While the majority of our team is constantly working towards the upcoming release of Gloria Victis 1.0, we are doing our best to bring new features and provide Quality of Life improvements for you to enjoy every week!
This week we are bringing to you new skin, fixes, and QoL improvements, and a very important announcement about our plans for the weeks to come!
We are introducing a new cosmetic skin set to the game using a mix of heavy and medium items. The new “Myrmidon” cosmetic skin is waiting for you in the supporter’s shop (default: [K]).
You won't find a warrior more devoted to the team than Myrmidon. Their squad is like a family: they eat together, sleep together and go into battle together. Everyone has a partner for whom he is responsible and cannot abandon him, even if he lies dead on the battlefield.
Adjustment to the shield bash mechanics
Last week, we have implemented a new way of performing a shield bash, and in response to our Community’s feedback, we have decided to implement an option to bind a shield bash to another key than the default. From now on you will be able to find a field in the keybinding options. After binding a new key to the shield bash, it will be possible to perform this type of attack by clicking the bound key while holding a block with a shield. What is more, binding the new key to shield bash, will make the “kick” button perform just kicks, meaning that it will work exactly like before the last week’s changes.
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:
Yotad, for his video highlighting the finest moments of his guild throughout the recent seasons: https://www.youtube.com/watch?v=_gLhlcXB1bg Ruffion, for a fine compilation of battles in a 2 man squad. Just look at that teamwork and combat awareness: https://www.youtube.com/watch?v=fNE_dSExZho Busegirly, for a great archer gameplay video. The accuracy and positioning are worth taking a look at: https://www.youtube.com/watch?v=WV3lq-V3sAI Be sure to use always use #gloriavictis and #playgloriavictis hashtags in your video descriptions. It greatly helps us and others to find content based on our game, and increases your visibility!
Quality of Life:
– Adjusted the values of damage reductions for heavy armor as a response to the Community feedback we have received. – Added character preview in the “Buy Summary” window – Reworked the Guild Recruitation Announcement window to a new UI style
Fixes:
– Fixed a bug that made it possible to perform a chamber with a fully loaded shield bash in certain situations. – Fixed a tag for the new Seasonal Deal Pack in the Supporter’s Shop. – Fixed a case where the title of the tutorial in the Lore Window would not fit into the space for some languages. – Fixed a bugged spear throw animation for the throwing player. – Fixed trimmed header caption label in option panel dropdowns – Unified the icon of the supporter shop for fullscreen and quick bar – Minor fixes and visual tweaks to the Supporter’s Shop – Fixed the coordinates tooltip staying on screen after closing the map
WIP Insight
Today we are coming to you with an announcement concerning the upcoming changes to the middle of the map. We announced this a while ago, but now, we are ready to shed some more light on what’s coming in the weeks to follow. The changes presented in this announcement may still vary slightly from the final version, and we are open to your feedback.
At first, when we were announcing the changes in the middle of the map and changes to how guild castles will work, we were expecting it to come all together in one big update, however, the scope has increased significantly since then and we have decided to split this huge change into parts.
The first, very significant, portion will be launched within the next updates, starting with the update on 15.12.2022, at the start of the Christmas and New Year holiday grace period we have done each year, where State of War sieges are disabled. This year will be a bit different, as instead of disabling the State of War (and in fact pausing the majority of PvP action that takes place in the middle of the map), we will introduce the updated middle of the map which will change the current Guild Castles back into Nation-controlled Castles (anyone still dreaming about the good old Original Faith’s Keep?).
This is a much-needed change, as the current Guild Castles imposed stagnation to the map outside of the State of War periods, as the guilds could sit in their castles safely, just waiting for some action that happens close to their castle. Not only does it enforce the “zerg” meta, as a big guild that controls a castle can teleport to it and rush to action in no time, but it also creates inactivity on the map, as players are feeling urged by the design to sit in a safe place and wait for content instead of being encouraged to go for conquest.
With this in mind, we have decided to revert the castles in the middle of the map to Nation-controlled Castles, while giving them all the benefits of the Guild Castles, excluding just one – safety. Nation-controlled Castles in the middle of the map, just like any other Nation-controlled Castle, will be possible to be sieged at all times, making the defence and conquest of them one of the key features of the middle of the map.
The new Nation-controlled Castles will become some of the most important castles for a nation to own, as they will still provide +4 workshops, the highest quality farms, as well as mines, lumbermills, and even storehouses, just like the current Guild Castles! On top of that, the new Nation-controlled Castles will become an essential asset during the Deadly Harvest event, as they will provide a high yield of points, greatly increasing the chances of winning. This change should offer a good chance for PvP content in the middle of the map during the entire Christmas break, instead of the regular stagnation caused by the disabling of the State of War.
https://gyazo.com/ef187fffaf9838574e9f24961ad3da67 (Work in progress, some parts of the map will still change in the upcoming days)
The previous paragraphs may have you thinking about what will happen with the current Guild Castles and guilds that own them. The Guild Castles will come back in a changed form, somewhere at the start of the next calendar year, and the current Guild Castle owners will be rewarded with a memorial obelisk in the new Nation-controlled Castles. Only two guilds per server will be rewarded for each castle – the guild that holds the castle currently, and… the guild that will hold the castle at the end of the current Glory Season.
This brings us to the next announcement – the current Glory Season will be shorter, and will end on 15.12.2022 with the introduction of the new middle of the map. So, sharpen your weapons and head to battle for the Guild Castles and Glory for your guild to be forever remembered!
Let’s reveal some of the other important changes that will be implemented in this update:
Changes in non-loot and loot zones
We are aware, that currently, activity on the map outside of the siege events is low. We find the cause of it being the “zerg” meta which makes small groups of players unwilling to roam around. This issue is even more visible due to the loot zones – a small group of players gets overrun by a bigger group they have no chance against, they lose the gear, and because of having no hope of winning another encounter, they chose to stay away from loot zones, and wait for a non-loot event. We find this state of open world to be something that goes against our goal of developing an open-world endless PvP game, where fights are happening constantly around the game’s world. In order to encourage players to do more PvP, we have decided to re-adjust the loot and non-loot zones around the map. This change should enable more casual players to take fights in a safer environment of the non-loot, while still offering a high-risk high-reward PvP experience in the middle of the map, where looting will still be enabled, and smaller-scale PvP will be encouraged. Changing the arrangement of the loot and non-loot zones will help us to adjust the spread of valuable resources, events, unique animals, and key Nation-controlled Castles in such a way, that playing in the middle of the map will be more rewarding, while the outer ring of the map will provide a safer area. After the update of the middle of the map goes live, there will be a significant change to the loot and non-loot zones in the game. The middle of the map will remain to be a looting zone, while the outer ring of the map will become a permanent non-loot zone. The borders of loot and non-loot zones can be seen here:
Considered new approach to the middle of the map fights
Currently, the mixture of fast travel and horses makes it possible for players to quickly move between locations. While it is a good thing to travel between locations on the frontline, making the fights more dynamic, we have observed that it also makes roaming solo or in a small group almost impossible, as once engaged in a fight, the player can get quickly overrun by a group of mounted players and killed without a chance to fight or escape. We would like the reworked middle of the map to be a place for small groups to fight each other in a skill-based fight rather than the ones that are based on numbers.
We are still considering different options and approaches to that topic, as we would like the middle of the map to be a place where small groups can fight freely without the fear of getting overrun by a big group of mounted players that teleport to the nearest point and get into the battle in no time.
