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Weekly Update 327: Return of the Castling

Greetings, Warriors!

A new update is live! It always brings tweaks to the various systems, enchanting your game experience, bringing some gameplay improvements, and fixing reported bugs. You are receiving a new minigame for progress bars, dedicated to farming and crafting, adding some more active layers to those activities.

You also can feast your eyes with a fully renewed Coat of Arms Editor, many new animations on playable characters and emotes for them!

On top of that, we’re introducing some balance improvements, such as tweaking the experience gain ratio, Siege Events continuations, and possibilities of nation change in the game. Check the details below and see you in the game!

Enjoy the ride!

The screenshot’s authors have been awarded. ALEMAN, tomfrana, 𝒮𝒽𝒶𝓁, and Kromkel – check your Ambers!

Changelog v.0.9.9.5.7 Beta


[h2]New minigame for progress bars[/h2]

Have you ever wanted to shorten the progress bars of various activities in the game? Now you can! Crafting and farming progress bars now have a minigame to shorten their timers by actively participating.

Minigames are tools that have a positive impact on various aspects of the game, for example, they increase the feeling of being rewarded for your efforts, and give bonuses for more active gameplay. It is also a great help to train your reaction time and muscle memory, which is useful in combat. This is why you could find some similarities between combat and recently introduced minigames of fishing and mount taming.

How does the new minigame work?

After starting an interaction or crafting action, you will see a bar with a hovering indicator above the progress bar. The indicator will move from left to right, moving through the separated highlighted area. When the hovering indicator is over this area, press the interaction button (default [E]), and the time of the interaction will be shortened. The highlight zone can change its placement and size. Each press of the interaction button costs 100 stamina, and the correct ones will speed up the indicator movement. Please note, that this minigame only affects the time to craft, not the quality of the item created.



On the occasion of adding a new minigame here, we are balancing the timers of farming and crafting interactions. Most timers were not extended more than one second. Only queued, multiple crafting actions may feel slightly longer.

Crafting – each proper minigame click reduces total time by 20%:

– materials, 3 seconds interaction time (2 seconds before)
– foods and alchemy, 5 seconds interaction time (2 seconds before)
– weapons and armors of tier 3 or lower, 10 seconds interaction time (2 seconds before)
– weapons and armors of tier 4, 15 seconds interaction time (2 seconds before)
– weapons and armors of tier 4.5, 20 seconds interaction time (2 seconds before)
– weapons and armors of tier 5, 25 seconds interaction time (2 seconds before)

Farming: each proper minigame click reduces total time by 25%:

– Planting crops. Increased the interaction time from 3s to 5s
– Watering crops, 5 seconds interaction time (not changed)
– Fertilizing crops, 5 seconds interaction time (not changed)
– Gathering mushrooms, 3 seconds interaction time (1 second before)
– Gathering crops, timer depends on tool gathering multiplayer (not changed)
– Gathering wild herbs, timer depends on tool gathering multiplayer (not changed)

Other interactions: each proper minigame click reduces total time by 25%:

– Gathering water from a well, 3 seconds interaction time (2 seconds before)
– Reading treasure maps (not changed)
– Gathering beehives. We changed the gathering type from 2x2s to 1x5s interaction
– Gathering clay. We changed the gathering type from 4x3s to 1x15s interaction
– Use a water/fertilizer bucket. Increased the interaction time from 3s to 5s
– Upgrade location, 10 seconds interaction time (not changed)

On top of that, each click reduces the time left by a percentage of the max time, meaning that, for example, the crafting minigame reduces the crafting time by 20% per click, while crafting a tier 5 armor it reduces the time by 5s per click!



[h2]New animations[/h2]

Our company acquired a professional mocap suit! Thanks to that we can make the world of Gloria Victis more alive and immersive. It is nice to have such a possibility in-house as most of the animations on the market are relatively modern, so it is better to record them from scratch with our setting and lore in mind. We started with easier animations, as we are slowly learning how to use the new tools and create a proper workflow. As we have to drag all the NPCs across the map to their new spawn points in replaced capital cities and questing areas, we are holding on to adding more animations to them on the current global servers, as it would be doubling the work. So, you can expect cities that will feel more lively along with the refreshed world map in the second half of August. There are over 100 animations already recorded and pushed on production for further processing.

