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Weekly Update 289: Character Development Extension

Greetings, warriors!

This week we’re introducing probably the most important part of the Character Development system: Equipment! From now on you can progress your way through mastering various armors and weapons in the game to earn nice bonuses! Rest assured, as we promised, you are receiving a new tree properly unlocked in relation to your character level, and each character receives a proper amount of free experience to be able to master the equipment they are using.

Additionally, we are addressing a lot of recent players' reports and feedback, implementing a lot of fixes and improvements to the game. Disassembling the character development tree received a lot of love, including nice touches to the interface and fixes for reported issues. We are thankful for your help in finding reproductions of bugs and sharing with us important details which helped us to find the problems and remove them.

Our graphic artists were also able to get over the problem that prevented us from introducing nation-colored Glory Armors before, so you can finally enjoy their new visuals.

Check the details below and see you in battle!

The screenshot’s authors have been awarded. Siegbert, Lil' Tyrader, and glyuki – check your Ambers!

Changelog v.0.9.8.4 Beta


[h2]Character Development: Equipement[/h2]

In accordance with the introduced Character Development systems, we are visualizing the skill of using armors and weapons to the tree of character development. Like the systems introduced before, this will give a better sense of progression to new players and create smaller goals to achieve, along with helping the ingame economy to be more variable and interesting.

In the beginning, the character can use weapons or armors of the lowest tier and with time in the game develops his abilities to become a master of them.
DISCLAIMER: If you are a current player - you will have free experience and/or main trees unlocked already depending on your character levels!

Initial weapon tiers do not have narrow specializations due to the fact that this type of weapon offers slightly worse statistics and is not late-game. We would like the main hubs (marked with a larger square) to be unlocked without specializing in the previous tier, allowing a straight path to the best armament or armor.

Specialization in a particular field will be associated with bonuses, which, of course, will not be a game-changer, but will slightly strengthen the player who unlocked the full branch of specialization.

For example, rewards for mastering a given weapon can be:

For weapons:
– Additional % to damage dealt
– Reduced stamina per attack
– Slower durability loss

For Armor:
– Additional % to all damage reduction
– Slower durability loss

For shields:
– Additional % to all shield resistance
– Reduced durability loss on block



You can earn the experience by killing mobs or participating in PVP in the open world as well as in solo and group arena duels!

As we forecasted earlier, we decided to give you free experience with the introduction of these trees. We are unlocking the main nodes of the trees of weapons and armor based on the character level. So you can wear any weapon or armor right away if you are on level 80 or above.

Everyone who already has logged into the game since the introduction of the first Character Development system will get Equipment main nodes unlocked and additionally 5.5 million free experience, scaled with levels (The value of the free experience given to level 100 is equal to 5500000. Lower levels scale down linearly so that 10th level gets 550 000 experience).

– Levels 1-19: No masteries unlocked
– Levels 20-39: Unlocked Main Nodes: Tier 2 Armor, Tier 2 Weapons
– Levels 40-59: Unlocked Main Nodes: Tier 3 Armor, Tier 3 weapons
– Levels 60-79: Unlocked Main Nodes: Tier 4 armor, Tier 4 Weapons
– Levels 80-100: Unlocked Main Nodes: Tier5 Heavy Armor, Tier 5 medium armor, Tier 5 light armor, Tier 5 Two-handed Weapons, Tier 5 One-handed Weapons, Tier 5 Bows

Players returning to the game, that is, those who have not logged in since the introduction of Character Development systems will also receive a proper free experience amount to progress their trees, but they will need to complete their masteries manually.



[h2]Addressing Players Feedback and Reports:[/h2]

Thanks to our precious Community feedback and reports we are introducing numerous improvements and fixes. Just in the most recent month, over 30 of players' suggestions and feedback were introduced to the game! Thank you for your help and cooperation in making Gloria Victis an even better game!

