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Gloria Victis News

Weekly update 253 – Merry Christmas and Happy New Year!

Merry Christmas one more time, Warriors!

Holidays are coming, so we pushed this week's patch a little and released it earlier to ensure a calm and merry Christmas for you and for the Dev team. Still, the update contains a lot of improvements and fixes, as well the new destruction system for buildings, that we announced a few weeks ago, with the Freebuilding overhaul. This system greatly improves the immersion and visuals of the game, so we cannot wait to see videos from your sieges!

According to last week's announcement, yesterday was the last day of the current year when tokening was allowed, which means that today is the last day to participate in prepared SoW’s! You will be able to token Guild Castles again from 03.01.2021 so after the Christmas truce.

Today's update will be the last regular one for this year. Part of the team will take some time off to spend a while with their families and friends between Christmas and New Year. We want to thank you all for accompanying us for another year during our great journey, and for your cheering and support. We wish you Merry Christmas and the best for the upcoming year!

And as always: See you in battle!

The screenshot’s authors have been awarded. A kenshi & Limon – check your Ambers!

Changelog v.0.9.5.5 Beta


[h2]Structures destruction visuals[/h2]

As you know, till today, buildings were just vanishing after destruction. Since it was quite an immersion breaker, we decided to address that because we got the tools that allowed us to make proper animations and particles without an impact on optimization. We announced such improvement a few weeks ago when the Freebuilding overhaul was introduced.

From now on, your efforts during sieges will be rewarded with a nice animation of collapsing structures and suitable sound effects! That system also greatly helps to keep in mind the area damage falling structures are dealing to the other buildings nearby. Wait no more, get your axes and siege engines ready, and raze enemy walls to the ground!

[previewyoutube][video/gif][/previewyoutube]Known issue - we are aware that the new system is not working for the Main Buildings yet, but we are working on that already!

[h2]Quality of Life:[/h2]

– Increased a chance to get a Santa hat from the Santa bag three times
– Improved the gate behavior in Pride Long Forgotten event
– Improved position and rotation of gneiss node
– updated PVP memorials on the global arena
– Improvements in recently reworked sangmarian questlines, including teleports behavior and dialogues fixes

[h2]Fixes:[/h2]

– Fixed an issue causing applying wrong cooldowns to the main server and nation change after changing the main server
– Fixed an issue causing showing the message about turning on notifications of attacked locations on level 100. That message should be shown when the character will reach level 40
– Orangeleaf status could not be removed on the client-side until the end of the game session, despite it should have been already removed during it
– Fixed an error in Viator dialogue, that could prevent players to continue related questline
– Fixed the chest spawners of Secrets of Ystad, Serai, and Dundrum events. Those spawners were available outside of the event, available for everyone, and if chest were collected by a character under level 60, it was not progressing the events

Weekly update 252 – Merry Christmas!

[h3]Santa Claus is coming to town![/h3]

You were waiting for it since you heard “Last Christmas'' on the radio for the first time this year, so it is about time! Holiday events in Gloria Victis MMO just started!

We would like to thank you all who joined us at yesterday's PvP event – it helped us greatly in gathering data for the test session of the new host. We are waiting for your feedback regarding the performance during the event, so, be sure to let us know using the ingame feedback tool or reach us on our Discord! Winners and participants of the event have been rewarded – enjoy your Ambers!

As always, we have for you a weekly dose of fixes and improvements, and as well, some small announcements relating to Open SoW and guild castles tokening during the holiday.

We also have to mention that after yesterday's ping test on the test server, we are ready for a global run to gather even more data, so we will move the EU Eaglewood server temporarily to a new host to check its performance “in real battle”. We made a system to receive your ping rate automatically, so you just need to play the game as usual. The test session will end before Saturday’s the Open State of War and the decision about staying with the new or moving to the old host will depend on its result.

Check the details below and since we’ve no place to go, let it snow, let it snow, let it snow!

The screenshot's authors have been awarded. KatyushaCHL & Erikson – check your Ambers!

[h2]Changelog v.0.9.5.4 Beta[/h2]

[h3]Let it be Christmas![/h3]

Save Christmas and help Santa to find his broken sleigh and retrieve a list of good players, because without it they may never get their presents!

Take part in holiday events, collect and bake Gingerbread to exchange it for unique rewards, including exclusive event weapon – Moonstar, festive Santa sleigh decoration skin and many more interesting rewards! We hope that you and yours will have a wonderful Christmas and get everything you wish for!

