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Update 365 – Quality of life improvements and various adjustments to systems.

Hello community and welcome to the new glory season that just started last week. Today we are bringing you various adjustments to systems, fixes, and quality of life improvements. Besides that, we moved the Crafting Orders from the non-loot-zone to loot-zone and we introduced new NPCs to the loot-zone.

In the following weeks, we will introduce huge stuff like the logistic system, ladders, guild technologies expansion and guild island that is currently in the test phase.

The screenshot’s authors will be awarded. Liutbert, lordcyrion and tallcandle – Contact [GVMod] Koma via Discord to receive your ambers!

[h2]Video of the Week[/h2]
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to sonnybear
https://youtu.be/5BWYYN3U0Ps
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.2.1


[h2]New locations for Crafting Order[/h2]
A huge amount of bulat bars created in GV comes from crafting quests. Right now, most of these quests are in the non-loot zone and some are in the safe zone. Since the resource rebalances, there is no place for Crafting Orders in the non-loot and safe zones because they are providing tier 4 and tier 5 resources. In today’s update, we are moving Crafting Orders from the non-loot zone to the loot zone behind each economic castle and we are removing Crafting orders from the capital.

– Increased Bulat bar reward. From now on you will get one more Bulat as a reward.

[h2]New NPCs at quests and events in loot zone[/h2]
In the previous update, in some areas in the loot zone, which were not related to any quest or event, we introduced new NPCs with upgraded combat AI and better rewards. In today’s update, we are introducing new NPCs with improved combat AI to the quests and events in the loot zone. NPCs at the quests and events have better combat AI which will make them more challenging and fun.



[h2]Humanoid combat AI Improvements[/h2]
In the previous and today’s update, we improved humanoid combat AI. These changes will make the NPCs more challenging, fun to fight against, will teach players good behaviors and will better prepare new players for the real fight with the players. Today we would like to explain what exactly we did with the NPCs. The below changes apply to all NPCs. The higher level of the NPC is, the better his combat AI will be.

– Beginning NPCs that players meet during the first hours of the playthrough will be not so slow and unresponsive. Their attacks will become more dynamic and will be more challenging for the new players but still, they will not be able to kill new players as long as he is not AFK. From our observations, previous NPCs that were slow and unresponsive, instead of teaching new players the basics of our combat, were teaching them bad habits and the NPCs just looked silly.

– All NPCs have changed the algorithm related to kicks. Instead of kicking a player that is holding his block too long, NPCs will be randomly using kicks during the fight before launching an attack. With this change we want NPCs to be closer to the players in terms of mechanics and the way how the combat with a real player looks like. This should accustom and teach players proper combat behavior, which in turn will make new players better at PvP fights.

Additionally, the fight with the NPCs will be more natural. The number of kicks that are being used by the NPCs scales with their level and difficulty.

– Until today, the faints against the NPC have no use. AI immediately were charging an attack after he detected that the player dropped (did not release) his attack and the NPC took the initiative. Because of that, feints against NPC were risky and unsuccessful.From now on, NPCs will have a short attack delay after performing a feint, meaning that they will no longer release their next attacks faster than players would in PvP. Thanks to this change, feints will be more reasonable and more rewarding and the fights with higher level NPC will be more natural and will be closer to real PvP fights, which will make that new players will be learning proper behaviors and their personal skills in PvP will be higher and better.

– From now on, players can destroy shields that the NPCs are wielding. When the shield is destroyed, the NPC will be blocking side attacks by using his weapon.

– Decreased the time that NPCs spend during the block stance and this will scale with the NPC level. NPC with higher levels will be more patient and will wait until the players release their attack or until his power bar drops down. On the opposite, NPCs with lower levels will be less patient and will be more often attacking players. This change will make the fights more dynamic, fighting NPC will be more challenging and will be more educational.

– We get rid of the abuse that experienced players were using while fighting with the NPCs. The abuse was related to the players that were turning their characters by 180 degrees to show the NPC his back. NPC by detecting the fact that the player is showing him his back, the NPC thought that the player is running away and instead of being prepared for blocking, he was trying to hit the player to stop him. That was leading to situations where the player by immediately turning his character face to face with the NPC was hitting the unprepared NPC. Through this abuse, players were learning bad behaviors.



[h2]Quality of life[/h2]
– Fiefs system – Added a new column “today’s points” that shows how many points a guild gathered in a session.
– Fiefs system – Added guild history entries about received and robbed gold from a given location.
– Fiefs system – Guilds with less than 2% of the current leader’s points will be removed from location ranking once per week (at weekly ranking reset).
– Fiefs system – From now on, fief points from crafting will be generated properly. Fief points from crafting are generated based on the gold that the player spends on crafting. Owners have a discount on crafting in owned locations, and fief points were generated based on the discounted prices, so the owner was generating fewer fief points than was intended. From now on, fief points are generated based on the full crafting price.
– Optimizations related to notifications showing up, for example, after each location capture.
– Improved the combat music, from now the music will stop more smoothly. It will not stop immediately when combat ends, but 5 seconds after.
– Added shield to guards on the location.

[h2]Fixes[/h2]
– Fiefs system – Fixed bug that caused the ranking table couldn’t be opened after relogging.
– Adjusted the size of the Midlander One Side Non-loot zone at the pass. From now on it is the same size as Sangmar and Ismir.
– Fixes related to Coat of Arms on NPCs Shields at Castles.
– Fixed the safe zone for Catacombs upon leaving the catacombs via teleport which happens by interacting with the statue in the boss room. From now on, there should be a safe zone lasting 5 minutes.
– Fixed Unarmed combat diagonal movement.
– Fixed visual bug of disappearing carriage hangings.
– Fixed two edge cases which made the building nonupgradable after repair.

Update 364 – Season of Feudal Lords

Hello warriors and welcome to the new Glory Season that will bring a lot of new and interesting features for the players to enjoy. The top players of the just-ended season have earned their rewards and titles, so it’s time to compete against the others and fight your way to the top of the ladder! See you in battle!

In today’s update, we are bringing you a new feature that is letting the guilds own a national location and get profits and discounts from owning it. The owner of a given location is determined by the Fief points that the guild is getting from defending a given location and from caring. With the introduction of the above system, we are reintroducing a Guild technology Sangmarian Official that is increasing the profits and discounts from the owned location.

On top of the introduction of a new system, we are making combat tweaks and improvements in Humanoid AI and today we are introducing a first iteration of changes related to NPC and chest loot drop. In today's update, NPC and chests in the loot zone are dropping better loot. We want to make killing NPCs more profitable and make hunting them a good way of earning income.

Today we are introducing a new system, that is letting players build and repair some structures during the ongoing siege and today we are delivering a lot of fixes and quality of life improvements.

Also, we'd like to show you the updated roadmap!



