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Weekly update 248 – Freebuilding overhaul and Combat movement update!

Hello warriors!

It is time to grab an axe, hammer and trowel once again and raise the walls of your own settlement! One of the most extensive additions in Gloria Victis history – Freebuilding for Guild Castles – just received a full renovation. You are getting brand new detailed models, new features, improved construction system, and even more will come in the near future, including a highly requested grid visibility system and destruction animation of fortifications!

But that is not all! Thanks to the full model renovation, Nation castles will also get a new look and improvements, so every player will be able to benefit from today's update.

Speaking about benefits for all, we also are happy to introduce a combat movement update, which will greatly improve the responsiveness of the combat movement, speed up the combat, and will give players the ability to change their position more easily in the tactical aspects of the game on the battlefield.

As positioning and having the possibility to improve your tactics on the battlefield is crucial for success in battle, we - as an independent game studio - are also focusing on our position on the world stage and market. Thanks to the recent update of the engine, which gives us a performance and stability boost, and thanks to the cooperation with our precious Community in fixing a lot of issues related to the moderation of the game, we believe that the time has come to leave the Alpha state of the project.

We will give ourselves two more weeks to polish the Freebuilding overhaul with you, and after that, on update 250, Gloria Victis will move to a Beta phase that will last a few months. In that time, our programmers will focus on using the tools given to us by the engine upgrade to improve stability, performance and optimization of the game, even more, 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 colours and skins.

This introduction becomes a bit lengthy, but I should also mention Aquilla and Monteverde servers are merging with this update. As you know, we ran a NA/SA Test Server to check routings and performance of it. From people who sent us their reports about ping and performance, we can say that 90% of players that participated in the test session had a better ping on the new server!

You can find detailed information and a list of changes in today's update below. We are counting on your constructive feedback and help! Also, because you will be recreating your castles and may need some nice details - you can buy all the available decorations at special prices in Supporter Shop in the game!

See you in battle!

The screenshot author have been awarded. Sugarun – check your Ambers!

Changelog v.0.9.5.0 Alpha


[h2]Freebuilding overhaul[/h2]

Freebuilding has been with us for a little over a year, and it is a system that allows every guild owning a guild province to set up fortifications and buildings on its own. Freebuilding is one of the biggest and most impactful systems of Gloria Victis. When we introduced it into the game, it became another layer of gameplay and deepened the player economy, and it gave players a lot of freedom in creativity and tactical aspects of the game.

Terrain, grid and models:

The area where fortifications and economical buildings can be placed is defined by a grid. Grids and terrain have been adjusted to new system assumptions. The terrain around the grid will allow enemies to walk around fortifications even if defenders build fortifications at the very edge of the grid, so it will be very important to make your defences well thought all around, instead of placing layers of walls only on one side. To achieve that, we had to push farms away a little at a higher tier of economic Guild Castles.

Inside of the new Skergard mine

Models of walls will now fill the grid more accurately and intuitively, removing a lot of issues related to chokepoints. The system will encourage you to build more realistic castles and spend your defence points equally around the grid. It is still possible to build more than one layer of the walls, but since the economical buildings will need more space, and it will be not possible to clip them through other buildings – they will require some more space inside and it will be much better to upgrade the walls instead placing multiple lines of them.

New grid usage of every buildable model. You can compare this one with the old system here

The previous system allowed players to create very small chokepoints in the defences, and in the new system, it is impossible to make a passage narrower than half the diagonal of the grid, which is making the smallest possible chokepoint 13 times wider than currently.

Gates received proper murder holes above the internal gate, which will greatly improve their defensive abilities and make them more valuable and comfortable in use as parts of the fortification layer. I am calling the new models more “ergonomic”, since the entrances, space inside and overall pathing of the way up and down have been improved and shortened. In addition to that, we are preventing buildings from being placed on the grid right behind the inner gate of the gatehouse.

New stone walls, towers and gates look amazing, do'nt you think?

With all these and other changes, we are aiming to reduce the death spots and choke points in castles.
We are addressing the ballistae density issue, with a system that is checking how many buildings with active ballista are currently placed around the particular spot and if there are too many, the system is not allowing to active ballista on the building.

Palisades have been changed, and now each tier of the wall has a space to move around on top of it. Every additional tier grants new or better layers of defences, like battlements and roofs. Each tier will have more HP with every upgrade and will be fire-resistant when it comes to tier IV, V and VI – the stone walls.

New models of pallisades around Skergard mine and farm

Fortification and Economical points:

The maximum number and level of fortifications are limited by fortification points - different provinces have a different number of available points. Each part of the wall, tower or gate costs the appropriate amount. Higher levels of fortification have a higher cost, so it is worth paying attention to the number of available points and adjusting the number of fortifications to the preferred level.

We addressed all known issues that were causing not giving back fortification points for removed ballistas and upgraded buildings. In addition to that, we found and fixed issues related to building and preview rotations, that could lead to misplacements and inconveniences in creating the layout of fortifications by placing the buildings facing the wrong direction.

