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Update 361 – Guild banners, more destructible buildings and WIP Insight!

Hello Community!

With today’s patch, we are bringing you two things that we announced in the previous work-in-progress insight. Guild banners that grant active buffs to the players in the area and we are introducing destructible buildings such as houses and huts in capturable locations. We want to make the atmosphere of our sieges more interesting, we want to introduce a feeling of war and destruction that affects not only the fortifications around the castle but also the buildings in the center of the location, where players stay and fight through a significant part of the siege. These houses and huts will be a great addition to the locations not only in terms of battle but also for immersion purposes.

On top of that, with today's patch note, we are bringing to you another portion of Work in Progress insight. Make sure to read them and share your thoughts with us on our social media.

We are constantly working on Guild Castles which are our top priority for a long time already, and we are happy to introduce that we already feel comfortable enough that we will start doing sneak peeks about design details just next week. Stay tuned for more information!

The screenshot’s authors will be awarded. Rambs, Prometheuz and [AV] Liutbert – Contact Koma#4247 via Discord to receive your ambers!

[h2]Video of the Week[/h2]
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to I3rooX
https://youtu.be/jRYd2kIEcQk
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

Work in Progress insight


[h2]Resource gathering rebalance[/h2]
In the previous “Work in Progress Insight” we announced that we are working on a complete resource rebalance, including moving the tier 4 and tier 5 resources exclusively to the Loot Zone, and placing the resources of tier 3 and below only in the safer zones. Tier 4 and 5 resources will be also available through raids.

Today, we would like to shed some more light upon what are the ground concepts of these changes:

A clear crafting path
The new placement of resources will be an intuitive way for new crafters to start their path to becoming a crafting master, as while progressing to more dangerous zones they will also come across new, higher-tier materials, giving a clear sign when a progression to a higher tier zone is needed.

What is more, the new placement of resources improves not only the gameplay of adept crafters, it also introduces a clear distinction where to find resources one needs. Our crafting system is based on a concept, where a higher tier item takes a lower tier item and some additional enrichments to be crafted – crafting bulat bars requires dziwer bars, which require steel bars etc.
Thus, having the resources placed in clearly distinct zones enables the best crafters to optimize their gathering spots and look for the required components in a more efficient way.

Economy shaped by the players
Together with this change, we plan on bringing the Market Keeper to each major location on the map. This tweak will enable players to gather the resources that can be found in their location and easily put them up for sale on the market. This change will not only bring more life to the marketplace, as there will be a constant flow of the Loot Zone exclusive materials to the buyers in the Non-Loot (and vice versa), but it will also enable the players to spend more time in the open world location of their preference without the need to move back to the capital to sell their goods or stack up on some equipment.

Higher price for high-tier goods
Currently, all materials can be found all around the map, with more of them appearing in the Loot Zone. This is not ideal for the market of high-tier materials, as their price is lowered due to the fact that they can be obtained in a less dangerous zone.
The change in the placement of the resources will increase the price of the more exclusive materials found in the Loot Zone, thus making controlling locations in the Loot Zone, as well as roaming through this zone more profitable.

Promoting roaming
Roaming is of key importance to the game, as it enables more thrilling encounters and fights to happen around the map. However, it’s more difficult than other types of activities as a leader is needed to guide the roaming party around the map effectively as good coordination is a key to success. We want to reward active parties and active leaders by increasing the yield of resources in the open world. While the mines will still provide a relatively safe and steady flow of materials, the nodes found out in the open will be quicker to mine and provide a better yield ratio than their counterparts.

Regarding the mines, currently, players may arrive and find them empty, requiring them to wait for resources to appear. Alternatively, they may be lucky and find resources still available for collection. After gathering these resources, players move on to another mine. To ensure that players always have resources to collect, we plan to accelerate the respawn of resources. However, to prevent the economy from being destroyed, we will also slow down the extraction of mine resources and reduce the amount extracted. This will ensure that resources in the open world are more valuable and they are justified. In addition, raw materials in the open world will yield more resources and be mined faster.

Location with unique resource
We would like to try a different approach to some of the resources by making them unique for a given location, let’s say nitrite will be only available to gather at Skergard, sulfur at Audunstende, and calcite at Aquitania. We will balance mentioned resources with each other, to make them equal in terms of the yield gathering and use of resources during crafting. Of course, you will be able to find them in the open world too, to avoid a situation where a given nation is “cut off” from a given resource and to diversify the source of the resources. A nation will never be denied access to a given resource, they will be able to gather mentioned resources in the open world, will be able to buy them from the market, and will be able to get them thru raids.

