Weekly Update 223 – Another round of Community-requested improvements!
Hello warriors!
We keep focusing on improving Gloria Victis in response to your recent suggestions and turning them into reality, namely the most important factor of the game: the combat. According to your feedback, the last update greatly enhanced the player synchronization, so here’s another round of such improvements!
On the other hand, there are numerous tweaks to recently added Temple of Doom world event, various gameplay improvements and fixes to reported bugs.
Check the update on your own!
[h2]Changelog v.0.9.3.8[/h2]

As always, the screenshot's author is rewarded. Sir Gus – check your Ambers after the next scheduled update!
[h3]Combat:[/h3]
– Added a missing stagger when the mounted player hits the block with a light attack (green powerbar) – due to a bug, mounted players didn’t receive such a stagger, which allowed them to keep spamming with attacks without any risk when the mount stood still in place
– Improved the Free Camera when mounted – holding the Free Camera key allows you to rotate the camera as you want, without rotating your character, the same way as it works for foot characters; before this change, it was rotating the character on the horse, so when you looked behind you you could get shot with an arrow even if you had a shield on your back
– Fixed few edge cases connected with the movement prediction on the server, causing desynchronization of the players
– Fixed edge case causing improper display of the movement state of the other players – sometimes player have stopped but others have seen him running
– Updated the way the feints uses stamina – it wasn’t rare to see players feinting as many times as possible every single second (or up to 6 times per second due to the controller’s restrictions) to confuse the enemy with weirdly mixed animations; for this reason, such a move eats more Stamina now: cancelling the light attacks (green powerbar) costs 2x more Stamina than for regular attacks (yellow powerbar), while cancelling the full-power attacks consumes no Stamina
– Updated the arrows ballistics to improve the archers’ experience and give it a more realistic feel, so now arrows fly faster at the beginning now, which also makes the aiming more reliable
– Improved the player’s acceleration – it should be more dynamic now, especially when mounted
– From now, being shot with arrows triggers the "Combat Mode” [a state when i.e. the character can’t sprint after being hit] only for strong shots (red powerbar), so spamming the enemy with minimal damage to just slow them down will be less viable; this change applies to both players and horses
– Updated the algorithm of “body-bumping” when the player runs at another character, so now the player’s speed change it’s more accurate to the angle of contact
[h3]Temple of Doom world event:[/h3]
– Updated the event’s rewards, increasing them a bit
– Introduced an additional stage in the halfway of the event
– Boosted the traps by increasing the damage they deal and reducing their cooldowns
– From now on, the traps at the final boss stage launch regularly instead of a single activation
– Increased the HP and damage reductions of the burning Drowned Maids
– Increased the damage reductions of the Prioress, the main boss of the Temple of Doom event
– Replaced the mini-boss with the Drowned Maids’ Queen
[h3]Quality of Life:[/h3]
– Reduced number of guards at minor flags – as we upgraded the AI not so long ago, we have decided that minor flags do not need such many defenders
– Added protection for packs and items from the Supporter Shop – from now you can’t loot packs of the skins and items like abilities reset etc.
– Added tutorials for quests – they appear in a proper moment when progressing through the quests, hinting the players to equip a proper weapon or shield
– Some UX upgrade of the tutorials, to not allow the situation when you can’t get rid of the tutorial
– Disabled entering the First-Person view when displaying emotes since it allowed to look through buildings and fortifications and was used to spy the enemy players
– Improved detection of the quick attacks in combat tutorial
[h3]Fixes:[/h3]
– Fixed an edge case bug causing the State of War set to a past date – from now you can’t start the preparations on a province belonging to a guild which owns 2 guild castles during the ongoing State of War on the other one
– Fixed bug causing that the corpses of Drowned Maids blocked access to their loot
– Fixed arrows hanging in the air after shooting the animals
– Fixed a bug causing that the cooldown on abilities started counting from the moment of the ability activation rather than the time of their end, which led to desynchronizing the cooldown on the interface
– Fixed a bug causing that the effects indicating activated abilities and their cooldowns used to disappear from the interface after player’s death
– Fixed a bug allowing to exploit the 1vs1 arena duels by leaving without any penalty using the siege event invitation mechanics
– Fixed the found edge case bugs causing that players were stuck at some quests
We keep focusing on improving Gloria Victis in response to your recent suggestions and turning them into reality, namely the most important factor of the game: the combat. According to your feedback, the last update greatly enhanced the player synchronization, so here’s another round of such improvements!