Buildings such as some walls, towers, gates and the main building can be equipped with defensive systems such as boiling oil or ballista - these systems also consume fortification points.

Guild castles also have economic buildings. You can place, among others: workshops, crafting stations, stalls with merchants and the Market station like before, but mind that economical buildings cannot be clipped through fortifications anymore which will encourage you to create some more open and better-looking space inside your location.

Leaktown build by our tester LadyAngela

Upcoming features

Today's update contains the foundation for the introduction of further improvements. In later actualisations, we will introduce a highly requested system that will show you the grid of your castle and allow you to design your lines of defence and location layout with better planning possibilities. Anyway, to make it easier, for now, you can check every grid of the Guild Castles: Aquitania, Audunstede, Greatfall, Leaktown, Lublin, Norfolk, Original Faith Order, Skergard and Twinfall.

Example of the Guild Castle grid. This particular one is Twinfall

Updates of Freebuilding will be released in iterations since it is a huge system with a lot of relations to other game features. We want to gather feedback from you and deal with any possible issues that may occur despite our long and detailed internal tests.

Current main buildings on Nation castles have been pushed away from walls to prevent jumping on them from the top, but still have current models. We are preparing a new wooden main building model for further iterations, fully redone and more suitable for new walls models set visually and technically.

Concept art of the new wooden main building. Redline on the first picture is showing the ground level, so do not be mistaken - it will not be much higher than the current one

We are preparing a system of customisable gates and towers, which will allow you to close the defender's entrance to the gatehouse and gates walls entrances with portcullis. This system will give you another field for creativity since you will be able to create layers of defences that will not be lost after enemies claim the gate and receive access to walls thanks to such moves. In addition to that, defensive systems on gates like boiling oil tanks will receive a visual overhaul.

To fight the death spots and chokepoints problems mentioned earlier, we are also working on the improvement of fortifications destructions. In further updates, falling fortifications - with the addition of proper animation! - will deal the splash damage to surrounding buildings, so placing walls one directly behind another will be less effective and it will be easier to destroy "stacked" fortifications.

Models will receive even more detail depending on terrain - castles will look more integrated with the land and look different placed on snow or on the tropical area. As we have that feature almost ready, we want to focus on gameplay over visuals first.

Top tier corner wall model - take a closer look at the moss on the wall - this detail is changing depending on terrain - castles will look more integrated with the land and look different placed on snow or on the tropical area

Armistice

After today’s update, every Guild Castle will be cleared. We are introducing an Armistice that will give guilds time to test the reworked system and rebuild their castles in peace. Each Guild Castle will have a safe zone for the nation that owns a particular Guild Location which will grant immunity to damage and looting of players and furnaces. Be aware that players from other nations still can be killed and looted inside that zone. Attacks on predefined palisades that some Guild Castles have will not trigger attacks on locations and prevent construction.

Capture from last PVP event hosted by Developers. Kanath - thank you for making such awesome album as a memorial of that event!

[h2]Combat movement[/h2]

In today's update, we are also introducing a combat movement update, which will speed up the combat, improve the responsiveness of the combat movement, and will give players the ability to change their position more easily in the tactical aspects of the game on the battlefield.

Increased combat mobility. Before, the character was very much slowed down while moving horizontally or backwards. Now, the horizontal movement has been increased to be pretty close to forward movement speed. Backward movement speed is also increased but is still slower than frontal and horizontal movement. This shall greatly help with combat positioning and "guerilla warfare" of smaller groups.
The exception is the Melee Archer. Archers, while starting to pull the arrow, will receive the "Slow" condition to prevent running backwards and spraying arrows avoiding being attacked.

We do know that people wanted to have a faster controller, but at the same time was afraid that increasing the backward movements will make players unable to kick. We had done some tweaks on kick - first, the kick was not doing hit checks on the full kick range until the very end of the kick, we have shortened time of doing full kick range hit checks (that of course, doesn't make kick faster, just more reliable against target running away from us) - also, when we start the kick while running forward, our kick range will be slightly longer. Both of that should negate any negative impact of movement changes to kicking.

Walk speed has been increased by 30%

Changed how the "Slow" effect works Before, the effect was similar to Combat Mode, clamping the max speed into the "March" speed, now it clamps the speed to "Walk" speed which is a bit slower than "March", for melee fighters. The change doesn't affect horse movement.

The slow effect applies to the horse when the horse is being hit by any melee hit, or arrow with the Red Power Bar (nothing changed on that matter, it will also still clamp the movement to March speed). For foot fighters there are two cases of applying Slow effect - the first is slowing down the archer when he pulls the arrow, the second one is leg shot which archers can apply to their targets.

Slightly decreased the max volume of other characters and NPCs at the closest distance, which will provide more reliable distinguishing of your own sound effects to enemy ones, and so this should improve reconnaissance in combat. At the same time, we have a limit for the max number of potential audio sources playing at the same time (performance-wise). This led to big fights having no sounds being played in some cases. We made a system which determines the priority of those sounds related to the distance - and so the cases where sounds being cut should be happening much less often.