That resource distribution will create a situation where players will need to care and fight over these locations, and that change will make the marketplace more alive because players will be buying more often the resources they need.



[h2]Reinforcement and crafting changes[/h2]

Another key change we want to implement in the foreseeable future is the rework of how the reinforcements and crafting bonuses work. We believe there are a few changes needed in order to make the games’ crafting and reinforcing more challenging and rewarding.

Currently, the game features an item upgrade system where each item can be crafted or then reinforced all the way from a +0 to a +7 item grade. While this system provides an additional level of item management and offers a reward for the highly skilled crafters, it has its flaws which we want to take care of. Having a system, where the top crafters using top-tier workshops are able to consistently craft items with a base upgrade of +4 or above renders the items of a lesser upgrade useless. What is more, this system has a negative impact on the item reinforcement system too. Not only do the Common and Decent Item Reinforcements have a lower value than they should, but also makes items of a higher item grade but a lower tier better than the ones of a higher tier but with a lesser item grade.

In order to battle the flaws of the system and make it more rewarding, we decided to change the system in such a way that the max item grade possible to be crafted will be +3 (instead of +6 like before) and all the lower item grade chances will be lowered accordingly. This change alone will leave more space for the item reinforcements and increase the rarity and price of items of a higher grade.

Another topic that we are going to change is how the reinforcements work. Currently, a successful item reinforcement enables players to fully repair the item. This has a negative impact on the economy as it enables players to go through several “full durabilities” of an item before it breaks for good. On top of that, the ability to consistently perform successful item reinforcements is reserved for veteran players, who have a big reserve of item reinforcements and a high crafting level. This results in deepening the economic margin there is between veteran and new players.

In order to fix that issue, we want to change the way item reinforcements work. Firstly, the new reinforcements will not repair the item upon success. In order to balance out this change though, we will also change what happens upon fail-in item reinforcement. Now, a failed reinforcement results in the item getting destroyed, while in the reworked system failing an item reinforcement will result in the items’ grade dropping (i.e. from a +4 to +3).

The changes mentioned above will result in a clearer system itself and will boost the economy and the need to hold castles. What is more, this change should shed more light on the item renovation kits, as they will be the only way to increase the item's max durability back to its base state (as repairing items depletes it slowly).
But to let you know, we are still debating if this is the correct approach or not, so let us know what you think. We are debating whether to make this change or stay with the current item burn if the upgrade fails.

Answers to community questions regarding WIP

Since yesterday, we have been carefully reading your comments and concerns about the upcoming changes in the reinforcing items and their craft. Today we wanted to say a few things.

Before we jump further, let's answer the question of how players will be restoring the durability of the items.

Remember that durability is displayed as current/max(base).
Example A: 4,000/4,000(4,000) for a brand new, or fully renovated, or “properly” reinforced item.
Example B : 1,275/4,000(4,000) for an item which has been used but never repaired at an NPC vendor before.
Example C: 1,275/1,275(4,000) in the case of an item which has been used and repaired at an NPC vendor.

In the new system, Common, Decent, and Master Reinforcement kits will no longer restore any durability. If the reinforcement fails, the item will not be destroyed, it will lose 1 quality to a minimum of +0. Meteoric Iron Reinforcement kits will no longer restore any durability. They will simply improve the quality of the item if successful, otherwise they will work the same as before. Players were using the reinforcement kits’ durability restoration to extend the life of items too long especially in the situation of an item in similar condition to Example B above.

We noticed that players were concerned about meteoric reinforcement kits and their availability. We will certainly consider this in order to increase the amount of meteorite mined. We are considering the introduction of other ways to obtain meteoric iron, for example, by buying meteoric iron with CP, or maybe decreasing the amount of needed meteorite to make a repair kit.

There will be two ways to restore durability:

The first way to restore durability will be for the player to use the Renovation Kits craftable from Meteoric Iron. This can bring an item back up beyond its Max durability all the way to its Base durability. We are not making any changes to Renovation kits. Read more right here: https://wiki.gloriavictisgame.com/index.php/Renovation_Kit

The second way to restore durability is the Merchant NPC. Currently, merchants restore 50% of used durability and the max durability is reduced. We will be increasing the amount that the NPC can restore. We're also planning to introduce a guild tech that will further increase the merchant's durability recovery.