We would like to hear your feedback on that change, so please have your say on the newly added #middle-of-the-map-feedback channel on our Discord(https://discord.gg/gloriavictis).
New PvP tokens
The reworked middle of the map will also come with new PvP tokens connected to the local quest boards. These unique tokens will be earned by doing events and quests in the middle of the map, and the Ruined Temple Raid. There will be 7 new quest boards added, divided into 4 zones with over 20 new and existing events that will award the new PvP tokens, as well as over 25 new quest board quests! PvP tokens will be exchangeable for interesting new and existing items that are useful in PvP battles.
Sneak peek into the clustered Guild Castles
With all these changes just around the corner, we would also like to provide our Community, with a sneak peek at what can be expected at the very start of 2023. Next year will be very important for Gloria Victis, as we are just a few months away from launching Gloria Victis 1.0 and one of the remaining steps before the release will be the clustered Guild Castles, which will have their first iteration going live in January 2023.
The clustered guild castles will not only offer a chance to own a Guild Castle for smaller guilds but will also enable these smaller guilds to have a chance of building their own content around building and developing their Guild Castles. The Guild Castles will become a feature that will provide a space for guild gatherings, and give a better reason to roam around the map on the lookout for rare materials for castle building as well as fight to boost the Guild’s level. With the clustered Guild Castles, the importance of technology points will be greater, as guilds will have more technologies to unlock, as well as they will be able to develop more technologies at the same time. This change will make map roaming and participating in the new State of Wars a key to becoming one of the top guilds of a server. The newly added technologies will augment many aspects of the clustered Guild Castles as well as provide buffs and features that will help the guilds to compete at the highest level.
Another important change that the clustered Guild Castles will bring is a new version of State of War. While we think that the current State of War design is good, as it brings many memorable fights, we can see its drawbacks – Guild Castles are becoming more of a national asset making the guilds owning them reliant on the nation. This means that a shift of power between the nations may result in strong guilds losing their Guild Castles to weaker ones, but such that have a bigger support from the nation. Moreover, we have seen a number of toxic behaviors emerging from owning a Guild Castle, which is not a situation we are looking for. While changing the design of the State of War, we will be also looking for ways to keep the mass Nation vs Nation PvP in the open world, by adding new systems to the game.
The new State of War design is aimed more at Guild vs Guild, or Alliance vs Alliance, and everyday content. We want each guild to be able to adjust the castle to their needs, by tweaking the size of the battle they want to be having, and do they want to have the help of their allies or not. Moreover, guilds will be able to decide on the hour of the State of War as well as the frequency of the battles (as now they will be even possible to take place daily!). This way, fairer, and more challenging battles should take place. The new system will also get rid of the toxicity that spying, griefing or an unsuccessful State of War brings, as guilds will only lose points, not castles. The system will bring more rewards and fewer penalties, while still being a competitive feature giving guilds the ability to compete with each other.
What can be expected in the first iteration?
The first iteration should feature buying a guild island, teleportation to and from the island to the open world, as well as castle building and workstation placement. Once we get this iteration live we will be gathering your feedback to improve the clustered Guild Castles while working on re-enabling State of Wars in a new, reworked version that suits the new guild castle system!
FAQ
How long will it take for State of War to be back? We aren’t ready to announce the exact date yet, but we are aiming to release State of War on the clustered Guild Castles as soon as possible after the first iteration goes live.
Will it be possible to travel to Guild Castles of other guilds? Yes, this is a feature that we are planning on implementing. It will not be a part of the first iteration but will follow shortly after the first iteration is live. We want the clusters to feel like an additional part of the open world and not something separate.
Will it be possible to have PvP outside of the State of War on the clustered Guild Castles? Yes, each guild will have the option to set their Guild Castle as a PvP zone (either non-loot or loot) in order to gain some additional benefits. Traveling to a castle that has its settings set to be a PvP zone will make it possible to fight other players at any time. We want the clustered Guild Castles to feel like a part of the open world, thus we want them to resemble the rest of the map as much as possible.
Who will be able to claim a Guild Castle once they are moved to the cluster solution? Each guild of level 10 or above will be able to claim its own castle by paying a small gold fee. The entire process will be possible through the Guild Window, and each guild will be able to own one castle.
Will there be siege events in the new Nation-controlled Castles in the middle of the map? As for now, we are not planning to implement such events (neither loot nor non-loot event) in the new Nation-controlled Castles. We want the center of the map to remain a looting zone at all times, and a place where there is a chance for some small/medium-scale PvP.
Why are you moving the Guild Castles to clusters? Moving the Guild Castles to a cluster solution is essential for two main reasons: Currently, with just 9 castles per server, the fun of running a guild castle is restricted to a very small amount of players, with freebuilding being a feature that only leaders of the biggest guilds could enjoy. We would like these features to become more available for smaller guilds too. After the official release, we expect to have to add additional servers that may eventually be merged with others. The cluster solution will make it easier to merge servers, as no guilds would need to lose a castle in that process.
When the guild castles become national castles, what resources will be available there? The new Nation-controlled Castles will have the same mines and storehouses like current Guild Castles. This will make them the most important mines on the map, and the value of such a castle will greatly increase for the nations. This change will not only enable all players of the nation to use the mine freely but also create a potential PvP hotspot, as these castles will be key to defend against attackers.
Will the clustered Guild Castles have farms or mines? The clustered Guild Castles will have no mines, however, they will have a farming area, with ground quality ranging from 50% to 100% based on the settings the guild that owns the castle chooses from – for example, will the Guild Castle be loot, non-loot, or a safe zone (the higher the risk factor of a Guild Castle, the better the ground quality).
Will there be better rewards in the middle of the map because it will be a loot zone? Yes, the middle of the map will still be the only place with the most beneficial events (Kargalds, Catacombs, Pride Long Forgotten etc.) as well as the castles located in the middle of the map will have the best workshops, mines, lumbermills, and farms. On top of that, the castles in the middle of the map will provide the most points for Deadly Harvest and offer a speed buff for the workstations, making them a valuable asset for a Nation that controls them.
What will happen to the buff for the Nation that holds 2 or more Guild Castles? The buff will be now transferred to the new Nation Castles in the middle of the map. Owning these castles will grant buffs the same way as the Guild Castles do right now. The main difference is that the Nation-controlled Castles will be possible to capture at all times, making them a constant PvP hotspot.
Will there be changes to Pilgrim's Rock? No, Pilgrim’s Rock is a special castle, and its rules will not be changed. It will remain unchanged as it remains to be an important spot for the middle of the map PvP/PvE gameplay.
Weekly Update 343: Combat changes & improvements!
Greetings, Warriors!
In today's changelog, we are happy to talk about the major update for the Gloria Victis MMORPG dedicated to combat system changes and balance.
Inspired by our player's feedback, and our own data we carefully noted and discussed various aspects of Gloria Victis' combat and found some matters worth addressing. As we are just starting a new Glory Season in the game, this is a perfect moment to introduce improvements and changes and fix some shortcomings of the combat balance. Watch the newest Dev Log for details!
On the other hand, we are happy to introduce the next part of our Game Interface overhaul by presenting a reworked Supporter Shop in the game on Black Week!
As you may also know, it is time again to vote for your favorite games in Steam Awards! We are counting on your nomination and vote in the Labor of Love category!