[h3]Improvements and balance of Disassembling:[/h3]

– Armor nodes have proper description now.
– Main armor nodes for purple/blue have now 50% mod for disassembling light/medium/heavy.
– Main weapon nodes for purple/blue have now 50% mod for disassembling 1h/2h/bows.
– Items that do not have recipes now will be giving experience when disassembled.
– Updated the icons of Heavy Armors, Weapons, and Bows in Disassembling Character Development tree
– Balanced the experience values for Disassembling: Tier 4 Armors and Tier 4 Bows nodes require 30k of experience instead of 50k to be completed.

[h3]Quality of Life Improvements:[/h3]
– Brandon, Ragi, Sirius Treasure Quests were replaced. They are now near those events, not inside them.
– Final battle colliders are expanded to the whole guild castle area, to prevent some edge case issues.
– Added old Scavenger to the elite animal's list which is used to complete “Kill Rare Animals” Daily Challenge
– Left Mouse Button cannot be bonded to non-fighting actions anymore
– Balanced workstation production to be less randomized.
– Added nation colors onto Glory Armors.
– Smoothed out the reflections rendering.
– Removed ChD User Interface snap after opening Node’s detail panel.
– Improved the visuals of the Character Development nodes and side panels.
– Added new filters on the Map for icons shown on close zoom, for example, Dice poker, Logistician, Stablemaster
– Progress tracker of character Development has been reworked, it will be merged and unified with the upcoming quest tracker in the following weeks.
– Implementation of a system that increases the respawn time of guards on the smaller servers - to dynamically balance the gamer's experience based on the current server population. This change excludes respawn time of guards of Holy Temples outside the Daytime, the same as they don't generate Siege Points outside Daytime now.



[h3]Fixes:[/h3]
– Fixed the issue where Rite events could be triggered twice at one time, which had an impact on spawn points, sometimes sharing them between different nations.
– Fixed an issue causing there was a possibility to have two different State of War timers for one guild in a specified edge case when the guild had two castles and the SoW timer was changed by owners during the completion of the token on their other castle.
– Fixed an issue causing map locations names to be missing on Rodrock Lumbermill and Dirmar Farm
– Thanks to Community Reports, we fixed the issues causing some items to not be disassemblable.
– Fixed an issue causing Campfires to be named as “Bonfire” on the player constructions window.
– Fixed an issue where the buffs User interface position wasn't saved if you drag it holding the icon.
– Fixed the issue causing colliders on the Guardhouse, used to detect hits from siege engines, were also blocking arrows shot by enemy players.
– Fixed the visual issue causing Hitpoints and Stamina bars to overlap with buffs UI after opening fullscreen mode of User Interface.
– Thanks to Community Reports and aid with reproduction, we fixed the trade system bug causing part of traded items to be lost during a trade when the same stackable items were traded back and forth with different quantities in one trade.
– Fixed the issue where colliders of old ruins were still working on the original Volcano location.
– Fixed an issue causing rebinding to use old bind while rebinding action.
– Fixed an issue causing unlocking tier 3 weapons were not unlocking disassembling of one-handed blunts and one-handed spears.

Weekly Update 288: Warriors - Assemble!

Hello, Warriors!

Let us welcome you to the new Glory Season! The top players of last season have earned their rewards and titles, so it's time to compete against the others and fight your way to the top of this season’s ladder!

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 2 months and are rewarded with unique titles, as well as gold. Also, every Thursday night you’ll get Contribution Points – an in-game currency used to purchase special items from the Glory Quartermasters. The amount of earned CP depends on your position on the leaderboard, so climb up it!

As always, we start the new season with bigger changes. This time we have another – after the warmly welcomed Fishing and Archaeology, as well as the updated Treasure Hunting – Character Development tree: Disassembling! We also took the chance to improve this economy branch by giving you, the players, even more means to gain wealth and, most importantly, to co-create the game’s economy. We’d also like to remind you that with the introduction of every further Character Development tree, we’ll be giving free experience in amounts depending on your character’s level.

We are also happy to open the global test for the highly demanded "Return to Character Screen" feature. You can use a /relog command on chat to test the functionality and help us gather information and surety, that everything works correctly.

Check the new changes and have fun in the game!

The screenshot’s authors have been awarded. ontuto, glyuki, Dmce20, and Elielepro – check your Ambers!