A large part of the community is wondering what the role of crafters and workshops will be in the future that we have presented. In the current crafting system, items from +0 to +3 have roughly the same value, and it even happens sometimes that the +0 item has a higher value because the restoration of durability with reinforcing makes it last longer overall.

In the new version of crafting, items created by hand will be a maximum of +0 quality. Items created in a workshop will have a maximum quality of +3. And, without the restoration of durability from reinforcing, the items crafted in hands will have a lower value than items with +2 and +3 quality because of their statistics. There will be differences in the price of these items which will be related to the cost of their reinforcement, as is currently the case for equipment quality in the range of +4 to +6. A higher crafting level and a better workshop will affect the profit of crafters because they will add the value of their skills and abilities in improving items to high reinforcements to the price of the item.

There have been suggestions that we should increase the durability of items as compensation for removing the repair of items with reinforcement kits. Our response to these concerns is that there will be an increase in durability restored when repairing items at merchants. Currently, merchants restore 50% of used durability, and we will be increasing this amount. We're also planning to introduce a guild tech that will further increase the merchant's durability recovery.

At this point, we would like to discuss Tier 5, 4, and 3 items because some in our community believe that the proposed changes will reduce the availability of Tier 5 and 4 items and that these items will be expensive to maintain. You have pointed out that tier 3 equipment may become common, but in our opinion, it will not. We want to make reinforcing items to +5 and +6 quality of any tier firstly more difficult, and secondly more expensive. We can assure you that tier 4 or 5 items of lower quality will be as available as now. Currently, a blue (tier 3) item at +5 or +6 quality can be done using cheap reinforcements, and we want to make it so that achieving +5 or +6 quality will require more expensive tools and will only be possible with them. We want to make the player think about whether it pays to use an expensive master reinforcement kit to improve the blue item to +6, or whether it will be better to invest the value of this kit in a better tier item.

Will this change to reinforcements weaken new players? New players mostly wear tier 3 blue items and new players do not devote themselves to upgrading items to high qualities. At this moment, the practice of reinforcing is used by veteran players who could afford to use equipment of higher tier, yet they want to use cheap and solid versions of equipment, especially in the loot zone. Such players are able to make tier 3 items of high quality at nearly no cost because their characters are well-developed in the crafting of such items and because of the price of low-tier reinforcement kits. A new player alone is not able to create an item with +6 quality or able to afford to buy it at the market. Also, new players are not able to reinforce their items to such high values because their characters are not developed.

[h2]Changelog v.1.1.6[/h2]

[h2]Guild banners[/h2]
We are introducing Guild banners that give allies buffs in the area of effect. Guild leaders will receive 10 banners for reaching 150% of the guild activity and the banners expire after 7 days.
Banner Mechanics:

– Spawn the banner by using the item in inventory. It will appear in the player’s hands.
– Walk and run with the banner. You can't sprint with it.
– Banners can not be carried while mounted.
– Players cannot fight while carrying the banner.
– Unused banners can be traded between players' inventories or sold on the market and sales booths.
– Drop the banner on the ground to fight.
– Any other player may pick up and use a dropped banner, including enemies
– Banners in inventory cannot be looted.
– The banner spawn lasts for 20 minutes from the time it is deployed regardless of who holds it.
– BUFF ALLIES: Press the attack button while carrying the banner to buff nearby allies with +1 Health regeneration and +20% stamina regeneration for 30 seconds. This buff is usable once every 30 seconds.
– BUFF ALLIES: Press the block button while carrying a banner to buff nearby allies with -90% stamina drain while attacking for 1 minute. Players can receive such buff once per 20 minutes.

[h2]Destructible buildings[/h2]
With today’s patch, we are adding new destructible buildings to fort locations: wooden houses and huts that spawn additional guards. By introducing them to the game, we want to increase the siege immersion. We want to create the feeling of war and destruction around the fighting location.

Each house spawns additional guards in the location and the guards that come from the houses have reduced respawn time compared to the guards from the guardhouse. A destroyed house and hut do not respawn guards, so destroying them will make the siege easier because that way players will be reducing the number of guards.

In the first iteration, we are introducing houses to the forts. Each fort has 6 houses, 3 inside the location and 3 outside. Players can destroy them by axing, burning them down, and by using siege engines.