And now, let's check some details of the applied changes:
The screenshot’s authors will be awarded. Please contact Jesper#6555 on our official Discord to get your ambers!
Changelog v.0.9.9.7.0 Beta
Combat Changes
We set ourselves several goals we want to achieve: Balancing the two-handed weapons against each other, rebalancing heavy armor as it is rarely found in the meta-level gameplay as a full set, and improving shield gameplay, focusing on its most visible flaws.
Heavy Armor
Let’s start with one of the most significant changes in the latest update - the changes in heavy armor. For some time, we could observe that tank builds, using only heavy armor, were steadily falling out of the current meta. This was mostly caused due to high stamina drain and its fragility against blunt damage. These factors made it more beneficial to create builds that mix heavy and medium armor parts for smaller stamina drain and higher resistance to blunt damage, with the only tradeoff being sacrificing a small amount of slashing and piercing reductions.
In order to bring back full heavy builds to life, we decided to increase blunt damage reductions for heavy armor, while slightly decreasing the piercing reductions. This change should enable heavy armor users to become more resistant to all types of damage, making it the armor of choice for tank builds. We have unified the stamina mod for the chest and legs to avoid any situation where wearing a heavy chestplate will be unprofitable.
What’s more, the upkeep cost of a full heavy armor has been significantly higher than the cost for any other type of armor. Not only fighting on the frontline means that more repairs are needed, but also, up to this point the only viable heavy armor in terms of its protection to stamina drain and damage decrease ratio was the heavy armor of the highest tier. In order to change that, we have decided to increase the reductions of heavy armor of all tiers, making even lower-tier heavy items more efficient on the battlefield.
Two-handed axes
With the introduction of the recent changes, 2-handed axes have become a weapon of choice for many, as they provide many benefits like overhead damage and reach, with very few cons. We decided to reduce the slashing damage from side attacks slightly in order to balance out axes in comparison to other weapon types.
Two-handed swords
We have observed that the craftable 2 handed swords fall short of their special equivalents like the crusher, or ancient longsword. We have introduced changes in attack release speed and attribute damage modifiers for the craftable 2-handed swords in order to make them a viable option in combat and to create a hybrid subclass based on strength and dexterity – fully focused on swords.
Changes in archery
We have also taken a closer look at archery in our game. In connection with the heavy armor changes, we have decided to decrease the damage dealt by headshots, while increasing the damage dealt with hits to the body. This change will result in the max damage that can be done with a bow hit being reduced while narrowing the gap between headshots and body shots will result in dealing more consistent amounts of damage.
Passive shield block with a shield equipped in hand
Another important thing that changed with the recent update is the ability to block incoming arrows with a shield in hand! From now on, not only a shield equipped on the back but also a shield in hand will block the incoming arrows. This change makes it possible for shield players to block arrows with a shield even while charging an attack, simply by aligning the shield with the direction which the arrows are shot from. We cannot wait to see how this change will be used by our players in battle!
Changes to the shield bash mechanics
Have you ever tried to start an attack, but ended up performing a shield bash instead? We have heard the feedback of our community and decided to change the way to perform a shield bash. From now on, a shield bash will be only performed when a player holds a block with a shield and then presses the button bound to kicking (default Q). Holding these two buttons will result in the character holding a charged shield bash while unpressing the kick button will launch the shield bash. This change should improve the experience of fighting with a 1 handed weapon and a shield, and prevent unwanted shield bashes from happening.
It is worth noting that we have made those changes not only because of the above, but also to unify one-handed and two-handed weapons controllers, which have had various differences before which allowed us to unify attacks and feints speed. Timers for shield bash and “back to armed” state return have been tweaked, so it will be easier to land a fully loaded attack onto the enemy after a successful shield bash. Overhead and right-to-left attacks have been sped up.
It is quite important that you can now kick the enemy during your attack release, but you cannot do that when you are in the shield block state. All those changes will make kicks more interesting and give you the ability to master your timings and outplay your enemy.
Of course, chambering with shields and staggering after hitting a shield block is still present in the game.
Reworked Supporter Shop
We have finished work on the first version of the reworked Supporter Shop interface. Our game is being produced based only on the game sales and Supporter Shop revenue, so we are very thankful for your support and we hope you will like the improvements prepared for you. We introduced this change on Tuesday, to have an extra day to fix any possible issues, so thank you for helping us test it. In the game, you have received a notification, that due to the full rework of the skins system backend, we have to unequip all activated skins on your characters. You need to open the Supporter Shop hotkey [K] to apply your skins again! Here is the list of the improvements we made:
– Fully reworked and improved interface. – Removed the skin's window where you needed to activate the skin. From now on, you can check, buy and apply skins using only the Supporter Shop window. – Added categories to make searching skins and items much more convenient. – Grouped base items in categories to allow much easier switching between owned skins. – Grouped usable items like cards to make searching for what we are interested in easier. – Cosmetic skin sets banners are changed to vertical ones, showing the equipped armor. – The Preview section of the Supporter Shop became a sort of cart. You can dress up your character in the preview and after that move to the list of picked items to buy all of them with one click. – Skins that are not purchasable are present in the Supporter Shop to allow their activation. – After buying something as an item, the “Bought” tab is automatically opened. – From now on, each week you can collect a free gift in the Supporter Shop – it resets every Saturday.
We would like to warmly invite you to support our project and to check the offer of our ingame Shop and its new layout, and at the same time, we are happy to announce a series of discounts which will change every day throughout the whole next week! Happy shopping!
Quality of Life:
– Replaced Valley of Death tournament affix vote button to the new one. – Optimization of the map legend markers. It should greatly reduce any lag possibilities when opening the map window. – Added a possibility to remove owned cosmetic skins from the Supporter Shop cart.
Fixes:
– Fixed an issue in sheep shearing minigames where button interaction could not work properly. – Fixed the issue with the improper tag in the "No rest for the Wicked" quest where the player was asked to kill boars instead of wolves. – Multiple small fixes and improvements for the new Supporter Shop, addressing its performance and fixing visual issues. – Fixed the issue causing decorations, interactable objects, and throwables cosmetic skins to not work properly.
ssds
Weekly Update 342: Convenience improvements!
Greetings, Warriors!
Today, we are happy to introduce tweaks to various mechanics and gameplay improvements, as well as fixes to reported bugs. But on top of that, this time we’ve focused on several balance–related improvements, such as tweaking the map zones and mirroring existing events.
Also, as you probably already know, we’re working on an update that we plan to apply for next week, along with the start of the new ranking season. It’s going to include several changes, such as the planned combat improvements, which we’re working on for a few weeks already.
Gloria Victis is currently on 60%sale on Steam, so it is a perfect opportunity to get some of your friends to play! Thanks to that we’re already glad to see so many new players on the servers. We believe you’re having a good time in the game, and you’ll stay with us longer. We wish you a joyful journey through the Gloria Victis world!
Moreover, every two weeks, we are also making a community breakdown, rewarding our content creators and active members of the community with Ambers, and promoting their content on our social media hubs. Thank you for spreading the word about Gloria Victis, and helping our community to grow!
The New Glory season will start on Thursday, the 24th of November. Also, we’d like to remind you that the last day of the season – Wednesday, the 23rd of November – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.
A little explanation for the new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up!
What will the new season bring in terms of combat?