Changelog v.0.9.8.3 Beta


[h2]Disassembling & Crafting Update:[/h2]

From now on, Disassembling is an activity that you can develop in the same way it’s already done for Fishing and Archeology. This time, though, you receive a much more massive tree than before:



On top of that, we updated the Disassembling flow itself. Until today, it was nothing more than an additional activity used to level up the crafting professions. The salvaged items were not attractive enough to meet players’ expectations, and, except for the very first tiers, Disassembling didn’t really allow creating other items using the salvaged materials.

Starting today, by disassembling items you will gain the most salvaged materials in the form of scraps and in quantities depending directly on the number of materials required to craft those items. Also, there are now modifiers for the amount of salvaged materials to account for the disassembled item’s quality and durability, as well as the player’s progress in the Disassembling tree of Character Development.

Since with a fully developed Disassembling tree you will be able to get from full durability and highly enchanted items almost all resources back, is now a very viable choice, allowing to recycle a lot of the resources, and at the same time helping to develop players characters and supporting the ingame economy and trading. It will be also a great opportunity for PvP players, who would be able to disassemble the looted items for much more reward than previously, and put the resources on market anytime or reforge them into valuable gear.

[h2]Other improvements to Disassembling and crafting:[/h2]

– From now on, you can disassemble items easier, using a special key combination by holding Alt and clicking on the item with Left Mouse Button. Disassembling will be more convenient that way, and more player-friendly. Also, we did an additional bool to switch the on/off confirmation window during disassembling many items in one equipment window session. However, a confirmation window will pop up always if items that we want to disassemble has an average market price of more than 1 gold.
– As a part of the preparations for this week’s update – and the upcoming Metallurgy Character Development – Mining and Metallurgy will be changed into Metallurgy Character Development. As a part of the preparations for this update, the smelting processes are now only possible using the player-built furnaces, and the other remaining recipes from the Mining and Metallurgy have been distributed between the Weaponforging and Armoursmithing professions. In effect, there are no remaining recipes available in the Mining and Metallurgy profession, so it’s not visible in the crafting window anymore.
– We also addressed the issue with leveling up crafting professions by disassembling low-tier items. Simply stated, it was never our intention to reward such unsatisfying gameplay by crafting tens of thousands of low-level items just to disassemble them with a significant waste of resources, and then repeat the process over and over again.

From this update, once the level difference between the player’s crafting level and the recipe’s recommended level reaches a threshold, crafting such items will no longer grant experience. On the other hand, you’ll salvage much more from disassembling, so you’ll be able to craft further items more conveniently, and in effect have a smoother progression, but still, you will require better materials to progress your crafting.



Additionally, the recipes are now better color-coded in the crafting window to show the possibilities of craft and mark the amount of experience that can be earned by crafting them with the current crafting level:

Gray – the recipe level is too low, earning no experience for crafting this item.
Green – low recipe level, earning a low amount of experience.
Yellow – normal level, earning a good amount of experience.
Orange – high recipe level. These are the recipes you can craft that will give you a lot of experience, but you can’t bet on high-quality results, and they might not be as effective as yellow recipes.
Red – the recipe level is too high to craft this item; you must level up first.

– Added new types of scraps – there were scraps for only some materials so far, and they weren’t as useful as one could hope for. Now, there are scraps of most types of the main materials like metal bars, different types of leather, and canvases (except for the Elite Canvas which still can’t be crafted or disassembled)
– From now on, when disassembling items that are crafted using Elite Canvases, the player receives Quilted Canvases Scraps as a salvaged material.
– Added some more Quilted Canvases to the top tier recipes to increase demand for this item and compensate for the upcoming influx of Quilted Canvases.
– Adjusted the market value of Quilted Canvases by editing their recipe and adding additional suet to their crafting requirements.
– Added new recipes for crafting materials from scraps.
– Added the possibility to disassemble the top-tier tools and champion armors.
– Added the possibility to disassemble bags.
– Added new items and recipes for light tier 4 shoulders.
– From now on, recipes displayed in the crafting window are sorted by their level.