We have run through the animations mixes to find those which might be not clearly visible, especially for the players with higher ping. For that reason, we have shortened up mixes of around 10 attack animations.
It is client-side animation visibility change only, and doesn't affect the server hit times in any kind of way, except for one attack - the one-handed weapon left attack, for which the "release to start dealing damage" time has been increased by 50ms because it was the only attack that had "release to deal damage time" lower than potential reaction time.

Player indicator changes. After some discussions about the potential of players between two nations teaming up, most cases are possible because of the alternative player indicator, with the nicks and guilds above the player heads. We made that setting as an alternative, not the default one [the default one is using the "Diamond" HP graphics above the heads] a long time ago because those nameplates gave the "zerg" feeling even for small groups of players. That text can be very big and can confuse especially new players using that mode into thinking that the enemy groups are much larger than they really are.

For this reason, the nameplates using the "text/alternative" mode will be showing only above your nation’s players. While speaking about that change with our community, we do know that some players are so-called "shot calling", which is how top-end veteran players play. To make it still possible for them to give concise directions, we have changed how information about enemy players is visible when you hover the mouse above them.
First, we have moved the UI to the top of the screen, showing there their guild names - making it much harder for groups of players to cooperate with other nations, but it will still be possible to distinguish single players. To make that happen, we also made it so that fading out after losing the target from the centre of the screen takes longer time, making it easier to track the target name when it's moving.

We do believe that this change might take some time for players to get used to - but at the same time, it should stop most cases of teaming between nations and the feeling of being "zerged" all of the time due to big nameplates of enemy player names.

Another screenshot from most recent PVP event made by one of winners of our small hussar screenhsot competition - Kanath

[h2]New server for SA and NA regions[/h2]

Monteverde player base and rankings will be added to the new NA/SA Aquilla server but since a huge chunk of the SA server has already moved to the current NA server and is even holding one of the Guild Castles there, won last 5v5 PVP event and because we will be on the moment of Freebuilding overhaul introduction, which will lead to Armistice for a few days - the most reasonable option would be to keep castles from AQ.

And while just next week we will have Open SOW anyway - we will have the battles. But if servers will get merged and wiped, and we want to introduce the pretty much safe zones for a few days around GC's to make those castles being built - there's no real alternative, because merging servers, wiping flags, and making them "who takes the grey flag first he has it for next week because of the few days of peace as new Freebuilding came" would be the worst solution that can be proposed.

SA players are less than 5% of our entire Community and most of them already migrated to NA, when original NA players are around 30% of the whole player base, We can think of no other solution after the server merge than SA players playing together in the alliances with and versus NA players.

Because of that, Glory Rankings will be merged – top Monteverde players will be quite high in the overall rankings after that, and there will be a lot of time to catch up with the rest of the players until the end of the current season. It is obvious that on a new server the rankings will be more competitive, but you will have much more opportunities to get more glory and get on the better place in the standings.

At the very same time, we prepared some very special dedicated titles for current Monteverde players as compensation for the inconvenience, thanks for their suggestions and feedback that led us to the merge decision and as a memorial of the great and interesting history of the Monteverde server, it's guilds and players.

We are looking forward to seeing that new chapter, and we do hope that you will find a comfortable place on the new server, with many new friends and challenges.

I just wanted to drop here some nice view at the end, and our Community delivered - SleepyViking - enjoy your Ambers!

[h2]Quality of Life[/h2]

Bastion:

– Added crafting experience reward for donating items to Bastion. It will work similarly to disassembling bonus, but will not grant the possibility to learn the recipe of the donated item
– Changed the formula which enumerated the character experience reward for donating items to Bastion. It was little too easy to find a location where fulfilling the needs will grant quite a big character experience reward with few items, so from now on, players will be rewarded more accordingly to the level of difficulty of needs fulfilment
– Improved responsibility of user interface of Bastion and Construction window of the castles
– Added animation of opening and closing Bastion interface
– Refactor of the backend code for item slots of Bastion interface

Other changes:

– Improved the usage of construction and building interface. Building the castles will be more comfortable and intuitive since the guild window will remember the last opened tab and chosen construction
– Added possibility to move and zoom the top-down camera in construction mode. It will grant better visibility and gives space to add more icons and customization options for buildings in the future
– Improvements of the main user interface. Changed visuals of Hitpoints, Stamina and Hunger bar and added ability to move it around the screen
– Improved ability to move the buff bar around the screen. From now on you are able to move it clicking and holding it as a whole, not only narrow space between icons
– Added sounds to clicking buttons, dropdowns and toggles
– Added colliders to Arena that will prevent interruptions during PVP events

[h2]Fixes[/h2]

– Fixed all known issues causing not giving back fortification points for removed ballistas and upgraded buildings
– Fixed issues related to building and preview ghost rotations, that could lead to misplacements and inconveniences in creating the layout of fortifications by placing the buildings facing the wrong direction
– Fixed an issue causing fish traps to continue depleting fisheries after reaching their max capacity. From now on, only catching something have an impact on fishery depletion
– Fixed an issue causing not closing the guild ranks tooltip after closing rank selection dropdown
– Fixes of some shields models which could collide with the camera


So, yeah, there goes the award for the longest patch notes in Gloria Victis history. Thank you for reading till the end, and for your patience and support! Once again, we are waiting for your constructive feedback and opinions!

