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Gloria Victis News

Weekly Update 240 – Convenience Improvements!

Hello Warriors!

A new update is live! As always it brings tweaks to the combat mechanics and gameplay improvements, as well as fixes to reported bugs. But on top of that, this time we’ve focused on several convenience-related improvements, such as advanced filters for the Market and more customizable interactions. We hope you’ll love them!

Also, as you probably already know, we’re working on a huge update which we plan to apply in October, along with the start of the new ranking season. It’s going to include several massive changes, such as the planned Freebuilding Overhaul which we’re working on for a few months.

Due to the nature of changes, it would be best to implement those changes with the season end, but that would mean exceeding the season a bit longer.

Here's our question: should we postpone the new season's start a bit, rather than ending it by the end of this month, so those changes would come to the game together with the new season?

Leave your vote in the in-game poll and help us make this decision together! Also, we’d like to remind you about the currently open questionnaire regarding the traitors, toxic behaviors and so on – we count on your opinion!

Try out the recent changes, and see you in battle!



[h2]Changelog v.0.9.4.3.1[/h2]

The screenshots' authors has been rewarded. Paelar and Tex – check your Ambers!

[h3]Combat:[/h3]

– Added dedicated chat messages, over-the-head quick notifications and sound effects for the recently introduced Chambering mechanics
– Improved the feints mechanics of NPC enemies – before they used to feint very often and multiple times before actually attacking; after this change, the top-level NPC enemies will be as much of a challenge as before, but now fighting the low-level NPCs won’t be so frustrating for the new players
– Fixed a bug causing that some attacks properly aimed at a blocking NPC enemy could completely miss the target



[h3]Quality of Life:[/h3]

– Introduced advanced filters for the Market window so now you can narrow the search by item’s min/max price, tier, quality, durability and known recipes – those new filters should make using the Market much more convenient, so we wait for your feedback! (known issue – it’s currently possible to type tier 0 despite the fact the tier 0 doesn’t function in-game)
– Introduced the first iteration of translations of the NPC dialogs – to test the system, we translated the first part of the quest-related dialogs to Russian; more dialogs will be translated in near future, and to more languages as well
– User-experience improvements to the recently updated interactions with other players based on the received feedback – optional dedicated keybinds for bandaging and additional interactions, and better feedback regarding taking the action
– From now, the disbalance-related effect is split into 2 separate effects (time-limited and constant one), each with different description to explain the timer
– Added a possibility to display the time at which the chat messages have been received
– Added displaying the tier of the set to the tooltips of weapons and armors
– Improved formatting of the guild points in the rankings to make large numbers easier to read

[h3]Fixes:[/h3]

– Fixed an edge-case bug causing weird formatting of the chat messages
– Fixed displaying other players through the windows of the stone keep model
– Several fixes to bugs reported with the in-game tool
– Fixed the long-range Level of Detail of the Barley nodes – they haven’t changed after collecting a node, so from distance, they still looked like fully-grown node ready to harvest
– Fixed a bug causing that possible interaction with a player was displayed even if the target player was actively fighting
– Fixed sound effects of NPC enemies blocking melee attacks with shields
– Fixed a bug allowing to burn other players inside the safezone using the flaming catapult projectiles or, in some cases, the Emperor’s Flames – it shouldn’t be possible anymore

Weekly Update 239 – New combat features: Chambering & Cleave update!

Hello Warriors!

This week brings a great addition to the Gloria Victis’ skill-based combat system: the Chambering feature! Now you can strike off the enemy hits by initiating your own attacks, which will add much more thrill to the duels and smaller skirmishes. We hope you love it!

On top of that, we’ve implemented another improvement based on the results of the in-game Questionnaire which will allow skilled players to stand a chance in 1v2, or even 1v3 encounters. There are also numerous gameplay improvements, balance tweaks and bug fixes, but we also want to share with you something extra: the progress of the Freebuilding Overhaul!

Read below for details, and see you in battle!

[h3]Work in progress – Freebuilding Overhaul:[/h3]

It’s been a while since we’ve updated you with the progress of the Freebuilding overhaul. We’re doing pretty well, so it’s time for another sneak peek!