[h2]Quality of Life Improvements:[/h2]

– Updated the Abilities interface – from now on it’s not a separate window but a part of the fullscreen UI and also contains the character’s other statistics.
– Updated the rewards for the fishing quests and some later-stage questlines.
– Implemented the first iteration of UI scaling – since it’s a large and complex task and might have some edge-case issues, we’d like to ask you to report all the problems you encounter so we’ll be able to fix them.
– Expanded the Character Development window navigation so it now supports zooming and moving the window’s content for big trees, which don’t fit the window’s size.
– Added new NPC shops and market filter types: "Guisarmes" and "Bardiches."
– The heavy and light shields now have 5 tiers each, like the other types of equipment. New items and recipes have been added to the game.
– Added a new item to the game: Old Bottle, which contains a random treasure map and can be obtained by fishing.
– Added new events for exchanging Map Fragments for Mysterious Scrolls, which are dropping random maps on use.



[h2]Combat & Balance:[/h2]

– Blocking now guarantees that the durability of the shield or weapon used to block will decrease (previously it damaged a randomly selected part of the player’s equipment).
– Decreased weapon durability loss while attacking to compensate for the new durability loss while blocking with a weapon (except bows, because you can’t block with them).
– Shield handling endurance is now related to shield durability like any other shield stat.
– Shield can be raised to block on 100 instead of 125 shield handling endurance.
– Low shield durability reduces shield handling endurance.
– The durability cost of using equipment has been adjusted.
– Fuel requirements to craft top-tier heavy armors have been unified and balanced.
- Added some clay spawners in the Sangmar area (near Fort Eaglenest and on the quest lines), to balance the accessibility of the resources and unify it for all nations.
– Moved light shield skins from tier 2 to new tier 5 and tier 4. Heavy shields skins are now compatible with tier 4 shields.



[h2]Fixes:[/h2]

– Fixed an edge case bug that caused defensive siege engines (oil, stones, or logs) to not deal damage. Yes, the Pilgrim's Rock oil should work properly now. Thank you for your reports and commitment that helped us to find the source of the problem.
– Fixed a bug that caused the equipment tier on item tooltips to be displayed as untranslated color coding instead of the actual tier numbers (1-5).
– Fixed an edge case issue that caused the character to move slightly faster while being in combat mode while moving in a certain direction and with a certain attack type.
– Fixed an issue in which the horseman ability "Battle Horse" [increasing damage] did not work against the NPC enemies.
– Fixed a bug that caused that the fishing events were permanently disabled until the next server restart if they ended with failure.
– Fixed an issue that caused only 1 user to receive a reward for a treasure if two players were doing the very same treasure quest while being in a party together.

Weekly Update 287 – New locations and new opportunities!

Greetings, Warriors!

Are you ready to conquer new locations and push the frontier further into the enemy lands? Will you use your tactical and strategic knowledge to take advantage of the new opportunities?

This week we are introducing an important extension to the game world. Our designers added new locations extending the outer rings, to improve the PVP aspect of the game and make the territory control system more player-friendly and rewarding. The map received a slight rework, you can tell that when you find out that the Volcano mountain was moved. The size of the map has not increased yet, but further in the changelog, you will find the proper explanation of the current changes.

We are aware that we forecasted the Metallurgy and Disassembling changes for this week, but those require some more time to be introduced. Additionally, we want to remind you about the end of the current Glory Season. You have one more week to climb the rankings!

As always, we have some Quality Of Life improvements and fixes ready for you, so check the details below and see you in the game!

The screenshot’s authors have been awarded. Siegbert, gawi200, [CRG] Kabourd, and ontuto – check your Ambers!

Changelog v.0.9.8.2 Beta


[h2]New locations[/h2]

As you know, Gloria Victis MMORPG is based on three pillars. Two of them are related and are Open PVP and Territory Control. To improve the gameplay and the experience of players regarding those aspects of the game, we decided to add six new locations to the outer link ring. With the current number of flags, it was enough that our nation lost one small Fort to feel extremely dominated, especially when we didn't have a temple on the same link.

