1. Gloria Victis
  2. News

Gloria Victis News

Weekly Update 300: Merry Elephants, Happy New World Event and Tournament Map!

Merry Christmas one more time, Warriors!

The holidays are coming, and we only have one occasion to release an update no. 300! It means this week we have something really special for you:
  • A new world event unlike any other
  • A new map for the PVP tournament (sic!)
  • An elephant
  • Snowball skin for throwing weapons
  • An exceptionally good-looking skin set for the Champion’s Medium Armour
  • Did we mention an elephant?

…and a lot more. Read below for details!

Also, same as the previous year, today is the last day of the current year when tokening was allowed, which means that tomorrow will be the last day to participate in prepared SoW’s! You will be able to token Guild Castles again after the Christmas truce, on Jan. 3rd 2022.

Today's update will be the last regular one for this year. Part of the team will take some time off to spend a while with their families and friends between the Christmas and the New Year. We want to thank you all for accompanying us for another year during our great journey, and for your cheering and support. We wish you Merry Christmas and all the best for the upcoming year!

Also, we have a special surprise Christmas present for you. We thought some of you would like to hop on for a short journey back in time, and take a look on how the game evolved over the years, starting from before the Steam release, when Gloria Victis was still nothing more but a dream of a bunch of ambitious nerds who wanted an MMORPG unlike any other so desperately, they decided to make it on their own (don't do that at home).

Ladies and gentlemen, warriors and crafters, not-so-fresh footmen and cavalry snobs alike - let us present you our first book:
GLORIA VICTIS - PATCH NOTES COMMEMORATIVE BOOK A journal of the (probably) most updated indie game ever

Have fun reading, and as always: see you in battle!

The screenshot’s authors have been awarded. gawi200 and Wintar – check your Ambers!

Snow is falling*

Changelog v.0.9.9.1 Beta


[h2]Let it be Christmas![/h2]

Save the Christmas and help Santa to find his broken sleigh and retrieve a list of good players, or they may never get their presents!

All around me*

Take part in holiday events, collect and bake Gingerbread to exchange it for unique rewards, including a snowball skin for throwing weapons, an exclusive event weapon – Moonstar, festive Santa sleigh decoration skin, and many more interesting rewards! We hope that you and yours will have a wonderful Christmas and get everything you wish for!

Children playing*

[h2]New world event, and new PVP Tournament map[/h2]

This update introduces a world event unlike any other. Ready yourself for a heroic defence in the no-man’s land, defending a caravan transporting precious wares to save Christmas! Be sure to make the best use of all available war devices, including not only the good old catapult and ballista, but also the Emperor’s Flames.

Tactics and teamwork are crucial here, as you’ll face the mightiest beasts the Southern tribes have at their command. And here’s the trick: contrary to any other activity, you’ll have to cooperate with enemy players!

Having fun*

We all wanted it for so long – a new map for the Valley of Death PVP tournament! Welcome to The Games, an isolated province where warriors from all around the world fight for glory and wealth, even though they pay the highest price. The location varies from dense urban areas to vast open space savannah, but in the end, all roads lead to the Colosseum. Prove yourself!

It's the season*

[h2]Daily Challenges Update[/h2]

– Catching fish with a rod can now be progressed with both active and passive fishing
– The rare animals hunting challenge can now be progressed by hunting all animals above level 50, but hunting the rare beasts give 10x more points
– Looting the storehouses at enemy guild castles will now progress the daily challenge for all ally players around, so it can now be progressed by groups

Love and understanding*

[h2]Quality of Life Improvements[/h2]

– Added a new set of armor skins for the Champion’s medium armor, which comes together with a unique spear skin too – we hope you’ll love it as much as we do!
– Party Finder will now display a suggestion to join a nearby non-public party – before it only suggested joining an open party
– Server-side optimization which dynamically adjusts the priority for calculating the enemies AI when the server tickrate gets lower due to so many players fighting around

[h2]Fixes[/h2]

