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Weekly Update 332: Raise a toast!

Greetings, warriors!

This week, we are introducing the redesigned system of alcoholic beverages, creating use cases for various drinks, and increasing the meaning of this crafting branch. You are getting two brand new workstations – Distillation Apparatus, allowing you to passively craft Moonshine, and Brewery, where you will brew Beer.

Along with the above, comes cleaning and rebalance of production processes. So wait no more, let’s raise a toast!

Additionally, we are delivering a lot of Quality of life changes and fixes, thanks to our precious Community feedback, reports, and suggestions!

We are on the home straight to finish our work on the redefined world map, and we plan to deliver it to global servers with next week's weekly update! It will be a huge step for us, greatly improving the graphical aspects of the game, and significantly changing the world rules for the better. Stay tuned, and check the totally secret sneak peek here!

And now, check the details below, and see you in battle!

The screenshot’s authors have been awarded. EssN, Meralious, Dojima Family, and tomfrana – check your Ambers!

Changelog v.0.9.9.5.12 Beta


[h2]Alcohol production[/h2]

In short, there are now three tiers of beverages for fighting, gathering, and for potions.
We remove unnecessary production processes and the production itself is transferred to the workshops set up by the players, which will allow you to produce alcohol “in the background”.

Simple division of alcohols will allow players to memorize the dependencies, that Beer is the best for gathering, Wine will grant hitpoints regeneration, Mead will increase your max stamina, and Moonshine can be used to produce potions and add slight stamina regeneration.

We're taking a slightly different approach to making Beers. Recipes are changed, eliminating unnecessary processes that ended with a long-standing at the workshop. We moved crafting Beer to workstations, so the whole process will be based on the collection of materials and setting of the brewing process in the workstation. We want to make the craft of Beer with no dead ends, so the lower tier of Beer is needed to craft the higher tier. This way each item will have its own use case.



Beverages for crafters

Alcohol intended strictly for collectors, crafters, farmers and the whole community that will acquire or process materials will be Beers and products of similar origin. Their effect will be based on reducing the cost of stamina for interacting with minigames hastening interactions, gathering, and production. They also reduce the cost of using tools. so it will be easier to get wood or fossil resources, so this alcohol will be very much desired by the players.

Beers now have bonuses that will greatly help to play craft minigames, which will allow for faster processing of materials and save time. Beers of inferior quality will also be suitable for throwing in the bastion.

We are also moving away from the division of cereals into Barley and Wheat. They are converted into one material: Cereal. In this way, the players can save more equipment slots. We got rid of the names of types of grain, and we deleted all twin recipes for Beer.

Beverages for warriors

Taking away the use of Beer as a cheap substitute for increasing stamina will create a gap in the alcohol used to assist in the fight. Therefore, we need to take care of the alcohol that will serve mainly for combat. All combat spirits are non-craft but can be purchased through the shop/loot and rewards.

From now on, you can find three tiers of Wine and meads that will gradually increase your maximum hitpoints and stamina on the second and top tiers.

Alcohol for the manufacture of potions and tinctures

Moonshine does not change its use case and continues to be used for the production of tinctures. It receives the old Beer bonuses for stamina regeneration since beers get a new use case.

Moonshine recipes are updated and transferred to workstations. The production of Moonshine will also be based on refinement, in the way of distillation of lower-tier Moonshine with some additives.

New Workstations

We are adding two new workstations to the game: Distillation Apparatus and Brewery. Both workstations cannot be acquired in another way than crafting. Item recipes are available from the Merchants.

Both workstations work in a similar way as furnaces because they run on very similar mechanics.