[h3]O Holy Night – Christmas Truce[/h3]

As we are aware that Christmas is the time when people can have limited access to the game due to visiting their family and friends, we are suspending Guild Castles tokening. Option to place a token on Guild Castle will be turned off from 21.12.2020 and will remain like that till 03.01.2021. Because of that the last Open SoW this year will be moved to the closest Saturday – 19.12.2020. May this Christmas season bring you closer to all those that you treasure in your heart!

Some of our players already set up a small holiday meeting in game, you can check the video footage from that here!

[h3]Never gonna give you up (Quality of life improvements:)[/h3]

– Improved position of Crafting Master NPC in Mereley, since it could roam around and get harder to find during related questline
– Adjusted nonloot areas, to cover questline spawn points and prevent questing players to get killed on spawn
– Adjusted the difficulty level of the Sea Wraiths event first stage. Lower level NPC enemies will allow solo and lower-level groups of players to participate, complete some subtasks, and get unique materials. Remember that the second part of the event is still quite challenging!
– From now on, allied players allowed by the guild to enter its Guild Castle will be able to open the Bastion window of the location using the architect table
- Catapults and trebuchets will deal the damage accordingly to the level of power bar load, keeping its current maximum damage for shots released with a full loading bar. It will prevent dealing maximum damage to structures by placing the engine next to the structure and barely loading it repeatedly

From now on, we are showing the damage multiplier in a different way, using percentage instead of point cap. We lowered the relative reference point of “regular damage” from 1 to 0.7, and that is allowing us to show better how different types of armor work and what is their impact on delivered damage. Wearing proper items will allow you to get up to a 130% damage multiplier, which should encourage players to rethink their approach to defensive and offensive statistics of their characters' builds and increase the usability of medium and light armor.

Speaking of light armor and it’s scaling of damage multiplier implemented a few weeks ago, which was introduced to balance the damage outcome for lightly armored players and encourage them to wear higher tier light armor to achieve the best damage output, we overlooked that players can take off all items and become glass cannons bypassing any damage output reductions, what in some cases could be disruption to flights or sieges balance. From now, wearing no item will grant the same damage multiplier reduction as wearing tier I light item. It will be better to wear the best possible light armor to maximize your damage, as it was intended from the beginning.

[h3]All I want for Christmas is Fixes:[/h3]

– Fixed an issue that could cause the wrong displacement of character model on client relative to its server position in edge cases related to positioning character near gates murder holes
– Fixed the issue causing dialogues of Nicetus and Decius could block further progress in sangmarian questline
– Fixed an issue causing beehives near Raven Inn was available to collect outside the related quest
– Fixed an issue that could cause instant death of character while leaving the water after jumping to it from a high height
– Fixed the issue causing showing empty events
– Fixed Wilga’s dialogue that could prevent players from receiving a reward from a particular quest after accepting another task
– Fixed all known issues related to that after polish of 45-degree wall models some parts of nation castles walls were not matching correctly and were leaving small gaps in the defenses
– Fixed an edge case error related to attributes points distribution
– Fixed an issue causing wrong NPC behavior while trying to reach the same waypoint and could lead to NPC’s getting stuck
– Partially fixed an issue with siege engines turning and responsiveness, we are still working on it
– Multiple fixes of terrain, environment models, grass, and vegetation reported by the community

Weekly update 251 - Venture onto the Quest!

Hello Warriors!

In the beginning, we are very happy to welcome new and returning players that decided to start their journey through Gloria Victis world after last week's announcement about the project entering beta. Welcome, and best of luck on the battlefield!

This week, the team focused on improving the balance system, introducing another iteration of questlines improvements, and addressing players' feedback. In addition to that, we have for you a weekly dose of fixes and improvements. Thank you for your reports and suggestions that helped us with those tasks!

And without further ado, let's jump right to the biggest changes:

The screenshot author has been awarded. Paelar– check your Ambers!

Changelog v.0.9.5.3 Beta


[h2]Next milestone in the questlines overhaul[/h2]

Our quest and level designers have been working on changes and improvements of introductory quests for some time now, and as Ismirs and Midnalders received their renewed questlines in past weeks, today we are happy to introduce the reworked first line of Sangmar quests. This is one of the last points on the to-do list of that vast and long-term task of the questlines overhaul.

As previous changes on that matter related to all ingame nations, those improvements are aimed to make learning the ropes of the game easier for newcomers, gradual introduction of ingame features to new players, and ensure better first impressions and player retention. The starting area around Balhammon received a visual refreshment and its level design has been adjusted to the new questlines.