– Fixed a bug that could prevent the players from swapping items using the hotbar, which was most often experienced by medics
– Fixed a bug causing that workshop could disappear in guild castles after the Bastion efficiency dropped by 2 levels and then risen up by 1 level
fix for using interactive objects when they has been destroyed
– Fix a visual bug causing that the progress bar of gathering resources like stones (using interaction keybind) didn’t get cancelled if another player started gathering the same resource node with a tool
– Fixed a bug in calculations of Saturday State of War deactivation system, in some cases it was giving too many points – still, even after fixing it, the deactivation should be overall easier than in the past
– Fixed the missing “Starving” buff effects values and added different stomach fill color depends of hunger level (green and yellow)
– Fixed “Add friend to party” button in the Social window
– Fixed the Auction House slider's handle which used to disappear when selling a stackable item
– Fixed spawning markers for player which join an already existing party
– Fixed a bug causing that a quest boss Fenrir could be killed without progressing the quest
– Fix a minor exploit allowing to produce money in dice games

[* Chorus verses of a beloved classic: Merry Christmas Everyone by Shakin’ Stevens]

[previewyoutube][/previewyoutube]

Weekly Update 299: Faster Combat, UI changes and a better weapon block system!

Greetings, Warriors!

Last week, we forecasted some significant changes to the Gloria Victis combat system. We were collecting your feedback and analyzing the combat data for quite a long time before we decided to make them, as the proper solutions and improvements had to be thoughtful.

As during testing we have found implemented solutions more intuitive and better, we are aware that you will need some time to get used to the new combat interface and rules, and we will be happy to gather your constructive opinions after you check and try the changes for a few days. The new system removes some UX flaws the old system had, speeds up the combat, and makes it more dynamic, thanks to changes in the weapon block system.

It is heartwarming to see our playerbase grow once again, and that we are reaching the highest peaks in player numbers recently, so we are welcoming all the newcomers and wishing them the best in their adventure. You all are more than welcome to join our official Discord and say hello to other players and Dev Team :)

And now, let’s get to the details and explanations of today's update.
See you in battle!

The screenshot’s authors have been awarded. Elielepro, Lenny Letto,, and Neqster – check your Ambers!

Changelog v.0.9.9.0 Beta


[h2]Combat improvements – Weapon block resistance![/h2]

For quite some time, we could observe situations, where the fights could stall when one of the players refused to uncover and blocked endlessly with a weapon. Skill cap in weapon block – easy to achieve – and the lack of flaws in the style of the turtle made the fight unnecessarily prolonged. And it needed to be addressed.

As there is a counter to shield blocks, and shield blocks have their resistance, we are not changing them. We are adding similar solutions to weapon blocks.

From now on, weapon blocking also has its resistance, as does shield blocking. But there’s a twist. Our strikes on the enemy regenerate our block strength bar for weapons. This makes the fight more dynamic because we are encouraged to try to hit the enemy, instead of only blocking. The strength of the block with the weapon and the shield are two separate statistics. After the shield strength is depleted, we can still block with the weapon, and similarly, when our weapon cannot block anymore, we can use the shield and defend with it.

You will be able to test the new combat on the new Valley of Death tournament map soon!

Each weapon has 600 block resistance, which regenerates 6 points per second and 90 points with each hit landed on the opponent, regardless of whether it dealt damage or got blocked/chambered (hitting 3 opponents at a time using a two-handed weapon gives us three times the number of regenerated strength points of the block).

In this system we are adding a benefit for perfect weapon blocks (blocking incoming attacks with a weapon in the first 300ms of our block duration), which will increase skill cap and be more rewarding for hitting the perfect timings:

– Performing a perfect block will take up to a maximum of 50 points from our weapon block resistance.
– Performing imperfect block, so blocking attack between 300ms to 3 seconds of our block duration will take up to a maximum of 70 points from our weapon block resistance.
– If we block longer than 3 seconds, each blocked attack will take up to a maximum of 100 points from our weapon block resistance.

