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Weekly Update 273 – Resource gathering and game economy – redefined!

Greetings, warriors, gatherers, and crafters!

As we announced a few weeks ago, our designers were working on the rework of an important part of the Gloria Victis MMO economy – resource availability and gathering systems. Looking at the data from the last months, it became clear that there are too few good gathering spots on the map and it limited the possibilities for gatherers and crafters to collect the resources.

That is why, after talking with the Community about the ideas to improve those aspects of the game and receiving your approval and feedback, we are happy to introduce a lot of changes that will make the resources system more interesting, rewarding, and conjugated with territory control.

We made the open world and nation castles resource spots more important and useful by introducing location specializations and made the gathering more clear and less random by exchanging random resource spawners to bigger and more efficient nodes and a new type of resource deposits – veins.

The user interface, the balance of the gathering tools, and the gathering system itself have changed greatly, and we are hoping that those improvements will be warmly welcomed.

As always, we are also delivering some Quality of Life improvements and fixes, so check the details below and see you in the game!

The screenshot’s authors have been awarded. Random, Juanzet, Pяσ. AқaczoV and Gawi200
– check your Ambers!


Changelog v.0.9.7 Beta


[h2]Flag specializations and resources balance on map:[/h2]

We analyzed the map data looking at the spots where most of the resources in the game come from. The gathering was focused directly on just a few spots on the map – the biggest mines and biggest farms, which of course was leading to making other locations and resources spawns less important and visited much less often.

Since it would be great to make resources something worth fighting for, to encourage more fights for locations and important economical deposits, we are introducing location specializations. Thanks to that the game is getting more content for gatherers and provides a more sense of conquest and a reason to defend all these lower-tier flags. The placement of specializations and resource deposits is mirrored between all three nations, with slight differences dictated by the unique flavor of each nation's economy and crafting differences.

From now on, you will be able to find detailed descriptions of the economical aspects of the locations by hovering the mouse over their flag on the world map. This window will explain what resources you can find in the location area, the specialization of the given flag, and even more useful information, like the number of guards or inhabitants, available workshops, and Bastion data (Known issue - the guards counter is not accurate yet, there may be some guards that are not counted properly, but the numbers of guards on every flag in-game are same for every nation and fair.)



The most important locations will specialize in providing specified resources. It means that they will have a lot more of the given resources than other flags. It will be better to collect firewood on a dedicated flag (but not impossible on other locations) that is specialized in low-tier wood logs, and coal or siderite on another. To better indicate the specializations, you will be able to find a new type of resource deposits in the game – veins.

[h3]Veins[/h3]

Veins are huge rock-type resource nodes containing even one hundred times more resources than the regular nodes, will require more time to be gathered, but are still more efficient and can be gathered by multiple players at once. To be precise, gathering them together with other players will give you a chance to receive bonus resources, and as a result and reward for cooperation - collect even more of them.

[h3]Regular nodes[/h3]

The smallest, regular nodes will also contain about ten times more resources in them in comparison with old node spawners, which will lead to making open-world nodes more worthy of stopping by and collecting them. In exchange, their respawn time will be prolonged to balance the number of available resources in the game world. This means they will be exhausted sometimes, so gatherers can't just stand in one mine occupying it all day. They will need to go to another mine or start roaming to find the new nodes with 10x more looting resources in the open world.



[h3]Gathering system User Experience improvements[/h3]

We are aware that having spawners that spawn random resource types instead of spawning the same material each time never had good UX and was hard to understand and predict. Because of this, we were receiving complaints that resources in other nations are unbalanced so we wanted to improve your experience and make the system much more clear and fair for everyone.

[h3]Random nodes spawners[/h3]

The random spawners are gone. In exchange for them, we are introducing rare resources veins. These will make it possible to collect different rare resources from one deposit to ensure balanced access to all rare resources which will be much more convenient and rewarding.

[h3]Passive/active gathering tooltip[/h3]

We are also changing the tooltip for gathering to inform players that we have two ways to gather resources – passive and active. From now on the tooltip will be “[E] or hit to gather”, which will clearly tell that there is a faster and more efficient way to gather resources by actively hitting them with your tools.

[h3]Nodes destruction system[/h3]

The visuals of node gathering have been improved. A lot of players asked us for more informative feedback while gathering nodes, so we started the work on the system that will show destruction of the nodes and veins in real-time, which should be very pleasant for eyes and also will tell you in what part the node has been already gathered.



[h3]Other changes[/h3]

There are also a lot of smaller changes regarding the economic overhaul, and here are the most important of them:

– Balanced the strength of the gathering tools, to reduce the difference between the worst and best tier tool
– Balance resource deposits on locations to allow use resources collected in one gathering run to upgrade at least one location element
– Updated the quest resources spawners (for example fallen trees) so they will not impact the game economy and have faster respawn
– Improved resources respawn system to remember the last interaction, instead of starting a respawn timer on the first touch. It will prevent respawning the node while gathering, what looked bad
– Balanced and unified farms size to be mirrored to their counterparts on the map
– Updated the Pickaxe events on the map to use new resource nodes and veins

[h2]Quality of Life[/h2]

– Animated next part of equipment models. There are too many to list them one by one. :)
– Recreated two lost memorials in the game world



[h2]Fixes[/h2]

– Fixed the issue causing input window for naming the horse were reopened on try to put too short horse name and that could lead to rolling horse stats exploit
– Fixed the issue causing learning the recipe from item disassembling required a relog to recipe to be added to the player known recipes list
– Fixed the issue causing players not to receive a notification when learned the recipe
– Fixed the issue causing infinite swimming animation bug after arming a weapon on the mount while in water
– Fixed the terrain in Blackrock, and many other terrain holes, texture bugs, and navmesh bugs
– Fixed the impassable archway in the church model
– Fixed the holes in a texture of Heavy Clan Shoes

Hotfix 28.05.2021


We are introducing a hotfix for yesterday update, addressing some more of your feedback and reports:

[h2]Quality of life:[/h2]

– Experience for gathering is now given at the moment when the player gets a tick that gives items, not only when gathering has ended
– Veins are respawning quicker
– Regular resources respawn quicker but the respawn time can differ more now, since the timer is not fixed but drawn from a time range
– A little longer gathering time on regular resource nodes, to keep the number of resources collected in a given time balanced
– Adjusted the limonite drops in veins and regular nodes
– Improved showing citizens professions in the location preview window

[h2]Fixes:[/h2]

– Fixed the issue causing the Volcano event could be started twice
– Fixed some minor localization bugs, including Sunflower description in polish language and \n instead of a new line in location others section
– Fixed an issue causing veins were dropping much less items than they should
– Fixed an issue causing experience and achievement for gathering resources progress were not counted properly
– Fixed an issue causing showing wrong icon over players character related to guild placements in rankings
– Removed the misleading non-loot icon on the Greatfall location preview window
– Fixed the issue causing limonite veins were not counted on the Dundrum Village location preview window