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Weekly Update 229 – Cooking Update and WIP Insight!

Hello Warriors and Fishers!

It’s the last week of the current Glory Season – get ready for the massive amount of changes!

The next week will bring the end of the current Glory Season. We plan to launch the new season on July 16th.

As always, we want to start the new Glory Season with some important changes, great majority of them inspired by the most positively voted suggestions at our Discord (even if some of them had to be slightly adjusted to work in Gloria Victis).



[h3]What can you expect to come in the next update?[/h3]

A new, unique castle set right in the centre of the game world, which will be a nation castle with a specific ruleset

We do believe that such a location will bring lots of action to the centre of the map, and will give all the nations many opportunities to get into the fight. Although the underdog factions can experience difficulties to stand the enemies when fighting at the links, this will be a place of 3-way faction v faction fights, where every faction has its chances.

Also, we want to prevent the underdog factions being outplayed if a stronger faction would capture the central castle and use it to quickly assault locations on all links, as it happened with distant Guild Castles in the past. For the balance reasons, this castle will not be linked to the capitals and thus it won’t have Fast Travel. The players won’t be able to respawn inside this castle, and there will be no NPC guards.

However, the players of the nation controlling the central castle will have access to the deposit and economy-related NPCs, such as Market, Glory Quartermaster, Market etc. Moreover, there will be hidden entrances for the owners next to the castle.

Ready yourself for the epic 3-way battles in the centre of the world!

3-way Siege Events are coming back!

Thanks to the massive improvement of the servers’ performance made over the last few months, we’re able to bring back the 3-way Siege events! They will be starting the same way as the regular Siege events, so be ready for some intense battles over the links!

Open SoW changes

The Open SOW feature was introduced to fight the stagnation occurring in the game. At the moment when this feature has been introduced, there was already not a single SoW taking place on any server for longer than 3 weeks, and every single server had 1 nation which had no Guild Castle at all.

For that reason, the Open SOW formula was necessary for the game, but still, we know it’s exhausting for the players in the long run. We’re working on a solution for it – an automated 5v5 tournament system which will allow replacing every second SoW with a 5v5 tournament, but it’ll take some more time to introduce it. To not make you wait so long, we’ll add another solution quicker.

All guilds holding Guild Castles will have the possibility to evade Open SoW by actively playing the game over the week. To do so, the guild will have to perform some activities, such as attacking enemy Guild Castles, or taking part in the events like Ragi/Brandon/Sirius/Kargald Champion – any member of the guild will be able to contribute.

Obviously, we won’t be making it very grindy, as we don’t want to create a chore for players, but rather fight the potential stagnation of Guild Castles being held by guilds playing only at the SoW, not allowing the active players of other factions to capture them, and thus preventing the smaller factions from growing.

Still, there will be 1 guaranteed Open SoW every month which won’t be able to be avoided, to prevent full stagnation. It will most probably take place on the last weekend of each month.

Crouching!

We will introduce the crouching feature, with some additional improvements to disappearing player tags with distance / behind obstacles. This, combined with a new castle in the centre of the world, should bring more possibilities for making traps for your enemies and reactive gameplay.

And as always – combat tweaks!

Just like every season, we will introduce some combat tweaks based on your suggestions and our ongoing analysis of the collected data.

Take your chances – use this last week of the current Season to climb up the rankings and win precious rewards!

[h3]Gloria Victis: Siege – Wishlist Challenge[/h3]



Moreover, we’re close to reaching another tier of the Wishlist Challenge for Gloria Victis: Siege! Just a bit more, and we’ll unlock a free skin of the siege barricade for the active Gloria Victis players.

Help us reach this goal, and obtain this epic skin for free!

https://store.steampowered.com/app/1167140/Gloria_Victis_Siege_Survival/

Check this update on your own, and see you in battle!



[h2]Changelog v.0.9.4.0.2[/h2]

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

[h3]Fishing:[/h3]

This update introduces the final planned iteration for the Fishing system. Of course, we’ll still be watching this feature and there are possible tweaks or additions in the future.

