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Weekly Update 269 – Feel rewarded!

Greetings warriors!

This week we are addressing your feedback and introducing further changes in Nation Points gathering mechanics, laying the foundation for the User Interface overhaul and as always, dropping some fixes and quality of life improvements.

Last week clearly showed the importance of tanks and medics on the battlefield, and that not only damage is important in sieges and battles. But despite those positive sides, that should encourage more teamplay and cooperation between players, we now can clearly see the downsides of this approach. That is why today we are introducing another layer on the Nation Points system, which will instantly reward you for your actions.

We hope you will be happy with the outcome, since the reward will be even more instant than in the past, and everyone should feel rewarded for their actions and understand their impact and importance in fights. Read the details below and see you in battle!

The screenshot’s authors have been awarded. Siegbert, Apophys and THE PURIFIER
– check your Ambers!


[h2]Changelog v.0.9.6.11 Beta[/h2]

[h3]Nation Points Gathering System Iteration[/h3]

We are aware that the new system was not rewarding proper actions on the battlefield and in the end, even if you tried hard to turn the outcome of the battle with flanking or pushes, you could not be rewarded for those attempts. And indeed, it is bad, players should not be forced to count on others and should be properly rewarded for their willingness and attempts to turn the tide on their allies' side, no matter how they want to do that. Even if the player fails in his attempt, and the end he will not have an impact on the outcome of the battle because the enemy could be too numerous and well organized, even if the push “almost succeeded”, you should feel that you are making the difference right away when you are jumping into the fray.

We know that the community is divided into two camps right now. Players who feel confident and were able to risk their characters lives by flanking and spreading fear on the enemy backline or flank, who feel less rewarded for their efforts, and those who like the changes, because they can risk much fewer nations points and are losing less of them for getting unconscious in battle.

We can see that more and more people are being convinced of the new system, but by strengthening ourselves with the feedback collected on the survey, we are taking the challenge and adding an element that will make up for the situations players were described as “not rewarding”.



[h3]From now on, we are adding “instant” Nation Points for dealing damage to enemies.[/h3]

I believe the raw example will be the best to show how this system works:

Meet Bob. Bob is a frontline tank and likes his blue heavy champion gauntlets. By delivering damage to Bob, we can earn up to 250 EXTRA Nation Points. Bob is not losing his NP from that. This extra pool can be only earned by his enemies.

Instant reward:

You are receiving a share of the extra NP pool for % of damage needed to put the player unconscious.

You will receive an instant reward and a message when you take 25% of Bob’s Health using melee (counting healing, so it may be higher than blunt 25% of his health if he is healing or being healed during tanking), or if you are an archer or siege engine operator after you remove half of his HP. This doesn't mean that YOU HAVE to deal at least 25% of the damage needed to kill Bob to get a reward. You will be rewarded for ANY % of damage, but you will understand that after reading the next paragraph:

Reward after making enemy unconscious:

If 10 enemies were hitting poor Bob and none of them dealt enough damage to reach the 25% threshold none of them will receive an instant reward just for damage, but they will get their share of reward when Bob would be knocked out (unconscious). All of the enemies who hit Bob and dealt % of the damage needed to knock him down each will receive a % from that 250 points pool, basing on their damage dealt to Bob – each will get some for himself. 10% of Damage needed to knock down Bob = 10% from 250 points pool = 25 Nation points.

Reward after death (respawn)

And here is the system we have already. 500 NP that can be earned and shared between players after ensuring their death (respawn). This is the moment when Bob is losing his Nation Points.

There are some restrictions, of course, to not make that system exploitable.

–Points pool is shared between all characters on the account. So if one got 250 points from one player, he will not get any more points from dealing damage to this player's other characters.
– Points pool is being reset once per day.
– You will not get any extra NP for dealing damage to greenleafs.
– You will not get any extra NP from dealing damage to traitors as well.
– Traitors will not get any NP for dealing damage to other players.
– You will not earn any points from that system on Tournament, Arena, or by participating in Duels.

So, as you can see, now you can earn 750 points on players, and you can lose only 500. This new layer and an additional pool of NP will instantly reward you for damaging enemies and making them unconscious, but will still keep the old, much more fair system of losing NP not on knockdown but death (respawn).



