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  3. Weekly Update 239 – New combat features: Chambering & Cleave update!

Weekly Update 239 – New combat features: Chambering & Cleave update!

Hello Warriors!

This week brings a great addition to the Gloria Victis’ skill-based combat system: the Chambering feature! Now you can strike off the enemy hits by initiating your own attacks, which will add much more thrill to the duels and smaller skirmishes. We hope you love it!

On top of that, we’ve implemented another improvement based on the results of the in-game Questionnaire which will allow skilled players to stand a chance in 1v2, or even 1v3 encounters. There are also numerous gameplay improvements, balance tweaks and bug fixes, but we also want to share with you something extra: the progress of the Freebuilding Overhaul!

Read below for details, and see you in battle!

[h3]Work in progress – Freebuilding Overhaul:[/h3]

It’s been a while since we’ve updated you with the progress of the Freebuilding overhaul. We’re doing pretty well, so it’s time for another sneak peek!

We have finished the first 3 tiers – wooden upgrades – of every fortification asset and keep working on the remaining ones. This time we took care of the 6th, top-tier stone upgrade. Also, the fortifications models will be updated for every nation-controlled castle, so this change will globally improve the visuals of the game.

Also, we have very good information for you – this week we’ve made internal tests which have been passed!

Sneak Peek:
  • Upgrades 1-3 – models:



  • Higher upgrades – concept arts:



  • And the first in-game screenshot:

Other Planned Improvements:

– Fixing the possibility to place the economic buildings inside fortifications
– Fixing an edge-case bug causing wrong rotation of the building’s preview model, so they end placed not like intended by the players
– Fixing an edge-case bug causing that building may fail even though the preview model is white
– Solving the problems with changing the placement of main building – it’s colliding with itself
– Fixing the possibility to place buildings at the NPCs, causing them to be trapped there until the server’s restart
– Improving the interface, i.e. fixing the bug causing that the building window is not always closed after choosing the building, or making it easier to choose the last selected building again, and many more

[h3]Work in Progress – Unity3D engine upgrade:[/h3]

We are currently working on switching to a much newer version of the game’s engine. We’ve already been using the upgraded server on the global version for a few days, observing huge performance improvements on those parts of code which were our biggest bottlenecks so far. We had to postpone the tests, since our users reported 2 bugs related to the updated PhysX version which we are taking care of now.

Stay tuned!

[h2]Changelog v.0.9.4.3[/h2]



The screenshot's author has been rewarded. Nerhon – check your Ambers!

[h3]Combat Improvements:[/h3]

  • Chambering:
    For the last entire week, our Community has had access to a test server where they could try out the Chambering feature. Since we’ve got very positive feedback, we are applying that system in-game, along with lots of tweaks and improvements based on the suggestions from our players.

    Chambering adds another skill level to the combat, mostly at duels and smaller skirmishes. When an enemy initiates an attack at you, you can block the strike by starting your own attack – to do that, you must choose a good attack direction, be at a good angle to the attacker and the contact of your weapons need to happen at the first part of the power bar (green) of the chambering player.

    Due to horse combat mechanics (power bar level related to horse speed) this feature has been disabled for horses fighters, depending on your feedback we will be taking a decision if it should be a part of horse combat too.

  • Cleave Changes (in-game Questionnaire-based change)
    The latest in-game questionnaire was:

    Please let us know if you agree that red cleave attacks should have the possibility to interrupt up to 3 enemy attacks if they have not passed through an allied player’s collider and are not blocked.

    It’s now over, and 76% of people who didn't vote for "I have no opinion", voted for "Rather Agree" or "Definitely Agree". For that reason, we will be implementing that feature for test in-game.

    We proposed making the red power bar cleave attacks interrupt the attack of each enemy that the damage connects with, if the cleave attack does not trigger ALLY debuff by swinging through an allied player. Blocking will still end the cleave swing as it does now.

    With good positioning, a player would be able to get up to 3 interrupts with 1 red cleave swing, if none of the enemy players block. Currently, a cleave attack only interrupts the attack of the first enemy hit by the player. This change means that red cleave attacks will become an effective counter-tactic for the outnumbered player.

    This new cleave interrupt will work on red attacks only. This should have no effect on 1v1 duels, but it should be effective in fighting against a large, tight group of enemies.


[h3]Improved interaction UX between players:[/h3]

– From now, you need to hold for a while the interaction button (default “E” to start interaction with the player)
– Revive and looting will start automatically when using interaction on player on the ground
– Context menu will appear on player on the ground only when you have Friendly Fire turned on and interact with ally
– Improved collider of the body on the ground

[h3]Quality of Life:[/h3]

– Added new event icons which replace blue circles on the map
– Increased min level of every single events by 20 – we keep adding the quests, so those events are not in use at such low level anymore, and thanks to that, the reward for them got increased
– Removed item “Olives” from the NPC shops – now you can find them in chests all around the world
– Added different types of fish as alternative material used to create Oil – this change creates additional use for all the fish types, especially low tiers like Zander, Carp and Herring
– Increased price of “Bucket of Water” to allow gatherers for low but simple earn in the Market – it can still be collected for free from the well, so it won’t be an issue, but still will open some possibilities for players

[h3]Fixes:[/h3]

– Fixed an issue where player-made workshop markers remain permanently on the map until restart
– Fixed minor bugs with events which had a positive effect on server performance
– Increased HP and reduced respawn time of most important NPCs in the Capitals