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Weekly Update 323: Weekly dose of improvements and fixes

Greetings, warriors!

Thank you for watching and liking our recent Devlog video on our official Youtube channel! We are happy to see such a warm welcome for video updates of this kind, and every like and positive comment encourages us to work even harder. Who has not yet had a chance to see it, we are inviting you to check it out!
[previewyoutube][/previewyoutube]
This week, we are making some changes, which new, but also old players will be happy for. Among others, you are receiving a reworked fishing minigame, a reworked Stable window (with mount preview!!!), refreshed Notification center, the first iteration of SFX’es for throwable weapons and arrows, and more!

Check the details below, and see you in battle!

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

Changelog v.0.9.9.5.3 Beta


[h2]Quality of Life[/h2]

– Fully reworked Stable window, to match its visuals with the new User Interface. From now on, you can preview your mounts look in there! The new window is also much more convenient to use, and much more clear. The window used to pick a mount for sale on Stall has also been updated. We hope you’ll like it!
– Notification Center received updated visuals as well, to match the new UI style.
– Following community feedback and suggestions, we are expanding the possibility to use UNLIMITED reskill and restat points until level 90, instead of giving one reset of each kind. Orangeleaf status will now be removed from the account at level 90 instead of 100 and that's the unlimited reskill/restat level cap.
– We are introducing a reworked Fishing minigame. We want it to be more dynamic, so we removed the cooldown between clicks and sped up the animations. You can also guess what fish quality you have on your hook by looking at the direction indicator fade speed! Please notice, that active fishing will now use stamina, so do not forget a bag of beer, as befits a true angler! :) We are preparing other minigames in the background and you can expect them in the following weeks.
– Added depots on the Midland-themed Tournament map.
– We have added the possibility to trade bags with a drag & drop method.
– Added new SFX'es and the ability to stick into things like terrain or models for arrows and throwable weapons. For performance reasons any throwable will not stick if the collision happens at a long distance from our player.
– We have decided to add simple categories for skins in the market. It is not as detailed as item categories but should help find the desired skin if any player decides to put it on sale for gold. Conversion cards were also moved to the proper category.
– We have also made several server optimizations in various systems.



[h2]Fixes[/h2]

– Fixed an issue causing NPCs to snap while running to target for a few seconds.
– Fixed an issue causing Rodrock and Mereley farms guards to stand into Bastion textures
– Fixed an issue where the status of guild members could be shown incorrectly when they are participating in a Tournament
– Fixed the issue with an unproportional well collider that could block arrows.
– Fixed an issue where audio mixers could work incorrectly, and cause playing sounds even with muted audio layers in-game.
– Fixed an issue where while trading it was possible to snatch items from other players without paying in some edge cases.
– Fixed an issue in a fishing minigame failing if the player has "keys determine attack direction" bool on.
– Fixed an issue causing fishing minigame error on creating reward in some cases.
– Fixed the issue with the Heavy Soldier's Shield which had very low basic shield resistance in some cases.
– Fixed an issue causing all Character Development trees to be displayed on game start.
– Fixed an issue where some nodes in Character development trees were not working properly even while completed. Mainly, the problem was noticeable in disassembling.



[h2]Hotfix 24.06.2022[/h2]

Fishing minigame:

After receiving your feedback regarding the updated fishing game, we would like to introduce some polishing changes that will improve its reception and enjoyment. Overall, we are addressing some user experience issues, making the game more intuitive, and fish are being caught faster.

– Changed the fade times of pull indicators for different fish types to make the higher-tier fishes a little easier to catch.
– Reduced the base fishing timers for each rod tier, so the fish can be caught faster.
– Fish will land in inventory faster - three seconds after the minigame finish.
– The fishing minigame interface is moved closer to the stamina bar and is now movable for players.
– After clicking a proper pull direction, a text will appear showing the number of seconds received as a reward for the correct click.
– When a direction is clicked properly, an instant green line on the circular progress bar is shown, indicating how much progress has been done, and then the progress bar leaps to this line.
– If the direction indicator disappears without being clicked, it is simply vanishing instead of blinking red.
– If there is not enough stamina, the direction indicator is not shown to prevent trying to click it if the player is unable to due to depleted stamina.