The Imperial army is in need of recruits who will help Baalhammon to fight the savage Ismir raiders from the frosty North who took advantage of the war chaos and sneaked up into the province to pillage and cause distress. Grab your weapon, get rid of the invader, and prove your worth to the Empire!

Some amazing views from the reworked starting area near Sangmar capital

[h2]Balance system improvements[/h2]

We have been speaking with players and acknowledged some potential weak spots which might be used to manipulate the balancing systems, and we have covered all of the potential reported cases. At the same time, to make it more understandable when guilds can move to another nation, we have made more clear and automated rules.

As moving the guild to another nation, due to the requirement of request from every single guild user takes around a week to proceed, the balance status can change in the meantime. The last season's transfer of one of the guilds was unclear to some players and we had to make a statement about it to clear things up.

As for now, we have added a “Deep Underdog” state of the nation, which is detecting the moment when players can start transferring to the nation either by single players or entire guilds. The system checks the last weeks/months history of a nation and activates if the nation hits the underdog status for the very first time from a very long time, or it is a nation who’s been on the edge of becoming the underdog for some time already. It shall make a clear indication when a nation is a real underdog, and help evade potential manipulations of getting a temporary underdog to allow people to jump to that nation.

Same time, this “Deep Underdog” status might be helpful to future improvements of balancing systems, which we will be speaking about with the community.

To make it clear: as the “deep underdog” status calculation will need some time to adjust, we will of course set every nation with a possibility of having “deep underdog”, so if any nation has “underdog” status right now – players will keep the possibility to move there.

WiP sneakpeak - our graphic artists are already working on the promised new wooden main building model!

[h3]Ingame Questionnaires[/h3]

A few days ago we asked high-level players through ingame questionnaires about /home command and its usage under some circumstances. Both questionnaires were sent to accounts with high-level characters only because the matters contained therein are very much related to the end game.

Excluding the "unsure" players, 63% agreed with a solution “Do you think that we should allow owners to move to their guild castle with the command /home if it is actively being tokened, and for the time period starting 30 minutes before SoW and lasting until SoW ends?” and 57% of players that took part in the voting agreed with the proposition “Do you think we should add the ability to teleport with / home (only available to the castle owners’ guild) to a GC that is not linked to the capital by spending 5 to 7 minutes in a progress bar to simulate the time it would take to travel by horseback from the capital?”

As those results don't give us a very clear agreed indication of our community's will on those matters, and as we have received lots of your feedback on them while voting, we are postponing the idea for now. Thank you all for your participation and feedback!

All new and previous questionnaires are available to check on Gloria Victis's official Discord #questionnaires-archive channel!

[h3]Quality of Life:[/h3]

– Improvements of the “target interface”: When aimed at with the cursor, gates are showing their hitpoints bars correctly and are not showing them when destroyed. Barricades are showing their hitpoints. Dead NPC enemies are showing only names and are not showing empty health bars
– Speeding up the vanishing of “target interface” for allies and neutral targets. Enemy’s health bars are vanishing at the same speed as before
– Guardhouses, Farms, Lumber Mills, and Mines from now on can show their status related to the flag Bastion. A new window that can be shown by clicking “E” on the mentioned buildings is showing what the building generates, what is its level, and what is it limited by
– Server-side optimization changes related to all buildings that have hit points system, which is greatly reducing server load
– Reduced the number of crafting materials needed to create the top tier medium helmets to balance their cost and make them not more expensive than heavy helmets
– Strengthen the effect of Rue Brew tincture. It is reducing the incoming bleed damage but overall was not stronger than Protectant Tincture which works for every type of damage. From now on, Rue Brew will be much stronger and will be a viable tool to counter dagger users
– Added notification about the placement of the placed workstation. From now on it will be easier to acknowledge if the workstation has been placed in a non-loot, loot, or guild castle zone
– Removed the not needed 1CP reward for location building events because it was not enough to make a difference at all
– Added a new memorial in Sangmar safe zone area

[h3]Fixes:[/h3]

– Fixed an issue that prevented feint of the shield bash because of the cooldown
– Fixed an issue causing giving the wrong title for killing Otton Raubritter
– Fixed the loot pool of Warrior from South NPC enemy in “The Cohort Strikes Back: Warriors from the South” group event
– Fixed an issue that could lead to the health bar not hiding when it should have, due to not entirely full regenerating health
– Fixed an issue causing mounts hitpoints and stamina could have been wrongly set up
– Fixed incorrect quantities of fuel substitutes in the recipe of Styrsman’s Heavy Helm
– Fixed an issue that trough disassembling players could learn the wrong recipe for Champion Medium Helm
– Adjusted the roof height for tier 3 models that could cause players characters to hover over the floor near battlements
– Multiple fixes in recently added new Freebuilding models
– Fixed the issue causing wrong progress count for “Gatherer” Steam Achievement

Weekly update 250 - Gloria Victis MMORPG enters Beta!

