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Gloria Victis News

Weekly Update 315: Prepare to Siege!

Greetings, Warriors!

This week, we are happy to introduce a significant change in one of the core PVP systems in the game. Sieges and battles for locations are the meat and potatoes of Gloria Victis and we all know how much fun and adrenaline they can bring. We are removing some negative aspects of certain possibilities related to Sieges in today's patch based on your feedback from an ingame questionnaire, so we hope you will be delighted to read the details of the new system below.

Additionally, we managed to continue our work on players' proxy optimization and from now on, servers' performance should be much better, especially in bigger fights. This is not the end of this task, and our programmers are constantly finding space for improvements on that matter, so you can expect further iterations of optimization changes in the following weeks.

Last but not least and as always, we are addressing some of your reports and feedback, introducing some Quality of Life improvements and fixes.

Check the details below!



The screenshot’s authors have been awarded. SHVAGIER, SODANK, Hawk, and Salty – check your Ambers!

Changelog v.0.9.9.3.5 Beta


[h2]Nation locations sieges changes[/h2]

In order to improve the overall sieging experience, we are introducing a new mechanic for nation castles. We observed players' behavior regarding map movement, sieges tactics, and outcomes of performed actions. It became obvious that there are some aspects of the old system that could bring negative emotions, drag players from the actual gameplay, and be abused to bully other nations by, for example, keeping the location under constant siege status.

After asking you directly about possible solutions via ingame questionnaire, we received very positive feedback, where 79.7% of you voted "Rather Agree" or "Definitely Agree" to the question “Should capturing at least one small flag be required to begin a siege?”

This new system should make it impossible to mislead the defenders by keeping the location in a constant siege state, which was making it impossible to rebuild walls and other defenses, and in the long run, was quite overwhelming to deal with.

Our designers were searching for solutions to mentioned problems for quite some time, as it was crucial for us to deliver the least impactful and at the same time well-targeted change to limit only the actions that were causing trouble. The change aims to filter out enemies driving around the flags, with no intention of attacking, from those who actually want to attack. The entire iteration in general is designed to protect against trolls pulling the entire army out of the castle and escaping without the possibility of PvP.



From now on, to start a siege on the main location flag, it is required to capture at least one of the minor flags of this location.

Additionally, to counter lone raiders capturing the flags and running away to avoid combat, from now on, we'll dismount the horse to the stables while entering the bastion. Thus, it will be possible to protect yourself much more efficiently, and it will be easier to catch the player who is occupying the minor flag because he will have to recall his horse again to escape. Additionally, for further balance improvements, when the possibility to call the mount directly on spawn is being turned off, players who will decide to defend the flag and spawn on it, will receive a one minute buff allowing them to call out their mount outside of Bastion in 5 seconds, instead of 15 like before.

Minor flags have been added to all locations that did not have them yet. New flags for Temples and Outposts ( there are in total 9 new ones added) are purely strategic ones, they do not have any resources or vendors on them, as well do not provide access to Depot. Those flags will still have a proper amount of guards.

We believe those changes will greatly improve your gameplay, and lead to proper, engaging, and enjoyable fights for locations.



[h2]Quality of Life improvements[/h2]

– Enabled preview for item sets in Supporter Shop.
– Some weapons skins were not shown in the Supporters Shop preview window. From now on you can change the state of the preview character between armed/disarmed. Preview for weapons will be shown by default in an armed state, which ensures proper visualization of them in the preview window.
– Fixed rotation of Fisherman’s Revenge two-handed hammer skin.
– Unconscious players are fully unable to interact with the world, especially to talk to Siege Engineers and spawn siege equipment in their state.
– Improved the proxy of mobs so they will not levitate just above the ground.
– Tweaks to AI mobs maneuvers while in combat. Their movement should be more fluid and give a better feeling overall.
– Added trails for throwable weapons
– Added firecrackers and festive lanterns to the list of unlootable items.
– Added notification stars to the top screen quick access menu.
– Added a new icon for the Abandoned Mines event.
– Improved rewards for the Abandoned Mines event. For completing an event you can get a reward chest, with a newly added elixir or its recipe: Gatherer's Decoction.
– Optimization of player proxy. It results in noticeable improvement of the game performance and less CPU usage, especially in bigger battles.
– New item: Bucket with Fertilizer. Use it on crops that require fertilizer to speed up their growth. Item works in the same way as Buckets of Water. It can extinguish fire too.