Other fixes:

– Fixed an issue where throwable stone and stone skins splash VFXes were not shown while hitting allies.
– Fixed textures of medium glory armor ( champion set).

Weekly Update: WIP insight & New Devlog video!

Greetings, warriors!

We 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.

Those tasks require a lot of commitment and are quite complex, but we can already tell that we are on a final stretch, so it should take us around one month to finish the new map. In the meantime, you can expect more SFXes, new minigames, an updated Stable window, and a Special system for breeding and managing farm animals!

The next big task will be significant changes to the approach to Guild Content and State of War Sieges, as we already forecasted that we are planning to give a possibility to have a guild location for all guilds.

We are talking about what needs to be done and what we achieved in our most recent video Devlog, available on our Youtube channel, so have fun watching, and leave some love in the comments!

[previewyoutube][/previewyoutube]

As this week was shorter thanks to the holiday day in Poland tomorrow, we decided to merge the changes we already prepared with the next week's update to have more time to polish and test them. But we are happy to share the results of every-two-week video contest!

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

It is awesome that you are sharing more and more videos with our community every week! We are receiving epic battle footage, funny videos, and awesome cinematics! Like before, we are rewarding the best videos picked by the team with 2000 Ambers!

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

Wintar – for proving that playing the game with a controller is not only possible but quite effective! https://youtu.be/eWUWjHXfSIs
CTpaX – for his awesome skills in throwing weapons: https://youtu.be/GMTVCrrX4tI
And last but not least– Boba, for showing his archery mastery in the tournament! https://youtu.be/QheFtEAF1QA

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!

A video showing Neqster duels and solo actions: https://youtu.be/gvCRfjiS7SE
Battle on the causeway by Lokarn: https://youtu.be/zKeT-YMwmQg
“Target rich environment”, by Gundozer! https://youtu.be/u1ePDwYsL04
Gloria Victis Saga – The Last Castle, delivered by kilbo jilbo: https://youtu.be/YvM4MglpmTY
And Knights of Hilead guild promo video: https://youtu.be/d_yCmYwn7qA
Each author of the above videos receives 500 Ambers! Be sure to contact Daimon Frey#5854 on our official Discord and send him your ingame nickname to get your reward!

Be sure to check the rest of the videos shared by our players – join our Discord and check the #media-streamers channel to find more awesome content!

And one final note. We would like to thank our awesome players who helped us to record the Devlog footage. Main actors: Komodor, LordInquisitor, Rinzetsu, Trouder, Gamover, Hugo_de_Payn, and Tyraha are receiving 1000 Ambers for their help and contributions! Other players who helped in the making of the video (OVER 50 players!) are receiving a neat gift of 300 ambers each. We cannot stress enough our gratitude for your help and how great it is to have you all. Thank you, from the bottom of our hearts. You are the best.

This will be all for today. Get ready for next week's update, and see you in the game!

Weekly Update 322: Longer days to play minigames!

Greetings, Warriors!

We still have a few weeks to enjoy the fact that the days are getting longer until the summer starts in the northern hemisphere. It is already quite hot in Lublin, Poland, where we are working hard on further updates to the game. Part of the team is already working on a much bigger task – reshaping the game world of Gloria Victis MMO, so others have some more time to introduce smaller, but neat updates and improvements. All that in the Sangmarian-like scorching sun…

Today, we are happy to introduce some Quality of Life improvements, like making days longer in comparison to the nights in the game, introducing minigames for gathering resources, a lot of fixes, and balance improvements.

Check the details below, and see you in the game!

The screenshot’s authors have been awarded. Siegbert, Chris, and Matt Kerrigan – you will receive your Ambers soon!

