Update 363 – New reinforcement and crafting systems, and New Skin!
Hello community!
Today we are presenting to you a new reinforcement system and a new crafting system. With today’s update, we are slightly increasing the durability of all items, also tools from tier 1 to 4 from now on will have the same higher base durability. On top of that, we are introducing a new Skin set – Armoured Landsknecht with a new weapon skin for Lordly Haven Halberd, we are changing the base price for all reinforcements, and from today, Meteoric Reinforcement with Renovation Kits requires less Meteoric Iron. Today we are introducing a New guild Technology – Karleonian Craftsman that is increasing the value of restored durability by NPC Vendors and today we are introducing Transport Wagons that can be used to transport building resources. And as every week, we’re implementing a bunch of fixes for multiple systems.
The screenshot’s authors will be awarded. DarkShin, Rambs and [TBP] ConradCross – Contact Koma#4247 via Discord to receive your ambers!
Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Banshi
https://www.youtube.com/watch?v=Z7dBDm7prCc Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
Changelog v.1.1.8
Transport Wagons
We’re glad that our recent building changes have been received so well. But we want to make it even more funnier by implementing the most common feedback about it - Transport Wagons!
– Transport Wagons that can be used to transport resources have been added. – A player can spawn one cart by talking with an NPC called the Siege Engineer that stands around each barracks. – Transport carts are capable of transporting 5 Building Mortar, 7 Building stones and 9 Building wood at the same time. – Added minimap icon to Siege Quartermaster to make it easier to find him – Wagon will despawn automatically after 5 minutes of lack of inactivity – Each interaction with Wagon is restarting that timer, which means each material add or collection is counted as an interaction. – Resources from destroyed wagons are not disappearing instantly and they are still pickable for a few minutes.
Durability Changes
– The base durability of all weapons, armours and tools in all tiers was slightly increased, by about 10%. Also, tools in tiers 1 to 4 have the same base durability and with new durability it is equal to 900 base durability. Previously each tier of tool had different durability values. It has been equalized because there are fewer options to restore item durability. Additionally, to make durability changes nicer for players, we increased base % of durability restore and added new guild technology.
New guild Technology – Karleonian Craftsman
– Karleonian Craftsman technology makes repairing items at NPC Vendors much more effective. – With each level in the Karleonian Craftsman technology, all NPC Vendors will restore more item durability. – The base amount of durability that Vendors restore has been increased. Previously, they restored 50% of the lost durability. Now they restore 65%. With level 10 Karleonan Craftsman tech, Vendors restore 92% of the item’s durability
New Reinforcement System
The following changes are being made to Reinforcement kits. The crafters have bonuses for reinforcing items, so they will still be the ones who will supply the market with the best items just in a slightly different way than before.
– Failing does not destroy the item. – If the reinforcement attempt fails on an item of +4 or higher quality, the item loses one 1 quality level. – If the Reinforcement attempt fails on an item between +0 and +3, the item does not lose a quality level. – Successful reinforcement does not repair the item’s durability. – The Renovation Kit restores base durability as it did before but from now on, they restore different values of base durability based on the Renovation Kit tier and each tier is restoring more of base durability than previously. – Common Renovation Kit restores 20% of base durability (Previously 20%) – Decent Renovation Kit restores 25% of base durability (Previously 20%) – Master Renovation Kit restores 35% of base durability (Previously 20%) – Changed the chances of a successful and unsuccessful renovation and from now on, the chances for successful renovation are higher. – Meteoric Iron Reinforcement prevents an item from losing a quality level on a failed reinforcement. – Meteoric Iron Reinforcement no longer restores item durability. – From now on the reinforcing window will tell you about what impacts the chance for successful reinforcing.
Reminder and Explanation of how renovation works If you use Common Renovation Kit and the attempt will be successful, then that renovation attempt will result in adding 20% of the base durability to the current durability of an item. For example, if we have 3000/3000 item with 4500 base durability, after successful renovation it will have 3000 + 20% * 4500, so 3900/3900(4500). With an additional successful renovation, the item will reach its base durability, so it will be 4500/4500(4500).
Chances for success – Reinforcement difficulty is now based on QUALITY rather than TIER. Previously it was easier to reinforce items of lower tier and now the difficulty is bound to the quality of the item instead of his tier. This change will make upgrading low-tier items more expensive and harder to gain a stat difference between other tiers. This change is to ensure that players will not run around in cheap and poor +6 quality items, and will start wearing better items because it will be more profitable for them financially. – The chance of success for reinforcing is the same for all item tiers. For example, reinforcing a Tier 2 weapon to +5 has the same chance of success as reinforcing a Tier 5 weapon to +5. Previously it was much easier to reinforce the tier 2 item. – It is harder to reinforce an item from +0 to +3 than it was previously. This should make crafting higher quality items more valuable to begin with because lower quality reinforcements are more likely to fail.
Meteoric Reinforcement and Renovation Kit In today's update, we are changing the needed Meteoric Iron to make the Meteoric Reinforcement and Meteoric Renovation Kit. The previous required amounts of needed Meteoric Iron were too high and because of that, Meteoric tools were Elit and were not usable as frequently as we want.
– Meteoric Iron reinforcement requires 50 Meteoric Iron (Previously 100 Meteoric Iron) – Common Renovation kit requires 5 Meteoric Iron (Previously 5 Meteoric Iron) – Decent Renovation kit requires 15 Meteoric Iron (Previously 25 Meteoric Iron) – Master Renovation kit requires 60 Meteoric Iron (Previously 100 Meteoric Iron)
Reinforcement price changes We are changing the prices for reinforcement kits and the most important price change is touching Common Reinforcement kits. They were too cheap and players with high crafting levels by using them were able to reinforce items to a very high quality at very low cost.
Changes to the quality of crafted items produced by hand versus using workshops. Crafters will keep a high income from selling items because their crafting level and skill will have a big impact on the quality of crafted items. Which with reinforcement kits prices update will let them bypass quite expensive reinforcing. – Items crafted by hand will always have +0 quality. – Items crafted at workshops have a possibility for +0 to +3 quality results. The chance of crafting +3 quality depends on the personal crafting level, Workshop level, and any Crafting Chance modifiers. – As of today, crafting a +1/+2/+3 item is as difficult as crafting a +4/+5/+6 item before today's update. This is to increase the importance of high-level crafting.
Tweaks in resource gathering
– Based on our data since the last update, the yield of some resources has been increased. – Wood and mining resources will respawn faster.
Herbs – Herbs have been repositioned on the world map to more suitable and logical places. – The number of herbs in the loot zone has been increased.
Quality of life
– Improvements have been made related to ping compensation of kicking mechanics. – Wooden billets can be used to craft Hersir’s, Veles’ and Soldier’s weapons. Previously, it required using coal. – Siege weapon spawning has been improved so that they do not float as much when spawned. Now they will fall more fluidly to their position and snap to the ground better.
Skin – Armoured Landsknecht Set
– The Armoured Landsknecht Set has a medium helmet and gloves, with heavy chest, legs, boots and shoulders. It is based on the Midland style so it requires Karleonian, Knight’s or Guardsman’s equipment. – The Armoured Landsknecht Weapon Set includes skin for the Lordly Haven Halberd
Fixes
– Fixed the chest drop at The Griffin’s company. – Fixed the storehouse drop from the chest at Aquitania. – Fixed the recipe for the Fish Soup. The ingredients didn’t fit in the recipe UI. – Fixed invisible colliders at Hordun Temple that could lead to blocking siege machines. – Fixed some bridges at locations (Skogar, Dimar) that could block siege machines. – Fixed exploitable windows at Abbey where attackers could kill guards through them. – Fixed skins for throwing rocks. – Fixed stone keeps. NPC could walk through closed doors, walls and columns. – Fixed quest board event Farming Aid for Midland and Ismir nation. – Fixed the visibility of feet on Karleonian Chainmail Leg Armor. – Fixed displaying the crafting chance of an item. – Fixed the position of coal that was stuck in a wooden structure and it was not possible to gather it.
Announcement
We have an important announcement to make regarding the start of the new Glory Season. Last week, we have announced, that the new season will be starting on the 15th of June (Thursday this week). However, we have decided to postpone it till the next week. This means that the new Glory Season will start on the 22nd of June, and 21st of June will be the last day of the season.
We want each season to be started with the introduction of new and interesting mechanics, like the upcoming Guild Ownership over National Castles. We believe, that an additional week of development will help us polish the new system and start the new season together with delivering this key feature.
This means that the planned New Beginning server merges will take place together with the end of the Glory Season (22nd of June). On the 22nd of June, the following servers will be merged together: – Wolfield and Wolfield 2 will be merged into Wolfield – Holmridge and Holmridge 2 will be merged into Holmridge
Update 362 – First iteration of Buildings and Resources balance
Hello community!
Today we are coming to you with very huge changes related to the resource gathering. These changes are touching many aspects of our game economy. Today’s first iteration is focused on resource gathering from the locations such as mines, lumber mills in non-loot zone and loot zone. We are making changes in the distribution of resources, which means we are moving resources to their dedicated zones, we are assigning locations unique resources, which means a given location will specialize in a given resource and will have them the most but this doesn’t mean that one nation will we have not access to let’s coal. Location and their resources are mirrored across all the nations, so if Rodrok is specialized in coal, then the Ulfgard and Seclaw will be too.