Remember that like before, the number of resistance points taken is also related to damage and strength of the blocked attack, that is why we are giving the maximum cap that can be taken out of the resistance when blocking, but the numbers may be lower in real combat.

And at the end, some other important information:

– You can now block attacks without having any stamina. Before the changes, you were unable to block. Now, you can still block attacks, but those will take more of your weapon block resistance – up to 100 points (same as blocking for longer than 3 seconds with stamina.). Shield blocks resistance loss remains the same as before.
– Chambering with the weapon is not taking our weapon block resistance. Using that mechanic will be even more effective and meaningful.
– Hammers and axes aren't more effective against weapon blocks, as is the case with these weapons against shields.
– Perks buffering the strength of the shield do not affect the strength of the weapon.

We believe changes in the weapon block system will make the combat more dynamic, faster, and interesting. We have already seen some opinions that introducing such a thing to the game would be nice, so we hope you will be satisfied with it.



[h2]Combat improvements – Increasing attacks speed[/h2]

The change in attack times was motivated by the fact that it is now very difficult to deal damage to a player who has reached at least an average level in combat. The blocking skill cap was at a really low level which makes some fights very long and tedious. Thus, we facilitate dealing damage, but at the same time, we are not increasing the possibility of spamming attacks.

This goal will be achieved by reducing the time from the execution of the attack action to dealing damage. So, when you release an attack, the swing will be faster. But no attack we've changed will be faster than left swing with a single-handed weapon.

It may seem that faster attacks are associated with potential attacks spam, so to avoid this, we need to make sure that after a failed attack, the opponent has a larger time window to start his attack sequence again and give us an opening for a counter. Increased attack speed applies to all weapons except Lances and knives. At the same time, the ability to deal more blows in the time scale is given to two-handed weapons except for two-handed swords, and lances. Two-handed swords are still powerful enough to be one of the best weapons for group fights.

Changes in attack speeds and damage capabilities mean that weapon damage and armor reductions also need to be changed to maintain the right balance in the game.

Armors

Two-handed hammers have the greatest popularity among weapons, and with the changes explained above, they get a boost through the ability to deal damage faster. Therefore, in order to prevent creating an overpowered type of weapon, we raise the blunt damage reduction on armors. Light armor gains the largest buff, medium armor gets an average one, and heavy armor the smallest one. These changes are in the range of 15-5%

One-handed weapons

One-handed weapons receive a significant bonus to the damage. As two-handed weapons will be now closer in terms of speed, and one-handers are not allowing to hit multiple targets with one attack, we believe it is needed to maintain their usefulness in combat. Those weapons are being used in tank builds, which do not have bonuses to damage from abilities or attributes, and have the lowest kill and damage ratio across all weapon types, so it is reasonable to increase their efficiency. As a side bonus, as you can throw those weapons, it will be also more viable.

Spears, Guisarmes and Lances

Recently we brought back faster versions of two-handed spears and guisarmes, and after reducing their range, they deserve a slight damage buff too, to match their damage output with berdiches. Lances – slower sisters of two-handed spears are also receiving damage buff.

Berdiches

Berdiches themselves have long deserved to be distinguished more from two-handed axes. Therefore, their stab attack receives a type of piercing damage (until now it was blunt damage, although the models of weapons indicated that they should be able to stab.)



[h2]Combat improvements – Interface improvements[/h2]

We changed the combat interface a little. The old system forced players to look at different parts of the screen, and it was causing misunderstandings and was unintuitive. So, looking at the other games with similar combat, we decided to put information related to combat in the middle of the screen, on which players are focused during the fighting. Veteran players may not need such parts of the UI as indicators of the direction of their attacks and blocks, this is because their muscle memory and knowledge of timings mean that they do not need feedback when they attack or block, so our goal was to create a UI that would not interfere with the gameplay for veterans, but at the same time will be intuitive and helpful in learning for new players. Those who feel experienced enough have the possibility to fully turn off the attack indicators.

