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Weekly Update 279 – Mount colors & further Party Finder development

Greetings, Warriors!

You already had the chance to test the first part of it in the Party Finder system which you can find in the ingame Social tab through the recent week. We received very positive feedback about both - the grouping system and the interface, so we are very happy with the outcome and your opinions ensured that we are going in the right direction and encouraged us to continue our hard work.

Today we are introducing further iteration of the Party Finder, which will be an automated system of invites and requests to help players find the party and participate in events and battles around them more often and intuitively.

Additionally, we are happy to introduce some more color and diversity into the game. From now on, you can find and catch in the game world 11 different breeds of horses, and have the mount of your desire!

Saddle up!

The screenshot’s authors have been awarded. ontuto, totenschisser, and Soul – check your Ambers!

Changelog v.0.9.7.5 Beta


[h2]Mounts diversity: Horse Colors[/h2]

Raiders and horse tamers, ready up! From now on, you can find in the game world fully reworked spawners of the horses, allowing you to tame a horse with different stats and colors! Different areas (mirrored for every nation) are giving access to different horse colors and manes. Overall there are so far 11 different colors and 5 different manes, which are slightly randomized and can sum up to over 30 color and mane combinations! We are also planning to make horse customization possible, and it will be done as a part of a user interface overhaul.


[h2]Party Finder: Further improvements[/h2]

The new system to help in the search for warbands or parties has been very warmly received by the community. We are very glad to see that and we’re adding further improvements to the Party Finder introduced to the game last week.

When something is going on in a location - there is a siege in progress, an event is ongoing, or someone is doing a quest nearby, which we have active too, the system will suggest players create or join a party and group up. The system will automatically create it after at least one player joins it. In further iterations we want the system to be a leader of the party during the event it was created for, to make the party more automated and intuitive.

If there are few parties in the area, the system will invite players to the open parties. If there are only closed parties, it will automatically send a request to the party leader. If there are few parties of the same type, the system will encourage players to join the biggest one.


[h2]Quality of Life:[/h2]
  • Following community suggestions, we added a horse icon over the player's mount to make it easier to find your mount between others.
  • Slow of the mount is now shown on the Horse HUD
  • Disabled the navigation triggers on mounts window that could lead to opening it while jumping while mounted
  • Improvement of swimming detection code, which should help with all the issues were walking under the water was possible.
  • Adjusted the number of enemies in the sangmarian event “Kill the traitors”.

[h2]Fixes:[/h2]
  • Fixed the issue causing players to be able to get into one of the spawns on the Valley of Death tournament.
  • Fixed the issue causing players to be able to bug the giant in the Volcano event using the ruins nearby. From now on the Giant can get inside them.
  • Fixed an issue causing mobs dealing damage multiple times per attack were dealing two or three times lower damage than they should.
  • Fixed an issue causing blocking crafting on foot if the player opened the crafting window at least once on some workshop and did not have enough money to craft the given item.
  • Fixed an issue causing the marksman skill to not refresh until the equipped weapon was switched.
  • Fixed an issue causing the stable window not to close even if the player would get away from it, which allowed the player to regenerate mount anywhere on the world.
  • Fixed the small visual issue, which was showing the guild leader/vice leader “SoW frametime updated” notification every time they opened the architects' table.
  • Multiple level design fixes, including among others places where players can walk under the water and some holes in the terrain.
  • Fixed an issue causing players were unable to change party type using the dropdown on the side party window.

Weekly Update 278 – Party Finder & addressing Community voice!

Greetings, Warriors!

We are delighted to introduce a feature we were working on for the last few weeks. Desired by many, helpful to everyone – Party Finder is finally implemented! From now on it will be much easier to find game content suitable for you, and group up to take part in the common activities or global conquest. That great addition to the game allows you to create and manage your party and friends list a lot easier, as well as increases the activity of players in all aspects of the game.

