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  3. Weekly update 245 – Forefathers' Eve, siege detection and horse changes!

Weekly update 245 – Forefathers' Eve, siege detection and horse changes!

Hello warriors!

We are happy to introduce the first set of changes in horse mechanics long-awaited and highly requested by Community! Battles involving cavalry will be fairer for both mounted and on foot fighters and horses movement has been improved and optimized. Check the details below!

We are also launching a new Halloween event that will allow you to earn some nice fireplace and furnace skins and unique Halloween items!

In addition to the two above, we are introducing crafting quests for Ismir and Sangmar nations (Midland received theirs last week), some fixes and improvements reported and suggested by our Community.

See you in battle!


The screenshot's authors have been awarded. Tarrocan & KatyushaCHL – check your Ambers!


Changelog v.0.9.4.5.1


[h2]Horses improvements and balance[/h2]

Horses are with us for some time already, becoming an awesome way to explore and learn the world of Gloria Victis, but also became viable tools and support in battles and sieges. We were gathering feedback and suggestions from the moment we introduced them to the game and now, having a good view on found issues and suggested improvements we are addressing them.

Movement of the horse on the client-side has been changed, not to emulate, but to extrapolate the server movement. We were able to do that in another way which the player moves because a player can rotate very quickly and that would give the bad feeling on its case, while horses feel much more stable now. Reported desynchronization issues between client and server should not be happening anymore, and so user experience while riding and fighting on the back of the horse is more reliable now.
(Please be aware, that those changes won't affect how the client will see other players horses, we will be working to that part within next updates).

Development of dynamics attribute shortened the speed changes including slowing down of the horse - so the lower the dynamics of the horse was, the slower it slowed down after receiving the blow that should slow it, which resulted in losing less speed than should be lost and avoiding attacks.

It should work the opposite way, so we fixed that. Now you have to develop horse dynamics to have better chances to recover after your horse will receive a slowing blow.

And one more thing. Spears have received unique ability. When the horse is accelerated above the running speed and gets hit directly from the front on the red power bar with a spear, the horse will be stopped and will rear. So, you can now play as anti-cavalry pikemen!

We are couniting of your feedback regarding the above changes, be sure to check our official Discord server and reach us on the #horses-feedback channel or send your opinion via ingame tool!

[h2]Guild and Nation Castles siege detection changes[/h2]

According to Community feedback and suggestions, it was quite uncomfortable to receive information about single players in a range of Guild or Nation Castle. It led to unnecessary stress and misleads. That is why we changed conditions that are triggering those communicates.

[h3]Guild Castles:[/h3]
From now on, communicate about enemies in the Guild Castle area and the red border on the flag will be shown when the base condition and at least one of the additional conditions are met:

Base condition - have to be met to check additional conditions:
  • Tokening is being in progress or it is less than one hour to the upcoming State of War.
Additional conditions:
  • An enemy players that happen to be in castle range is leading a siege engine
    or
  • Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server)
    or
  • The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)

[h3]Nation castles:[/h3]
From now on, communicate about enemies in nation castle area and the red border on the flag will be shown when at least one condition is met:
  • An enemy players that happen to be in castle range is leading a siege engine
    or
  • Group of attackers have at least X members (the exact number required to trigger the attack detection is automatically adjusted to the current number of logged players on a given server)
    or
  • The amount of attackers is at least 5 times smaller than the number of defenders in the siege area (Similar as it is working with activity drop on GC and tokening)

Those changes, highly requested by the Community will allow for better defence preparations and management of forces, but as well will add another layer of tactics for enemy scouts and small guerilla groups.

We received a postcard from some Templars having a vacation in Baalhammon. Say "Crusaaaade"

[h2]Forefathers' Eve[/h2]

Haloween is near, and on that occasion, we are adding to the game an event with awesome rewards! This year it will be a little different because we are referring to the Slavic tradition of Forefathers' Eve.

By fishing or farming, you will be able to gather a special item – Primeaveal Seal. Get some of them, and meet Pellar in your capital – after giving him the appropriate number of seals, he will for short time summon the Wraith to the capital, which will allow you and your nation members to exchange the Seals for fireplace and furnace skins. For food and drink, it will give you new unique elixirs with powerful buffs, and known and loved Haloween items like masks and lanterns.

[h2]Crafting quests[/h2]

We are adding announced last week crafting quests for Ismir and Sangmar nation to match Midland ones introduced last week.

After the general introduction to the game and making a few first quests, you will be able to take Crafter Training. Those quests aim to introduce novice players to the world of crafting – showing how it works and necessary mechanics such as gathering resources, giving items to NPCs or disassembling them.

Training has a plot outline, so it's not just about gathering 5 resources and producing 5 items.
Look for the markers in crafting zones of capital cities and let us know how you like the quests!

[h2]Quality of Life:[/h2]

– Buff “Fighter” that is reducing respawn time and is related to the number of gathered and held Nation points on a character will be applied when a player has 2000 NP. Until recently, before we removed negative NP from the game it was added to players who had positive NP, so it is working like before – rewarding players who were able to keep positive NP on their accounts before – and now, when a player has over 2000 NP on the character
– Digestion Tincture was not working properly. Because tinctures have long-lasting effects and after fixing the issue we found using digestion buff could swap with important and probably more useful buffs, we changed it to be an elixir. We removed that buff from players who had it and compensated that by adding for them Digestion Elixir to be picked up from Auction house collect tab because otherwise, it could swap with a more important tincture or elixir buff
– Multiple optimization changes related to NPC spawners, players characters and terrain
– Adjusted position of Ismirean quest "For the motherland!"

[h2]Fixes:[/h2]

– Fixed an issue that prevented to use quick access bar after respawn properly if a player tried to wear or remove part of the equipment while being dead
– Fixed an issue that caused interaction and status bar of the planted crops and greens was not visible until player pressed Esc button
– Fixed reach of Sir Landry’s sword skin. Due to a bug, the effective range of that sword was 25% shorter than its model and counterparts.
– Fixed an issue causing stablemaster showing logistician dialogue
– Added missing description of Leather Sack

[h2]Hotfix 2020-10-26[/h2]

[h3]Tweaks:[/h3]

– Boosted Crusher's Sword – reduced stamina cost from 21 to 18 and changed side swing damage modifier from 0,9 to 1
– Changed Rusted Crusher's Sword – reduced stamina cost from 21 to 19, changed stab damage modifier from 0,8 to 0,4, and boosted side swing damage modifier from 0,8 to 0,9

[h3]Halloween:[/h3]

– Reduced cost of summoning the Wraith from 10 to 1 Primaeval Seal
– Reduced cost of the elixirs from 10 to 5 Primaeval Seals (other resources didn't change)
– Added info that event gives 20 elixirs for 1 event (it was like that but there was lack of the info)
– Reduced cost of the campfire skin from 100 to 80 Primaeval Seals
– Reduced cost of the furnace skin from 200 to 150 Primaeval Seals
– Added new event - exchange 60 Primaeval Seals for Crusher's Sword +3