Weekly Update 238 – A weekly part of smoothing, fixing and improving!
Hello Warriors!
Another weekly update is live! As always, it includes dozens of Quality of Life improvements, gameplay tweaks and fixes to reported bugs.
Try it out and see you in battle!
[h2]Changelog v.0.9.4.2.4[/h2]

Also, the screenshot's author is rewarded. Siegbert – check your Ambers!
[h3]Controller/Synchro:[/h3]
– Improved synchronizing the position of players with very unstable FPS or internet connection: they used to be desynchronized on the other users’ screens, which lasted for a split of a second and got instantly fixed once the connection was broken – potential exploiters could be using it defensively to mislead the enemies but now it shouldn’t be possible anymore
– Improved mounts movement feeling, there was an issue which led to “sliding” feeling while changing from diagonal movement into a horizontal one, it shouldn’t be happening anymore and people who were riding the horses should feel the improvement.
– Improved jumping and landing animations while armed – for every type of weapon, as the animations were basically missing the landing part which made the most of clunkiness feeling.
– We have made some changes to Siege Engines collision detection, it should make it much harder to stack the catapults at the one place. We know that there are still many issues around, but we feel that we should state every change in case any regression happens.
[h3]Economy & Fishing:[/h3]
The player-driven economy is a huge part of Gloria Victis. There are many players playing as traders, crafters, farmers or cooks – but due to fish trap being “too good” almost no one was playing as Fisherman, as simply almost everyone was putting their fish traps which were gathering fish up to 40 hours depending on if they were doing it on the safe zone or not.
What we did last updates, and this one too is making the Fishing Rods more usable, making Lure more worth it, reducing the exploitation of Fisheries and increasing the fisheries regen.
Just quick math – within an hour of Active Fishing on the full Fishery, using a good Fishing Rod and a Lure should give on average 25 units of Cod already. We know that a few players already calculated that and makes good use of it, while many players only use fishing traps which works way slower and less efficient.
And remember that Fishing Rods have a much greater chance for catching a good fish, even at the exploited fisheries!
Fishing:
– From now, fishery boosted by Lure have reduced exploiting of it – if you use the Lure, you can fish much more until it gets lowered
– Increased regen of the fisheries by 25%
– Reduced capacity of fish traps from 100 to 10 – traps are meant to be an additional way to earn more. Before that change, players set them for the whole days to catch enough fish, which was making the fishing using Fishing Rod almost obsolete, practically removing the “Fisherman” role from the market.
Economy:
– Slightly increased the cost of training mounts in the stable
– Slightly increased the use cost of crafting workshops
– Slightly increased the Market fee
These economy tweaks are pretty subtle but, for the scale of the whole Community, they’ll have a significant impact on the game and help combat the gold inflation, which helps create more market opportunities for all players, especially those who aren’t the very richest ones.
[h3]Quality of Life:[/h3]
– Adjusted system of notifications about locations (like “Tenebrok is under attack”) – players will see notifications only about locations from their nation – so HUD will get cleaner without “not really important” messages
– From now Greenleafs (players below 40 level) will not see notifications mentioned above, to let them focus on quests
– From now, only one blue arrow will be displayed on the minimap – that’s arrow lead to the closest event
– Added tooltips to achievements and challenges – now everything there should be clear
– From now, guilds listed at the Guild Recruitment Board are sorted by their activity
– Added scaling of notification push windows – sometimes update title was too long
– Updated the interface of login through Steam when the game copy isn't linked to the Gloria Victis account – from now it will be easier to register to our game and start playing
– Server-side optimization of the Party system – from now, huge parties will be using less of the server’s resources
– Set the Poultry meat as the default material to the Broth
[h3]Fixes:[/h3]
– Fixed a bug causing that when guild’s leader changed nation, the guild remained with no leader
– Fixed removing the player from the 1v1 duel queue once reaching the time limit – the player who waited for 10 minutes wasn’t removed from the queue, couldn’t exit it and was unable to join the Valley of Death tournament
– Fixed a bug preventing the players from respawning if the respawn time was too short – it could happen during the Valley of Death tournament with Regroup mode, if the player died right before the mass respawn happened
– Fixed an edge-case bug preventing players from using a siege engine because it was supposed to be controlled by the enemy, even if there was no player actually driving it
– Fixed “Kill the Deserters” event in the center of the map which didn’t count progress properly
– Numerous fixes of minor bugs reported by the players
– Fixes to issues with “Steam Authentication” which was happening to some IP ranges of players, a big thanks to our players “Akbar_Allaha” and “Odin_Himself" for spending hours with us helping with tests
Another weekly update is live! As always, it includes dozens of Quality of Life improvements, gameplay tweaks and fixes to reported bugs.