[h2]Fixes[/h2]

– Fixed an issue with skins initialization after the spawn. After spawning to or out from Valley of Death Tournament were cases where skins were not shown properly on the client or proxy.
– Fixed all known issues related to alliance membership. This change was introduced to global servers in a hotfix on 8.04.22
– Fixed an issue with quest Weaponsmisth’s dialogue.
– Fixed an issue causing players to be able to teleport to an empty Frontier Pass event location via invitation which should be removed after the event's end.
– Fixed the issue where the siege event randomizer was allowing only three-way sieges on outposts. From now on regular attack/defense events can occur in outposts locations.
– Multiple fixes for resources positions and rotation, level design fixes across the game world.

Weekly Update 314: Addressing Players feedback, Guild System improvements

Greetings, Warriors!

In today’s update, we’re addressing a lot of recent players' reports and feedback, implementing fixes and improvements to various systems. Most of the changes are dedicated to the recently reworked Guild System, but also to optimization and quality of life improvements.

We're also reaching out to you in the form of an ingame questionnaire, with a question regarding the Tents and teleports system. The questionnaire has been sent to all accounts of level 95 and above, as the topic is related to the endgame. We’re curious about your opinion, so let us know what you think.

See you in battle!

The screenshot’s authors have been awarded. Siegbert, Sk0key, and Xsite.WP – check your Ambers!

Changelog v.0.9.9.3.4 Beta


[h2]Quality of Life improvements[/h2]

– Added new icons for seeds, and changed the names of two items related to farming: Inflorescence Fruit is now a Flowering Plant and Linseed Oil is Flax Oil.
– Removed Sangmar level 50 guard from Lobart’s, Onar’s, Mereley, and Dunfen farms on Bastion level 3, to match the counterparts of guards' numbers and strengths between nations.
– Improved the terrain around Waterford and Dimar Castles to prevent the possibility to bypass the defense and attack the last line of defenses and Keeps directly.
– Added tail particles for ballista bolts to make them more visible.
– Anchored the first amber purchase reward choice confirmation window to the middle of the screen to prevent it from being dragged outside of the screen anyhow.
– Thanks to our Community Translators, Events and Quests translations are now fully complete in the Turkish language. Thank you for your support and cooperation!

[h2]Optimization[/h2]

– Improved the games’ User Interface loading system. All loading times in the game should be noticeably shortened, as well it will have a positive impact on opening various interface windows in-game.
– Optimization of players' proxy initialization.



[h2]Guild system[/h2]

– If a guild leader will be kicked from a guild by a character from the leader's account, leadership is transferred to the character who performed the kick action.
– If the guild leader leaves the guild, and there are still his characters in the guild, leadership is being transferred to his character with the highest rank.
– If the guild leader leaves the guild and in the guild there are no more characters from his account, leadership is being transferred to the guild member with the highest rank. If there are more players in the guild who have the next highest rank, leadership is being granted to the one with more Guild Points.
– Members' counter on the recruitment board shows the accounts counter now (like in other places after guild rework).
– Added players' online status icon on guild applications list.
– Added the automated sorting of guild members by last login time and online status.
– Guild system now has a log of players' actions – gold deposit/withdrawal, province slot purchase. Logs are now kept for 7 days in system memory, not cleared out after the server session.
– Guild members' and applicants' character level is now automatically refreshed and kept up to date in the guild window.
– Guild and alliance members count is now automatically refreshed and kept up to date in the guild window.