Hello Warriors!

We are pleased to announce that Gloria Victis MMORPG is leaving the alpha state of the project today! It is an important and encouraging milestone for us, as we are looking in the past with pride and a sense of fulfillment. We would not be here and achieve everything without our awesome community, so, at the beginning of this update announcement, we would like to thank you all who helped us to create Gloria Victis MMORPG – a project that was made by players, for players, and with players.

We are the only MMORPG of such scale that achieved what we did with the great help of our community. We never had any investors and publishers and the original team worked for years without any budget. After the Steam release in 2016 – the only income that drives the project is from the game selling and ingame Supporter Shop. We cannot thank you enough for your assistance in this journey and you will be always the most important part of our team

Thank you for your trust, patience, help, and cheering for us!

The screenshot author has been awarded. Erikson – check your Ambers!

[h2]Gloria Victis MMORPG Beta:[/h2]

The Beta state of the project just started. This is a time to focus even more on your feedback, focus on the game performance and stability, and polish the game as well as it is possible. Like we said in earlier announcements, new tools given to us by the engine upgrade are opening new possibilities and allowing us to make Gloria Victis even bigger, stable, and optimized.

So, the beta will last a few months and will prepare us to leave Early Access. Part of the team will work on bug fixes and new features, and we would like to address players' demands, and feedback. The other part will focus on optimization, performance, and technical updates. Do not be scared - the game is and will remain fully playable during the process, which is best proven by the players with thousands of hours in-game!

Gloria Victis is a project that should be understood as “Game as Service” – despite we already have a lot of features and systems, this is not an end. We will constantly update the game with the help of your feedback and introduce new systems and features like we did in alpha, as we will continue that in the beta state, and after the game release. We will not slow down and we will keep up the pace!

As a reward for your contribution, each character created till this morning will receive a unique ingame title – Alpha Player! We are glad to be here for you and with you and we will continue our work on this one of a kind MMO, that brings entertainment, a wide range of emotions and satisfies the needs of competition in our lives.

[h2]New Glory Season[/h2]

Today is the last day of the Current Glory Season! It will not be possible to earn or lose the Nation Points today and the scoreboards of other season-based rankings (Glory and Arena) are frozen. 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!

Screenshot from the most recent PVP event made by our community memeber - Kanath

[h2]We also have for you a weekly dose of quality of life changes, improvements, and fixes![/h2]

[h3]Quality of Life:[/h3]

– Model and visual improvements for wooden corner tower and wooden gate
– Added animation to health and stamina bar showing the changes in those resources status changes
– Turning off the empty health bar of the visual target, if in a particular moment there is no information about its health status

[h3]Fixes:[/h3]

Freebuilding:

– Fixed an issue causing freebuilding economical buildings could be placed on the edge or outside castle grid zone
– Fixed position of resource nodes and spawners in Leaktown mine and Lublin farm
– Fixed wooden gatehouse frontal gate model causing catapults and small rams not being able to go through new gatehouses wooden gates
– Fixed colliders of gatehouses internal gates that were not working properly after the destruction

Other:

– Fixed an issue causing Tectite nodes were not visible on the lowest graphic settings
– Fixed an issue causing wrong controller behavior and allowing jump with smaller collider, which led to the possibility of jumping through and to places that should not be available
– Fixed an issue causing flickering of siege engines health bar
– Fixed an issue causing health and stamina bar of character and mount could be not saved in some edge cases



And now, since we know where we are right now and what we are going to do, some of you, especially new players may be curious how the project started? What is the story behind Gloria Victis? Who are those people that stand behind it?

[h3]The beginning[/h3]

Every good story starts with a glass of milk, an unexpected opportunity, and a brave goal. Every success is sustained with hard work, fighting the adversities, and continuous support of favorable people around.

No one really knew when the idea came, and if it will be successful or not. No one could predict how it will be shaped over time and if there will be enough will and power to make something big from it.