At the same time, to improve the game balance and prevent toxicity, we are addressing the Community voice after a record-breaking in-game questionnaire, in which 89% of active players agreed to the implementation of a cooldown on logging into different nations accounts from the same PC.

Additionally, we are improving our automated moderation systems, and delivering a lot of Quality of life changes and fixes, thanks to our precious Community feedback, reports, and suggestions!

The screenshot’s authors have been awarded. xoTRIGGERox, Ghostickles, John and Chris
– check your Ambers!


Changelog v.0.9.7.4 Beta


[h2]Party Finder:[/h2]

The Party Finder is live! You can find it in the game under the “Socials' tab and test its functionalities already.

The system is a lobby, where players can create or join a Warband or party and manage their friends' list, and blocked/mute players!

Players who want to create a party can do it in a new way, using a dedicated button in the socials tab. During creation, we will be able to name it, provide information about the goal of the group, choose the party type, and mark if the number of players in the party should be public or not.

All the systems that allow you to create parties in the old way by inviting players by /request command or right-clicking on them are staying in the game, but you will be able to add parties created in those ways to the lobby list too!



From now on it will be much easier to know that something is going nearby and you can join the fight or event, players will not need to plead on the chat to find a group or request help. It will be much easier and convenient to find something to do in the game and be more united in the common conquest.

The minimap received a dedicated button, which will be showing the number of active parties in the area. Clicking the button or proper shortcut on the keyboard will open the socials tab with the lobby and friends list.

We hope you will find the new system helpful and it will be a great tool to share and improve your game experience with others. Please note that the system will be polished and iterated because there are still some parts of it that need to be polished and implemented. For example, when players will be in a nearby location where an event is ongoing or players who are participating in the same quest or event, they will receive a suggestion to join or request access to the biggest open party around or be encouraged to group up.

We will be thankful for your constructive feedback and opinions about it!



[h2]Automated login cooldown system:[/h2]

While working on lowering game toxicity, and balancing the population in-game, we found out that almost all of the issues on that matter are related to abusing alt accounts that are being used for spying or trolling. While of course there are lots of players honoring the game rules, having fun, and not abusing the potential of having accounts in different nations, all you need is to have a group of players doing their worst to disturb other players' gameplay and make their game experience worse.

Almost all of the toxicity reports we receive are related to players using alt accounts in other nations, trying to unstabilize them. While it is technically impossible to moderate every case due to the scale of the game, and all moderation is a reaction after the action - we needed to find out the solution that will be fair for everyone, will not impact the honest and fair players gameplay, and will reduce the possibility of using the alternative accounts to disturb other players.

This is why, hearing the community voice, where 89% of players voted for "Rather Agree" or "Definitely Agree" when we asked if we should implement a cooldown on logging into different nation accounts from the same PC, we are delivering the automated system which will take care of that.

From now on, the game may not allow players to log in to other in-game nation accounts without a cooldown between logins, based on some circumstances.



Meet Michael, Robert, and Josh.

Michael has 2 accounts, both in one nation in the game. He owns his guild poster over his bed and he is playing on his accounts every day.

Robert is a casual, friendly, and helpful player, who is playing on all three of his accounts, each one placed in a different in-game nation, but he is respecting the game rules and favor fair play.
He never received any warning or penalty for breaking the game or chat rules.

Josh also has three accounts. But he is a player who was using his alternative accounts to troll other nations and insults them using nation chat. He is suspected of violating the game rules, reported by other players, and has received warnings and short-term punishments so far, but the moderator does not have enough evidence against him to ban him from the game.

So what will happen when they will now switch between their accounts?

Michael is free to switch his accounts as he wants. Nothing will stop him from logging onto the same nation accounts. There will be no warnings and no cooldowns. The other two players are also free to switch between the same nation accounts.

When Robert, who was never flagged by any penalty, will login onto another nation, he will receive a kind warning, that system detects switching nations and he will need to play for at least 30 minutes on the currently chosen nation or wait one hour outside the game before he will be able to log in on another nation (so get back on the account he played before too). After confirming that he understands the information, he can play the chosen - different - nation right away.