But we are not leaving you empty-handed today! We were able to add a lot of new interaction animations and emotes to playable characters!

You can find new taunts, facepalms, bow downs and greetings in the emotes selection wheel. You will see new animations when you will be bandaging yourself or allies, reviving players, eating, drinking, calling horses, extinguishing a fire, or capturing a flag. There are also new idle animations for the drunken state, a few versions of sitting, and on top of that – we have improved the animation mixing and all should be more fluid now!



[h2]Tweaking the experience gain ratio[/h2]

As you know, leveling in Gloria Victis is quite fast, as we want players to reach the endgame quickly and participate in the game's core features. Yet after observing the speed and ways to gain levels in the game, it became visible, that it should be toned down a little.

We noted some issues with the arena system, where players were able to join an arena duel basically naked, lose the fight quickly and still receive a lot of experience. It was not only kind of an exploit, but also reduced the fun and worth of the other contestants' efforts. From now on, experience from Arena duels is based on the time spent in the arena, and the gap between experience gained by the winner and loser is not too big if the duel was balanced and close.

We are also slightly reducing the experience gained in raids (Ragi/Sirius/Brandon, Catacombs, Sea Wraiths, Sorcerer’s Towers, Volcano, Frontier Pass), as it allowed very fast exping, but in the end, could lead to reaching the top level too fast, and it was unhealthy, especially for new players, who could lose one of the game goals quickly and find himself a little lost in the world before he learned combat and the territory control systems.

The last thing that we are addressing is experience from building locations: while upgrading buildings, the event was a significant part - whether it was a part of the Wall on level 1 or Keep to level 6, the event always gave the same amount of experience. From now on, donating materials to scaffoldings is boosted and will give two times more experience, and more for each upgrade level, but event exp was significantly reduced. This way, the reward will be much more proper and linked to the effort put into building and upgrading locations.



[h2]Nation Change Scrolls[/h2]

Nation Change Scrolls were removed from the game in the past because of their impact on servers' balance and community. And yes, it helped us to balance the servers in the short run, but new issues emerged soon after. Tweaking the underdog system was too little to limit or block exploiting the nation change system. Sadly the situation started creating pressure on our players, which resulted in taking a break from the game and encouraging others to follow, sometimes trying to get Underdog status this way, so their friends could change the nation". We do not want players to feel trapped in the nation, especially in situations where guild or friends of a player transferred to Underdog nation, and someone was left due to inactivity or simply missing the opportunity.

So, okay - we are making a test, and we're bringing the nation change scrolls back in slightly changed form. Restoring them should help the world to shuffle and settle before the official release. There are some circumstances that are allowing us again to test such a feature. For example, guilds are not losing donated Nation Points when a player leaves a guild, so this will not have a negative impact on the guild's morale and position in server ranking.

You can acquire a Nation Change Scroll from the Supporter Shop for 2000 Ambers or 39 000 Contribution Points at the Glory Quartermaster. The Scroll can also be listed for gold at the Auction House, so there is also a way to buy them with a basic coin.



We are keeping the existing rules and adding the new ones regarding the Nation Change Scrolls:

You can change the nation once before you reach 70 lvl with any of your characters on the account from the character selection screen. (It means one per account, not per character) After that milestone, there are three ways to change your nation in the game:

1. Remove all characters from your account to be able to pick a new nation.
2. Use a dedicated NPC that spawns when another nation on the server receives a long-term underdog status. This NPC allows transferring to long-term underdog nations for free.
OR
3. Use a Nation Change Scroll, allowing players to move freely to any nation that is not dominant on the server.

Important notes:

– Items and gold stored in the depot are account-wide and are not lost when changing nations.
– All nation changes and main server changes trigger cooldowns on nation change and main server change.
– Changing the main server set proper cooldowns on nation change and main server change.
– Balance status data that is allowing or preventing transfer to a given nation. Check the Nation Change Card tooltip for exact information on which nations are currently available as a destination. This info is tied to data from the account's main server.
– It is possible to move between nations with Underdog status.
– It is not possible to move to the dominant nation (the strongest one – when the other two nations have Underdog status).
– Known issue: To move to another nation please fully restart the game after using the Nation Change Card. The change nation button will be available on the character selection screen. Moving to the character selection screen will not refresh the status of available nation change points.