Have a great day!

[h2]Hotfix 2020-11-21:[/h2]

In response to the feedback/reports received from players:

Combat:

– Decreased the backwards movement speed by 10% [it was increased by 25% yesterday]
– Decreased the horizontal movement speed by 5% [it was increased by 30% yesterday]
– Strafing backwards (S + A, or S + D keys movement) is now clamped to backwards speed rather than horizontal speed
– Due to the issue reported yesterday with the shield bash stab being too fast, giving a possibility to stunlock a n enemy, was covered by increasing the duration of "Back to armed" animation stagefor shield bash stab – it won't make this attack land damage slower, but make it less spammable which should make stunlocks impossible
– Slowed down the horse rotation when the horse moves backwards
– Adjusted the terrain and freebuilding area at Twinfall to allow to block the pathway to the bridge in the middle of the grid by building fortifications right by the bridge
– Added an area excluding building tents and siege tents at the back of Twinfall to make it equal to other 2nd tier Guild Castles: Original Faith’s Order’s Keep and Leaktown

Guild Castles and Freebuilding:

– Fixed collision issues at the 6th upgrade of the gatetower which made it possible to go through the back door and caused the player rubberband after jumping down the murderhole
– Fixed a bug causing that the stone upgrades of towers were shorter than the wooden ones
– From now it’s no longer possible to jump into the stone Bastion model through the windows on the ground floor
– Fixed a missing button translation in the buildings selection window

[h2]Hotfix 2020-11-23:[/h2]

In response to the feedback/reports received from players, we are introducing another part of changes and fixes:

Guild Castles and Freebuilding:

– Fixed an issue causing preview of the building to not disappear after opening any window. Opening any window in preview mode while building should close construction mode
– Multiple models and visual fixes in models of Gate, 45R and 45L walls, towers
– A reduced scale of construction colliders of inns and well which caused visual issues and could lead to not showing players behind those colliders
– Multiple visual fixes to preview models
– Improved collider preventing placing siege tents “on the back” of Twinfall
– Deepening of rivers around Twinfall to prevent siege engines to cross the water

Other changes:

– Fixed an issue causing wrong displaying of hitpoints state on the “diamond” indicators if an option to show text players nametags was turned on
– Fixed an issue causing preventing interaction with a memorial near Aquitania
– Fixed position of levitating villagers workshop in Norfolk
– Improved translations of crafter quest dialogues

We are aware that there are some issues with moving at Corner Tower and Gates of top tiers. Simple jump allows to move further, yet we will most probably hotfix it today.

[h2]Hotfix 2020-11-24:[/h2]

Dear Community.

We are introducing another hotfix for Gloria Victis, addressing some more of your feedback and reports. Instead of making a detailed list, we will make a detailed explanation for everything we prepared for you today :)

Players from Monteverde had cooldowns of changing the main server and nation – we removed them as part of the compensation that was planned before the merge. It was the first server merge in GV history and execution was indeed a little roughly at the edges. Removal of cooldowns should have been done right away to avoid trapping players in nations from the old server and to give them the possibility to transfer to other nations with the normal rules (so switching to underdog nations without a base cooldown of 90 days after switching server, as their server switch was the forced one). We are sorry for the inconvenience and thankful for your patience.

Few players did not receive their materials from furnaces placed on areas of Guild Castles – we found a problem that caused that and fixed it. Missing materials from furnaces should be able to be picked up from the “bought” market tab. Also, there was an issue with weekly rankings for part of the playerbase, and we fixed that also. Weekly rankings should work correctly after the closest scheduled servers restart.

We are happy to announce that the Armistice state is ending today, and we are removing safe zones and non-loot zones around Guild Castles. Palisades and storehouses doors of Guild Castles economical locations once again destructible.

Besides, we found out that Gatehouses were not working properly and it was possible to place buildings right behind or in front of the Gatehouse. It should not be allowed by the system like it was mentioned in the Freebuilding overhaul announcement and changelog, and all buildings that were placed on the grids next to gates of the Gatehouses have been removed. Be sure to check your castles before upcoming SoW’s!

See you in battle!

Weekly update 247 – Independence Day, Freebuilding and global test run!

Hello warriors!

Two days ago, on Tuesday, we celebrated national Independence Day in Poland. Other parts of the world have celebrated Veterans Day, Armistice Day, Remembrance Day or other important occasions in memory of historical moments. Looking into the past with pride and looking with courage into the future, we are happy to say that some historical moments are also coming in for Gloria Victis MMO and Black Eye Games Studio.