[h3]Quality of life[/h3]

– Added animation to "like" button on notification informing about flag capture
– Added fade-out effect when mend actions counter is full (until now it just instantly disappeared)
– Animated equipment now is being impacted by the wind

[h3]Fixes[/h3]

– Fixed an issue causing showing a misleading message about damage dealt on ally's guild castle on the combat log
– Fixed multiple issues causing bugs in multi canvases User Interface
– Fixed multiple issues in horses animations
- Fixed the issue causing horses were missing steps while moving backward

Weekly Update 268 – Heroes of the backline

Greetings, warriors!

This week we were continuing our work on the assist system, and introducing a lot of improvements dedicated to our heroes of the backline – field medics. They are the ones who are treating your wounds, picking you up after you fell, and taking care of meds and food supplies for their fellow soldiers. Being a medic will now have some more meaning since the whole class has been rebalanced - to lower the cost of being a support for your frontline and increase your impact on the battlefield.

On the other hand, we are continuing our work on the assist system, and our graphic artist's animated next equipment parts. As always, we have prepared a load of fixes and quality of life improvements. Read the details below!

The screenshot’s authors have been awarded. ontuto, Wilczycka, Random and ScubAKinG
– check your Ambers!


[h2]Changelog v.0.9.6.10 Beta[/h2]

[h3]Medic class iteration[/h3]

Indispensable in every siege or long battle, the role of field medic is appreciated by experienced players and valued for their work on the battlefield. Those are people who are mending your wounds to help you get back on the frontline as quickly as possible, those are the ones who under enemy fire and while being focused by enemies will jump to the front to revive you or cover your retreat.

Being a medic costs a lot. To be reliable medics prefer to wear the heaviest and most expensive armor and are spending small fortunes in each battle mending their allies, because of the cost of the compresses and bandages. It definitely needs a lot of gold and experience to be efficient in that role.

That is why we want to make this class more accessible for players, to make it a viable choice for more players, make the class a little more casual, and encourage being a support role, which can be crucial for reaching victory.

[h3]Changes in medic skills[/h3]

Medics have only four dedicated skills because they need to be durable and tanky to be the most efficient.

First Aid was making reviving fallen allies shorter.
Battle Medic increases the number of health points a revived ally will receive.
Great Comeback is giving AoE buff to everyone around after reviving an ally
And Focus skills were preventing interruption of the revive while receiving damage, not counting stun and stagger.

From now on First Aid skill will allow you to bandage allies. Without it, you will be able to bandage only yourself. To help your friends you will need to assign at least one skill point to that skill. It will help to make a medic class a separate role and allow for some more specialization.

Focus skill, which is the top on the skill tree will now additionally give access to free mend actions, which work like bandaging. If you will have some points added to this skill, you will receive a possibility to mend allies (you cannot use mending on yourself) without a need to spend a bandage or compress from your inventory. The amount of possible mending actions is regenerating over time, in a similar manner to arrows for archers, and will receive a special user interface indicator. When a medic will run out of mending actions granted by skill, they will be able to continue their work using the bandages from their inventory. This will help to keep your allies alive and will reduce the cost of bandaging, to make the gameplay of Medic's role more dynamic and more accessible for lower-level or less experienced players.

In addition to that when a medic will use a simple compress or bandage on himself he will receive a temporary buff and will heal more damage with their mending.

Because of the quite big changes in working of those skills, and remembering your feedback about recent updates, we are giving all players a special skill reset. Reset is available to use directly from Notification Center for the next two weeks. After that time, the notification will be removed. Keep in mind that clicking the right button in the notification will use the skill reset instantly. It cannot be kept for later.



[h3]In the look at the changes explained above, there are of course some countermeasures that need to be pointed out.[/h3]

It is known that reviving frontline shielded tanks on the frontline endlessly is not healthy for the combat experience. Also, with the new assist system, which is counting assists not on players that fell and were revived but only on killed ones, medics could be able to greatly reduce the amount of earned Nation Points earned for kill or assist. Of course, we do not want that.

That is why we are introducing debuffs to revived players that will stack, reducing the number of health points retrieved after revive and prolonging the time of each next revive of that player.
Amount of stacks is unlimited, and it means that if we fell, and will be revived by a medic during the debuff, for each debuff stack we will have twice fewer health points after every revive (500/250/125/63/32/16/8/4/2/1 health points), and the time to revive us will be doubled with each next revive, up to a hard cap of 60 seconds (8s/16s/32s/60s/60s and so on). Debuff lasts for two minutes and if we fell during that time the next stack will be added and the timer will count down the next two minutes.