Also with today’s update, we are bringing the first iteration of the new building and repairing system. From now on players will carry packages with the resources and will be placing them on the wooden pallet near the structure that is being built or is being repaired instead of using their own materials from the bags and then dragging them to the construction window.
Let us remind you about a feature named “Guild Owning the Nation-Controlled Locations” that we are currently working on at the same time as Guild Castles. This feature will greatly increase the meaning of the non-loot location and loot zone location as well. You can expect this feature to be implemented in the next few weeks.
End of the Glory Season
The New Glory season will start on Thursday, June 15. Also, we’d like to remind you that the last day of the season – Wednesday, June 14 – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, Nation Points collected by a player will count from 0 as the new season will begin.
Also, today we would like to remind you that in the next week, we are gonna merge Wolfield and Wolfied 2 into one server and Holmridge and Holmridge 2 as well.
A little explanation for the new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount +of earned CP depends on your position on the leaderboard, so draw your weapons and fight your way to the top!
The screenshot’s authors will be awarded. Liutbert, Makaroniusz and inquisitorOH – Contact Koma#4247 via Discord to receive your ambers!
Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Skryta Modliszka https://youtu.be/T5_xvP8zBao Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
Changelog v.1.1.7
New structure building and repairing system
In today's update, we're introducing a new structure building and repairing system. Prior to today's update, players had to use their own resources to build and repair, meaning they used resources from their bags. The player approached the construction, moved items from his bag to the construction window and began construction.
Today's update changes the approach and the way structures are built and repaired. Starting today, the Bastion will produce three types of resource packs that players will use to build and repair. The package is an interactive item, which means that the player will pick up such a package and bring it to the structure that is being built or repaired.
The packages will be right next to each bastion on wooden pallets. There are three wooden pallets and different resources will appear on each separate pallet. On one pallet there will be logs, on the other mortar, and on the third hewn stone.
As we mentioned, from now on the bastion will produce resources that will be used to build and repair, but the bastion will not produce resources out of nothing. Today we're adding a new need called Building Resources to bastions that are responsible for generating resource packs. This need will be satisfied with building materials, i.e. finished wood, granite, gneiss, lime, mortar, and nails. These resources have been divided into tiers and the better the resource tier we give to the bastion, the more effectively we will satisfy the need of the bastion. Each package taken from the pallet will reduce the current level of Building Resources in the bastion.
Resource gathering rebalance
In today's update, we are introducing the first iteration of changes related to resource gathering rebalance. Today's changes are related to resources that players are gathering in mines, lumber mills and in the open world. Locations from now on will specialize in specific resources and endgame resources (Tier 4 and Tier 5) that appeared in the non-loot zone are now moved to the loot zone. Let's remember that resources have been divided into tiers and resources of a specific tier will only appear in a specific zone (loot zone and non-loot zone). All of the resources from both zones are required for creating end-game items. For that reason, both zones will have resources needed for end-game players, and those who won't want to get into the loot zone will be able to buy or sell materials required via the Auction Houses.
Also today, the position of bosses in the open world is changing. Each boss drops endgame resources, i.e. tiers 4 and 5. Because of this, they are moved to the loot zone. Each boss will have a hideout, and this hideout will only be marked on the minimap when the player is close to it and the boss is respawned. That way we will increase the number of players that roam in the zone and will make the roams high-risk high-reward.
Resources in locations
With today's update, we're making changes to resource distribution across all locations. The change applies to mining resources and all types of wood. From today, locations will specialize in a specific resource based on its zone, and each location will have a few other resources that will be also found at many locations. Unique resources can additionally be found in the open world and in abandoned mines.
For example, Castle Skergard will specialize in Nitrite, a tier 4 resource, which means that it will have Nitrite in the mine, and no other castle will have it. However, this does not mean that Nitrite will only occur here. You will still find Nitrite in the open world and abandoned mines.
Castle Audunstede will specialize in Sulfur, Aquitania will specialize in Calcite crystal, and similarly to Castle Skergard, Sulfur and Calcite will be found in the open world and abandoned mines.
Will these be the only resources at these castles? No. Skergard, Audunstede, and Aquitania will have other resources in the same amount at each castle. These resources are siderite, coal, salt, great wood, and excellent wood.
Also, we are changing how many resources players obtain from a single node and how long they spend gathering it in each location. Nodes at locations such as mines, lumber mills and castles will now give fewer resources, but these will respawn very quickly, from between 4 to 7 minutes. Resources that are in the open world will give more resources per node (equal to the number of resources in a node before today’s change) and they will respawn longer than the nodes before today’s change. People who roam will have the chance to find nodes that give many more resources than those that are in the locations. We are making this change to encourage people to roam more around the map, and we want to reward these people who are doing this.
The next reason why we are making these changes in location resources is because currently players may arrive and find an empty mine or lumber mill, requiring them to wait for resources to appear. Alternatively, they may be lucky and find resources still available for collection. After gathering these resources, players move on to another mine. We want to ensure that players always have resources to collect.
Resources in the open world
Before today's change, resources in the open world were distributed differently on the map and the different tiers of resources were mixed with each other. For example, tier 4 and tier 5 endgame resources could be found in the non-loot zone, where this zone is now intended to be dedicated to tier 1, tier 2 and tier 3 resources. As of today, endgame resources that used to be present in the non-loot zone have been moved to the loot zone to clearly indicate where a given resource tier appears on the map.
A reminder, that all tier resources are required for end-game crafting - which means non-loot zone players will have an important part in the economy, and will be able to obtain end-game materials using the Auction House system.
Also, we are making sure that resources in the open world are valuable and reasonable. To make them so, the resources in the open world will have a higher yield of resources, and the time needed to gather them will be decreased compared to the resources in locations.
Abandoned mines Abandoned mines from now on will give resources that fit new resources assumptions. These mines that are in loot-zone, will spawn only loot-zone resources (Tier 4 and Tier 5). These mines that are on non-loot-zone will spawn only non-loot-zone resources (Tier 1, Tier 2, and Tier 3) and there will be no longer top-tier monastic drinks as a reward.
Seeds Today's changes to resource rebalance also slightly affect seeds. Overall Seeds had no gameplay loop as players were gaining more of them during farming plants than it was needed to plant them in the first place. That led to open-world herbs roaming gameplay loop non-existent. From now on, plants grown by the players will yield fewer seeds, but the open-world herbs will be dropping more seeds. Tool and field quality will affect the number of seeds that players will receive after gathering their grown plants.
With this change, we want to create another layer of content for the roaming players. From now on roamers could search for herbs that will give them needed seeds. Thanks to that we are giving more meaning to the herbs that are in the open world and players will be able to make money from selling the seeds.
Resources at raid events
In today's update, we are adding mining resources that players will be able to gather during raid events. Below is the list of resources that each raid will have.
Note: The number in bracket () means the number of nodes that players can mine during the raid event.
The Griffins company Coal (2), Granite (1), Magnetite (1),
Sea wraith Quartz (1)
Tektite and quarts changes From now, tektite and his substitute quartz, are more elite resources than they were before. We will find them only at raids and in abandoned mines in the loot zone. There will be no tektite and quartz from different resources, locations, or the open world. Try to find them at Sea Wraiths, Catacombs, Temple of Doom, The banished crusade, or in an abandoned mine in the loot zone. We want to make them still not very expensive but mined mostly at raids by groups, to reward them and give reasons to group up. Still, if someone can't take a group, can gather them in the abandoned mines in the loot zone or farm different resources, sell them, and buy at the market from people who farm tektite and quartz.
Market Keeper in each major location
From now on in each major location such as Ulfgard, Haddah Castle and Temples, players will be able to find a Market Keeper. This tweak will enable players to gather the resources that can be found in their location and easily put them up for sale on the market. This change will not only bring more life to the marketplace, as there will be a constant flow of the Loot Zone exclusive materials to the buyers in the Non-Loot (and vice versa), but it will also enable the players to spend more time in the open world location of their preference without the need to move back to the capital to sell their goods or stack up on some equipment. Note that the Market Keeper works cross nations and cross-servers.
Update Stockpiles at Lootzone locations
Current stockpile chests got changed drop to new ones in mines and lumbers. From now, workers will gather here only the main resources that are produced in this location. In loot zone forts, it will be coal, while, in locations such as Skergard, Audunstede, and Aquitania it will be nitrite, sulfur, and calcite.
New Boss distribution
Bosses in our game give access to tier 4 and tier 5 endgame resources. Prior to today's change, bosses were mostly only found in safe zones and we're moving them to the loot zone because each boss is a source of endgame resources and leaving them in safe zones is inconsistent with the concept of endgame resources only spawning in loot zones, which means is inconsistent with the concept of risk vs reward balancing game.
Starting today, bosses will spawn in the loot zone and each boss will have his own hideout. This hideout will be marked, but only on the minimap, when the player is close to it and when the boss is respawned. That way we want to award players who roam around the map, and we want to give players some information about these beasts’ existence, and let the players know that right here a Boss is spawned.
Changes in events and spots
Most changes in events are delayed, but some of them that are important for new assumptions, we have to remove. Today hunting places and great hunt got removed from the game and they were replaced by the new boss distribution and their hideouts.
Building resources and new resources deploy, called a "pickaxe quest" got removed. Right now we have much more resources in the open world and these events will only force us to reduce the number of spawners in the world for every player, while not many people do these events.