On the other hand, there are numerous tweaks to recently added Temple of Doom world event, various gameplay improvements and fixes to reported bugs.
Check the update on your own!
[h2]Changelog v.0.9.3.8[/h2]

As always, the screenshot's author is rewarded. Sir Gus – check your Ambers after the next scheduled update!
[h3]Combat:[/h3]
– Added a missing stagger when the mounted player hits the block with a light attack (green powerbar) – due to a bug, mounted players didn’t receive such a stagger, which allowed them to keep spamming with attacks without any risk when the mount stood still in place
– Improved the Free Camera when mounted – holding the Free Camera key allows you to rotate the camera as you want, without rotating your character, the same way as it works for foot characters; before this change, it was rotating the character on the horse, so when you looked behind you you could get shot with an arrow even if you had a shield on your back
– Fixed few edge cases connected with the movement prediction on the server, causing desynchronization of the players
– Fixed edge case causing improper display of the movement state of the other players – sometimes player have stopped but others have seen him running
– Updated the way the feints uses stamina – it wasn’t rare to see players feinting as many times as possible every single second (or up to 6 times per second due to the controller’s restrictions) to confuse the enemy with weirdly mixed animations; for this reason, such a move eats more Stamina now: cancelling the light attacks (green powerbar) costs 2x more Stamina than for regular attacks (yellow powerbar), while cancelling the full-power attacks consumes no Stamina
– Updated the arrows ballistics to improve the archers’ experience and give it a more realistic feel, so now arrows fly faster at the beginning now, which also makes the aiming more reliable
– Improved the player’s acceleration – it should be more dynamic now, especially when mounted
– From now, being shot with arrows triggers the "Combat Mode” [a state when i.e. the character can’t sprint after being hit] only for strong shots (red powerbar), so spamming the enemy with minimal damage to just slow them down will be less viable; this change applies to both players and horses
– Updated the algorithm of “body-bumping” when the player runs at another character, so now the player’s speed change it’s more accurate to the angle of contact
[h3]Temple of Doom world event:[/h3]
– Updated the event’s rewards, increasing them a bit
– Introduced an additional stage in the halfway of the event
– Boosted the traps by increasing the damage they deal and reducing their cooldowns
– From now on, the traps at the final boss stage launch regularly instead of a single activation
– Increased the HP and damage reductions of the burning Drowned Maids
– Increased the damage reductions of the Prioress, the main boss of the Temple of Doom event
– Replaced the mini-boss with the Drowned Maids’ Queen
[h3]Quality of Life:[/h3]
– Reduced number of guards at minor flags – as we upgraded the AI not so long ago, we have decided that minor flags do not need such many defenders
– Added protection for packs and items from the Supporter Shop – from now you can’t loot packs of the skins and items like abilities reset etc.
– Added tutorials for quests – they appear in a proper moment when progressing through the quests, hinting the players to equip a proper weapon or shield
– Some UX upgrade of the tutorials, to not allow the situation when you can’t get rid of the tutorial
– Disabled entering the First-Person view when displaying emotes since it allowed to look through buildings and fortifications and was used to spy the enemy players
– Improved detection of the quick attacks in combat tutorial
[h3]Fixes:[/h3]
– Fixed an edge case bug causing the State of War set to a past date – from now you can’t start the preparations on a province belonging to a guild which owns 2 guild castles during the ongoing State of War on the other one
– Fixed bug causing that the corpses of Drowned Maids blocked access to their loot
– Fixed arrows hanging in the air after shooting the animals
– Fixed a bug causing that the cooldown on abilities started counting from the moment of the ability activation rather than the time of their end, which led to desynchronizing the cooldown on the interface
– Fixed a bug causing that the effects indicating activated abilities and their cooldowns used to disappear from the interface after player’s death
– Fixed a bug allowing to exploit the 1vs1 arena duels by leaving without any penalty using the siege event invitation mechanics
– Fixed the found edge case bugs causing that players were stuck at some quests