The switching nation with a Guild:

Guilds no longer lose donated Nation Points when members leave them, so members should transfer using the available methods to change nations (delete characters/NPC/SCROLL).

The guild leader can ask us to help transfer his account along with the guild to another nation with a few restrictions:
– Mercenary Recruiter must be present on the server, allowing transfer to the desired nation, or the leader has a Nation Change Scroll and the destination nation is not marked as dominant.
– The leader has to be the only member of the guild.
– Leader's characters on the account cannot be in any other guild.
– The Guild cannot have any provinces.

We are working on an automated system that will allow guild leaders to transfer their accounts along with the guild if the conditions above are met, so it will not require our help to transfer guilds between nations in the future.

We hope you will be happy to have more freedom once again and restoring this feature will be warmly welcomed

[h2]Quality of Life[/h2]

New Coat of Arms Editor

With a redesigned, convenient, clear, and intuitive editor, it will be a pleasure to design and admire your own creations of personal and guild heraldry. We have combined the old three-separated windows editor into a single, easy-to-use system, with graphical and technical upgrades. From now on, you can preview your designs on heraldry emblems, shield models of various shapes, and the flag banner. We have also added the most-wanted “undo-redo” functionality, which allows the system to remember the last 15 changes that you can navigate between by clicking back and forward. We are planning to continue work on this system later when we will polish the Interface after replacing all game windows with the new ones.



Siege Events tweaks

There were a few issues with Siege Events that required attention:

We are correcting wrong assumptions, causing the events to count their start timers from a fresh event timer (around 25 minutes), which resulted in event continuations not working properly. From now on, if the Siege Event is finished before 5 minutes to its end, the time left will be transferred to the continuation event, and an additional 5 minutes will be added to the timer.

We are adding continuation to three-way siege events. Earlier, when any nation capped the flag in just 3 minutes after the event started, a continuation event would not happen and everyone would be disappointed. From now on, in such cases, we start the continuation of this event, just by starting the event in the same location, but with a new defender, who just captured a flag. Additional 5 minutes are added to the event timer.

Lastly, when we had one nation that was a defender in a siege event that was much stronger and would push out attackers, we changed the Defense event to Attack or Linkwar event, adding 10 minutes to the timer. This time was too long and sometimes resulted in infinite siege events. As we would like to standardize all siege continuation cases, we are changing this added time from 10 to 5 minutes.

Other improvements

– Added confirmation window on Return to the character selection menu.
– Tweaked the big battering ram colliders so the player can get the right position to drive it without snaps and teleporting.
– Added input field in character development experience conversion window.
– From now on, NPCs won't walk underwater.

[h2]Fixes[/h2]

– Fixed the issue where handicap limits in events were incorrectly blocking players' registration.
Handicaps should limit players only in certain cases:

1. If the nation is the underdog
2. If a nation attacks its native castle (mids attacking Waterford/Blackrock)
3. In the nation fight on the native non-loot zone (Dundrum fort for midland)

However, the bug was limiting players in additional few cases that were not in the design. It created many cases when forces were unbalanced in terms of numbers, especially when link-war took place at two native locations of one nation (Dimar - Scarsdale). The fix should reduce cases when forces are unequal without reason. Remember, that there are other systems that may limit players in events, for example, limiting defenders if there are not enough attackers. And thank you for your reports that helped us to find the source of that problem!

– Fixed an edge case in Fabia’s dialogue, preventing players from completing the quest.
– Fixed edge case issue where arrow particle trail was not turning off if arrow collided on the very first rendering frame on the client side
– Fixed a bug where crafting was continued after the next progressbar (i.e. interaction with something)
– Fixed Bear’s animations, and adjusted their attack speed.
– Fixed an issue making it possible to gain incorrect bonuses to deactivation points on servers other than the main one.



[h2]Community Breakdown[/h2]

Every two weeks, we’re rewarding active content creators who spread the word about Gloria Victis, so we have some new videos to share with you! Click the links, subscribe to the channels of those awesome people, and leave some love in the comments!