A little explanation for the new players: Glory is a season–based ranking which rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in–game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position in the leaderboard, so get to the fight!

The screenshot’s authors will be awarded. Rambs, DarkShin and Kai Havertz – Contact Koma#4247 via Discord to receive your ambers!

[h2]Video of the Week[/h2]
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Skryta Modliszka
https://youtu.be/6m9vnTNJYgU
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.2


[h2]Location owned by Guild[/h2]
In today’s update, we are introducing our new system allowing Guilds to own nation locations. Guilds owning nation locations will earn money from taxes from crafted items in the workshops and will get discounts for using the logistician.

[h2]Determining the owner[/h2]
Up until now, the person who captured a location captures that location for the nation they belong to and the player is set as the owner of that location. If the player was in a guild, then the guild owns that location and their guild heraldry shows on the location banner.

Now, the captured location will be assigned to the nation that captured it, and Fief Points will determine the owner of that location. What does that mean? A guild that works around a location generates Fief Points which accumulate as guild members actively participate in various activities at the location. Fighting with enemies and defeating them, building structures, supplying the Bastion with resources, doing quests and events in the area, or crafting in that location all generate Fief Points. The location window card on the map will display tabel of location challengers - guilds competing for location.

Accumulated Fief Points are saved, and they do not reset to 0 when the enemy nation captures your location, so even if you lose the location and it is taken back, you can still be the owner of it, even if you do not participate in this siege. But, the guild that captures the location receives a chunk of Fief Points for capping, so in some cases another guild might over jump your total Fief Points and become the owner of that location. The owner of a location changes dynamically, so this means that if another guild gathers more points than the current owner, then they will immediately become the location owner.

Each location will have its own ranking, so everyone will see how many Fief Points each guild has in a location.

Fief Points explanation
The owner of a location has a bonus that increases the number of fief points by 20%. This means that a guild that has earned for example 100k points will actually have 120k points. This bonus is intended to ensure that the owner of a particular location does not change every few minutes but requires time to acquire.

With each server restart, guilds will lose 25% of their points in all locations, and guild owners will lose the total number of points earned without considering the bonus. So, if they have for example 120k points with the bonus, and 100k points without the bonus, after the restart, the 100k points will be reduced to 75k, and the 20% bonus will be applied, resulting in 90k points after the restart.

[h2]Profits[/h2]
The guild controlling a location will receive a base of 5% of the money from the workshop usage fee, and they will also receive a base of 5% of the costs incurred by players for using the logistician to that location. These values will be modified and increased by the Sangmarian Official guild technology.

The money accumulated from taxes will not be transferred to the guild's account but will instead go into a special chest located in each bastion. Guild members will have to interact with this chest to transfer the money to the guild's account. Players of the same nation will not be able to interact with this chest to prevent theft within the nation. Guild members cannot take this coin for themselves, it only goes directly to the guild treasury.

These chests can be plundered during sieges. This means that guilds will have to defend their castles to prevent enemies from looting their chests containing the money because the owners can’t transfer the money from the chest to the guild bank during an ongoing siege.

Sangmarian Official
With the introduction of the guild-controlled national castle mechanic, the guild technology known as the Sangmarian Official will be reintroduced. This technology will increase the amount of money from taxes from the usage of craft workshops and logistician fees.

Developing this technology will significantly impact the amount of money acquired from taxes. For instance, reaching the tenth level in this technology will provide a whopping 50% of the money allocated for crafts or fast travel.

[h2]Discounts[/h2]
Guild members who transfer to a castle controlled by their guild will pay less money, allowing more funds to remain in the player's pocket. However, the money spent on moving to the controlled location will not be taxed.

How significant will the discounts be? They will depend on the level of the Sangmarian Official technology. The basic discount value is 5%. With technology at level 5, it will be 25%, and with technology at level 10, it will be a 50% discount.

Allied guilds will also enjoy discounts for teleporting to allied castles, but this discount will be 50% of what guild members have and the remaining 50% will go to the account of the guild controlling the castle. Here's an example.

1. Fast travel Cost 4 silver. Owning guild has technology level 1 (5% logistician discount).
– Guild member pays 3.8 silver, and of that 0 goes to the treasury
– Member from an allied guild pays 3.9 silver, and 0.1 of that goes to the treasury
– Other players pay 4 silver, and 0.2 go to the treasury
2. Fast travel Cost 4 silver. Owning guild has technology level 10 (50% logistician discount).
– Guild member pays 2 silver, and 0 of that goes to the treasury
– Member from the allied guild pays 3 silver, and 1 of that goes to the treasury
– Other players pay 4 silver, and 2 of that goes go to the treasury

Guild members and allies will see discounts by hovering over the castle.

[h2]Nightlock[/h2]
Some locations in the looting zone will be protected from takeover during the Nightlock. This rule applies only for major locations, near the guild’s homeland – check the list below.

For Sangmar: Greatfall, Audunstede, Aquitania.
For Midland: Lublin, Skergard, Audunstede.
For Ismir: Norfolk, Skergard, Aquitania.

Examples:
Sangmar captured Skergard –> it can be besieged all the time.
Midland or Ismir captured Skergard –> siege can’t be started during the server night time.

Motherland castles
The motherland castle, which is shared by both nations, such as Aquitania for Ismir and Sangmar, will be protected during Nightlock as long as it is controlled by Ismir or Sangmar. However, if the castle is controlled by Midland, Ismir and Sangmar will be able to attack and capture it.

The start of Nightlock will not immediately block the ability to attack and take over a castle that is currently under siege. Ongoing sieges must come to end and then the castle will be safe in Nightlock. During Nightlock, it will not be possible to initiate a new siege on a location that serves as the parent castle for any nation.



[h2]Coat of Arms[/h2]
With the introduction of the above system, NPC’s that wield shields will display the Guild heraldry of the location owner and we added banners to gatehouses and towers that are displaying guild heraldry. Banners will be displayed on level 1-6 gatehouses and level 3-6 towers.

[h2]Building repairing during the ongoing siege[/h2]
From now on, players will be able to repair some buildings during an ongoing siege. We are introducing this system to give defenders more tasks during the siege and to give players more ways of supporting and helping their own nation during the location defense.

We have divided the buildings into two categories. Fortifications and Civilian Buildings. Only Civilian Buildings will be repairable during an ongoing siege.

Civilian Buildings
– Houses, Barracks, Warehouse, Inn, Workshop, Well, and other less significant buildings.

Fortifications
– Walls, Gates, Towers, Bastion

[h2]Better rewards from NPC and loot chests[/h2]
We found that loot drops from human NPCs were not satisfactory, and this is going to change with today and the next updates. This is just the first iteration of the changes that we are planning, and the first iteration is touching the loot zone but not the whole. We want to make killing NPCs more profitable and make hunting them a good way of earning income. Also, we are adding more loot chests to the NPC camps, and we are changing the loot in the loot chests to match the zone where they are, so from now on, clearing NPC camps will be more profitable, and people should feel more encouraged to clear NPC camps which they are just passing by.