The new changes are:

– Introduced the Fish Trap – a new item allowing you to catch the fish remotely, similar to how the player-built passive workstations work
– Increased the chances for obtaining Cod and Salmon at every type of the fishery – especially at Rich fisheries
– Increased the respawn time of the fisheries – according to our data, at every server, only 30% of the fisheries were being used because they respawned so fast, so the players didn’t have an incentive to explore the fisheries in the wild
– Improved the Fishing interface – changed the position of the notifications about the found and caught fish, moving it closer to the other elements of the Fishing interface, where it doesn’t disturb the player

[h3]Cooking & Alchemy:[/h3]

This update adds the first part of the changes in Cooking and Alchemy which introduces the wider use for the caught fish. We’ve added new recipes and improved some of the existing ones. We hope that this and next updates will take this part of crafting to the next level!

– Updated the Fish Soup recipe – instead of any of the 5 types of fish, now it requires 2 Carps, 2 Zanders, and 2 Herrings
– Updated the Fasting Poultry, turning it into the Fasting Dish – from now you can cook it using a fish too
– Updated the Broth recipe – added fish as an alternate ingredient
– Boosted the Roasted Zander – from now it has 4 Food Quality
– Added a new recipe Braised Zander – cheap and easy alternative to the roasted one, with 4.9 Food Quality
– Added a new recipe Spiced Carp – still simple and easily accessible recipe with 5.5 Food Quality
– Added a new recipe Fish Mix – an advanced recipe for an 8 Food Quality meal, requiring some low-tier fish
– Boosted Grilled Salmon Recipe – now there’s a chance to craft 4 units at once
– Added a recipe for the Marauder's Bread elixir (from now, this recipe is automatically learned by every existing character)
– Added a recipe for Wisent elixir – it may be looted from Black Sickle Shaman and Rejected Shaman
– Added a recipe for Cuckoo elixir – it may be looted from Black Sickles, Highlanders and Rejecteds, and can be bought from the Quartermasters in the Holy Temples
– Added a recipe for Geliand's Blood – it may be looted from Raiders, Raubritters and Exiled Legion
– Added Erendi's Elixir – both elixir and its recipe can only be dropped from Erendi – a wizard hiding in one of his towers; this potion adds 50 hp and increase health regen by 20% but decreases the stamina regeneration

[h3]Quality of Life:[/h3]

– Adjusted upgrade cost of Guild Provinces Stalls and Mercenaries at every location – it base more at food. It begins from basic meat and ends at basic dishes.
– Improved UX of feedback request from developers – now it stay at the screen until you click that. We have observed many videos and seen players who didn’t see this notification
– Increased minimum speed that character may be slowed down, for example after rotation – thanks to that fights should get more dynamic
– Reduced cooldown for sending feedback, bug report and player report
– Expanded the content of Supporter Pack (and the rewards for owners of higher bundles from the official website – Baron and higher) with 3 new unique heraldic symbols, which can be only obtained this way
– Added a new heraldic symbol to be purchased in the Supporter Shop: Chains

[h3]Fixes:[/h3]

– Fixed displaying the crafting experience – sometimes the value displayed in the crafting window was different than the real amount of gained experience
– Fixed an edge-case allowing to obtain a stack of up to 15 recipes from a chest
– Fixed positions of a few resources floating near the Seaclaw Mine
– Increased the crafting cost of the Champion's Heavy Gauntlets – thanks to that, the nation-themed heavy gauntlets of the same tier should be more useful
– Increased the crafting level required to craft Guardsman's Shield
– Fixed an edge case where one of the Raubritters was dealing big damage using a shield
– Fixed an issue causing wrongly displayed weapon damage on its tooltip
– Fixed an edge-case of the Rite of Trinity event where a random nation wasn't receiving invitations to the event
– Fixed the gate at the Black Sickle camp – sometimes the players couldn’t leave the boss area
– Deleted a few NPCs from the old quests who had misleading quest markers above their heads
– Fixed the placement of Skergard resources – players have reported that few of them was under the ground

Weekly Update 228 – Fishing Expansion and Quality of Life Improvements!