Try it out and see you in battle!
[h2]Changelog v.0.9.4.2.4[/h2]

Also, the screenshot's author is rewarded. Siegbert – check your Ambers!
[h3]Controller/Synchro:[/h3]
– Improved synchronizing the position of players with very unstable FPS or internet connection: they used to be desynchronized on the other users’ screens, which lasted for a split of a second and got instantly fixed once the connection was broken – potential exploiters could be using it defensively to mislead the enemies but now it shouldn’t be possible anymore
– Improved mounts movement feeling, there was an issue which led to “sliding” feeling while changing from diagonal movement into a horizontal one, it shouldn’t be happening anymore and people who were riding the horses should feel the improvement.
– Improved jumping and landing animations while armed – for every type of weapon, as the animations were basically missing the landing part which made the most of clunkiness feeling.
– We have made some changes to Siege Engines collision detection, it should make it much harder to stack the catapults at the one place. We know that there are still many issues around, but we feel that we should state every change in case any regression happens.
[h3]Economy & Fishing:[/h3]
The player-driven economy is a huge part of Gloria Victis. There are many players playing as traders, crafters, farmers or cooks – but due to fish trap being “too good” almost no one was playing as Fisherman, as simply almost everyone was putting their fish traps which were gathering fish up to 40 hours depending on if they were doing it on the safe zone or not.
What we did last updates, and this one too is making the Fishing Rods more usable, making Lure more worth it, reducing the exploitation of Fisheries and increasing the fisheries regen.
Just quick math – within an hour of Active Fishing on the full Fishery, using a good Fishing Rod and a Lure should give on average 25 units of Cod already. We know that a few players already calculated that and makes good use of it, while many players only use fishing traps which works way slower and less efficient.
And remember that Fishing Rods have a much greater chance for catching a good fish, even at the exploited fisheries!
Fishing:
– From now, fishery boosted by Lure have reduced exploiting of it – if you use the Lure, you can fish much more until it gets lowered
– Increased regen of the fisheries by 25%
– Reduced capacity of fish traps from 100 to 10 – traps are meant to be an additional way to earn more. Before that change, players set them for the whole days to catch enough fish, which was making the fishing using Fishing Rod almost obsolete, practically removing the “Fisherman” role from the market.
Economy:
– Slightly increased the cost of training mounts in the stable
– Slightly increased the use cost of crafting workshops
– Slightly increased the Market fee
These economy tweaks are pretty subtle but, for the scale of the whole Community, they’ll have a significant impact on the game and help combat the gold inflation, which helps create more market opportunities for all players, especially those who aren’t the very richest ones.
[h3]Quality of Life:[/h3]
– Adjusted system of notifications about locations (like “Tenebrok is under attack”) – players will see notifications only about locations from their nation – so HUD will get cleaner without “not really important” messages
– From now Greenleafs (players below 40 level) will not see notifications mentioned above, to let them focus on quests
– From now, only one blue arrow will be displayed on the minimap – that’s arrow lead to the closest event
– Added tooltips to achievements and challenges – now everything there should be clear
– From now, guilds listed at the Guild Recruitment Board are sorted by their activity
– Added scaling of notification push windows – sometimes update title was too long
– Updated the interface of login through Steam when the game copy isn't linked to the Gloria Victis account – from now it will be easier to register to our game and start playing
– Server-side optimization of the Party system – from now, huge parties will be using less of the server’s resources
– Set the Poultry meat as the default material to the Broth
[h3]Fixes:[/h3]
– Fixed a bug causing that when guild’s leader changed nation, the guild remained with no leader
– Fixed removing the player from the 1v1 duel queue once reaching the time limit – the player who waited for 10 minutes wasn’t removed from the queue, couldn’t exit it and was unable to join the Valley of Death tournament
– Fixed a bug preventing the players from respawning if the respawn time was too short – it could happen during the Valley of Death tournament with Regroup mode, if the player died right before the mass respawn happened
– Fixed an edge-case bug preventing players from using a siege engine because it was supposed to be controlled by the enemy, even if there was no player actually driving it
– Fixed “Kill the Deserters” event in the center of the map which didn’t count progress properly
– Numerous fixes of minor bugs reported by the players
– Fixes to issues with “Steam Authentication” which was happening to some IP ranges of players, a big thanks to our players “Akbar_Allaha” and “Odin_Himself" for spending hours with us helping with tests