Changes in items

As we removed Barley from the game, items related to Barley that are already ingame are converted to their neutral counterparts in given proportions:

1 Poor barley beer = 1 Weak beer
1 Poor wheat beer = 1 Weak beer
1 Barley beer = 1 Beer
1 Good barley beer = 1 Monastic beer
1 Barley wort = 1 Wort
1 Wheat wort = 1 Wort
1 Sheaf of barley = 1 Sheaf of cereal
1 Barley grains = 1 Cereal grains
1 Wheat grains = 1 Cereal grains
1 Barley beer brewing = 1 Beer brewing
1 Wheat beer brewing = 1 Beer brewing
1 Brewing Sludge = 1 Sheaf of cereal
1 Spent Grains = 1 Sheaf of cereal
1 Styrborg = 1 Beer

[h2]Quality of Life[/h2]

– Humanoid NPC bosses will have the possibility to perform a special “Shout attack”, and a special two-hit combo attack if they have shields. We are adding such a thing to differ NPC behavior and also, to make PVE a more interesting challenge.
– Updated the visuals of the World, Party, and Siege Events invitation window, to match it with the new User Interface style. Invitations to sieges and events are transferred from their windows to notifications near the minimap. The notifications will contain key information, a link to the events tab, and a button to join the event.
– From now on, Siege Survival and Nadir banners in Notification Center will open those game sites in the Steam overlay. Be sure to check those titles created in cooperation with the Gloria Victis Team!
– Improved the rewards for completing whole groups of achievements. You can now get fine chests with valuable equipment or materials, master reinforcements, and good recipes for your dedication!
– Added Ragi's Companions with 2h axes to the Ragi world event. This will make the event much more interesting!
– Ragi's model size was increased to make him better visible among his horde.
– Otton the Raubritter will now be using a 1h sword + shield. So he learned a few new tricks!
– Barn animals' stats value will now be better indicated with colors (green/white/red).



[h2]Fixes[/h2]

– Fixed an issue causing resource generation on Guild Castles farms to not work properly.
– Fixed edge case when mobs following its target were snapping around because they were unable to find the navigation mesh to the point.
– Fixed an issue where the animal icon stayed on screen after the animal had been called back to the barn.
– Fixed carpentry table workstation collider. Due to an error, it had no server collider and it was indestructible.

Weekly Update 331: Farm animals, Siege Engines tweaks and WIP insight!

Howdy, fellow warriors!

A few weeks ago, we added lovely, yet static farm animals to the game world. Thanks to that, players are able to use them to gather specific resources. At the time, we also forecasted the upcoming system of buying farm animals, looking after them, and getting all the benefits of owning a farm animal for yourselves. Today is the day when we are introducing the first iteration of our new animal husbandry system.

We are also sharing a sneak peek from behind the scenes, where we are working on new skybox and weather systems for Gloria Victis. Check the video below and see how good the game looks on it!

As always, we are filling today's weekly update with other quality improvements and fixes to reported issues. Check the details below, and see you in battle!



The screenshot’s authors will be awarded. Esadur, Dojima Family, and Giroux – enjoy your Ambers!!

[h2]WIP insight – New skybox![/h2]

We are slowly finishing our work on the first iteration of the new skybox, day & night systems, which will significantly improve the visuals of the game. We are happy to show you a special sneak-peek of the work we have done, and you can expect these changes to land on global servers along with the reshaped game world, in about two weeks from now!

[previewyoutube][/previewyoutube]

Changelog v.0.9.9.5.11 Beta


[h2]Animal Husbandry[/h2]

The system introduces new NPCs located on farms assigned to Capital cities and claimable locations in game – Barn Managers. Players will be able to buy and safely store their animals in a Barn, similar to how the Stable works for horses.

Interacting with the Barn Manager opens a Barn window, where you can buy, inspect, and manage your animals. Each player starts with two empty slots for animals in their Barn, and the number of slots can be increased up to ten with special cards, purchasable for Contribution Points in Glory Shops and for Ambers in Supporter Shop.

There are five different animals you can have in the game now: Pigs, Sheep, Cows, Goats, and Chickens. By clicking a proper button in an empty barn slot, you can buy an animal for yourself to keep.