Being a small independent game studio is a blessing because it is giving us more freedom, and we can be closer to our players. But it also obligates us to work much harder than other studios, give our whole heart to the project, be here for our precious Community, and sometimes make tough decisions. We set the bar high, and since releasing the game as an Early Access title back in the June of 2016 we delivered 246 weekly updates in 225 weeks! (Yes, I know, more updates than weeks, but that is true!) We made over 500 server-side updates, and we are on the last straight to leave the alpha stage of the project, move to beta, and shortly after - leave Early Access. Do not be afraid - the game already is and will remain fully playable during the process, which is best proven by the players with thousands of hours in-game!

As you know, most of the dev team is working on Freebuilding overhaul. We are almost ready to show it to you, but we decided to postpone today’s update. We want to run more tests so we will be sure it works as intended, is polished as well as it is possible, and to do further preparations related to engine upgrade that have an impact on the mentioned feature. Freebuilding overhaul is going to be released next week if everything will go smoothly.

We received a lot of great captures related to the announced Hussar screenshot competition, and it is great to see our Community more and more active inside the game and around the project. It is heartwarming to see our players dressed in red and white, putting polish emblems on the shields, and Wings of Glory on their backs. Let me remind you that you can submit your screenshot and have a chance to be rewarded with Ambers till midnight, today!

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

Work in Progress Insight:


[h2]Freebuilding overhaul[/h2]

Freebuilding is one of the biggest and most impactful systems of the game. When we introduced it into the game it became another layer of gameplay and economy and gave players a lot of freedom on the field of creativity and tactical aspects of the game.

We received tons of feedback about the system and gathered enormous amounts of data to learn the potential issues of the feature and to improve it even more. A lot of changes has been introduced in weekly updates, fixing some bugs, improved the user experience and balance of the locations. Overhaul of the system is addressing those aspects of the system that were harder to improve and required more time to introduce needed solutions.

Changes in Freebuilding will be released in iterations, since like it was pointed before – it is an enormous system with a lot of relations to other game features. We want to gather feedback from you and adjust everything to find the best compromise between your comfort and satisfaction.

All models of third tier wooden wall pieces

[h3]Models and grid[/h3]

One of the most important changes that will be introduced is a total rework of castle buildings and walls. We changed every piece that was introduced earlier and added new types of pieces which will allow you to make your castles well-looking and will give you more options to prepare defence layout with better usage of locations grids. This change is not related only to Guild Castles – Nation ones are also receiving a full renovation.

Top tier corner wall model - take a closer look at the moss on the wall - this detail is changing depending on terrain - castles will look more integrated with the land and look different placed on snow or on the tropical area

Models of walls are now filling the grid more accurately and intuitively, removing a lot of issues related to chokepoints and encouraging players to make their creations look more real and comfy. In later iterations, we will introduce a highly requested system that will show you the grid of your castle and will allow you to design your lines of defence and location layout according to what you would like to achieve.
Renewed models are the great refreshment of the visual aspects of the game. Our designers and graphics team made an awesome work recreating the pieces with much more detail, integrity and optimization.

New grid usage of every buildable model. You can compare this one with the old system here

[h3]Tactical aspects of the game[/h3]

Models are not covering only part and are not going out of the grid square. The previous system allowed to create very small chokepoints in the defences and in the new system it is impossible to make the passage narrower than half the diagonal of the grid, which is making the smallest possible chokepoint 13 times wider than currently.

The system will encourage you to build more realistic castles and spend your defence points equally around the grid. It is still possible to build more than one layer of the walls, but since the economical buildings will need more space and it will be not possible to clip them through other buildings – they will require some more space inside and it will be much better to upgrade the walls instead placing other lines of them. The terrain around the grid will allow enemies to walk around fortifications if defenders let them close enough, so it will be very important to make your defences well thought all around, instead of placing layers of walls only from one side.

We also introducing a lot of smaller changes like murder holes in gates and adjusting the model of the main building to prevent players from jumping on them from the walls. We addressed also every known bug, for an example with the wrong rotation of placed building in comparison to its ghost, but I will tell you more about that in the changelog next week. I hope you cannot wait to try the renewed system of Freebuilding and you will like the outcome of the changes!

One of the castles build during internal test sessions

Changelog v.9.4.X Alpha


[h2]An updated Client test session[/h2]

Servers of Gloria Victis MMO are running on updated engine version for around a month. We are very happy with the outcome – we noticed performance boost and better stability. Now, we are starting a global test session of the game Client on a new engine, which will give us needed data to achieve better results in game optimization, performance and stability.

All you need to do to participate in the test session is to make few clicks in Steam options. Right-click Gloria Victis in your Steam library, move to options, choose the "BETAS" tab and pick Engine Update Test Version from the dropdown as it is shown on this gif.

From your side, the game will work as usual, but we would be thankful for keeping an eye and reporting to us anything that may be suspicious to you – any random crashes or other similar issues that have a slight possibility to occur. We are looking for any regression in any of the game systems, but we do hope that we covered everything in our internal tests. We are counting on your reports and feedback!