Ahoy Fishers!

In the last update, we've introduced the Fishing system, so now you can catch the dinner by yourself. Take a look for some global statistics, what happened last week:
  • You've already caught almost 50k of fish!
  • Daily average use of fish have increased more than 3 times! From 1700 to more than 5000
  • Still you have more than 150.000 fishing baits at your inventories (16.000 of worms – best bait)
  • Players have more than 2.000 fishing rods (300 of master tier)
  • Almost half of the fisheries are already depleted, they will regen over time, but meantime fishes might get more valuable, remember that the more rich fishery is the better one you might catch!

Check out the newest improvements and see you in battle!
[h2]Changelog v.0.9.4.0.1[/h2]

As always, the screenshot's author is rewarded. Beskarion – check your Ambers!



[h3]Fishing – Another Iteration:[/h3]
  • Added Lure item which significantly reduces the waiting time for catching a fish for the next 30 minutes. It works for the area, so many players may benefit from that. Use of this item is visible on the map and minimap for everyone near to this place – with timer in the tooltip
  • Added small exp and crafting exp bonus for fishing, similar for digging
  • Adjusted drop chances during fishing
  • Updated the algorithms responsible for depleting the fishery

[h3]Quality of Life:[/h3]
  • Improvements to some combat blocking sounds and movement sounds depending on armor [those were wrongly set for some armor sets, like light armors sounding like a chainmail etc]
  • Restored to a setting of AI same time aggro of two enemies at once [it was 1 now], but due to having AI fighting overall better across last months updates the second AI enemy fighting the player will have some special conditions to not make such a battles impossible to win.
  • Added missing memorials texts
  • Added some new death animations and some new test 1h iddles
  • As we have added an fishing, to balance the map out we have added an river next to the Sangmar Capital as it was the only nation missing one.
  • Further recipes drop balancing to improve accessibility of some rarest recipes.
  • Changed the time of the daily server maintenance from 9:30 AM to 10:30 AM [CEST]

[h3]Fixes:[/h3]
  • Fixed disassembling of stackable items not working properly [bread exactly]
  • Fixed a weird horse sound happening from time to time when another player's proxy spawned next to us
  • Fixed fist missing stab animation and issue which led fists to deal full armor penetration making it overpowered.
  • Fixed an issue which led to controller block if we would not have set at least two of main keys [like movement] on the controller option until the default keys have been reloaded
  • Fixed an edge case at Dundrum not spawning Knight Guards
  • Fixed issues with one of the central castle gates not playing sounds while being hit
  • Due to the bug, eggs weren’t spawning at the Audunstede farm
  • Moved levers at Sea Wraiths – some players were using then through the gate to open them from the outside

Weekly Update 227 – Fishing & Steam Summer Sale

Hello Warriors and Fishers!

We've got a huge update for you – the long-awaited fishing update! Grab your fishing rod in hands and prove your skills when chilling out in between fights. Read below for details!

Also, the Steam Summer Sale has just started! It’s a great opportunity for our Community to get a nice influx of new players! Remember that you can earn Contribution Points and Mentor Points for helping the new players on chat, and helping them levelling their toons.

We have high hopes that our Community will grow in numbers during the Steam sale – for a small indie team, such as ours, it would mean a direct boost for the game’s development. Thus we hope you’ll give a hearty welcome to the newcomers!

And don't miss the VP event this weekend! It will start at 9:30 PM GMT (Friday, June 26st). Join us in the arena on the [Europe] Eaglewood server and fight for fame in 5v5 battles. The winners will be immortalized on the in-game monuments and every participant will be rewarded – to arms!

See you in battle!

[h2]Changelog v.0.9.4[/h2]

As always, the screenshot's author is rewarded. Kchance13 – check your Ambers!