Wintar created an awesome guide to the game, covering the basics:
https://youtu.be/KydQDZpseW4
Sonny once again delighted us with his neat and clear guides for various branches of the game economy. This time it is forestry and mining:
https://www.youtube.com/watch?v=SeAPIlG5KWY https://www.youtube.com/watch?v=fJvX3K2q0is
Boba recorded nice gameplay from the Valley of Death tournament, showing his combat skills:
https://youtu.be/z-ao9A1KYaY
Guys, reach Daimon via Discord to get your 2000 Ambers!

#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions, and share with us your creations on our official Discord.

Thank you for reading to the end, and see you on the battlefield!

Weekly Update : AMA Event and Work in Progress Insight

Greetings, Warriors!

We're focusing on two significant tasks: Reshaping the world map and recording new animations for the game. Both require a lot of work and are taking up most of our team workpower, so we would like to prepare a little insight into how we are doing and what changes in the game you can expect shortly.

We are postponing this week's update for a week as we would like to polish and process more of the new animations. We are telling you some more about that later in this note.

Additionally, we are hosting an "Ask me anything" event on our Discord, so you are more than welcome to join us there and leave some questions we will try to answer in the upcoming Devlog video.

Have a great day, and see you on the battlefield!

The screenshot’s authors have been awarded. Mormo - enjoy your Ambers!

[h2]AMA event, and new video Devlog[/h2]

We've noticed how well you received the video Devlog we recorded recently. If you haven't had a chance to see it, >here's a link<. We start working on the next one, which will tell you more about our work from a backstage perspective. On this occasion, we would like to make something special for you:

We created a channel on our official >Discord< where you can drop your questions about Gloria Victis's development and future. In the upcoming Devlog video, we will answer some of them. Of course, we may not be able to feature all questions in the video, but we will do our best to choose the most interesting and constructive ones. As Devlogs are also reaching potential new players, it would be best if your questions would be open and help them to learn about the world of Gloria Victis MMORPG. Don't hesitate to share your curiosity with us!

A small preview of the newly created location that is placed somewhere on the reshaped map. More spoilers >here!<

[h2]WIP Insight: Making the game world more alive[/h2]

We've acquired a mocap suit! This tool allows us to create new animations for our characters and NPCs in the game, to make the world of Gloria Victis more alive and immersive. It is nice to have such a possibility in-house as most of the animations on the market are relatively modern, so it is better to record them from scratch with our setting and lore in mind.



We're excited to learn how to use this new possibility and create pipelines speeding up the workflow of animation creation. We started with easier ones, for example, idle animations for NPCs. Thanks to that, guards will now look like guards, citizens will talk with each other, merchants will praise their goods, and here or there, someone will be working on something. In the gifs below, you can see what unique tool we used to play the role of the sword resting on the shoulder of the guard and how it looked after recording. It is impossible to use a real metal sword while recording a mocap session, as metal may interfere with the operation of suit sensors. :)

MOP-CAP! :D

And it looks much better than the current guard's behavior, don't you think?

We will do our best to introduce new work animations not only for NPCs but also for playable characters, as it would be nice to see how our avatars hammer something, pick berries, or sow the wood. We are recording a lot of new interaction animations too. We have a few new sitting animations, drinking, eating, player looting, reviving, or chest opening. You will also get new emotes, taunts, and even dances.

How cool will it be that our characters will react to equipment changes in character preview?

Yet, recording an animation is not the only thing that needs to be done to have it in-game. Each animation needs to be cleaned by our animators, adjusted to our character model, and ultimately added to the behaviors list of characters. It takes time, and that is why we decided to introduce what we have prepared next week to increase the visibility of this addition to the game world. Yet this is still a huge step, having the possibility to record animations by ourselves and be more independent on that matter.

Thank you for reading till the end, and see you in the game!

Weekly Update 326: New Glory Season!

Greetings, Warriors!

We are welcoming you to the new Glory Season! The top players of last season have earned their rewards and titles, so it's time to once again start the cyclic competition and fight your way to the top of the new season’s ladder!