Each animal in your barn has three parameters:

Grooming – set to 50% as a base, its value informs us about the number of goods we will be able to gather from an animal. You can increase the grooming value by trading the animal energy during walking an animal (more about that below!). The grooming value diminishes by one percentage point for every hour without taking an animal for a walk after its energy reaches maximum.

Energy – this is a resource you can use to interact with the animal while walking it out. Energy replenishes over time (one point per five minutes) when an animal is staying in Barn.

Vitality – it is used to indicate the quantity and quality of materials obtained from the animal at its slaughter. Its value decreases with time (5% per day) and with the number of times in which we obtain raw materials from the animal (10% per collecting action). The low vitality value degrades the materials obtained at slaughter and ultimately leads to death.

Additionally, you can see the timer which tells you when you will be able to gather the raw materials from your animal: milk from cows and goats, eggs from chickens, and wool from sheep. Each animal, with an exception of pigs, can be “harvested” multiple times. Interacting with a pig after the time ends will slaughter it, and grant a lot of meat.



Walking out of an animal

You are able to place your animals around the Barn Manager in the open world, like horses, and they’ll wander around in a small area, giving you time to gather and tend to your lovely creatures. When in the Barn window, click the “Call” button next to the chosen animal, and it will spawn nearby. Animals need to have at least 5 energy to be walked out, and you can have only one animal outside of the Barn at a time.

Having the animal outside of the Barn automatically converts one energy point to one grooming point every minute, and also, once per minute, it is possible to perform an activity on the animal (interaction), which allows you to convert 5 points of energy into 5 points of grooming.

When the animal is out of the Barn, it is possible to slaughter the animal with a weapon swing (careful, one hit is enough!) or extract raw materials from it. When looking at the animal with your camera, you will be able to check the timer for the next harvest. We are aware that for now, your animal does not have an indicator above it (like horses) so you may have trouble finding your animal if there will be more than one walking out in the area. We will add it as soon as possible.

The personal farm animals will give much more resources than the current ones that can be met near every nation’s capital city, and by giving them proper care, you are able to improve your gain even further!



[h2]Quality of Life[/h2]

Siege engines cooperation

Helping with moving the siege engine is a good example of cooperation, and players who do it are warmly treated by the community. To extend such possibilities, we are presenting an additional method of cooperation during the usage of siege engines - the possibility of loading the machine while it’s being moved with two operators. We also gave more meaning to moving siege engines with more players.

We now distinguish the main and supportive operators of the siege engines. We are showing the number of slots on the siege engine UI and also showing the slot that we occupy, and which ones are occupied by allies. Taking the first slot makes us the main operator, and taking slots from second to fourth, depending on the type of engine, makes us a supportive operator. The main operator has more power in controlling siege equipment, as he is now able to drive it, see the speed and damage of the machine, and load and launch an attack. Supportive operators can drive the machine and see its speed and damage.

Additionally, from now on, the main operator (and only him) is able to load the machine while it's being moved by another operator. When the main operator tries to lead and push the machine at the same time, pushing has priority over the loading. If there is only one person inside the machine, there won't be a possibility to move and load at the same time.

We have also tweaked the movement of the siege engines, and now, each additional operator is boosting the speed of the led machine. The best results you will notice by filling all available operator slots for each siege engine.

Additional events

We like how the players behave after completing Brandon's event, as they make their way through other events (Sorcerers Tower/Otton Lair/Cohorts) and their content is not cut suddenly. In the case of Ragi and Sirius, there is no such path, because there are simply no events nearby that would fit to it. That's why we want to replicate those positives on other lines. So we added an event “Devil’s Lair” on the link between Seaclaw and Ulfgard. It is the equivalent of the Otton event on the Midland link, and we plan to add a similar event for Sangmar soon.