We made new NPCs and assigned them to proper zones depending on the NPC level. From now on, NPCs will drop things related to the zones where they are. As the first iteration is touching the loot zone, from now on in the loot zone you will meet human NPCs from level 60 to level 100 but in some areas, you might find NPCs with lower levels and they will be changed in the next updates.

[h2]Resource adjustments[/h2]
– Added more pyrite nodes to the open world and increased the total yield of pyrite nodes in the open world.
– Added more quartz and tektite nodes to the open world.
– Added more good wood nodes to the open world and increased its drop rate from open world nodes and deposit versions.
– Added more decent wood nodes to the open world and increased the drop rate from the deposit version.



[h2]New burning effects[/h2]
We are introducing a new burning effect in today's update. These new effects will bring a new look to the burning structures, making them look fresh and greater. Besides the new look, we take care of the performance side of the burning effects making them less performance consuming. The next reworked effect will be related to the smoke of burning structures.



[h2]Quality of life[/h2]
– We implemented tweaks to the reinforcement window. From now on players will receive more precise information.
– The way your crafting level impacts the chance of success of getting a successful reinforcement has changed. From now on, players don't need to have 100 levels in a crafting profession to get the max chance. The max chance will be calculated based on the item recipe max crafting level. In other words, if an item requires crafting level 0-7 and the player reaches the max crafting level of that item (level 7 in this case), then the max bonus chance from crafting for the reinforcement of that item will be achieved. While this change doesn't affect the overall balance of the reinforcement kits, it offers a better chance for adept crafters to further enhance their newly crafted items.
– Humanoid AI combat tweaks and improvements.
– Reworked inner second gatehouse at Twinfall.
– Added mistletoe to the loot zone.
– From now on players walk much smoother while using siege engines.
– Debuff “Far from Home” is no longer given during Siege Events.
– Lowered the ground under the last gate in the Pilgrims Rock. It was too high and the door went into the ground when opened.
– Howl elixir no longer regenerates health during arena duels.
– Humanoid NPC can have their shields broken.
– Completed events that are nearby a location will give morale boosts to that location.

[h2]Fixes[/h2]
– Fixed Character Development node related to the Tier 4 bows.
– Fixed some of the level requirements at Character development to make it equal for all armors.
– Fixed a notification related to the mentor reward. That notification was displaying the wrong level, 40 instead of 50.
– Fixed edge case where guards from a bow were shooting players through the gate walls.
– Fixed edge case that was making players invisible if the player was using a machine and was not moving.
– Fixed local issue with invisible players in the Siege VoD.
– Fixed issue which made oil particles not visible at one of Bastion models.
– Fixed remaining collision on a destroyed wagon.
– Fixed edge case when player leaving a siege machine would snapto a position far away on another player’s screen.
– Fixed edge case with holding a banner and starting waving animation being blocked when receiving a heavy hit.
– The Heal effect that comes from Guild Banners should be working correctly.
– Fixed an issue with plants at the Crafting quest for becoming.
– Fixed issue with an infinite loop of opening and closing doors.
– Fixed Wooden bridge between Waterford Castle and Dundrum Fort.
– Fixed glitched textures in hideouts.
– Bunch of fixes related to level design.

Update 363 – New reinforcement and crafting systems, and New Skin!

Hello community!

Today we are presenting to you a new reinforcement system and a new crafting system. With today’s update, we are slightly increasing the durability of all items, also tools from tier 1 to 4 from now on will have the same higher base durability. On top of that, we are introducing a new Skin set – Armoured Landsknecht with a new weapon skin for Lordly Haven Halberd, we are changing the base price for all reinforcements, and from today, Meteoric Reinforcement with Renovation Kits requires less Meteoric Iron. Today we are introducing a New guild Technology – Karleonian Craftsman that is increasing the value of restored durability by NPC Vendors and today we are introducing Transport Wagons that can be used to transport building resources. And as every week, we’re implementing a bunch of fixes for multiple systems.

The screenshot’s authors will be awarded. DarkShin, Rambs and [TBP] ConradCross – Contact Koma#4247 via Discord to receive your ambers!

[h2]Video of the Week[/h2]
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Banshi

https://www.youtube.com/watch?v=Z7dBDm7prCc
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.1.8


[h2]Transport Wagons[/h2]
We’re glad that our recent building changes have been received so well. But we want to make it even more funnier by implementing the most common feedback about it - Transport Wagons!

– Transport Wagons that can be used to transport resources have been added.
– A player can spawn one cart by talking with an NPC called the Siege Engineer that stands around each barracks.
– Transport carts are capable of transporting 5 Building Mortar, 7 Building stones and 9 Building wood at the same time.
– Added minimap icon to Siege Quartermaster to make it easier to find him
– Wagon will despawn automatically after 5 minutes of lack of inactivity
– Each interaction with Wagon is restarting that timer, which means each material add or collection is counted as an interaction.
– Resources from destroyed wagons are not disappearing instantly and they are still pickable for a few minutes.



[h2]Durability Changes[/h2]
– The base durability of all weapons, armours and tools in all tiers was slightly increased, by about 10%. Also, tools in tiers 1 to 4 have the same base durability and with new durability it is equal to 900 base durability. Previously each tier of tool had different durability values. It has been equalized because there are fewer options to restore item durability. Additionally, to make durability changes nicer for players, we increased base % of durability restore and added new guild technology.

[h2]New guild Technology – Karleonian Craftsman[/h2]
– Karleonian Craftsman technology makes repairing items at NPC Vendors much more effective.
– With each level in the Karleonian Craftsman technology, all NPC Vendors will restore more item durability.
– The base amount of durability that Vendors restore has been increased. Previously, they restored 50% of the lost durability. Now they restore 65%. With level 10 Karleonan Craftsman tech, Vendors restore 92% of the item’s durability

[h2]New Reinforcement System [/h2]
The following changes are being made to Reinforcement kits. The crafters have bonuses for reinforcing items, so they will still be the ones who will supply the market with the best items just in a slightly different way than before.

– Failing does not destroy the item.
– If the reinforcement attempt fails on an item of +4 or higher quality, the item loses one 1 quality level.
– If the Reinforcement attempt fails on an item between +0 and +3, the item does not lose a quality level.
– Successful reinforcement does not repair the item’s durability.
– The Renovation Kit restores base durability as it did before but from now on, they restore different values of base durability based on the Renovation Kit tier and each tier is restoring more of base durability than previously.
– Common Renovation Kit restores 20% of base durability (Previously 20%)
– Decent Renovation Kit restores 25% of base durability (Previously 20%)
– Master Renovation Kit restores 35% of base durability (Previously 20%)
– Changed the chances of a successful and unsuccessful renovation and from now on, the chances for successful renovation are higher.
– Meteoric Iron Reinforcement prevents an item from losing a quality level on a failed reinforcement.
– Meteoric Iron Reinforcement no longer restores item durability.
– From now on the reinforcing window will tell you about what impacts the chance for successful reinforcing.



