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Weekly update 251 - Venture onto the Quest!

Hello Warriors!

In the beginning, we are very happy to welcome new and returning players that decided to start their journey through Gloria Victis world after last week's announcement about the project entering beta. Welcome, and best of luck on the battlefield!

This week, the team focused on improving the balance system, introducing another iteration of questlines improvements, and addressing players' feedback. In addition to that, we have for you a weekly dose of fixes and improvements. Thank you for your reports and suggestions that helped us with those tasks!

And without further ado, let's jump right to the biggest changes:

The screenshot author has been awarded. Paelar– check your Ambers!

Changelog v.0.9.5.3 Beta


[h2]Next milestone in the questlines overhaul[/h2]

Our quest and level designers have been working on changes and improvements of introductory quests for some time now, and as Ismirs and Midnalders received their renewed questlines in past weeks, today we are happy to introduce the reworked first line of Sangmar quests. This is one of the last points on the to-do list of that vast and long-term task of the questlines overhaul.

As previous changes on that matter related to all ingame nations, those improvements are aimed to make learning the ropes of the game easier for newcomers, gradual introduction of ingame features to new players, and ensure better first impressions and player retention. The starting area around Balhammon received a visual refreshment and its level design has been adjusted to the new questlines.

The Imperial army is in need of recruits who will help Baalhammon to fight the savage Ismir raiders from the frosty North who took advantage of the war chaos and sneaked up into the province to pillage and cause distress. Grab your weapon, get rid of the invader, and prove your worth to the Empire!

Some amazing views from the reworked starting area near Sangmar capital

[h2]Balance system improvements[/h2]

We have been speaking with players and acknowledged some potential weak spots which might be used to manipulate the balancing systems, and we have covered all of the potential reported cases. At the same time, to make it more understandable when guilds can move to another nation, we have made more clear and automated rules.

As moving the guild to another nation, due to the requirement of request from every single guild user takes around a week to proceed, the balance status can change in the meantime. The last season's transfer of one of the guilds was unclear to some players and we had to make a statement about it to clear things up.

As for now, we have added a “Deep Underdog” state of the nation, which is detecting the moment when players can start transferring to the nation either by single players or entire guilds. The system checks the last weeks/months history of a nation and activates if the nation hits the underdog status for the very first time from a very long time, or it is a nation who’s been on the edge of becoming the underdog for some time already. It shall make a clear indication when a nation is a real underdog, and help evade potential manipulations of getting a temporary underdog to allow people to jump to that nation.

Same time, this “Deep Underdog” status might be helpful to future improvements of balancing systems, which we will be speaking about with the community.

To make it clear: as the “deep underdog” status calculation will need some time to adjust, we will of course set every nation with a possibility of having “deep underdog”, so if any nation has “underdog” status right now – players will keep the possibility to move there.

WiP sneakpeak - our graphic artists are already working on the promised new wooden main building model!

[h3]Ingame Questionnaires[/h3]

A few days ago we asked high-level players through ingame questionnaires about /home command and its usage under some circumstances. Both questionnaires were sent to accounts with high-level characters only because the matters contained therein are very much related to the end game.

Excluding the "unsure" players, 63% agreed with a solution “Do you think that we should allow owners to move to their guild castle with the command /home if it is actively being tokened, and for the time period starting 30 minutes before SoW and lasting until SoW ends?” and 57% of players that took part in the voting agreed with the proposition “Do you think we should add the ability to teleport with / home (only available to the castle owners’ guild) to a GC that is not linked to the capital by spending 5 to 7 minutes in a progress bar to simulate the time it would take to travel by horseback from the capital?”

As those results don't give us a very clear agreed indication of our community's will on those matters, and as we have received lots of your feedback on them while voting, we are postponing the idea for now. Thank you all for your participation and feedback!

All new and previous questionnaires are available to check on Gloria Victis's official Discord #questionnaires-archive channel!

[h3]Quality of Life:[/h3]

– Improvements of the “target interface”: When aimed at with the cursor, gates are showing their hitpoints bars correctly and are not showing them when destroyed. Barricades are showing their hitpoints. Dead NPC enemies are showing only names and are not showing empty health bars
– Speeding up the vanishing of “target interface” for allies and neutral targets. Enemy’s health bars are vanishing at the same speed as before
– Guardhouses, Farms, Lumber Mills, and Mines from now on can show their status related to the flag Bastion. A new window that can be shown by clicking “E” on the mentioned buildings is showing what the building generates, what is its level, and what is it limited by
– Server-side optimization changes related to all buildings that have hit points system, which is greatly reducing server load
– Reduced the number of crafting materials needed to create the top tier medium helmets to balance their cost and make them not more expensive than heavy helmets
– Strengthen the effect of Rue Brew tincture. It is reducing the incoming bleed damage but overall was not stronger than Protectant Tincture which works for every type of damage. From now on, Rue Brew will be much stronger and will be a viable tool to counter dagger users
– Added notification about the placement of the placed workstation. From now on it will be easier to acknowledge if the workstation has been placed in a non-loot, loot, or guild castle zone
– Removed the not needed 1CP reward for location building events because it was not enough to make a difference at all
– Added a new memorial in Sangmar safe zone area

[h3]Fixes:[/h3]

– Fixed an issue that prevented feint of the shield bash because of the cooldown
– Fixed an issue causing giving the wrong title for killing Otton Raubritter
– Fixed the loot pool of Warrior from South NPC enemy in “The Cohort Strikes Back: Warriors from the South” group event
– Fixed an issue that could lead to the health bar not hiding when it should have, due to not entirely full regenerating health
– Fixed an issue causing mounts hitpoints and stamina could have been wrongly set up
– Fixed incorrect quantities of fuel substitutes in the recipe of Styrsman’s Heavy Helm
– Fixed an issue that trough disassembling players could learn the wrong recipe for Champion Medium Helm
– Adjusted the roof height for tier 3 models that could cause players characters to hover over the floor near battlements
– Multiple fixes in recently added new Freebuilding models
– Fixed the issue causing wrong progress count for “Gatherer” Steam Achievement