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Weekly Update 265 – Mounted combat improvements and horse trading

Greetings, warriors!

This week we are happy to introduce a further extension of the player stalls system, which will become the first steps to implement a new branch of ingame economy, fully related to mounts. From now on, you will trade your horses using a stall and make some coin out of horse catching and training.

There are also a lot of changes and improvements for mounted combat, especially horse movement, hit detection, and related animations. The ways of fighting while mounted and versus mounted players will change, and become fairer between players on foot and mounted ones.

Earlier this week, we also officially moved to an updated client engine version globally. Our next focus is addressing your feedback and reports to find and remove any issues or bugs that the engine upgrade could reveal. But we have not found any critical regressions yet and are already receiving very positive feedback. Your reports and help are much appreciated!

And now, let’s move to the details of our weekly update:

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

Changelog v.0.9.6.7 Beta


[h2]Horse trading[/h2]

From now on, you can sell horses via player-made stalls introduced in recent weeks. Stalls are receiving additional special slots where you can put your horses for sale. It will create a new branch of the ingame economy designated to create a horse catcher and breeder profession.
With the upcoming changes to mounts, where they will receive additional colors and customization, the possibility to sell horses will be a great thing to have, especially when some types and colors of horses will be much more unique and harder to find in-game. Who would not want to have a black stallion, dotted gray mare, or massive Arabian horse with a black mane?

Please have in mind that you cannot sell a horse whose aging reached 100% and that the system needs good external testing, so we are hoping for your cooperation!

[h2]Mounted combat improvements[/h2]

Regarding mounted combat, we have been observing it for a long time, and are still receiving quite contradictory feedback. Horses were able to bypass slows using jumps, desync a little or use strange and non-expected moves like running backward or changing movement vectors in air.

No slowing down related to hitting the horse was changed. Horses are being slowed down by every melee attack, like it was since the introduction of the horses.
[h3]Jump! [/h3]

One of the most unexpected and problematic things in horses' movement was their ability to jump (Literally). Horses were able to spam jumping, jump backward, change direction in flight, and that just opened many ways to bypass the assumptions of the combat system and any tweaks that were introduced to balance the mounted and infantry combat.

From now on, we are blocking the possibility to spam jump while mounted, and introducing 3 seconds cooldown to jump (the same thing as in shield bash). Additionally, it was possible to bypass received slow when horses would jump downhill. Horses can jump longer than infantry, so they would beat longer-range faster and run away, bypassing the slow from hit and after combat mode expires during flight time. To fix that problem, mounts will now receive a slow after landing. Jumps should be used to beat any obstacles, not to be faster.

Horses used jumps and turn to do a small desynchro and instantly changed the vector of movement in flight, which made their movement unpredictable. Because of this, people were able to miss jumping horses, so we blocked the possibility of turning the horse while jumping.

Running backward while mounted will no longer be possible. Moving backward speed will be clamped to walking speed. We also blocked the ability to jump while moving backward, so while the horseman will try to jump back he will receive an error message on the screen.

Siege engines to the frontline!

[h3]Further Changes[/h3]


Players had to aim to the horse collider or to the player on the horse depending on what they wanted to trigger. To deal damage to or stop horseman attack, players have to aim at horseman collider, while to slow the horse they need to hit the horse. While they will hit the player instead of the horse, he could run away. This isn't good, especially that aiming the swing on a third-person camera is not absolutely precise and our game is an open-world MMO, which is a reason that our colliders have to be better optimized and less complicated like for example arena or dueling games. So, right now when the horseman will get damage, he will be slowed the same as the horse will get damage.

The hit detection pivot was in the same place as for melee. Because of this, our hits start on the "boots" level and this gives some differences for gameplay. New players, while riding horses were aiming down to hit any target on the ground - leaning out their characters, like most of us were taught in Mount & Blade - and this was only cutting their range, while experienced players were slashing horizontally maximizing their weapon reach.

Changing this pivot to the right place (on player arms level) will be more intuitive, but also there will be a little harder to hit targets on the ground (or impossible to kill a chicken with a short-ranged weapon) because the reach of the weapon will feel slightly lowered.