Changelog v.0.9.9.5.2 Beta


[h2]Quality of Life[/h2]

Rebalance of fishing

– We added small chances for better fish at every bait after unlocking full mastery at the bait. Those chances cant be modified by lure or active fishing.
– Fish traps get the chance bonuses from Character Development. This means mastery of baits is more important in terms of bait usage. (small chances for better fish from the mastery nodes are applied at fish traps too)
– The time fish trap needs to catch a fish is modified by zone and fishery tier from now. It means the best results we'll achieve at lootzone + rich fishery, and the worst at non-loot + exploited fishery.

Iteration of fishing events

From now on, the event is not divided into several events with different fish. Fish can be given only fresh, you cannot deliver dishes. The amount of fish required per stage is 30. You can mix with each other different fish, there is no need to have one kind. When you click "donate materials" the fish are automatically delivered to the event, but take them starting from the lowest cost ones. The prizes for the event also change, from now you can get a box with spices, 12 worms, and 7 silver to choose from. They are commissioned in taverns on the links. Each order consists of 3 stages. Within 30 seconds after the completion of the stage, another event consisting of the same is started. After performing 3 such steps, a delay of 2h begins.



Valley of Death balance tweaks

The main direction of these changes was to balance points for capped flags on every map. This should make VoD events last longer and points by capturing flags and kills should be more balanced:

– The Middle Flag at Midland Map needs more time to be capped and gives more points.
– Minor flag hunting gets a higher amount of max points to make it last longer.
– Additionally, we brought back the good old “Classic” VoD affix.

Other improvements

– Added minigames for mining and chopping trees. You may be familiar with this system from some other games: When you are hitting a node or fallen tree, from time to time you will see a glowing spot. Hitting that spot will triple the damage done to the resource, as well as the drop.
– Added Valley of Death challenge, to encourage new players to take part in the tournament events.
– Changed the Day & Night cycle. The cycle happens faster, and the day is longer in comparison to the night. This is a change dictated by the fact, that your artists are working on day/night and clouds system rework. In addition to that change, we will be changing the numeric clock on the interface to a graphic one, so it had to be temporarily removed for now.
– Added SFX for breathing. When our character has low stamina, it will play a heavy breath sound, the lower the stamina is, the higher the volume of sound it has. Additionally, when the system starts playing that sound it checks if the character's HP is lower than 40%, and if it is, it will play a different "wounded" sound. We have added this feature because we do know that especially new players are in need of additional indications when their stamina is low, to clearly understand what is happening with their character. Please note, that this SFX is played only for your character.
– Added SFX when the fishing minigame starts.
– Added quality mod for randomboxes.
– Updated further parts of the game interface: Siege scoreboard window, VoD scoreboard window, and Location cards.
– Optimization changes related to teleporting to tournaments. Further optimization improvements are on the way!



[h2]Fixes[/h2]

– Level design fixes to prevent bypassing walls at outposts (Saffa, Griffinclaw, Hogsten, Reksvald). Please notify us if there are any other places that would need to be improved to prevent such or similar situations in the future.
– Fixed an issue allowing players to place gates clipping through the walls in guild-controlled locations. Please note that you have 7 days to remove fortifications placed that way. In a week we will check if such violations of the freebuilding rules are removed. Leaving them like that may result in wiping the fortifications of your guild location.
– Fixed an issue where some of the humanoid mobs could have improper weapon length. For example, the Kargald champion had a range of the dagger and could draw a bow in melee or fall into a loop of never-ending feints.
– Fixed an issue causing a visual sorting rollercoaster in the interface of Character Development trees rewards.
– Fixed an issue where Lure was not giving % bonuses for Cod and Salmon at rich fisheries.
– Fixed VoD “Invasion” affix. In some cases, it was not opening gates earlier for defenders.
– Fixed VoD affix “Catch'em All!”. In some cases, it counted points improperly, which could lead to a very fast end of the tournament.
– Fixed affix “One To Rule Them All” on midland map. Early capture of the main center flag is not finishing the tournament.
– Fixed blurry background on texts that use bold+shadow (for an example: points in attributes)
– Fixed ellipsis position when text is truncated
– Fixed an issue causing server tooltips to flash on the login window.
– Fixed an issue where there could be a skull icon shown on a map after participating in and returning from a tournament.