That means players who are following the game rules will rarely be prevented from switching accounts and playing on them in different nations right away because according to game data, the average gameplay session lasts around two hours. They will be able to switch right away and get back or pick another nation after a very short time. Remember, that players can switch their nations following the general rules, so moving to a long-term underdog nation or removing their characters.

Josh, on the other hand, is a player who broke the game rules, got punished, and is suspected of griefing other players using his alternative accounts. He can also switch between his accounts, and he will also receive a kind warning, but the cooldowns for him will be longer. If he logs on to another nation account now, he will not be able to move back or play on another nation account before he spends 12 hours in-game on the chosen nation, or 24 hours outside of the game.

This will greatly reduce the possibility of account hopping and encourage players who are not respecting the game and chat rules to rethink their behavior and mind their actions in-game.

All accounts which had a penalty or are related to the one with a penalty are automatically a subject of longer cooldowns, and all players who were openly playing on alternative accounts using them against their nation were automatically tagged for longer cooldowns. Penalty tracker that was updated to help automate this feature, a new penalty table that is being prepared in the background, as well the karma system, which login cooldowns are part of, may impact many more aspects of the game in the future, and we believe those are good moves to improve the game balance and prevent toxicity.

Disclaimer 1: As developers, we are not encouraging players to have alternative accounts in different nations. We are not preventing players to have them, but we want to remind you that using alternative accounts to violate game and chat rules will lead to penalties shared between all punished player's accounts and can lead to all their account suspensions.

Disclaimer 2: The story, all names, characters, and incidents portrayed in this explanation are fictitious. No identification with actual players, guilds, and nations is intended or should be inferred. No chickens were harmed in the making of this changelog.



[h2]Quality of Life:[/h2]

– Clicking a register to the Valley of Death tournament from now on puts the player into an interruptible state for 5 seconds before sending the request, and we have disabled the registration while the player is dead to prevent players abusing registration in the middle of the fight or while dead to prevent looting.
– Reworked the global map legend. The legend is a list of clickable filters which players can use to show only the information and icons they want to see on the map. This is making the map adjustable, more clear, and convenient in use. It is still a work in progress, yet we decided it is much better than the previous one so we didn’t want to delay it.
– Tweaks to mobs AI: Giants and Moas (scavengers) attack animations will not break on hit, but will be properly mixed up. The mobs will not be slowing down their movement while being close to the target, as they stop while attacking. Giants received two additional attack animations.
– Update to resource node disintegration system. From now on all nodes have a solid, unbreakable core, which will indicate the exact place of the given node spawn.
– The experience and coins buff for the underdog is not any more related to the depth of underdog status. From now on, the buff is fixed, to prevent players from exploiting and manipulating the game balance by observing the buff stacks.
– Blockade for building on the castles now triggers on destroying the building, not hitting it, because of abusers shooting at the castles from afar to deny content and disturb other players' gameplay. Other building blocking variables did not change.
– Balanced the materials required to craft Karleonian Pick and Karleonian Mace, to show more clearly, that mace is stronger than pick and unify the complexity of their recipes.



[h2]Fixes:[/h2]

– Fixed the issue causing 4 events in the Basilea sector were not possible to complete.
– Fixes for quests: The final touch, Blessing of the gods, Unexpected danger, and Sanctuary profaned.
– Fixed the loot table of Veteran from South NPC. It still drops decent items, but no top-tier ones anymore.
– Fixed the possibility to open a player context menu by clicking on his nickname on chat.
– Fixed the issue causing siege engines rotation to reset after their spawn.
– Fixed the issue causing old highlander miniboss to walk to the ocean and suicide after the spawn, which was preventing players to finish the global map event.
– Fixed the issue causing raubritters to do the same thing as above in some global events.
– Fixed the issue causing one of the windmills in the area north of Dunfen to have no colliders, so players were able to walk through its walls.
– Fixed the issue where some NPC characters were misplaced around Lobart’s Farm, Greenport, and Seaclaw.
– Fixed the issue causing one of the location guards on Basilea farm to spawn under the stairs.
– Fixed the small text issue on the Nation selection screen.