The houses have 3 upgrade levels:
– Level 0 – Destroyed house. Does not spawn guards and will transform into ruins.
– Level 1 – Simple hut. Spawns one guard.
– Level 2 – House. Spawns more guards than a simple hut.

Side note: In the future, we will let defenders rebuild these houses during an ongoing siege.



[h2]VoD score tweaks[/h2]
In today's update, we have made changes regarding the required score to win the VoD tournament. We decided to decrease the score in the following way. We made it because the VoD events last for too long in these days.

Ismir theme map requires 500 points to win, (previously 1000 points)
Midland and Sangmar theme maps require 600 points to win, (previously 1000 points)
The siege map requires 1000 points to win.

The reason why the Ismir theme map requires 500 points is due to the fact that there are fewer flags that are generating points.

[h2]Quality of life[/h2]
– Optimizations in the shop filters.
– Tweaks to the amount of audio and sounds being played at the same time. We made it to decrease the feeling of a “sound void” during huge battles.
– Increased the cooldown for quest boards related to crafting for beginners from 15 minutes to 2 hours.
– Group loot chest. From now on, loot from the chest will be spread among the players with the highest rolls. The player with the highest score will receive the item which is the most valuable based on the value from the market. This works only with regular brown chests.
– We made some GPU-side optimizations. This should result in potentially smoother FPS.

[h2]Fixes[/h2]
– We found out that Midland was missing a quest board for beginners dedicated to tailoring and leatherworking. With today's patch, we are introducing it.
– We have fixed all reported and reproduced edge cases of invisible kicks. If anyone knows of any additional reproduction please remember to send them to us.

Update 360 - New guild event: Foreign Technology and WIP insight!

Hello Community!

Today we are coming to you with a brand new guild event that will help your guild with gathering the Guild Technology experience! The event comes in a bundle with a brand new Guild Technology, with even more to come in the weeks to follow!
What is more, we have decided to add a new Crafting Experience Boost Card to the Glory and Supporter Shops.
Last, but not least, we have prepared a small sneak peek of the features that will be coming to Gloria Victis in the next few weeks.

Without any further ado, let’s see what this update brings!

The screenshot’s authors will be awarded. Rambs, [AV] Liutbert and Shiphouse – Contact Koma#4247 via Discord to receive your ambers!

[h2]Work in progress insight[/h2]
Today we would like to remind you about our current work-in-progress tasks. We are working on resource gathering rebalance, we are working on castle sieges to make them more interesting and more immersive, we are working on guild banners, and on a few more things.

As always, we invite you to join the discussion over the planned changes, either on our Steam forums and our official Discord!

Castle siege
Sieges are a huge part of our gameplay and the core of it, but we see that this aspect of gameplay has a lot of room for more interesting activities that will make it more enjoyable in the long run. We want to add new features to make sieges more interesting by adding more playable ways. To achieve that, we want to systematically add more tasks for defenders and for the attackers. Due to that, currently, we are working on introducing houses and huts to the locations that will be spawning additional guards. Attackers will be able to destroy these houses and huts, that way they will be able to reduce the amount of guards. We want to make the atmosphere of our sieges more interesting and these houses and huts will be a great addition to the locations not only in terms of battle but also for immersion purposes.

The next thing that we want to add to the location sieges is ladders. Players will be able to place a ladder only under these walls that didn’t have a roof. We will make the roofs destructible separately from the walls.



Guild banners
Guild banners were almost top-upvoted suggestions through years of our development. And now, we’re glad to announce the banner-wielding feature is almost ready. At first, we will add guild banners as a reward for the guild activity. Yet, we think the feature can be the core of many interesting game events.
At this moment we are planning to give 10 banners per guild that will last for 7 days. That banner will be spawnable from inventory through a special item and that banner will appear in the player's hands. The player will be able to hold that banner and walk with him in the same way as with a weapon but he will not be able to fight by using that banner, instead of, he will be able to place it on the ground and then fight by using his normal weapon. When that banner is placed on the ground, the enemies will be able to capture this flag and use it.

A player that is holding that banner by pressing a special button will be buffing his allies in the close area and that buff will last for 30 seconds. After the flag appears, it will be active for 20 minutes, and during this time the player will be able to activate the reinforcement several times.

That usage of banners will be possible in two ways, but both will boost our nearby allies with great buffs. A player that wields the banner will be able to activate the buff by pressing the attack button - for the first buff, and the block button for the second buff.