The difficulty difference of attacking and defending between the City and the Castle location types is too big, which often made warbands stop to capture the Fort and do not go further.

Placing new flags – Outposts – between the Castles and Forts creates a buffer between those two, pulling up the attack flow further and giving the defenders more tactical options, as well as giving a target to groups that don't feel strong enough to occupy the Castle, but have just taken over the Fort.

We hope you’ll like that change and it will encourage you to be more active on the global map. You should also remember that we’ve planned for increasing the map size in the near future, to create more space for our Community.



[h2]Quality of Life Improvements[/h2]

– Added six new upgradable locations – Outposts – in the game world: Elmridge, Griffinclaw, Reksvald, Hogsten, Saffa and Quilium.
– From now on, the map will show static icons (like deposits, logistician, stable master.) from any distance if we zoom in on the map close enough. Also, there are icons that will show only if we are close to them. It can be for example workshops or vendors at controlled locations. It will improve the player's orientation in the game world.
– Polish of the Character development interface – added new tooltips and functionalities.
– Increased the radius of the fishing events 4 times.
– Added fishing event duration, it's active for 40 minutes, like a crafting event.
– Added a new marker type on the legend for the fish delivery event.
– Updated the fish bait descriptions.



[h2]Fixes[/h2]

– Fixed an issue causing gaining experience in archeology during the treasure hunt only when the proper shovel was on the body – you had to have a shovel equipped to get experience from treasure interactive
– Fixed an issue causing text to wrap in the quests side panel.
– Multiple small fixes of game localization in all languages.

Weekly Update 286 – Optimization update!

Greetings, Warriors!

The world of Gloria Victis is growing every day, on every plane. New interesting systems and features are being added to the game, extending the activities list, and creating new layers of gameplay. We’re constantly welcoming new players, growing our Community, and populating the servers. The map of the Stoneholm conquest area changed and expanded in time, with new lands and isles rising from the seas.

All of that, taking into account that our game provides an open-world sandbox experience, and barely has any limitations regarding the size of the fights on the battlefields and under castle walls, with such detailed locations and models, requires a well-thought optimization.

This week is dedicated exactly to that. Our graphic artists did an outstanding job with the global optimization of static models, greatly improving the game client performance. The biggest changes you’ll be able to see in the most detailed and biggest locations like capital cities, but remember, that improvements have a very positive impact on every area of the world, so even in the most active battlefields you’d see better FPS ranges.

Additionally, we're delivering some fixes and improvements to the newly added Character Developments systems, and we can already forecast the next ones: Metallurgy and Disassembling, which should hit the global servers next week.

Check the details below, and see you in battle!

The screenshot’s authors have been awarded. Space Cabrón, Neqster, ontuto, and [KoH]♆༄Saltuk – check your Ambers!

Short Roadmap for the upcoming weeks:


Before we move to the list of changes this week, we'd like to tell you a few words about the near future.

Glory Season

New Glory Season will start on Thursday, the 16th of September. The top players on the ranking table will earn great rewards and nice titles, so you have just two weeks to compete against the others and fight your way to the top of the ladder!

Character Development

As mentioned in the introduction, part of the dev team is working on the next systems of Character Development. Fishing, Archeology extension, and Treasure Hunting were warmly welcomed by the Community and we can already see that introducing more of such systems will have a positive impact on players, giving them more reasons to participate in creating the game economy, roam around map to find valuable items and resources and always have some rewarding activities in reserve.

The next trees of the Character Development will be the tree of Metallurgy, and the tree of Items Disassembling. We chose those two to increase the level of implementation complexity and also because those two should be introduced at one time since they are related and will have an impact on each other. We believe you'll have a lot of fun developing those!



World Extension

Our level designers are working on adding new lands and locations to the game! 6 new flags should appear around the end of September, creating new links and battlefields. Strategic placement of Outposts and their minor flags will open new ways of attack and allow you to develop new strategies.

The non-loot zones behind the Capital Cities will also be increased, to open some more space for players who prefer to focus on PVE aspects of the game or need some more time before moving to PVP. Gloria Victis is a place for all kinds of players, and we want to prepare even more space for everyone.