Reminder and Explanation of how renovation works
If you use Common Renovation Kit and the attempt will be successful, then that renovation attempt will result in adding 20% of the base durability to the current durability of an item. For example, if we have 3000/3000 item with 4500 base durability, after successful renovation it will have 3000 + 20% * 4500, so 3900/3900(4500). With an additional successful renovation, the item will reach its base durability, so it will be 4500/4500(4500).

Chances for success
– Reinforcement difficulty is now based on QUALITY rather than TIER. Previously it was easier to reinforce items of lower tier and now the difficulty is bound to the quality of the item instead of his tier. This change will make upgrading low-tier items more expensive and harder to gain a stat difference between other tiers. This change is to ensure that players will not run around in cheap and poor +6 quality items, and will start wearing better items because it will be more profitable for them financially.
– The chance of success for reinforcing is the same for all item tiers. For example, reinforcing a Tier 2 weapon to +5 has the same chance of success as reinforcing a Tier 5 weapon to +5. Previously it was much easier to reinforce the tier 2 item.
– It is harder to reinforce an item from +0 to +3 than it was previously. This should make crafting higher quality items more valuable to begin with because lower quality reinforcements are more likely to fail.

Meteoric Reinforcement and Renovation Kit
In today's update, we are changing the needed Meteoric Iron to make the Meteoric Reinforcement and Meteoric Renovation Kit. The previous required amounts of needed Meteoric Iron were too high and because of that, Meteoric tools were Elit and were not usable as frequently as we want.

– Meteoric Iron reinforcement requires 50 Meteoric Iron (Previously 100 Meteoric Iron)
– Common Renovation kit requires 5 Meteoric Iron (Previously 5 Meteoric Iron)
– Decent Renovation kit requires 15 Meteoric Iron (Previously 25 Meteoric Iron)
– Master Renovation kit requires 60 Meteoric Iron (Previously 100 Meteoric Iron)

Reinforcement price changes
We are changing the prices for reinforcement kits and the most important price change is touching Common Reinforcement kits. They were too cheap and players with high crafting levels by using them were able to reinforce items to a very high quality at very low cost.

– Common reinforcement costs 5 silver (Previously 10 iron)
– Decent reinforcement costs 15 silver (Previously 10 silver)
– Master reinforcement costs 50 silver (Previously 1 gold)



[h2]Crafting changes[/h2]
Changes to the quality of crafted items produced by hand versus using workshops. Crafters will keep a high income from selling items because their crafting level and skill will have a big impact on the quality of crafted items. Which with reinforcement kits prices update will let them bypass quite expensive reinforcing.
– Items crafted by hand will always have +0 quality.
– Items crafted at workshops have a possibility for +0 to +3 quality results. The chance of crafting +3 quality depends on the personal crafting level, Workshop level, and any Crafting Chance modifiers.
– As of today, crafting a +1/+2/+3 item is as difficult as crafting a +4/+5/+6 item before today's update. This is to increase the importance of high-level crafting.

[h2]Tweaks in resource gathering[/h2]
– Based on our data since the last update, the yield of some resources has been increased.
– Wood and mining resources will respawn faster.

Herbs
– Herbs have been repositioned on the world map to more suitable and logical places.
– The number of herbs in the loot zone has been increased.



[h2]Quality of life[/h2]
– Improvements have been made related to ping compensation of kicking mechanics.
– Wooden billets can be used to craft Hersir’s, Veles’ and Soldier’s weapons. Previously, it required using coal.
– Siege weapon spawning has been improved so that they do not float as much when spawned. Now they will fall more fluidly to their position and snap to the ground better.

[h2]Skin – Armoured Landsknecht Set[/h2]
– The Armoured Landsknecht Set has a medium helmet and gloves, with heavy chest, legs, boots and shoulders. It is based on the Midland style so it requires Karleonian, Knight’s or Guardsman’s equipment.
– The Armoured Landsknecht Weapon Set includes skin for the Lordly Haven Halberd



[h2]Fixes[/h2]
– Fixed the chest drop at The Griffin’s company.
– Fixed the storehouse drop from the chest at Aquitania.
– Fixed the recipe for the Fish Soup. The ingredients didn’t fit in the recipe UI.
– Fixed invisible colliders at Hordun Temple that could lead to blocking siege machines.
– Fixed some bridges at locations (Skogar, Dimar) that could block siege machines.
– Fixed exploitable windows at Abbey where attackers could kill guards through them.
– Fixed skins for throwing rocks.
– Fixed stone keeps. NPC could walk through closed doors, walls and columns.
– Fixed quest board event Farming Aid for Midland and Ismir nation.
– Fixed the visibility of feet on Karleonian Chainmail Leg Armor.
– Fixed displaying the crafting chance of an item.
– Fixed the position of coal that was stuck in a wooden structure and it was not possible to gather it.

[h2]Announcement[/h2]
We have an important announcement to make regarding the start of the new Glory Season. Last week, we have announced, that the new season will be starting on the 15th of June (Thursday this week). However, we have decided to postpone it till the next week. This means that the new Glory Season will start on the 22nd of June, and 21st of June will be the last day of the season.

We want each season to be started with the introduction of new and interesting mechanics, like the upcoming Guild Ownership over National Castles. We believe, that an additional week of development will help us polish the new system and start the new season together with delivering this key feature.

This means that the planned New Beginning server merges will take place together with the end of the Glory Season (22nd of June). On the 22nd of June, the following servers will be merged together:
– Wolfield and Wolfield 2 will be merged into Wolfield
– Holmridge and Holmridge 2 will be merged into Holmridge

Update 362 – First iteration of Buildings and Resources balance

Hello community!

Today we are coming to you with very huge changes related to the resource gathering. These changes are touching many aspects of our game economy. Today’s first iteration is focused on resource gathering from the locations such as mines, lumber mills in non-loot zone and loot zone. We are making changes in the distribution of resources, which means we are moving resources to their dedicated zones, we are assigning locations unique resources, which means a given location will specialize in a given resource and will have them the most but this doesn’t mean that one nation will we have not access to let’s coal. Location and their resources are mirrored across all the nations, so if Rodrok is specialized in coal, then the Ulfgard and Seclaw will be too.

Also with today’s update, we are bringing the first iteration of the new building and repairing system. From now on players will carry packages with the resources and will be placing them on the wooden pallet near the structure that is being built or is being repaired instead of using their own materials from the bags and then dragging them to the construction window.