Added the cohort known from the church near Greenport to two new locations on Sang-Ismir and Mid-Ismir links. Thanks to that, all nations have access to the “Cohorts” type of event, having unique enemies - Scouts from the South - which are challenging but yield good loot.

Other Improvements

– AI NPC mobs can now Cleave their attacks. We are adding such a thing to make NPC behavior more natural and player-alike, and also, to make PVE a more interesting challenge, instead of bashing the enemies in groups.
– Adjusted the map zoom system. Changed the default zoom, and scale of focus to make the system more pleasant to use.



[h2]Fixes[/h2]

– Fixed an issue where outpost enemy detection colliders were too small, allowing players to stay on outpost walls without triggering burning the flag.
– Fixed an issue with the “kill or defend the spy” event at the Ismir-Midland link. Due to the issue, the event was not available as often as it should.
– Fixed an issue causing it to be possible to move siege engines while riding the horse.
– Fixed the issue where one of the melee Giant attacks was only stunning, while it should also deal damage.
– Fixed the issue causing animations of our character to be unnatural while pushing siege engines.
– Fixed an issue where a player on a horse's back was spawned in our area but behind an obstacle or us could have a weird pose until he moved.



[h2]Increasing the roaming aspect of the game[/h2]

As you know, when introducing guild technology that has an impact on the range of teleport to tents, we were trying to lower the possibility of jumping around on the map with teleports, as those are having a negative impact on the map balance and negated the meaningfulness of roaming around the world. We have asked you about possible improvements on that matter in an ingame questionnaire, and 58% of players voted "Rather Agree" or "Definitely Agree," to the question if we should implement cooldowns for unstuck and “move to tent” mechanics, as well as shorten the moving distance for the tents and the respawn on them.

It is worth mentioning that the votes were very polarized for the smaller, less populated servers, where using tents had the biggest impact on the gameplay and thus we took some additional time to identify the main issues people pointed out to us. In order to clear out some of the problems, we listed received doubts and provided some more explanation and insight into why they might have risen. You can find the whole article on our official Discord.

We all would agree that tents are a useful part of the game and the option to move to them is a much-needed feature, and we don’t want to completely prevent players from moving to tents and respawning at their locations. Some tweaks still need to be done and we are hoping for your understanding and trust on this. Here are the further changes regarding the matter:

– We fixed an error where unstuck and respawn from events like Frontier Pass, Catacombs, Sea Wraiths, and Volcano were moving players to the closest spawn point. From now on, performing those actions will always move to the Capital.
– Respawn to the tent is possible only when it is the nearest respawn point - regardless of its range. To get to your tent that is further away than the closest spawn, you need to respawn first and then teleport to the tent.
– Teleport to the tent is still possible with respect to the teleport range (which can be increased by guild technology) but now has a cooldown of 45 minutes. Unstuck to the closest location is applying the cooldown too. Cooldown is shared for unstuck and to-tent teleportation. Respawn on the tent, unstuck to Capital, and unstuck from Arena do not trigger this cooldown.

The main purpose of the changes we are introducing today is to prevent bypassing the level design barriers that should limit the accessibility of one of the nations to a given area, to make skirmishes and sieges more balanced.

The tents made it easy to jump from the center of the map to the links, overcoming the barriers of mountains and water in a minute there and back. Usually in Europe, such actions did not happen on a large scale, so these features were rather perceived as an excuse to search for PvP, but on other servers or outside primetime, groups using this tactic could be literally everywhere in no time. If it was the strongest or the biggest group on the server, they were winning every fight and it was not possible to defeat them, break them, conduct diversions or simply find another opponent.

Such a case works against the design intentions and had a bad impact on PVP. This change is aimed at choosing a front on which we want to fight. It will still be possible to change the front quickly, but we are not allowed to be in several places at the same time. The stronger nation, wanting to hunt other nations, will be encouraged to divide, which will give a chance to counterattack to the weaker nations.

