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!
[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.
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.
The screenshot’s authors have been awarded.




The screenshot’s authors have been awarded.


The screenshot’s authors have been awarded.



The screenshot’s authors have been awarded.