Let us remind you about a feature named “Guild Owning the Nation-Controlled Locations” that we are currently working on at the same time as Guild Castles. This feature will greatly increase the meaning of the non-loot location and loot zone location as well. You can expect this feature to be implemented in the next few weeks.

[h2]End of the Glory Season[/h2]
The New Glory season will start on Thursday, June 15. Also, we’d like to remind you that the last day of the season – Wednesday, June 14 – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, Nation Points collected by a player will count from 0 as the new season will begin.

Also, today we would like to remind you that in the next week, we are gonna merge Wolfield and Wolfied 2 into one server and Holmridge and Holmridge 2 as well.

A little explanation for the new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount +of earned CP depends on your position on the leaderboard, so draw your weapons and fight your way to the top!

The screenshot’s authors will be awarded. Liutbert, Makaroniusz and inquisitorOH – Contact Koma#4247 via Discord to receive your ambers!

[h2]Video of the Week[/h2]
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to Skryta Modliszka
https://youtu.be/T5_xvP8zBao
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Changelog v.1.1.7


[h2]New structure building and repairing system[/h2]
In today's update, we're introducing a new structure building and repairing system. Prior to today's update, players had to use their own resources to build and repair, meaning they used resources from their bags. The player approached the construction, moved items from his bag to the construction window and began construction.

Today's update changes the approach and the way structures are built and repaired. Starting today, the Bastion will produce three types of resource packs that players will use to build and repair. The package is an interactive item, which means that the player will pick up such a package and bring it to the structure that is being built or repaired.

The packages will be right next to each bastion on wooden pallets. There are three wooden pallets and different resources will appear on each separate pallet. On one pallet there will be logs, on the other mortar, and on the third hewn stone.

As we mentioned, from now on the bastion will produce resources that will be used to build and repair, but the bastion will not produce resources out of nothing. Today we're adding a new need called Building Resources to bastions that are responsible for generating resource packs. This need will be satisfied with building materials, i.e. finished wood, granite, gneiss, lime, mortar, and nails. These resources have been divided into tiers and the better the resource tier we give to the bastion, the more effectively we will satisfy the need of the bastion. Each package taken from the pallet will reduce the current level of Building Resources in the bastion.



[h2]Resource gathering rebalance[/h2]
In today's update, we are introducing the first iteration of changes related to resource gathering rebalance. Today's changes are related to resources that players are gathering in mines, lumber mills and in the open world. Locations from now on will specialize in specific resources and endgame resources (Tier 4 and Tier 5) that appeared in the non-loot zone are now moved to the loot zone. Let's remember that resources have been divided into tiers and resources of a specific tier will only appear in a specific zone (loot zone and non-loot zone). All of the resources from both zones are required for creating end-game items. For that reason, both zones will have resources needed for end-game players, and those who won't want to get into the loot zone will be able to buy or sell materials required via the Auction Houses.

Also today, the position of bosses in the open world is changing. Each boss drops endgame resources, i.e. tiers 4 and 5. Because of this, they are moved to the loot zone. Each boss will have a hideout, and this hideout will only be marked on the minimap when the player is close to it and the boss is respawned. That way we will increase the number of players that roam in the zone and will make the roams high-risk high-reward.

[h2]Resources in locations[/h2]
With today's update, we're making changes to resource distribution across all locations. The change applies to mining resources and all types of wood. From today, locations will specialize in a specific resource based on its zone, and each location will have a few other resources that will be also found at many locations. Unique resources can additionally be found in the open world and in abandoned mines.

For example, Castle Skergard will specialize in Nitrite, a tier 4 resource, which means that it will have Nitrite in the mine, and no other castle will have it. However, this does not mean that Nitrite will only occur here. You will still find Nitrite in the open world and abandoned mines.

Castle Audunstede will specialize in Sulfur, Aquitania will specialize in Calcite crystal, and similarly to Castle Skergard, Sulfur and Calcite will be found in the open world and abandoned mines.

Will these be the only resources at these castles? No. Skergard, Audunstede, and Aquitania will have other resources in the same amount at each castle. These resources are siderite, coal, salt, great wood, and excellent wood.

Also, we are changing how many resources players obtain from a single node and how long they spend gathering it in each location. Nodes at locations such as mines, lumber mills and castles will now give fewer resources, but these will respawn very quickly, from between 4 to 7 minutes. Resources that are in the open world will give more resources per node (equal to the number of resources in a node before today’s change) and they will respawn longer than the nodes before today’s change. People who roam will have the chance to find nodes that give many more resources than those that are in the locations. We are making this change to encourage people to roam more around the map, and we want to reward these people who are doing this.

The next reason why we are making these changes in location resources is because currently players may arrive and find an empty mine or lumber mill, requiring them to wait for resources to appear. Alternatively, they may be lucky and find resources still available for collection. After gathering these resources, players move on to another mine. We want to ensure that players always have resources to collect.



[h2]Resources in the open world[/h2]
Before today's change, resources in the open world were distributed differently on the map and the different tiers of resources were mixed with each other. For example, tier 4 and tier 5 endgame resources could be found in the non-loot zone, where this zone is now intended to be dedicated to tier 1, tier 2 and tier 3 resources. As of today, endgame resources that used to be present in the non-loot zone have been moved to the loot zone to clearly indicate where a given resource tier appears on the map.

A reminder, that all tier resources are required for end-game crafting - which means non-loot zone players will have an important part in the economy, and will be able to obtain end-game materials using the Auction House system.

Also, we are making sure that resources in the open world are valuable and reasonable. To make them so, the resources in the open world will have a higher yield of resources, and the time needed to gather them will be decreased compared to the resources in locations.

Abandoned mines
Abandoned mines from now on will give resources that fit new resources assumptions. These mines that are in loot-zone, will spawn only loot-zone resources (Tier 4 and Tier 5). These mines that are on non-loot-zone will spawn only non-loot-zone resources (Tier 1, Tier 2, and Tier 3) and there will be no longer top-tier monastic drinks as a reward.

Seeds
Today's changes to resource rebalance also slightly affect seeds. Overall Seeds had no gameplay loop as players were gaining more of them during farming plants than it was needed to plant them in the first place. That led to open-world herbs roaming gameplay loop non-existent. From now on, plants grown by the players will yield fewer seeds, but the open-world herbs will be dropping more seeds. Tool and field quality will affect the number of seeds that players will receive after gathering their grown plants.

With this change, we want to create another layer of content for the roaming players. From now on roamers could search for herbs that will give them needed seeds. Thanks to that we are giving more meaning to the herbs that are in the open world and players will be able to make money from selling the seeds.