We have thought off and listed a short FAQ about those changes, and if anything seems unreasonable for you, we believe that those bullet points will clear it out:

Why are we implementing the cooldown for to-tent teleportation and unstuck?
To limit jumping between links, and sides of the map, bypassing level design barriers and cutting other nations from content.

Why are we taking the possibility to choose a respawn point if the tent is in range, but not the closest spawn?
Because then respawn in the tent would also have to hammer CD 45 min, which would make it a one-time mechanic, and that's not desired.

Why does a tent become a respawn point like a flag?
Because in most cases it is used as it, and it is a desirable case, useful for SoWs, or fighting on the fronts. This will allow us not to implement the CD on respawn which will give us the ability to use it multiple times.

Why does unstuck to the nearest point get a cooldown?
Because it was also used to bypass level design barriers and move from place to place very fast. Leaving unstuck without cooldown will be just half of the solution to something that badly impacts the balance of the game.

Why does unstuck to the Capital not have a cooldown?
Because this is a form of retreat, there is no point in doing a cooldown there and punishing a player who got stuck somewhere. It would immediately force some kind of abuse in the style of jumping into the arena or would force in some cases logging out of the game.

Why unstuck to the nearest point from Arenas has no cooldown?
Because someone who is focused on different parts of the game not having an impact on the game balance could accidentally apply a cooldown.



As we noted and carefully processed your feedback we already were able to find the most common doubts in your comments, and we are happy to explain them once again to prevent any misunderstandings:

The cooldown for /u and “move to tent” should not be implemented — Why this issue has arisen has two main sources. One of them was players who thought that moving to capital will result in the same cooldown as unstucking to a location — which is not how this would work in the proposed system. Moving to capital would still be free of any cooldown.
The second source would be the players who just don’t like the idea of having a cooldown on unstuck command or moving to the tent. There is no direct answer for that second source, as the proposed tent cooldown mechanic needs at least a 30-minute cooldown in order to work properly because shorter times would still enable a well-organized group to jump back and forth between two events. However, it is important to remember that the cooldown will be counted from the moment the teleportation/unstuck occurred, thus it would be totally possible to roam around the map, and when the situation requires it, move to a tent at, for example, Pilgrim’s Rock, defend the location, replace a tent and go back to roaming to soon have the cooldown run out.

Implementing these changes will result in us “killing the PvP” — While it is true that some players are currently using tents as their main means of getting PvP, the overall PvP experience on the map is much more complex. The main thing that makes people want to join PvP is the feeling of power and the chance to win. If a group is constantly being wiped by the very same group of players that (in most cases) use tents to quickly move around the map to kill all the enemies, those players will become disheartened and lose their will to go out into the open to have some PvP. Giving this smaller, less skilled group a chance to start a siege against a smaller number of defenders will enable them to feel empowered and stay for longer, which would still enable everyone to get to the location. Either by mount (the time to travel to some key locations was tested some time ago by one of our Community members Shimmering: https://www.youtube.com/watch?v=VUPSsoLye3M thank you for your dedication!) or via the logistician.

Tents shouldn’t be nerfed directly, but rather by changing their price or materials — While we understand that for some players, increasing the price of a tent would lower their demand, thus lowering the overall tent usage on the map, but it doesn’t quite fix the problem. Such a change would only nerf tents for the ‘middle class of players, as they will be the ones experiencing the harshest effects of a price rise. For veterans and rich players, even doubling or tripling the cost of a tent would not pose a big economical threat, especially as the possible gain could be much greater. On the other hand, raising the price of a tent would absolutely restrict new players from using them, which is not a much-welcomed effect. This is one of the reasons why the changes need to be done to the tent mechanics themselves.

Weekly Update 330: Convenience Improvements!

Greetings, Warriors!

A new update is live! It always brings tweaks to the various systems, enriches your game experience, brings some gameplay improvements, and fixes reported bugs. But on top of that, this time we’ve focused on several convenience–related improvements. We hope you’ll love the changes!