The new season of glory is the perfect opportunity to correct the shortcomings of the combat balance. The goal is to balance two-handed weapons against each other and rebalance the heavy armor, which, as an independent entity, is rarely found in the meta-level, due to how much it costs ( not only gold but also attributes, stamina, and damage outcome) and how easy it is to counter, because of hammers. We are focusing on a greater ability to build cost-effective equipment setups. We also improve the possibilities to play with a shield, focusing on its worst flaws, such as unwanted shield bashes when attacking.
Events balance
In order for all map sides to be equal in terms of events players can participate in, we are adding a mirrored Otton event to Sangmar – Midland link, with a reminder, that Ismir/Sangmar and Ismir/Midland links already have such an event.
Due to significant level design changes in that area, the sorcerer's tower placed nearby has been moved east. Ragi’s Hound became a boss for the new event, named “Hound's Lair”, and Inn quests that could be found nearby have been tweaked and some will use the new location for their purposes.
Take part in the new event and collect great rewards!
Zones balance
Thanks to reports from our players, we have found that an outdated version of the non-loot and safe zones layout has been present on the global servers. As well as the level design allows us we have adjusted the range of non-loot and safe zones in the game. Farms should be left in the lootzone area, where some were not before, and at the same time, we have ensured the siege camps are in a non-loot bubble. All sides of the map should follow the same rules now.
Quality of Life
Spawners position polish:
– Beehives in Rodrock, Ulfgard, and Eaglenest Village. – Eaglenest Village Lumber Mill building. –Abbey and Eaglenest Village wood spawners. – Lordly Heaven and Abbey building materials event spawners. – Pulled out the well and the lumberjack NPC from inside Twinfall Lumber Mill. – Some resource spawners all around the map.
Sheep shearing
We have added the last planned minigame to sheep shearing. In the minigame, you will be asked to press G, H & J keys in the correct pattern. From the top of the minigame UI, there are falling tiles. The player needs to press the right button once the tile is passing the bottom line of the minigame. While 40% of the wool loot table will always be received by the player, and the fraction of the following 60% is handed to the player based on the number of points earned from the minigame. Please mind that each key press costs 50 stamina.
Other improvements:
– Reskinned the spider's model in the game. You can meet them at Volcano, Ruined Temple raids, and Pride Long Forgotten events. – Added a five seconds delay after delivering mushrooms before the Volcano event invitation will appear. – Removed Halloween pumpkins, reward events, skeleton horse spawners, and special catapult and trebuchet projectiles
Fixes
Announcement boards:
– Fixed the issue where the quest tab was not being automatically shown as active while opening the board which has quests available for the first time. – Fixed an issue causing quests to not be visible if the player closed the board window on the quest tab and reopened it. – Fixed the problem where a proper tag was not displayed, redirecting players to other boards if there were no quests on a given one.
Other fixes:
– Over 50 level design and terrain bug fixes – Fixed an issue where workstations lists on Holds location cards were doubled – Reworked the textures of models used mainly in siege camps, fixing improper color and distance visibility issues. – Fixed an issue where spiders on the Volcano were attacking the mini-boss of the event.
Every-two week Video contest
We cannot stress enough our happiness and gratitude to see such nice videos posted by our active community almost daily! This week, we have chosen a few more artistic approaches, rewarding players from all around the world for their love for Gloria Victis. The main reward of 2000 ambers will go to:
dRogu – for his creative approach in creating GoT Stannis Baratheon heraldry using our Coat of Arms editor: https://youtu.be/6ifdp2Tp9lk Boba, for his next Gloria Victis gameplay, this time featuring a night-time Valley of Death Tournament. https://youtu.be/x5wl5CRut4w DIDI Zhang, for making a short cinematic video about our game: https://youtu.be/Hpaesh3RVyQ And we have two honorable mentions, rewarded with 500 ambers: Runnin, for mistaking a falling meteorite with a soccer ball: https://youtu.be/0R6Z35Ksh0U And Ghost With Heartbeats for his artsy screenshots mashup: https://youtu.be/_1bhiMHdZJo Be sure to use always use #gloriavictis and #playgloriavictis hashtags in your video descriptions. It greatly helps us and others to find content based on our game, and increases your visibility!
Weekly Update 341: More Tournaments!
Greetings, Warriors!
A new update is live! As always it tweaks various mechanics, adds gameplay improvements, as well as fixes to reported bugs. But on top of that, this time we’ve focused on your voice and addressing some of your requests to add more tournaments during the day. Additionally, we had some time to reskin and improve the visuals of wildlife in the game. We hope you’ll love the changes!
Increasing the number of Valley of Death tournaments was voted on by our players in the most recent ingame questionnaire, and you break another record – over 91% of asked players voted "Rather Agree" or "Definitely Agree" to the question “Should we implement one additional Valley of Death Tournament for each server?”
Tomorrow, in Poland, we will celebrate National Independence Day and other important memories of historical moments, so we are sending you the best for Veterans Day, Armistice Day, and Remembrance Day.
And now, let’s check the details of today’s update:
The screenshot’s authors will be awarded. Be sure to contact Daimon Frey#5854 on our official Discord and send him your ingame nickname to get your reward!!
Changelog v.0.9.9.6.8 Beta
Additional Valley of Death Tournament
Some voices raised recently, that our players would like to have more opportunities to take part in the Valley of Death tournaments. We decided to ask players with level 60 and above about that in the in-game questionnaire.
After asking you directly, we received very positive feedback, where over 91% of asked players voted "Rather Agree" or "Definitely Agree" to the question “Should we implement one additional Valley of Death Tournament for each server?”
Based on local server time we added one for Dukla at 12:00, for NA at 15:00, and EU at 15:00. To make this change possible, we had to move the first VoD from NA one hour earlier and the one on Dukla at 15:00, one hour later.
We are pleased to see you all united on that!
Shoutout to Felgen - we appreciate your creativity!
Technology diminishing
We were fighting this problem for quite some time already, and we are sorry for the trouble and negative emotions it caused. We introduced a few partial fixes to the problem of “doubled technologies diminishing” which were cutting possible sources of this error one by one, and today, after the last fix, we believe we found them all.
We are thankful for your reports which helped us to track this issue, and as a token of our appreciation for your support, and a small compensation for the issues, this week we are adding some points to your guild technologies bars to ease up the tension for the next few days.
Each technology that was on level 5 or above is receiving a boost. We are taking the number of points that are required to reach the next level, and multiplying it by 1.5 – this way, in every case, it will grant you an additional level in the given technology.
Wildlife models improved
We are constantly improving the game visuals, for example exchanging models and textures for new and better ones. This week, we are happy to deliver some upgrades to Gloria Victis wildlife – some animals in the game received brand-new materials and were rescaled. Now you will be able to differentiate the female scavenger from the male one and tell the origin of the bears and boars by their look.
Independence day
On the occasion of the National Independence day in Poland, in the game Supporter Shop, you will be able to find the Wings of Glory and Rotmaster’s cosmetic skin set, saber, and lance at a discount. Promotion will be available for a few days so do not miss the occasion and get yourself a nice skin to complete your collection!