[h2]Fixes[/h2]

– Fixed floating siege machines spawn.
– Fixed the issue where the Tournament balance system was not keeping equal numbers in teams at the beginning of the event.
– Fixed Wilga’s dialogue. Players reported that have finished main quests but couldn't accept crafting quest. The issue was that Wilga's dialogue had one old mistake - a player could take the reward for the quest "Rightful Punishment" but don't do the task "Report to Gunnardotr". After that, the player also had a quest marker above Wilga's head.
– Fixed the visual bug where the player was seeing his own rank from the previous guild instead of the recruit rank after guild change.
– Fixed an issue where the first guild member who opened the guild window could see improper online guild members counter.
– Fixed an issue where it was not possible to accept a character to a guild if the application was from the same account as the character accepting the application.
– Fixed an issue causing guild level up notification to be shown after opening the guild window, not in the moment of leveling.
– Fixed the issue where the ranking history was shown improperly. Seasons are now displayed from the newest to the oldest. History will be shown from season 14, as this was a season where we introduced rankings.

[h2]Video contest[/h2]

We also want to remind you about a new way to get some Ambers for your support of the project!

Every two weeks, players we choose get 2,000 Amber (our in-game currency). For this kind of money, you can get a variety of skins for your armor and weapon. Also, we will promote your content on our social media with full credit to you as a player!
If you want to participate in this draft, please post your work on YouTube and link your movie to our Discord #media-streamers channel.

This week's winner is Epikkus! Be sure to subscribe to his channel for more Gloria Victis comments, like and share his videos to help Gloria Victis with reach!

[previewyoutube][/previewyoutube]

Weekly Update 313: The rise of Guilds – New guild system!

Greetings, warriors!

This week we are bringing to you some massive changes to the Guild system as well as some important combat fixes and… a new skin!

But before we begin, we have a short roadmap for you!

[h2]Roadmap: Farm animals[/h2]

While the majority of our team is still hard at work to implement further additions to clusters, map changes, and other fun stuff to come before the release, we found some time to give more attention to our recently added new and lovely farm animals!

Take care of your animals…

In the weeks to come, every player will have a chance to buy farm animals, look after them and get all the benefits of owning a farm animal for themselves!



The system will introduce a new building located on farms – a barn. Players will be able to buy and safely store their animals in a barn, similar to how horses work. However, there is a catch! To gather resources from an animal, or take better care of it, a player will need to…

…and go for a walk

Yes, that’s not a joke. You’ll be able to place your animals in the open world, like siege equipment, and they’ll wander around in a small area, giving you time to gather and tend to your lovely creatures!



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, players will be able to even further improve their gain!

Now, without any further wait, let’s jump to the meat and potatoes of this update!



The screenshot’s authors have been awarded. 𝕾𝖍𝖙𝖗𝖎𝖝, growsheak, and ThePeasant – check your Ambers!

Changelog v.0.9.9.3.3 Beta


As mentioned in the previous updates, we have been preparing for some big changes in the game to make Gloria Victis a more friendly environment for all types of players and guilds. Today’s update marks the first big part of the changes - guilds rework.

In the next weeks, we will be adding more of the teased features, including guild technologies that will then receive an even bigger expansion, when the map changes, and the introduction of clusters will give every guild a chance to have their place in the world of Gloria Victis.

[h2] New guild UI [/h2]

This week marks the introduction of an overhauled guild window that, in our eyes, is much more informative and brings a lot of QoL improvements that all guild leaders and officers should enjoy!



The new UI has 3 separate tabs:

General – Shows information about the current number of players in the guild, online, features a list of players (all alts of a player are grouped), shows guild applications, and enables leaders to edit recruitment announcements as well as guild announcements.
Guild progress – Shows information about SoW deactivation and extended current progression in the guild levelling system, including the rewards the guild will get after reaching the next level. This tab will also feature guild technologies once they will be implemented.
Diplomacy – Shows information about owned guild provinces and the alliance that the guild belongs to.

[h2]Guild progression system[/h2]

Together with the reworked Guild Window, we have implemented a new guild progression system. From now on, the guild levelling system will be capped at level 100. All current guilds will have their level scaled to the new system, meaning that all guilds of level 7 will become level 100, while guilds with levels lower than 7 will get their new level based on the amount of experience they’ve managed to gather before the todays’ update.