Every two weeks, we are also making a small community breakdown, rewarding our content creators and active members of the community with Ambers, and promoting their content on our social media hubs. Thank you for spreading the word about Gloria Victis, and helping our community to grow!



The screenshot’s authors will be awarded. kchance, Chris, and [UHHH] Glampstron – you’ll receive your reward soon!

Changelog v.0.9.9.5.10 Beta


[h2]Quality of Life[/h2]

– We decided to improve the UX of the Catacombs event by giving icons of entrances for the whole time of the event in progress and give information when the event fails.
– Improved synchronization when another player recently released input. Until now, the player would stop and be “teleported” a moment after stopping, which could lead to issues with desynchronization. This was an issue for both - mounted and not mounted players.
– “Select challenges for today” mini notification now opens up directly on the daily challenges instead of on the main page of the Achievements window.
— We unified the way in which progress percentage is being shown on UI. From now on both Quest Log and Notifications will show exactly the same percentage.



[h2]Fixes[/h2]

– Fixed an issue causing initialization of various objectives in starting quests not to work correctly.
– Fixed an issue where some spawners were unable to spawn a mob or boss, for example, an elephant on a Frontier Pass event.
– Fixed an issue causing the Catacombs event to start much fewer times than before the last changes.
— Fixed some edge cases in the Frontier Pass event that could lead to a not desirable gameplay experience.



[h2]Every-two week Video contest[/h2]

We cannot stress enough our happiness and gratitude to see such nice videos posted almost every day by our active community!

Today, we want to reward four players with the main reward – 2000 ambers:

For The Boyz, for his great idea to do some interviews with our veterans:
https://youtu.be/SkIulH5OMjw
https://youtu.be/qq3gTQN16Wk
Komodor, for his next story from the Gloria Victis world: https://youtu.be/SFFmIulHzrw
And Doonsides, for proving that sometimes you need only your fists to knockdown the enemy: https://youtu.be/zFAzhyBmrVw

Please reach Daimon Frey#5854 on Discord and provide your in-game nickname to receive your reward!

#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions!

Weekly Update 329: Spread your wings and split the sky!

Greetings, Warriors!

This week we are delivering further polishes of recently introduced systems and a lot of fixes and quality of life improvements requested by our precious community. Most of the changes we are introducing today are based on your suggestions, reports, and feedback, so we believe you will be very happy with them.

The core of our team is still working on the world map rework when our artists had some more time recently to finish the work on a brand new cosmetic set for heavy/medium mix armor – Eaglefury set, along with a dedicated heavy shield, one-handed spear, and mighty two-handed hammer named "Skysplitter".

Additionally, we have hellish news for you all and a small competition where you all can win the possibility to have a unique “skeleton painted” horse breed in the game available to tame!

Check the details below, and enjoy!



The screenshot’s authors have been awarded. Dojima Family, Siegbert, and Mormo – check your Ambers!

Changelog v.0.9.9.5.9 Beta


[h2]Quality of Life[/h2]

Catacombs

The Catacombs event has been adjusted and improved a little. After the announcement is shown on-screen, there is a 5-minute-long event on the map, before a player can enter the catacombs. The first stage of the Catacombs, as well as the entrances, have a 20 minutes timer. If the first goal will be failed, the event closes and ends after that timer. The spider gates are open after the event ends and a new way of teleporting out of the dungeon is available behind the altar in the final boss room. Lastly, the gate leading to the sword room is now possible to be axed down.

Cosmetic skins

We are introducing a new cosmetic skin set to the game using heavy items with an exception of a medium chest as its base. “Eaglefury” armor cosmetics, two new weapons skins, and a new shield skin are available for you in the in-game Supporter Shop – hotkey [K].