[h3]Fishing:[/h3]

Relax:

Even if our game is PvP centric, there are times when players want to slow down the pace - simply chat with their guild, or watch some new Netflix series meantime. The excessive fighting and high tempo of the game fatigue people who log out after such actions to rest – here comes another alternative (e.g. beyond dice or farming).



Mechanics:

  • Ability to catch fishes away from keyboard – if you have a supply of lures you can leave the AFK character while fishing and it will go around in circles.
  • Mini-game - you have to follow instructions to speed up fishing
  • Antibot (team rocket) – if you are actively fishing, then now and then an anti-bot will appear (AFK fishing does not conquer this, so you can easily fish).
  • 4 fishing tiers – Rich, Average, Poor, Exploited. The better tier, the better the chance of fish.


Fish economics:

Until now, it has been all about the shops. All you had to do was find a good shop and you could buy the best fish. Now the fish are disappearing from the shops and you have to catch them – there is a place for the fish trade, more room for crafters or explorers to show off and add some depth to the game.

Around-fishing economy

  • 5 types of fishing rods with recipes. All recipes and 1 weakest fishing rod are available in shops. The fishing rods shorten the fishing time. Rod with low durability significantly lengthens waiting time for fish.
  • 3 types of lures, the weakest available in food and materials stores, the middle one available at quartermasters, and along with best one available to get from dig sites and weeds in farming. you can also get the best bait from fishing. :)
  • Bread can be spread (disassemble) to get some of the weakest bait: bread balls.
  • Still, fish is an important part of meals (a combination of 4 activities fishing, digging, farming, cooking)


Continuous exploration:

The fishing grounds become depleted and regenerate over time. So there is no permanent best place to fish. The more depleted spot, the lower the chance of good fish. Fishing on servers outside the main is unprofitable.

We are testing a new system based on the number of players on the server, analysis of fish stocks and so on-that will have an impact on the rate of fishery consumption and recovery. We need feedback on how it works so we are counting on you!

Rankings and achievements:

Fishing is added to the weekly ranking – the quality of the fish also counts, so searching for a better fishery gives you an advantage. Of course, a passerby's skin of a gold Rod also appears.
The award is the most prestigious title in the world – fishing fanatic

What's planned for the next update?

Fish trap
A tool somewhat similar to a stove – you put a fish trap in the water, which catches the fish itself. It does this slower than fishing with a rod, but the character can go where he wants and then go back to it – it will generate fish to the max cap of the trap. The rules of looting and destruction are to be the same as the stoves.

Lure
The item, which lasts 30 minutes, significantly reduces waiting time for a fish – so many people can use it. However, when it works, it is visible on the map and minimap in a certain area, so the enemy can spot us too!

Node
Special places where there will be significantly reduced fishing time, however, this will only be enough for a few tries and then regenerate for some time.

Economy
We are looking for suitable sites for additional economic elements. We analyze medieval books to find recipes with fish oil and so on. Then we'll add new alchemy recipes (new fish, perhaps?) to add other economic layers.



[h3]Balance:[/h3]

– Updated the “Away from home” debuff which consecutively increases the player’s respawn time after dying several times – now it won’t be stacking if the player dies inside a non-looting zone, i.e. during a siege event, because it could be discouraging for the attackers when it stacked to the maximum values of 80 seconds (up to 2 minutes when taking other buffs into calculations); the buff for an underdog faction which reduces the respawn time – depending on the buff stack – down to 25, 22, 19, and 16 seconds, if we count the -5 seconds buff for maximum reputation – still remains in-game, so this change won’t affect the game’s balance but will enhance the fun in such battles
– After a deep analysis of the recipe scrolls obtained and learned by the players over time, we realized that some of the top-tier recipes were almost impossible to obtain for the new crafters – we’ve adjusted the drop chances and distribution in the loot tables of the world bosses and their cohorts, especially in the world events such as Brandon, Ragi and Sirius; while they will still be rare, it won’t be impossible to learn them anymore