From now on, not only Nation Points but also SoW deactivation will progress the guilds’ level, which will give players more incentive to roam around the map and take part in everyday activities in order to help their guilds prosper. This change will also mean that a guild will not lose Nation Points when a player leaves.


The new system will feature rewards for achieving certain levels — including guild capacity increase, improved quality of walls for GCs, and more. Below you can find a summary of rewards for guild levels. You can find this information and much more on the official Gloria Victis Wiki which has been already updated for today’s patch!

Summary of rewards for guild levels:

Guild level 80 – Unlock Veteran Rank or higher members can control doors at Nation-owned locations
Guild Levels 10, 20, 40, 60, 80, 100 – Unlock Fortification Upgrades for walls, gatehouses, and towers
Every 4th guild level – Unlock 1 Additional Membership Slot
Guild levels 25, 50, 75, and 100 – Unlock Additional Economic Points

[h2]One guild, one account[/h2]

One of the most significant changes brought by todays’ update is a new system that ties accounts to a guild. With this system in place, a player can only have characters in one guild at a time.

Now, after we introduced the new guild system, every player with characters in more than one guild will be prompted with a special window where one needs to decide which guild he wants to stay in. Confirming the choice will result in all other characters being automatically kicked from other guilds. Until choosing the main guild, a player will have all the guild features blocked (teleportation to the guild caste, Nation Points donations, etc.).

The introduction of this new system doesn’t mean that you have to have all characters in a guild though! You can still have guildless characters, though ;)

[h2]Changes in guild limits[/h2]

The new guild limit is set to 25 accounts for a guild of level 1 and increases up to 50 slots for a guild of max level (100). As the new system counts all alt characters as 1, it means that every player in a guild can have as many alts as one desires without taking up any additional slots. This change means that now a guild can consist of up to 50 real people!

In order not to cause any trouble and rush decisions on the side of the guild leaders, we have come up with a solution to oversized guilds - the guilds that will be exceeding the limit of players after this update will keep their oversized player count, but will be unable to invite any additional members until dropping the number of Players.

[h2]New guild rankings[/h2]

The current all-time guild leaderboard received a complete overhaul. From now on, it will show the top10 scores of the past seasons instead of one all-time record. The new system is separate for all the servers and enables players to place decoration statues presenting the rankings that open at the specified seasonal ranking!



[h2] New skin – The Pride of Karleon [/h2]

Our designers and graphic artists were able to add another much-awaited skin set for the Karleonian heavy armor: The Pride of Karleon skin set. You can find the new heavy armor skin in our in-game Supporter Shop (hotkey: [K]).



This armor was inspired by the already available in-game skin for the helmet, as well as some actual designs from the European Middle Ages period. We hope you will like the new skin!

[h2]Quality of Life improvements[/h2]

— From now on the GC teleportation cooldown will be given only to players that join a guild. Changes in alliances will not cause teleportation cooldowns.
— From now on the GC cooldown for players who recently joined a guild will also prevent them from respawning inside GC.
— From now on shields will lose durability from being hit by projectiles.
— Some small adjustments were made to the combat controller that should prevent random, “uncontrolled” attacks from happening.
— From now on, a player can mount his horse using the summon button (default [t]) if the horse is close enough.
— Broken siege equipment should not “catch” players’ mouse input, thus making it easier to interact with players and mobs “inside” the broken siege equipment collider.
— Added particles and effects for interaction between player and water.
— Added relog button to ESC menu.
— From now on, the relog window will automatically log in the character after the time runs out.
— Added a new achievement for Nation Points donated.