First, will be giving +1 health regeneration and +20% stamina regeneration for 30s and it will be usable every 30s.
The second will be decreasing the stamina drain while attacking by 90%. That buff will last for 1 minute and it will be disposable.

[h2]Video of the Week[/h2]
We always look forward to watching and sharing the awesome videos posted by our community. It brings us a lot of happiness and gratitude in the office to see players exploring content, having fun, and showcasing their skills. This week, the reward of 2000 ambers goes to kilbo jilbo for showcasing good individual skill and for proving that you can win a fight while having fewer members alive.
https://www.youtube.com/watch?v=phs7aS2y6lo&ab_channel=kilbojilbo
Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

[h2]Changelog v.1.1.5[/h2]

[h2]New Guild Event: Foreign Technology[/h2]
Foreign Technology is a new guild event, that enables the guilds to earn a boost in their Guild Technology Experience. Follow the instructions of a Caravan Spy, to find the locations of the event, and fight your way through NPCs and enemy nations to gather the precious cargo – Guild Technology Packs.

Then, deliver the packs to the Scribe in any of the Loot Zone castles to receive your reward!

We believe that the introduction of this event is a good step towards aiding the guilds in achieving their Guild Technology goals, as well as creating more challenging, tactics-based content for the Guilds.

So wait no more, gather your Guild and venture into the lootzone to find a Caravan Spy and obtain information about Enemy Technology Caravans, which are a great source of Guild Technology Packs, that will help your guild progress the Guild Technologies!

[h2]New guild technology[/h2]
With today's patch, we are introducing a new guild technology related to the newly added guild event: Foreign Technology. The new technology is called the Caravan Brigand. This technology increases the number of tokens that the guild can receive for the Foreign Technology event.

The Caravan Brigand technology has 5 levels and each level awards a higher number of tokens.

– Level 1 gives 1 token
– Level 2 gives 2 tokens
– Level 3 gives 3 tokens
– Level 4 gives 5 tokens
– Level 5 gives 8 tokens

[h2]Card with an experience boost for crafting[/h2]
We are introducing two new cards that boost the experience for crafting, which means you will be able to speed up leveling your crafting skills. The first card boosts your crafting experience by 30%, and the second card by 50%. You can buy both cards in our item shop by spending ambers and you can buy them in the glory shop by spending your contribution points.

Barky, a growing tree that has recently become an object of worship across the Community.

[h2]Quality of Life[/h2]
– From now on, events such a Werewolf, Banished Crusade, Castle raid, Griffin's company are rising the guild activity percent.
– Reduced amount of gold and exp earned at crafting quest boards on the Capital islands.

[h2]Fixes[/h2]
– Fixed guild announcement characters limit. By mistake, it was 250, after the fix it’s 500.
– Fixed positions of the resources that were flying or underground.
– Fixed a bug related to cooking and herbalism experience gained by bastion delivery.
– Fixed the exit door at the Banished Crusade raid.

Update 359 – New Guild raid event, Werewolf quest and many more!

Hello Community!

Today we are bringing you a lot of the new and fresh content that we were working on in the last few weeks. With today's patch, we are introducing two new activities that are related to the guilds. From today, you will be able to participate in a new raid called “The Banished Crusade”, you will have an opportunity to learn the history of the Werewolf and the lycanthropy through the quest.

Besides that, we are expanding our new carrying feature, we are expanding current guild technologies by adding two new ones, and we are bringing a lot of changes, fixes, and improvements.

[h2]PvP Event reminder[/h2]
We would like to remind you about the next 5v5 PvP tournament event on the big arena, this time that event will be held on the European server. That event will take place next Saturday, 13th May at 22:00 UTC+2.

Our most recent tournament was covered on Twitch by one of our Community Streamers. Be sure to check out the video and prepare for the upcoming tournament!
https://www.twitch.tv/videos/1813169028


And now, without any further delay, let’s see what has changed this week!

The screenshot’s authors will be awarded. Blankoster, Rambs and Erikson – Contact Koma#4247 via Discord to receive your ambers!

[h2]Changelog v.1.1.4[/h2]

[h2]New guild raid – The banished crusade[/h2]
With today's patch, we are introducing a new exciting guild raid event that will require the player's great cooperation skills to be able to go through all the stages that we prepared for the players.



To get access to that raid, the guilds will need to get a 125% of the guild activity and then at the end of the summary week, they will get a special token that will allow them to start a newly added raid event. The entrance to that instance is through the door. Every nation has its own entrance on its own homeland territory.