[h2]Test server for North and South Americas![/h2]

Since we are receiving a lot of feedback that players from North and South Americas would like to try playing on server covering both of those regions, we are launching new [NA/SA] Test Server. It should be able to ensure good ping rates to players from [NA] Aquilla and [SA] Monteverde servers that are currently running. For other testing purposes, we will host a PVP event on the new test server.

Important note:
Ping indicator on server list WILL NOT represent the real ping rates on the new NA/SA test server. It may show that ping will be worse than on Aquilla for an example, but ping indicator on servers list it will not display a real, meaningful result. We need data directly from the game!

Be sure to note your ping on the servers you are currently playing (Aquilla and Monteverde), to be able to compare it with a ping on the new NA/SA test server. We need your feedback with that specified information and the more players will send us their feedback, the better we would be able to find the best possible server placement and routings. It is also crucial to send us with mentioned ping rates your whereabouts and your internet services provider name. Send your reports using the ingame feedback tool!

[h2]PVP Event on Saturday![/h2]

In addition to a few days long test session, we are preparing a PVP event this weekend! It will start at 10:30 PM GMT (Saturday, November 14th).

Join us in the arena on the new [NA/SA] Test Server and fight for fame in 5v5 battles. We are inviting everyone, especially our new players! The winners will be immortalized on the in-game monuments, and everyone that will come will be rewarded!

Stay tuned and see you in battle!

Gloria Victis – Developer Live Stream

[h2]Watch our live stream![/h2]

Join us at the Steam Fighting Game Sale as we're playing Gloria Victis and answering the Community questions live!

[h2]About the game[/h2]
Gloria Victis is an MMORPG with an emphasis on realism, set in a low-fantasy medieval open world. Enjoy MMO with skill-based non-target combat, open PVP with territory control, deep crafting system and player-driven economy – all that served with beautiful graphics and immersive atmosphere.

Start this epic journey, and join the battle now!

[previewyoutube][/previewyoutube]
[h2]Join the Community[/h2]

[h3]See you on Friday, November 13th![/h3]

Weekly update 247 – Castle management system: The Bastion!

Hello warriors!

Last week we announced two features that will come in closest weeks – castle management system and overhauled Freebuilding. As we promised, today you will be able to try by yourself the newest layer of gameplay – the Bastion! From now on, you will be able to actively take care of your castles, both guild and nation ones. You will be able to improve the castle efficiency, increase castle crew morale and actively take part in the ultimate conquest assuming the role of castellan!

We are also adding some quest lines and events to catch up with other ingame nations. Making two changes (light armours adjustment and mounted melee in water) addressing results of the recent ingame polls and introducing some fixes and improvements for various game systems, including another set of changes for horses mechanics.

Read below the details and see you in battle!



Changelog v.9.4.6 Alpha


[h2]Bastion[/h2]

In collaboration with the “Siege Survival” team, we are happy to introduce to Gloria Victis MMO long-awaited castle management system – the Bastion!

You received some introduction to the system last week, but let’s review the basics:

Each main building in the game will become Bastion. After opening the castle management window using Architect's Table, you will get access to a familiar upgrade window, but on the top of the screen, you will find a new button. Clicking it will show you a selection of information about the status and needs of the location.

[h3]Efficiency[/h3]

The efficiency of the bastion expands the role of an earlier upgrade option, i.e. to have more guards, resources or better workshops, you need to have both, higher building tier and a higher level of efficiency. The maximum achievable efficiency level is dependent on castle upgrade and you need to upgrade the main building to level 3 to unlock the maximum level of efficiency. After meeting both conditions, each building works most efficiently.

Bastion is more effective the more its Need Bars are filled. Needs decrease much slower when a location is not on the front line with a different flag. Also, the decrease and increase in points are calculated by the average number of people on the server, thanks to which, on less active servers, the needs will drop slower, and will fill faster. Needs do not reset after capturing the flag. The decrease of needs that are dropping over time is recalculated approximately every 15 minutes, but there are also events that have an immediate effect.

[h3]Income[/h3]

Except for the honour of helping the nation and unlocking better workshops and resources, Bastion pays in solid gold. The more particular thing is needed, the more gold you will receive. It will not beat the Market prices, but it enables immediate sale, more profitable than to a vendor. It is a place where you can donate medium or low-quality items while getting a good payout and helping your kingdom or guild at the same time. Donating items to Bastions will be the most attractive for players working on their crafting skills since it will allow them to even triple the potential income while fulfilling Bastion needs instead of selling crafted goods to vendors.

[h3]Needs[/h3]

The needs on the bastion are weapons, tools, hunger and morale. Each flag in-game will have different needs and demands. Temples and Strongholds will focus more on food supplies and armament, where economical flags like mines – will have a higher demand for tools.