[h2]Resources at raid events[/h2]
In today's update, we are adding mining resources that players will be able to gather during raid events. Below is the list of resources that each raid will have.

Note: The number in bracket () means the number of nodes that players can mine during the raid event.

The Banished Crusade
Nitrite (3), Quartz (2), Calcite (3), Sulfur (3), Magnetite (2), Tektite (5),

Catacombs
Nitrite (1), Quartz (6), Calcite (1), Granite (1), Sulfur (1), Tektite (1), Magnetite (1),

Temple of Doom
Tektite (1)

The Griffins company
Coal (2), Granite (1), Magnetite (1),

Sea wraith
Quartz (1)

Tektite and quarts changes
From now, tektite and his substitute quartz, are more elite resources than they were before. We will find them only at raids and in abandoned mines in the loot zone. There will be no tektite and quartz from different resources, locations, or the open world. Try to find them at Sea Wraiths, Catacombs, Temple of Doom, The banished crusade, or in an abandoned mine in the loot zone. We want to make them still not very expensive but mined mostly at raids by groups, to reward them and give reasons to group up. Still, if someone can't take a group, can gather them in the abandoned mines in the loot zone or farm different resources, sell them, and buy at the market from people who farm tektite and quartz.

[h2]Market Keeper in each major location[/h2]
From now on in each major location such as Ulfgard, Haddah Castle and Temples, players will be able to find a Market Keeper. This tweak will enable players to gather the resources that can be found in their location and easily put them up for sale on the market. This change will not only bring more life to the marketplace, as there will be a constant flow of the Loot Zone exclusive materials to the buyers in the Non-Loot (and vice versa), but it will also enable the players to spend more time in the open world location of their preference without the need to move back to the capital to sell their goods or stack up on some equipment. Note that the Market Keeper works cross nations and cross-servers.

[h2]Update Stockpiles at Lootzone locations[/h2]
Current stockpile chests got changed drop to new ones in mines and lumbers. From now, workers will gather here only the main resources that are produced in this location. In loot zone forts, it will be coal, while, in locations such as Skergard, Audunstede, and Aquitania it will be nitrite, sulfur, and calcite.



[h2]New Boss distribution[/h2]
Bosses in our game give access to tier 4 and tier 5 endgame resources. Prior to today's change, bosses were mostly only found in safe zones and we're moving them to the loot zone because each boss is a source of endgame resources and leaving them in safe zones is inconsistent with the concept of endgame resources only spawning in loot zones, which means is inconsistent with the concept of risk vs reward balancing game.

Starting today, bosses will spawn in the loot zone and each boss will have his own hideout. This hideout will be marked, but only on the minimap, when the player is close to it and when the boss is respawned. That way we want to award players who roam around the map, and we want to give players some information about these beasts’ existence, and let the players know that right here a Boss is spawned.

[h2]Changes in events and spots[/h2]
Most changes in events are delayed, but some of them that are important for new assumptions, we have to remove. Today hunting places and great hunt got removed from the game and they were replaced by the new boss distribution and their hideouts.

Building resources and new resources deploy, called a "pickaxe quest" got removed. Right now we have much more resources in the open world and these events will only force us to reduce the number of spawners in the world for every player, while not many people do these events.

[h2]Recipe and crafting changes[/h2]

Bows crafting:
Hide glue becomes tier 3 material. Due to this, we remove it from tier 1 and tier 2 bows recipes. Recipes for tier 2 bows, instead of suet or hide glue to craft will use beeswax. Recipes for tier 4 bows will use suet.

Wood billets crafting:
Increased the amount of wood billets the players can get from crafting by 50% but for single craft players will need to use 1 finished wood or 2 not finished.

Charcoal crafting:
The same way as in wooden billets was applied to charcoal crafting. Additionally, this material becomes a tier 3 resource, so from now, players can’t craft charcoal using tier 1 and tier 2 logs.

Dziwer bar crafting:
Dziwer bar doesn’t need calcite anymore but aqua fortis will require this material. Dziwer bar will require 3 siderite (from now there is a lot more siderite at the loot zone than before).

Aqua fortis:
Aqua fortis will no longer require quartz (this resource becomes a bulat bar material). We reduced the amount of needed sulfur to 5 and added 5 calcite. This makes balanced proportions from 3 loot zone castles.

Iron lump:
Iron lump will need 2 limonites. Limonite become a more important resource than before, and we need to increase its demand, while its supply is very big. We can do it by increasing the needed steel bars etc but this will increase also the cost of higher tier items, while this change almost shouldn’t change prices.

Cooking:
Removed salt from low-level cooking recipes and moved it to higher in level recipes.

[h2]Quality of life[/h2]
– We changed how the gold from the NPC loot bag is presented. This change is related only to the loot type "Party" with a dice icon. Previously, the gold from a loot bag was distributed automatically among the players of the same party if one member just interacted with it. Because of that, players didn’t know how much money that given loot bag had inside. Players only got a notification that they received a part of that gold. Now everyone in the vicinity of that loot bag can see the amount of money that will be distributed among the players in the same party.
– From now on, players will receive additional information about being in a VoD that is held on a server from another region as players were confused and were wondering why their ping is higher than it used to be.
– Renamed Guardhouse to Barracks and new Houses to Guard's Houses to give more clearer information about the function of buildings.
– Tweaked materials needed to upgrade Guard's Houses.
– New grass particles. From now on you will notice that the grass stalk is flying occasionally over the grass models.
– Werewolf dialogue quest change. The option where the NPC may cure your lycanthropy after completing the stage of digging up the chest is now more visible.
– Changed lootable chests at Griffin's raid and The Banished Crusade, from now they will use the roll system similar to loot bags.
– From now on, castles Twinfall, Leaktown and The Order of the Original Faith's Keep received additional link connections.

[h2]Fixes[/h2]
– Fixed the translation issue while players were buying items from the Glory Vendor. The issue was that the confirmation window instead of displaying the price for a given item was displaying this symbol #
– Restored the “Featured” button in the Supporter shop.
– Based on player reports, we fixed an edge case related to the overhead attack that was dealing no damage.
– Adjusted positions of some hanged men and corpses to match the new tree models.
– Adjusted position of flying minerals and trees.
– Fixed another edgecase that could lead to invisibility of other players
– We noticed that the Guild banner was not decaying correctly so we fixed that.
– We fixed an issue that occurred only During very long game sessions. Players were experiencing worse performance during opening the interface window.

Guild Castle information and Work In Progress Insight

Hello community!

Today’s update is postponed but we are not leaving you with empty hands. Today we are bringing to you a bunch of information related to Guild Castles, State of War. On top of that, we are bringing another exciting portion of our Work In Progress insight and the game roadmap with a summary of previous things. In this WIP you will learn about a new way of controlling and owning a national location by a guild, we are shading more light on the changes related to the announced resource gathering rebalance, so today you can read about New location for Bosses because they are part of resource gathering rebalance. Also, we are presenting you another use case of the feature "carrying objects" which we want to use in structure building and repairing. On top of that in today’s note, you can learn about the End of the Glory Season.