Weekly Update 321: Work at the grass roots

Greetings, Warriors!

We are extremely happy, same as our community, that Cross-server Tournaments introduced last week were such a successful and warmly welcomed feature. We are observing a huge increase in interest in these events, and it is awesome to see so many players participating in them! From all the regions we are receiving heartwarming feedback and players are happy to see their servers more active and populated.

This week, we dedicated ourselves to introducing quite a lot of various fixes and Quality of Life improvements, based on players' feedback and reports. Thank you for your continuous support and help, everyone!

Additionally, like every two weeks, we are sharing the best videos created by our community, so get some popcorn and ready up for a seance!

Check the details below, and see you on the battlefields!

If you see your screenshot, art, or video in today's changelog – please contact Daimon Frey#5854 on our official Discord to receive your reward – it is harder to track your ingame nicknames from Discord, so this time it would be much easier if you could simply apply for them. Thanks in advance!

Changelog v.0.9.9.5.1 Beta


[h2]Fixes, fixes, and more fixes![/h2]

– Technology buildings can be destroyed from now on.
– Fixed the amount of experience gained in the Archeology Character Development tree.
– Fixed an issue causing messages in Guild activity history to be shown in the wrong order.
– Fixed an issue where the cosmetic skin of a two-handed weapon will be changed when equipped, and without changing the weapon player will open inventory preview, and the weapon will be floating on the preview.
– Fixed the issue causing some of the reward titles for Character Development progressing were not added properly.
– Fixed an issue causing static icons to disappear on the map when the player will get near them.
– Fixed an issue causing local icons, that appear only after zooming the map in, to appear again after zooming out, when they shouldn't be visible.
– Fixed an edge case error in Sir Edward's dialogue, preventing players to complete one of the quests.
– Fixed the dialogue of the Excavation Overseer, where due to error players were unable to remove quest marks after completing the task.
– Fixed an issue where opening a window in side panel mode, for example, stall panel, when we have a fullscreen window opened, could leave fullscreen window background until closing and opening again any fullscreen window.
– Fixed an issue causing sorting orders in the Market could work improperly.
– Fixed an issue where some of the tournament affixes could be missing in the voting window when joining tournaments on other servers.
– Fixed an issue causing new applicants to not be shown in the recruitment application window.
– Fixed an issue where rejecting a tournament invitation in Notification Center was still accepting it.



[h2]Quality of Life[/h2]

– Changed the points required to win the tournament depending on map theme and tournament affix. From now on, they will be longer when needed!
– Continuing the Game Interface overhaul, we are introducing further reworked parts of it: Login panel, Server selection window, Items delivery window, Questionnaires window, and architect table panel.
– We have removed the requirement to have building points to start an upgrade of the location buildings and defenses. Therefore, placing a scaffolding will not take any money from now on.
– NPCs will now have a chance to show a speech text above heads when players will bump them while sprinting
– Several minor events reward balancing to make them fairer.
– Added proper info of gained Technology Points in Guild progress weekly summary.
– Added a Nightly ritual event on the map.
– For his support and active help in spreading the word about Gloria Victis, we have added another player-related NPC. You can find “Undead Dan” in the capitals, and on his Twitch channel.

Balance buff for Valley of Death Tournament

We took data from the most popular character builds used in Tournaments, and created a system that will boost players with low levels to have better chances against experienced players, and easier usage of various weapons of their choice, to ensure more fair and engaging gameplay for all participants.

We are adding a buff with a percentage of the ‘change’ until level 100. The player should gain a buff equal to the level difference (100 — CurrentLevel) multiplied by each stat (flat value):

Health +0.81 per level difference between current level and 100
Health regen +0.017 per level difference between current level and 100
Stamina +1.46 per level difference between current level and 100
Stamina regen +0.134 per level difference between current level and 100
Damage +0.22 per level difference between current level and 100
Reduction +0.2025 per level difference between current level and 100

For example, after the equation for LVL 1 character: Health will be boosted from 600 to 681, Health Regen from 5 to 6.7, Stamina from 544 to 690, Stamina Regen from 15.3 to 28.7, damage modificators of mace/hammer/spear/ax and daggers will be increased from base average 15 to average 31, for bows from base 20 to average 41, and for swords from base average 30 to average 62. Piercing, slashing, and bludgeon reductions will be boosted from base 20 to 40.