[h2]Fixes[/h2]

— AI enemies should stop being stuck in place in an endless cycle of walking toward players.
— Fixed client-side animation of loading siege engines while moving. It was misleading as it is impossible to truly load it while in motion.
— Fixed an AI bug where enemies would turn their back on the player while fighting, especially on sloped terrain. It should not happen anymore.
— Fixed all known cases of random white attacks resulting in a stagger.
— Fixed rewards in the tutorial crafting quest. Players now receive a grey pickaxe instead of the green one they couldn’t use yet.
— Fixed a bug that caused weekly CP to be doubled.
— Fixed incorrect positions of nameplates in certain cases.
— Fixed a case resulting in white glowing player nameplates bug.
— Fixed errors connected with VoD queue, resulting in players being sent out to VoD without party and instantly teleported back to the Capital.
— Fixed a bug allowing to jump on the top of the market in Baalhammon. No power will now be enough to chop through the colliders ;)

Weekly Update 312: Preparations for the features to come!

Greetings, warriors!

Yet another weekly update has just hit the servers! This time we are focusing on bringing a bunch of fixes and QoL while preparing for the guild system update coming next week.

Having in our minds that this Saturday is the Open SoW time, we decided to postpone the introduction of the new guilds system for a week to let all the players fully focus on the upcoming event. The additional week will let both us and you, our Community, fully prepare for the new system.

In order to let you prepare for the system, we have prepared a short Q&A below that answers the most frequently asked questions:

What will be the new guild member limit?

The new guild limit will be set to 50 accounts for a guild of the highest level. Worry not though! As the new system counts all alt characters as 1, so the new limit would mean that guilds might consist of up to 50 unique Players (or 50 people in other words)! From the data we’ve gathered in the designing process, currently, the biggest guilds consist of around 40 - 45 accounts so the change should not bring too much organizational chaos for the guilds.

What will the new guilds look like?

Next week, we'll be introducing a new, reworked guild system, with a visually updated guild window, a new levelling system, and many rewards for the guilds that achieve level milestones!

The new level system will be capped at level 100 instead of 7 and will bring new methods of leveling up the guild that will enable players to gather guild exp during their favorite activities!

From now on, not only Nation Points but also SoW deactivation will progress the guilds’ level, which will give players more incentive to roam around the map and take part in everyday activities in order to help their guilds prosper. This change will also mean that a guild will not lose Nation Points when a player leaves.

We want the guilds to be the backbone of the entire nations system in the game and would love to enable all types of guilds to be born and prosper for the benefit of themselves and the nation they play in.

What will happen to guilds that have more accounts?

Even though, based on the data we had at the moment of designing the system, this shouldn’t be the case we are aware that the number of players in a guild might vary significantly in the course of a couple of weeks. So in order not to cause any troubles and rush decisions on the side of the guild leaders, we have come up with a solution to such case - the guilds that will be exceeding the limit will keep their oversized player count, but will be unable to invite any additional members until dropping the number of Players. This should give guilds the time they need to adjust to the new limits in the way they want.

What will happen to players that have characters in many guilds now?

After we introduce the new guild system, every player with characters in more than one guild will be prompted with a special window where one needs to decide which guild he wants to stay in. Confirming the choice will result in all other characters being automatically kicked from other guilds. Until choosing the main guild, a player will have all the guild features blocked (teleportation to the guild caste, Nation Points donations, etc.).

Does it mean that now all my characters will belong to one guild?

No, the change means that a Player can join just one guild per account but will still leave an option of having a guildless character.

When will the guild technologies be introduced?

Guild technologies will be another big step for the revamped guilds system and will be introduced in the weeks to follow.

Now, having discussed all the important parts of the upcoming guilds rework, let’s take a look at what’s coming in today's update!



The screenshot’s authors have been awarded. 𝕾𝖍𝖙𝖗𝖎𝖝, growsheak, and Neqster – check your Ambers!

Changelog v.0.9.9.3.2 Beta


[h2]Quality of Life improvements[/h2]

As always, this update brings improvements and fixes that we have managed to implement based on our community feedback and reports over the last few days. We would like to thank all of our community members for their constant support and help with improving Gloria Victis!