Recipe and crafting changes
Bows crafting: Hide glue becomes tier 3 material. Due to this, we remove it from tier 1 and tier 2 bows recipes. Recipes for tier 2 bows, instead of suet or hide glue to craft will use beeswax. Recipes for tier 4 bows will use suet.
Wood billets crafting: Increased the amount of wood billets the players can get from crafting by 50% but for single craft players will need to use 1 finished wood or 2 not finished.
Charcoal crafting: The same way as in wooden billets was applied to charcoal crafting. Additionally, this material becomes a tier 3 resource, so from now, players can’t craft charcoal using tier 1 and tier 2 logs.
Dziwer bar crafting: Dziwer bar doesn’t need calcite anymore but aqua fortis will require this material. Dziwer bar will require 3 siderite (from now there is a lot more siderite at the loot zone than before).
Aqua fortis: Aqua fortis will no longer require quartz (this resource becomes a bulat bar material). We reduced the amount of needed sulfur to 5 and added 5 calcite. This makes balanced proportions from 3 loot zone castles.
Iron lump: Iron lump will need 2 limonites. Limonite become a more important resource than before, and we need to increase its demand, while its supply is very big. We can do it by increasing the needed steel bars etc but this will increase also the cost of higher tier items, while this change almost shouldn’t change prices.
Cooking: Removed salt from low-level cooking recipes and moved it to higher in level recipes.
Quality of life
– We changed how the gold from the NPC loot bag is presented. This change is related only to the loot type "Party" with a dice icon. Previously, the gold from a loot bag was distributed automatically among the players of the same party if one member just interacted with it. Because of that, players didn’t know how much money that given loot bag had inside. Players only got a notification that they received a part of that gold. Now everyone in the vicinity of that loot bag can see the amount of money that will be distributed among the players in the same party. – From now on, players will receive additional information about being in a VoD that is held on a server from another region as players were confused and were wondering why their ping is higher than it used to be. – Renamed Guardhouse to Barracks and new Houses to Guard's Houses to give more clearer information about the function of buildings. – Tweaked materials needed to upgrade Guard's Houses. – New grass particles. From now on you will notice that the grass stalk is flying occasionally over the grass models. – Werewolf dialogue quest change. The option where the NPC may cure your lycanthropy after completing the stage of digging up the chest is now more visible. – Changed lootable chests at Griffin's raid and The Banished Crusade, from now they will use the roll system similar to loot bags. – From now on, castles Twinfall, Leaktown and The Order of the Original Faith's Keep received additional link connections.
Fixes
– Fixed the translation issue while players were buying items from the Glory Vendor. The issue was that the confirmation window instead of displaying the price for a given item was displaying this symbol # – Restored the “Featured” button in the Supporter shop. – Based on player reports, we fixed an edge case related to the overhead attack that was dealing no damage. – Adjusted positions of some hanged men and corpses to match the new tree models. – Adjusted position of flying minerals and trees. – Fixed another edgecase that could lead to invisibility of other players – We noticed that the Guild banner was not decaying correctly so we fixed that. – We fixed an issue that occurred only During very long game sessions. Players were experiencing worse performance during opening the interface window.
Guild Castle information and Work In Progress Insight
Hello community!
Today’s update is postponed but we are not leaving you with empty hands. Today we are bringing to you a bunch of information related to Guild Castles, State of War. On top of that, we are bringing another exciting portion of our Work In Progress insight and the game roadmap with a summary of previous things. In this WIP you will learn about a new way of controlling and owning a national location by a guild, we are shading more light on the changes related to the announced resource gathering rebalance, so today you can read about New location for Bosses because they are part of resource gathering rebalance. Also, we are presenting you another use case of the feature "carrying objects" which we want to use in structure building and repairing. On top of that in today’s note, you can learn about the End of the Glory Season.
We're happy to present you our updated roadmap showing the features that we are currently working on, as well as summarizing the already made additions and changes. You can learn more about the introduced features in the Work in Progress section below.
End of the Glory Season
The New Glory season will start in 2 weeks, on Thursday, June 15. Also, we’d like to remind you that the last day of the season – Wednesday, June 14 – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.
Also, today we would like to announce that we will merge the following servers into one with the start of the new glory season. Wolfield and Wolfield 2 will be merged into one server, also Holmirdge servers will be merged into one.
A little explanation for the new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount +of earned CP depends on your position on the leaderboard, so draw your weapons and fight your way to the top!
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to [SK] Paradise / Shtrix (Жека)#8227 https://www.youtube.com/watch?v=acDBg80xoVw&feature=youtu.be Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
Message and information related to the Guild Castles
Very important note. State of War and Guild Castles are very important and we are working on reintroducing them with all possible resources and manpower. These tasks are very complex and intricate and only a few people from our Dev team can work on it. The rest of the team is bringing you weekly changes, improvements and is pushing further the game by introducing less complex yet important features which will complement each other.
When we think about medieval times, we imagine plate armor, axes, bows, horses, and castles. A lot of players would love to build their own castle and then further develop that castle and defend it.
In the past, we had a system called “Free building” at 9 guild castle locations on the open world map. Unfortunately, that system was not working as it was meant to work. Most guilds and players had very limited access to the guild castles, only a few guilds could own their own guild castles and because of that, only a few players had access to the free building, but we want more people to have access to that feature. Additionally, a few guilds owned the same castles for many years, stagnating the map and depriving other guilds and nations of any chance at castle ownership and growth.
We want to bring back features you loved before such as owning the guild location and freebuilding - but this time we want to make it better. Guild locations won't be limited to 9, so every guild will have chance to see their greatness and build them for their own with all their fantasy, without any restrictions from leading guilds and dependence on the whole nation.
In the past, guild castles were usually not treated as guild castles but as nation castles. Back then there was no possibility to stand against the whole enemy nation as a single guild with only its own guild members in the open world. To get help and support from its own nation, a guild needed to keep good relations with other guild leaders, and it made it so that the Guild castle wasn’t really owned by a guild, but by the whole nation. Guild battles never were held by just one guild, but by a whole nation. Guilds only cared for and took some responsibility for any guild castle, so it was never truly theirs alone.
It also meant that the guild owner didn’t have freedom in terms of how the castle would be built. He couldn't build a castle on his own without the project being accepted by other guild leaders and national engineers because the nation might not come to defend such a castle. On top of that, usually only very experienced national engineers were allowed to build castles, and the guild leader owning a castle was only among the consultants. In all this, even ordinary guild members didn't have a chance to touch the free building feature.
A feature as big as Free Building should have encouraged and attracted more people to try it, but they couldn't because only a few chosen ones had access to that feature.
On the other hand, free building did lead to some deep strategic and tactical gameplay that we would like to expand access to. A lot of things were happening around the free building feature, much more than at first glance. Some people wanted to build a castle in a way to fit as many workshops as they need inside the castle, and then they were hoping that the enemies would not siege the castle. Others were preparing castles for occasional raids of enemies under the walls, so as to easily repel or trap the enemy raiders, and there were castles prepared directly for enemy sieges and battles with the enemy. Engineers had to wait for real sieges to test their project to see if their castle build was fully successful, required some changes, or in the worst case, the castle was permanently lost.
Attackers thoroughly analyzed the weak points of the castle and developed various tactics to capture it. Often it didn't work the first time, but it opened the way for the next attempt.
The defenders' engineers had to closely watch the enemy's every move and prepare corrections to counter the enemy's tactics. Very often, even well-designed castles had to be rebuilt anyway to counter the tactics and fighting style of the rival.
Everything that we wrote is the “unknown” side of Gloria Victis State of War action for probably 99.99% of the players, that’s why because of how limited the guild castles and free building was. We want to turn that around and expand to bring this great gameplay element of complex castle building and sieging to a wider audience.
Each guild deserves its own castle, deserves the place for its own ideas, mistakes, triumphs, consequences, and the guild deserves its own successes and development. We want to give each player and guild a chance and possibility to build their own guild castle.
We believe that even if the castles provide no practical benefits and they exist only as a tool to build your own castle, it would still give many people a lot of fun, role-play possibilities and a sense of belonging. But don’t worry! Of course castles will provide practical benefits!
How will guilds get Guild Isles?
Guild Isles will be purchasable with in-game gold through a menu. Guilds will be able to choose some settings for their isle. Settings can be changed after purchase for silver.
Guild Isle Settings We want Guild islands to reach a wide audience, properly scaling to each guild’s desires, needs and abilities. Much will depend on the settings with which the guild builds the castle. “Riskier” settings will have the effect of giving more Economic and Fortification Building Points.
Guilds will be able to choose from the following settings when they buy an isle: – Isle type: Economic - More economic points to place crafting stations etc. – Isle type: Stronghold - More fortification points to build walls etc. – Loot enabled or non-loot – The size of guild battles from several preset choices. Example: 20 defenders vs 24 attackers. – The time of their guild battle.
What are the benefits of a guild castle?
Guild technology Imagine a world, where Guild Castle and instanced SoW would be a way to reach, and keep maximum level of your technologies. It will be our world after implementaton of Guild Islands! Tech Laboratories in guild castles will automatically generate a significant amount of tech points which help level up beneficial guild techs which are currently in game. The additional flow of tech points will be very important and useful because guilds rely on these buffs and improvements for their players. When a Guild Technology reaches level 5, it will start to lose tech points through decay. In order for a technology to continue to develop or be maintained, a constant flow of tech points is needed, and these points can be provided by laboratories. Choose how many tech labs you want to fit in your castle and generate points at your own pace.