As you already know, we are working on reshaping a game world map, and we are happy to share the first preview of the new capital cities layout. We will say some more about that down below, in a short Work in Progress section.

Other than that, we are introducing a new minigame for taming horses and adding some fixes to the recently updated fishing minigame. In the meantime, the majority of our team works on long-term tasks which we describe below.

We also acquired a mocap suit, and recorded a few easy animations, for example, a new stall and sitting animation, already implemented in the game, and animation for horse taming, that you are receiving today. We are learning quickly, and soon we will be able to add many more dedicated animations, emotes, and moves.

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!

As always, we are adding a few fixes and improvements, so check the details below, and good luck in the new Glory Season!

The screenshot’s authors have been awarded. Neqster, tomfrana, and T.Baggins – enjoy your Ambers!

[h2]
Work in Progress Insight
[/h2]

Reshaping the game world

We are slowly moving to the end of one of the biggest tasks that we decided to complete this year: moving capital cities to the edges of the map and introducing more space for PVP and PVE in the middle of the map. As we said earlier, we also want to introduce some changes in guild content, create new layers of zones, and give more players possibilities to play as they want.



As it may be already visible, we do not want to push new players to those dangerous zones. This is why we are creating Starting Islands around capital cities, linking the initial questlines with the ones from lumber mills, mines, and farms. Thanks to such a solution, and separating starting quest areas from the rest of the game world, we will also be able to introduce a very convenient “Teleport to Quest” feature. It was impossible with the current map layout, as players would use such a feature to have an additional teleport bypassing the fast travel limits. Having a separate island for quests is giving us more freedom and possibilities to increase new player retention, prepare newcomers better for the global conquest, and ultimately – open PVP in loot zones.

As we know how important it is to have someone around to help, guide or simply talk to while questing, we will create special PVE zones on the quests island. People who want to safely farm resources, recipes, or gold, will be able to spend time on these Starting Islands, doing various raids or events, intertwined around the questline of new players (in the style of bandage quest, i.e. "secrets of ..."). This will allow you not only to earn something but also to interact with, help, or recruit new players.

As we already have the ability to host the biggest events on separate machines (VoD tournaments!) – we will be able to greatly increase the server's performance, by dividing the game world of each server into three clusters. This way the starting islands, tournaments, and the rest of the game world will become separate areas, between which players will be able to transfer with a short loading screen, like when fast traveling or unstucking.

Overall, we believe those changes will positively impact various aspects of the game, ensure better player experience and retention, and allow our community to grow. Later we will tell you some more about how we want to improve State of War Events and Guild content, so stick with us and stay tuned!

User Interface Rework

We are still working on the UI overhaul, and slowly completing the checklist of windows. We can show you some of the upcoming changes, the new Coat of Arms creator, and the Supporter Shop preview:



Changelog v.0.9.9.5.6 Beta


[h2]New Glory Season[/h2]

The new Glory Season starts now! Each player who became Arena Master or earned the God of War title in the ending season will receive unique, signed swords as a souvenir. Additionally, players from the top of the ranking list receive proper gold rewards and titles. Beyond fame and respect, there are many reasons to push your way to the top! We’re planning to deliver all rewards in the next 48 hours, so please, stay patient.

A little explanation for the new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last 2 months and are rewarded with unique titles, as well as 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 on the leaderboard, so climb up!



[h2]Quality of Life & Fixes:[/h2]

Mount Taming Minigame

Along with the new Mount Taming animation, we are introducing the next minigame in Gloria Victis, dedicated to this activity. The newly introduced minigame for horse taming is a variation of the minigame known from fishing. Players will be able to click the correct direction as fast as they can in order to boost their chances to find a decent mount. You have 20 seconds to build as high combo as possible, but be aware that a wrong click resets it! We can't wait to see the high scores achieved by our Community!



Other:

– Fixed unique chests on Valley of Death events and added them to the Midland theme VoD map.
– Fixed wrong filter setting for Knights long ax.
– Fixed an issue causing desynchro in fishing minigames.
– Fixed the issue where fishing minigame UI could stay on the screen when the minigame was active during transfer to Valley of Death Tournament.
– Fixed an issue causing burning banners in questlines to have displaced fire and smoke particles
– [QoL] Added grubs and beetles as possible rewards for completing Fishing Stock events.