Weekly Update 277 – New Glory Season Started and WiP insight - Party Finder!

Greetings, warriors!

Let us welcome you to the new Glory season! The top players of the just-ended season have earned their rewards and titles, so it's again the time to compete against the others and fight your way to the top of the 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!

We also took an opportunity to reserve some more time to polish a huge QoL feature announced a week ago – the Party Finder. We are sorry for the delay, but such a vast and complex system requires a lot of testing and we want to be sure it will work properly to improve your game experience. But we can already share with you the idea that’s behind it, and as well some details about how it will work.

The screenshot’s authors have been awarded. MrGamerman1, and John – check your Ambers!

[h2]Work in progress insight: Party Finder, part 2[/h2]

In the previous update, we shared with you some information about the current situation of the party and grouping features in our MMO. We believe it is about time to make it better, more intuitive, and convenient for players.

Since our game has tons of features and things to do when logged in, but it is not always entirely clear for players what they can do, and that they can do something together, we wanted to create a system that will help our community to gather together, find a common goal and enjoy the game with a company of allies and friends.

Party Finder was in our designers' heads for a long time, since they wanted to improve the warbands management systems and creating another layer of information which will show and give easier access to various features of the game, at the same time socializee community more, creating bonds between new and old players and improving the player's retention overall.

The game will leave Early Access later this year, and before that huge milestone, our team is working on refreshing one of the least polished aspects in the game – the user interface. Of course, redoing the whole interface is a huge and time-consuming task. To avoid locking our further work on the regular weekly updates, we will be updating the UI step by step. The Party Finder will be the first new system that will be done on the new interface, so you can already see how it will look, while the rest of it is being processed in the background.

Full image

The system will be a sort of a lobby, where players will be able to create or join a Warband or party, and also manage your friends' list and blocked/muted players!

Players who want to create a party will be able to do it in a new way, using a dedicated button in the (upcoming) socials tab. During creation we will be able to name it, providing information about the goal of the group, choose the party type (open / joining only via request / no leader: all the options you already know from the current system) and mark if the number of players in the party should be public or not.

All the systems that allow you to create parties in the old way by inviting players by /request command or right-clicking on them are staying in the game, but you will be able to add parties created in those ways to the lobby list too!

So it will be much easier to know that something is going nearby and we can join the fight or event, players will not need to plead on the chat to find a group or request help. It will be much easier and convenient to find something to do in the game and be more united in the common conquest.



When players will be in a nearby location where an event is ongoing, and there are any parties dedicated to that event in the lobby, players in the area will receive a suggestion to join or request access to the biggest open party around, or if there are no open parties, to send a request to the biggest closed one. If there will be no parties around, but there will be at least two players, the system will suggest and make it easier for them to create a party. In the same way, players who are participating in the same quest or event will be encouraged to group up.

The minimap will receive a dedicated button, which will be showing the number of active parties in the area. Clicking the button or proper shortcut on the keyboard will open the socials tab with the lobby and friends list.

We hope you will find the new system helpful and it will be a great tool to share and improve your game experience with others. Party Finder will be implemented to the game at the beginning of the upcoming week and we will be thankful for your constructive feedback and opinions about it! Additionally, the next update will also include a lot of other Quality of life improvements and fixes, requested and reported recently by the Community.

We wish you the best of luck in the new Glory Season, and as always – See you in battle!

Weekly Update 276 – Work in Progress insight and weekly dose of improvements!

Greetings, warriors!