According to sagas, one of Gautyr’s forms is a great eagle with wingtips that touch the horizons. It was at the Styrhale temple in Styrborg where shamans first presented eagle feathers to worthy warriors as a mark of honor. Now on Stoneholm, great warriors charge into battle with expertly made scale armor, feathered mantles, furs, and sweeping wings extending from their enclosed helms, glorifying the savagery of a predator diving for its prey.



Valley of Death

We are adjusting the timers of Valley of Death tournament events on all servers. On the NA/SA Aquilla server, we are moving the VoD from 9 AM to 1 PM, and the one from 5 PM to 6 PM, and we are adding an additional VoD event on the SEA Dukla server, time for 3 PM.

AI improvements

We have fully redesigned NPC aggro mechanics. From now on it should be impossible to take aggro of a huge group of NPCs by one player. It will help to avoid any possible exploits related to such maneuvers. Enemies will now distribute their aggro between players better and attack more targets if one player is already focused by two NPCs.

Other improvements

– Torch and Lantern will now be a light source on our player when “show additional lights” is set up in the game graphic options, and by default on graphic presets “medium” and above. Please note, that we won’t be able to see light from other players to prevent performance issues.
– As fighting scavengers is much more interesting when players need to actively move away from their attack line, old scavenger attacks cannot be blocked without shields from now on.
– Improved player on horseback animations. Blocks attacks and throws should be more fluent and show better what is happening on the server side. We have not changed the value of the attack tilts on the server, so the range of attacks stays the same.
– If there are multiple crafts queued, they have the same minigame UI - once one craft finishes, the next one will start from the place where the last has ended, which is much more fluid and intuitive.



[h2]Fixes[/h2]

– Fixed the issue causing players to be invisible, and optimized the proxy initialization to prevent such issues in the future.
– Fixed an issue with wrongly assigned tags for some Coat of Arms symbols.
– Fixed an error allowing players to enter and teleport to the arena while being unconscious or dead.
– Fixed an issue where taping space when the crafting window was opened could start crafting and lead to various issues with interactions later.
– Fixed an error that prevented players from spawning at siege camps during the 3-way siege event continuation.
– Fixed an issue where the system holding player on the server after relog or alt+F4 was working incorrectly. During relogging or quitting on the loot zone, there should be an extra 30s time before the character will disappear after getting hit. This won't work on non-loot zones and an extra time is being added once. Additional time (the 30s) from being knocked down and opening the loot window still exists. This should prevent avoiding being looted by force-quitting the game or cutting the connection.



[h2]Descend to Hell and get a unique mount in Gloria Victis MMORPG![/h2]

While releasing Gloria Victis a few years ago, we’ve been only a team of 7 developers but we’ve been steadily growing in numbers since then. Last year, thanks to the release of Siege Survival: Gloria Victis, we’ve been able to secure more funds to keep working and improving our MMORPG game, doing those few big steps before finally leaving Early Access.

As you may know, we are providing publisher support for a group of young, talented developers working on a unique card roguelike game called “Nadir”. Clearly, it is a totally different game than Gloria Victis or Siege Survival, and it doesn't share the Gloria Victis IP, yet those guys are strongly connected to our team and are working next to us in our office.

The Nadir Team supports us on a daily basis, and part of them has been outsourcing things for Gloria Victis for years already. Also, we are learning so much from publishing Nadir, and this experience is helping us prepare much better for leaving Early Access with Gloria Victis.



And this will be the best example of our cooperation: Michał, the lead designer of Nadir, is also an outstanding graphic artist, and the one who is responsible for most of Gloria Victis's cosmetic skin concepts. Some of the recent animations implemented in our MMO were also recorded with his help!



And as it is visible those guys are doing so many nice things for us and our community, we decided to ask you to help Nadir get more wishlists on Steam. Boosting the visibility of Nadir on the Steam platform is directly helping our MMO to get more attention too, so it is a win-win for everyone.