Quality of Life
– Improved the marker's positions in some quests. – From now on, notifications after gaining extra attribute points will contain a number of added points. – Updated the UI of the world events cards to show correct event rewards. – Added the possibility to gain one extra attribute point when completing lore collection in a case where players have 24/25 extra attribute points. Before that change in such a case, the player didn't receive any points for it. From now, he'll receive one point. – Improved honor cosmetic skin set the animation of the cloth on the back. – Exchanged hippo to bear in the quest “Prisoner and the Beast.” – Removed the sweets from event rewards and removed the pumpkin icons on the map. You have one more week to exchange collected sweets for the rewards! – Increased the area of the Sangmar quest board “Kill animals” quest from 300 to 400 units. It should help to ensure proper progress of the killed hippos counter. – Replaced the tournament registration button with a new one. – Tournament “new player buff” has been applied to 1v1 arena with an extra condition: player's Arena Rank Level is up to level 10 (Including 10th level. Buff is not applied if the player has arena level 11 or higher). – General polishes of various NPC and materials spawners around the world.
Fixes
– Fixed an issue where spawns on Rite event could be shared between two nations. – Fixed the battering ram collider to prevent hits that were not dealing damage. – Fixed tooltips in the achievement window that could stay on screen after closing it – Fixed bugged buttons on the Nation Points confirmation window. – Fixed the issue with the mane in Royal Horseman Helmet cosmetic skin. – Fixed the issue where wooden footbridges near Hordun Temple could block the passing of the siege engines. – Fixed an issue with raycast targeting where UI (for example burning building bar) could stay on the screen after being transferred to the Valley of Death tournament.
Weekly Update 340: Expansion of the Lore System - New rewards!
Greetings, Warriors!
This week, we’re happy to introduce further expansion and polish of the Lore System – three brand new collections have been added to the game. This feature is creating more possibilities to roam around the map and search for the secrets and legends of Stoneholm scattered around. Check the details below to find out what great rewards await for completing collections!
The Halloween event is in full swing, and you have one more week to collect candies tradeable for unique rewards.
Additionally, as always we are delivering a weekly dose of Quality of Life improvements and Fixes, as well as some balance changes in the questlines, based on collected data and your feedback.
Check the details below, and see you on the battlefield!
The screenshot’s authors were awarded. Tyrader and Brudna_Ryba – check your Ambers!
Changelog v.0.9.9.6.7 Beta
New Lore Collections and Rewards
This week we are introducing three new Lore Collections with their unique sets of rewards including attribute points, titles, and experience in crafting and character development, each devoted to the history of one of the three nations we have in-game! Moreover, we have introduced new rewards for completing the “Beasts of Stoneholm” collection. From now on, you will also be able to find certain pieces of the new collections as drops from NPCs!
To sum up, let's take a look at collections we have in-game and the rewards they bring:
Beasts of Stoneholm
This collection is devoted to the terrifying beasts on the island of Stoneholm. Get all the pages, to learn about Erendi, the evil alchemist, or take a look at a note about Scavengers that has been written by one of the Midlandic monks!
We have reworked the rewards for this collection, which from now on will give: — A “Beast Expert” title! — A new skin “Ancient Beast Tamer’s Hood”!
(Players who have already collected all of the pieces of this collection, will find the new skin in their “Owned Skins” window [default: O]) after today’s patch!
A Tale of Ice and Flame
Will be a collection talking about important events in the history of Ismirs, their beliefs, and famous heroes! Be sure to look for the pieces in order to find out about the great siege of Mereley or hear the story of the famed Njordsson of Hordun Temple!
Upon collecting all the fragments of the collection you will get: — A “Grand Voyager” title! — Attribute points to boost the strength of your character! — Character Development and Crafting experience!
Age of Steel and Stone
Is a collection presenting knowledge about the beliefs of the people of Midland, as well as sheds some light upon the discovery of the island of Stoneholm, or tells the story of a massacre at Tenebrok, where Midlandic knights slaughtered Ismir, to suffer severe consequences then.
Upon collecting all the fragments of the collection you will get: — A “Royal Explorer” title! — Attribute points to boost the strength of your character! — Character Development and Crafting experience!
Under the Never-Setting Sun
Delve into the story of the Sangmar Empire with this collection and learn how The Great City of Baalhammon has been established, how Sirius became an exile, or possess the forbidden knowledge about the mysterious Azebian gods!
Upon collecting all the fragments of the collection you will get: — An “Imperial Seeker” title! — Attribute points to boost the strength of your character! — Character Development and Crafting experience!
Please be advised, that the extra attribute points can add to the same rules as points from Kargald champion cards. The limit of attributes was yet increased from 20 to 25 additional points.
Along with the redesigned rewards, we have addressed reported and found UI and UX issues in the system and fixed them all. We believe gathering the collection pieces will give you a lot of fun, and the rewards will be interesting enough to encourage you to go on an adventure. We wish you the best of luck in your voyages!
Balanced questlines
We have collected and analyzed a lot of data from the reworked questlines. Thanks to that we were able to point places in the playthrough where players could have trouble continuing quests or experienced any other issues.
Our designers took some time to introduce multiple improvements in many quests, and here’s the list of the most important changes:
– Nerfed slave hunter boss, reduced amount of animals needed to kill and checked the respawns around the last boss in the last sangmarian quest. – In Ismir quest where we meet poachers, we have added teleports and tunnel passage to ensure better UX for players. Added more markers to guide players better. – In the Ismir crafting inn area, we have added robbed caravan, reworked the level design of the Inn, a dead body in a proper place, and a quest tunnel guiding the player to the task. Additionally, we have updated the dialogues, added new objectives, and improved quest marker positions. – In Ismir starting questline, we have changed the NPC in the last quest which we need to report to finish it. Changed the bell to fireplace interactive in the middle of the questline, adjusted the NPCs and GoTo markers positions, and added ringing the bell interaction as one of the last objectives, after killing the sergeant. – In the Midland Farm area, we have changed boars to moas. Reduced the number of animals that needed to be killed by half. Improved the Black Sickle mobs whose attack quest NPC camp and added more markers to follow and ensure proper guiding. – In the Midland “Four Mercenaries” quest, we have adjusted the markers and fixed the problem that could allow spawnkilling of the mobs in the quest. – Midland quest “Menace in the mist” received updated dialogues and objectives. The robbed caravan was placed nearby and killing the robbers became a new task to complete in this quest. – In Midland “Hold the line”, we have moved the ringing the bell objective to the end of the quest and introduced some level design changes in the quest area.
Quality of Life
– Added platforms securing spawns in the Ruined Temple event. – Minor fixes and improvements to glory armor Honour set cosmetic skins. – Added two last tournament winners to arena memorials.
Fixes
– Fixed the issues with Halloween events where some could not have enough mobs to be completed. – Fixed the issue where buttons on the friendly fire confirmation window could be duplicated. – Soldiers' Heavy Gauntlets disassemble and return changed from steel to iron scraps, and from decatized canvas scraps to fabric scraps.
Community Breakdown
Every two weeks, we’re rewarding active content creators who spread the word about Gloria Victis, so we have some new videos to share with you! Click the links, subscribe to the channels of those awesome people, and leave some love in the comments! Today's winners are:
CTpaX, for awesome SoW footage: https://youtu.be/NrNV30kcOHo Yotad, for showing how to find an have fun with PVP, https://youtu.be/VvHsp0GxAIo and WekizZ for his mad axe-throwing skills :) https://youtu.be/mIjkNaRoLjo Guys, reach Daimon via Discord to get your 2000 Ambers!
#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions, and share with us your creations on our official Discord.
Thank you for reading to the end, and see you on the battlefield!