We have finished the first 3 tiers – wooden upgrades – of every fortification asset and keep working on the remaining ones. This time we took care of the 6th, top-tier stone upgrade. Also, the fortifications models will be updated for every nation-controlled castle, so this change will globally improve the visuals of the game.

Also, we have very good information for you – this week we’ve made internal tests which have been passed!

Sneak Peek:
  • Upgrades 1-3 – models:



  • Higher upgrades – concept arts:



  • And the first in-game screenshot:

Other Planned Improvements:

– Fixing the possibility to place the economic buildings inside fortifications
– Fixing an edge-case bug causing wrong rotation of the building’s preview model, so they end placed not like intended by the players
– Fixing an edge-case bug causing that building may fail even though the preview model is white
– Solving the problems with changing the placement of main building – it’s colliding with itself
– Fixing the possibility to place buildings at the NPCs, causing them to be trapped there until the server’s restart
– Improving the interface, i.e. fixing the bug causing that the building window is not always closed after choosing the building, or making it easier to choose the last selected building again, and many more

[h3]Work in Progress – Unity3D engine upgrade:[/h3]

We are currently working on switching to a much newer version of the game’s engine. We’ve already been using the upgraded server on the global version for a few days, observing huge performance improvements on those parts of code which were our biggest bottlenecks so far. We had to postpone the tests, since our users reported 2 bugs related to the updated PhysX version which we are taking care of now.

Stay tuned!

[h2]Changelog v.0.9.4.3[/h2]



The screenshot's author has been rewarded. Nerhon – check your Ambers!

[h3]Combat Improvements:[/h3]

  • Chambering:
    For the last entire week, our Community has had access to a test server where they could try out the Chambering feature. Since we’ve got very positive feedback, we are applying that system in-game, along with lots of tweaks and improvements based on the suggestions from our players.

    Chambering adds another skill level to the combat, mostly at duels and smaller skirmishes. When an enemy initiates an attack at you, you can block the strike by starting your own attack – to do that, you must choose a good attack direction, be at a good angle to the attacker and the contact of your weapons need to happen at the first part of the power bar (green) of the chambering player.

    Due to horse combat mechanics (power bar level related to horse speed) this feature has been disabled for horses fighters, depending on your feedback we will be taking a decision if it should be a part of horse combat too.

  • Cleave Changes (in-game Questionnaire-based change)
    The latest in-game questionnaire was:

    Please let us know if you agree that red cleave attacks should have the possibility to interrupt up to 3 enemy attacks if they have not passed through an allied player’s collider and are not blocked.

    It’s now over, and 76% of people who didn't vote for "I have no opinion", voted for "Rather Agree" or "Definitely Agree". For that reason, we will be implementing that feature for test in-game.

    We proposed making the red power bar cleave attacks interrupt the attack of each enemy that the damage connects with, if the cleave attack does not trigger ALLY debuff by swinging through an allied player. Blocking will still end the cleave swing as it does now.

    With good positioning, a player would be able to get up to 3 interrupts with 1 red cleave swing, if none of the enemy players block. Currently, a cleave attack only interrupts the attack of the first enemy hit by the player. This change means that red cleave attacks will become an effective counter-tactic for the outnumbered player.

    This new cleave interrupt will work on red attacks only. This should have no effect on 1v1 duels, but it should be effective in fighting against a large, tight group of enemies.


[h3]Improved interaction UX between players:[/h3]

– From now, you need to hold for a while the interaction button (default “E” to start interaction with the player)
– Revive and looting will start automatically when using interaction on player on the ground
– Context menu will appear on player on the ground only when you have Friendly Fire turned on and interact with ally
– Improved collider of the body on the ground

[h3]Quality of Life:[/h3]

– Added new event icons which replace blue circles on the map
– Increased min level of every single events by 20 – we keep adding the quests, so those events are not in use at such low level anymore, and thanks to that, the reward for them got increased
– Removed item “Olives” from the NPC shops – now you can find them in chests all around the world
– Added different types of fish as alternative material used to create Oil – this change creates additional use for all the fish types, especially low tiers like Zander, Carp and Herring
– Increased price of “Bucket of Water” to allow gatherers for low but simple earn in the Market – it can still be collected for free from the well, so it won’t be an issue, but still will open some possibilities for players

[h3]Fixes:[/h3]

– Fixed an issue where player-made workshop markers remain permanently on the map until restart
– Fixed minor bugs with events which had a positive effect on server performance
– Increased HP and reduced respawn time of most important NPCs in the Capitals

Weekly Update 238 – A weekly part of smoothing, fixing and improving!