To encourage you to help us even more, we are creating a special wishlist goal, exclusively for our MMORPG players:

If we get 10000 more wishlists for Nadir with your help, we will add to our MMO a unique “skeleton” horse breed inspired by Nadir’s setting and lore. Horse spawners in Gloria Victis will receive a slight chance to spawn a horse painted as a skeleton. How fun would it be to raid Catacombs on such a mount, huh?! So click the link below, add the game to your wishlist and share it with others!

Go to the Nadir Steam page, and add the game to your wishlist now!

https://store.steampowered.com/app/1535100?utm_source=discord&utm_campaign=mmo

Weekly Update 328: Mass Production

Greetings, Warriors!

This week we’re introducing a few changes in response to our Community voice. We are tweaking and polishing recently added minigames, adding a few mass production recipes to the game, and dropping a lot of Quality of Life improvements and fixes.

The task of reshaping the game world and moving capital cities to the sides of the map is still in progress in the background, and we should be ready to show you the results later this month.

In the meantime, please accept our invitation to join and follow our Social Media hubs, as we are working hard to grow them before the game release, and you can help there!

Check the details below, and see you in battle!

The screenshot’s authors have been awarded. ZEX, Chris, and Siegbert – expect some Ambers soon!

Changelog v.0.9.9.5.8 Beta


[h2]Quality of Life[/h2]

Mass Production Recipes

The player-driven economy is one of the three pillars of our game, and it is visible that players have an impact on the market, prices, demand, and supply. As developing your crafting skills is a serious thing, especially when you see the number of various crafting professions available in our game, it is always nice to have the possibility to prepare some of the needed materials faster and in larger quantities.

We are introducing further mass production recipes, which will help you prepare some crafting materials quicker, giving you more time to participate in other activities.

We are introducing six new scrolls with mass-production recipes. A player can find them in the glory shop and misc recipes random box.

The recipes are:

– Mass Production - Tannin
– Mass Production - Long Nails
– Mass Production - Quilted Canvas from Scraps
– Mass Production - Thick Tanned Leather from Scraps
And as one scroll with two recipes:
– Mass Production - Decatized Canvas
– Mass Production - Decatized Canvas from Scraps
And
– Mass Production - Tanned Leather
– Mass Production - Tanned Leather from Scraps

We are already working on refreshing some of the crafting aspects, for example, changing the system for crafting beers and alcoholic beverages. You will soon get a new workshop dedicated to that crafting branch, saving your time and preparing your drinks passively in the background.



[h2]Other QoL improvements[/h2]

Tweaks to fisheries regen

Fisheries regen are related to the server size, but we found that getting fish on the biggest server was much easier on the global scale, basically having fisheries full even next to capital cities. We have tweaked the calculations to make them regen faster on smaller servers and a bit slower on the biggest server.

Progress bar minigame polish

– Removed progress bar minigame from planting crops. Reduced time of planting from 5 to 3 seconds.
– Removed progress bar from reading treasure maps and opening treasure chests.
– The next target area cannot spawn underneath the pointer. Added a gap of 200ms distance in the pointer movement until it reaches the next trigger area.

New animations

Added new emotes: Rock, Paper, Scissors. This emote is randomized between those three symbols and sends a chat message on play, showing the outcome. You can now settle all disputes with this ancient method. :) Additionally, we added "Salute" and "Nope" emotes and capturing flag animation on VoD flags.



[h2]Fixes[/h2]

– Clamped continuation time for siege events only when the new continuation time is greater than the default.
– Fixed the issue where progress bar minigame UI could stay on the screen when the minigame was active during transfer to Valley of Death Tournament.
– Fixed an issue with the UI of emotes which was not highlighting the icons if player FPS were below 30.

[h2]Join our Social Media[/h2]

Last but not least, be sure to join our Reddit, follow our Facebook and Twitter, and say hello on our official Discord! We are happy to see our social media hubs growing, creating space for your contributions, questions, and opinions!