But the idea persisted. And it found its followers, its friends, and its defenders. And it grew in the hearts of people to be ready one day in 2014 to be introduced to Steam Greenlight – a new system that allowed independent developers and creators to introduce their projects to the world.

Gloria Victis MMORPG rushed to the first place of the top voted projects, leaving behind over 1500 other games in less than 48 hours, and according to our knowledge, it is still an unbeaten Steam and world record. Two years later, which the original team of seven people used to prepare for the EA release as well as it was possible without any budget and lack of manpower, Gloria Victis became available for players as one of the most unique and ambitious projects on Steam.

9th of June, 2016, the team grouped in the house of its members in Zabrze, Poland; sat down and started implementing the plan.

They knew well that they’ll either succeed on Steam or the project will collapse. Enough to say that at this point our boss just spent the last savings from his wedding to pay for the servers for the Headstart. Yet, his faith and dedication were a great motivation for us so we knew that we should celebrate this special moment – glorious or dramatic – together, finally in a complete squad in one place. And we knew that the launch will be exhausting – yet, we didn’t know how much it’ll be. We have a 2D art ninja who was working with us on this project and other stuff for more than 5 years – this was the first time when they saw him in real life.

Steam Early Access headstart with the original team of developers

Hour Zero, launch time! And half a minute later we realized that due to a simple human mistake – we were really exhausted at this point – instead of the logging menu, players were invited with our “admin panel” scene. Of course, it was completely useless for a player – it can’t be activated without special account permissions, proper IP address, randomized password, etc, yet the first half an hour after the launch was… quite scary.

This 1 day-long headstart lasted 3 days.

Who would think that a month later we have 30k copies sold on Steam and we’ll bring our dream to life – establish an office and work together in one place on a hyper unique project, against all odds.

So, with an all-out effort, we released the game on Steam! The players keep coming, the concurrent users counter grows at an alarming rate – we’re barely able to set new servers in time to hold all these people. Our servers are global, per region of the world – by the launch, there were 5, an hour later we had 10, and at some point we had 18 servers running.

The very first day after release Gloria Victis made it to #1 in the Early Access Topsellers and #14 in the Steam Bestellers.

Thanks to that, we could finally establish an office. The boss convinced us that we’ll achieve much more working in one place together than remotely, as it was for the last 3 years, or more. We were just 7 guys and we didn’t need anything huge – so our first HQ was set in… a former beauty studio. Of course, as we were hiring more people, it started becoming quite tight in there. But we dealt with it and expanded the office’s area by renting a next-door place, which used to be a language school and breaking a door hole in the wall. It’s a fairly comfy place now – we have medieval armor on a stall, swords on walls, a nice large fish tank with a pretty inner design, and some nice posters.

We just hang up that one, isn't that awesome? Point of view from Canthomas desk, who is an author of that photo

So, we already have an office, we’re finally not dirty poor and we know that we’ll finish the game – because we wanted to, we could do it and we’re determined as hell. It was the best time to start showcasing Gloria Victis somewhere.

So far we attended Digital Dragons a few times (the biggest game dev conference in Central Europe) and once, right before the Steam launch, we had a stand at Pyrkon – the largest fantasy con in Poland. But the best decision was to go to Poznan Game Arena 2016!

PGA is the biggest gaming event here, in Poland. It’s an amazing experience for devs. We were meant to showcase the game in the Indie Zone – it was quite large, I must admit, it’s impressive to see so many indie games in one place. In general, like 40.000 people came to PGA that year.

Events are extremely motivating in general, we could finally see how players consider the effect of our hard work. Of course, we knew that there must be someone who likes our game – there are not so many MMORPGs there without steel bikinis, where swords don’t drop from wolves but are forged by blacksmiths, and the combat relies on the player’s own skill, not the sequences of abilities shortcuts pressing. Anyway, it’s priceless to see the people’s reaction on your own – I can’t recommend it enough. We’re learning so much in such moments!

In the meantime, we started working on the new combat animations and luckily we got a deal with an animator, who was working on Geralt’s animations in The Witcher 3. He made a really nice teaser for us, so obviously we wanted to show it off, along with the game's main theme created by Marcin Przybyłowicz.

[previewyoutube][/previewyoutube]

Early Access can be amazing for both developers and gamers. It brings to life many projects which wouldn't have a chance any other way – and it was the same with our game. Players, on the other hand, can actively contribute to the development and actually shape the final product.