– Added effects reducing hunger drain by 50% for campfire rest buffs based on our Community’s suggestion.
– Party window has been adjusted to not overlap with inv in the ⅓ mode anymore.
– Reduced limit on chats from 5 to 3 minutes. We are still taking a close look at how the system works, and are planning on further adjustments based on the data and feedback we’ve gathered.



[h2]Fixes[/h2]

– Partial fix to tournaments on calendar event window, now tournaments times works and shows when are in progress, but they are not sorted in proper order. We are aware of how important that is for the new players to see the proper timers of certain events, so even though we are aware it’s not perfect, we decided to implement it this way while working on a better fix.
– Fixed a bug where carpentry workstation couldn't be destroyed by enemy
– Fixed an issue allowing to switch melee attack to throw at the beginning of attempt time, which allowed to throw weapons with melee animation.
– Fixed a case where players were unable to leave a party after the VoD tournament.
– Fixed not working hotkey bar when the player moves to the tournament and back from tournament to the main server.
– Fixed issue with titles dropdown showing up when the player started to type on chat.
– Mouse scroll is now working properly in the daily achievements window.
– Recipes color is now displayed correctly based on the level of profession and recipe.
– Fast travel window will now display its correct name.

Weekly Update 311: Optimized nameplates and Medic UI!

Greetings, warriors!

We have another weekly update for you! Before we begin, though, sit down by the fireplace, pour some mead into a mug and listen to the story of what is about to come to Gloria Victis!

Roadmap: Guilds

Before Gloria Victis leaves the Early Access stage, we’re hard at work in order to prepare for that important milestone. With the first portion of instanced content – VoD being just around the corner, we’re continuing the development of the next big changes. Whilst more content is on its way to being moved to instances, we’re working on other important changes that should bring new and unique possibilities for our players to enjoy!

[h2]New guild leveling system[/h2]
In the coming weeks, we'll be introducing a new, reworked guild system, with a visually updated guild window, a new levelling system, and many rewards for the guilds that achieve level milestones!



The new level system will be capped at level 100 instead of 7 and will bring new methods of
levelling up the guild that will enable players to gather guild exp during their favorite activities!

From now on, not only Nation Points but also SoW deactivation will progress the guilds’ level, which will give players more incentive to roam around the map and take part in everyday activities in order to help their guilds prosper. This change will also mean that a guild will not lose Nation Points when a player leaves.

We want the guilds to be the backbone of the entire nation system in the game, and would love to enable all types of guilds to be born and prosper for the benefit of themselves and the nation they play in.

[h2]Guild leaderboards overhaul[/h2]
The current all-time guild leaderboard will receive a complete overhaul. From now on, it will show the top10 scores of the past seasons instead of one all-time record. The new system will be separate for all the servers and will enable players to place decoration statues presenting the rankings that will open at the specified seasonal ranking!



[h2]One guild to rule them all[/h2]
With the previously mentioned change, we want guilds and alliances to become a more important part of the gameplay. In order to give guilds and alliances more meaning, we'll be introducing a new system, where your account can be only tied to one guild at a time.

This change will also introduce new guild size limits. From now on, all characters in a guild that are connected to a single account will be merged on the list to make it easier to manage the guild members. This won’t mean that you will have to have all characters in a guild though, as you will still have an option of staying guildless on any character you like.

With the next updates, we'll be slowly converting our current character limit to account limit (it will be previously announced and go step by step with a couple of updates in order for all the guilds to have time to adjust and prepare for that significant change). The new limits will not make anyone get kicked from the guild as once the limit will be placed, it will just soft-lock the ability to invite new players to the guild until the guild member count gets lowered to the desired number. It’s also worth mentioning that currently, every player takes up a few slots in a guild with all the alts (alternative characters) he has in that certain guild. After the change, even though the limit will be lower (in terms of the number) in fact, it might even free up more slots in certain guilds as now we'll be counting all alts from one account as just 1 slot, making it possible to have as many alts in a guild as you want!

This change should bring a lot of new meaning to how guilds and alliances are organized and we cannot wait to see how this will affect nation and server politics!