Workshops Guild castles will offer access to the best workshops.
Regular Siege Times Choose the time that your castle can be sieged. Don't worry about someone coming at night or in the morning to ruin your day or ninja cap when no one’s looking.
Taxes Part of the money that you and your guild members spend on crafting items in the workshop will come back as Taxes directly to your guild treasury, improved further with Guild Tech.
Free Building Choose and manage where everything is located including workshops, crafting districts, walls, gatehouses and towers. Don’t forget to Decorate!
Why fight for the guild castle?
Tech laboratories will be one of the main targets of the enemy attack because it will be possible to loot the tech points from the labs. As a defender, you should care about the best possible concealment for your laboratories inside the walls, because the enemy will not only loot them but also paralyze their operation and this will negatively affect your guild for some time if the buildings are destroyed.
In addition, defending guilds get technology points for the fight itself, and the amount increases the longer the defense goes on. Therefore, even in the most hopeless situation, it will be better to defend yourself and earn as many of these points as possible than to abandon the fight. Attackers don't get a bonus for time, but only for capturing the flag, so they will want to conquer and rob the castle’s tech points as soon as possible.
What about the national locations? Guild castles will not have resources or farmland. Resources and money will be required to build, maintain, and run the castle.
To have a castle and to maintain it with all the bonuses it can provide, players will need to gather resources from the open world, or they will need to make money to be able to buy needed resources from the market. In practice, this will have a positive impact on the open world, this will cause more roams around the map.
All this should add up to content that will complement the current gameplay. It will add depth to the existence and development of guilds, as well as the need for the functioning of the open world and economy. Politics, alliances, training for self-improvement, or just casual play and cooperation with friends to build, develop, and test various ideas.
Work in Progress
New location for Bosses
We would like to tell you about our upcoming changes in the distribution of world Bosses such as Giant, old Scavenger, and Butcher. We are gonna remove night rituals and hunting spots from the safe and non-loot zones. At this moment, most of the Bosses are presented in the non-loot zone, and we are moving them to the loot zone. Moving them from one zone to another is a part of the gathering resource rebalance, so let us explain it further.
Right now old beasts and giants are spawned at random places in the world, in the empty areas often around endgame resources and some chests. Old Beasts and Giants are part of the resource-gathering rebalance because they are dropping end-game resources. As we stated in the previous changelogs and dedicated work-in-progress sections, we are moving end-game resources to the loot zone and dedicated raids.
While moving Beasts and Giants from one zone to another, we will create dedicated areas for them and environments to make them more interesting and exciting to fight against.
Locations of the Beasts and Giants will be marked, but only on the minimap and only when the Beasts or Giants will be spawned and only when the player is close to its spawn point area. We want to award players who roam around the map, and we want to give players some information about these beasts’ existence, and let the players know that right here the Beast or Giant is spawned.
Building construction and repair system
Some weeks ago, we introduced the carrying items mechanism which we are constantly improving and developing by increasing the number of things that players can do with carrying items. So far players can carry objects such as stones, guild banners, and scrolls which are used in the new guild event and players can carry arrows from the warehouse that are used to replenish their arrows. Today we want to tell you about another possibility of such a mechanism.
We see good opportunities to use this mechanism in building and repairing buildings as well. Which could develop our current mechanic, and add the feeling of being a real builder of medieval castles. We want to introduce changes in flow of building location, which would be based on carrying needed materials instead of operating inside the interface. We feel that it will bring a more immersive approach to building especially in the context of future guild castles. Additionally we would like to give players additional goals during sieges, by unlocking the possibility of repairing part of damaged and destroyed buildings during the ongoing siege. That means we will categorize builds into two categories, civilian and fortifications, where only civilians can be repaired during the siege.
How it will work The player will take building materials from pallets located around the bastion. Pallets will contain 3 materials used for building.
– Building stone – Building mortar – Building wood
Every started construction will have a similar pallet, but this one will be dedicated for materials needed to upgrade the building. Player’s task will be bringing the right materials from the bastion, to construction sites. Regeneration of those materials will be based on new Bastion Need called Building Resources To satisfy this need, the player provides resources such as wood, stone, gneiss, nails, clay, and so on. Yet the building cost will be much lower than now, since players will have additional work to do with carrying building materials.
Foundations for logistics The reworked system of building and repairing buildings described above will be the foundation for inter-bastion logistics. This feature can add new activities that would be based on caravan transport between locations. In future, caravans would be an additional method to increase bastion needs without spending players' money. It can bring a lot of roam content, and calm gameplay of medieval caravan master.
Guild Owning the Nation-Controlled Locations
We want to increase the meaning of nation locations for players and especially for guilds. We want to make them feel like a given location belongs to them and they are responsible for defending and caring for a given location. To do that, we need a fair system for setting the owner of the location and also giving the owners benefits for caring for and holding the given location.
Determinig the owner Right now the person who captured a given location is capturing that location for the nation they belong to and the player is set as the owner of that location. If the player was in a guild, then his guild owns that location and their guild heraldry shows on the location banner.
In the future, we want to make it so that the captured location will be assigned only to the nation that captured it, and the owner of that location will be determined by Influence Points. What does it mean? A guild that works around a given location, for example, is fighting with enemies around given location and defeat them, build structures, supply Bastion with resources, is doing quests and events around a given location will be generating influence points which will accumulate on the guild account in the given location. How much each guild has influenced in a given location will be displayed on the location window card.
For example, guild X captured a location that belongs to its motherland that was controlled by an enemy nation, they defeated defenders, built up a few structures and thanks to that action, they generated enough influence points to become the location owner. If another guild wants to become the owner of that location, then they will need to generate more points than the guild that currently owns it.
The owner of a given location will change dynamically, so this means that if another guild will gather more points than the owner, then they will immediately become the location owner.
Benefits and discount of owning a given location The guild that owns a location will earn some part of the taxes from workshops and fast travel. Guild members and also Alliance members will have discounts for these fees – discounts decrease money coming to the guild vault.
All the earned gold will appear in the chest inside the bastion that needs to be used by the guild member, or can be stolen by the enemy nation!
Guild Technology With those changes we will bring back technology “Sangmarian Official” which was operating in the Guild Castles – with some minor tweaks. That technology will be working on national locations that are owned by our guild. The main goal of this technology is to increase benefits and discounts given from the owned location.
Small explanation about Taxes. In both cases players and guild will not receive the full price from the taxes. A big part of the taxes goes into the void and the rest is going to the guild vault or players. With higher levels of that technology, the more gold from taxes guilds and players are receiving.
Update 361 – Guild banners, more destructible buildings and WIP Insight!
Hello Community!
With today’s patch, we are bringing you two things that we announced in the previous work-in-progress insight. Guild banners that grant active buffs to the players in the area and we are introducing destructible buildings such as houses and huts in capturable locations. We want to make the atmosphere of our sieges more interesting, we want to introduce a feeling of war and destruction that affects not only the fortifications around the castle but also the buildings in the center of the location, where players stay and fight through a significant part of the siege. These houses and huts will be a great addition to the locations not only in terms of battle but also for immersion purposes.
On top of that, with today's patch note, we are bringing to you another portion of Work in Progress insight. Make sure to read them and share your thoughts with us on our social media.
We are constantly working on Guild Castles which are our top priority for a long time already, and we are happy to introduce that we already feel comfortable enough that we will start doing sneak peeks about design details just next week. Stay tuned for more information!
The screenshot’s authors will be awarded. Rambs, Prometheuz and [AV] Liutbert – Contact Koma#4247 via Discord to receive your ambers!
Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to I3rooX https://youtu.be/jRYd2kIEcQk Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
Work in Progress insight
Resource gathering rebalance
In the previous “Work in Progress Insight” we announced that we are working on a complete resource rebalance, including moving the tier 4 and tier 5 resources exclusively to the Loot Zone, and placing the resources of tier 3 and below only in the safer zones. Tier 4 and 5 resources will be also available through raids.
Today, we would like to shed some more light upon what are the ground concepts of these changes:
A clear crafting path The new placement of resources will be an intuitive way for new crafters to start their path to becoming a crafting master, as while progressing to more dangerous zones they will also come across new, higher-tier materials, giving a clear sign when a progression to a higher tier zone is needed.
What is more, the new placement of resources improves not only the gameplay of adept crafters, it also introduces a clear distinction where to find resources one needs. Our crafting system is based on a concept, where a higher tier item takes a lower tier item and some additional enrichments to be crafted – crafting bulat bars requires dziwer bars, which require steel bars etc. Thus, having the resources placed in clearly distinct zones enables the best crafters to optimize their gathering spots and look for the required components in a more efficient way.
Economy shaped by the players Together with this change, we plan on bringing the Market Keeper to each major location on the map. This tweak will enable players to gather the resources that can be found in their location and easily put them up for sale on the market. This change will not only bring more life to the marketplace, as there will be a constant flow of the Loot Zone exclusive materials to the buyers in the Non-Loot (and vice versa), but it will also enable the players to spend more time in the open world location of their preference without the need to move back to the capital to sell their goods or stack up on some equipment.
Higher price for high-tier goods Currently, all materials can be found all around the map, with more of them appearing in the Loot Zone. This is not ideal for the market of high-tier materials, as their price is lowered due to the fact that they can be obtained in a less dangerous zone. The change in the placement of the resources will increase the price of the more exclusive materials found in the Loot Zone, thus making controlling locations in the Loot Zone, as well as roaming through this zone more profitable.