We do not want to make players wait to revive endlessly and this change will encourage you to keep your allies alive rather than relying on revives.

[h3]User interface feedback improvements[/h3]

While we are bandaged or mended, new indicators and information will be shown to let us know that we are being helped. From now on you will clearly see that you are being bandaged, who is bandaging you, how many health points are being recovered and you will also receive proper information if you leave the reach of the medic that was helping you.

The death screen window is quite big and is cutting fallen players' vision that could help them decide if they should respawn already or if there is any chance to be revived. This is why if you unfocus the death screen it will now become transparent, so you will be able to see if anyone is trying to help you. If help will not come in time and the screen will turn black the death window will become opaque again.

[h3]Assist system changes and Nation Points collection[/h3]

From now on, the assists will be counted on the death of the player, when it will be not possible to revive him, or on the moment when the fallen player will choose to respawn. Players that can be revived are not counted as dead and will not grant instant NP reward for kill and assists. In the previous system, it was possible to lose a lot of points by being knocked out and revived many times during the battle. The new system is fairer and encourages a more strategic approach, giving medics the ability to prevent their teammates from losing NP by healing and reviving them and encouraging enemies to ensure fallen players will not be revived.

To make the system clear and simple, we are adding new combat log information. From now on you will receive information about knocking down and assisting in knocking down an enemy. The message will contain a tip, explaining the need to protect the body from medics and that rewards and statistics will be counted after the unconscious character will die.



[h3]Quality of life[/h3]

– Changed the player context menu on the party side window to make it identical with the unconscious player context menu (Give First Aid on top and only two options instead of 4)
– Added notification when someone protects us from looting (when we are unconscious)
– From now Notifications about someone capturing an enemy flag can be "liked" by clicking the thumbs up button near the notification. After that player who captures the flag will receive notification that allies like it.
– Moved the NPC and their waypoints to the proper position around Twinfall after last level design changes
– Blocked the bridge near Twinfall to not let siege machines cross it. Any SoW and Guild Castle shouldn't involve siege engines from Nation Siege Camps
– Removed some trees from the mountain next to Twinfall to make shooting ballista easier
– Siege Engines chassis is now taking a modded damage while running on the very slope terrains, making pushing the machines outside the roads less viable. It should only be visibly damaging it more on edge cases of terrain
– Sitting on benches have now 3 seconds progress bar to avoid players “teleporting” to them during combat
– Animated further items in-game: Emissary's Turban, Legion Legate's Lion Helmet, Storm Guard's Sallet, Mercykiller's Armour, Horde Warrior's Light Helmet, Mordr Gunnarsson's Helm, Speartip's Helm, Royal champion's helm, Clan Nightroar's Gambeson, Work Apron, and Servant's Apron. You can see how the equipment behaves before and after the implementation of this system!
– Added missing sangamar workers on nation castles (just for visual purposes, they are not doing anything important)

[h3]Fixes[/h3]

– Fixed the description of Battle Medic skill. It increases health after reviving by 3% per level and an extra 20% on level 10
– Fixed the position of beehives at Aquitania Farm
– Fixed the issue causing the old bear model has been shown on very low settings
– Divided the biggest Ismir non-loot zone into two separate squares because it was too close to Ulfgard castle
– Fixed the issue causing dialog box which asks you “Do you want to receive first aid from player #?” were not automatically closing after the timeout
– Fixed the issue causing proxy player animations were showing one tier of movement lower (only animation, position synchronization was right), so when the player was sprinting it was showing running for other players and if the player were running it appeared as walking for others



[h2]Hotfix 23.04.21[/h2]

We are introducing a hotfix for Gloria Victis, addressing some more of your feedback and reports after yesterdays update:

Instead of prolonging the time to revive an unconscious player, we are limiting the amount of possible revives based on stacks introduced yesterday. From now on, the time to revive a player will be the same as before the update, but the debuff stack given to a revived player will still lower his health points after each revives. After reaching four stacks of the debuff, reviving will be not possible until the end of the debuff, which lasts two minutes.