As the core of our team is working hard on one of the biggest social and community-related features that will be implemented in the game soon, we are happy to introduce some quality of life improvements in the meantime. We are also sharing the result of the most recent questionnaire, introducing interesting changes to combat, and also following the results of one of the previous ones, and addressing your recent feedback, we are making a change in the horse's slowdown mechanic.

Remember, that this week is the last of the current Glory Season! New Glory Season will start on Thursday, the 1st of July. Also, we’d like to remind you that the last day of the season – Wednesday, the 30th of June – will be a dedicated day of the season's end. The top players on the ranking table will earn great rewards and nice titles, so it’s time to compete against the others and fight your way to the top of the ladder!

See you in battle!

The screenshot’s authors have been awarded. Ghostickles, and GreenleafMentor – check your Ambers!

[h2]Work in progress insight: Partyfinder[/h2]

Gloria Victis MMO is a game with a focus on PVP and territory control. The game shines when you are playing it with some friends or allies and a lot of players in their feedback and reviews mentioned that the group fighting, huge open field battles and epic sieges, but also roaming around the map with a company of your guild and friends is one of the most joyful parts of the game.

As we already improved the party system itself, making its interface customizable, and by adding a lot of convenience features like map markers, order carousels, and adjustable party icons or medic mode. But one thing has not changed a lot – the way to find and join a party.

With the growth of the playerbase and having more and more players on the servers, the current system of finding the party has proven to be a little chaotic. Players do not know if any parties exist in the area at any given moment. It is not always entirely clear who is leading a group, and even sometimes it is not visible that even something is happening in the area.

Requesting access to a party was also something that could disturb the gameplay, forcing players to gather up before the fight and making it harder to manage the party during battle and fighting at the same time.

We want to make it easier and more intuitive to join the party and expand the possibilities to enjoy the game when it is fun the most – when you play with other players and create relations and bonds with them. We want to make searching and joining the party easier, more intuitive, and convenient for everyone. The game will be more dynamic, players will find more activities, challenges, and friends easier and faster, which will greatly improve the overall game experience.

But how will we achieve that? You will find out in the next Work in Progress insight next week! Stay tuned!

[h3]Results of ingame questionnaire #15 [17- 23.06.2021][/h3]

To the question asked in the most recent questionnaire - "Do you think that we should implement a cooldown on logging into different nation accounts from the same PC?" a record-breaking number of 86% of players voted for "Rather Agree" or "Definitely Agree". Excluding alt accounts used to vote, 89% of players voted for "Rather Agree" or "Definitely Agree" so for that reason, in the upcoming updates we will implement the proper solution. If you need any details, be sure to check the full questionnaire on our official Discord!



Changelog v.0.9.7.3 Beta


[h2]Quality of Life:[/h2]

[h3]Weapons balance and combat improvements:[/h3]

As the game combat controller is much faster than in the past, and can now handle even faster fights, we are able to improve the combat dynamics and introduce some weapons and game balance with one set of changes. Two-handed spears are now the push meta and the only weapon that can make possible hitting from the third line, so they do not require a lot of skill to be efficient in pushes and even viable in duels. One of the best perks of that weapon was a great range and very fast release time, which did not give almost any room to block the thrust with such a spear.

Two-handed spears will now have a longer release time and more proper animation. It will be easier to block a 2h spear stab attack observing the enemy, especially the attack release animation. Thanks to that change spears will be less viable in duels but will keep their place in group fights and choke points. Additionally, please remember that this change is affecting only two-handed spears and guisarmes, not bardiches and long axes, which have different animators than spears!

Another change that will make combat a little faster and skillful is a global reduction of hold times. From now on you will not be able to hold the attack long before releasing it:
  • Daggers have now 0.4 instead of 0.7 hold time,
  • 1h weapons have 0.75 instead of 1 hold time,
  • 2h swords have 0.75 instead of 1.5 hold time,
  • 2h axes, 2h hammers, and 2h spears have 1 instead of 1.5 hold time.