Placing information in the center of the screen on which they are focused, should make it easier to understand the mechanics of the fight, and make the learning curve smoother for them, which should have a positive impact on players' retention.

[h2]Quality of Life:[/h2]

– Throwables like eggs and tomatoes now leave decals on surfaces after the collision. Decals stay for 5 minutes and after that fade away. For now, you can see them on terrain, static objects (environment), and dynamic objects (i.e. castle walls, doors, gates). Sadly, due to technical limitations, we are unable to show them on players.
– Saturday State of War deactivation system has been improved. Players will now see a percentage of the completion instead of points, gathered points are now scaled with balance systems, server activity, and population, and we added new events and activities to the pool of things you can do, to contribute to SoW deactivation.

[h2]Fixes[/h2]

– Fixed an issue causing the angle for mounted attackers fighting with AI opponents to prevent the player from hitting the AI enemy unless it was placed in front of the mount.
– Fixed an issue where snow footsteps were appearing on the terrain under walkable models (wooden fortifications, bridges).
– Fixed an issue where top cavalry perk Momentum was causing mount slow when receiving a red powerbar hit from an animal.
– Fixed an issue that allowed it to perform full attack animation without doing damage while using the feint button.

Weekly Update 298: Work in progress insight – Faster combat incoming!

Greetings, Warriors!

We’re continuing the winning streak started with the last game update, warmly received by our players. By collecting your feedback and observing players' behavior in combat, we were able to find some areas that can be improved when it comes to our unique combat system. We are making the attacks faster, and adding a new feature to the block system, but we had to reserve some more time before introducing those improvements to you, to test everything properly.

As always, we are delivering the weekly dose of Quality of Life improvements and Fixes, as a result of your reports, suggestions, and feedback. Thank you for your contribution to the game development!

Find more details below, and see you in battle!

The screenshot’s authors have been awarded. Daimon, Epikkus, blueturtle, and tӨrskΣy – check your Ambers!

[h2]Are you a new or returning player? This section is for you:[/h2]

We are happy to welcome the new and returning players to Gloria Victis MMO! We would not be here and achieve everything without our awesome Community, so it is heartwarming to see that it is growing recently.

Our game is quite big and deep, and we would like to take that occasion to show you some more tricks and tips related to our unique non-target combat, and also bring up the list of activities available in the game.

In the videos below, we, and our players are explaining the most crucial aspects of the combat system, and it should be a great help for players who may be not used to such an approach. We hope you will like it and become the best swordmasters or archers in the game in no time!
https://www.youtube.com/watch?v=FOsaO3FtKC0 https://www.youtube.com/watch?v=6xbx6SPpU2k https://www.youtube.com/watch?v=i-LbmI1gSCc https://www.youtube.com/watch?v=O-RaEX1t7G0
Another important thing is that our game has a lot of activities and everyone can find something suitable for them. You can become a brawler, knight, archer, blacksmith, builder, fisherman, merchant, farmer, cook, medic, castellan, and more! The choice is yours!

Check our “What to do in Gloria Victis” scheme and we wish you a good time and a lot of fun!

Open full image here :)

In the end, we want to encourage you to actively participate in game development! Use ingame report and feedback to let us know what you think about the game and if you would like to talk about something with the Dev Team or community – join our official Discord server!

We’re also thankful for all the kind reviews of our game we got recently, and the ones that will come. Posting honest and constructive reviews is one of the most helpful things you can do to help our small team and the project, so thank you in advance for sharing your opinions.

We are thrilled to hear your feedback and are always here for you!



Work in progress insight


[h2]Combat iteration – Faster attacks[/h2]

We are preparing a series of changes in the combat system, targeted to increasing skill cap, encouraging players to exchange hits more often, and making dealing damage easier for newcomers. We are currently testing faster attacks, speeding up the launching of them, as well as changes in blocking with weapons. We are also checking how it will work when the time window for a counterattack will be higher if our enemy misses his attack. Overall, the combat in Gloria Victis will be much more dynamic, and it will be better rewarded to be active in the fight and exchange hits with opponents.