For example: After the first/second/third/fourth revive player will have 500/250/125/63 HP, revive time will be the same for each revive and there will be no option to revive given player for the fifth time if he still has 4 stacks of the debuff.

– Add 5% instant arrows quiver regain on the last hit that will make the player unconscious (if the player have appropriate skill ofc)
– Blocked possibility to mend enemies (with error notification)
- Added the information on the combat log about how many health points have been healed to us or ally after we mend or bandage

Extra Update – world map iteration and updated questlines

Greetings, warriors!

This week you are receiving an additional update, dedicated to world map balance and the next part of reworked questlines. We are moving a world boss Ragi the Renegade to the new spot, to mirror his placement with other nations' world bosses. Due to that change, the terrain around Twinfall and surrounding lands have been reworked to have a similar layout to its counterparts on the other sides of the map. As a bonus, we are adding a few terrain and equipment model fixes.

[h2]Changelog v.0.9,6.9f1 Beta[/h2]

[h3]Reshaping the world[/h3]

– Ragi the Renegade world boss has been moved to the proper spot on the map. From now on, all three world bosses are in dedicated spots, with fair and unified placement on the map for every nation. The event that leads to the fight with the boss has also been improved, you will be able to find some differences in the huskarl’s part of the event.

– Terrain between Twinfall, Ulfgard, Seaclaw, and Hordun Temple has been redesigned to provide similar gameplay purposes like terrain on those links counterparts on other nations sides of the map. You can see the changes on this picture:


Removing part of the terrain, adding some in another place, and adding a water obstacle will encourage players to move on the main link between locations, and prevent roaming from and to the middle of the map, like on every other counterpart of such link in the game world.
We also turned the Twinfall underpass to move it more towards the middle of the map and balance the layout of the castle.

For this reason, the terrain next to the Twinfall changed a bit, we will give additional time for the owners of this castle to adjust if necessary. We don't want to stop SoW's around the map, so every token which will be put into Twinfall, and only Twinfall, will be taken down on the maintenance until Wednesday maintenance. Thanks to that, the first possible attack on Twinfall will be possible by Thursday.

– Mereley Lumbermill and Basilea Mine’s questlines have been reworked. The new questlines follow the new rules that made a huge positive difference in player perception and gameplay experience. The old ones were stretched over a large area and even guided players to enemy lands. From now on, “The Lords of the Trees” (Ismir) and “The Plague of Wolves” (Sangmar) questlines are more story-rich, player-friendly, and will not require traveling to distant areas to complete them. The rework introduces some changes in the terrain in the quest area, new locations with new enemies, and new challenges. Have fun!

– Hearing our community voice, we are also adding the possibility to collect SoW deactivation points in events on the middle of the map:

[Group event] Black Sickle – the Chief
[Group event] Temple of Doom – Prioress
[Group event] The Griffins Company – the Chief
[Group event] The Grey Company – Chief
[Group event] Rogue Highlanders – the Chief
[Group event] Outlumbered – the Chief
[Group event] Heathen Plague – Butcher
[Group event] Enclave of the Rejected – King of the Damned

[h3]Other changes and fixes[/h3]

– Added support for equipment animation to weapon prefabs. Thanks to that we will be able to use the new system in various equipment in the future.
– Fixed the issue causing some equipment materials were one-sided what could lead to some visual errors
- Fixed the issue causing female characters were unnecessarily unsheathing two-handed weapons on the character creation screen
– Fixed the issue causing some bridges textures were not shown properly
– Multiple terrain fixes across the game world

By the way, we have finally given out the 'Fireborn' title to everyone who should receive it!

Weekly Update 267 – Welcome to the new Glory Season!

Hello Warriors!

Welcome to the new Glory Season! As always at the turn of seasons, we are introducing many significant and interesting changes improving the gameplay based on players’ feedback! This week we are improving the assists system in the game, balancing one-handed swords a little, improving the combat with AI opponents, and introducing new cosmetic skins, inspired by the most famous polish cavalry.

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!

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!

The screenshot’s authors have been awarded. [Vzla]-Caos, KatyushaCHL, Erikson and Smookeen
– check your Ambers!