Promoting roaming Roaming is of key importance to the game, as it enables more thrilling encounters and fights to happen around the map. However, it’s more difficult than other types of activities as a leader is needed to guide the roaming party around the map effectively as good coordination is a key to success. We want to reward active parties and active leaders by increasing the yield of resources in the open world. While the mines will still provide a relatively safe and steady flow of materials, the nodes found out in the open will be quicker to mine and provide a better yield ratio than their counterparts.
Regarding the mines, currently, players may arrive and find them empty, requiring them to wait for resources to appear. Alternatively, they may be lucky and find resources still available for collection. After gathering these resources, players move on to another mine. To ensure that players always have resources to collect, we plan to accelerate the respawn of resources. However, to prevent the economy from being destroyed, we will also slow down the extraction of mine resources and reduce the amount extracted. This will ensure that resources in the open world are more valuable and they are justified. In addition, raw materials in the open world will yield more resources and be mined faster.
Location with unique resource We would like to try a different approach to some of the resources by making them unique for a given location, let’s say nitrite will be only available to gather at Skergard, sulfur at Audunstende, and calcite at Aquitania. We will balance mentioned resources with each other, to make them equal in terms of the yield gathering and use of resources during crafting. Of course, you will be able to find them in the open world too, to avoid a situation where a given nation is “cut off” from a given resource and to diversify the source of the resources. A nation will never be denied access to a given resource, they will be able to gather mentioned resources in the open world, will be able to buy them from the market, and will be able to get them thru raids.
That resource distribution will create a situation where players will need to care and fight over these locations, and that change will make the marketplace more alive because players will be buying more often the resources they need.
Reinforcement and crafting changes
Another key change we want to implement in the foreseeable future is the rework of how the reinforcements and crafting bonuses work. We believe there are a few changes needed in order to make the games’ crafting and reinforcing more challenging and rewarding.
Currently, the game features an item upgrade system where each item can be crafted or then reinforced all the way from a +0 to a +7 item grade. While this system provides an additional level of item management and offers a reward for the highly skilled crafters, it has its flaws which we want to take care of. Having a system, where the top crafters using top-tier workshops are able to consistently craft items with a base upgrade of +4 or above renders the items of a lesser upgrade useless. What is more, this system has a negative impact on the item reinforcement system too. Not only do the Common and Decent Item Reinforcements have a lower value than they should, but also makes items of a higher item grade but a lower tier better than the ones of a higher tier but with a lesser item grade.
In order to battle the flaws of the system and make it more rewarding, we decided to change the system in such a way that the max item grade possible to be crafted will be +3 (instead of +6 like before) and all the lower item grade chances will be lowered accordingly. This change alone will leave more space for the item reinforcements and increase the rarity and price of items of a higher grade.
Another topic that we are going to change is how the reinforcements work. Currently, a successful item reinforcement enables players to fully repair the item. This has a negative impact on the economy as it enables players to go through several “full durabilities” of an item before it breaks for good. On top of that, the ability to consistently perform successful item reinforcements is reserved for veteran players, who have a big reserve of item reinforcements and a high crafting level. This results in deepening the economic margin there is between veteran and new players.
In order to fix that issue, we want to change the way item reinforcements work. Firstly, the new reinforcements will not repair the item upon success. In order to balance out this change though, we will also change what happens upon fail-in item reinforcement. Now, a failed reinforcement results in the item getting destroyed, while in the reworked system failing an item reinforcement will result in the items’ grade dropping (i.e. from a +4 to +3).
The changes mentioned above will result in a clearer system itself and will boost the economy and the need to hold castles. What is more, this change should shed more light on the item renovation kits, as they will be the only way to increase the item's max durability back to its base state (as repairing items depletes it slowly). But to let you know, we are still debating if this is the correct approach or not, so let us know what you think. We are debating whether to make this change or stay with the current item burn if the upgrade fails.
Changelog v.1.1.6
Guild banners
We are introducing Guild banners that give allies buffs in the area of effect. Guild leaders will receive 10 banners for reaching 150% of the guild activity and the banners expire after 7 days. Banner Mechanics:
– Spawn the banner by using the item in inventory. It will appear in the player’s hands. – Walk and run with the banner. You can't sprint with it. – Banners can not be carried while mounted. – Players cannot fight while carrying the banner. – Unused banners can be traded between players' inventories or sold on the market and sales booths. – Drop the banner on the ground to fight. – Any other player may pick up and use a dropped banner, including enemies – Banners in inventory cannot be looted. – The banner spawn lasts for 20 minutes from the time it is deployed regardless of who holds it. – BUFF ALLIES: Press the attack button while carrying the banner to buff nearby allies with +1 Health regeneration and +20% stamina regeneration for 30 seconds. This buff is usable once every 30 seconds. – BUFF ALLIES: Press the block button while carrying a banner to buff nearby allies with -90% stamina drain while attacking for 1 minute. Players can receive such buff once per 20 minutes.
Destructible buildings
With today’s patch, we are adding new destructible buildings to fort locations: wooden houses and huts that spawn additional guards. By introducing them to the game, we want to increase the siege immersion. We want to create the feeling of war and destruction around the fighting location.
Each house spawns additional guards in the location and the guards that come from the houses have reduced respawn time compared to the guards from the guardhouse. A destroyed house and hut do not respawn guards, so destroying them will make the siege easier because that way players will be reducing the number of guards.
In the first iteration, we are introducing houses to the forts. Each fort has 6 houses, 3 inside the location and 3 outside. Players can destroy them by axing, burning them down, and by using siege engines.
The houses have 3 upgrade levels: – Level 0 – Destroyed house. Does not spawn guards and will transform into ruins. – Level 1 – Simple hut. Spawns one guard. – Level 2 – House. Spawns more guards than a simple hut.
Side note: In the future, we will let defenders rebuild these houses during an ongoing siege.
VoD score tweaks
In today's update, we have made changes regarding the required score to win the VoD tournament. We decided to decrease the score in the following way. We made it because the VoD events last for too long in these days.
Ismir theme map requires 500 points to win, (previously 1000 points) Midland and Sangmar theme maps require 600 points to win, (previously 1000 points) The siege map requires 1000 points to win.
The reason why the Ismir theme map requires 500 points is due to the fact that there are fewer flags that are generating points.
Quality of life
– Optimizations in the shop filters. – Tweaks to the amount of audio and sounds being played at the same time. We made it to decrease the feeling of a “sound void” during huge battles. – Increased the cooldown for quest boards related to crafting for beginners from 15 minutes to 2 hours. – Group loot chest. From now on, loot from the chest will be spread among the players with the highest rolls. The player with the highest score will receive the item which is the most valuable based on the value from the market. This works only with regular brown chests. – We made some GPU-side optimizations. This should result in potentially smoother FPS.
Fixes
– We found out that Midland was missing a quest board for beginners dedicated to tailoring and leatherworking. With today's patch, we are introducing it. – We have fixed all reported and reproduced edge cases of invisible kicks. If anyone knows of any additional reproduction please remember to send them to us.
Update 360 - New guild event: Foreign Technology and WIP insight!
Hello Community!
Today we are coming to you with a brand new guild event that will help your guild with gathering the Guild Technology experience! The event comes in a bundle with a brand new Guild Technology, with even more to come in the weeks to follow! What is more, we have decided to add a new Crafting Experience Boost Card to the Glory and Supporter Shops. Last, but not least, we have prepared a small sneak peek of the features that will be coming to Gloria Victis in the next few weeks.
Without any further ado, let’s see what this update brings!
The screenshot’s authors will be awarded. Rambs, [AV] Liutbert and Shiphouse – Contact Koma#4247 via Discord to receive your ambers!
Work in progress insight
Today we would like to remind you about our current work-in-progress tasks. We are working on resource gathering rebalance, we are working on castle sieges to make them more interesting and more immersive, we are working on guild banners, and on a few more things.
As always, we invite you to join the discussion over the planned changes, either on our Steam forums and our official Discord!
Castle siege Sieges are a huge part of our gameplay and the core of it, but we see that this aspect of gameplay has a lot of room for more interesting activities that will make it more enjoyable in the long run. We want to add new features to make sieges more interesting by adding more playable ways. To achieve that, we want to systematically add more tasks for defenders and for the attackers. Due to that, currently, we are working on introducing houses and huts to the locations that will be spawning additional guards. Attackers will be able to destroy these houses and huts, that way they will be able to reduce the amount of guards. We want to make the atmosphere of our sieges more interesting and these houses and huts will be a great addition to the locations not only in terms of battle but also for immersion purposes.
The next thing that we want to add to the location sieges is ladders. Players will be able to place a ladder only under these walls that didn’t have a roof. We will make the roofs destructible separately from the walls.
Guild banners Guild banners were almost top-upvoted suggestions through years of our development. And now, we’re glad to announce the banner-wielding feature is almost ready. At first, we will add guild banners as a reward for the guild activity. Yet, we think the feature can be the core of many interesting game events. At this moment we are planning to give 10 banners per guild that will last for 7 days. That banner will be spawnable from inventory through a special item and that banner will appear in the player's hands. The player will be able to hold that banner and walk with him in the same way as with a weapon but he will not be able to fight by using that banner, instead of, he will be able to place it on the ground and then fight by using his normal weapon. When that banner is placed on the ground, the enemies will be able to capture this flag and use it.