This change will make combat faster, more dynamic, and skillful. We hope you will like the changes and we will be happy to receive your feedback after you test those for a few days. Keep in mind that combat will require getting used to after such changes, so please do not rush with your opinion. Thank you in advance!



[h3]Horses slowdown iteration:[/h3]

Based on one of the previous ingame questionnaires (#13, 20.04.2021 - 26.04.2021), where 73% of players agreed with the proposed solution, we are introducing a change in horse slowdown. As you know, all red powerbar attacks are already slowing down the enemy horses. But without the top cavalry passive, a full powerbar while raiding the horse is yellow when loaded to full, so it was also not possible to engage enemy raiders from horseback. From now on, “full yellow powerbar” attacks while mounted will put a slow on enemy cavalry. You will be able to see a glow around the powerbar that will indicate the attack will slow down a horse.

[h3]Free nation change for new players:[/h3]

Following the player's feedback and player retention statistics, we changed the ability to change the nation once for free that is given to new players. Previously it was possible to change a nation once until any character on the account reached level 40, from now on it will be possible until any character on account reaches level 70.

[h3]Other QoL improvements:[/h3]

– Reworked the first Ismir quest, to match its counterparts in other nations and improve players' experience and retention.
– Changed the icon of Flour to make it easier to check the number of items in a stack
– Updated the icon of Herb Fruit to make it easier to differentiate it from similar icons of various seeds
– Added a shadow to numbers of quantity in inventory for better visibility
– Moved the numbers on hitpoints and stamina bars to prevent covering the current state of the bar on low hitpoints or stamina
– Added the arena collider on training gates on the global arena. It will not require any more to practice on those gates using a duels system
– Added a UI shadow to the damage indicators to make them more clear and visible.

Weekly Update 275 – Convenience improvements!

Greetings, warriors!

A new update is live! It always brings tweaks to the various systems, enchanting you with the game experience, bringing some gameplay improvements, and fixing reported bugs. But on top of that, this time we’ve focused on several convenience–related improvements, such as the first iteration of advanced AI for PvE monsters and animals! We hope you’ll love the changes!

In the game, players with a level higher than 70 will receive access to a new ingame questionnaire, where we are following the topic of multiboxing – a record-breaking number of 83% of players agreed that it should be taken care of so we are asking you now about the cooldown of usage of alternative accounts to play in more than one nation.

We are also ready to officially announce a date of the new Glory Season start so the upcoming two weeks are the last days to ensure the best position in rankings for you. Climb up!

The screenshot’s authors have been awarded. TTV/garbearyt, ontuto, Opok and Beskarion
– check your Ambers!


[h2]We need your opinion[/h2]

This week, we have a questionnaire for you, to gather your feedback about multi-accounting. Based on your requests and answers in one of the previous questionnaires, where a record-breaking number of 83% of players agreed that it should be taken care of, we took care of multiboxing - due to the numbers of potential exploits and bypassing the game balancing systems, we believe that this change was a necessary step forward for our game, and in-game questionnaire proved it best.

While working on lowering game toxicity, and balancing the population in-game, we found out that most of the issues on that matter are related to abusing alt accounts which are being used as tools to destabilize other nations and to play without honoring the game and fair play rules.

We want to address that, to make Gloria Victis MMO a better place for everyone, that is why we want to hear your opinion about introducing a cooldown on login when logging onto alt accounts that are in different nations. We believe it can greatly limit issues related to griefing, trolling, and spying and the system of course will not have a huge impact on players who are playing the game honoring its rules.
[Questionnaire has been sent to all accounts of level 70 and above]

[h2]New Glory Season[/h2]

The New Glory Season will start on Thursday, the 1st of July. Also, we’d like to remind you that the last day of the season – Wednesday, the 30th of June – 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.

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 climb up!