[h2]Changelog v.0.9.6.9 Beta[/h2]

[h3]Updated assist system[/h3]

We were observing the assist systems for quite a long time and prepared an overhaul that will be much fairer and rewarding for all players and types of activities you can perform on the battlefield. The assist has been counted only on the damage delivery and resurrecting allies. There was also a chance for the assists while blocking enemy damage - however, it was really hard to achieve. Also, the system allowed to earn a lot of Nation Points by delivering finishing blows on low HP players and was not rewarding well tanking, which could have a huge impact on the situation on the battlefield and ensuring kills for your side.

After today's update since the equations that are distributing Nation Points based on the assists will count tanking the damage, which will be more rewarding for players who protect their damage dealers and are the most vulnerable on the battlefield.

In addition to that, we removed resetting assists after death. From now on even if you fell in the fight, and your team will be able to kill an enemy player, you will receive your part of the reward.

Last but not least, we are changing the mechanics related to overkill damage. Till today, the system was counting damage dealt to players as a whole, so when someone dealt 300 damage to a player that had 1 HP the number of damage counted to assist was 300 instead of 1. It was not fair, despite the system always counting a killing blow as a fixed percentage of the assist.

[h3]Weapons rebalance[/h3]

One-handed swords are a good weapon for archers, but for tanks and bruisers were definitely underpowered. To make it more useful we increase all the one-handed swords' base damage by 15 points. Also to keep the game balanced, we have increased base damage of one-handed axes by 5 (they have armor penetration at overhead damage). According to formulas counting attributes to the damage, maces still will be the best weapon versus heavy gear (still having heavy stamina use and short-range). All those changes will open the possibilities to use one-handed swords more often on the battlefield, for more build types.

In addition to that, we changed the prices of swords buyable from NPC because those had a bad impact on the craftable swords prices. Sword of Lord's Wrath Brotherhood price has been changed from 20 silver to 1g (top tier 1h sword), Longsword of Lord's Wrath Brotherhood from 30 silver to 1g (top tier 2h sword), and Claymore of Lord's Wrath Brotherhood from 25 silver to 95s (top tier 2h sword but a little lighter and weaker).



[h3]AI opponents combat improvements[/h3]

We gathered your feedback and bug reports related to NPC enemies and decided to address all of them at the turn of the season. The improvements are countless, but we will try to point the most important and visible of them. We believe that those changes will make fighting AI enemies more fun and educational, and good training, especially for the new players.

– Reaction times of NPC opponents have been reworked, allowing them to make more mistakes in combat depending on their level
– NPC opponents, during their attack hold and at the beginning of their attack release will now react to players attack and will have a chance to move to block
– NPC opponents will now have a chance to make a mistake in a fight and block a player's kick. The higher the level of the AI opponent the lower the chance to block a kick
– NPC opponents will not change melee weapons to bow instantly, from now on it will take the same time as it takes players to change a weapon



[h3]Quality of life[/h3]

We are happy to announce the official Gloria Victis Wiki. We hope it will be a useful resource to new and experienced players alike. It will be maintained and updated as the game develops.

After recent changes with the red Powerbar needed to slow down the horseman, some issues with open-world fights showed. It was too easy to avoid fighting and just run away on the mount. Following the community suggestion, we are adding a possibility to slow down the horseman with a yellow Powerbar if the target player does not have raider specialization top passive skill “Momentum”. This should encourage people to be more active in PVP and mindful about their position, decreasing the possibility to avoid possible skirmish or duel.

– We implemented a system to animate parts of the equipment. From now, we will be working on many equipment parts receiving these details! Please, have in mind that those are not visible on the lowest possible graphic settings
– Unification of the currency system display – from now on all coins will be shown to give a better understanding of the price
– Added a more precise slider to set wanted durability and minimal tolerated expiration date of items in buy-up offer creator on player-made stalls.
– Added missing information about a signed item (green hammer overlay and tooltip info) in the stall window
– Added additional tooltips, errors, and button color on mount offer preview window from a customer perspective
– Placed the "show stall" option on the top of the context menu
– Added a new cosmetic skin set for Midland medium armor: Rotmaster’s six Skins Set
– Added a new cosmetic skin for one-handed swords: Rotmaster’s Sabre

The Rotmaster is an equivalent of a Captain rank in cavalry formations. This officer is in charge of a Rota, takes care of his soldiers, and takes full responsibility to the ruler for his subordinates. It's the Rotmaster's duty to lead the charge and inspire his troops with exceptional courage and prowess – but also to keep the cold blood in the heat of battle.