A player that is holding that banner by pressing a special button will be buffing his allies in the close area and that buff will last for 30 seconds. After the flag appears, it will be active for 20 minutes, and during this time the player will be able to activate the reinforcement several times.
That usage of banners will be possible in two ways, but both will boost our nearby allies with great buffs. A player that wields the banner will be able to activate the buff by pressing the attack button - for the first buff, and the block button for the second buff.
First, will be giving +1 health regeneration and +20% stamina regeneration for 30s and it will be usable every 30s. The second will be decreasing the stamina drain while attacking by 90%. That buff will last for 1 minute and it will be disposable.
Video of the Week
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to kilbo jilbo for showcasing good individual skill and for proving that you can win a fight while having fewer members alive. https://www.youtube.com/watch?v=phs7aS2y6lo&ab_channel=kilbojilbo Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
Changelog v.1.1.5
New Guild Event: Foreign Technology
Foreign Technology is a new guild event, that enables the guilds to earn a boost in their Guild Technology Experience. Follow the instructions of a Caravan Spy, to find the locations of the event, and fight your way through NPCs and enemy nations to gather the precious cargo – Guild Technology Packs.
Then, deliver the packs to the Scribe in any of the Loot Zone castles to receive your reward!
We believe that the introduction of this event is a good step towards aiding the guilds in achieving their Guild Technology goals, as well as creating more challenging, tactics-based content for the Guilds.
So wait no more, gather your Guild and venture into the lootzone to find a Caravan Spy and obtain information about Enemy Technology Caravans, which are a great source of Guild Technology Packs, that will help your guild progress the Guild Technologies!
New guild technology
With today's patch, we are introducing a new guild technology related to the newly added guild event: Foreign Technology. The new technology is called the Caravan Brigand. This technology increases the number of tokens that the guild can receive for the Foreign Technology event.
The Caravan Brigand technology has 5 levels and each level awards a higher number of tokens.
We are introducing two new cards that boost the experience for crafting, which means you will be able to speed up leveling your crafting skills. The first card boosts your crafting experience by 30%, and the second card by 50%. You can buy both cards in our item shop by spending ambers and you can buy them in the glory shop by spending your contribution points.
Barky, a growing tree that has recently become an object of worship across the Community.
Quality of Life
– From now on, events such a Werewolf, Banished Crusade, Castle raid, Griffin's company are rising the guild activity percent. – Reduced amount of gold and exp earned at crafting quest boards on the Capital islands.
Fixes
– Fixed guild announcement characters limit. By mistake, it was 250, after the fix it’s 500. – Fixed positions of the resources that were flying or underground. – Fixed a bug related to cooking and herbalism experience gained by bastion delivery. – Fixed the exit door at the Banished Crusade raid.
Update 359 – New Guild raid event, Werewolf quest and many more!
Hello Community!
Today we are bringing you a lot of the new and fresh content that we were working on in the last few weeks. With today's patch, we are introducing two new activities that are related to the guilds. From today, you will be able to participate in a new raid called “The Banished Crusade”, you will have an opportunity to learn the history of the Werewolf and the lycanthropy through the quest.
Besides that, we are expanding our new carrying feature, we are expanding current guild technologies by adding two new ones, and we are bringing a lot of changes, fixes, and improvements.
PvP Event reminder
We would like to remind you about the next 5v5 PvP tournament event on the big arena, this time that event will be held on the European server. That event will take place next Saturday, 13th May at 22:00 UTC+2.
Our most recent tournament was covered on Twitch by one of our Community Streamers. Be sure to check out the video and prepare for the upcoming tournament! https://www.twitch.tv/videos/1813169028
And now, without any further delay, let’s see what has changed this week!
The screenshot’s authors will be awarded. Blankoster, Rambs and Erikson – Contact Koma#4247 via Discord to receive your ambers!
Changelog v.1.1.4
New guild raid – The banished crusade
With today's patch, we are introducing a new exciting guild raid event that will require the player's great cooperation skills to be able to go through all the stages that we prepared for the players.
To get access to that raid, the guilds will need to get a 125% of the guild activity and then at the end of the summary week, they will get a special token that will allow them to start a newly added raid event. The entrance to that instance is through the door. Every nation has its own entrance on its own homeland territory.
Werewolf quest
Today we are also introducing a new quest that is related to our newly added boss, a Werewolf. Through that quest, players will learn the history of the Werewolf and lycanthropy.
To start that quest, the player would need to talk with an NPC that is located at Pilgrims Rock.
Werewolf tweaks
Tweaks in the bleeding damage from the Werewolf. From now on, he will be dealing less damage from the bleeding and he will not be regenerating his health passively. Werewolf is biting that is still regenerating his health.
Expansion of object carrying
Today our patch is expanding the newly added feature - carrying. From today, players will be able to renew their arrows from “barrel with arrows” or from the warehouse. The arrows in the barrel will not be restored automatically, so the players will need to replenish them in the same way as it is with the stones. The arrows generator is placed in the warehouse and the barrels for the arrows are at the nearest towers of the gatehouse and in the fort keep.
Additional information: – You can place on the ground the carrying pack of the arrows by pressing your kick button. – While carrying the pack with the arrows, you can replenish your quiver by clicking the left mouse button. – From the Warehouse player is picking up a big pack with arrows and once he placed it in the dedicated container, he will be divided into two small packs. – If the player is in combat mode and he interacts with the container with arrows or the packs of arrows at the ground, he will automatically replenish his arrows. – If the player is in unarmed mode, he will pick up a pack with the arrows. – The pack of arrows is restoring 20% of the player's max arrow capacity.
Side note: We added containers for arrows and stones to the wooden keeps that are in the forts.
Video of the Week
We cannot stress enough our happiness and gratitude to see many awesome videos posted by our active community! This week, the reward of 2000 ambers goes to:
Rival for showcasing Supremacy victory in the most recent tournament event. https://youtu.be/XGWpIyLCi74
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
Iteration of guild technologies
Today we are introducing changes in guild technology. From now on, the guild will be able to have activated all technologies, this means that there are no limitations. Before that change, the guild could have activated only 3 technologies.
Adjustment to the existing technology
Camp Master – From now on, leveling up this technology will decrease the cooldown time for teleportation to the tent.
Sangmarian official – For now, we are disabling and hiding that technology. The points that are already in that technology will be distributed among the current active technologies that were activated by the guild. We are doing it because this technology was designated for guild castles, so that technology will be back with the instanced guild castles.
Also, with today’s patch, we are adding two new technologies.
War Logistician - This technology decreases the teleportation time to the loot zone locations and is decreasing the time for the unstuck to the closest location on the loot zone.
Veteran of Edring - This technology is decreasing the amount of damaged durability on the item after receiving a hit.
New reward stages
Once a guild reaches a certain % of the guild activity, it will get a reward in the form of a token that is used to activate certain events. Today we are updating stages for the ward and this is how it presents.
– 50% - Key to Griffin camp, – 75% - Key to Griffin camp, – 100% - Key for the Werewolf, – 125% - Key for the brand new Guild raid event, – 150% - Siege Token – 200% - Siege Token
New visual ambient effect: dust particles
Today’s update brings another part of the visuals overhaul. We introduced the new particle effects of dust and wind effects that are applied globally and will bring more ambiance to different biomes. To see these new particle effects please be sure to enable the weather effects in-game options. In the next weeks, we’ll continue working on improving the existing particle effects and further visual enhancements.
Dust strength increased for test purposes. Too strong to be in the game like that... but still looks nice!
Quality of Life
- We have improved the guild announcement in the edit mode. - Further door synchronization improvements. - Improvement in the party looting queue. From now on, the winner will be receiving the item that is the most valuable based on the average market price. - Added a new achievement and title for killing the boss from the new Guild raid event.
Fixes
- Potential fix to another edge case of NPCs blocking with a bow. - Fix to weird-looking hair during the night and in foggy weather zones. - Fixed palms and trees falling into the lanterns on the old volcano. - Fixed position of "exchange map fragments for mysterious scroll" event and explorer position. - Fixed bug with a healing effect on mineralizing brew and kvass. - Fixed error in quest boards when players leave and rejoin the same quest. - Fixed problems with spawning quest and event NPCs.
In the end, we would like to highlight a funny moment that was sent by our community member Ghostickles! https://youtu.be/eUiptr-CP70
Work in progress insight
Hello Community!
Today we would like to present to you our current work in progress insight. In the following weeks, we will be focusing on the listed tasks below. Those tasks are related to our zones, loot, and non-loot. We see that the current balance between those two zones is not so healthy and is creating situations where players are not attending loot zone events and are avoiding this area rather than participating in it. That's because players are able to get exactly the same resources in the non-loot zone, of course in smaller amounts but it seems like these amounts are good enough. On top of that, the non-loot zone has three big events, Brandon, Ragi, and Sirius, let’s call them “Boss raids,” that are giving players a significant amount of gold. It seems like these raids and those top-tier resources that are available in the non-loot zone are enough for players to be self-sufficient, and so the loot zone is not attractive enough for the players.
Ragi, Sirius, and Brandon to loot zone area.
We want to move those three events to the middle of the map, to the loot zone area. This task will require a few weeks to be done completely and we are thinking about marking those event areas as a loot zone in their current locations, but first we want to know your opinion about it, so please, read our newest in-game questionnaire about this and tell us what you think.
