Victis. Moreover, prior to introducing the Open Sow, there was at least one nation without any Guild Castle on every server, which isn’t the case anymore.

    For these reasons, we’d like to keep the Open SoW in-game, but to reduce its frequency a bit. So our idea is to have an Open SoWs once every 2 weeks, and in between them you’ll have a chance to take part in the automated and improved 5v5 tourneys, with complete matchmaking and grouping system. We'll be aiming to have more different activities in the future, so Open SoWs could then happen less frequently.

    Tell us what do you think about this idea! Of course, we’re all for introducing more various activities for Saturdays in the future, so we encourage everyone to share your ideas too.

    See you in battle!

    Changelog v.0.9.3.2





    As always, the screenshot's author is rewarded. sCaRfaCe – check your Ambers after the next scheduled restart!

    Quality of Life:


    – Introduced a command system which lets you select quick commands from a roulette [default: X key] to display them in the Say chat – this addition should greatly help coordinate the actions of a group of players in the heat of battle
    – Introduced rewards for the activity in State of War (can be gained only once during the given time frame of State of War) to promote more engagement and actually attacking the enemy locations:
    • Single reward for defenders who were present in the province during State of War, if the location was eventually captured
    • Double reward for defenders who were present in the province during State of War, if they successfully defended it – this reward replaces the single reward for a lost defense
    • Single reward for the attackers who were present in the province during State of War, if they managed to reach 100% of activity in the siege
    • Additional single reward for the attackers who were present in the province during State of War, if they eventually captured the province

    – From now on, the boiling oil at the guild castle keep has 3 minutes of cooldown, contrary to 1 minute at the nation-controlled castle keeps
    – Slightly increased the mount’s running and sprinting speed
    – Disabled a possibility to unstuck while swimming to prevent exploiting it
    – Improved placement of numerous resource nodes in various locations
    – Updated the placement of NPC enemies near Otton the Raubritter’s hideout and doubled their respawn time
    – Updated the levels of the dynamic events in the area between Blackrock and Volkvar castles because they weren’t visible for most of the players
    – Updated the location upgrading tutorial and the name of the Architect’s Table



    Fixes:


    – Fixed an edge-case bug causing receiving the traitor status for a player who applied bleeding to an ally in the open-world arena (i.e. in the guild castle) and left the arena before the bleeding ended
    – Fixed a bug causing that equipping an already equipped item by a hotbar key used to queue up, ending in a loop of equipping the same item
    – Fixed searching items in the Market window in German and Korean languages
    – Fixed a bug causing that the production speed bonus at player-build furnaces worked only until the server restart
    – Fixed a bug causing that the medics didn’t get a share of NP for kills gained by the player who they revived, but those players gained more NP than they should get
    – Fixed a bug causing that when comparing two items, the tier/quality overlay was copied from the first item to the second one
    – Fixed a bug causing that the 1v1 arena duel icon was replaced with an old icon after registering to a duel
    – Fixed the dialogs of Sir Rodric and Askell
    – Fixed the respawn time of mercenaries in the “Menace in the Mist” questline
    – Fixed a bug causing displaying a false icon of the player’s mount on the map even before it was spawned
    – Fixed a bug causing that the ambient sound effects of birds could stack on each other in some cases
    – Minor fixes to various dynamic events
    – Fixed a bug causing that the dynamic events in the area between Dimar and Waterford castles weren’t visible on the map