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

We're extremely happy to see your contribution to the video contest. Like before, we are rewarding the best videos picked by the team with 2000 Ambers, and we have two honorable mentions as well, of which creators are receiving 500 ambers each!

And this time the winners are Goonaxe, for his gameplay video “First week in Gungnirr, tremendous fights!”, and once again, irreplaceable Lokarn, for his Aquitania Castle State of War video! https://www.youtube.com/watch?v=gM40auv1OhE https://www.youtube.com/watch?v=lH3l918OIhU
Honorable mentions (500 Ambers each): Ghostickles & Komodor – for the memes! https://www.youtube.com/watch?v=h7oogVGxPiE
And this one: https://streamable.com/zzwg3v

If you want to check the rest of the videos shared by our players – join our Discord and check the #media-streamers channel – there’s much more fun stuff to watch, subscribe and share! See you there!

And quite an important note:

Lastly, we would like to address a situation that filled the hearts of our community with sadness. We have lost a dedicated, very kind, and helpful player. Sigurbaldur, who recently lost his battle with cancer, till his final days was finding the strength to battle the disease by participating in the life of our community, and actively playing the game.

You can find Sigurbaldur in-game, near Sangmar Capital. May the memory of him stay alive in our hearts.



As we know firsthand how difficult such situations can be for families and those affected, we support them wholeheartedly, and we have always supported them by dedicating our games to those who take up the fight and their families.

Weekly Update 320: Cross-server Tournaments!

Greetings, Warriors!

This was a very productive week for our team, and we’re delighted to introduce the previously announced and exciting feature of Gloria Victis MMO: Cross-server Tournaments! Those global events always were popular among our players, unquestionably providing a lot of entertainment, so we are happy that we're allowing them to expand their reach and handle more players.

In addition to this change, which we will describe more broadly in the following section, we’ve taken the time to introduce improvements to a lot of smaller systems in the game; for example sound effects, siege engines controller, and - what may be very warmly welcomed - changes in wall-hitting which will have a positive impact on sieges balance, and remove one for the most frustrating aspects of fighting near walls or inside gatehouses.

Lastly, It is heartwarming to see that we’re receiving tons of constructive feedback and reports from you. Thank you for your opinions, suggestions, and reviews! We hope you will like what we prepared for you today and have a great time in the game!

The screenshot’s authors have been awarded. Erikson, X-Deep, NeoLuso*, and Meatskin Wagon – enjoy your Ambers!

Changelog v.0.9.9.5 Beta


[h2]Cross-server Tournaments[/h2]

We're happy to introduce the cross-servers tournament feature. We know that people like to visit other servers and participate in VoD tournaments despite having slightly worse ping, so we want them to be able to do that, for example – to help with balance and ensure more fun for everyone.

Of course, it's impossible to simply forget about the reality and distances between servers, so there will still be a priority to join for players from VoD host servers, and every server tournament will be hosted on the original region's server at the same time like currently.

Every tournament on every server will be visible in “Upcoming events” in the “regular” tab, and the event name will tell you what server hosts it. The registration process is a little different when we want to join another server VoD. You can register for the event using Notification Center or Upcoming Events list, but other server Tournament registration will not be shown directly on the game screen.

We are keeping the queue rules, allowing greenleafs to have priority to join the tournament. This decision will help us to introduce further iterations of the system, as when Tournaments will have enough players, it will be easier for us to split players into two events ongoing simultaneously and have one for less experienced players, and one for veterans. But this is something for the future – for now, we are increasing the limit of players in tournaments from 25 to 50 per nation, so you can expect much bigger and more engaging fights.