User Interface Rework

The User Interface rework is also being worked on, but we've to reserve some more time before showing the next part of it, since we're taking care of inventory, character, skills, and attributes windows, which are related and will be merged into one. One of the nicest features of the new Character interface is the live preview of your character, similar to the one from the character selection screen. Have you seen the design already? Here it is!



Changelog v.0.9.8.1 Beta


[h2]Quality of Life Improvements[/h2]

– Global optimization of static models. An increase in client performance will be the most visible in the biggest, most detailed locations.
– Added the possibility to open any User Interface window (with exception of the Map) while the respawn window is opened.
– Renamed some ingame NPC’s and updated the dialogues related to them, to make them more fitting to the game setting and lore.
– Updated some old, and implemented a few new NPC speeches.
– Updated the icon of fishing quests.
– Decreased base fishing exp of primeval seal (9k -> 3k) and changed ability to fish out worms to grubs.
– Polish of the newly added Character Development interfaces, including showing the right panel on hover at the chosen node, closing the right panel after clicking outside of the node, opening the development tree on clicking on the side panel, and improving the responsiveness of the UI overall.
– Surplus experience nodes are now properly shown on the interface.
– Balance and improvements in all nations' third questlines. Objectives needed to complete the tasks have been changed, which should have a positive impact on players retention.



[h2]Fixes[/h2]

– Fixes some issues causing minor bugs in the respawn window, including preventing the reset of the interface by using Party Finder, improving the responsiveness of the respawn buttons, and fixing the visuals of respawn buttons when we have a tent respawn available.
– Fixed the issue causing map descriptions to not be translated correctly.
– Fixed the issue causing combat log resorting after opening the full-screen interface window or resizing combat log.
– Fixed an issue causing errors after the player used the free experience button on the finished node.
– Fixed the issue causing Archeology nodes could not be progressed with any shovel. Conditions visible on the interface are now working properly.
– Fixed an issue causing the surplus experience to keep going on User Interface even with fast experience toggle enabled
– Fixed an issue causing it to be possible to enter the spawn area in the Rite of the One event location from the ground.
– Fixed the issue causing dialogues in some Midland and Ismir questlines were not shown properly.

Weekly Update 285 – Venture on adventure!

Greetings, Warriors!

MMO RPG games are a genre that invites players to stay in their worlds with various activities, freedom of action, and sandbox experience. Like many MMOs out there, our game is social-based, even if it’s directed towards the endless war and global conquests. But most MMOs, if not all of them are equipped with different ways to develop players' avatars, ensuring a safe and fun place for all kinds of players. That is why the list of Gloria Victis MMO features is constantly growing, and we are introducing new reasons and goals that players can achieve in our game through various activities. And we want to make those paths more interesting and rewarding.

We are aware that there is a big chunk of our playerbase that love our world and setting and prefer to support their nation from the second line, as builders, crafters, merchants, and gatherers, rather than in participating in territory control battles on the frontlines. Since our game is not limiting anything and you can be a respected fighter at the same time when you are a master crafter, cook, and dedicated gatherer or fisherman, the ultimate task is to make all the ways to develop character engaging and well reasoned.

This is why today we are introducing the first new character development systems, with extended fishing and newly added archeology and treasure hunting. You can expect even more systems of this kind in the very close future, and we are hoping you will like them and those will encourage you to play more and feel rewarded for your time spent in the world of Gloria Victis MMORPG.

Additionally, as always we are delivering a weekly dose of Quality of Life improvements and Fixes, as well as a new questline, last in the Ismirean Inn quests sets, mirrored with previously added quests for other nations.

We also would like to encourage you to join our official Discord and check the ongoing video contest. The topic of the event is the creation of a video that shows your ingame nation's power and might. You need to use the newly added music tracks, available on our Youtube channel!

We are already receiving first submissions and we were blown away by how creative and talented our community members are. Be sure to show us your talent too! You have time till the end of the month to take your chance to be memorized in-game!

Check the details below and see you in battle!