🎃 Halloween in Gloria Victis MMORPG!
Greetings, Warriors!
There's a night in the year when the wolves howl at the bright moon and the cold air gives you goosebumps. A night, when strange things happen, and damp fog bursts into the lungs with every careful breath. When ominous sounds can be heard on the edge of the dark forest, and small, moving lights float over the tall grass. One night when the unspoken comes out to eat. And he has a great appetite for candy and sweets.
It's time to start the celebration of Halloween in Gloria Victis MMORPG!
The game world is embellished with spooky decorations; trebuchets and catapults launch spooky Jack-o’-lanterns, and you can participate in various event activities. Look for the pumpkin icons on the map - events marked with them give you the possibility to collect sweets, exchangeable for event rewards.
We're happy to introduce new cosmetic weapon skins for a lance, one-handed, and two-handed sword, assigned to the Royal Horseman theme added to the game recently. You are getting a brand new PVP event called "Ruined Temple" – a new raid with loot enabled aimed at hardcore PvP players.
Check out the most essential details in the video below, and be sure to subscribe to Gloria Victis Games' YouTube channel, leave a like or comment if you want to see more of such videos, and follow us on our Social Media to be up to date!
Changelog v.0.9.9.6.6 Beta
Halloween event
Login to Gloria Victis MMORPG between 27.10.2022 and 10.11.2022 to take part in the Halloween event, learn the story of the jittery Confectioner, and put your hands on unique, limited rewards!
Spooookiness!
Along with the special ingame event, we are introducing some changes to the game world:
Capital cities are receiving spooky decorations, to ensure a proper mood. We are so glad that we have made nights darker and more immersive!
Catapults and trebuchets will temporarily launch special pumpkin projectiles, so you can rain some spookiness on the heads of your enemies!
We're adding a few new Coat of Arms symbols, purchasable for sweets, and added to the Supporter Shop list.
In Supporter Shop, you can find a special Nadir-themed shield skin, a lot of spooky cosmetics for various weapons, tools, and workstations, and also new spawnable interactives - a Halloween flying lantern and a swarm of bats.
Skeleton Horse is once again available to be found and tamed.
New PVP event: “Ruined Temple”
Today you are getting access to a new event called "Ruined Temple." This activity is a new raid created for hardcore PVP players. It offers high risk but yields high rewards in a competitive environment where all nations can battle each other in teams of five. You can get a lot of sweets at this event, so fight bravely!
The event can be started by delivering the meteoric iron to an NPC in the capital. Once the items are delivered, a pop-up shows on the UI for the players to join. The event has a 2hr cooldown between raid ends.
The idea of the event is to compete in groups of five in a closed arena in three rounds of combat. Players who joined the event are spawned in hubs created for their nation, from where they can teleport to cages located in the event arena. While hubs are connected to the nations, the cages are randomized each time and a nation can spawn in a different, separated cage.
There, in cages, all nations spawn behind a destructible portcullis which can be opened from the inside by a lever that appears after a 30-second time passes. Once opened, players can get out to the middle arena.
Main event stage progress:
– In the middle of the arena there is a statue and a lever. Using the lever blocks the ability to teleport from the hub spawn to the arena. – In the arena, players have five minutes to trigger the statue. When the interaction with the statue is finished, a boss is spawned. – There is a 7-minute time to kill the boss. – If players fail to finish one of the stages in time, the raid ends and teleports players back to the capital. – Killing a boss grants a reward based on the round of the event and disables the option to teleport from the hub to the arena. – After the boss is killed, players have two minutes to use the doors located at the arena to go back to the hub. – After two minutes, the arena kills everyone who stays there. – From the hub, players can once again teleport to the arena for the next stage when the cooldown is over. – There are three rounds. After round 3 is locked (when the boss of round 3 is killed or the lever of round 3 is pressed), we do not let nations join the event. – The event allows looting other players.
Cosmetic skins
We are introducing new cosmetic skins for a lance, one-handed, and two-handed sword.“Royal Horseman” cosmetics are available for you in the in-game Supporter Shop – hotkey [K].
Improvements and fixes
– Removed the possibility to consume some of the crafting materials, for example, Wax or Beast blood. – Fixed the position and placement of scaffoldings colliders on wells, guardhouses, and workshops. – Fixed an issue where playing Dice could catch the mouse pointer and softlock the game. – Fixed an edge case issue that could block showing Respawn Window if the player opened the Map while dying. – Fixed 58 level design, terrain, and texture bugs.
Special News: Release of Nadir: The Grimdark Deckbuilder!
As you may know, we are providing publisher support for a group of young, talented developers working on a unique card roguelike game called “Nadir”.
If Halloween is not enough for you, then we have just announced the release date of the game that we are a publisher - Nadir: The Grimdark Deckbuilder will be released on the 8th of November 2022, so in less than two weeks from now!
We are pleased to invite you to play the updated, free-to-play Demo of Nadir and to add the game to your wishlist:
When the core of our team is working on the rework of the Guild content we announced a few weeks ago, part of us was able to deliver some fixes for various systems and features, as well as introduce the first iteration of the Lore system, which will be a neat addition to the game, expanding its plot and adding some spice to the world we are creating.
As we forecasted recently on our Discord, we’re about to host a cyclic PVP event on EU Eaglewood server global arena this Saturday! Gather a team of five brave warriors and meet other competitors at 8:00 PM GMT to take part in the tournament and have chances to win extraordinary rewards!
After the recent game sale, we are welcoming all the newcomers and wishing them the best in their adventure. We hope our community will as always take good care of you and you’ll meet a lot of new friends here. You all are more than welcome to join our official Socials and say hello to other players and the Dev Team. We are always here to assist you with any need.
It will start at 20:00 GMT, 22:00 CEST (GMT+2) on Saturday, October 22nd. Join us in the arena on the [Europe] Eaglewood server and fight for fame in 5v5 battles. We invite everyone, especially our new players! The winners will be immortalized on the in-game monuments, and everyone who will come will receive rewards! Additionally, winners of the tournament will receive a commemorative sword.
Rules:
- We'll host 5v5 battles in elimination style. A group having at least one man standing at the end of a fight - wins it. The last two remaining groups will fight in the finals – a team that wins two rounds in the finals wins the event. - Reviving fallen players during a fight is forbidden. - Those are foot combat fights, so horses are not allowed. - Interrupting the event anyhow and bringing the siege engines into the arena may be sanctioned with a temporary account suspension
Team registration will start at 19:30 GMT (21:30 CEST). Stay in the arena through and after the event to receive rewards! Your hosts will be Daimon Frey and Kibsoon Resurrected
Organizing the event at this time allows players from all over the world to join, regardless of the server. We're aware that it may be a potential SoW time, so we are disabling the tokening possibility on Eaglewood on Friday, the 21st of October.
Changelog v.0.9.9.6.5 Beta
Lore system
We would like to make exploring Stoneholm more fun and rewarding, adding a bit of lore to it at the same time. We can achieve it by scattering Lore pieces all over the world while rewarding people for finding them.
In the first iteration, we are adding the first lore collection. We plan to add three more of them soon. Nation-oriented ones will be stories, cut into pieces, and spread all over the nation’s territory. The one you are receiving today is considered “common” - made of pieces unrelated to national ones, and containing some data about animals and creatures living on Stoneholm Island.