Next week's update will change a lot, so we have to ask you in advance for understanding and patience, as the new features and changes will need some time to get used to them, and ultimately, some tweaking. We are all together searching for the best solutions and systems, which will be convenient, interesting, and engaging. Your help in testing the changes in the game is always much appreciated. We hope you are looking forward to trying them out!



Changelog v.0.9.8.13 Beta


[h2]Quality of Life:[/h2]

– We added the ability for players to choose the tournament mode. Before joining the tournament, if a player has entered and is not in the queue, we display a button in the right panel of the tournament, opening the voting panel. The player has the opportunity to vote for one of the two drawn affixes displayed with the corresponding button. The button has graphics corresponding to the tournament mode. On the button tooltip, we show the name of the tournament mode and its description. Votes are tallied when the tournament start timer reaches 0 and players are moved to the VoD area.

– Each pop-up window could be moved freely by the player except the depot window. We are removing this exception and making the depot window work the same as the rest of the pop-up windows, so you can now move it around the screen. :)

[h2]Fixes[/h2]

– Fixed an issue causing some attacks while on horseback were not hitting the enemy, depending on the camera angle of the attacker.
– Fixed an issue where blocking while on horseback could block not work properly, and block different sides than desired.
– Fixed an issue where closing the settings window with the Esc key was opening the Esc menu.
– Fixed an issue where when the Escape menu was opened over any other window, clicking Esc was closing only the Esc menu, instead of all opened windows.
– Fixed an issue causing the non-loot zone to work improperly in siege events.
– Fixed an issue causing Huntsman skill to give armor penetration to weapons that do not have any armor penetration at all.
– Fixed an issue causing details of offers on other players' stalls not to be displayed.
– Fixed an issue where some pop-ups, i.e. hint windows could move outside of the screen after scaling the interface.
– Fixed an issue causing the Horse Hud position on the screen to not be remembered and reset to default after using the /relog command or client restart.

Nominate Gloria Victis for the Labor of Love Award!

Dear Players,

Here in Black Eye Games Studio, we are thinking about Gloria Victis MMO as a labor of love, and we are proud of what the game has become and achieved with the help of you all - our invaluable Community.

We set the bar high, and since releasing the game, we delivered almost 300 weekly updates and made over 550 server-side updates so far, getting very close to the v. 1.0 release, and we would not have been able to do that without you! We are happy to be close to and actively cooperate with you to make Gloria Victis engaging, addictive, and delivering a lot of entertainment. Love of our players was always something that is pushing us further and we are proud to be part of this project.

It is heartwarming to see what we've accomplished, so please nominate the Game for the Labor of Love Award. It would be an honor, and we would like to think about that, as nominating each one of you -our players - because you love Gloria Victis as much as we do, or even more.

We are extremely happy that you like the most recent update of the game and are sharing your positive feedback on our Discord, Socials, and in the game. Half of our current team was recruited directly from our community, and we like to think that we are one team with our players. We hope it is visible that we care deeply for your feedback and suggestions, and our cooperation is and will continue to be fruitful.

You are the most important part of our game, as with you Gloria Victis is meaningful, fun, and engaging. And we will always care for you as you care for us and our dream game.

Thank you for your continuous support, and for choosing to nominate Gloria Victis MMORPG to the Steam Labor of Love Award.

Weekly Update 297: Brace yourselves! Winter is coming!

Greetings, Warriors, and Happy Thanksgiving for our NA/SA server Community!

Winter is coming, so the time has come to devote yourself to constant vigilance and get prepared for one of the best updates we put together for you this year! This week everyone will find something nice for themselves in the changelog: weapons changes and balance for warriors, quality of life improvements and fixes for crafters and gatherers, legions of new players for mentors and guilds, and huge sales for our supporters.