[h3][h2]Fixes[/h2][/h3]

– Fixed the issue causing Gregorius dialogue had no option to end it and process the Sangmar questline
– Fixed the issue causing player-made stall’s offer limits were not affecting mounts offers
– Fixed the issue causing translations in party dropdowns were not displayed correctly
– Fixed the floating elbow part in karleonian chainmail armor
– Fixed the issue causing mounts with very long names could not be deleted due to the recently implemented reduction of characters available in their names
– Fixed the issue causing party leadership was not possible to claim after the party type has been changed to “No leader” one
– Fixed the issue causing a reset of character rotation when the character used emoticons that are blocking movement for the first time in the given client session
– Fixed the issue causing gondolas on one of Main Building tiers had different positions on client and server
– Fixed the issue causing scrollbar on questionnaire window were not appearing if the questionnaire text were too long

Weekly Update 266 – Glory Season news, and customizable crosshairs!

Greetings, warriors!

Spring is already in the full swing! The trade flourishes around the capital cities, bloodstains are blooming under the walls of your strongholds and we are about to take you to the magic of the moment, where the warriors of tomorrow dream away in the wind of change.

It is the perfect time to take a breath of fresh air and double your efforts to reach the highest positions in the seasonal rankings because the current Glory Season is about to end!

As always, we have for you some fixes and improvements, including customization of crosshairs! From now on you will be able to choose from ten different ones and pick a color you prefer, same as in the system of attack indicators.

Start preparing for the new season and see you in battle!

The screenshot’s authors have been awarded. glyuki, Siegbert and Vox – check your Ambers!
Changelog v.0.9.6.8 Beta


[h2]New Glory Season[/h2]

The New Glory season will start on Thursday, the 15th of April. Also, we’d like to remind you that the last day of the season – Wednesday, the 14th of April – 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!


[h2]Mounts slowdown iteration[/h2]

After last week's changes in mounts mechanics, we are making another iteration related to mounts slowdown. Till now, each melee attack and yellow Powerbar ranged attack was slowing down the horse. Because of that, it was relatively easy to spam attacks to stop cavalry. Animals and beasts, which were chasing and slowing down raiders were other annoying issues, and we want to address all above to increase the skill cap present in infantry versus cavalry fights in various situations.

From now on, only red Powerbar attacks will slow the mount and put raiders in combat mode. As a result of that change, we expect better balance and a more player-friendly, intuitive gameplay experience.

Raiders will have the possibility to escape bad situations, and infantry will still be able to stop them, it will just require some more skill and coordination. Random shots from enemy horse archers will not slow down mounts, because only specialized horse archers can do red Powerbar shots from horseback (nothing changed on that matter). Frontline infantry option to use a bow to slow down raiders will be reduced since performing red Powerbar attack takes them longer than with specialized archers.

Cavalry duels will become also more skillful because it will not be possible to get on someone's back and spam his horse with fast attacks. Right now, to slow another horseman a raider will need a red Powerbar attack, so they need to be on full speed.

Last but not least, animals and beasts will not slow down the attacked horse, which will make traveling much better. On the other hand, AI humanoid NPC's, like guards despite they do not attack with red attacks to not interrupt players attacks, will put a slow on raiders like they would use red attack.


[h2]Quality of life:[/h2]

– Customisable bow crosshair. You can set one of many different crosshairs and change its color in gameplay settings
– Added the possibility to damage Stone Keep main building by fortifications destroyed in its direct neighborhood
– From now on, water will able to gather only from wells, will not be possible to buy from NPC traders, and the price of water has been reduced
– Added average market price to stall’s offers tooltips
– From now on, empty mount slots from the customer perspective are not shown
– Added stall’s support for mount offers drag & drop
– Increased number of fishing baits that can be collected during excavations

[h2]Fixes[/h2]

– Fixed an issue causing incorrect player controller state caused by removing mount during ride
– Fixed the issue causing small desynchronization of horse rider bend on client and server. This was mostly felt while stabbing the target, as the server was hitting slightly above what the animation showed
– Updated the height of the gates on Sea Wraiths event to prevent players from blocking on them while they were open
– Fixed the issue causing wrong position calculations when checking whether it was possible to activate stall in a given place by checking the player's position instead of stall position.
– Fixed the issue causing fallen trees were not detected when checking whether it is possible to activate stall in a given place