We're happy to present you our updated roadmap showing the features that we are currently working on, as well as summarizing the already made additions and changes. You can learn more about the introduced features in the Work in Progress section below.



[h2]End of the Glory Season[/h2]
The New Glory season will start in 2 weeks, on Thursday, June 15. Also, we’d like to remind you that the last day of the season – Wednesday, June 14 – will be a dedicated day of the season's end. It will not be possible to earn or lose the Nation Points on this day and the scoreboards of other season-based rankings (Glory and Arena) will be frozen then. However, it is the last chance to donate your NP to your guild as the Guild Points. When the new season starts, the Nation Points collected by a player will count from 0 as the new season will begin.

Also, today we would like to announce that we will merge the following servers into one with the start of the new glory season. Wolfield and Wolfield 2 will be merged into one server, also Holmirdge servers will be merged into one.

A little explanation for the new players: Glory is a season-based ranking that rewards you for activity in the faction v faction v faction PVP. The seasons last around 2 months (depending on the current updates schedule) and the top players are rewarded with unique titles and gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount +of earned CP depends on your position on the leaderboard, so draw your weapons and fight your way to the top!

The screenshot’s authors will be awarded. Liutbert#7954, TarzanMoist#5727 and Rambs#5039 – Contact Koma#4247 via Discord to receive your ambers!

[h2]Video of the Week[/h2]
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to [SK] Paradise / Shtrix (Жека)#8227
https://www.youtube.com/watch?v=acDBg80xoVw&feature=youtu.be
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Message and information related to the Guild Castles


[h3]Very important note. State of War and Guild Castles are very important and we are working on reintroducing them with all possible resources and manpower. These tasks are very complex and intricate and only a few people from our Dev team can work on it. The rest of the team is bringing you weekly changes, improvements and is pushing further the game by introducing less complex yet important features which will complement each other.[/h3]

When we think about medieval times, we imagine plate armor, axes, bows, horses, and castles. A lot of players would love to build their own castle and then further develop that castle and defend it.

In the past, we had a system called “Free building” at 9 guild castle locations on the open world map. Unfortunately, that system was not working as it was meant to work. Most guilds and players had very limited access to the guild castles, only a few guilds could own their own guild castles and because of that, only a few players had access to the free building, but we want more people to have access to that feature. Additionally, a few guilds owned the same castles for many years, stagnating the map and depriving other guilds and nations of any chance at castle ownership and growth.

We want to bring back features you loved before such as owning the guild location and freebuilding - but this time we want to make it better. Guild locations won't be limited to 9, so every guild will have chance to see their greatness and build them for their own with all their fantasy, without any restrictions from leading guilds and dependence on the whole nation.

In the past, guild castles were usually not treated as guild castles but as nation castles. Back then there was no possibility to stand against the whole enemy nation as a single guild with only its own guild members in the open world. To get help and support from its own nation, a guild needed to keep good relations with other guild leaders, and it made it so that the Guild castle wasn’t really owned by a guild, but by the whole nation. Guild battles never were held by just one guild, but by a whole nation. Guilds only cared for and took some responsibility for any guild castle, so it was never truly theirs alone.

It also meant that the guild owner didn’t have freedom in terms of how the castle would be built. He couldn't build a castle on his own without the project being accepted by other guild leaders and national engineers because the nation might not come to defend such a castle. On top of that, usually only very experienced national engineers were allowed to build castles, and the guild leader owning a castle was only among the consultants. In all this, even ordinary guild members didn't have a chance to touch the free building feature.

A feature as big as Free Building should have encouraged and attracted more people to try it, but they couldn't because only a few chosen ones had access to that feature.

On the other hand, free building did lead to some deep strategic and tactical gameplay that we would like to expand access to. A lot of things were happening around the free building feature, much more than at first glance. Some people wanted to build a castle in a way to fit as many workshops as they need inside the castle, and then they were hoping that the enemies would not siege the castle. Others were preparing castles for occasional raids of enemies under the walls, so as to easily repel or trap the enemy raiders, and there were castles prepared directly for enemy sieges and battles with the enemy. Engineers had to wait for real sieges to test their project to see if their castle build was fully successful, required some changes, or in the worst case, the castle was permanently lost.

Attackers thoroughly analyzed the weak points of the castle and developed various tactics to capture it. Often it didn't work the first time, but it opened the way for the next attempt.

The defenders' engineers had to closely watch the enemy's every move and prepare corrections to counter the enemy's tactics. Very often, even well-designed castles had to be rebuilt anyway to counter the tactics and fighting style of the rival.

Everything that we wrote is the “unknown” side of Gloria Victis State of War action for probably 99.99% of the players, that’s why because of how limited the guild castles and free building was. We want to turn that around and expand to bring this great gameplay element of complex castle building and sieging to a wider audience.

Each guild deserves its own castle, deserves the place for its own ideas, mistakes, triumphs, consequences, and the guild deserves its own successes and development. We want to give each player and guild a chance and possibility to build their own guild castle.

We believe that even if the castles provide no practical benefits and they exist only as a tool to build your own castle, it would still give many people a lot of fun, role-play possibilities and a sense of belonging. But don’t worry! Of course castles will provide practical benefits!

[h2]How will guilds get Guild Isles?[/h2]
Guild Isles will be purchasable with in-game gold through a menu. Guilds will be able to choose some settings for their isle. Settings can be changed after purchase for silver.

Guild Isle Settings
We want Guild islands to reach a wide audience, properly scaling to each guild’s desires, needs and abilities. Much will depend on the settings with which the guild builds the castle. “Riskier” settings will have the effect of giving more Economic and Fortification Building Points.

Guilds will be able to choose from the following settings when they buy an isle:
– Isle type: Economic - More economic points to place crafting stations etc.
– Isle type: Stronghold - More fortification points to build walls etc.
– Loot enabled or non-loot
– The size of guild battles from several preset choices. Example: 20 defenders vs 24 attackers.
– The time of their guild battle.

[h2]What are the benefits of a guild castle?[/h2]

Guild technology
Imagine a world, where Guild Castle and instanced SoW would be a way to reach, and keep maximum level of your technologies. It will be our world after implementaton of Guild Islands!
Tech Laboratories in guild castles will automatically generate a significant amount of tech points which help level up beneficial guild techs which are currently in game. The additional flow of tech points will be very important and useful because guilds rely on these buffs and improvements for their players. When a Guild Technology reaches level 5, it will start to lose tech points through decay. In order for a technology to continue to develop or be maintained, a constant flow of tech points is needed, and these points can be provided by laboratories. Choose how many tech labs you want to fit in your castle and generate points at your own pace.