[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 3 players with the main reward – 2000 ambers:

Sonny, for his neat fishing guide in long and short from: https://youtu.be/5D4HGshXjHY https://youtu.be/LOSwiPUU8lQ
Neqster, for showing how team cooperation can bring win even when outnumbered: https://youtu.be/aLsNYOPIkK8
And Lokarn, for dynamic fights under the Waterford walls: https://youtu.be/zJS9dlLAnW0
#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. Be sure to use them in your video descriptions!

Visit our >>TikTok<< profile where we’re working on reaching potential new players by showing the awesomeness of Gloria Victis in short video forms. We are happy that you are following the trend! Leave some love in the comments section too!

Weekly Update 325: Last week of the current Glory Season & Combat changes!

Greetings, Warriors!

Today, we are announcing the end of the current Glory Season, introducing some changes in combat, and a lot of fixes, thanks to your feedback and reports.

When developers are continuing our work on the two biggest milestones that we need to achieve to release the 1.0 version of the game and leave Early Access – Reshaping the game world, and changes to Guild locations and SoWs, our moderation team is preparing some changes and improvements in our rules and penalty system, and how you can access them.

We also put our hands on a professional mocap suit, so we will be able to create new animations for Gloria Victis in-house. This is a nice addition that will make our game much more detailed, and introduce more life to the game world and NPC behavior.

Check the details below, and see you in battle!

The screenshot’s authors have been awarded. tomfrana, Erikson, tdues, and alhak – enjoy your Ambers!

Changelog v.0.9.9.5.5 Beta


[h2]Glory Season[/h2]

Remember, that this week is the last of the current Glory Season! The New Season will start on Thursday, the 14th of July. Also, we’d like to remind you that the last day of the season – Wednesday, the 13th of July – will be a dedicated day of the season's end. You will not earn any Nation Points during that day, and it will be the last bell to donate the one you accumulated to your guild. The top players on the ranking table will earn great rewards and nice titles, so it’s 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 that rewards you for activity in the faction v faction v faction PVP. The seasons last 2 months and are rewarded with unique titles, as well as 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 on the leaderboard, so climb up it!



[h2]Combat changes[/h2]

Unnatural feints spam

After long and constructive conversations with our community on our Discord and Social Media, and after processing a lot of the ingame feedback messages, we decided to take a closer look at some aspects of our combat system. Feinting spam, what was the topic of the discussion, proven to be troublesome in some cases.

Our aim is to have a combat system as clear and intuitive as it is possible, so any unnatural feelings should be addressed. It simply looks weird when a player was able to change the attack direction indicator repeatedly and very fast, especially in the eyes of less experienced players. On the other hand, such maneuvers were not really effective in combat, simply burning stamina, and being easily countered by combat veterans.

Our combat designers came up with a few solutions that will reduce the usability of the feint spam tactic and make it easy to counter:

We are slowing down attack attempt time after some quick feints spam, so a player who will spam feints in a short window of time will release his next attack slower, which will give his opponent a window to land a strike. It seems obvious that making such a fast series of moves should make our hands tired or throw us out of balance a little, and make the next strike slower.

Quick math: When we start holding an attack and we will stop this attack, making a feint (by block or feint button) in the first 300ms of the attack attempt, the system counts a special counter. Max counter cap is 5, and when our counter is higher or equal to 2 (so not on the first feint), the system adds 50ms for every counter point to the next attack attempt time. The full spectrum of possible delay is then from 0 to 200ms. The counter is being reset after we hit the enemy, block his strike, or get hit by him, or after one second (1s) from the last count. This way, players will still be able to make fast feints but be encouraged to mix them with slower ones and other actions. A fluid mix of strikes, slower and faster feints can still keep the use case for feinitng.

Feinting intends to deceive the opponent and create an opening in his defense, yet in real combat, it is also some kind of opening for an enemy that experienced duelists can take advantage of if they read the moves properly. With the changes explained above, we wanted to simulate that, and we hope it will greatly reduce the unnatural feint spam, by making it overall better balanced with more risk. Players who were not using that strategy will not feel any difference.



