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Weekly Update 230 – Three-way Update!

Hello Warriors!

Let us welcome you to the new Glory season! As always, we have something special for you on this occasion. However, this week we’ve prepared not just 1 feature but... 3 at once!

  • First of all – and that’s a pretty long-awaited change – the owners of the Guild Castles now have the power to avoid the Open State of War on Saturdays!
  • Second, we’ve added a brand new epic castle in the centre of the world! It’s a truly unique location with a custom set of rules, innovative layout and a lot of potential for the massive PVP battles. Will you be worth ruling the Pilgrim’s Rock?
  • And third, the great comeback of the three-way Siege Events. Those who remember them from the past know what you’re up to, and the newer players… get ready for a real carnage!

Read about all those changes, and many more, below, and be ready to start the new Glory Season like a boss! The top players of the just-ended season have earned their rewards and titles, so time to compete against the others and fight your way to the top of the ladder!

A little explanation for the new players: Glory is a season-based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last 2 months and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so climb up!

See you in battle!

[h2]Changelog v.0.9.4.1[/h2]



[h3]Open State of War:[/h3]

The Open SOW feature was introduced to fight the stagnation occurring in the game. At the moment when this feature was introduced, there was already not a single SoW taking place on any server for longer than 3 weeks, and every single server had 1 nation which had no Guild Castle at all.

But from now on, all guilds holding Guild Castles and being in the alliance have the possibility to evade Saturday’s SoW (Ragi, Brandon, or Sirius tokens) by actively playing the game over the week! To do so, players will have to perform some activities, such as attacking enemy Guild Castles or taking part in open-world events like Ragi/Brandon/Sirius or killing Kargald Champion.

It is strongly recommended for guilds that own Guild Castle and are not united with others to create or join the alliance.

We avoid to make that very "grindy", as we don’t want to create a chore for players, but rather fight the potential stagnation of Guild Castles being held by guilds playing only at the SoW, not allowing the active players of other factions to capture them, and thus preventing the smaller factions from growing.

Still, there will be 1 guaranteed Open SoW every month which won’t be able to be avoided, to prevent full stagnation. It will most probably take place on the last weekend of each month.



[h3]New Unique Castle – Pilgrim’s Rock:[/h3]

As we announced last week, we’ve added a new unique castle set right in the centre of the game world, which will be a nation castle with a specific ruleset – the Pilgrim’s Rock. Get ready for some intense PVP action in the area!

We do believe that such a location will bring lots of action to the center of the map, and will give all the nations many opportunities to get into the fight. Although the underdog factions can experience difficulties to stand the enemies when fighting at the links, this will be a place of 3-way faction v faction fights, where every faction has its chances.

Also, we want to prevent the underdog factions being outplayed if a stronger faction would capture the central castle and use it to quickly assault locations on all links, as it happened with distant Guild Castles in the past. For the balance reasons, this castle isn’t linked to the capitals and thus it doesn’t have Fast Travel. It’s not possible to respawn inside this castle, and there will be no NPC guards.

However, the players of the nation controlling the central castle will have access to the deposit and economy-related NPCs, such as Market, Glory Quartermaster, Market etc. Moreover, there are hidden entrances for the owners next to the castle.



[h3]Three-way Siege Events:[/h3]

Thanks to the massive improvement of the servers’ performance made over the last few months, we’re able to bring back the 3-way Siege events! They will be starting the same way as the regular Siege events, so be ready for some intense battles over the links! Chance to trigger this kind of event will be higher until the next update to let you taste it and will be decreased later.

[h3]Archery Combat Balance:[/h3]

Last season we did many changes to archery, making it easier to land the shots on the moving enemies. Before those changes, archers' power was adjusted to quite high input delay, lower speed of projectiles, and more parabolic flight path of arrows. It was not that easy to hit a moving target. When we flattened arrows' flight path and increased their speed – it became very efficient to use bows in close combat in events and sieges and archers started to deal cards from the safe spots on walls.

We are adjusting the bows’ power reducing archers damage output to lightly armored targets. Medium armor users will feel the difference the most. Changes are made not only by changing damage but also by adjusting penetration values for different types of bows in exchange. Too wide colliders of shields while wearing them on the back have been adjusted. Same time, the issue where bows durability was decreasing only while hitting a target with an arrow and so making bows durability drop much less than it should have been fixed.

Please remember that the balance is not written in stone – we’d love to hear your opinions after some battles! Then, after analyzing your feedback, we will tweak the system to achieve the best possible outcomes in in-game experience and balance.