Workshops
Guild castles will offer access to the best workshops.

Regular Siege Times
Choose the time that your castle can be sieged. Don't worry about someone coming at night or in the morning to ruin your day or ninja cap when no one’s looking.

Taxes
Part of the money that you and your guild members spend on crafting items in the workshop will come back as Taxes directly to your guild treasury, improved further with Guild Tech.

Free Building
Choose and manage where everything is located including workshops, crafting districts, walls, gatehouses and towers. Don’t forget to Decorate!

[h2]Why fight for the guild castle?[/h2]
Tech laboratories will be one of the main targets of the enemy attack because it will be possible to loot the tech points from the labs. As a defender, you should care about the best possible concealment for your laboratories inside the walls, because the enemy will not only loot them but also paralyze their operation and this will negatively affect your guild for some time if the buildings are destroyed.

In addition, defending guilds get technology points for the fight itself, and the amount increases the longer the defense goes on. Therefore, even in the most hopeless situation, it will be better to defend yourself and earn as many of these points as possible than to abandon the fight. Attackers don't get a bonus for time, but only for capturing the flag, so they will want to conquer and rob the castle’s tech points as soon as possible.

What about the national locations?
Guild castles will not have resources or farmland. Resources and money will be required to build, maintain, and run the castle.

To have a castle and to maintain it with all the bonuses it can provide, players will need to gather resources from the open world, or they will need to make money to be able to buy needed resources from the market. In practice, this will have a positive impact on the open world, this will cause more roams around the map.

All this should add up to content that will complement the current gameplay. It will add depth to the existence and development of guilds, as well as the need for the functioning of the open world and economy. Politics, alliances, training for self-improvement, or just casual play and cooperation with friends to build, develop, and test various ideas.

Work in Progress


[h2]New location for Bosses[/h2]
We would like to tell you about our upcoming changes in the distribution of world Bosses such as Giant, old Scavenger, and Butcher. We are gonna remove night rituals and hunting spots from the safe and non-loot zones. At this moment, most of the Bosses are presented in the non-loot zone, and we are moving them to the loot zone. Moving them from one zone to another is a part of the gathering resource rebalance, so let us explain it further.

Right now old beasts and giants are spawned at random places in the world, in the empty areas often around endgame resources and some chests. Old Beasts and Giants are part of the resource-gathering rebalance because they are dropping end-game resources. As we stated in the previous changelogs and dedicated work-in-progress sections, we are moving end-game resources to the loot zone and dedicated raids.

While moving Beasts and Giants from one zone to another, we will create dedicated areas for them and environments to make them more interesting and exciting to fight against.

Locations of the Beasts and Giants will be marked, but only on the minimap and only when the Beasts or Giants will be spawned and only when the player is close to its spawn point area. We want to award players who roam around the map, and we want to give players some information about these beasts’ existence, and let the players know that right here the Beast or Giant is spawned.



[h2]Building construction and repair system[/h2]
Some weeks ago, we introduced the carrying items mechanism which we are constantly improving and developing by increasing the number of things that players can do with carrying items. So far players can carry objects such as stones, guild banners, and scrolls which are used in the new guild event and players can carry arrows from the warehouse that are used to replenish their arrows. Today we want to tell you about another possibility of such a mechanism.

We see good opportunities to use this mechanism in building and repairing buildings as well. Which could develop our current mechanic, and add the feeling of being a real builder of medieval castles. We want to introduce changes in flow of building location, which would be based on carrying needed materials instead of operating inside the interface. We feel that it will bring a more immersive approach to building especially in the context of future guild castles.
Additionally we would like to give players additional goals during sieges, by unlocking the possibility of repairing part of damaged and destroyed buildings during the ongoing siege. That means we will categorize builds into two categories, civilian and fortifications, where only civilians can be repaired during the siege.

How it will work
The player will take building materials from pallets located around the bastion. Pallets will contain 3 materials used for building.

– Building stone
– Building mortar
– Building wood

Every started construction will have a similar pallet, but this one will be dedicated for materials needed to upgrade the building. Player’s task will be bringing the right materials from the bastion, to construction sites.
Regeneration of those materials will be based on new Bastion Need called Building Resources
To satisfy this need, the player provides resources such as wood, stone, gneiss, nails, clay, and so on. Yet the building cost will be much lower than now, since players will have additional work to do with carrying building materials.

Foundations for logistics
The reworked system of building and repairing buildings described above will be the foundation for inter-bastion logistics. This feature can add new activities that would be based on caravan transport between locations. In future, caravans would be an additional method to increase bastion needs without spending players' money. It can bring a lot of roam content, and calm gameplay of medieval caravan master.



[h2]Guild Owning the Nation-Controlled Locations[/h2]
We want to increase the meaning of nation locations for players and especially for guilds. We want to make them feel like a given location belongs to them and they are responsible for defending and caring for a given location. To do that, we need a fair system for setting the owner of the location and also giving the owners benefits for caring for and holding the given location.

Determinig the owner
Right now the person who captured a given location is capturing that location for the nation they belong to and the player is set as the owner of that location. If the player was in a guild, then his guild owns that location and their guild heraldry shows on the location banner.

In the future, we want to make it so that the captured location will be assigned only to the nation that captured it, and the owner of that location will be determined by Influence Points. What does it mean? A guild that works around a given location, for example, is fighting with enemies around given location and defeat them, build structures, supply Bastion with resources, is doing quests and events around a given location will be generating influence points which will accumulate on the guild account in the given location. How much each guild has influenced in a given location will be displayed on the location window card.

For example, guild X captured a location that belongs to its motherland that was controlled by an enemy nation, they defeated defenders, built up a few structures and thanks to that action, they generated enough influence points to become the location owner. If another guild wants to become the owner of that location, then they will need to generate more points than the guild that currently owns it.

The owner of a given location will change dynamically, so this means that if another guild will gather more points than the owner, then they will immediately become the location owner.

Benefits and discount of owning a given location
The guild that owns a location will earn some part of the taxes from workshops and fast travel. Guild members and also Alliance members will have discounts for these fees – discounts decrease money coming to the guild vault.

All the earned gold will appear in the chest inside the bastion that needs to be used by the guild member, or can be stolen by the enemy nation!

Guild Technology
With those changes we will bring back technology “Sangmarian Official” which was operating in the Guild Castles – with some minor tweaks. That technology will be working on national locations that are owned by our guild. The main goal of this technology is to increase benefits and discounts given from the owned location.

Small explanation about Taxes. In both cases players and guild will not receive the full price from the taxes. A big part of the taxes goes into the void and the rest is going to the guild vault or players. With higher levels of that technology, the more gold from taxes guilds and players are receiving.