[h2]Werewolf quest[/h2]
Today we are also introducing a new quest that is related to our newly added boss, a Werewolf. Through that quest, players will learn the history of the Werewolf and lycanthropy.

To start that quest, the player would need to talk with an NPC that is located at Pilgrims Rock.

[h2]Werewolf tweaks[/h2]
Tweaks in the bleeding damage from the Werewolf. From now on, he will be dealing less damage from the bleeding and he will not be regenerating his health passively. Werewolf is biting that is still regenerating his health.



[h2]Expansion of object carrying[/h2]
Today our patch is expanding the newly added feature - carrying. From today, players will be able to renew their arrows from “barrel with arrows” or from the warehouse. The arrows in the barrel will not be restored automatically, so the players will need to replenish them in the same way as it is with the stones. The arrows generator is placed in the warehouse and the barrels for the arrows are at the nearest towers of the gatehouse and in the fort keep.

Additional information:
– You can place on the ground the carrying pack of the arrows by pressing your kick button.
– While carrying the pack with the arrows, you can replenish your quiver by clicking the left mouse button.
– From the Warehouse player is picking up a big pack with arrows and once he placed it in the dedicated container, he will be divided into two small packs.
– If the player is in combat mode and he interacts with the container with arrows or the packs of arrows at the ground, he will automatically replenish his arrows.
– If the player is in unarmed mode, he will pick up a pack with the arrows.
– The pack of arrows is restoring 20% of the player's max arrow capacity.

Side note: We added containers for arrows and stones to the wooden keeps that are in the forts.

[h2]Video of the Week[/h2]
We cannot stress enough our happiness and gratitude to see many awesome videos posted by our active community! This week, the reward of 2000 ambers goes to:

Rival for showcasing Supremacy victory in the most recent tournament event.
https://youtu.be/XGWpIyLCi74

Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

[h2]Iteration of guild technologies[/h2]
Today we are introducing changes in guild technology. From now on, the guild will be able to have activated all technologies, this means that there are no limitations. Before that change, the guild could have activated only 3 technologies.

Adjustment to the existing technology

Camp Master – From now on, leveling up this technology will decrease the cooldown time for teleportation to the tent.

Sangmarian official – For now, we are disabling and hiding that technology. The points that are already in that technology will be distributed among the current active technologies that were activated by the guild. We are doing it because this technology was designated for guild castles, so that technology will be back with the instanced guild castles.

Also, with today’s patch, we are adding two new technologies.

War Logistician - This technology decreases the teleportation time to the loot zone locations and is decreasing the time for the unstuck to the closest location on the loot zone.

Veteran of Edring - This technology is decreasing the amount of damaged durability on the item after receiving a hit.



[h2]New reward stages[/h2]
Once a guild reaches a certain % of the guild activity, it will get a reward in the form of a token that is used to activate certain events. Today we are updating stages for the ward and this is how it presents.

– 50% - Key to Griffin camp,
– 75% - Key to Griffin camp,
– 100% - Key for the Werewolf,
– 125% - Key for the brand new Guild raid event,
– 150% - Siege Token
– 200% - Siege Token

[h2]New visual ambient effect: dust particles[/h2]
Today’s update brings another part of the visuals overhaul. We introduced the new particle effects of dust and wind effects that are applied globally and will bring more ambiance to different biomes. To see these new particle effects please be sure to enable the weather effects in-game options.
In the next weeks, we’ll continue working on improving the existing particle effects and further visual enhancements.

Dust strength increased for test purposes. Too strong to be in the game like that... but still looks nice!

[h2]Quality of Life[/h2]
- We have improved the guild announcement in the edit mode.
- Further door synchronization improvements.
- Improvement in the party looting queue. From now on, the winner will be receiving the item that is the most valuable based on the average market price.
- Added a new achievement and title for killing the boss from the new Guild raid event.

[h2]Fixes[/h2]
- Potential fix to another edge case of NPCs blocking with a bow.
- Fix to weird-looking hair during the night and in foggy weather zones.
- Fixed palms and trees falling into the lanterns on the old volcano.
- Fixed position of "exchange map fragments for mysterious scroll" event and explorer position.
- Fixed bug with a healing effect on mineralizing brew and kvass.
- Fixed error in quest boards when players leave and rejoin the same quest.
- Fixed problems with spawning quest and event NPCs.