Weapon and Tool Bars require items to fill up, the better the tier of the donated thing, the higher it grows. The Tools Bar drops slowly over time, and when one of the workers dies, and likewise, the Weapon Bar drops over time and after guard's death.

Hunger drops over time and can be filled only with food of equal or higher quality to your current hunger level, so you will need to show your cooking skills to keep your food supply high.


Morale depends on the significant number of factors. First of all, from other needs - the more they are filled, the slower the morale drops (or doesn't drop at all).

Other factors are whether the flag is in the front line and the surrounding PvE threats that directly "threaten workers". When such a threat occurs, as indicated by a special sword icon with a green up arrow, morale will drop faster, but completing the mentioned event will raise morale up. There are more events, and they appear the more often they are closer to our safer regions and capital, thanks to which the events are less interfering with PvP, which happen more in the middle of the links, or deeper into the opponent's territory.

Another method to raise morale is filling the booze cellar. Donating beers or other alcoholic beverages will fill Morale Bar a little. The better the tier of alcohol, the more it will increase.

[h3]Summary[/h3]

As you can see, Bastion is making gameplay features more connected, adds a rich gameplay layer and encourages players to be more active in the ultimate conquest. We cannot wait for your commentary and hope you will love the new system! Be sure to let us know what you think using the ingame feedback tool or drop your opinion on our official Discord server!

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

[h3]New questline[/h3]

We introduced a new questline for the Ismir players – it adds 1.5 hours of quests gameplay to let new players get known with Gloria Victis world and mechanics. It contains an overall 51 tasks divided into five quests – 5 rewards to take!

The story begins inside the capital - Mereley. As a known warrior, you get an offer to participate in the mission of regaining stolen royal treasure - but this time all need to happen unofficially. The whole action requires a group of specialized people, so your first task will base on gathering the members in the city. As always, not everything may go simple. You will meet many obstacles. During the questline, appear themes such as treason, imprisonment or duels to the death and life. Also, you will meet the side plot about preparing the wedding and missing bridegroom!

Also, along with the questline we've added a brand new event "Secrets of Ystad", dedicated for the higher level players. The event asks you to infiltrate the bandit's hideout in the dungeon, clear the area of danger, and retrieve their loot. As the event is created for smaller parties, it's an enjoyable way to take a break from the most intense action during the day.

[h3]Quality of Life:[/h3]

– Added new Ismirean questlines, to match Sangmarian and Midlander ones. Prepare for treasure hunting!
– Added Secrets of Ystad event for Ismirean nation to match Sangmarian and Midnalder versions of the event. Event is available for players with character level 60 or above.
– According to results of ingame poll (74% of players voted for "Rather Agree" or "Definitely Agree"), light armours, except for tier V, will have very small negative damage multiplier and stamina regeneration modificator [the higher tier, the lower modifier will be]
– According to results of ingame poll ( 65% of players voted for "Rather Agree" or "Definitely Agree") we enabled melee fighting while swimming on horseback, just like it is for players swimming without a horse. Due to horses attacks related to movement speed - mounted players won't be able to get further than green power bars while fighting in water.
– Polish of the rotation on the horse, to eliminate the skidding effect, especially on higher ping. Now we linearly reduce the rotation speed of the horse with horse's momentum, which makes the movement smoother and more controlled.

[h3]Fixes[/h3]

– Fixed an issue causing plants planted by players outside non-loot farms were not destroyable during growth time.



[h2]Hotfix 2020-11-09[/h2]

[h3]Bastion:[/h3]

– Added a colour indicator around Bastion Armament and Tool Needs level to give information about what is the lowest tier of items needed and can be given to Bastion
– Added a character experience reward for fulfilling Bastion needs
– Increased the multiplier of items value to Bastion - Weapons, Armor and Tools will fill more of their Need Bars
– Reduced the Armament and Tool Need Bars drop in time by half
– Morale points gained on fulfilling other Needs increased from 10% to 30%
– Added a new possible to choose daily challenge based on fulfilling Bastion Needs
– Fixed an issue causing wrong Needs drop in time on Guild Castles – in some edge cases Needs were dropping during night lock and were not dropping outside of it

[h3]Quality of Life: [/h3]

– Added respawn points in recently added Ismir quest lines

Weekly update 246 – Getting ready for game-changers!

Hello warriors!

This week we are continuing the changes related to horse mechanics, introducing another set of Quality of Life changes and fixes, and laying foundations to two huge game-changers – the Bastion Feature that we are going to introduce next week, and the long-awaited Freebuilding overhaul!

Read below for details!

[h3]-50% Halloween Sale is on![/h3]

Spread the word - tell your family and friends that they can get Gloria Victis MMO just for half the price for the next few days!

We prepared something special for our players - during the sale, each day you can get different skins and items from in-game Supporter Shop (K hotkey) in special deals!
Check the Shop every day, complete your collection and get the new look!



Work in Progress Insight:


[h2]Bastion[/h2]

According to Community feedback, we've been asked to make something that will encourage entire nations to be more supportive and united in a common task: to hold and extend your territory, and to make all the gameplay features more connected.