Hello Warriors!

Another weekly update is live! As always, it includes dozens of Quality of Life improvements, gameplay tweaks and fixes to reported bugs.

Try it out and see you in battle!

[h2]Changelog v.0.9.4.2.4[/h2]



Also, the screenshot's author is rewarded. Siegbert – check your Ambers!

[h3]Controller/Synchro:[/h3]

– Improved synchronizing the position of players with very unstable FPS or internet connection: they used to be desynchronized on the other users’ screens, which lasted for a split of a second and got instantly fixed once the connection was broken – potential exploiters could be using it defensively to mislead the enemies but now it shouldn’t be possible anymore
– Improved mounts movement feeling, there was an issue which led to “sliding” feeling while changing from diagonal movement into a horizontal one, it shouldn’t be happening anymore and people who were riding the horses should feel the improvement.
– Improved jumping and landing animations while armed – for every type of weapon, as the animations were basically missing the landing part which made the most of clunkiness feeling.
– We have made some changes to Siege Engines collision detection, it should make it much harder to stack the catapults at the one place. We know that there are still many issues around, but we feel that we should state every change in case any regression happens.

[h3]Economy & Fishing:[/h3]

The player-driven economy is a huge part of Gloria Victis. There are many players playing as traders, crafters, farmers or cooks – but due to fish trap being “too good” almost no one was playing as Fisherman, as simply almost everyone was putting their fish traps which were gathering fish up to 40 hours depending on if they were doing it on the safe zone or not.
What we did last updates, and this one too is making the Fishing Rods more usable, making Lure more worth it, reducing the exploitation of Fisheries and increasing the fisheries regen.

Just quick math – within an hour of Active Fishing on the full Fishery, using a good Fishing Rod and a Lure should give on average 25 units of Cod already. We know that a few players already calculated that and makes good use of it, while many players only use fishing traps which works way slower and less efficient.

And remember that Fishing Rods have a much greater chance for catching a good fish, even at the exploited fisheries!

Fishing:

– From now, fishery boosted by Lure have reduced exploiting of it – if you use the Lure, you can fish much more until it gets lowered
– Increased regen of the fisheries by 25%
– Reduced capacity of fish traps from 100 to 10 – traps are meant to be an additional way to earn more. Before that change, players set them for the whole days to catch enough fish, which was making the fishing using Fishing Rod almost obsolete, practically removing the “Fisherman” role from the market.

Economy:

– Slightly increased the cost of training mounts in the stable
– Slightly increased the use cost of crafting workshops
– Slightly increased the Market fee

These economy tweaks are pretty subtle but, for the scale of the whole Community, they’ll have a significant impact on the game and help combat the gold inflation, which helps create more market opportunities for all players, especially those who aren’t the very richest ones.

[h3]Quality of Life:[/h3]

– Adjusted system of notifications about locations (like “Tenebrok is under attack”) – players will see notifications only about locations from their nation – so HUD will get cleaner without “not really important” messages
– From now Greenleafs (players below 40 level) will not see notifications mentioned above, to let them focus on quests
– From now, only one blue arrow will be displayed on the minimap – that’s arrow lead to the closest event
– Added tooltips to achievements and challenges – now everything there should be clear
– From now, guilds listed at the Guild Recruitment Board are sorted by their activity
– Added scaling of notification push windows – sometimes update title was too long
– Updated the interface of login through Steam when the game copy isn't linked to the Gloria Victis account – from now it will be easier to register to our game and start playing
– Server-side optimization of the Party system – from now, huge parties will be using less of the server’s resources
– Set the Poultry meat as the default material to the Broth