No collider size for horse nor horseman was changed
[h3]Horseman Archers[/h3]

One of the best choices for solo roaming players and guild spotters, horse archers are still one of the most difficult classes to play in-game, but experienced players can ensure relatively good damage output with very good mobility and agility in open field skirmishes. On the other hand, they have trouble adjusting their gameplay to sieges or events in closed areas. We believe it is worth it to give horse archers some additional tools, but not making the class much stronger.

To shoot someone, mounted archers sometimes had to stop and turn before aiming, because of turn angle limits. This was quite irritating, so we gave them the possibility to turn 15 more degrees on the left turn. Angled shots from horseback were also missing a lot because of wrong crosshair behavior: The crosshair was disappearing too slowly and it was possible to aim with it to the place where our shot angle was not reaching, which led to arrows moving far to the side while shooting over the edge of maximum turn angle. Right now the crosshair will disappear faster to give the proper information about the clamp.

Horsehead collider which is blocking the shots is something immersive for players who play in the first-person mode. But most of the players use third-person mode and in this mode, it is not even well visible if we are aiming through the horse head or not. We received some reports about disappearing arrows and similar issues and we found out that all of them were related to arrows being blocked by the mount head. Because of this, the horse head will no longer block shots, as it is not blocking melee attacks.



[h3]Mounted archery skills[/h3]

As you know, it is impossible to make this class run&gun one like in most of the other games because it could lead to breaking the game meta completely. We need to find a perfect place in the game for mounted archery and limit it a little, to balance the very good mobility and ability to deal damage from the relatively safe spot on horseback. As mentioned before, horse archers already have to slow down while shooting, and of course have a similar system of arrows regeneration like classic archers. But regarding passive abilities, it was possible to create a hybrid build of an archer, that was moderate on foot and not that strong on the horseback because some of the abilities were working only in one of the scenarios and were wasted if the player chose to change his archer from foot to mount or otherwise.

Due to that, mounted archers were almost useless in any siege battles, especially on the defenders' side. Their passive skills forced them to stay on the horseback on the walls because of their small number of available shots while dismounted. It was strange and uncomfortable for them and for other players too.

To fix that problem, we decided to divide the skills related to archery and change the ways of counting the bonuses. From now on, when we have a passive skill that grants more arrows cap in our quiver from the classic archer skill tree, and we will be mounted, we will still have more arrows thanks to this skill if it grant's better bonus than the one in the mounted skill tree, but when we will add two skills from classic archer and mount tree, they will not stack. The system will check which one is giving you the better bonus and ignore the one that is giving less. Thanks to that, mounted archers will be more useful on the walls and this will create a new possibility to make a hybrid. But have in mind, that only one of the top skills can be added, so still - hybrid archers will never be as good as fully specialized, infantry and mounted ones.

And there is one more important change to the skills of mounted archers. Steady Hand passive skill will add a - 15 seconds, two minutes cooldown (like battle rage and other skills) - buff to the mounted archer, which will allow them to shoot without slowing the horse. Of course, this change is introduced to balance other changes explained earlier.

[h3]Changes summary[/h3]

Those fixes and improvements should fix the possibility to bypass some combat mechanics related to horses and will for sure make the mounted archer builds more player-friendly and viable in other types of gameplay. After those changes, we will observe how this will work and as always, we are open to your feedback to find further ways to improve the balance.



[h2]Quality of life:[/h2]

[h3]Tweaks to Crafting quests (all nations):[/h3]

– Reduced the number of fishes needed to catch
– Fisher is giving the materials needed to craft a fishing rod
– Fixes to herb markers - some of them were not displayed correctly
– Reduced the number of herbs needed to collect and given to herbalists
– Moved the woodcutter closer to the herbalist at Dunfen
– Moved herbalist closer to the woodcutter at Baalhammon
– Updated dialogues

[h3]Party:[/h3]

– Sorting party members works on the UI party window and the party settings window [P]
– Battle commands window has been moved to the relative center of the screen
– New icon for party leader
– Fixed the refreshing of the icon at the map legend

[h3]Abilities changes:[/h3]

– Added a possibility to have more arrows, adding to mounted passive skills playing as infantry, but the effect from infantry and mounted skills is not cumulative
– Descriptions of passive skills impacted by the changes have been updated

[h3]Other Quality of life improvements:[/h3]