We are introducing a new weapon type – lances, and unique stances related to them. Mounted knights will be now able to couch lance and charge at their enemies, and footman soldiers will be able to brace with a lance to break the cavalry charge and defend their lines.

We are also happy to introduce the next part of the User Interface overhaul – you can now enjoy the new Vendors and trading windows, fully adjusted to the new layout and visuals.

As always, we prepared some quality of life improvements and fixes, which were made thanks to your reports and feedback. Also, as we are starting a Black Week Sale in our Supporter Shop – you can get the cosmetic skins you always wanted at a huge discount, and find new, Black Knight Chainmail skins there! Smash that [K] button!

Thank you for your continuous support and see you in the game!

The screenshot’s authors have been awarded. Giroux, Glyuki, and ecroy57 – check your Ambers!

Changelog v.0.9.8.12 Beta


[h2]Black Week in Gloria Victis’s Supporter Shop![/h2]

On the occasion of Black Friday, you are receiving a huge discount for every cosmetic Skin, Skin set, and usable item in our ingame Supporter Shop. Discount will be available just for a week so do not miss the occasion and get yourself a nice skin set and complete your collection!

As players suggested, and we agreed, based on the experience with armor skins changes earlier – we are extending the possibility to wear weapons cosmetic skins to purple items (tier IV). From now on, more of you will be able to use your skins and stand out on the battlefields.

In the Supporter Shop, you can now find highly requested and most wanted Black Knight Chainmail cosmetic skin!



[h2]Spears, guisarmes and lances[/h2]

As you may remember, we made some changes to two-handed spears after receiving a lot of feedback telling us that those were quite unbalanced and overused on the battlefields because of their great range and damage dealing possibilities. It was one of the easiest weapons to use in chokepoints, and the weapon type which was responsible for the most kills in the game, leaving any other weapon type far behind. Changes had to be made on those matters, and as we are aware some players were not happy to see their favorite weapon nerfed, we can agree that this temporary solution was a good move, in the long run, correlated with further updates, and plans which we are making real today.

We believe this iteration of the weapons system will be warmly welcomed, and we are asking for your help to test those changes in action, to make sure if there are any tweaks that need to be made.

We know that you will find it reasonable, that we cannot give players ultra-fast spears with great range that cover half of the battlefield. It was destroying the close combat because players were forced to use the same kind of weapon or stand still with the middle block, as it was really hard to see and block the spear release.

So we decided to differ those types of polearms and create two subtypes of them. One dedicated to melee combat, and the other dedicated to cavalry and anti-cavalry combat.

You are receiving access to two-handed spears and guisarmes with rebalanced range, and old speed, which should be great for players who love to use this kind of weapon in duels and close combat. And the second is lances – a special subtype, with slower attacks, great range, and unique mechanics.

By holding the button you have bound to throw action (default [X]) on one-handed weapons, while using lance you will perform a special action, which will be lance couching (lowering) while mounted, or lance bracing while on foot. In keybinds options, the “Throw” tag was changed to “Special Attack”, and is responsible for those two things now.

Jousting and Lance bracing

While mounted, a raider who is in at least march speed movement can lower the lance. Lance is following the crosshair and deals stab damage on hit. You are now able to make proper jousting contests and tournaments, as well scare the pants out of your enemies, charging on them with full speed!

But footman soldiers will be able to use similar things too. While holding a lance on foot, such a pikeman will be able to lower his lance and counter the enemy cavalry charge. Remember, that lowered lance held on foot will not deal damage to enemy infantry!

Other changes

Of course, proper recipes and item drops were added to the game to make lances available for you. Disassembling and Weapons Character Development trees received a new section, dedicated to lances, and proper filters were added to the shops and market.

We hope you will have a lot of fun with the new weapons and we are counting on your constructive and honest feedback.