Changelog v.0.9.7.2 Beta


[h2]Quality of Life:[/h2]

[h3]Safeguard related to tokening own nation Guild Castles[/h3]

The first bigger change in terms of QoL will be the improvement of the Civil War feature, which allows players of one nation to fight for guild locations. It is not a common situation, but still a possible one, and it lacked some clarity and solutions.

From now on, defenders can defend the token interrupting the attackers' preparations. Attackers who are tokening their nation castle will receive a traitor status when they are in the targeted location, allowing killing and looting their nation members in exchange for their reputation, and allowing defenders to kill and loot attackers.

When the token will be placed, both sides of the conflict will receive proper notifications, explaining the details. When the attacker will leave the location, the traitor debuff will be removed, the same in the situation of ending preparations with success or failure. Remember, that traitor status will remain if you have a negative reputation, and attacking allies will result in losing reputation.

[h3]Improved mobs AI - first iteration[/h3]

– Second thing worth mentioning is the improvement of mobs' AI. Mobs should more fluid movement on the closer range, should collide better with fighting players and two of mobs received their unique special moves:

Giants' attacks cannot be blocked without a shield, they can interrupt attacks and now are dealing splash damage. Scavengers can now make a rapid series of pecks or charge in a line dealing damage.

We believe those special moves and differences in fighting with different opponents in the game world will bring you a lot of joy and fun, as well introducing some more tactical and interesting approaches to counter the enemy action. We are aware there will be easy tactics to counters their special moves now, but both of those mobs, and all others will be iterated in the next updates.



[h3]Stone Bastion Gate[/h3]

And the last significant change is about the bastion gates:

On Castles, we have fast respawning guards on the last layer of walls, just before bastion. Thanks to them, it was possible to hold some longer on that last line of defense. In the past, these guards gave a chance to win against severely outnumbered defenders. Now in a fight, we usually have a lot more people than back in the days, and they just rush into the bastion, destroying its gate within a few seconds then going to cap the flag so the respawn of these fast respawning guards doesn't matter. Only one thing that can stop such a rush is shieldwall, but this also doesn't live long enough, especially when attackers can bring a catapult, and there is not enough time to destroy it using a ballista.

If it was not possible to stop enemies on the last gate, and there was no way to stop them in bastion gates, people were forced to give up the fight, get looted, or move to the capital.

To fix this we will add the same hitpoints to stone bastion gates as we already have on normal gates but additionally, we will add the burning feature to them.

Thanks to this, for a small party there should be the same level of difficulty to cap this flag (they will burn the gate, then defend until the gate goes down instead of being forced to ax this gate for a long time with guards hitting them).

[h3]Other QoL changes:[/h3]

– Added a satisfying animation of the counters notification. From now on, when you gain gold, contribution points, or banked nation points, the counter on a notification will flow to another notification with the player's summary value (ex. total gold).
– Changed the thickness of barricades - from now on characters who fell under the barricade will be reachable for medics.
– Training NPC’s on the global arena now have proper rotations.
– Reduced damage of quest mobs: Ageing giant (Sangmar Claretta questline) from 200 to 80, Biggie (Secrets of Dundrum/Ystad/Serai) from 150 to 100.



[h2]Fixes:[/h2]

– Fixed Decius and Magistus dialogues in Sangmar questline, which were not working properly.
– Fixed the bugged colliders in the tower and corner tower on upgrades 4,5 and 6. The model allowed to jump through the solid wall between the windows. With a fixed model, it should be possible to jump outside the tower through the window, but it should not be possible to jump inside the tower the same way.
– Fixed the issue causing freebuilding gates missing the restriction to be placed next to towers. In addition to that, the main building description has been updated to give information that it cannot stand next to gates and towers too.
– Fixed the edge case issue causing it to have more than allowed players on the volcano and sea wraiths events.
– Fixed the issue causing some nodes in the golden pickaxe event could be spawned underground or outside the event area
Fixed the issue causing the online/offline status of the newly joined guild member shown on the guild members list incorrectly.
– Fixed the issue causing bosses in Ismirean questline to not spawn properly.