The screenshot’s authors have been awarded. Space Cabrón, Matt Kerrigan, chungor, N3RCH, and Lt. Ü – check your Ambers!

Changelog v.0.9.8.0 Beta


[h2]Character Development[/h2]

Fishing

From now on, the whole system will work differently and introduce some more challenges on the way to become the master fisherman. Each fishing action will give you special experience points in a dedicated fishing skill tree. Each tree is divided into special nodes, and you are getting experience in each node to fill it and unlock new baits, rods and get bonuses to catch specific types of fish.



As you will find out during progressing the fishing tree, you are getting free experience for each action and that experience can be used to speed up the progress of any other development tree in the game, and as forecasted earlier – there are many to come. When you fill up the experience needed to finish the last node in the tree tier, you will start collecting surplus experience that in the future will be possible to convert to free experience and use it in any other character development trees, using Ambers.

We are all starting from square one, so prepare your lures and be the first players on the servers who will be able to cook the best fish meals! We are planning to present you with free experience when we will be introducing some more important systems, like armor or weapons development trees to allow current players to unlock their current builds as soon as the character development system will expand to it, but now we have to see the full progress for testing and balancing purposes.



Archeology

We decided to create Archeology as a second system of character development because we wanted to bring in an expansion to the gameplay with new unique activity, and we wanted to test the idea and check if everything will be working properly on at least two different types of systems. You can progress this tree by digging up the excavation sites in-game and hunting for newly added treasures.

When you find a treasure map, you can use it to activate a special quest and the treasure will be shown on your map. Simply go to the marked area and dig it up. There are few tiers of treasures that can be found, and we believe you will be very happy with the rewards that can be found, especially in higher-tier chests! Overall, at this very exact moment, there are 100 new different small quest places to be found using the maps. Those quests will be polished and become more complex in time.



[h2]New Questline[/h2]

The new questlines follow the rules that made a huge positive difference in player perception and gameplay experience. They are more story-rich, player-friendly, and will not require traveling to distant areas to complete them.

Today you are getting access to midgame, quite challenging questline placed between Sangmar and Ismir mainlands. We will not spoil the story, but we can tell that you will be able to meet one of the Devteam members there, and also need to fight Giants, Nightcrawlers, and the Devil himself to complete it. Venture onto the quest today – visit the Young Wolf Inn soon and happy hunting!



[h2]Quality of Life Improvements[/h2]

– The Global Arena and Tournament area are now properly marked as non-loot zones.
– Added a new chest drop that contains various spices. The chest can be acquired as a reward for newly added fishing quests.
– All fishes have now extended rotting time, from 3 days to 7 days.
– From now on, you can zoom out the map to see the whole Stoneholm Island.
– Added new types of events in Crafting Inns to create demand for lower-tier fishes.
– Treasure chests with randomized loot have been hidden in the whole game world. You need maps to find them!
– Added a custom, subtle sound for getting stunned.
– Spectre world boss now has stunning attacks and new SFX’s.
– Non-humanoid NPC's had their animations tweaked, so the damage received animation won't override the attack animation which led to “ghost hits.”
– Added new cyperus seeds to basic food vendors' stock.
– New plant: Cyperus. It is a plant that can be used as fish bait.
– New item: Mysterious scroll. Find out what it does by yourself.
– New animals: Leopard and Black Leopard.
– Hitting siege engines will now be indicated with proper sound.



[h2]Fixes[/h2]

– Fixed the issue causing the combat log window to change size on opened fullscreen interface panels.
– Fixed all known issues regarding new map icons.
– Fixed an issue that caused AI to switch from the bow, to always switch into the one-handed weapon in terms of attack speeds. That led to animation desync in that case.
– Fixed an issue where mobs were able to get into a blocking state while arming - that led to a feeling of NPCs blocking with a bow.
– Fix an issue causing animator cases of 2H Spear not playing "stop attack" attack break animation, while hitting the blocking target.
– Fixed an issue causing mobs attacking with the green attack instead of yellow which led to issues like boars receiving stun while hitting the shielding player.
– Fixed an issue causing the repair icon to stay after the shop window was closed.