[h2]Siege Events changes[/h2]

We are addressing your feedback related to Siege Events. We gathered a lot of data and made a lot of changes inside and around that system, to make sieges more engaging, interesting, and rewarding for everyone.

– When the Siege Event will end with a win on either side, and there are still more than 5 minutes on the event clock, we are starting a new event, drawing between the Siege Event and the Frontline Event. A nation that lost the previous event will be set as a defender, and if the winner is the dominating nation, and the castle supposed to be attacked is not their homeland castle, we are not continuing the siege.
– In the case where the Siege Event is ongoing for at least three minutes, and attackers are not in the range to attack the location flag, we are adding a special counter which will change the siege to a Frontline Event in three minutes, and will extend its duration for another 10 minutes.
– As it was repeatedly reported as a bug when someone was leaving the Siege Event into a looting zone still having a non-loot buff and someone not aware of it killed the poor guy and reported him as a cheater that cannot be looted, we are adding a special notification informing about the active buff.
– Based on the balance system, each event will have flexible player slots counts and will allow weaker nations to have more players on the event in comparison to stronger nations. Overall - this system was rebalanced, as it was in the game before, but not working properly.
– The Nation Points pool that can be collected for dealing damage is being increased from 250 NP to 500NP, but we are lowering the assist NP reward by half of the amount of NP collected for dealing damage to balance that change.
– We are changing the milestone where you will be instantly rewarded with NP for dealing damage to a player from 25% to 15% in melee combat, so you will get rewards quicker and for less damage dealt.
– We are fixing an issue where notifications about rewards were often hidden behind a loading screen, which was misleading and was reducing the feeling of being rewarded for efforts.

[h2]Quality of Life:[/h2]

– Extended the possibility to wear cosmetic skins on weapons. From now on, cosmetic skins can be applied not only to the best, orange, tier V weapons but also to second-best, purple ones.
– Following community suggestions, we added nation coloring to Royal Champion's Helm cosmetic skin.
– Renamed "Iron March Count's Helm" skin into "Black Knight's Helm". This item is now a part of the same set as the Black Knight's Chainmail and it shares the chainmail's description.
– Added to the game 5 new titles, given to players after their seasonal titles wear off: Primeval Arena Master, Primeval Grand Guild Master, Primeval Guild Master, Primeval General Guild Commander, and Primeval Guild Commander. Players who earned those titles in previous seasons will get them automatically.
– Introduced the next part of the User Interface Overhaul: Today, you are receiving updated Vendors and trade windows.
– Windows in both Side and Fullscreen mode individually remember the state in which they were closed unless overwritten by an instance of another rule. The state of the window is cached when the Expand/collapse function is used, but not when the state change is triggered by another UI element, e.g. when a pop-up window triggers the opening of the inventory 1/3 window.
– We combined the “level up” notifications and buttons to improve the user experience with that part of the interface: Clicking the notification, which is also a button, will open the Abilities window, instead of inventory, and everything around received proper tooltips.
– Updated the video tutorial/hint for level up.
– Throwable axes received a buff: they lose damage with fly range slower, and their base ammo count was raised to 15, as they are slower than other weapons and their effective range was smaller.
– Increased the smelting speed buff in forts located on the edge of the homeland by an additional 10%.
– Slowed down the rotation of trebuchets to make aiming with them easier.



[h2]Fixes:[/h2]

– Fixed an issue where it was possible to craft dziwer from the active crafting menu, while it should be possible to craft only on workstations.
– Fixed an issue causing beehive interaction to not work properly and give additional chances to collect items from the beehive before cooldown.
– Fixed an issue causing throwable cosmetic skins (tomatoes and eggs) were not shown properly to other players.
– Fixed a few terrain holes on Sea Wraith's global event location.
– Fixed an issue where dialogue conditions were improperly set in Ismir and Sangmar's crafting quest, making it impossible to report to NPC after delivering an ax.
– Fixed an issue where a Tenebrok logistician was standing behind his shack. He was asked nicely to return to his proper position inside it.