Going to launch on Early Access we knew that we have to work hard to earn the players’ trust. However, we were determined as hell to continue the Gloria Victis development. So we took a rather radical way to let the customers know about it – by releasing regular updates. What does it mean in our case? At least one update weekly. Let’s say that it’s not an easy ratio to keep up with, and we’re often losing breath, but it’s worth it. We keep an eye on our competitors and some of them failed just because of a lack of updates. And not everyone can say that they released 50 updates in the first 9 months! Today, we can tell that we presented 250 updates, and made over 500 server-side ones in 229 weeks!

Our dedication pays back in the players’ trust and their reception of the game. It’s nice to read in a review that someone appreciates our stubbornness and all the hard work we put in here. Working with the Community, in general, is one of the most fascinating parts of the MMORPG development process. Our players actively contribute to it, i.e. they are translating GV to their native languages. Though we officially support only English and Polish versions – the ones that the game is being made in – it’s already translated to 16 languages in total.

Moreover, I can’t express enough how important transparency is when working on an MMORPG which is evolving all the time. That’s why we’re discussing important topics and planned changes with players daily, both on our Steam forums and on our official Discord.

We received a pack of goodies from the Steam team one day!

[h3]You must gather your party before venturing forth[/h3]

We found many amazing people in our community who contributed to the creation of such a unique project. Including forums and game moderators, testers, text editors, a programmer, and 3 designers. Many of them became full-time team members and are working in the Black Eye Games office till today!

When the very first castle was to be added there was a little contest, where participants could win a game key by writing a siege-themed short story. Soon after one of the winners joined the team, becoming our writer-screenwriter, and later also a game designer and PR guy. Bartold is now one of the most valuable assets of the team.

Another Community “recruit” came just a few months later. We had no in-game map back then yet, so the guy drew it manually in graphics software, just traveling around the world and… counting steps. He joined us as a programmer and guess what was Konrad’s first task in GV? A map system.

Months before the Steam launch we had a hardcore player in our Community. Not only would he defeat everyone in 1v1, often in a crappy starting gear, he also would coordinate their entire nation so well to the point where another faction close to extinction And that’s how we got a full-time system/combat designer – Warrpirek.

There’s hell a lot of testing to be done when you are releasing updates weekly. We do our best to let as many people as possible play Gloria Victis in their native languages, so we hired a student from Turkey who came to study in Poland. Canthomas not only translates GV to his language, but he’s also a damned good tester!

There are even more team members that were recruited from the community, and today 18 people are working on the game, in the office or remotely, but we are still one of the smallest teams in the world that are developing a living and playable MMO of such scale!

[h3]Pillars of the game[/h3]

MMORPGs by their nature are social games, so they gather a variety of player types. Each player has their own expectations of the gameplay and finds fun in different aspects of the game. There are various classifications of the player types which help the developer to understand the needs of their customers. It’s important to tailor the game’s features in such a way that every vital part of the community will remain entertained, and engaged in creating an online society.

There are three main pillars of Gloria Victis which we had established at the beginning of the project: open PVP, territory control, and player-driven economy. Open PVP includes epic sieges over player-controlled locations, massive battles in the open and smaller, random encounters of the opposite faction members. This part of the gameplay mainly attracts so-called “killers”, players who are proud of their superior skill or how well they co-operate with the group, but also “explorers” – people who dedicate their effort to invent new ways to overcome the enemy, developing new tactics, metas and so on, giving the fighters new possibilities. Important note – the victory tastes much better if it was achieved with a risk and a proper reward was gained, so there is a partial-loot system in Gloria Victis, where a defeated player can be robbed of a limited amount of items by the opponent. Not much enough to discourage fighting, but enough to keep you considering the consequences of your actions, evaluating your strategy, and promote the second layer, which is…

Player-driven economy. Wars are done by warriors, and they need a variety of things: weapons and armors, camp equipment, food, bandages… Everything that one would need to bring the war to the enemy lands. In Gloria Victis, these things don’t drop from wolves but are crafted by players, then distributed to the customers either by them or specialized merchants, or contributed for a guild to supply the fighting forces. Crafters need resources and access to decent workshops and strongly benefit from any buff they can get to the crafting efficiency. On the other hand, fighters need to replace the looted or destroyed gear and fill their supplies of consumables. In effect, it engages players to co-operate, to create relations naturally appearing in society. This is where the third pillar comes:

Territory control – it gives the reason and importance to the PVP layer. The key part of Gloria Victis is the 3-way conflict of nations. This never-ending war gives birth to fierce fights in the front lines all the time, since most of the locations are ruled by the nations. By capturing territories, players grant the entire nation various benefits, which help all players – access to the resources nodes, crafting workshops and vendors, as well as several buffs. There are also guilds and alliances, which can claim one of several guild provinces for them, to take even more benefits, including personal respawn. This layer engages many types of players – “killers” fight and loot, “achievers” climb up the ranking and create their legends by standing the overwhelming forces, and “socializers” both take care of their community’s needs and benefit from fulfilling them.