– Added the visible model of the player-made stall
– removed the “tools” tag from Giant’s Club and Heavy Giant’s Club
– Max characters limit for players and mount nicknames reduced from 32 to 21
– Disabled step-navigation by right/left arrows on character creation while input field is focused

[h2]Fixes[/h2]

– Fixed the issue causing missing guards on 4th Skergard’s Keep upgrade
– Fixed the issue causing some Sangmar guards at Skergard were lower level than they should be
– Fixed the issue causing siege engines to have default rotation on the client after being deployed unless someone started controlling it
– Fixed the issue in some edge cases causing mounted players to have rotating animation due to not saving certain transitions
– Fixed the issue causing the Wings of Glory skin model to act weird
– Fixed the issue causing bushes movement glitch

Spring is in the full swing at our place, so from that position we want to wish you a happy Easter! We will be back after a short holiday after the weekend! Stay safe!

Game client upgraded to the new engine version!

Dear players,

Today, after a few months of running two versions of the game simultaneously we are officially switching to an upgraded engine version of the game on the client-side.

Many players are already playing on the upgraded version for some time, and thanks to their feedback and reports, we know that especially at the biggest battles the stability and FPS are much better. We are not aware of any regressions at this moment, but if you will find any, please let us know as soon as possible either via Discord or the in-game bug report tool.

Moving to an upgraded engine version allows us to improve the game both, graphically and stability-based, so keep your fingers crossed and we are counting on your cooperation!

Disclaimer: Due to the engine upgrade, some players may get their settings set to default. We are sorry for the inconvenience.

Weekly Update 264 – Market events and party improvements

Greetings, Warriors!

In this week's update, we are addressing your feedback regarding one of the two most important features of the game, as well as a lot of various improvements and fixes.

Player-made stalls and changes in Market rules resulted in very lively and constructive discussions on our Discord and we gathered a lot of data in the past week to see the real impact of the changes on the system and gameplay. While doing changes at the MMORPG scale, there's no way everyone will be happy, especially before results will be visible globally, and every change to the market takes time. Looking at the game economy data from last week, and seeing the very positive changes in prices and supply and demand, we know that the changes work in the way we wanted, but at the same time hearing the feedback of veteran players who were selling their looted items via market we are introducing weekly event that will be the compromise between the old and new system.

In addition to that, we followed your suggestions regarding the attack/block system and introduced an iteration of changes to the test version of the game, available for everyone on the test branch. We are counting on your feedback!

There are also further improvements to the party user interface, cosmetic skin preview window, and a lot of quality of life improvements and bugfixes!

Disclaimer: Please have in mind that the updated engine version (testversion branch) of the game will be updated tomorrow. For now, please switch to the regular version of the game.

The screenshot’s authors have been awarded. Siegbert, Vox, and Grunder – check your Ambers!

Changelog v.0.9.6.6 Beta


[h2]Tuesday’s Market Sale[/h2]

Last week’s Market changes goals were activation of the crafters and ensuring fair prices of the crafted items. Looted-damaged parts of the equipment were dragging the prices of the new items so low, that crafting materials used to create items in most cases were more expensive than the crafting result. We - and according to most recent community feedback - players, can already see a much better material to equipment price ratio, and overall, after adjusting our understanding to the new reality, it is a very healthy change to the game economy.

Still, like mentioned before, the game is supporting different methods of acquiring wealth and it is crucial to provide options for players who prefer to play the game differently and put their focus on other aspects of the game – PVP gameplay. Some players are dedicated warriors and looting enemies and selling acquired equipment on the market was a significant part of their gold income. Despite there are a lot of ways to distribute assets, through Bastion, ingame traders, sharing goods inside the guilds or friends via direct trade, and selling them using newly introduced Player made shops, we believe that it is worth making an exception to find the agreement between old and new system.

Each Tuesday, players will be able to place damaged items on the Market, in 24 hour-long offers. Weekly events will last from the Tuesday daily maintenance restart to the Wednesday one. You have a whole day to set up your Market offer and allow other players to buy your looted items and rest assured, even if you set up your offer at the end of the day, they will be available on market for the next 24 hours. Basically, the item may be available for sale up to 48 hours per week, since you can place your offer at the beginning of the event and redo it again at the end of it to get extra display time.