In the end, we would like to highlight a funny moment that was sent by our community member Ghostickles!
https://youtu.be/eUiptr-CP70

Work in progress insight

Hello Community!

Today we would like to present to you our current work in progress insight. In the following weeks, we will be focusing on the listed tasks below. Those tasks are related to our zones, loot, and non-loot. We see that the current balance between those two zones is not so healthy and is creating situations where players are not attending loot zone events and are avoiding this area rather than participating in it. That's because players are able to get exactly the same resources in the non-loot zone, of course in smaller amounts but it seems like these amounts are good enough. On top of that, the non-loot zone has three big events, Brandon, Ragi, and Sirius, let’s call them “Boss raids,” that are giving players a significant amount of gold. It seems like these raids and those top-tier resources that are available in the non-loot zone are enough for players to be self-sufficient, and so the loot zone is not attractive enough for the players.

[h2]Ragi, Sirius, and Brandon to loot zone area.[/h2]
We want to move those three events to the middle of the map, to the loot zone area. This task will require a few weeks to be done completely and we are thinking about marking those event areas as a loot zone in their current locations, but first we want to know your opinion about it, so please, read our newest in-game questionnaire about this and tell us what you think.

[h2]Resources gathering[/h2]
In the beginning, we mentioned that the current distribution of resources on the world map is not healthy and balanced. We came up with an idea to classify our current resources into tiers and assign them a zone where they will be present.

At this moment you can get high-end resources in the non-loot zone, such as Siderite, Sulfur, Aqua Regia, and Elite Quilted Canvas. We classify those resources as Tier 4 and Tier 5 resources, and we want to make those resources to be only available in the loot zone or through different events.

Resources such as pyrite, common wood, quality wood, leather, carp, and honey were classified as resources of tier 3 or below and they will be present only in the non-loot zone, one-side loot zone, or safe zone.

The list of items is very long, and we don’t want to show you the whole list to not spoil other things, but we believe that you get the point of what we are trying to do.

[h2]Resources on a given world area or location[/h2]
We are trying to imagine how to make a given location or area on the world map more meaningful and want to make a given location or an area on the world map have resources that will be available only in that part of the map and nowhere else.

A followup to that idea is to put a marketplace in all the locations, such as Seaclaw, Ulfgard, Rodrock, and so on. That’s important because players will not be able to gather all needed resources in the same area or location like they can right now. They will need to buy them through the market and placing marketplaces in all locations will make things more convenient.

[h2]What are our further plans?[/h2]
Currently, we are working on improving and expanding our newly added feature related to carrying objects. In the last update, we introduced “stone throwing” that players can pick up from the warehouse and throw at enemies to deal damage in a small area.

Right now, we are working on adding a similar spawner for arrows as it is for stones in the warehouse. Also, we will put some kind of barrels on the towers, which players will replenish with arrows from the warehouse. Players will be able to take arrows from those barrels or directly from the warehouse to replenish their own stock of arrows or to replenish missing arrows in the barrels.

A side note: we are not going to nerf the current arrow capacity that a player can have.

[h2]Events related to carrying objects on the loot zone[/h2]
We are working on a new kind of event, where players will be delivering special packages to the designated locations. Guilds by completing those events will get experience in guild technologies. In the middle of the map will be a special NPC that will be triggering such an event, but to trigger it, guilds will need to use a special guild token that will be acquired through guild activities.

[h2]A new guild raid[/h2]
This new raid will be held on an instanced island, and the entrance to that instance will be through a door, and every nation will have its own entrance on its own homeland territory. This raid will require at least 10 members to take part in it, and the guild will need to use a special token that the guild will acquire through guild activity.

[h2]Quest related to the Werewolf[/h2]
We are preparing a special quest that will tell the story of our newly added boss, a Werewolf. That quest will start at Pilgrim’s Rock by talking with an NPC.

[h2]PvP Event[/h2]
We would like to announce the next 5v5 PvP tournament event on the big arena, this time that event will be held on the European server. That event will take place next Saturday, 13th May at 22:00 UTC+2. We see that you liked the previous tournament and at this moment, based on the reaction under our last announcement, almost 130 players want to take part in the next 5v5 tournament.

Our most recent tournament was covered on Twitch by one of our Community Streamers. Be sure to check out the video and prepare for the upcoming tournament!
https://www.twitch.tv/videos/1813169028

Update 358 — Throwing Stones and Synchronization Improvements!