These main layers naturally overlap, adding to the overall depth of the game and immersion, and are the ground for every activity you can do in Gloria Victis MMORPG, and for every new one that will come in the future.

[h3]What we achieved?[/h3]

During all those years, the game has changed its shape many times. Ingame world grew over three times, we created new lands, locations, and flags. We added the new nation to the game, Sangmarians, that have evolved from Azebs and created new frontlines closing the world in a circle, to improve game balance. Treasure chests have been scattered across the map to awaken your adventurer instinct.

We made a full rework of combat and movement animations, changed the character models, and added playable female characters. World of Gloria Victis has been filled with countless enemies, NPC’s, questlines, and events. Skill trees have been reworked and expanded, to create even better possibilities to fill in your role on the battlefield.

We added a lot of interesting and entertaining crafting systems, like items reinforcement or disassembling, added new crafting professions, a hunger system.

We created Glory rankings, introduced guilds and alliances systems, construction, and territory control for nations and guilds, including the recently reworked freebuilding for guild castles.

The game received a dedicated Market system that absolutely changed the game economy, a brand new farming system, and a lot of improvements in gathering. You received the castle management system with the opportunity to earn money, skill, and help your nation or guild even more.

We made an overhaul of the models of the ingame items and created skins which you can use to customize the look of your ingame character, and support the game’s development at the same time!

Mounts have been added to the game, greatly reducing the distance between PVP opportunities and adding another layer to the PVP contest. We introduced siege and defensive engines to extend the siege mechanics.

We also have to notice countless Quality of Life, performance, and stability upgrades, which allowed us to extend the player’s cap on the servers and allowed us to be part of huge three-way battles over the locations and territories where even hundreds of players can participate!

Check the current graph of activities of Gloria Victis MMORPG!

We are extremely happy to see what Gloria Victis MMO has become and we are looking into the future with continuous hope for fruitful cooperation between our team and you – our community, as we mentioned at the beginning – this game is made by players, for players, and with players.

Thank you for your continuous support, see you in battle, welcome to the new era!

Weekly update 249 – Nominate Gloria Victis for the Labor of Love Award!

Greetings Warriors!

Here in Black Eye Games Studio, we are thinking about Gloria Victis MMO as a labor of love, and we are proud of what the game has become and achieved since the Early Access launch in June of 2016.

We set the bar high, and since releasing the game, we delivered 248 weekly updates and made over 500 server-side updates in 227 weeks, and we would not have been able to do that without our precious Community! We are happy to be close to and actively cooperate with you to make Gloria Victis engaging, addictive, and delivering a lot of entertainment.

It is heartwarming to see what we've accomplished, so if you love Gloria Victis, please nominate us for the Labor of Love Award. It would be an honor.

We are going to leave the alpha stage of the project next week, on update 250. After that, we are moving to beta, which will last a few months and prepare us to leave Early Access. In that time, our programmers will focus on using the tools given to us by the recent engine upgrade to improve stability, performance, and optimization of the game to be ready for full release and new players. Of course, part of the team will work on bug fixes and new features, and we would like to address players' demands as well as take some time to prepare new mount colors and skins. Do not be scared - the game is and will remain fully playable during the process, which is best proven by the players with thousands of hours in-game!

We introduced three hotfixes in recent days, making a lot of improvements in Freebuilding, Combat, and User interface, and for today, we prepared another portion of fixes and advancements, in large part reported or suggested by the Community. Thank you for your feedback and cooperation!

Another important announcement is that the current Glory Season will end on Thursday, December 3rd. Also, we’d like to remind you that the last day of the season – Wednesday – 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!

Last but not least, Tomorrow will start a Sales Weekend, starting with Black Friday tomorrow and ending with Cyber Monday in 5 days from today. Because of that occasion, you are receiving a huge discount for every Skin, Skin set, and usable item in our ingame Supporter Shop. Discount will be available just for a few days so do not miss the occasion and get yourself a nice skin set or complete your collection!

See you in battle!