Tuesday's sale is a nod to the players who are used to the old order. Mainly to those who really do not want to deal with anything other than hardcore PvP combat, and selling a discounted equipment is their main income. We hope that the exception will continue to heal the economy, and at the same time will satisfy players who feel a great need to loot and sell second-hand equipment.

Be sure to check the Upcoming Events window, where you will find all the important information regarding what is coming in the game!

[h2]Attack / Block system changes global test session[/h2]

According to your feedback, picking the attack or block side could lead to not intentional mistakes, and making the system not reliable in some cases, especially when it came to overhead and stab attacks after horizontal swings.

Following players' feedback and suggestions, we decided to check proposed changes of that combat feature and gather your opinions after comparing old and new one.

The method used in this system has been changed and now relies more on the mouse movement than the position of the on-screen indicator. We already are receiving very positive opinions regarding that change and we are thankful for your contribution and help in improving that part of the game!

Disclaimer: Please have in mind that the updated engine version (testversion branch) of the game will be updated tomorrow. For now, please switch to the regular version of the game.



[h2]Party commands and sorting[/h2]

Here comes the second iteration of the party user interface! Making the party window more player-friendly and intuitive, as well as introducing medic mode for players who are focusing on supporting their frontline was warmly received by the community. We are not stopping and today you are receiving access to even more management tools, commands, and party-list features, that will help you on the battlefields.

From now on commands alerts will be shown not only on say chat and above players heads, but also next to the party members list. Players who will ask for support or give orders will be highlighted on the party window and a proper icon will be shown next to the interface. We are also adding two new commands, to make party management easier for leaders and captains: “Stop” and “Hold the line”. Check the full list of them by using the command carousel under the hotkey [X].

And that is not all we prepared for you. Another addition to the system is the possibility to sort the list of party members to your preferences. In the party window [P], leaders and players, after leader permission, can now sort party members using symbols and colors, so now it will be much easier to distinguish various formations or roles in the party. There are enough symbols to divide your forces in battle units or types of builds – frontline tanks, bruisers, medics, archers, or siege equipment crews.

We believe that those changes will make party management much more intuitive and player-friendly, and will result in even better information exchange between players on the battlefield, especially in the biggest battles, like State of War ones.



[h2]Quality of Life[/h2]

– Audunstede’s guard Sir Frederic’s look has been adjusted, and to balance other locations, a similar NPC named Skal-Ar has been added to Aquitania and another one to Skergard Castle
– Added extra guards to quest spawners in nonloot zones to protect questing players from spawn kills
– Stall’s windows have been vertically extended
– Added a proper tooltip for used/damaged items label and error message on trying to buy more items than are available in the offer
– Extended the stall’s support for items drag & drop
– Added exception for using a stall slot card while the stall user interface is open, but still not active
– Changed the scale of horses loot drop bags, to match the regular scale
– Removed various tools items from the database. Back in the days, those were used in crafting and stayed in some NPC traders' assortment. All tools that were in the player's possession have been changed to the “Sell me” item
– Changed the rendering method to cosmetic skins preview window to fix some known issues
– Added combat hints to loading screens
– Removed the trees blocking the field of view and ballistas fire at Ulfgard and Rodrock



[h2]Fixes[/h2]

– Fixed an issue causing the possibility to leave one of the spawn points in the Valley of Death tournament event before the counting ends
– Fixed the issue causing horses walking under the water in some edge cases
– Fixed the issue causing spamming “You are too far away” warning while using siege engine tent window
– Fixed the issue causing siege engines default rotation on the client-side was not the same with server-side rotation
– Fixed reported navmesh issue regarding Tenebrok gate
– Fixed the issue causing Marksman passive skill was not updated properly after switching to/from mounted archery
– Fixed the issue causing players were able to get on the Market NPC platform in Ismir capital - Mereley
– Fixed the one-handed and two-handed swords item type descriptions to give the proper information about attributes impact on given damage
– Fixed the issue where dying bears were making the sound of dying spiders. Do not ask, please
¯\\_(ツ)_/¯

Weekly Update 263 – Player-made shops, reworked questlines and new cosmetic skin

Greetings, warriors!

Spring is coming! It is getting warmer and nicer across the northern hemisphere, and as it is always time for something new and fresh, we follow the fashion and have a brand new feature for you this week, as well as some refreshment in reworked questlines and a new cosmetic skin!