[h3]Crouching:[/h3]

Hearing the Community suggestions, we are introducing the crouching feature, with some additional improvements to disappearing player tags with distance/behind obstacles. It will bring more possibilities for making traps for your enemies and reactive gameplay. Now, every bush can hide enemy scouts and war parties. Stay cautious!



[h3]Free Barricade Skin![/h3]

As you probably already know it, our friends from Fish Tank Studio are making Gloria Victis: Siege which will be set in the Gloria Victis world, and they just hit 20.000 on Steam Wishlist!

It means that every player who logged to Gloria Victis in the last week, as well as those who will log in before the next scheduled restart at 9:20 AM GMT, will get a free barricade skin made by the FishTankers which you can obtain from the Notification Center!

You can also check the Supporter Shop for some more skins for barricades! Pick one of your choices!



[h3]Quality of Life:[/h3]

– Improvements in Erendi’s quest: There were cases when Erendi was not spawning After killing Koenrad and was spawning without killing the mentioned spider. From now on, Erendi will not disappear after killing Koenrad and will not be able to be farmed in another case.
– Introducing debuff from a meat diet: Eating too many fatty meals will lead to receiving a debuff of disease – Gout. This change was introduced to make fish meals more important because meat meals pushed them off the market – good fish require more work to be gathered. A balanced meal will be much better for your characters. You can find information relating to whether a meal is hard or easy to digest in meals descriptions.
– Introduced three-way siege events: To break free from monotony, we are bringing back three-way sieges – it will add extra spice to siege events and will allow for more interaction between swords axes and shields of players. Combined with a new crouching mechanic it may develop new and unique tactics for different locations!
– Reduced an area of a block by shield on the character's back – an area of the block was not perfectly scaled to the exact model of the shield. In some cases, shield on the back was too powerful and was better than shield in arms without losing durability. This change is a part of the combat balance of archers – they will land likely some more hits, but they will deal less damage.
– The lure is modifying chances to catch a fish. And on top of that, after Community feedback, it will now improve chances to catch higher tier fish and decrease chances to catch lower-tier ones.
– Numerous improvements of the farm system and upgrade of the first-tier farm in Guild Castles: Since it was hard to use whole farm area to grow flax on some small fields and it was even harder to let more than one person use them, we are extending fields to be more flax and grain friendly. An overhaul is not finished yet, there may be some disproportions between locations, but we will unify that properly in upcoming weeks.
– Introduced crouching mechanics. This change allows players to decrease their nameplate visibility [it works only if target player is enemy], move quieter and improves immersion of PVE aspect of the game – when moving silently around the AI target, the AI will aggro the player at much lower range depending also on our way of approach. (Get behind them!)
– Added sound of the horn when an invitation to siege is being shown and extra sounds for hitting a building with slashing attacks. We are preparing bigger sound improvements in the next few weeks.
– Fishtrap recipe added to Temples and Pilgrims’ Rock quartermasters assortment.
– Delayed combat tutorial until reaching character level 5 and option to skip tasks that were done before it shows.
– Added three skins for player placed barricades: Last Stand Barricade (temporarily free thanks to Gloria Victis: Siege wishlist challenge), Night Watch's Barricade and Speartip's Barricade available to buy in Supporter Shop.



[h3]Fixes:[/h3]

– Fixed issue causing durability of bows decreasing only after hitting enemy, instead of releasing an arrow
– Fixed an issue causing product slots in workstations could be filled with items from inventory
– Fixed an issue causing materials stall cart was unbreakable and could be used to block access to some parts of the Guild Castles
– Fixes of user interface elements that could end outside of the game screen after using the “Reset UI” option
– Fixed an issue causing respawn window was not showing when a character died right after being revived
– Fixed an issue causing showing wrong information when the player reviving character was too far to proceed. Instead of “Player already Dead” it is now “Too far away”

[h3]Hotfix 2020-07-17:[/h3]

– Fixed the keybinds window – its content wasn’t displayed properly since the latest update
– Fixed a bug allowing the player to attempt to respawn at Pilgrim’s Rock, despite the fact respawning there is not possible, so it ended in dying repeatedly
– Fixed synchronizing the client- and server-side position of the boiling oil in the keep and gates at Pilgrim’s Rock
– Added the Castle Keeper NPC, who lets you donate your Nation Points to the guild, at Pilgrim’s Rock
– Fixes to the names and shops of NPCs at Pilgrim’s Rock
– Numeric tweaks to the bows penetration changes made yesterday
– Fixed a bug allowing to get on some environment objects in the duel arenas and avoid being attacked by the enemy