[h3]Fixes:[/h3]

– Fixed a bug causing that when guild’s leader changed nation, the guild remained with no leader
– Fixed removing the player from the 1v1 duel queue once reaching the time limit – the player who waited for 10 minutes wasn’t removed from the queue, couldn’t exit it and was unable to join the Valley of Death tournament
– Fixed a bug preventing the players from respawning if the respawn time was too short – it could happen during the Valley of Death tournament with Regroup mode, if the player died right before the mass respawn happened
– Fixed an edge-case bug preventing players from using a siege engine because it was supposed to be controlled by the enemy, even if there was no player actually driving it
– Fixed “Kill the Deserters” event in the center of the map which didn’t count progress properly
– Numerous fixes of minor bugs reported by the players
– Fixes to issues with “Steam Authentication” which was happening to some IP ranges of players, a big thanks to our players “Akbar_Allaha” and “Odin_Himself" for spending hours with us helping with tests

Weekly Update 237 – Controller improvements & 100+ events unlocked!

Hello Warriors!

A new update is live, and it includes the first changes made upon your votes in the just-added Questionnaires! We’re happy to see so many votes made, but we hope even more players will participate in them in the future!

As always, this week’s update includes dozens of gameplay improvements, balance tweaks and fixes to reported bugs. Namely, this update unlocks access to dozens of the in-game dynamic events to all characters and improved controller and synchronization.

Try it out, and see you in battle!

P.S. We're amazed by this roleplaying video made by our player Sorven – check your Ambers, please!

[previewyoutube][/previewyoutube]

[h2]Changelog v.0.9.4.2.3[/h2]

[h3]Controller/Synchro:[/h3]

– We changed the approach for synchronizing the states of jumping, falling down and sliding – they used to be calculated separately on client and server, so even the slightest difference in the simulation on either side caused the client’s desynchronization. From now on, the client-side simulation of those states is executed using the data received from the server, so it’ll no longer be possible to desync at them
– Removed the safeguard preventing the player from initiating a jump while rotating, since it’s no longer required after the change described above, in order to improve the controller’s responsiveness
– Fixed a bug causing that after going out of the water while swimming on the mount, the client-side speed was already at maximum, so the server’s safeguard caused snapping the player back just a moment later
– Fixed displaying falling down and sliding of other players riding a mount – the horse would remain still at the beginning of the fall/slide, and then snap to the player after the fall/slide was over
– Fixed a bug causing that after dismounting a horse in the water, swimming wouldn’t drain the mount’s stamina and HP

[h3]Fishing:[/h3]

After reading all the extensive feedback we’ve got from you, and after analyzing our data collected over the last few weeks, we’ve come to the conclusion that fishing actively with a rod wasn’t attractive enough when compared to using the passive fish trap. This update introduces several improvements to that matter, so we hope you’ll love them!

– The Fishing minigame’s stages are now much more dynamic, as the waiting time is greatly reduced and the minigame itself is much quicker
– From now on, completing the Fishing minigame without mistakes gives you better chances to catch a rare fish
– Reduced the time of waiting for a fish
– Fixed a bug allowing use the Fishing Lure on land – now it can only be used in water, the same as the Fishing Bait
– Added the dedicated description of the Fishing Rods

[h3]Quality of Life:[/h3]

– Disabled displaying the Orange Leaf icons at the enemy nation players nameplates, as a result of the Community voting in our questionnaire – 79% of responses were “Definitely Agree” or “Rather Agree”
– Updated the dimensions of the inner bridge at Twinfall, similar to bridges in Order of the Original’s Faith and Leaktown – 67% of responses were “Definitely Agree” or “Rather Agree”, and 22% of voting users had no opinion on this matter
– Updated the bows' balance – the mid-tier bows were too similar in power to the top-tier bows, so now they’re balanced more like the other weapon types
– Due to the balance change described above, the top-tier bows (Karleonian Longbow, Black Guard’s Reflexive Bow, and Praetorian’s Reflexive Bow) are slightly more expensive now, to allow crafters make money on them, making them worth more
– From now on, you can see and complete all of the dynamic events in the world, which previously wouldn’t be available after reaching certain level – we’ve decided that preventing players from taking part in them locked some players out of a large part of the game’s content
– Added a confirmation box displayed when the player attempts to repair an item which was damaged so much that it can no longer be fully repaired
– From now on, the guild leader and vice leader can destroy furnaces and campfires built inside the Guild Castle
– Standardized and improved the messages displayed after destroying a player-built workshop
– From now on, every player can receive first aid for 30 seconds after falling down unconscious regardless of the respawn time