[h3]Quality of Life:[/h3]

– Introduced additional Valley of Death tournaments in response to the Community requests – the new VoD launches in the morning and at night of each server’s timezone, giving players more activities to do outside of the server’s Daylock
– Slightly improved the recently changed player markers according to the players’ feedback – they are now visible from larger distance when in the center of the screen
– From now on, the tamed horses without riders receive 2x more damage to make them less viable as protection against, for instance, the enemy archers during castle sieges
– Introduced a new questline for Ismirs, mirroring the Sangmarian “Disappearance of Claretta” questline – soon, a similar questline will be added for Midlanders
– From now on, the players registered for a group arena skirmish are assigned to a party right after being moved to the arena instead of waiting 60 seconds for a group, and leaving the party means being moved back out of the arena
– From now on, the group arena skirmish automatically ends if there are 0 players remaining in one of the groups
– Further improvements to the anti-cheating system – if anyone would receive the false-positive results, please contact us to solve it
– Minor server-side optimization of the fortifications spawners and AI detection scripts
– Improved the sliding detection system – it should eliminate most of the accidental slides
– Added the missing feedback message when a traitor tries to open the door in the nation-controlled location
– Updated the PVP events memorials in the arena
– Added a new set of skins for the Praetorian’s light armor – the Horde Warrior’s armor

[h3]Fixes:[/h3]

– Fixed a bug causing that some of the contextual gameplay hints could be hidden beneath the other ones and never displayed again
– Several fixes to the reported level design glitches

Weekly Update 226 – Improved Group Arena

Hello Warriors!

Another Weekly Update for you! This time, you receive several Quality of Life improvements, namely the ones for the Group Arena Skirmishes. And as always, there’re many other changes so every player will surely find something cool in this update.

Also, we’d like to give you an insight on the Fishing system which we’re working on – we hope to release it this month! Within Fishing, you can a mini-game, active and passive fishing, player-built fish traps to get some fish remotely, a variety of fish baits of different quality and even the ground bait. Also, the system will provide depletable resources – the fish population will depend on how much a specific spot is exploited on various servers!

Stay tuned, and see you in battle!

[h2]Changelog v.0.9.3.11[/h2]



[h3]Group Arena Skirmishes:[/h3]

– Improved the groups size balancing – now the numbers should be adjusted when some player leaves during the queue
– Unblocked moving to the arena when registered for a skirmish
– Improved creating the teams during the queue – now there is a higher chance for groups bigger than 4 players
– Improved notifications for players at the Skirmish and in the queue
– Added earning character experience for Skirmishes

[h3]Balance:[/h3]

We updated the way of applying the Medical Assist buff, which affects the respawn time for the balance purposes. Our data analysis show it's a pretty effective balance safeguard which lets the outplayed nations stand against the enemy.

However, it used to happen from time to time that once the underdog faction finally grouped up with enough forces to stop the enemy players, it could push them back into their homegrounds (area around the capital city, ranging as far as the forts, i.e. Greenport, Ulfgard or Scarsdale). In such a case, the nation being able to push the enemy back into its own homeground definitely shouldn't have a respawn time buff.

For this reason, the Medical Assist buff does no longer have effect in the enemy nation's homeground.

[h3]Quality of Life:[/h3]

– Added transparency to the players' markers – from now, the markers will be working the same way as using the text markers mode, which means fading out with the distance and angle from the camera; both modes have been improved to not disappear marker when another player was behind our character at the corner of the screen
– Merged the Valley of Death registration widget with the Objectives list
– From now on, Mounts are ready to ride right after taming
– Adjusted the number of spears required in the Crafting Order events – Warrior’s Spear from 20 to 7 and Short Warrior’s Spear from 15 to 8 – in response to the player-made suggestions and reports
– Several improvements to the Ismir starting questline
– Adjusted the head position for the NPC enemies – now it should be easier to hit them with a headshot
– The NPCs will no longer perfectly cancel their block when the player tries to kick them, since kicking a blocking NPC was really hard
– Clamped length of looting time to 30 seconds – the time was mostly connected with the balancing system. Lengthened respawn time was also increasing time when player could be looted. From now it is clamped, so even few minutes of the respawn time won’t let enemies loot you after so long time.
– Blocked displaying hints when the tutorial is turned on, since it lead to showing too much information on the screen