Longer attack cooldown after hitting the block

We would like to introduce a change that aims to give more possibilities in 1vX scenarios of fights, create more openings and give more meaning to blocks in group combat.

We are adding 100ms to the attack cooldown which is strictly connected to the ability to do the next attack after the previous attack was blocked. It is not a huge change from the value it already had before that change, but it seems healthy for the balance to increase it a bit.

This change should make tanks a little more important, give new players more time to react or back out in outnumbered combat, and create more openings in combat, which is always a good thing to have, to make it more interesting, and skill-based.

Two-handed sword swings

Based on many discussions with players and their opinions, for which we thank you very much, we decided to introduce a slight tweak in two-handed swords. We want this decision to give swords a clear use case in their strengths. The versatility of two-handed swords is their advantage, but their damage (not counting expensive unique items) seems a little too low to be popularized among players. We decided to reduce the “BackToArmed” time by 50ms, after hitting with the sword from the side (the time after the overhead was not changed, so the style of the game using the Crusher Sword will not change at all). Backtoarmed time specifies the time at which a character can move to the next action after performing an unblocked attack. This means that by using a two-handed sword, at the expense of damage, we gain more combat dynamics if we focus on side attacks.

Have a good day! ✌️😗

[h2]Quality of Life[/h2]

– Server optimizations, change of the flow of bug reports, and player reports.
– Balance of the Night Ritual event: Changed the event time from 30 to 10 minutes, changed the alchemy chest reward to a misc recipe box, and increased the silver reward from 8 to 25 silver.
– Updated the visuals of the Upcoming Events window, to match it with the new User Interface style.

[h2]Fixes[/h2]

– Fixed an issue where when killing the enemy, the game could lag spike due to the update of the Character Development equipment nodes progress.
– Fixed client-server colliders synchronization on the architect tables in the upgradable keeps.
– Fixed the issue where it was possible to glitch a siege engine on bridges leading to Tenebrok.
– Fixed blurry fonts in multiple places in User Interface, for example, progress points, and mount window.
– Additional fixes to AI edge cases snapping while moving to waypoints.
– Fixed the issue where Abilities Window could throw client error on spawning player during first loading screen and during moving to or out from Valley of Death Tournament.

Weekly Update 324: Convenience improvements

Greetings, Warriors!

We know that you are hyped for the redesigned map as much as we are. Our level designers are working hard in the background to deliver it in the following weeks, but as always, part of the team had some time to introduce some improvements, fixes, and new cosmetics to the game, and we are happy to introduce it all today.

We are also excited to announce that we are increasing our efforts regarding the marketing of our project. We are starting to reach potential new players using new social media platforms and assets, so you can find Gloria Victis on TikTok, and (for our Chinese playerbase) Weibo.

The cosmetic skins pool is being extended with six new weapons skins, inspired by the arms of the ancient Land of the Rising Sun, and a new skin set of armor taken from a faraway country where the cherries bloom.

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!

[h2]Work in progress insight[/h2]

Part of the task of redefining the world map is also improving the visual aspects of the game. Our artists are working on a new skybox system in the background and prepared a small WIP insight to show you the comparison of current and upcoming clouds, weather, and day/night cycle systems.

Please, notice increased render range and much less fog:

https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=798299b8-f861-11ec-b5bb-6595d9b17862
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=14e0c7d6-f862-11ec-b5bb-6595d9b17862
https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=4d5c382e-f863-11ec-b5bb-6595d9b17862

One of the coolest things that are possible with the new system is forecasting the weather - we want to make it possible to see the storm or rain coming on the horizon, so you will know when and for which one the weather will change!

And now, let's check the details of today's update, and see you in-game!

The screenshot’s authors have been awarded. Siegbert, tomfrana, and Phobia0666 – you will receive 1000 Ambers each soon!

Changelog v.0.9.9.5.4 Beta


[h2]Quality of Life[/h2]

– Added multiline edit support to guild recruitment message. Text will not be shown as one line, go over the border of the window, and you can use Enter that will not open the chat.
– Reworked the Party side panel to match its visuals with the new User Interface.
– Added sorting friends list by online status on open party window.
– UI polishes: replaced scrollbars on chat panels and decreased notification center icon size.
– Eased up low-level small animals.