[h3]Fixes:[/h3]

– Fixed several reported issues with NPC and resources placement
– Minor interface fixes
– Fixed an edge-case visual bug with displaying the proper repair cost for some items
– Fixed an issue causing that the loot windows for players in the party would automatically close when the draw on looting another item in the same party ended
– Fixed several misleading system chat messages
– Fixed a bug causing that some players couldn’t complete quests requiring them to deliver crafted items

Weekly Update 236 – Share your Feedback!

Hello Warriors!

A new update is live, and it introduces a long-awaited feature: the in-game Questionnaires! Thanks to it, we’ll be able to effectively collect your feedback regarding planned new features and possible changes. There are also numerous other Quality of Life improvements, fixes to reported bugs, and more!

Furthermore, we have a pleasure to present you the Free-To-Play Prologue version of Siege Survival: Gloria Victis – it's finally available for free on Steam!

We hope you'll love this game as much as we do! Also, we'd like to invite every player to join our official Discord where you can talk about the game with the developers, discuss the gameplay and share your thoughts, and learn the developers' plans for the full game.

Play the Prologue now!

https://store.steampowered.com/app/1362420/Siege_Survival_Gloria_Victis_Prologue/

See you in battle!

[h2]Changelog v.0.9.4.2.2[/h2]

[h3]Share your Feedback![/h3]

This update introduces a new way for the players to shape the Gloria Victis development process: the Questionnaires system! As we receive multiple suggestions, and we’ve already got tons of plans and ideas for improving our game, we’ve felt for a long time that we should have a proper tool to ask our Community for opinions when needed.

So, we’ve just added it! Thanks to the Questionnaires, we’ll be able to share with you polls regarding the possible new features and potential changes. This tool will greatly increase the players’ contribution to the game’s development!

[h3]Quality of Life:[/h3]

– Introduced the “Orangeleaf” player status – it’s the continuation of Greenleaf and we hope it will be warmly welcomed, just like the former status! From now, the newbie players are marked by an orange icon, until they reach 100 level at any character on their account. Thanks to that, the new players will get needed help, and also veterans will easily see if there is someone new who may be trained and recruited. From now every account may give reward 5 times through the chat (no matter if he is a newbie or not). Also, the “Orangeleaf” generates Mentor points for leveling in the party the same way as the “Greenleaf” does.
– Unified the jump height for running and standing – there were many false-positive reports about cheaters and exploiters at some hardly achievable places. From now, there will be no places where you can jump-in only when you run and perfectly use the jump – it was used mostly by archers as a “safe spot”.
– According to the change above, we have lowered the battlement of the wooden main building, to make it possible to jump through it.
– Increased the vendor price of some items – bags, wooden billets, and furnaces – so players will earn more while selling them to the vendors.
– Reduced the number of NPC enemies between Ulfgard and Seaclaw, and between Greenport and Scarsdale
– Extended a beach for some NPC enemies at the Dead Raven Inn quest location which used to “block” the way at the PVP areas.

[h3]Fixes:[/h3]

– Fixed bug about free nation change through the NPC Mercenaries Recruiter. The system created a cooldown for 60 days after changing the main server, however, due to the bug, the dialogue was still allowing to open the window of the free change – when used, it was causing other issues.
– Added Emperor's Flames to south siege camp of Dimar – due to the bug it wasn’t in the place
– Fixed multiple minor bugs reported by players – like flying rocks, woods, badly placed chests, etc.