Today, you will get access to the first iteration of player-made shops, which will allow you to sell and buy items anywhere in the vast world of Gloria Victis. Our designers did an outstanding job updating some questlines in the game to improve the player experience and retention, and our graphic artists finished work on the newest cosmetic skin for Midland light armor!

Let's check the details of today's update!

The screenshot’s authors have been awarded. Ivancelot, Sam, BraZzo and venko pai – check your Ambers!

Changelog v.0.9.6.5 Beta


Disclaimer: If you are using the test version of the game, before playing, please switch to the regular version. The test version will be updated tomorrow.

[h2]Player-made shops[/h2]

As you may already know, we have been working on player-made stalls, which make it possible to create shops to sell goods and set up collection points for allies. By pressing F3 on the keyboard, you will open a special window where you will be able to create a sell or buy offer and put your character in idle mode, to let other players check and take advantage of your offers.

This is the first iteration of this system, so we are counting on your help in testing it. For now, we are checking the core mechanics of the system, and more improvements to this feature will be introduced in the following weeks, including horse-trading and custom stalls.

One of the most interesting things you will be able to do is set up collection points. You will be able to boost the in-game economy by placing your character near resource-rich areas and set up buy offers to give gatherers the option to sell their collected goods right away, without traveling to the capital city and paying fees on the Market. Regarding fees, it is important to mention that stalls will not take any fee from buying and selling stuff, but that involves one important change in the game economy: On the Market, you will be able to sell only non-damaged items. Any items with durability loss can no longer be sold on the Market.



The introduction of stalls allows us to free the market from offers of undervalued items looted from players. As you know, an item produced for 2 gold worth of materials can go on the market for 1.4 gold. It is of course about access to the item without crafting it, sold by people who want to quickly monetize the item. They sell it cheap enough to sell it fast. Blocking such sales on the market would cause the price to be set by crafters or PvE players. Stalls will allow you to sell damaged items that were looted, which will make them an important game mechanic.

Another interesting feature of stalls is the possibility of automated distribution of items – for example, bandages or warm food – between players. You will be able to offer items without a price, and you can limit the number of items that one player can take from the stall, so everyone will be able to share supplies in a faster and more efficient way than trading each player manually when time and logistics are important – during sieges or events.

Like was mentioned above, this is the first iteration of the system, and we will do our best to track the data and players' behavior to find places for improvements. We are counting on your help and suggestions!



[h2]Improved mid-game questlines[/h2]

As we are very happy with player retention and feedback regarding reworked early game questlines, and we were aware that the mid-game tasks were slightly standing out from the rest. Today, you are receiving access to reworked questlines for Midland and Sangmar, while the Ismirs’ questline is currently a work in progress.

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, Mudmine and Baalhammon Lumbermill's 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. Do not wait any longer, go and venture onto the quest!



[h2]Quality of Life[/h2]

– Added auto graphic preset setter on the first launch of characters selection scene to adjust the game graphic settings basing on machine performance. From now on, the system will use better graphic settings if available.
– Moved the spawn points of players in capital cities closer to the ground to prevent spawning players in the mid-air
– The loot window can be now moved across the screen, by simply dragging it in cursor mode
– Damaged equipment indicator can be now moved across the screen in cursor mode
– Tools will not show up after setting weapon filter on the Market
– Turned on the map marker to "Find the bandits hideout" quests. It was intentional to not show those markers on the map since the hideout meant to be hidden (and the player had a marker on minimap guiding to it), but we received a lot of reports that players are getting lost during that quest and have troubles finding the hidden camp ;/
– Improved the position and visibility of Himerius and new players spawn to make it easier for new players to start the first questline in Baalhammon
– Regarding the unlucky incident of last week, the promised title "Fireborn" will be distributed between players who were impacted by it tomorrow. We are very thankful for your patience and the kind words we received.
– Added a new set of skins for the Karleonian’s light armor – the Landsknecht's set

They serve their homeland with devotion and proudly uphold the peace. In times of war, Landsknechts are an incredibly deadly military formation. The agility and finesse they show in combat amaze not only the rulers but also the enemies dying at their feet.