[h3]Fixes:[/h3]

– Fixed an edge case bug causing that players couldn’t respawn properly
– Fixed the shop filters of some items which were displayed in the wrong categories
– Fixed the position of reported floating resources
– Fixed the positions of some badly placed colliders, such as the static non-looting zones, which caused that wrong ground quality at some farms – we found this issue thanks to the players reporting the farms balance issues

Weekly Update 225 – Group Arena Skirmishes!

Hello Warriors!

We have a pleasure to present you the promised first iteration for automated 5v5 tournaments – the Group Arena Skirmishes! This additional activity allows you to spend your time with other players while practicing the group combat in a controlled environment. There are also further improvements to the Notification Centre and several Quality of Life improvements based on the Community requests. Read below for details!

See you in battle!

[h2]Changelog v.0.9.3.10[/h2]



[h3]Group Arena Skirmishes:[/h3]

We have added the group arena skirmishes which allow you practice the group combat against different opponents using the enemy finder mechanics. It’ll allow new players to learn the ropes of group vs group combat in the controlled environment, and the veterans now have more options to help the newcomers. Details below:
  • To register, use a button near the 1v1 duel arena
  • The system will find you a group from your nation
  • The skirmishes last up to 5 minutes – after this time, a group with more total HP remaining wins
  • If no group from the enemy nation is already registered, the system will look for an opponent group from your nation
  • When you die, you will be moved to the place where you have registered to the skirmish – same as for the 1v1 arena duel
  • You can’t register for the ranked duel and group skirmish at once


[h3]Notification Centre:[/h3]

– Added miniatures displayed over the Notifications Centre button to all remaining notifications which didn’t have them before
– Adjusted all notifications to display as a small note
– Moved the trade invitations to the Notification Centre
– Moved some notifications from tab Rewards to Info – They were not giving the rewards, and notifications from this tab have pretty big graphic informing about the reward
– From now when you open the Notification Centre it will open the tab with the most recent notification
– Moved some messages formerly displayed in the Combat Log to the Notification Centre

[h3]Quality of Life:[/h3]

– From now, the siege events can also start during the server’s Nightlock
– Added disabling the crosshair for mounted archers when they rotate the camera to extreme angles – the mounted archer’s max shooting angle is already limited so displaying the crosshair all the time was misleading
– Added a keybind for dismounting – “T” key by default, the same as for calling your mount
– Updated the hint displayed after capturing a flag for the first time, adding information that the guild which captured the flag can open its gate doors during the siege, while other players can only be moved through the doors
– Added crafting bonus for Recruit's Light Helm and Nomad's Turban to Tailoring and Leatherworking Workshop
– Increased the chance to drawn “Classic mode” of the Valley of Death tournament
– Boosted the rewards for completing the “Secrets of Serai” event
– Added marking items appearing from change (like rotting or getting cold) also as a “new item”

[h3]Fixes:[/h3]

– Removed the blacksmith NPC standing in the middle of nothing at swamps
– Removed wrong message “You have forced the trade to close.” appearing before starting the trade
– Removed “new item” icon from the Market
– Blocked possibility to call the mount when you are dead
– Fixed issue causing that first open of the inventory wasn’t displaying “new item” icons
– From now, bleeding, burning and other damaging buffs should be removed after the Valley of Death – there was an edge case where the player died just after moving to the capital and then his enemy get Nation Points
– Changed Barley and Wheat Grains from consumable item to material – it shouldn’t change the hunger anymore
– From now you can craft more than Leather Sack at once (using proper workshop)