[h2]Guild technologies[/h2]
All the above-mentioned changes will be topped with a brand new system, introducing a number of new interesting mechanics, buffs and challenges for guilds to enjoy!

We feel that it’s important to create new content for all guilds (especially the smaller ones) and we believe that introduction of the guild technologies will enable the smaller guilds to specialize in certain fields of Gloria Victis and have a chance to compete, or even excel in these fields against the big guilds, making them a valuable asset for the nation.

Guild technologies will be a new feature enabling guilds to build and research new types of structures, that will aid the guilds in their daily activities and give them a new way to specialize in a certain part of Gloria Victis content.

The technologies will be divided into 3 categories:
War technologies (i.e. longer potion buffs)
Social technologies (i.e. longer food drain)
Crafting technologies (i.e. smaller market taxes)
that will offer buffs and new mechanics aiding these aspects of the game for that guild.

Every guild will be able to invest their time and energy into any combination of the technologies, which will lead to a new type of meta for guilds to be born, a meta suiting the needs of the guilds’ members.



Without any further ado, let’s jump directly into the fun stuff of this update – optimized nameplates and new UI for the medics!



The screenshot’s authors have been awarded.𝕾𝖍𝖙𝖗𝖎𝖝, DISS, and Neqster – check your Ambers!

Changelog v.0.9.9.3.1 Beta


[h2]Optimized nameplates[/h2]
While introducing new features that get us closer to the main goal of leaving Early Access, we also take our time to improve and optimize already implemented features. I’m very happy to be able to announce to you the new, optimized nameplates! Even though they will look exactly the same way as they did before, they should now be visibly more performant, especially when the amount of players on screen exceeds 50. Please note, that the performance change will not affect the ‘full player markers’ (the ones with the text) and will only improve the performance of the ‘shield nameplates’.



[h2]New medic UI[/h2]
Based on the feedback of our Community, we have implemented a new part of the medic UI! From now on, the nameplates of the fallen players’ characters will indicate whether or not the player is being revived or is the player’s character dead.



The leftmost icon indicates that the character is being revived, while the rightmost one additionally informs, that the character is being revived by a dedicated medic (10 points invested in ‘Battle medic’ ability).

[h2]Quality of Life improvements[/h2]
This update brings a lot of improvements and fixes that we have managed to implement based on our community feedback and reports over the last few days. We would like to thank all of our active precious community members for constant support and help with improving Gloria Victis!
– Font optimization, from now on all European letters are in basic font, which removes fonts glitching and boosts performance.
– New progressbar UI, not only will it look nicer but will not disappear after opening other windows!
– After being hit, the enemy attack marker will disappear in order to declutter the screen from outdated information.
– Improvement on spawning Vile Beggar (previously known as Team Rocket), they should be much less likely to spawn inside objects and thus be unreachable.
– Added reputation status to Inspect panel…
– … and removed it from player nametags, additionally optimizing them.
– Horses should no longer run when players try to tame them.
– Reduced time of setting the barricade from 10 to 5 seconds.
– Dove of peace will be visible to all players now.
– Adjusted some colors on armors to match the color palettes for different nations.



[h2]Fixes[/h2]

– Fixed vendor prices for wood and finished wood - it also affects the queue of taking them automatically to upgrades.
– Fixed Auction House search in languages other than English, Russian and Polish.
– Closing ‘Siege Window’ will not close the ‘World Events’ window.
– Titles dropdown in inventory is now correctly closed when inventory is closed.
– Bernie feels safer in his pit, as he cannot be hit through the grate…
– …feeling safer he also feels less likely to randomly blink ;)
– Fixed edge case of autorun not working while clicking R happening right after getting into the horse.
– Fixed gates at Pilgrim’s Rock - 2nd doors at gates and keep doors didn't change mesh when – destroyed.
– Fixed the issue with time not being refreshed properly in the calendar events window.
– Fixed an issue where the Auction House would not open on the ‘Buy tab’ properly, listing player’s own offers at the top.
– Fixed some more issues with UI not saving their positions properly.