[h2]Fixes[/h2]

– Fixed the icon on Sea Wraith's event invitation window to show it is a non-loot event
– Fixed an edge case issue related to keybinds, which could make it possible to open two different windows with one key
– Fixed an issue causing displaying incorrect item quantity on the reward window
– Fixed an issue causing displaying wrong preparations time on Guild Castles
– Fixed an issue causing not refreshing the given archetype properly in character creation
– Fixed an edge case issue that could lead to setting the wrong archetype after answering few questions and changing nation in character creation
– Fixed an issue causing trouble with taking reward from Brad in the "Final preparations" quest
– Fixed the issue allowing players to complete the event "Secrets of Serai" passively by standing close by and letting other players finish the event.
– Fixed an edge case issue preventing players to build walls on two grid squares near the spawn corner of the stone main building on Guild Castles
– Over 35 bug fixes of terrain, models, and collisions, reported by our Community

Gloria Victis - Important update regarding Strasburg Data Center fire disaster

Dear Community,

As you might probably hear, there was a fire disaster at one of the biggest Data Centers in Europe ( https://www.reuters.com/article/us-france-ovh-fire-idUSKBN2B20NU ).

Sadly, one of our machines, dedicated to the login/connection/character database server was exactly in here, at the SGB2 building. Our first line backups copies were made at the same machine, and copied and stored in another building at SGB1 building - which sadly also was damaged and burned down.

Luckily - we were of course doing another layer of backups in a different location, and that's to ensure that we were able to restore everything, yet due to that being 3rd backup copy we were doing it less often.

The backup of character data has been restored to the point from the first day of March, but we were able to restore some more data thanks to our internal logging systems.

[h3]What is the detailed state of rollback:[/h3]

- Your account credentials (this is most important to players who bought our game in the last few days) are 100% up to date.

- Guild Castles possession has not been rollbacked and it is like it was while the Data Center burn happened. All GC's will have the Weekly Open SoW Disable activity set to 2500 out of 3000 points. No tokens have been placed, because the Guild Castles layouts had to be rolled back, and for that reason, it could mean they would get attacked without the current layout.

- Most of your characters/guilds status had to be rolled back to the last first day of March.

Luckily, we have been saving lot's of logs directly on our servers, and thanks to that we have been able to restore all of the items you have gained via in-game events (like crafting events) and Contribution Points - we were unable to be sure which characters done them, so we are putting all of them to one of your characters - if you would like to move them to the different character by any reason contact us at [email protected] and we will help you.

This also means that players who bought and started the game from 1st March until today would have their brand new characters recreated with partial data only, but with some extra compensations.

We have been logging in every character login to the servers, yet only with character name to account connection. For that reason what we could do to you is that we will recreate lost characters to player's accounts with the very same name. Sadly, we run out of time today so this will be done tomorrow. You are free to create new characters and play the game as the game is already available. You will still receive bonuses on characters you will create, just later.

Those characters (accounts on which characters will be recreated by us, and no new character has been created yet) that we will recreate based on stored data will be able to pick up their nation while logging in, will receive character experience corresponding to the amount needed to reach the 50th level on start, crafting experience corresponding to amount needed for first 20 levels in all crafting professions and will receive 12-hour long character and crafting experience buffs. (example: If you will create your new character right away and achieve level 30, you will get bonus experience that will push your character a few levels only, since the experience needed to increase character level is scaled with each next one. The same rule applies to crafting levels.)

Also, to help players recreate their characters to their liking, they will receive additional reskill, restat and character visuals edit points.

Additionally, everyone who has logged in the frame time of rollback will receive compensation, which we had to pick to not inflate our game economy, as we are speaking of giving them to tens of thousands of unique players:

- a Crafting Chance buff notification. You will be able to start via notification center a special buff that will last two hours of playtime
- 5 gold per account compensation available to pick up once per account via notification center
- characters who will be recreated (so the new players that lost their brand new characters) will receive huge character and crafting exp boost for 12h of the playtime (it only counts when a player is logged in)
- all items created by events and CP's earned in the meantime will be restored to the account and available to pick up from the Auction House “Bought” tab
– Everyone who bought Ambers meantime will have their Ambers back, but we will be able to do that by tomorrow.

We are deeply sorry for all of the issues, we have learned a hard lesson that we need to secure backups better, especially as there are lots of familiar companies today who are basically out of the options but to put everything from zero. In all of this, we are glad that no human being was harmed in that huge fire incident.

Thank you everyone for your understanding and continued support.

Gloria Victis Team