Resources gathering
In the beginning, we mentioned that the current distribution of resources on the world map is not healthy and balanced. We came up with an idea to classify our current resources into tiers and assign them a zone where they will be present.
At this moment you can get high-end resources in the non-loot zone, such as Siderite, Sulfur, Aqua Regia, and Elite Quilted Canvas. We classify those resources as Tier 4 and Tier 5 resources, and we want to make those resources to be only available in the loot zone or through different events.
Resources such as pyrite, common wood, quality wood, leather, carp, and honey were classified as resources of tier 3 or below and they will be present only in the non-loot zone, one-side loot zone, or safe zone.
The list of items is very long, and we don’t want to show you the whole list to not spoil other things, but we believe that you get the point of what we are trying to do.
Resources on a given world area or location
We are trying to imagine how to make a given location or area on the world map more meaningful and want to make a given location or an area on the world map have resources that will be available only in that part of the map and nowhere else.
A followup to that idea is to put a marketplace in all the locations, such as Seaclaw, Ulfgard, Rodrock, and so on. That’s important because players will not be able to gather all needed resources in the same area or location like they can right now. They will need to buy them through the market and placing marketplaces in all locations will make things more convenient.
What are our further plans?
Currently, we are working on improving and expanding our newly added feature related to carrying objects. In the last update, we introduced “stone throwing” that players can pick up from the warehouse and throw at enemies to deal damage in a small area.
Right now, we are working on adding a similar spawner for arrows as it is for stones in the warehouse. Also, we will put some kind of barrels on the towers, which players will replenish with arrows from the warehouse. Players will be able to take arrows from those barrels or directly from the warehouse to replenish their own stock of arrows or to replenish missing arrows in the barrels.
A side note: we are not going to nerf the current arrow capacity that a player can have.
Events related to carrying objects on the loot zone
We are working on a new kind of event, where players will be delivering special packages to the designated locations. Guilds by completing those events will get experience in guild technologies. In the middle of the map will be a special NPC that will be triggering such an event, but to trigger it, guilds will need to use a special guild token that will be acquired through guild activities.
A new guild raid
This new raid will be held on an instanced island, and the entrance to that instance will be through a door, and every nation will have its own entrance on its own homeland territory. This raid will require at least 10 members to take part in it, and the guild will need to use a special token that the guild will acquire through guild activity.
Quest related to the Werewolf
We are preparing a special quest that will tell the story of our newly added boss, a Werewolf. That quest will start at Pilgrim’s Rock by talking with an NPC.
PvP Event
We would like to announce the next 5v5 PvP tournament event on the big arena, this time that event will be held on the European server. That event will take place next Saturday, 13th May at 22:00 UTC+2. We see that you liked the previous tournament and at this moment, based on the reaction under our last announcement, almost 130 players want to take part in the next 5v5 tournament.
Our most recent tournament was covered on Twitch by one of our Community Streamers. Be sure to check out the video and prepare for the upcoming tournament! https://www.twitch.tv/videos/1813169028
Update 358 — Throwing Stones and Synchronization Improvements!
Hello Community! This week we are bringing to you a few important fixes and improvements as well as a new feature – stone throwing!
While the core of our team is hard at work on the reworked State of War and Guild Islands, we have taken our time to look into combat synchronization, as well as bring a new mechanic of stone throwing, that is laying the foundation for further features connected to carrying objects – like carrying banners, new guild content, trade packs, more intricate bastion logistics system and much more!
Don’t miss out on our first Devlog after the release, and see what has changed in Gloria Victis since the release, as well as get to know what are some of the features we are currently working on!
And now, without any further delay, let’s see what has changed this week!
The screenshot’s authors will be awarded.Rambs, VTitus and Mrkingdje – Contact Koma#4247 via Discord to receive your ambers!
Changelog v.1.1.3
Throwing Stones
Today we are introducing a new feature for castle sieges – the stone-throwing. We believe that this change will bring a number of new and interesting strategies to castle sieges in Gloria Victis, giving the defenders a new way of repelling the attackers.
Since today, each fort in the game has received a new building – Materials Warehouse. This building generates a supply of stones for the defenders to pick up and carry up on the walls to strike the enemy. Be wary though, as the building can get destroyed by the attackers, preventing further generation of the stones!
What is more, gatehouses in forts now have a special container that can be filled up with stones in order to have a faster reach for them during the battle. Be sure to stack them up before a siege for a smoother defense!
As already mentioned, throwing stones is the first part of our work on carrying objects. We are already working on some new and interesting use cases for this feature that will be introduced to the game in the upcoming weeks!
Improved synchronization
This week we have improved the synchronization of players in combat, making the movement more fluid, and reducing the potential desynchronization edge cases frequency. Thanks to the recent optimizations, we were able to increase the tick rate at which the combat state is being refreshed. This change should make the combat more responsive, which will be especially visible during the arena duels.
What’s more, we have improved the synchronization and speed of opening and closing of doors, making it less likely for players to get pushed by the doors without them visibly touching the player character.
We believe that these changes should improve the overall feel of combat both during sieges as well as small-scale fights and duels.
Our team is constantly working on spotting and fixing cases of desynchronization. The videos we receive from players greatly help us speed up this process. Be sure to send us videos via Discord or email them directly to support@gloriavictisgame.com. Please remember to send uncut videos with the /showuidebug command activated.
Video of the Week
We cannot stress enough our happiness and gratitude to see many awesome videos posted by our active community! This week, the reward of 2000 ambers goes to:
Avangard, for their video showing some great combat skills and staying cool in the heat of the battle: https://www.youtube.com/watch?v=7cCQ8wCd8yE
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!
The Werewolf Elixir
The alchemists on Stoneholm have found a way to create a new and powerful elixir from the Werewolf’s blood. This new elixir gives the user a constant small health regen each second – even during combat! Be sure to get the recipe from the Champion’s Guild Officer in the loot zone!
Graphical Upgrade
Today’s update brings the last batch of visually reworked trees. Since today, acacia, cypress, palms, and baobabs have received their new visuals. Having finished the overhaul of trees, our graphical artists are already working on improvements to smaller vegetation like bushes and grass as well as preparing new dust particle effects that will improve the atmosphere and immersion around Stoneholm.
Quality of Life
– Tweaks to the way the Werewolf boss switches its aggro, and slightly decreased the Werewolf’s health regeneration. – Added the Werewolf Slayer memorials by the Werewolf altars. – Minor tweaks and optimizations to the Market. – From now on, the Siege Events happening during servers’ nightlock will always be three-way sieges. – Changed the amount of Mount Rejuvenation Elixir to a fixed value.
Fixes
– Fixed an edge case that could cause the NPCs to block with a bow if hit in a specific timeframe with a specific attack direction. Please be sure to send us video reports should this issue still occur. – Fixed an edge case that caused the catapult hit to deal double damage. – Fixed the Ferryman teleportation quest. – Fixed an edge case that would cause a player to be invisible. The issue was caused by an edge case where the player would be able to respawn before his characters' death Ragdoll would stop animating at some specific terrain angles.
Update 357 — Adjustments and Optimization
Hello Community! While the team is working on some new and interesting features for the weeks to come, we have decided not to wait and prepare a bundle of fixes and adjustments that should improve certain aspects of the gameplay – most importantly the new Valley of Death Siege mode and the fight with the Werewolf!
We have also prepared an in-game questionnaire for you about the upcoming changes to Gloria Victis. We want to know your thoughts and opinions about what is most important right now for the development of the game. On top of that we have selected some of the best videos created by our Community for the past weeks!
Without any further delay, let’s jump to the contents of today’s patch!
The screenshot’s authors will be awarded.Rambs, Ayiina and Lone Starr – Contact Koma#4247 via Discord to receive your ambers!
Changelog v.1.1.2
WiP Insight
We would like to share with you some insight into the features we are working on. Our top priority right now are the Guild Islands and the State of War rework that the core of our team is constantly working on. But we have a multidisciplinary team where not all members can help with this feature, thus we want the remaining part of the team to focus on other important features that can be achieved by them.
More challenging PvE activities
We are working on new locations and events that will become new, more challenging dungeons and PvE events. We want these events to be more strategic and require certain build types or activities to be done in order to complete them. Currently we are working on a special Guild Dungeon and another location for small groups of players.
We believe that implementing more activities of this type will improve the fun and challenge for PvE players.
Carrying objects
We are currently working on a new mechanic of carrying objects. While it’s still in it’s early days, we can already see many applications of this feature in the game – from carrying stones and oil pots to throw down on the attackers, to implementing trade runs and a more intricate logistics system for the Bastions.
We are very curious to hear your thoughts about possible use cases of this feature!
Expanding the Siege Mechanics
With the introduction of the Valley of Death Siege mode, we have started the process of testing some of the features that we want to implement to the open-world sieges.
We want the sieges to become more fun and challenging for both sides, thus we are working on adding more destructible buildings to the locations, which will become some of the points of strategic value during a siege. This way, the attackers and defenders will have more objectives to compete for during the sieges.
We are also testing some other mechanics connected with the above mentioned feature of carrying objects, as well as ladders.
We hope to be able to share some more information about this feature in the upcoming changelogs!