Hello Community!
This week we are bringing to you a few important fixes and improvements as well as a new feature – stone throwing!

While the core of our team is hard at work on the reworked State of War and Guild Islands, we have taken our time to look into combat synchronization, as well as bring a new mechanic of stone throwing, that is laying the foundation for further features connected to carrying objects – like carrying banners, new guild content, trade packs, more intricate bastion logistics system and much more!

Don’t miss out on our first Devlog after the release, and see what has changed in Gloria Victis since the release, as well as get to know what are some of the features we are currently working on!

[previewyoutube][/previewyoutube]

And now, without any further delay, let’s see what has changed this week!

The screenshot’s authors will be awarded.Rambs, VTitus and Mrkingdje – Contact Koma#4247 via Discord to receive your ambers!

[h2]Changelog v.1.1.3[/h2]

[h2]Throwing Stones[/h2]
Today we are introducing a new feature for castle sieges – the stone-throwing. We believe that this change will bring a number of new and interesting strategies to castle sieges in Gloria Victis, giving the defenders a new way of repelling the attackers.

Since today, each fort in the game has received a new building – Materials Warehouse. This building generates a supply of stones for the defenders to pick up and carry up on the walls to strike the enemy. Be wary though, as the building can get destroyed by the attackers, preventing further generation of the stones!

What is more, gatehouses in forts now have a special container that can be filled up with stones in order to have a faster reach for them during the battle. Be sure to stack them up before a siege for a smoother defense!

As already mentioned, throwing stones is the first part of our work on carrying objects. We are already working on some new and interesting use cases for this feature that will be introduced to the game in the upcoming weeks!



[h2]Improved synchronization[/h2]
This week we have improved the synchronization of players in combat, making the movement more fluid, and reducing the potential desynchronization edge cases frequency.
Thanks to the recent optimizations, we were able to increase the tick rate at which the combat state is being refreshed. This change should make the combat more responsive, which will be especially visible during the arena duels.

What’s more, we have improved the synchronization and speed of opening and closing of doors, making it less likely for players to get pushed by the doors without them visibly touching the player character.

We believe that these changes should improve the overall feel of combat both during sieges as well as small-scale fights and duels.

Our team is constantly working on spotting and fixing cases of desynchronization. The videos we receive from players greatly help us speed up this process. Be sure to send us videos via Discord or email them directly to [email protected]. Please remember to send uncut videos with the /showuidebug command activated.



[h2]Video of the Week[/h2]
We cannot stress enough our happiness and gratitude to see many awesome videos posted by our active community! This week, the reward of 2000 ambers goes to:

Avangard, for their video showing some great combat skills and staying cool in the heat of the battle: https://www.youtube.com/watch?v=7cCQ8wCd8yE

Congratulations to the winner and good luck to all competitors for next week’s Video of the Week award!

[h2]The Werewolf Elixir[/h2]
The alchemists on Stoneholm have found a way to create a new and powerful elixir from the Werewolf’s blood. This new elixir gives the user a constant small health regen each second – even during combat! Be sure to get the recipe from the Champion’s Guild Officer in the loot zone!

[h2]Graphical Upgrade[/h2]
Today’s update brings the last batch of visually reworked trees. Since today, acacia, cypress, palms, and baobabs have received their new visuals. Having finished the overhaul of trees, our graphical artists are already working on improvements to smaller vegetation like bushes and grass as well as preparing new dust particle effects that will improve the atmosphere and immersion around Stoneholm.

[h2]Quality of Life[/h2]
– Tweaks to the way the Werewolf boss switches its aggro, and slightly decreased the Werewolf’s health regeneration.
– Added the Werewolf Slayer memorials by the Werewolf altars.
– Minor tweaks and optimizations to the Market.
– From now on, the Siege Events happening during servers’ nightlock will always be three-way sieges.
– Changed the amount of Mount Rejuvenation Elixir to a fixed value.

[h2]Fixes[/h2]
– Fixed an edge case that could cause the NPCs to block with a bow if hit in a specific timeframe with a specific attack direction. Please be sure to send us video reports should this issue still occur.
– Fixed an edge case that caused the catapult hit to deal double damage.
– Fixed the Ferryman teleportation quest.
– Fixed an edge case that would cause a player to be invisible. The issue was caused by an edge case where the player would be able to respawn before his characters' death Ragdoll would stop animating at some specific terrain angles.