The screenshot's authors have been awarded. akaROTHY & shadow – check your Ambers!

Changelog v.0.9.5.1 Alpha


[h2]Freebuilding:[/h2]

– Fixes and visual improvements of new Freebuilding walls, gates, and towers models
– Another iteration of Twinfall bridge and terrain changes. Smoothed out the terrain and cut it around the Castle grid around the ravine
– From now on scaffoldings of destroyed buildings will be shown automatically after the State of War, which will save players a lot of time that had to be given to set up scaffolding manually after defending a siege
– Fixed an issue causing Fortification Points for destroyed upgraded buildings were not given back properly, Points that were used to upgrade the building has been returning after a server restart, and now are given back instantly
– From now on, using ballista will turn the view to FPP by default to make aiming with it easier and to prevent any visual issues that TPP could lead to

[h2]Quality of Life - User Interface:[/h2]

– Fading out health and stamina bars when they are full
– Better visibility of text on the sky and snow background
– Flickering of the health bar when we are receiving damage
– Flickering of the stamina bar during an attempt to make action consuming stamina (i.e. sprint or attack) when we do not have enough stamina to perform that action
– Fading out target bar and target name after removing cursor from it and until aiming cursor at another target, what will give more information about target health status and reduce flashing of mentioned bar
– Improving the visibility of the target name over its health bar
– Removing "level" word from NPC target name leaving only the level number ("14" instead "level 14"), which will make UI more clear
– Separation of text information of the target into two separate ones - Name above target bar and Information under it
– Rework of ping indicator - from now on the color of the indicator will change smoothly and will give a better idea about the network state

[h2]Fixes:[/h2]

– Leaving the construction view trough teleport to arena or event will not block the controller, attempting to teleport or unstuck will now close the construction view first
– Removed the unnecessary collider in the area of Mereley that could lead to small snapping in some places
– Fixed an edge case issue that could lead to receiving negative Glory Points under specified circumstances
– Fixed an issue leading to improper behavior of 2-day cooldown of Guild Castle /home command
– Fixed an issue causing NPC spawners in castles were not counting current Bastion Efficiency level properly and were spawning less or weaker NPC's than they should

Thank you for reading till the end! Remember about Steam Awards Nomination and Supporter Shop sale. Let us know what do you think about UI improvements, and as always - See you in battle!


[h2]Hotfix 2020-11-27:[/h2]

In response to the feedback/reports received from players:

Shield Bash tweak:

Last week, we received a few reports from the players who have been "stunlocked" due to Shield Bash stab being spammable faster than the Stun damage could get down. We have confirmed the issue and made a hotfix to prevent players from abusing it. Yet, the fix which had to be done "asap" due to the severity of the issue was not done exactly the way we wanted to do it, as because of it, it was almost impossible to land a successful strong hit after landing a Shield Bash and stunning the enemy.

Now, we did a change that from the Shield Bash release to starting another Shield bash there is a minimal one second time to start the Shield Bash. We are not counting the time between the end and the start of the attack, but from the release to a new attack, and for that reason this change won't be really visible unless someone would be trying to do "stunlock", as the real cooldown depending on the attack side is between 200 to 500ms between attacks, but this should be enough to make "stun lock" not possible [This only affects the next Shield Bash!]. To make it clear for players, it gives a chat notification when we try to Shield Bash too fast, and if we hold the button, it will start the Shield Bash at the first moment possible.

At the same time, as we already had to do changes on the Shield Bash, we made use of knowledge that only Shield Bash Stab was a reliable technique of shield bashing due to others having a too long time to start the next attack. For that reason, Shield Bash timers of getting "back to idle" state have been adjusted, to be closer to Shield Bash stab.

To make it clear, no Shield Bash will be landing faster, so players will have the very same reaction time to counter it - what we did is to lower Shield Bash attacks "back to idle" time closer to Shield Bash Stab timers, to make them also viable attacks.

Training NPCs on Global Arena

Added training NPC’s to Global Arena. Those NPCs have levels 30, 60, and 100, have statistics and skills scaled to their level. From now on you will be able to train your fighting skills on NPCs without leaving the safezone or putting a lot of time to travel. Fighting an opponent on a fixed skill level will also give you a better feeling and knowledge of your progress in learning the combat mechanics.

Fixes:

– Fixed an issue causing wrong bars position after the relocation of doorways in gatehouses models
– Fixed an issue causing arrows of ballistas could be stopped on the ballista building model and was not reaching the target