Inspired by the Bastion feature from Siege Survival: Gloria Victis, we will introduce the castle management system, offering better rewards for caring for the castles and their needs – both those controlled by nations and guilds. Combining Bastion with the recently introduced resource gathering system will add a brand new rich gameplay layer and encourage players to be more active in the ultimate conquest.



Each main building in the game will become Bastion. After opening the Bastion window you will see some more information and relations than before:

The efficiency of Bastion, depending on the satisfaction of needs, will be a very important part of the castle management and overall efficiency of the buildings, for an example: guardhouse – will depend on this variable.

You will be able to increase castle efficiency by filling the castle needs bars:
  • Armament – Weapons and armour donated to the castle
  • Tools – items much needed in mines, farms and lumber mills
  • Food – provision supplies for citizens and guards
  • And Morale – which will depend on the amount and taking care of dangers around the castle and filling the booze cellar :)

Each flag in-game will have different needs and demands. Temples and Strongholds will focus more on food supplies and armament, where economical flags like mines – will have a higher demand for tools.

On your pursuit for mastery of the craftsmanship, you have work on your skills through practice. Surely, there are times where your work brings fruits - crafting products - which don't have much market value, but rather help you improve. Because of that, the Bastion will be a good alternative, always rewarding better than, for example, selling crafted goods to an NPC.

Overall, the Bastion feature will add a new gameplay layer, encourage players to be more active on frontlines and will be another important part of the balance improvements. We hope you will like it and actively help your nations grow!

Stay tuned, and see you in battle!

Changelog v.9.4.5.2 Alpha


The screenshot's authors have been awarded. Esadur & Yurtin– check your Ambers!

[h2]Freebuilding[/h2]

A part of the changes required to introduce upgraded and the extended Freebuilding feature can and need to be implemented before the main improvements are applied. That is why we are already changing some aspects of it, fixing the core to give you some crucial improvements earlier:

– Fixed an issue causing players to be unable to rebuild the main building of guild castle in range of current main building placement. It was really hard to move the main building, especially after building the rest of the castle infrastructure and walls. From now on, you will be able to move the main building and adjust its position without having to place it on the other side of the grid first.
– Fixed an issue causing that building constructions at the ends of the grid could not have been executed despite showing the model’s preview as a confirmation that the building can be placed there.

[h2]Horses[/h2]

We are continuing the fixes and improvements related to horses mechanics. We are thankful for your feedback and suggestions regarding that system. Be sure to check our official Discord server and reach us on the #horses-feedback channel or send your opinion via ingame tool!

– Fixed an issue causing snapping mounts while sprinting in cases where ping to the server was higher than normal.
– Introduced a system of losing speed after hitting an obstacle. Till now, going at full speed at the wall and stopping your mount at it was not removing the speed bonus to mounted player attacks and could be exploited that way.
– Increased damage per second that horse is getting while drowning. Since the time of drowning on the horse is not related to armour that the player is wearing, it led to undesirable and disputable situations. Horses were used basically as boats and were giving too much field to escape.
– Added a health regeneration delay to horses after being hit, to match the system working like that on players. Time of regeneration delay is the same as it is on the players' characters.
– Decreased the percentage of the lost speed of mount after being hit – from now on, mounts will be slowed down a little less after getting hit, from the feedback, the last week change was a bit too harsh, we have partially lowered it.

Hey, you! Yes, you. Wanna buy some bulat?

[h2]Forefathers' Eve[/h2]

We want to remind you that by fishing or farming, you can gather a special item – the Primeval Seal. Get some of them, and meet Pellar in your capital – after giving him the appropriate number of seals, he will for a short time summon the Wraith to the capital, which will allow you and your nation members to exchange the Seals for fireplace and furnace skins. For food and drink, it will give you new unique elixirs with powerful buffs, and known and loved Halloween items like masks and lanterns.

Be sure to take part in the event and exchange your Primaeval Seals for great rewards!

[h2]Quality of Life:[/h2]

– Added tiers to alcohol beverages. This change will be very useful for Bastion feature because the addition of Morale in the castle will be related to the tier of the donated item
– Adjusted the durability drop on tools during the active gathering system. From now on, durability will be taken in the same way as in the passive gathering: at the moment when we gather resources, rather than with every tool hit. This is making durability loss equal for both systems per resource
– Adjusted the range of long axes – the real reach of those weapons was a little longer than their models
– From now on, decorations placed in the game world will be removed after 7 days of owners inactivity. This rule does not apply to Guild castles grid. Removed decorations are being transferred to the “My offers” tab in the Auction House
– Increased duration of event elixir "Hooch" from 5 to 7 seconds

[h2]Fixes:[/h2]

– Fixed an issue causing a blocking controller while getting into the water with a drawn bow. From now on the arrow will be automatically released in such case
– Multiple fixes of issues in the revive system preventing players to be able to be revived instantly after falling the second time. While being revived by multiple players, extra attempts will be interrupted after one of them will end with a success