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Weekly update 254 – Lions roar!

Greetings, Warriors!

Christmas passed, the holiday ended, and we caught a breath before diving into work in the new year. We are once again gaining momentum and after a short rest coming back with the first weekly update of 2021!

We gathered a lot of feedback and reports during the break, and we are already working hard to address all of it. Part of the team is catching up with the reproductions, tests, and announced earlier features, among others – the new wooden main building model and some important fixes. Our art and the graphic team had some time to finish something that was on the side track for quite some time, and improve characters' customization options in-game by introducing a brand new skin set!

We are happy to see that our Community is growing already – for a small indie team, such as ours, it means a direct boost for the game’s development. Thus we hope you’ll give a hearty welcome to the newcomers! As you can earn Contribution Points and Mentor Points for helping the new players on chat, and helping them level their toons, it is a great opportunity to find new friends, guildmates, and well - opponents!

Let us check what’s around the corner before we get to the traditional list of fixes and quality of life improvements, and as always: See you in battle!

The screenshot’s authors have been awarded. Salty & TrueCatch – check your Ambers!

Changelog v.0.9.5.6 Beta


[h2]Work in progress insight and some plans for the future:[/h2]

As mentioned earlier, we are currently putting the main focus on optimization, performance, fixes, and improvements. But when our coders are working on that, there will be some manpower that will be directed to some small features. As a lot of players are asking us on our official Discord about the roadmap, we can share with you a rough list of things that are planned or considered for upcoming months.

First, most of the important changes in the game will be related to its stability and performance. We are still working on the client engine upgrade since we faced some difficulties that need to be resolved before we can finish that task. After that, we will move to the next things that the new engine will unlock – upgrade of the motion controller and cluster system to improve server load.

From the feature side, We want to continue expanding the questlines, place some more environment locations into the game, creating more unique battlefields on the links between castles and give some love to the economy by introducing player’s made stalls and markets. Horses will receive some polish, including new colors and probably special skins!

We are also planning an improvement of user experience related to our game interface – new windows, new HUD, new functionalities, dedicated and deep help tabs everywhere– those are a few things we are considering.

Of course, that is not a full list, and the priority or content of it may change anytime, but it should give you an idea about what we are going to do before the official release, which will happen later this year!



[h2]Quality of life:[/h2]

Group vs Group Arena:

We Improved the Group versus Group arena system. That is an old feature, but due to severe issues in participant selection was not used commonly. Through the button next to minimap you can register for a group fight. When there will be enough participants, the system will transfer them to the arena and start the group duel. Depending on the participants, players will be able to train their skills in different configurations without any punishments for losing the duel. Group duels can be set up inside the nation or between nations, depending on players' activity and registrations. Let us know what do you think about that feature!

Known issue: We are aware that in the same nation group duel enemies health indicators are not red, but it will be introduced in the next iteration. Sorry for the inconvenience!

Changes in sieges:

From now on, major flag and minor flags around it are considered as one siege and have a shared scoreboard. Also, the siege comes to an end when enemies leave, not just after capturing the flag. Capturing the flag was starting another siege event if original owners were still fighting for location.

Before, siege logic was prepared for one location at a time, so migrating between one siege and another caused bugs in the calculations and scoreboards based on them. From now on all should work correctly during going through and returning from one siege to another.

The changes lead to the fact that the siege is treated as one larger attack on locations, and not many small ones with each lighting and extinguishing the flag on the map which should improve the overall experience and allow for more tactical movement between minor and major flags of the location.

Other changes:

– Improved the formatting of changelog headers in notification center and servers selection scene
– Added a new set of skins for the Praetorian’s medium armor – the Legion Legate's armor

[h2]Fixes:[/h2]

– Fixed an issue causing showing wrong coin type in the teleport payment window
– Fixed an issue causing showing wrong names of some items in Supporter Shop
– Fixed a misleading map reward marker of the Ismir quest "Down with the deserters!"
– Fixed the game version indicator on the client to show the proper version of the game, which currently is Beta

New six-pieced skin set for the Praetorian’s medium armor. Disclaimer: Spear and shield are not parts of the set :P