Every two-week video contest
We cannot stress enough our happiness and gratitude to see such nice videos posted by our active community! This week, we have chosen a few combat videos, that will be rewarded with the main reward of 2000 ambers:
SunriseQQ, for his Guilds’ fight with the Werewolf: https://www.youtube.com/watch?v=_4cj5ZI30Ak
Lokarn, for his PvP video, showcasing amazing battle for Reksvald: https://www.youtube.com/watch?v=EiKNx0PKoPc
Noob3rt, for the video showing a fun trap in the Catacombs event: https://www.youtube.com/watch?v=mDTX0UmEbK4
We would also announce the change in the video contest formula. We want to reward cool videos every week, thus since the very next week, we will be selecting one video per week that will be showcased as the "Video of the Week".
Siege Valley of Death mode improvements
We’re happy to see the new Siege mode for the Valley of Death PVP Tournament brings a lot of participants! Based on the data gathered from the held Tournaments, we made a number of improvements for the special mode:
– Removed the flags in attacking factions’ camps as they used to generate too many points for the defenders. – Added 2 new flags to concentrate the fights near the gates: Market District and Temple District. – Added a lot of detail objects and obstacles to make the fight area more interesting. – From now on, the defenders have a teleport, similar to the one available for attackers after breaking through the lower gate, to allow defenders get on their positions quicker at the beginning of the match. It can be used by interacting with the wagon at the spawn area but only until one of the lower gates is broken. – Increased the HP of gate doors and barricades to give defenders more time to get on their positions and hold the lower ring for longer. – Replaced the barricades on walls with new dedicated ones that allow defenders fighting back the attackers from elevated positions – Fixed a bug causing that destroying buildings wasn’t counted properly for all factions. – Fixed a spot allowing to bypass the lower ring’s wall near the church. – Added more light sources to the location. – Increased the VoD duration from 20 to 25 minutes. – From now on, the Siege mode VoD is forced at 8 P.M. of the local time of each server
Berserk Skin Weapons Pack
Following the introduction of the Berserk Skin last week, we are adding a weapons pack fitting the skin. Check them out and be sure to enrich your Berserk look with this bundle of cool weapons.
Quality of Life
– Further improvements in the Market backend optimization few tweaks to the UI. – Improved the translations for the new mount ageing system making it intuitive. – Increased the time to collect items from the Supporter Shop for Greenleaf players from 3 to 7 days. – Improvements in the calculation of points for destroying structures during the Siege Valley of Death mode. – Added a notification for the player destroying a structure during the Siege Valley of Death mode. – Tweaks and improvements to the Werewolf boss. From now on the fight should be more challenging and based more on proper communication and cooperation. – Added a memorial for the recording of our Gloria Victis Launch Trailer to the world. It is located in the place of the final battle from the recording, near Blackrock. – Added a new feature connected with the lycanthropy buff that can only be triggered in the loot zone. - Decreased the time of excavation digging to 120 seconds from 300 seconds
Fixes
– Fixed an issue causing some of the quest NPCs to spawn too frequently. – Fixed a treasure quest location near Werewolf’s altar in the Ismir Frontier region. – Fixes to colliders and terrain around the Werewolf Altars. - From now on placing tents in the Werewolf Altar location will not be possible.
Update 356 — Season of the Wolves!
Hello Community!
Welcome to the new Glory Season which will bring many new and interesting features for the players to enjoy. While the core of our team is working tirelessly on the rework of State of Wars and the Guild Islands, we are focusing on adding more content for guilds, and groups of players.
We have prepared a number of new features that come in today’s update! Scout the map to find the locations of the altars required to summon the most challenging boss of Gloria Victis so far — The Werewolf, roam around in pursuit of the newly added lore collections and sharpen your swords for the upcoming Valley of Death Siege Mode that will be coming tomorrow!
The top players of the just-ended season have earned their rewards and titles, so it’s time to compete against the others and fight your way to the top of the ladder! See you in battle!
A little explanation for the new players: Glory is a season–based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in–game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so get to the fight!
Without any further ado, let’s see what today’s update brings!
The screenshot’s authors will be awarded.Cynhelm, IsvRada and Magnetar – Contact Koma#4247 via Discord to receive your ambers!
Changelog v.1.2
Valley of Death Tournament Siege Map
Since tomorrow (Friday, 14th of April), we will bring new, and interesting content to the Valley of Death Tournament — a siege game mode! This new game mode features its own, unique map, designed to hold sieges with more than 300 players! We believe that this new map will become an interesting addition to current gameplay, as well as a playground for Nations and Guilds to test their combat and tactical skills!
This new mode includes using siege engines, and ladders and destroying buildings to break through to the castle's heart, capturing courtyards to face the enemies' full might in the last epic brawl for the final flag!
Gather your guilds and train your fighting skills to conquer the new Valley of Death map!
The Werewolf Boss
Today we are introducing a new and unique boss to the game — the Werewolf. To start the new boss a guild will need a special token for 150% of the guild activity. Deliver it to a special altar, and have three chances to defeat the legendary creature! But make haste as after an hour the gates of the altar will close!
The new boss is the biggest PvE challenge in the game as of yet. Its unique mechanics and specially prepared altar locations will be a real test of the guilds’ cooperation skills and speed as the fight will get harder with time and the number of players!
Defeat the beast to gain special rewards, and a new, unique item — Werewolf’s Blood which is a high-tier crafting component used for alchemy!
But beware of the Werewolf bite, as it might inflict lycanthropy that can only be cured by Marden the Cursebreaker at Pilgrim’s Rock.
Werewolf Hunters Contest
The Werewolf being our most challenging and dangerous boss in Gloria Victis, we are setting a price for its head! The group that first kills the Werewolf and sends us a video of the entire process will become immortalized on an in-game monument!
Reworked Mount Ageing System
We have reworked the way the mount aging is displayed. We want the system to be easier to understand and compare mounts to each other, thus we have changed the percentage-based system to days — from now on Players will be able to see the exact number of days that are left before the mount becomes old, and its statistics will begin to drop.
What is more, we have decided to add an option to rejuvenate a mount using a special Mount Rejuvenation Potion, that can be crafted from the blood of a Werewolf!
The recipe is possible to be bought for the Frontier Tokens from the Frontier’s Guard Commander.
Berserk Skin Set
In shamanistic rituals, Berserkers enter trance-like states, channeling the vigor and energy of mighty beasts and unleashing them in an unstoppable fury upon the battlefield. Ismirean sagas and chants feature bulls making difficult journeys and protecting others, representing fortitude, power, and prosperity.
New Lore Collections
With today’s update, we have added a total of 84 new Lore Fragments connected to the Siege of Edring, and the Caravan trapped in the Caravanserai amidst the Azebian deserts — the scenarios from Gloria Victis: Siege Survival.
The fragments are grouped into 9 Lore Collections that can be found across the map, with each collection being placed in a specific region of the map.
Mount up and ride out to find them all!
Digital Dragons Nominee
We are very proud to share with you the news, that Gloria Victis has been selected as one of the nominees for the Digital Dragons' “Best Ongoing Polish Game”. Being selected amongst such titles as Dying Light 2 and Cyberpunk 2077 makes us really motivated.
We would like to thank you all for your continuous support as this achievement would not be possible without you — our Community!
New Beginning Server Merges
With the end of the season, we have merged some servers together. Thanks to the server-side optimizations that we have been making for the past few weeks, we are able to increase the capacity of the servers, thus offering more challenging fights, epic sieges, and a world even fuller of player activity!
We will be merging the following servers together:
Wolfield 2, 3, and 4 will be merged together and take the name of Wolfield 2 Holmridge 2, 3, and 4 will be merged together and take the name of Holmridge 2 Dunshire 1, and 2 will be merged together and take the name of Dunshire 1.
As we always clearly stated, we are not planning on merging Legacy and New Beginning in the foreseeable future.
Legacy Server Merges
Based on the data we gathered, we have decided to merge the Eaglewood, Aquilla, and Dukla Legacy servers together and create a new, global Legacy server.
We can see that the overall population of the Legacy servers is low, which results in a lack of action across the servers, bringing stagnation and a lack of fun. Merging the servers will increase the balance and improve the amount of action that happens on the Legacy server.
We believe that due to the ping compensation system in-game, merging the servers is a much better solution than leaving three servers with minimal activity.
We are aware of the voices of some members of our Community, that the Legacy servers should be merged with the New Beginning servers, however, as we have already mentioned, there are no plans for such a move in the foreseeable future. The servers will be merged eventually, however, based on the data we have, we believe this is not yet that moment. The economic disparity between Legacy and New Beginning servers is too big to maintain fair and competitive gameplay. New Beginning servers are still new and very active, thus they need time to mature and stabilize on their own.
Quality of Life
— Increased the time of respawn of the minor animals around Great Hunt events to avoid them being abused — Remade one of the Frontier region Quesboard quests to a farming quest. From now on, players will need to gather their crops to complete the quest. — Added a new Supporter’s Shop item — a box with a random Mount Skin — Reduced the Glory Level requirement for top rewards from 100 to 85 Glory Level. — Improvements and adjustments in the Party Loot Distribution system, from now on if a mob drops more than one item, items will be distributed to many players based on their roll’s score.
Fixes
— Meteorite smoke particles will now stop when the meteorite is gathered — Fixed issues with the Supporter’s Shop Preview feature after relogging — Fixed some translations in the Supporter’s Shop UI — Fixed several minor events around the map, removing a possible edge case resulting in the event not completing — Adjusted the terrain around Rodrock Fort making it impossible to regen stamina on the islands below Rodrock Fort