Ride across the world and search for unique monuments, milestones, and runestones and interact with them to open a special interface and add a piece to one of the collections. Remember, that the lore system is separate for each character.
There will also be an option of finding some collectibles as loot. World bosses and boss creatures will have a chance of dropping unique collectible pages that are not possible to be found anywhere else. But this addition will be introduced in the following weeks.
Completing the collection will grant you a unique title, and give you a special quest with a great reward. We wish you a lot of fun while exploring the world!
Quality of life
– Improvements to camera vertical axis smoothness. – Polishing touches to newly added Royal Horseman skins.
Tweaks in siege events start rules
The start of the siege (and thus also the continuation) is blocked for 30 minutes before the Valley of Death tournament dedicated to the given server. From the moment of blocking, no event should start until a post-tournament event starts on a given server (that is, the one that is connected to the tournament and starts automatically after it). Only the start of the post-tournament event unlocks the possibility of starting/continuing siege events. The VoD trigger overrides the last drawn time of the next Siege. That is, if, for example, the siege time was drawn at 12:00, and the tournament was at 11: 00. This post-tournament siege (e.g. at 11:20) will overwrite the time “12:00” so that the gap between the post-tournament siege and the random siege is larger.
New screenshots
We are happy to announce that the screenshots on our Steam page have been updated, thanks to the support of our awesome community. Creators of the featured captures are receiving Ambers! Thank you for your help, and remember to post your screenshots on Steam Community Hub or our Discord to have a chance to be rewarded!
Fixes
– Fixed an issue where sometimes, if a siege event ended with the defenders winning, a continuation would start that should not have taken place. – Fixed a problem where if a tournament ended before its base time, and the siege event started after that ended quickly with the capture of the flag, the continuation of the siege event would not start. – Fixed an issue where technology progress after weekly diminishing could be much lower than expected by indicator. – Fixed an unintentional behavior of AI NPCs running in circles while fighting against other AI. – Fixed an issue where joining the guild via the recruitment board could result in an error and not sending a proper notification about joining the guild. – Fixed an issue causing game options to be not saved when closing the window with the ESC key after making changes, for example in sound volume. – Fixed the issue that sometimes caused items with durability below 80% could not to be sold on the market. – Fixed a problem where siege events were continued in cases where they should not be. – Fixed the minimaps at Volcano, Frontier Pass, Sea Wraiths events, and Valley of Death maps. – Fixed the dialogue with Viator which could lock the questline progress.
Weekly Update 337: Improved and extended PVP events!
Greetings, Warriors!
We’ve noticed you like it when we show you the updates in the form of videos, so we decided to try and produce a short video summary of our recent work and today's patch. Today – among others – we are visually polishing the recently added Meteor event, adding an extension to the Pride Long Forgotten event, and introducing a brand new cosmetic skin!
Check out the most important details in the video below, and be sure to subscribe to Gloria Victis Games' YouTube channel, leave a like or comment if you want to see more of such videos, and follow us on our Social Media to be up to date!
Changelog v.0.9.9.6.4 Beta
Extension to PVP event “Pride Long Forgotten”
As you know, lately we were focusing on some PVE aspects of the game and visuals, including quests, a new map layout, and polish to the above. As we are unable to focus on everything at one time, we are glad that now we can address some voices that were raised recently and put some love into the PVP aspect of the game.
We are greatly extending the Pride Long Forgotten event. It is one of the great locations on the map and enjoyable activity for players interested in some skirmishes while playing. The event receives a second part, taking place in dungeons beneath ruins. After you finish the first stage of the event, which stays as before with just some polish and small changes, three special entrances are unlocked, leading to the dungeon. Each of those three trapdoors leads to a different part of the dungeon – one to the Armory, filled with skeletons, one to the wine cellar, inhabited by spiders and their queen, and one to a Crypt, where players have to collect scattered documents. Clear all rooms to summon a mighty Butcher in a boss room in the middle of the dungeon!
We are already working on new event locations and new PVP-oriented events in the background, so stay tuned! More are coming soon!
Quality of Life
Sign from the Gods
The newly added “Sign from the Gods” event has been iterated and improved visually. The meteor is now lighting the area on its way down, and the impact itself is being shown as a bright blast followed by a shock wave.
Cosmetic skins
We are introducing a new cosmetic skin set to the game using medium glory items as its base. “Royal Horseman” armor cosmetics are available for you in the in-game Supporter Shop – hotkey [K]
None know the land or its people better than the Royal Horsemen, for they travel to the furthest corners of the world and fight in the retinues of kings and heroes. Prized for their versatility and speed, they bring chaos to enemy formations and cut down all in their way.
Other improvements
– Remastered 3D models of wooden towers, scaffolding, and some more wooden structures – Added quest boards in all locations of the frontier regions – Added markers for quest boards on the map and minimap – Improved optimization of loading models with particle systems included (so lighting mostly), scenes should load more efficiently with less performance overhead. – In the game options, moved My Constructions and Skins windows from Misc to Interface Settings – Added My Constructions window to Quick Menu Panel near Minimap – Added dynamic height to nation change message dropdown.
The screenshot’s authors were awarded. Jojo, and Gibbens – check your Ambers!!
Fixes
– Fixed terrain controller. Cases, when players are getting stuck on the loading screen during the game, should be fixed. Due to the issue being very much edge case and hardware related we would be more than happy to hear your feedback if it’s not happening to you anymore. – Fixed the issue with renovation/meteoric reinforcement that could bug out processed items. – Fixed the issue where the animation and progress bar of the milking minigame was not interrupted when animals died during the interaction. – Fixed a problem where ally animals were attacking players that tried to hit them. – Fixed an issue where some stairs in the Catacombs and Serai were placed too high to use without a need to jump on them. – Fixed the damaged models of wooden stairs in Siege Camps. – Replaced "ItemFilterTagArmors" to "ItemFilterTagArmor" in requirements and consequences of Character Development Disassembling tree side panels to translate it properly.
Weekly Update 336: A sign from the Gods
Hold your head high and look into the sky so that the grace of the Forefather may fall upon you, Warrior! Signs began to appear in the night sky, and the earth trembled at times, torn with Gods anger. Columns of thick smoke mark the place where you can look for treasures from another world, so go brave one. Bring us shining iron from the heavens.
Greetings, Warriors!
This week, we are introducing the first of a few new events to be added to the game. “A sign from the Gods” is a new, repetitive event that takes place in the middle area of the map. During the event, you will be able to fight with other players for unique and limited resources, newly added to the game.
As always, we are delivering some Quality of Life improvements and Fixes in response to your feedback and reports. Among others, we have extended the time of day & night cycle, slowed down clouds, added water/waves SFXes across the shores, and made some optimization changes in various systems.
Find the details below, and please be careful with those meteorites.
We’d like to take this opportunity here to thank our External Testers from across the community for their help in testing the “Brave New World” update and participating in its few days-long session on the Test Server. With a slight delay, but as we promised, we are rewarding over 15 players who contributed the most and helped us to polish the update before its release. Enjoy your ambers, and once again – thank you all for your support.
If you would like to become an external tester and take part in the test sessions of various new mechanics and changes, please join our official Discord and follow the general channels to get notified about the new test session.
Changelog v.0.9.9.6.3 Beta
New Event: “A sign from the Gods”
A sign from the Gods is a new roaming event suitable for small PVP groups of experienced players and an attractive, albeit risky, option for crafters. It encourages players to take part in hardcore PVP inside the lootzone.