Tweaks to fishing minigame:

– Added randomized time gaps between direction indicators showing.
– Each 5 correct direction indicator clicks have a chance to reward the player with a special indicator that, when clicked properly, gives 5 times more minigame bar completion.
– Amount of time that is deducted for the minigame is based on current stamina. It means that if you manage your stamina properly and will keep it high, our direction indicator clicks will reward you with more mini-game completion time than clicks while on low stamina.



[h2]Fixes[/h2]

– Fixed the issue causing enemies to not switch their agro target even when the attacker's limit is reached.
– Fixed edge case issue where mobs and players' body parts are invisible, rendering only their weapons and shields. We are not 100% sure if there's no other reproduction for it, so if it will happen please make sure to report it and send us a log file.
– Fixed an issue where it was possible to jump onto the Keep from the Guardhouse at Tenebrok.
– Fixed the issue with pyrite on the steel bar recipe that was not added to the workstation when using the “Add materials” button.
– Fixed issue causing that player couldn't start a fire in the furnace on recipes that require a higher level of temperature than the max temperature of worst fuel.
– Fixed an issue with the Bulat bar recipe that was not turning green when the player had tektite instead of quartz.
– Fixed an issue where the game could show an unnecessary window informing about non-existing loot zones.
– Fixed an issue causing the Valley of Death Scoreboard title to not be translated to some languages.
– Fixed the invisible table in Tailoring and Leatherworking workshop models.
– Fixed the issue causing the “Originlogres” tag over the player's head to be not translated.
– Fixed unclickable category buttons in Map legend interface.
– Fixed an issue preventing people from interacting with monuments in an armed state.
– Removed the placeholder text in the “deliver items” quest window launched from dialogues.
– Fixed an issue causing “Dove” and “Handshake” Coat of Arms symbols unable to be set and used.
– Fixed the issue with the apprentice axe recipe – it was using tier 3 wood instead of tier 2, like its counterparts.

[h2]New Cosmetic Skins[/h2]

We are introducing a new cosmetic skin set to the game using heavy & medium glory items as its base. “Honor” heavy/medium armor mix and six new weapons skins are available for you in the in-game Supporter Shop – hotkey [K].



[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:

Ser Medieval, for his new guide video, shows us how to get some bandages easily: https://youtu.be/HN0f8R1APCA
Wintar, for nice footage of team duels: https://youtu.be/BCRgF8atRmk
And Brudna Ryba, for showing everyone how to take a castle: https://youtu.be/yrOeTYU6kqI
Additionally, we would like to present a few honorable mentions, to encourage everyone to try their strength and record some nice footage of Gloria Victis! Each author of the videos below will receive 500 ambers:

Lyrik Maestro – that’s how you train your PVE skills: https://youtu.be/nSicxINI_s8
Gundozer – Archer 3-way combat, 1356, colorized: https://youtu.be/tGISMbe33-E
Lokarn – showing a nice PVP battle between Tenebrok and Rodrock: https://youtu.be/rFm-qwUMGt4
[h2]Gloria Victis on TikTok[/h2]

#gloriavictis and #playgloriavictis are becoming even more visible thanks to your help and contributions. We just started our own TikTok profile and are working on reaching potential new players by showing the awesomeness of Gloria Victis in short video forms. We are happy that you are following the trend! :)

Check out Gloria Victis TikTok's profile, leave a follow and some love in the comments section!

https://www.tiktok.com/@playgloriavictis

And here are some fun videos from our players! Keep them coming!

“Midland-bestland” by gund0zer
https://www.tiktok.com/@gund0zer/video/7114410467811937541?_t=8TY4nssyWxx&_r=1
“Butchergang” by gund0zer
https://www.tiktok.com/@gund0zer/video/7114315908453092614?_t=8TXdq7hDoow&_r=1
“Duel” by bobatheman
https://www.tiktok.com/@bobatheman/video/7114294937537039662?_t=8TXXtoy7O5G&_r=1



Thank you for sticking with us til the end. :)
Have a good day, and see you in battle!