We are making an exception in the softlock for Contribution Points, and you are now able to collect them as a reward for participating in Tournaments that are hosted on servers different from your main one. We believe it will be neat to meet other server players more often and test their combat capabilities, so join the events and have fun!

Side note: Along with implementing this feature, we have fixed some minor issues, and ensured that players will have access to depots on Tournament spawns.



[h2]Quality of Life improvements[/h2]

Wall hitting changes

As you may know, it was quite unbalanced to siege a location and fight in the gatehouses or near walls, as the attackers stop their attack on the walls, inflicting damage on them and not continuing their attack, while the defenders were able to pierce the walls with the message that they cannot attack their own building and deliver hits on attackers. This was leading to a lot of frustration and misunderstandings, as well as discouraging players from fighting under enemy walls.

The change was needed here, so from now on walls will not stop the attacks of the players - both the defenders and the attackers. Any attack with a melee weapon that will go through the wall will inflict damage on one wall and will continue on, searching for an opponent. If you are using a two-handed weapon, the wall will not "eat" Cleave stacks.

We believe this change will greatly help in siege balance, greatly reduce bad user experience, and encourage both sides of the siege to search for more unique tactics and solutions to conquer the enemy.

Further Siege Engines tweaks

The new Siege Engines controller is already much better than the old one but required some additional tweaks and fixes which we are happy to introduce in today's update. We have also found some errors regarding terrain and bridges in the game and took care of them so catapults and rams should try to colonize Mars less frequently. :)

– Machines should not climb vertical walls anymore
– Machines should move slower when going uphill
– Fixed the bridge at Rodrock, which was stopping Siege Engines in the middle when moving uphill on it.



SFX improvements

Background music and good SFX are very important to complete the experience of playing our game. It is good to have SFX feedback when we are performing an action, as we enjoy the game not only with our eyes but our ears too. This is why we are introducing some new custom sounds today:

– Added custom kick damage sound.
– Added iddle sounds for chickens, gooses, wolves, and boars.
– Added sounds for 1H + shield “Show–off” emote: shield hitting and weapon swings
– Added body bump sound when player sprint into iddle and unarmed NPC or player

Other Quality of Life improvements

– Introduced new visuals of “My constructions” and “Stall” windows.
– Fixes and polishes of the new Market User Interface.
– changed the “Leave province” button to be better visible.
– Performance improvement on block indicators displaying.
– Boars received a new iddle animation.
– Adjustments to crafting taxes and technologies. As you may know, queuing i.e. 100 crafting actions were taking only tax for one item. From now on, each crafting item will be properly taxed (excluding the ones that are crafted as a bonus due to technology, character development, or workshop bonuses), and we are reducing the minimum tax from 25c to 5c. Additionally, instead of 15% of tax return, keeping the Sangmarian Official technology on a max level will allow you to receive an astonishing 45% return from taxes!
– As destroyed workstations bring back materials to market to “My offers” claiming their limit, we don't want to create an infinite deposit. we need to introduce security there. When our limit in the market is exceeded (eg. 21/20), we block the possibility to place new workstations. Trying to place a new workstation should show a proper error message. “My offers” limit still can be exceeded while the furnace gets destroyed
– We are adding titles and rewards for completing nodes in Character Development trees. You can now get Contribution Points as a reward in the Achievements [H] window, and receive unique titles for your characters!



[h2]Fixes[/h2]

– Fixes to edge case of doing shield bash without having this skill (only client-side visual) if the player had randomized alternative animation for bow right before switching weapons.
– Fixed an issue causing shield bash animation not to be shown when the shield was equipped without any weapon in the other hand.
– Fixed an issue where one of the siege camps characters could be thrown into the air when leaving spawn.
– Fixed an issue that didn't allow horse stamina to be regenerated at stablemaster if horse health was full.
– Fixed an edge case issue that allowed spawn "Vile Beggars" while interrupting resources gathering.
– Fixed an issue where players could be spawned up to half-submerged in the ground in capitals.
– Fixed an issue causing problems with removing nodes in the Forestry Character Development tree on the client-side.