When the event is about to start, a meteorite shows and flies through the sky, to fall somewhere on the center area of the map. The meteorite flies for 10 minutes, slowly reaching its destination, which can be determined by its flight path shortly before the impact.
After the meteorite hits the ground, a pillar of smoke rises from the impact site, indicating its position. In the middle of the impact site, a special vein is being spawned, containing new material – Meteorite Iron. Around 150-200 shards of it can be mined from the vein. Please note that you need to have unlocked the purple main node in the Mining Character Development Tree to mine the new vein.
Meteoric Iron is a unique material that can be used to craft brand-new items: Renovation Kits and Meteoric Reinforcement.
Renovation Kits
Renovation Kits are new tools that give you the opportunity to regain some of the max and current durability of an item. By using them, it will be possible to repair an item to its full base durability.
There are three Renovation kits: Common, Decent, and Master. Recipes for them can be bought respectively for 800,1200 and 2400 Frontier Tokens at the Frontier Token Exchange NPC. Renovation kits can be crafted from:
Renovation should work the same way as reinforcement does in terms of User Experience — you need to click the renovation item in inventory, select the item to renovate and open the renovation/reinforcement window.
In order to renovate the item, the item needs to have current durability equal to the current max durability. If the item doesn’t meet this requirement, an error should be shown. If the durability possible for replenishment is lower than what the renovation kit has, a popup should appear where the player has to accept that he understands that he will repair less than what the renovation kit has to offer.
Each successful 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), next successful renovation will reach its base durability, so it will be 4500/4500(4500).
A failed renovation will not destroy an item! It has a chance of success based on the item’s tier and reinforcement level. Higher the tier and higher the upgrade of an item, the harder it will be to renovate it.
Meteoric Reinforcement
100 shards of Meteoric Iron can be put into craft with a Master’s Reinforcement in order to craft Meteoric Reinforcement (recipe lvl 90, engineering), which has a guarantee to not destroy the item on a failed attempt of reinforcement, and the same chances for the upgrade like the master’s reinforcement. The recipe can be bought for 2400 Frontier Tokens at the Frontier Token Exchange NPC.
Quality of Life
The day & Night cycle has been extended to 45 minutes and reduced the speed of clouds' movement in the sky. Those were one of the most upvoted community suggestions, so we hope you will like those changes.
Aditionally:
– Added waves SFXes on all sea shores. – Performance improvements on flags, tents, and similar cloth psychics systems. – User Interface backend optimization. – Added a new, optional minigame for milking cows and goats. Players can participate in minigames to increase their yield.
Fixes
– Fixed known workstation issues that allowed players to refresh items ' corruption status and prevent them from spoiling. It had a very bad impact on the game economy and needed to be addressed. – Fixed an issue with Morris's dialogue, which could lock players' progress if they closed the reward window and returned for it later. – Fixed the issue where some learned recipes could not show in the crafting window list, but were available if using the search tool.
Weekly Update 335: A sign from the Gods
Hold your head high and look into the sky so that the grace of the Forefather may fall upon you, Warrior! Signs began to appear in the night sky, and the earth trembled at times, torn with Gods anger. Columns of thick smoke mark the place where you can look for treasures from another world, so go brave one. Bring us shining iron from the heavens.
Greetings, Warriors!
This week, we are introducing the first of a few new events to be added to the game. “A sign from the Gods” is a new, repetitive event that takes place in the middle area of the map. During the event, you will be able to fight with other players for unique and limited resources, newly added to the game.
As always, we are delivering some Quality of Life improvements and Fixes in response to your feedback and reports. Among others, we have extended the time of day & night cycle, slowed down clouds, added water/waves SFXes across the shores, and made some optimization changes in various systems.
Find the details below, and please be careful with those meteorites.
We’d like to take this opportunity here to thank our External Testers from across the community for their help in testing the “Brave New World” update and participating in its few days-long session on the Test Server. With a slight delay, but as we promised, we are rewarding over 15 players who contributed the most and helped us to polish the update before its release. Enjoy your ambers, and once again – thank you all for your support.
If you would like to become an external tester and take part in the test sessions of various new mechanics and changes, please join our official Discord and follow the general channels to get notified about the new test session.
Changelog v.0.9.9.6.3 Beta
New Event: “A sign from the Gods”
A sign from the Gods is a new roaming event suitable for small PVP groups of experienced players and an attractive, albeit risky, option for crafters. It encourages players to take part in hardcore PVP inside the lootzone.
When the event is about to start, a meteorite shows and flies through the sky, to fall somewhere on the center area of the map. The meteorite flies for 10 minutes, slowly reaching its destination, which can be determined by its flight path shortly before the impact.
After the meteorite hits the ground, a pillar of smoke rises from the impact site, indicating its position. In the middle of the impact site, a special vein is being spawned, containing new material – Meteorite Iron. Around 150-200 shards of it can be mined from the vein. Please note that you need to have unlocked the purple main node in the Mining Character Development Tree to mine the new vein.
Meteoric Iron is a unique material that can be used to craft brand-new items: Renovation Kits and Meteoric Reinforcement.
Renovation Kits
Renovation Kits are new tools that give you the opportunity to regain some of the max and current durability of an item. By using them, it will be possible to repair an item to its full base durability.
There are three Renovation kits: Common, Decent, and Master. Recipes for them can be bought respectively for 800,1200 and 2400 Frontier Tokens at the Frontier Token Exchange NPC. Renovation kits can be crafted from:
Renovation should work the same way as reinforcement does in terms of User Experience — you need to click the renovation item in inventory, select the item to renovate and open the renovation/reinforcement window.
In order to renovate the item, the item needs to have current durability equal to the current max durability. If the item doesn’t meet this requirement, an error should be shown. If the durability possible for replenishment is lower than what the renovation kit has, a popup should appear where the player has to accept that he understands that he will repair less than what the renovation kit has to offer.
Each successful 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), next successful renovation will reach its base durability, so it will be 4500/4500(4500).
A failed renovation will not destroy an item! It has a chance of success based on the item’s tier and reinforcement level. Higher the tier and higher the upgrade of an item, the harder it will be to renovate it.
Meteoric Reinforcement
100 shards of Meteoric Iron can be put into craft with a Master’s Reinforcement in order to craft Meteoric Reinforcement (recipe lvl 90, engineering), which has a guarantee to not destroy the item on a failed attempt of reinforcement, and the same chances for the upgrade like the master’s reinforcement. The recipe can be bought for 2400 Frontier Tokens at the Frontier Token Exchange NPC.
Quality of Life
The day & Night cycle has been extended to 45 minutes and reduced the speed of clouds' movement in the sky. Those were one of the most upvoted community suggestions, so we hope you will like those changes.
Aditionally:
– Added waves SFXes on all sea shores. – Performance improvements on flags, tents, and similar cloth psychics systems. – User Interface backend optimization. – Added a new, optional minigame for milking cows and goats. Players can participate in minigames to increase their yield.
Fixes
– Fixed known workstation issues that allowed players to refresh items ' corruption status and prevent them from spoiling. It had a very bad impact on the game economy and needed to be addressed. – Fixed an issue with Morris's dialogue, which could lock players' progress if they closed the reward window and returned for it later. – Fixed the issue where some learned recipes could not show in the crafting window list, but were available if using the search tool.